Time |
Nick |
Message |
00:15 |
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03:23 |
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03:25 |
paramat |
hey hmmmm please could you review the new biome blend implementation sometime? https://github.com/minetest/minetest/pull/2764 |
03:26 |
paramat |
i'll be in channel on and off over the next few hours |
04:25 |
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04:41 |
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04:42 |
est31 |
Zeno`, paramat: http://irc.minetest.ru/minetest-dev/2015-06-11#i_4284464 |
04:43 |
Zeno` |
I' |
04:43 |
Zeno` |
I'll try and catch up :) |
04:49 |
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06:09 |
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06:22 |
paramat |
est31, i'd like more time so i can finish up mgv5/v7 biomes, release in 2 months at the earliest would suit me |
06:23 |
paramat |
that would be 6 months from the last release |
06:24 |
paramat |
will push https://github.com/minetest/minetest/pull/2772 very soon |
06:41 |
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06:52 |
paramat |
now pushing 2772 |
06:58 |
paramat |
just saw an error, will push this later |
07:18 |
paramat |
okay now pushing 2772 |
07:24 |
paramat |
complete |
07:24 |
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13:41 |
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14:30 |
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15:19 |
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15:24 |
est31 |
ok paramat sais they need more time, kilbith sais that RealBadAngel's modifications (minimap and shaders) need time to get properly tested |
15:27 |
RealBadAngel |
shaders are tested enough |
15:27 |
RealBadAngel |
im doing now the settings for them |
15:28 |
RealBadAngel |
minimap will need some testing on the other hand, i want its code to be done within 2-3 days as it require shaders PR first |
15:28 |
est31 |
(#2755) |
15:29 |
RealBadAngel |
i will update 2755 in about an hour |
15:31 |
est31 |
ok |
15:32 |
est31 |
I guess 2 months are the next target then. If we want to release at all before addition of clientside scripting. |
15:33 |
RealBadAngel |
when i got 2755 in, each of my next PR will bring enough for a stable ;) |
15:34 |
RealBadAngel |
this particular PR makes all of my shaders efforts possible |
15:34 |
RealBadAngel |
and i do have lotsa shaders waiting in line |
15:35 |
est31 |
also as still open PRs |
15:35 |
RealBadAngel |
water surface shaders with sun/moon and reflections, lava shaders |
15:35 |
RealBadAngel |
outline shader |
15:36 |
RealBadAngel |
proper geometry shaders that will replace extruded meshes |
15:36 |
RealBadAngel |
(and allow proper plantlike drawtype) |
15:37 |
RealBadAngel |
next in line are also: connected textures |
15:37 |
est31 |
while I agree to extruded plants and torches, there are people who disagree |
15:37 |
est31 |
best to have extra drawtype |
15:37 |
RealBadAngel |
i already coded that, but it was fps killer |
15:38 |
RealBadAngel |
now i want it done with geometry shader, it will be way faster |
15:38 |
est31 |
ok |
15:39 |
RealBadAngel |
have you actually saw how plantlike with extruded meshes look like? |
15:40 |
RealBadAngel |
http://i.imgur.com/s9c9zLT.png |
15:41 |
RealBadAngel |
http://i.imgur.com/SqAVIcb.png |
15:41 |
RealBadAngel |
http://i.imgur.com/GYVEWmK.png |
15:41 |
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15:42 |
RealBadAngel |
http://i.imgur.com/6kkxmnQ.png |
15:42 |
RealBadAngel |
^^ torches are animated |
15:43 |
rubenwardy |
awesome |
15:44 |
RealBadAngel |
https://www.youtube.com/watch?v=SH_mr82khjk |
15:44 |
RealBadAngel |
heres a vid with it |
15:46 |
RealBadAngel |
as you can see i do have shitload of new features waiting ;) |
15:46 |
rubenwardy |
Yeah, I saw that Xd |
15:55 |
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16:18 |
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16:59 |
sofar |
RealBadAngel: damn, that's nice |
17:03 |
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17:04 |
rubenwardy |
#2775 |
17:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/2775 -- dofile() silently fails on syntax errors |
17:07 |
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17:34 |
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18:02 |
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18:03 |
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18:07 |
est31 |
hmmmm, how much lua api do you know? |
18:18 |
est31 |
nvm |
18:19 |
est31 |
gonna push in 5 minutes: https://github.com/est31/minetest/commit/6daebf72b36f3081629b3bc9b2da30e10fd7fe3a |
18:20 |
sfan5 |
looks good |
18:20 |
est31 |
pushing now then |
18:21 |
sfan5 |
wait no |
18:21 |
est31 |
? |
18:21 |
sfan5 |
est31: you return 1 if nret != 1 |
18:21 |
sfan5 |
the previous code returned nret when nret != 1 |
18:21 |
est31 |
code after lua_error isn't executed |
18:21 |
est31 |
I could remove the return statement completely if I wanted |
18:22 |
est31 |
perhaps I should |
18:22 |
sfan5 |
perhaps |
18:24 |
est31 |
sfan5, https://github.com/est31/minetest/commit/502e40a649137461947c36ea52205f058f81296f |
18:24 |
sfan5 |
looks good |
18:24 |
est31 |
pushing now |
18:24 |
est31 |
pushed |
18:29 |
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18:31 |
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20:08 |
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20:11 |
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20:37 |
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20:45 |
paramat |
nore, sfan5, see https://github.com/minetest/minetest_game/pull/528 please can you check this is backwards compatible, can i merge? |
20:51 |
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21:13 |
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22:02 |
paramat |
because the biome api can now replace stone i think i will run it down to world base (instead of y = -192) to allow layers of chosen nodes deep underground, such as bedrock or whatever. desert stone / sandstone will extend to world base |
22:02 |
est31 |
biomes underground? |
22:02 |
est31 |
nice |
22:03 |
paramat |
i also need to disable deco placement below water level |
22:03 |
est31 |
why? |
22:03 |
est31 |
I mean you can place deco in caves too |
22:03 |
est31 |
like cave crystals |
22:03 |
est31 |
only on the "surface" of a cave |
22:04 |
paramat |
actually decos can only get placed under open sky, so only above water level |
22:04 |
est31 |
ok |
22:05 |
paramat |
wuzzy's request for bedrock support got me thinking about underground biomes |
22:06 |
paramat |
^ hmmmm see above |
22:09 |
paramat |
because underground stone biomes are calculated once at mapchunk column top, the resolution will be layers of mapchunk thickness, but that's still useful |
22:09 |
paramat |
i'll work on this tonight |
22:14 |
paramat |
my priority now is to roughly finish the mgv5/v7 biome system (including savanna) and finish tuning mgv7 noiseparams, in time for next release |
22:18 |
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