Time Nick Message 00:56 paramat hmmmm and all https://github.com/minetest/minetest/pull/2777 any comments? 01:43 paramat i'll change one thing: disable decoration code in mg_decoration instead of in each mapgen. then i might push this later since i am apparently in charge of the biome API 01:48 paramat O/ 02:25 hmmmmmm oh no... 02:25 hmmmmmm paramat, why disable decorations below water level? 02:26 paramat they were already had a lower limit of water level, something i did a while back 02:26 paramat but sea floor decos.. 02:26 hmmmmmm i'd really rather not have any restriction at all 02:27 paramat okay 02:27 hmmmmmm sea floor decorations, in-cave generations, etc. 02:27 hmmmmmm it's not really that helpful of an optimization either 02:27 hmmmmmm yikes i got highlighted a lot the past few days 02:27 hmmmmmm did something implode in minetest? 02:27 paramat decos can only be placed under open sky, so only if a cave intersects the mapchunk top 02:28 paramat i was busy and asked for reviews =) 02:28 hmmmmmm est31: yes, that does look fine to me 02:28 hmmmmmm hmm 02:28 hmmmmmm about when to do a release 02:29 hmmmmmm well more people have to be involved to release things 02:29 hmmmmmm i learned the hard way that you can't just say "we're gonna have a release in X weeks" 02:30 hmmmmmm you have to track down all the people who make a build happen and then coordinate with them first, otherwise you have a fragmented half-assed release that people get upset with 02:30 paramat i enabled water-surface decos a while ago by creating a lower limit of water level for deco placement. but now i agree it's better to not restrict it, i will change that back in this PR 02:31 hmmmmmm huh? what do you mean 02:31 * hmmmmmm looks... 02:31 paramat that might have been when you were away 02:32 hmmmmmm > y = MYMAX(y, mg->water_level); 02:32 hmmmmmm oh dear 02:32 paramat yeah 02:32 hmmmmmm that was never supposed to be the intent of biomes 02:32 hmmmmmm if you want to do that, please do it with a flag instead... 02:32 hmmmmmm errm, the intent of decorations* i meant to say 02:32 paramat it wasn't a great decision, will revert 02:32 hmmmmmm well don't revert the whole thing, i think there's value in placing decorations on water level 02:32 hmmmmmm like lilypads or so on 02:33 hmmmmmm just make it optional 02:33 paramat sure, can i work out how to do that later, after removing restrictions in this commit? 02:34 hmmmmmm paramat, you can do anything you want to do. 02:34 hmmmmmm the sky is the limit. 02:34 paramat lol 02:34 est31 hmmmmmm, paramat has said they want one more month. I wonder whether clientside scripting can be finished in 2 months? 02:34 paramat lol 02:37 hmmmmmm est31, the next version is definitely not going to be 1.0.0 or 0.5.0 or whatever 02:37 paramat noise defined biome blend has a new implementation and is ready for review https://github.com/minetest/minetest/pull/2764 02:38 est31 0.4.13 02:39 paramat (i'll be around on and off for the next few hours) 02:41 hmmmmmm lol 02:42 hmmmmmm paramat, you sure you want to have two separate noises for the biome blending? 02:42 hmmmmmm also I told you not to use a Noise object 02:42 hmmmmmm try comparing the two in speed and memory usage, you'll understand why :) 02:43 paramat a perlinmap seemed a faster method, guess i was wrong 02:43 paramat (lua habits) 02:44 paramat yeah i tried 1 noise but that resulted in straight borders in places 02:44 paramat seems to need 2 02:46 paramat explanation is in the thread 02:47 paramat what is different about blend noise that makes point-polling faster? 02:47 paramat anyway i'll change the PR 03:00 paramat oh yes, small spread is the difference, nevermind =) 03:02 hmmmmmm paramat: the spread factor 03:03 hmmmmmm below a spread factor of, say, 75, i'd say that's the threshhold at which buffered bulk noise loses its advantages 03:04 paramat okay 03:13 paramat back in an hour or so 04:33 est31 man 100 PRs again 04:33 est31 bad bad 06:22 paramat hi nore, is the implementation of bucket groups correct and backwards-compatible https://github.com/minetest/minetest_game/pull/528 ? any comments? 06:23 nore looks fine 06:23 nore ah, yes, there is a problem 06:24 nore wait, no actually 06:24 nore :) 06:25 paramat okay thanks 06:29 paramat hmmmmmm, see https://github.com/minetest/minetest/pull/2764#issuecomment-111679349 06:36 paramat perhaps i need to add '#include mapgen.h' to mg_biome.cpp/.h .. 11:58 Taoki RealBadAngel: Woah... the new shaders can be tested now? Where can I get the branch please? I've been wanting to try them for over an year now, since you announced these shaders :) 11:59 Taoki Also, is there an estimation as to when extruded plants and torches will be in? I so, so want to see these happenig too! Last time you mentioned they had issues with waving however :( 11:59 RealBadAngel Taoki, atm new parallax shaders are rdy 12:00 Taoki Nice. Any screensgots of that? What's different? 12:00 RealBadAngel hold on a sec 12:00 Taoki Sure 12:00 * Taoki really wishes there was an easier way to keep up with your shader and lighting progress. That's like the #1 thing I'm interested in with Minetest right now. 12:00 Taoki **changes 12:01 RealBadAngel https://imgrush.com/h_F-0fk8FC8Z 12:01 Krock pls4 minimap 12:02 Taoki RealBadAngel: Just amazing! I can clearly see a great difference 12:02 Taoki Commit soon, please <3 12:03 RealBadAngel this is on the fly effect works with any tp 12:03 Taoki Anyway, where can I test the water shaders as well? And other new shaders you're making? 12:03 Taoki I know, that's even more awesome about them :) 12:03 RealBadAngel i will redo them soon, now i do have tangents 12:04 Taoki ok 12:04 RealBadAngel parallax PR is almost rdy, im just polishing it 12:04 Taoki Will we see them in master this summer vacation? Sorry if being asked feels pressuring... certainly it's something to be eager for :) 12:05 RealBadAngel i will do my best 12:05 * Taoki nods. Thanks! 12:05 RealBadAngel now the parallax, then minimap (it needs parallax) 12:06 RealBadAngel later on connected textures and back to shaders 12:06 Taoki Also, I again can't help my curiosity: Have you taken a look at implementing the basic framework for post-processing? Bloom is one thing I really want :) 12:07 RealBadAngel i do have somwhere irrlicht water renderer 12:07 RealBadAngel it uses all the things needed by that 12:08 Taoki Ah. So the water shaders add a post-processing pipeline too? 12:08 Calinou when do we switch to Vulkan? :-) 12:08 * Calinou runs 12:08 RealBadAngel minimap is also using shaders 12:09 Taoki Very nice 12:09 Taoki Calinou: Irrlicht might. If they do it, so might we 12:10 Taoki BTW: I have this idea to implement voxel smoothing, to allow for smooth random edges on terrain and such. Thinking about opensubdiv... not sure if that's a GLSL thing however. 12:13 RealBadAngel rather not 12:13 Taoki Yeah 12:13 RealBadAngel if you would like to make terrain smoother why not use meshnodes? 12:14 RealBadAngel theres no limit in number of vertices 12:17 Taoki I think they're more of a hack and less of a solution 12:17 Taoki Should be done in the code IMO 12:18 Taoki Been mostly thinking of marching cubes and the like 12:19 RealBadAngel you can do with meshes anything you want 12:19 kilbith smooth terrain is like travesty the nature of the game 12:19 kilbith play Rust instead 12:20 Taoki For one thing, you have to define each corner / terrain type as an individual node, which I think is a bit wrong. Another problem is I'm not sure if performance will be lower this way. 12:20 RealBadAngel http://i.imgur.com/eKgfuns.png 12:20 Taoki There is however this... closest to my idea: https://forum.minetest.net/viewtopic.php?f=47&t=11982 12:21 Taoki Would help a lot if there was a function to change the mesh of individual nodes on the run. 12:30 Taoki Actually, I'm not even sure if that was implemented. Can you currently change the nodebox of an individual node? 12:33 * Taoki really thinks that's something that should be implemented. If anyone can easily do it, of course. 12:34 RealBadAngel there were attemps to do so 12:35 RealBadAngel c55 started the code, nore was also working on it 12:37 Taoki I see 13:52 Taoki Hmm... why is it that a lot of leafs decrease performance so badly? 14:27 RealBadAngel Taoki, because of transparency and lotsa more things to render 17:12 est31 anybody time for "PR merging session"? 17:21 nore est31: I can help a bit, but I don't have much time now 17:23 est31 e.g. #2751 only needs a second +1 17:23 ShadowBot https://github.com/minetest/minetest/issues/2751 -- Add minetest.register_on_player_hpchange by TeTpaAka 17:24 est31 #2754 and #2742 to 17:24 est31 o 17:24 ShadowBot https://github.com/minetest/minetest/issues/2754 -- Fix bug when craft input isn't replaced by TeTpaAka 17:24 ShadowBot https://github.com/minetest/minetest/issues/2742 -- Add return list of individual counts to find_node_in_area by TeTpaAka 17:25 est31 I think I'll merge 2655 17:25 est31 #2655 17:25 ShadowBot https://github.com/minetest/minetest/issues/2655 -- Clean up mod profiler by ShadowNinja 17:30 est31 2754 has an open issue though, so perhaps we'd need to wait with it 17:36 kilbith nore ^ 17:36 nore oops, sorry 17:37 nore est31, 2655 looks fine 17:37 est31 ah 2655 cant be merged yet 17:38 est31 not before sn's logging PR is merged 17:38 est31 #2628 17:38 nore 2742 is good too 17:38 ShadowBot https://github.com/minetest/minetest/issues/2628 -- Clean up logging by ShadowNinja 17:40 nore 2751 is fine as well 17:40 est31 pushed them 17:40 nore 2628 is not completed, so we will have to wait before 2655 17:42 est31 then there is #2771 17:42 ShadowBot https://github.com/minetest/minetest/issues/2771 -- UTF8 in formspecs by est31 17:47 nore est31: I want it :) (if it works well, of course :p) 17:48 est31 it works yes 17:49 est31 gonna merge it then 17:50 est31 oh trailing whitespace 17:51 est31 I need iconv for further work 17:51 nore sorry, gtg now :/ 17:51 est31 bye 17:51 est31 already helped alot :) 17:52 Calinou a lot* 17:54 est31 argh dammit 17:55 est31 I totally forgot that we hard depend on iconv now. 17:55 est31 perhaps I should document that 17:56 est31 or is iconv unix?? 17:58 est31 it is 17:58 est31 we need to do something for windows though 17:58 est31 pointing out that it isn't optional anymore 17:58 sfan5 gettext comes with iconv 17:59 sfan5 at least i have it in the windows libs 17:59 est31 gettext is optional 17:59 est31 iconv isn't 18:01 est31 perhaps the GETTEXT_ICONV_DLL cmake option name should be changed to to ICONV_DLL 18:02 sfan5 we also need ICONV_INCLUDE_DIR and ICONV_LIBRARY then 18:02 est31 iconv is usually part of glibc on unix 18:02 est31 https://en.wikipedia.org/wiki/Iconv 18:03 sfan5 yes 18:03 sfan5 but whata about the windows people that want to build without gettext 18:03 sfan5 -a 18:03 est31 for those we don't need ICONV_LIBRAR> 18:03 est31 Y* 18:04 est31 only ICONV_DLL and ICONV_INCLUDE_DIR 18:06 est31 All recent Linux distributions contain a free implementation of iconv() as part of the GNU C Library" 18:06 est31 " 18:06 est31 that part is in wikipedia for quite some time 18:06 Calinou musl users will whine :P 18:07 est31 they can send a PR 18:07 sfan5 est31: why no ICONV_LIBRARY? 18:08 est31 sfan5, I dont think its needed, but you can add it if you want. 18:08 est31 Calinou, it seems musl does include iconv 18:09 sfan5 est31: last time i check you need to link to libs to use them 18:09 sfan5 iconv is a seperate library on windoqws 18:09 sfan5 -q 18:09 est31 ah you need ICONV_LIBRARY for windows sfan5 18:09 est31 then add it 18:10 sfan5 but what about the windows people that want to build without gettext 18:10 sfan5 for those we don't need ICONV_LIBRARY 18:13 Calinou >2015 >building without gettext 18:16 sfan5 Calinou: that was the use case i could think of fastest 18:17 sfan5 iconv library at a different location if far more likely 18:30 est31 somehow there is an issue with shaders 18:37 est31 https://github.com/minetest/minetest/issues/2780 18:40 kilbith might be the same issue : http://irc.minetest.ru/minetest-dev/2015-06-11#i_4284307 18:42 VanessaE est31: that happens to me, too 18:42 VanessaE (and I don't have to be flying to see it) 18:42 paramat hi sfan5, if you approve of this i can push it later https://github.com/minetest/minetest_game/pull/528 -- Bucket: Register river water and add texture 18:43 est31 VanessaE, somehow the bug shows twofold 18:43 VanessaE twofold? 18:43 est31 1. this spontaneous blinking shown in the gid 18:44 est31 gif* 18:44 VanessaE yes 18:44 est31 only when you have disabled full viewing range 18:44 VanessaE so it's an interaction with the fog then 18:44 est31 and 2. wrong rendering of areas when viewing range is full 18:45 est31 but then depending on pitch and yaw, and staying that way 18:45 VanessaE 2? not sure I.. 18:45 VanessaE oh wait 18:45 VanessaE yeah I have seen that second effect before as well (and it didn't depend on full view range) 18:57 sfan5 paramat: looks good 18:57 paramat thanks! 22:07 Taoki Huh... just realized I never asked myself this: Does Minetest not yet support multi-threading? Or does it, and various tasks can be distributed to various CPU's? 22:08 Taoki **CPU cores 22:09 est31 Taoki, minetest mapgen supports it to some extent 22:09 Taoki Ah, nice 22:12 kahrl yeah, mapgen, meshgen and parts of the network stack are in background threads 22:12 kahrl pretty much everything else is not 22:13 est31 meshgen too? how does that work, irrlicht isnt multithreaded? 22:13 est31 thread safe* 22:15 kahrl you can create mesh buffers and meshes wherever you want 22:16 kahrl as long as you only add them to the scene in the main thread 22:17 est31 irrlicht isn't used to create those mesh buffers? 22:17 kahrl of course it is 22:17 est31 so in that regard, it is thread safe? 22:18 kahrl but something like "new scene::SMesh" does not access the gpu or global irrlicht state 22:18 est31 I see 22:18 est31 but when you dont draw on those buffers, what do you do then? 22:19 kahrl what you have to be careful about is loading textures/materials only on the main thread, which is what the queues in ITextureSource/IShaderSource are for 22:19 kahrl est31: you can add vertices and indices to a mesh on any thread, as long as you only do it on one at a time 22:20 kahrl it's just data, basically 22:20 kahrl it's only sent to the gpu once you add it to a scene 22:20 est31 so adding elements to a list is done in an extra thread? 22:20 kahrl (and draw that scene) 22:20 kahrl yeah 22:58 paramat will push https://github.com/minetest/minetest_game/pull/528 soon