Time Nick Message 04:01 VanessaE hmmmm: can we PLEASE get 0.4.12 out soon? 0.4.11 is broken beyond repair for too many people 04:01 VanessaE here's a crash that happened earlier for one of my users: [01-21 22:59] Hey VaneesaE force to use 4.11 and it craps out on both win32 and win64 versions.... ERROR[MeshUpdateThread]: Waiting for texture disable_img.png timed out. 04:02 VanessaE (I have strict version checking enabled) 04:02 hmmmm isn't disable_img.png part of the base texture set? 04:02 hmmmm was this a bug fixed between 0.4.11's release and now? 04:02 VanessaE idk 04:03 VanessaE I've never seen that one happen before myself 04:03 VanessaE (but I have seen OTHER textures "time out" before) 04:03 hmmmm and you know for sure this is a bug that was fixed in 0.4.11?? 04:03 hmmmm otherwise why would you've brought it up 04:04 VanessaE I don't. But I DO know it was introduced sometime between 0.4.10 and 0.4.11. 04:04 VanessaE I'm operating under the assumption that if it works for me and others, it would work for him too were he running it :) 04:04 hmmmm i'm not going to pretend i know anything about the source of that error but 04:04 VanessaE (it being current HEAD) 04:04 hmmmm he can definitely solve it by getting a better texture pack that doesn't omit disable_img.png 04:05 hmmmm or by turning shaders on 04:05 VanessaE erm, I think he's using default textures? 04:05 VanessaE can't say about shaders - he already signed off before I could investigate further. 04:05 hmmmm well 04:06 hmmmm i can agree to a release 04:07 hmmmm we'll set the release date to be the 28th 04:08 VanessaE ok 04:09 VanessaE meanwhile, another user indicates that there's evidence of another memory leak that will need addressed. Zeno will probably handle that though. 04:09 VanessaE his build is from the 17th, so his bug may already be fixed by now. 04:09 VanessaE (I think that's the date) 04:09 VanessaE damn it why does everyone have to sign off before I can ask questions *grumble* 06:33 paramat hi hmmmm this is ready for review and merge #2161 06:33 ShadowBot https://github.com/minetest/minetest/issues/2161 -- Mgv7: Improve rivers and remove abysses. Speed optimise perlinmap calculations. by paramat 06:33 hmmmm i'll check it out 06:52 hmmmm ahh it's good to see somebody working on mapgen v7 again 06:53 hmmmm sadly none of this fixes the crap terrain output 06:53 hmmmm the next chance I get some more free time i'm going to work on the biome stuff 06:56 hmmmm maybe generateRidgeTerrain needs to be redone entirely 06:56 paramat i intend to tune the terrain for a future PR 06:57 hmmmm a lot of the code there is sooo arbitrary, and the effect each bit produces is either unnecessary or duplicated 06:57 hmmmm s/duplicated/redundant/ 06:58 paramat yes i simplified it a little, i still like the results so left it mostly as it is 06:58 hmmmm generateBaseTerrain sucks too because the attempt at interpolation between normal height and highlands height doesn't really work and it takes 3 noises to get something just as good looking as one 06:59 hmmmm sometimes, just sometimes, i thought about copying v6's terrain function. for being entirely 2d it sure has nice output 06:59 paramat yeah i agree it's output is not great 07:00 paramat will try some alternative noiseparams 07:00 hmmmm the persistence variation is the only saving grace 07:00 hmmmm yep... you just found the most time consuming part of working on the mapgen 07:00 hmmmm tuning the noise parameters has such a profound effect on the quality of the output but takes so much diddlying around 07:01 paramat so true =P 07:01 hmmmm for v8 I have an idea 07:01 hmmmm the first attempt with v7 i had negative 3d noise carving out pieces of large 2d noise mountains 07:02 hmmmm and due to an oversight it cut off at y == water_level 07:02 hmmmm but it made awesome looking flat areas 07:02 hmmmm so I'm thinking of doing negative 3d noise with hard cutoffs to make parts of land very buildable 07:03 hmmmm the effect area could be determined by 2d noise and the effect detail with 3d 07:04 hmmmm so one of those 2d noise * 3d noise types of things 07:05 hmmmm also try using log(y^3) for things, it has a very nice cutoff that gives flat, buildable areas on top of mountains while still maintaining a naturally curved look around the edges 07:06 paramat interesting .. 07:06 hmmmm hrmm 07:07 hmmmm are you sure it's a wise idea to remove the persistmap rangelim? 07:07 paramat i looked at the noiseparams, they look to limit the values well enough 07:07 paramat .. between 0.4 and 0.9 07:08 paramat if not they should be tuned to do so 07:09 hmmmm well 07:09 paramat perhaps you wanted it to be clipped for large areas of 0.4? 07:09 hmmmm you've tested it, right? 07:09 paramat yeah tested 07:09 hmmmm no, clipping for large areas of a certain persistence value doesn't make much sense 07:09 hmmmm it just makes large areas of terrain boring, doesn't add any nice effect 07:09 hmmmm that is, if it often dives below 4 07:09 paramat yeah 07:11 paramat i know how to look at noiseparams and calculate the range of the output, so can tune persist to not need limiting 07:11 hmmmm ahh nice catch, i didn't realize the river generation wasn't relative to the water level 07:11 hmmmm calculating the range of noise given a noiseparams is slightly more difficult now that lacunarity is modifiable 07:12 hmmmm i should probably write functions for getting min/max of a noiseparam 07:12 paramat i'll check to see if the whole v7 terrain is relative to water level 07:12 hmmmm it shouldn't be 07:12 hmmmm the whole point of water level is to cover more or less of the land with water 07:12 paramat ah yes 07:13 hmmmm if you make all terrain generation relative, then it's as if there was no water level parameter to begin with 07:13 paramat whereas v6 is all relative i think 07:13 hmmmm hrmmm... could've sworn I fixed that 07:13 paramat okay im probably wrong 07:14 hmmmm it definitely was all relative a couple versions ago 07:14 hmmmm i remember fixing this 07:14 paramat sometimes i wonder if another mg param 'terrain average y' could set the terrain height 07:15 paramat just a random thought, not important 07:16 hmmmm i think that's the wrong way to approach things 07:16 hmmmm you mean just offset all the generated terrain by + whatever, right? 07:17 paramat yes 07:17 paramat so terrain y and water level y are independant 07:17 paramat and settable 07:17 hmmmm making everything higher/bigger/larger on average is an effect that can be done with noiseparams 07:17 hmmmm but you need to know the right ones 07:17 hmmmm it sounds like a good idea might be to have some kind of mapgen meta-param 07:18 hmmmm where if you set this, it'll auto-adjust the right noiseparams needed to get the desired effect 07:18 hmmmm but as for adding another actual mapgen parameter? please no :( 07:19 paramat i agree 07:19 hmmmm i severely overdid the mapgen parameter thing 07:19 hmmmm the entire reason why i made noiseparams was because i wanted the terrain output to be flatter or larger so i could have buildable terrain 07:20 paramat .. just a random thought that is not worth developing 07:20 hmmmm and then i went overboard 07:20 hmmmm making every tiny thing that can be adjusted into something adjustable 07:23 hmmmm so i'm not sure if i ever mentioned it but the original idea with the noiseparam thing was to have a bunch of preset ones 07:24 hmmmm this was back when mapgen v6 was the only one 07:24 paramat you mean a choice of different complete sets of noiseparams? 07:25 hmmmm like i envisioned being able to select "desert land" which cranks up the spread factor for base terrain, sets the biome threshhold level very low, and the base terrain scale low 07:25 paramat ah nice 07:25 hmmmm or maybe a "tropical island" preset that's crank up the v6 humidity for lots of jungle trees and increase the water level so mostly everything is an island 07:26 hmmmm s/that's/that'd/ 07:26 paramat this one is WIP but almost done #2175 07:26 ShadowBot https://github.com/minetest/minetest/issues/2175 -- Mgv5: Speed optimise noise. Remove blobgen, add large caves. Cavegen: add mgv5 large caves by paramat 07:26 hmmmm blobgen lol 07:27 hmmmm not every tiny component needs to be "thing"-gen 07:27 hmmmm oh no, more 3d noise :) 07:27 hmmmm as if it weren't slow enough 07:28 hmmmm ahh you're using the procedural caves 07:28 paramat hehgen 07:28 paramat mvgv5 is faster now, 70ms on my i5 07:28 hmmmm with debug? 07:29 paramat no normal build 07:29 hmmmm oh 07:29 hmmmm yeah.. in practice i can't notice a difference between anything faster than ~150ms 07:29 hmmmm it's because of the mesh generation GPU lag 07:29 hmmmm i have an nvidia card 07:30 hmmmm you're probably much better off with intel integrated graphics 07:30 paramat all those tiny lava pockets really lagged the game due to the liquid queue 07:30 hmmmm yup 07:30 hmmmm the real solution is to fix liquid flowing to be less cpu intensive, instead of making the mapgen more boring 07:31 hmmmm i have a feeling not nearly as many liquids need to be in the queue as there are 07:31 paramat yes i have intel integrated haswell 4600 or something.. 07:33 VanessaE a user and I were discussing a feature where the user would, on hitting an appropriate climb or descend key, automatically snap to whatever climbable node is focused, if any. that's _game specific, but I can't see any way to even detect user-specific keypresses in realtime, or get the pointed_thing even if I did. Any thoughts on this? 07:34 VanessaE (and did that whole thing actually make it through?) 07:34 paramat cool, thanks for the merge 07:34 VanessaE the above is something I was gonna code myself, but I can't see any way to do so without a bit of engine support. 07:39 hmmmm yup, you can't do that from a mod 07:39 paramat sorry not keen on the auto-snap, players can position themselves properly and not be lazy =) 07:39 hmmmm i like auto-snap 07:40 VanessaE paramat: well I would normally agree, but I can see it being useful in e.g. tablet clients 07:40 VanessaE and this guy had some trouble getting his client centered on the ladder prior to climbing 07:40 VanessaE so I figured I'd code a mod...but I can't :) 07:41 hmmmm client side lua is going to be awesome 07:41 hmmmm for this kind of stuff 07:42 paramat i personally don't care about smartphones and tablets hehe pain in the ass to cater for 07:47 VanessaE also, I don't know if you saw, over on #minetest, sofar proposed an idea of allowing animated textures to be used within particles (I don't know one way or the other if they can be). I believe he intends to code it. 07:48 hmmmm pretty sure this conflicts with the upcoming irrlicht particles... 07:49 VanessaE good point. 07:49 paramat wow looking at my todo list, 'all' that's left to do in v7 is tune the terrain through noiseparams, time consuming but fun 07:51 VanessaE looks like a few people have inquired about it in the past. 07:51 VanessaE (that is, making irrlicht's particles allow animations) 07:53 VanessaE *shrug* 08:50 nrzkt hi all ! 08:51 VanessaE hi 09:41 kahrl VanessaE: I always get a timeout on disable_img when I run minetest on an extremely slow computer 09:41 kahrl that is, valgrind 09:41 kahrl it doesn't cause a crash though 12:41 gregorycu Hi there 13:21 nrzkt hi 13:26 gregorycu So, the performance around lighting is no the best 14:26 kilbith ShadowNinja, are you going to send a PR for the writtable book ? 19:03 kilbith someone can close #2161 ? 19:03 ShadowBot https://github.com/minetest/minetest/issues/2161 -- Mgv7: Improve rivers and remove abysses. Speed optimise perlinmap calculations. by paramat 19:03 kilbith already merged by hmmmm. 19:34 kahrl kilbith, done 22:52 VanessaE connected_glass = false <--- this is still the default setting for default glass, yes? 22:53 VanessaE (because if it is, it ain't workin') 22:53 VanessaE well wait, is that a client-side setting? 22:59 kahrl VanessaE: client side, yes 22:59 VanessaE ok, then it doesn't really default to false 23:00 VanessaE lemme update just to be sure. 23:01 VanessaE hm. maybe something in dreambuilder needs updated. 23:01 VanessaE I'll bet moreblocks is redefining glass. 23:04 kilbith VanessaE, https://github.com/minetest/minetest_game/issues/394 23:05 kahrl I can't reproduce that bug 23:05 kahrl connected_glass = false works fine in current minetest_game 23:05 kilbith ditto 23:05 VanessaE yeah, it works fine for me in mt_game too 23:06 VanessaE the node def in dreambuilder is identical (drawtype = "glasslike_framed_optional"), so it must be some mod redefining it 23:07 kahrl VanessaE: you already guessed the offender ;) 23:07 kahrl moreblocks 23:07 kahrl "grep -R glasslike ." works wonders 23:07 VanessaE yep, I'm checking now 23:08 VanessaE minetest.override_item("default:glass", { 23:08 VanessaE drawtype = "glasslike_framed", 23:08 VanessaE }) 23:08 VanessaE *growl* 23:26 VanessaE ok that's sorted. 23:28 VanessaE btw, why is it that some glass objects in the inventory are dark? 23:28 VanessaE seems to only happen with glasslike drawtype (or _framed_optional when it's not set to framed in the client). been that way for ages. 23:31 VanessaE (default glass is unaffected because it uses minetest.inventorycube() to draw its inventory image) 23:34 kahrl could be because NDT_GLASSLIKE uses wrong normals 23:35 kahrl it sets them to zero in fact 23:36 VanessaE shall I apply the usual workaround to moreblocks then? 23:40 kahrl ok, simply setting EMF_NORMALIZE_NORMALS doesn't do the trick 23:40 kahrl (makes sense since it's not recalculating but just normalizing) 23:40 kahrl so glasslike itself needs to be fixed 23:41 kahrl VanessaE: I have no clue about moreblocks 23:42 VanessaE well I know how to fix it there. 23:42 kahrl it shouldn't be needed though if moreblocks just does override_item 23:42 VanessaE it does override for default glass but it has some of its own glass items that are fully-defined (of course), so those need fixed 23:42 kahrl in that case yes 23:43 VanessaE just wanted to make sure if I was about to fix something that didn't actually need done on the mod side :) 23:43 kahrl well as I said, if glasslike is fixed to provide correct normals, it will work 23:44 VanessaE *nod* 23:45 kahrl actually providing incorrect, but different normals might be enough 23:46 kahrl https://gist.github.com/kahrl/a7fb4ad0ae4a3d760739 23:46 kahrl this sets a normal of (0,0,-1) on every face 23:46 kahrl that's where the light comes from in rendered inventory textures, so glass will be bright 23:47 kahrl (the alternative is unrolling the whole loop or making it much more inefficient to fix an edge case) 23:49 kahrl well or do this: https://gist.github.com/kahrl/15f5221561d293cd98ca 23:49 kahrl ^ slightly slower than the first gist but calculates correct normals 23:49 VanessaE well that first one makes the glass a tad dimmer in-game 23:49 VanessaE oh ok, lemme give that a try then 23:50 kahrl I'm pretty sure that is impossible 23:50 kahrl the in-game shaders ignore the normals 23:51 VanessaE_ *growl* 23:51 VanessaE_ X is not exactly the most stable these days :-/ 23:51 kahrl actually.. no they don't 23:52 kahrl the top face is lighter for example, which is calculated by checking normals 23:55 kahrl ugh 23:55 kahrl why does the second gist cause these strange lighting patterns in-game 23:56 kahrl oh derp 23:57 * VanessaE_ waits.. :) 23:57 kahrl it'd make sense to change all 4 vertices, wouldn't it? :) 23:57 VanessaE_ haha 23:57 kahrl that's why I didn't do it :P 23:57 kahrl ok, fixed now: https://gist.github.com/kahrl/1c4531242eb2aaefcfa2