Time |
Nick |
Message |
00:14 |
paramat |
now pushing 528 to game |
00:21 |
paramat |
complete |
01:11 |
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01:17 |
Wayward_Tab |
It seems the Android build may have been broken by one of the latest commits |
01:18 |
est31 |
Wayward_Tab, you do regular android builds? |
01:18 |
est31 |
can you do a clean re-clone and re-build? |
01:19 |
Wayward_Tab |
I do. |
01:19 |
Wayward_Tab |
Sure |
01:26 |
Wayward_Tab |
I'm getting an error now: /bin/sh: 5: svn: not found |
01:26 |
Wayward_Tab |
I just built it successfully a few minutes ago |
01:30 |
Wayward_One |
Here's the current error from the fresh directory: http://pastebin.com/HAurs124 |
01:34 |
est31 |
do you have svn installed? |
01:34 |
est31 |
what does svn --version output? |
01:35 |
est31 |
did you follow this guide: http://dev.minetest.net/Android#Building_Android_from_master_branch |
01:36 |
Wayward_One |
hmm, it seems it was not installed. i've been building successfully without it though |
01:36 |
est31 |
heh |
01:39 |
Wayward_One |
and yes, i followed the guide, and when i upgraded my os i copied everything (except subversion, it seems) over to the new install, and it continued to build correctly. the only time i got that error was from the fresh clone |
01:39 |
est31 |
that makes sense |
01:39 |
est31 |
because svn is only used for fresh clones |
01:39 |
est31 |
not when you copy |
01:39 |
Wayward_One |
ah, ok |
01:40 |
Wayward_One |
anywho, it's installed now :P |
01:40 |
Wayward_One |
re-building now |
01:40 |
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02:03 |
Wayward_One |
it finished with an error, here's the output: http://pastebin.com/ZWRnT9ri |
02:04 |
est31 |
you need m4 |
02:04 |
est31 |
as described in the guide :) |
02:04 |
Wayward_Tab |
Oh yeah, duh... new clone... |
02:20 |
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02:30 |
Wayward_Tab |
Ok, finished and installed, and still getting the same error- ERROR: Couldn't resolve address: No address associated with hostname |
02:30 |
Wayward_Tab |
Despite having an address |
02:31 |
est31 |
? |
02:31 |
est31 |
same?? |
02:31 |
Wayward_Tab |
Yep |
02:31 |
est31 |
why same? |
02:31 |
Wayward_Tab |
No idea |
02:31 |
est31 |
also when does it appear? |
02:31 |
est31 |
while building? |
02:31 |
est31 |
starting? |
02:31 |
est31 |
playing? |
02:32 |
Wayward_Tab |
When trying to join a server |
02:32 |
Wayward_Tab |
Also, the input box for the password has a character in it already when opened |
02:32 |
Wayward_Tab |
Unlike before |
02:33 |
Wayward_Tab |
And the username has what seem to be spaces already input as well |
02:33 |
Wayward_Tab |
Also unusual |
02:33 |
est31 |
hrmm |
02:33 |
est31 |
but only on android... |
02:36 |
Wayward_Tab |
http://imgur.com/bMs3eu0 |
02:36 |
Wayward_Tab |
http://imgur.com/vqoMBqE |
02:36 |
Wayward_Tab |
http://imgur.com/l1SCRKG |
02:36 |
est31 |
yes I know |
02:37 |
est31 |
I can reproduce it myself |
02:37 |
Wayward_One |
ah, ok |
02:58 |
Wayward_Tab |
Shall I file an issue...? |
02:58 |
Wayward_Tab |
If it'll help any |
03:08 |
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03:09 |
paramat |
currently fixing the settings of 'is ground content', why are trees and leaves 'false'? all other plantlife is 'true' |
03:22 |
est31 |
Wayward_Tab, yes file one |
03:34 |
paramat |
i feel like adding a newline at the end of files i work on, not sure if this is good or bad, or different code style for lua and c++ |
03:37 |
kahrl |
paramat: all text files should end in a newline |
03:39 |
paramat |
thanks, not code files then |
03:40 |
kahrl |
code is text :P |
03:40 |
est31 |
hehe |
03:41 |
paramat |
aha i see |
03:41 |
kahrl |
basically I meant everything that file -i identifies as "text/..." |
03:42 |
paramat |
i'm getting into the habit of adding them to everything i work on, they're missing in so many places |
04:07 |
paramat |
Sokomine and all https://github.com/minetest/minetest_game/pull/539 -- Fix is_ground_content settings for nodes, remove line if the default of true |
04:33 |
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04:41 |
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04:45 |
est31 |
Wayward_Tab, Wayward_One you can use this commit if you want, it fixes the issue, but its no proper fix https://github.com/est31/minetest/commit/a456b3cf7d28e57ca80912e6aa07df59ffe3969c |
04:48 |
Wayward_Tab |
Ok, I'll try it tomorrow |
05:52 |
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05:58 |
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06:01 |
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06:07 |
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06:15 |
est31 |
somehow wide_to_utf8 is broken on android |
06:15 |
est31 |
utf8_to_wide isn't |
06:16 |
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06:19 |
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06:20 |
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06:29 |
est31 |
gonna push in 5 minutes: https://github.com/est31/minetest/commit/60f31ad52348c53209701d0112f9f809018f7188 |
06:30 |
sfan5 |
looks good |
06:31 |
est31 |
pushing now then |
06:31 |
sfan5 |
but why do we have wide_to_utf8 when wide_to_narrow does the same? |
06:31 |
est31 |
does wide_to_narrow do the same? |
06:31 |
sfan5 |
apparently |
06:32 |
est31 |
it does the same for simple charsets like ascii |
06:32 |
sfan5 |
otherwise you couldn't just forward the call to wide_to_narrow |
06:32 |
sfan5 |
or does it not do exactly the same? |
06:32 |
est31 |
but wchar_t (or wstring) isn't something you should send over the network |
06:32 |
est31 |
so yes it does the same in most situations, but not all |
06:32 |
sfan5 |
why not? |
06:32 |
sfan5 |
oh ok |
06:32 |
est31 |
e.g. when you have other system planes |
06:33 |
sfan5 |
other system planes? |
06:33 |
sfan5 |
so wide to narrow uses the native charset? |
06:33 |
est31 |
yes |
06:33 |
est31 |
I dont know what it does when the first byte isn't 0. |
06:34 |
sfan5 |
iirc wide_to_narrow is a hack on android |
06:34 |
sfan5 |
but it works so ¯\_(ツ)_/¯ |
06:48 |
RealBadAngel |
Taoki, minimap also is workin as a separate thread |
06:48 |
RealBadAngel |
at least most heavy calculations |
06:50 |
est31 |
btw, does it create a separate irrlicht context for that? |
06:50 |
est31 |
or does it not access the irrlicht context? |
06:52 |
RealBadAngel |
context? |
06:52 |
RealBadAngel |
you mean things being displayed? |
06:53 |
est31 |
the stuff thats accessed by the main thread already and cant be shared with other threads |
06:53 |
RealBadAngel |
we are communicating |
06:54 |
RealBadAngel |
mapblock mesh update thread makes also data for minimap |
06:54 |
est31 |
so do you render it in the thread and pass a bitmap? |
06:54 |
RealBadAngel |
send it to main |
06:54 |
est31 |
or do you do something else |
06:54 |
RealBadAngel |
when i got that data in block->minimap |
06:55 |
RealBadAngel |
i make an image out of it and display it just before the HUD |
06:56 |
RealBadAngel |
also, the way im displaying it is very important |
06:56 |
RealBadAngel |
i display a mesh |
06:56 |
est31 |
ah like the mesh thread then |
06:57 |
RealBadAngel |
that means theres a simple way to display cubes in formspecs |
06:57 |
RealBadAngel |
even animated |
06:57 |
RealBadAngel |
like when hoovered over |
06:58 |
RealBadAngel |
that will let us get rid of inventory images once and for all |
06:58 |
est31 |
no why |
06:58 |
est31 |
first tools |
06:59 |
est31 |
second, sometimes you dont want the rendered block, but an abstraction |
06:59 |
est31 |
like when one makes a sapling with a nodebox |
06:59 |
RealBadAngel |
if we have ability to display mesh in a slot we wont need extra textures |
06:59 |
est31 |
but still wants to have the known sapling symbol |
06:59 |
RealBadAngel |
maybe we can allow forcing such image |
07:00 |
RealBadAngel |
but in most cases we need a block or a mesh |
07:00 |
RealBadAngel |
atm we render such blocks and save resulting image |
07:00 |
RealBadAngel |
its SICK! |
07:01 |
est31 |
so you want to render it every frame instead? |
07:01 |
RealBadAngel |
fuck, why |
07:01 |
est31 |
so whats the difference then between what was and what you want to change |
07:01 |
RealBadAngel |
do you calll rendering a dirt node each frame, something that has to be done |
07:02 |
RealBadAngel |
or ? |
07:02 |
RealBadAngel |
and whats the difference where this node is/ |
07:02 |
RealBadAngel |
in the world or in inv |
07:02 |
est31 |
a node in world can be seen from different angles |
07:03 |
est31 |
and distances |
07:03 |
est31 |
there can be other nodes before it |
07:03 |
est31 |
and so on |
07:03 |
RealBadAngel |
and its heavier |
07:03 |
est31 |
it makes sense to render it every frame |
07:03 |
est31 |
but a node in inventory only is viewed from one angle distance and light |
07:03 |
RealBadAngel |
because you do render hundreds of nodes |
07:03 |
RealBadAngel |
ok ok |
07:03 |
est31 |
so why should we call the render loop on that over and over again |
07:04 |
RealBadAngel |
now take 3500k of nodes |
07:04 |
est31 |
the result is always the same |
07:04 |
RealBadAngel |
each with 6 textures |
07:04 |
RealBadAngel |
calculate ammount of ram |
07:04 |
RealBadAngel |
to have those inv images |
07:04 |
RealBadAngel |
and you will have an answer why mt needs 16gb |
07:05 |
est31 |
so you say its about the inventory icons? |
07:05 |
est31 |
they should be cached |
07:05 |
RealBadAngel |
what cache means? |
07:05 |
RealBadAngel |
once loaded takes mem |
07:06 |
RealBadAngel |
its all this funny politics |
07:06 |
est31 |
or another idea |
07:06 |
RealBadAngel |
modders thinks that operators are simple and easy |
07:06 |
est31 |
perhaps when somebody opens a formspec, the images are generated on the fly |
07:07 |
RealBadAngel |
but simple operation on two textures creates 3rd one |
07:07 |
est31 |
then they are only rendered once |
07:07 |
RealBadAngel |
too slow |
07:07 |
est31 |
too slow? |
07:07 |
RealBadAngel |
ofc |
07:07 |
est31 |
you want to render them every frame! |
07:07 |
RealBadAngel |
preload item visuals |
07:07 |
est31 |
thats even slower! |
07:07 |
RealBadAngel |
NO |
07:07 |
est31 |
so what are we discussing about |
07:07 |
RealBadAngel |
GPU does that |
07:08 |
est31 |
and for some people the GPU is shit |
07:08 |
RealBadAngel |
compare inventory made of lets say 100 nodes |
07:08 |
RealBadAngel |
to world made of thousands (visible) |
07:09 |
RealBadAngel |
do you get it? |
07:09 |
est31 |
yes |
07:09 |
est31 |
you still will have to cover comparable sizes of screen |
07:09 |
RealBadAngel |
no need |
07:09 |
est31 |
so 600x600 pixels filled with world |
07:09 |
RealBadAngel |
you define a viewport |
07:09 |
est31 |
or 600x600 pixels filled with formspec |
07:10 |
RealBadAngel |
just a tiny small one for the image |
07:10 |
est31 |
all full with items |
07:10 |
est31 |
in the result, its the same |
07:10 |
RealBadAngel |
not rly |
07:10 |
est31 |
ok there is a small difference I admit |
07:10 |
est31 |
or a medium one |
07:10 |
RealBadAngel |
if you work on lets say 32x32 slot, how much computation power would you need? |
07:11 |
RealBadAngel |
in pixels of course |
07:11 |
RealBadAngel |
propably old timex watch could do some frames for us realtime ;) |
07:11 |
est31 |
ok you convinced me |
07:11 |
est31 |
what I want is perfection, but its ok if its only excellent :) |
07:12 |
RealBadAngel |
theres no such thing as perfection |
07:12 |
RealBadAngel |
theres only way to reach it |
07:12 |
est31 |
still I want it :D |
07:12 |
RealBadAngel |
so, youre on your way ;) |
07:13 |
est31 |
I guess what you propose is much better than what currently is there |
07:13 |
RealBadAngel |
less memory, faster fps |
07:14 |
RealBadAngel |
look what i did with nodeboxes |
07:14 |
RealBadAngel |
its fairly the same thing |
07:14 |
est31 |
faster fps? |
07:14 |
est31 |
by rendering each frame? |
07:14 |
est31 |
what is exactly your plan? |
07:14 |
RealBadAngel |
we dont have any nodeboxes anymore |
07:14 |
RealBadAngel |
at least on c++ side |
07:15 |
est31 |
ok |
07:15 |
RealBadAngel |
my plan is to use native irrlicht ways of displaying things |
07:16 |
est31 |
ok |
07:16 |
RealBadAngel |
also i need the power that is atm spent on bullshits like those inv images |
07:16 |
RealBadAngel |
and memory |
07:17 |
RealBadAngel |
its an abomination that HDX texture pack occupies 12-13gb |
07:18 |
* VanessaE |
hides |
07:18 |
est31 |
RealBadAngel, still your plan is to render the nodes every frame, again and again, rendering the same thing just because its a "native" irrlicht way? |
07:18 |
RealBadAngel |
est31, you dont get it |
07:18 |
est31 |
yes or no |
07:18 |
RealBadAngel |
i want to display MESHES |
07:18 |
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07:18 |
VanessaE |
est31: your question raises another: what's the difference whether it eats a bit more GPU, if the player is merely in a formspec? |
07:18 |
RealBadAngel |
not textures |
07:19 |
RealBadAngel |
i want to display 3d objects |
07:19 |
RealBadAngel |
the thing for we have hired 3d engine |
07:20 |
RealBadAngel |
and which is letting GPU do the hard workd |
07:20 |
RealBadAngel |
-d |
07:20 |
est31 |
RealBadAngel, I agree that this will sink the memory footprint, but I still dont see how it will spare "power" |
07:20 |
RealBadAngel |
let us higlight some words |
07:21 |
RealBadAngel |
4gb - 16gb with HD, swap |
07:21 |
RealBadAngel |
swap is the most lovely here ;) |
07:21 |
est31 |
what do you mean by swap? |
07:22 |
RealBadAngel |
if game needs 16gb to run, but has physical 4gb, what happens? |
07:22 |
est31 |
yes performance is shit, but thats still "only" a memory problem |
07:22 |
RealBadAngel |
because of such things |
07:23 |
RealBadAngel |
i can unroll thousands of loops for sake of performation but will hunt down each sign of such waste |
07:24 |
est31 |
meh, I realize I dont even know how it does things right now (I recall that preloading item visuals is disabled by default) |
07:24 |
RealBadAngel |
and done on request |
07:24 |
RealBadAngel |
so at the very end you will end up with memory filled |
07:25 |
RealBadAngel |
either you will pay with your time at the startup |
07:26 |
RealBadAngel |
or face waiting for next page of inv to show up |
07:26 |
RealBadAngel |
those images are generated no matter you love them or not |
07:27 |
est31 |
and if its done by the gpu, its done every frame |
07:27 |
est31 |
yes, the gpu is more efficient |
07:27 |
RealBadAngel |
first of all, when youre in a formspec fps is limited to 20fps |
07:27 |
est31 |
but even if it were 1000x more efficient, the advantage would be gone after about one minute of viewing |
07:28 |
RealBadAngel |
it gives you 40 fps worth time to jump around |
07:29 |
RealBadAngel |
est31. do you actually think that rendering a texture takes no time? |
07:29 |
est31 |
RealBadAngel, you think that rendering a texture takes more time than a mesh? |
07:29 |
RealBadAngel |
its being converted to a mesh plane |
07:29 |
RealBadAngel |
then displayed |
07:30 |
RealBadAngel |
maybe with differnt engine it could be faster (but theres still price of having the look prerendered) |
07:31 |
RealBadAngel |
but not with irrlicht |
07:31 |
est31 |
ok then |
07:31 |
est31 |
didnt know that |
07:31 |
est31 |
I agree then to you :) |
07:32 |
RealBadAngel |
you will notice only speed up |
07:32 |
RealBadAngel |
and less memory used |
07:32 |
RealBadAngel |
that i can promise |
07:35 |
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08:00 |
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08:40 |
est31 |
if we only measure by commit number, we have more commits since 0.4.12 release than between any two following releases from 0.4.12 to 0.4.8 (havent checked before that) |
08:47 |
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08:55 |
kilbith |
celeron55, there are 2 bugs so far on the forum : https://forum.minetest.net/viewtopic.php?p=181773#p181773 |
09:01 |
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09:19 |
kilbith |
sfan5: feedback on this please : https://github.com/minetest/minetest_game/pull/540 |
09:20 |
est31 |
++1 |
09:20 |
est31 |
ah dammit +1 is no l-value |
09:20 |
est31 |
then +1 :) |
09:27 |
celeron55 |
sorry for the forum kind of hanging up occasionally, i'm working on some backup stuff and apparently it just locks up mariadb completely |
09:29 |
celeron55 |
(i hate mysql, and myself for not using postgresql for this originally) |
09:30 |
sfan5 |
can't you migrate to postgres? |
09:30 |
celeron55 |
it's pretty much impossible |
09:31 |
celeron55 |
there's a reason why postgresql is better |
09:31 |
celeron55 |
the reason involves it not being compatible with mysql |
09:31 |
celeron55 |
seriously, try taking a phpbb database and migrating it 8D you will find out what i mean |
09:38 |
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09:47 |
celeron55 |
i guess i could explain a bit: the first thing you will see is that a large amount of the types do not match |
09:47 |
celeron55 |
and the second thing you will notice is that constraints work differently |
09:47 |
celeron55 |
and you will also notice that they are impossible to automate and there is like a hundred tables to convert |
09:48 |
celeron55 |
and indexes work differently |
09:56 |
celeron55 |
it looks like people are now managing to register on the forum so the one broken blacklist was apparently the only broken one |
09:56 |
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10:03 |
est31 |
pushing in 5 minutes https://github.com/est31/minetest/commit/8b29699b0df0bd746437d4cbb3aba06900195b8f |
10:03 |
sfan5 |
est31: testUTF -> testUTF8 |
10:04 |
est31 |
*shrug* changing |
10:04 |
sfan5 |
also do you really need all the std::string constructor calls in testStartsWith |
10:04 |
sfan5 |
? |
10:04 |
est31 |
yes |
10:04 |
est31 |
unfortunately |
10:04 |
sfan5 |
won't it automatically convert to std::string |
10:05 |
est31 |
usually yes but not here, because I think its a template method |
10:05 |
sfan5 |
hm |
10:05 |
sfan5 |
est31: "the shovel digged a crumbly node!" -> "the shovel dug a crumbly node!" |
10:06 |
est31 |
ah english tenses |
10:06 |
est31 |
https://github.com/est31/minetest/commit/c5de5c5f7a677f9c6ffc4ddf022089a485d78057 |
10:07 |
sfan5 |
looks good |
10:08 |
est31 |
pushed |
10:08 |
est31 |
(commit mostly needed for the utf8 tests) |
10:25 |
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13:21 |
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13:25 |
celeron55 |
bleh, mariadb filled /var with some kind of dumb binary logs and now everything is stuck |
13:25 |
celeron55 |
hang on there, lol |
13:29 |
celeron55 |
i can't even login to mysqld now, i guess i'll just remove the files 8D |
13:32 |
celeron55 |
now my spoon fell into my trash can; i think this is exactly the moment when i should be working with databases |
13:37 |
celeron55 |
(i actually knew i was running out of disk space, but due to this spoon-into-trashcan mode i thought it was /home instead of /var 8)) |
13:38 |
celeron55 |
(anyway it works now, except that not *right* now because it's again running a backup thing that locks up everything) |
13:50 |
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14:33 |
RealBadAngel |
#2783 ive updated textures displacement PR here |
14:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/2783 -- Improve displacement mapping by RealBadAngel |
14:34 |
RealBadAngel |
i believe its rdy to merge, anybody wanna test it a bit? |
14:35 |
RealBadAngel |
nore? |
14:53 |
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15:06 |
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15:14 |
celeron55 |
fuck, how does one add a redirect in nginx from something like /viewtopic.php?id=<id> to /viewtopic.php?t=<id> |
15:16 |
RealBadAngel |
celeron55, RedirectMatch ? |
15:16 |
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15:17 |
kahrl |
that sounds apachy |
15:19 |
RealBadAngel |
kahrl, can you check #2783? |
15:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/2783 -- Improve displacement mapping by RealBadAngel |
15:21 |
kahrl |
RealBadAngel: I don't understand the changes in minetest.conf.example |
15:22 |
kahrl |
why the newline above enable_shaders? why remove the comment about enable_bumpmapping? |
15:23 |
sfan5 |
celeron55: rewrite "^/viewtopic.php?id=([0-9]+)(.*)$" "/viewtopic.php?t=$1$2" || and the forum is 502 currently |
15:23 |
kahrl |
the convention is to have the description of an option above the option |
15:23 |
celeron55 |
well 502 is better than serving php file sources like a moment ago |
15:24 |
celeron55 |
oh... or now |
15:24 |
celeron55 |
well this isn't too good |
15:24 |
celeron55 |
sfan5: that doesn't work; nginx does not include get parameters in the uri like that |
15:25 |
sfan5 |
it doesn't? |
15:25 |
sfan5 |
thats stupid |
15:25 |
celeron55 |
it's usually useful |
15:25 |
sfan5 |
hm |
15:25 |
sfan5 |
didn't xyz have some code snippet in viewtopic.php that used id if there was no t param? |
15:26 |
celeron55 |
yes |
15:26 |
celeron55 |
it had a patch in that code and i want to get rid of it |
15:26 |
sfan5 |
// Replace naughty words such as farty pants |
15:26 |
sfan5 |
$row['post_subject'] = censor_text($row['post_subject']); |
15:26 |
sfan5 |
hm |
15:26 |
sfan5 |
why does phpbb have such functions |
15:26 |
sfan5 |
(the viewtopic.php i just downloaded line 1399) |
15:28 |
celeron55 |
i don't read phpbb code |
15:28 |
celeron55 |
i refuse to |
15:30 |
kahrl |
RealBadAngel: in translateMesh/scaleMesh, I think u32 would be better than u16 for vertex_count and i |
15:30 |
kahrl |
(not your fault, but change it anyway) |
15:31 |
kahrl |
the type u16 of indices restricts the number of vertices to 65536, but (u16) 65536 is 0 |
15:33 |
kahrl |
what's the motivation behind making MeshCollector a class? |
15:38 |
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15:41 |
celeron55 |
i guess i have no other option than to add the extra PHP junk to viewtopic.php then |
15:41 |
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15:41 |
celeron55 |
http://pastebin.ubuntu.com/7406797/ |
15:41 |
celeron55 |
this |
15:41 |
jbb |
are you woking at the forums error? |
15:41 |
celeron55 |
no |
15:42 |
celeron55 |
i'm closing the forums down because phpbb sucks |
15:42 |
jbb |
ok |
15:42 |
jbb |
will it comeback soon? |
15:42 |
celeron55 |
never |
15:43 |
celeron55 |
this is the end |
15:43 |
jbb |
oh |
15:43 |
|
jbb left #minetest-dev |
15:44 |
RealBadAngel |
kahrl, ooops, i made it a class when was coding templates (dropped idea) |
15:44 |
RealBadAngel |
will change it back to struct |
15:45 |
Krock |
HAHAH |
15:45 |
Krock |
It's the end. |
15:45 |
RealBadAngel |
jbb is on the other side already |
15:46 |
RealBadAngel |
c55 you shouldnt be so cruel ;) |
15:46 |
celeron55 |
i take no responsibility |
15:46 |
celeron55 |
the one is responsible who caused the switch to phpbb |
15:49 |
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15:50 |
Calinou |
"PunBB: No pun intended." |
15:50 |
Calinou |
"phpBB: As long as it works! We share our motto with WordPress." |
15:51 |
celeron55 |
i'm starting to get the hang of being a proper BOFH |
15:52 |
celeron55 |
i cannot feel the pain of forum users enduring the 2 minute hang of my backup script during european afternoon times anymore |
15:52 |
celeron55 |
it's nothing |
15:58 |
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15:59 |
RealBadAngel |
kahrl, ok changed that |
16:01 |
VanessaE |
celeron55: is there a better alternative than phpbb to which the forum data can be ported? (and which is powerful enough and actively supported) |
16:01 |
Calinou |
lots of them, the exporting is the hard part |
16:01 |
Calinou |
anti-spam too but less known forum systems have naturally less spam |
16:01 |
Calinou |
phpBB is a victim of its success |
16:08 |
jbb |
at freeminers websites is a forum which copies all articels from minetests forum |
16:08 |
jbb |
here is the link http://forum.freeminer.org/ |
16:09 |
VanessaE |
we don't talk about that program here. |
16:12 |
celeron55 |
VanessaE: well all of them are kind of experimental |
16:12 |
celeron55 |
and then there are some paid ones |
16:12 |
celeron55 |
which aren't really worth their price |
16:13 |
ajmiles |
"Almost infinite world and a fairly good map generator (limited to ±31000 blocks in all directions)." |
16:13 |
celeron55 |
(and which don't really suit this community anyway) |
16:13 |
ajmiles |
infinite or 31,000, which is it? |
16:13 |
kilbith |
*almost* infinite |
16:13 |
celeron55 |
ajmiles: nothing is infinite, ever |
16:14 |
ajmiles |
not really what I was asking |
16:15 |
celeron55 |
infinite limited to 31000 is 31000 |
16:16 |
ajmiles |
might start telling people I have infinite money in that case :) |
16:16 |
ajmiles |
seems strange to brag about 31,000 being almost infinite when Minecraft itself has worlds many times larger than almost infinite |
16:16 |
RealBadAngel |
spending money is easier than for example 100km trip on foot ;) |
16:17 |
celeron55 |
ajmiles: your decision to compare with minecraft is your own, though |
16:17 |
celeron55 |
we don't generally do that |
16:17 |
ajmiles |
you're not Freeminer either though right |
16:18 |
ajmiles |
was just referring to a quote on the project page for the link jbb posted |
16:18 |
celeron55 |
well minetest's marketing material generally says the same |
16:18 |
ajmiles |
does it have the same limitation or +- 2^15 ? |
16:18 |
ajmiles |
*of |
16:18 |
celeron55 |
yes |
16:18 |
ajmiles |
right, I see where the confusion might have occurred |
16:19 |
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16:20 |
celeron55 |
hmm yes 8) |
16:20 |
celeron55 |
that was weird |
16:22 |
ajmiles |
someone (I'm not sure if they're related to this project) left a comment on my blog (https://raytracedminecraft.wordpress.com/) pointing me in this direction |
16:22 |
ajmiles |
not sure if "Akos" rings a bell |
16:27 |
RealBadAngel |
kahrl, hmmmm can i merge it? |
16:28 |
celeron55 |
never seen anyone called "Akos" |
16:28 |
celeron55 |
anyway, what you're doing and how minetest's rendering is set up is.... ehm |
16:28 |
celeron55 |
...kind of far apart |
16:28 |
ajmiles |
I don't doubt it |
16:29 |
celeron55 |
feel free to look around and see if there's something you can do, though |
16:33 |
ajmiles |
I'm more of a graphics guy, looks like you have it covered |
16:33 |
celeron55 |
modernizing a system designed to efficiently and dynamically manage and render mixed voxel and custom geometry, built on a rather outdated 3D engine, is not really a small or an iterative task |
16:34 |
celeron55 |
that's the issue |
16:34 |
celeron55 |
it works but there are really no upgradeable parts |
16:35 |
celeron55 |
"looks like you have it covered" :D i can't but laugh at this |
16:36 |
celeron55 |
[X] Minetest has graphics |
16:37 |
ajmiles |
assuming it's not more than a couple of years old, why is it built on an outdated 3D engine? |
16:37 |
celeron55 |
well, MT is from 2010 |
16:37 |
celeron55 |
back then Ogre3D had an unsuitable license |
16:38 |
celeron55 |
so that's some history for you 8) |
16:38 |
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16:38 |
est31 |
Elronnd, yes you can punch holes in NAT "firewalls" |
16:39 |
est31 |
but not always and in all situations |
16:39 |
est31 |
e.g. with double NAT |
16:39 |
Elronnd |
Elronnd? |
16:39 |
est31 |
? |
16:39 |
Elronnd |
I think you're talking to the wrong person, I haven't said *anything* since you joined |
16:39 |
est31 |
I've seen the log |
16:39 |
Elronnd |
Ah |
16:39 |
Elronnd |
"ports system" freebsd ports system |
16:39 |
Sokomine |
hm, rendering (voxel) worlds with a raytracing program? isn't that similar to what jordach does? though that's not real-time |
16:40 |
est31 |
ah that ports system |
16:40 |
RealBadAngel |
mt is not blender game |
16:40 |
ajmiles |
it's similar to what Chunky does, but real-time. Not sure who jordach is though |
16:41 |
RealBadAngel |
ajmiles, Jordach plays a lot with blender, he makes very nice renders in it |
16:42 |
ajmiles |
right |
16:45 |
Sokomine |
...and RealBadAngel knows a lot about graphics and shaders and the like in minetest and develops that part further |
16:46 |
est31 |
yeah so much that I can't make a real deep review of his PR :( |
16:46 |
ajmiles |
draw distance (or lack thereof) was what always bothered me most about MC |
16:46 |
est31 |
I'll try my best to not just point out style issues |
16:47 |
jbb |
sokomine? |
16:47 |
Sokomine |
hm, yes, i'm afraid that's a problem of mt as well. probably of all those games. you may stand right in front of a huge mountain and never notice it because that part of the map which contains the mountain hasn't been sent to you yet |
16:48 |
est31 |
also, we should have a poll about how to document inside minetest.conf.example. |
16:49 |
est31 |
first the description then the option or other way round |
16:49 |
est31 |
(unrelated from the pr which) |
16:49 |
est31 |
should be merged independently |
16:51 |
ajmiles |
Sokomine, that's where ray tracing really comes into its own. draw distance is only really limited by memory and not by CPU/GPU powe |
16:51 |
ajmiles |
you only pay the cost of the extra draw distance in the pixels that actually need to travel that far |
16:52 |
celeron55 |
and you need a $1000 GPU |
16:52 |
ajmiles |
not at all |
16:53 |
ajmiles |
my card is about 3 years old and was only mid-end at the time |
16:53 |
ajmiles |
you're not going to catch the Intel GPU crowd, but anything even vaguely recent from AMD or NVIDIA will be fine |
16:53 |
celeron55 |
anyway, the issue with rendering far is that it all has to be dynamic and procedurally generated well enough to be actually worth playing in and looking at... and it all has to be run on old hardware too |
16:54 |
RealBadAngel |
est31, there are no varying bools in glsl |
16:54 |
celeron55 |
and you still need non-voxel things too |
16:54 |
Sokomine |
hm, may still be too much? the game also runs on phones and tablets and old weak hardware. my own machine only has the integrated gpu of a celeron g1610 |
16:54 |
celeron55 |
can't get away with just having blocks only |
16:54 |
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16:54 |
est31 |
RealBadAngel, are there varying ints? |
16:54 |
ajmiles |
the plan was always to rasterize non-voxel content the way I would now |
16:55 |
ajmiles |
torches, animals, etc |
16:55 |
RealBadAngel |
est31, propably yes |
16:55 |
ajmiles |
can just do that after the voxel stuff has been rendered |
16:55 |
RealBadAngel |
but since everything is float in there i prefer using floats |
16:55 |
RealBadAngel |
and ints only for counters |
16:55 |
est31 |
ints are usually better than floats for boolean like usage, but its only a nitpick |
16:56 |
RealBadAngel |
also shaders behaves very strange on different gpus |
16:56 |
RealBadAngel |
if i do have 0.0 value, check == 0.0 doesnt work all the time |
16:57 |
RealBadAngel |
like it was having some discontinues |
16:57 |
RealBadAngel |
so i have to check > 0.0 |
16:57 |
RealBadAngel |
its pretty weird i know |
16:57 |
est31 |
yea thats the reason why floats are bad, no good == checks |
16:58 |
est31 |
but didnt know that > is safe |
16:58 |
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16:58 |
ajmiles |
there's nothing inherently wrong with doing floating point equality tests so long as you understand how floats work |
16:59 |
RealBadAngel |
ajmiles, way it work has nothing to do with that 0.0 sometimes is not equal 0.0 |
17:00 |
ajmiles |
0.0 always equals 0.0 |
17:00 |
RealBadAngel |
thats a fucking bug in it nothing more |
17:00 |
RealBadAngel |
no it doesnt |
17:00 |
ajmiles |
one of your numbers probably wasn't 0.0 |
17:00 |
* est31 |
is rather too scared than having to debug an issue with float equality |
17:01 |
RealBadAngel |
ajmiles, there are not many numbers. just a few variables that can be 0.0 or 1.0 |
17:01 |
RealBadAngel |
also reading colors is affected |
17:02 |
RealBadAngel |
if you will sample texture for 0.0 sometimes you will get it |
17:02 |
est31 |
ok RealBadAngel +1 to your PR if it works, the style issues should be fixed too. |
17:02 |
RealBadAngel |
but sometimes dont |
17:02 |
RealBadAngel |
generally shaders work differently on each setup |
17:02 |
ajmiles |
sure it's not a lowp/mediump/highp issue? |
17:03 |
RealBadAngel |
just see my code |
17:03 |
RealBadAngel |
and replace >0.0 with ==0.0 |
17:03 |
ajmiles |
if you link it I'll take a look |
17:03 |
RealBadAngel |
and you will see that shaders will have discontinues |
17:03 |
RealBadAngel |
sometimes the check will simply not work |
17:04 |
est31 |
>0.0 is the opposite of ==0.0 isnt it? |
17:04 |
ajmiles |
> is more like the opposite of <= |
17:04 |
est31 |
yes ofc |
17:04 |
RealBadAngel |
enerate_heightmaps > 0.0 means logic 1 |
17:04 |
RealBadAngel |
+g |
17:04 |
est31 |
only for values >= 0 now |
17:05 |
VanessaE |
kinda surprised you can't pass a true bool there. |
17:05 |
RealBadAngel |
theres no way to pass bools between vertex and pixel shader |
17:05 |
est31 |
graphics cards are number crunchers |
17:05 |
ajmiles |
I can't find enerate_heightmap, did you mean enumerate? |
17:05 |
est31 |
crunch crunch crunch |
17:06 |
RealBadAngel |
ajmiles, https://github.com/minetest/minetest/pull/2783 |
17:06 |
RealBadAngel |
that code is my new PR |
17:07 |
VanessaE |
and it doesn't properly apply... |
17:07 |
est31 |
" This pull request can be automatically merged. " |
17:08 |
est31 |
or you mean whitespace errors? |
17:08 |
VanessaE |
est31: no, http://pastebin.com/uaiqTbG7 |
17:08 |
est31 |
w3ird |
17:10 |
est31 |
yup I have it too |
17:13 |
celeron55 |
sfan5, VanessaE: have you seen any spam so far since yesterday? |
17:13 |
VanessaE |
celeron55: not yet, but I haven't had a chance to look |
17:13 |
sfan5 |
nope |
17:15 |
celeron55 |
we have gotten new registered users since then, but none of them has posted anything |
17:15 |
celeron55 |
i hope there are no problems there; too lazy to check 8) |
17:15 |
ajmiles |
RealBadAngel, are there particular cards/vendors you see that issue on? |
17:16 |
VanessaE |
celeron55: well there's certainly plenty of new posts since yesterday anyway |
17:16 |
est31 |
also, celeron55 can you give me "developer" status on the forums? |
17:16 |
VanessaE |
don't see any spam |
17:16 |
est31 |
not that it would matter |
17:16 |
RealBadAngel |
ajmiles, i can see such behiaviour on mine. nvidia gti 550 |
17:19 |
ajmiles |
I'm more of a D3D guy where there's only one left of precision for floats (32 bit), but I suspect that's what it is |
17:19 |
est31 |
gtg 4 now |
17:19 |
est31 |
bye |
17:19 |
ajmiles |
an issue of precision, perhaps a different precision mode in the VS vs the PS |
17:21 |
ajmiles |
if it's a bool equivalent you're after then a lowp float that's set to 0 or 1 with a test of > or < 0.5 would seem most likely to be robust |
17:21 |
celeron55 |
https://forum.minetest.net/viewtopic.php?p=181773#p181773 |
17:21 |
celeron55 |
i wish i would be able to solve this |
17:21 |
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17:22 |
sfan5 |
more .php file patching maybe? |
17:22 |
VanessaE |
celeron55: I get the same error. |
17:22 |
sfan5 |
(not saying it is a good idea) |
17:23 |
celeron55 |
well everyone gets that error |
17:23 |
celeron55 |
but i have no idea how to fix it |
17:27 |
VanessaE |
celeron55: here's something to look into: https://forum.minetest.net/viewtopic.php?f=9&t=12596&p=181673#p181673 |
17:28 |
VanessaE |
(that broken image links to the attachment below it, which renders only partly when clicked on) |
17:29 |
VanessaE |
I assume it's just a failed upload, but figured I should point it out in case it isn't. |
17:30 |
celeron55 |
oh that's easy |
17:31 |
VanessaE |
delete the attachment? ;) |
17:31 |
celeron55 |
...mayabe |
17:32 |
celeron55 |
i fixed this for www.minetest.net already, but it looks like i can't immediately find how i did that |
17:33 |
celeron55 |
...i think it was due to imagemagick not getting used |
17:35 |
celeron55 |
wait, why would phpbb even edit an attached image at all? |
17:35 |
VanessaE |
maybe to produce a thumbnail? |
17:35 |
VanessaE |
(not that we ever actually *see* such things on this forum) |
17:36 |
celeron55 |
why would the image break from that |
17:36 |
celeron55 |
this makes no sense at all |
17:37 |
VanessaE |
*shrug* why would a shader variable set to 0.0 not equal exactly 0.0? :) |
17:37 |
celeron55 |
maybe the user uploaded a broken image? |
17:37 |
VanessaE |
that's what I figured, since only part of it actually renders when clicked, but since you've been having other problems, idk for sure |
17:37 |
sfan5 |
now the attachment is gone |
17:38 |
sfan5 |
o.O |
17:38 |
VanessaE |
? wasn't me |
17:38 |
celeron55 |
now i cleared phpbb's cache and the image is nowhere to be seen |
17:39 |
sfan5 |
uhhhh |
17:39 |
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17:39 |
sfan5 |
wat |
17:40 |
celeron55 |
at least zip attachments seem to still work, eg. here https://forum.minetest.net/viewtopic.php?f=11&t=9917 |
17:41 |
VanessaE |
image attachments here work: https://forum.minetest.net/viewtopic.php?f=3&t=156&start=3425#p181413 but one of the two here does not: https://forum.minetest.net/viewtopic.php?f=3&t=156&start=3425#p181316 (half-broken image, like the post I initially mentioned) |
17:41 |
VanessaE |
this post has another example of one good, one broken: https://forum.minetest.net/viewtopic.php?f=3&t=156&start=3400#p180760 |
17:42 |
sfan5 |
both attachments are broken at https://forum.minetest.net/viewtopic.php?f=3&t=156&start=3425#p181316 for me |
17:42 |
VanessaE |
I know for a fact that those two on p181316 were good before, so it isn't a "partially uploaded" problem. |
17:43 |
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17:44 |
neoascetic |
Hi all. Why there is dev-0.5 branch in the repo? It will be same as master until stable 0.5 release, am I right |
17:44 |
neoascetic |
? |
17:44 |
VanessaE |
neoascetic: dead branch |
17:44 |
VanessaE |
ignore it |
17:45 |
neoascetic |
Ohhh, why not delete it then? :D |
17:53 |
Sokomine |
hm, i get a partial image (only about the topmost quater is shown) at https://forum.minetest.net/viewtopic.php?f=9&t=12464& |
17:57 |
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17:57 |
Taoki |
hmmmm: I might have discussed this before, long ago. But any chance that you could add a builtin function to read the size of a schematic? I need one for my (apparently now functioning properly) town generation mod... and although I have one which still works, it relies on some binary hacking Lua-side which I don't believe I can maintain in case anything changes (and which might be slow). |
17:59 |
Sokomine |
use my handle_schematics mod. it reads schematics and returns information about them |
18:15 |
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18:18 |
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18:22 |
Sokomine |
hm. i'm having trouble with downloading a binary attachment (.zip file) from the forum now as well |
18:28 |
est31 |
further opinions about 0.4.13 release date in 2 months? |
18:31 |
VanessaE |
est31: fine by me, depends how long the feature freeze is though |
18:33 |
est31 |
VanessaE, as an ex-victim of a feature freeze, I recommend that we use a -dev or similar branch to continue feature development, perhaps the moment the freeze starts, perhaps after |
18:33 |
est31 |
with after I mean that branching is done at the intended release date when it has to be moved because blocker bugs are found |
18:35 |
VanessaE |
well, I'm okay with most any development model, but a hard feature freeze at least encourages people to ONLY fix bugs |
18:35 |
VanessaE |
whereas a separate dev branch doesn't come with that incentive. |
18:36 |
est31 |
thats true too |
18:36 |
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18:41 |
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19:25 |
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19:29 |
RealBadAngel |
https://github.com/RealBadAngel/minetest/commit/936cfe1bcf86d2d582ad2138e6ed4cd301c52a15.patch |
19:30 |
RealBadAngel |
ok, we have solved some AMD related issues |
19:30 |
RealBadAngel |
going to push it soon |
20:13 |
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20:36 |
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est31 joined #minetest-dev |
20:36 |
est31 |
RealBadAngel, you want to push 2783 now or not? |
20:36 |
est31 |
because its at master branch |
20:36 |
est31 |
https://github.com/minetest/minetest/commits/master |
20:36 |
VanessaE |
I think he already did, but not from the PR |
20:37 |
est31 |
I wonder because before it was that way too, then he removed it again |
20:37 |
est31 |
http://irc.minetest.ru/minetest/2015-06-14#i_4287632 |
20:38 |
est31 |
http://irc.minetest.ru/minetest/2015-06-14#i_4287584 |
20:40 |
est31 |
also I wonder why he didnt fix the whitespace issues. I mean its no big deal they are in there, but I still wonder... |
20:40 |
est31 |
so that together with him not closing the PR looks strange |
20:40 |
VanessaE |
the whitespace problems were keeping it from going in |
20:40 |
VanessaE |
plus there are still some corner-case performance issues to sort out |
20:41 |
est31 |
you say so? |
20:41 |
est31 |
could have said earlier :) |
20:41 |
VanessaE |
didn't have a chance :) |
20:41 |
VanessaE |
RBA and I were discussing in /msg about it. |
20:41 |
est31 |
aha |
20:42 |
VanessaE |
short version: it works fine, but aniso+mipmap has some conflict if bumpmapping is enabled, causes a huge performance drop then |
20:42 |
VanessaE |
and apparently only on AMD devices. |
20:43 |
est31 |
so three options to go now: 1. leave it as it is, with all the whitespace errors (I only checked the style whitespace errors, not the trailing ones) |
20:43 |
est31 |
2. hard reset to "Add UTF and other utility unit tests" |
20:43 |
est31 |
3. extra revert commit |
20:44 |
VanessaE |
4. leave it as-is and do a whitespace cleanup as an additional commit |
20:44 |
est31 |
when was the last time you spoke to RBA? |
20:44 |
VanessaE |
about an hour ago. |
20:44 |
est31 |
perhaps he's still around then |
20:44 |
VanessaE |
he's in bed now |
20:44 |
est31 |
oh |
20:44 |
VanessaE |
been there since an hour ago |
20:48 |
est31 |
so this is no bug where the build is totally fucked up |
20:48 |
VanessaE |
nah |
20:48 |
est31 |
neither its one where you cant log in |
20:48 |
VanessaE |
it built fine for me once he just outright pushed it |
20:48 |
est31 |
I guess it can stay in there until RBA fixes it :) |
20:48 |
VanessaE |
yeah :)_ |
20:49 |
VanessaE |
however I'd suggest an automated whitespace fixup |
20:49 |
VanessaE |
he was having major troubles with it |
20:49 |
est31 |
what I wonder is why the commit message isn't "Improve displacement mapping" |
20:49 |
est31 |
perhaps he pushed an older revision |
20:50 |
VanessaE |
well he had to make a couple of AMD-specific tweaks to it |
20:50 |
VanessaE |
and he did reset + push -f when it didn't work right the first time (it was in the 10 min window), but idk why the message is different |
20:50 |
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Wuzzy joined #minetest-dev |
20:51 |
Wuzzy |
Any thoughts about this?: https://github.com/minetest/minetest/pull/1439 |
20:51 |
est31 |
yes Wuzzy seen it |
20:52 |
VanessaE |
that would be useful |
20:52 |
Wuzzy |
it will see its 1st birthday in a few weeks, lol |
20:52 |
VanessaE |
but the standard keys for that are Q and E |
20:52 |
VanessaE |
(in other games) |
20:52 |
Wuzzy |
for what? |
20:52 |
est31 |
ah sorry that isnt the new error message PR |
20:52 |
Wuzzy |
hotbar stuff? |
20:52 |
Wuzzy |
too bad that E is already occupied in Minetset |
20:52 |
VanessaE |
yeah |
20:53 |
VanessaE |
in games like quake/OA, Q and E are very handy to switch weapons |
20:53 |
Wuzzy |
In CounterStrike, Q switches to previously seleted thing |
20:53 |
Wuzzy |
anyways |
20:54 |
Wuzzy |
I don't care much about the default bindings, so you could easily convince me to change my proposed defaults |
20:54 |
Wuzzy |
unless its some arcane key combination of course XD |
20:54 |
Wuzzy |
but if you want Q and E, then Use needs to go ... where? |
20:54 |
VanessaE |
well I'd just go and change then myself anyway :) |
20:54 |
est31 |
hrmm diff <(git show 43fcfbfe05578d747) <(git show 936cfe1bcf86d) |
20:54 |
VanessaE |
"use" could be moved to 'f' |
20:55 |
est31 |
this is quite empty |
20:55 |
VanessaE |
I think that key is unused right now isn't it/ |
20:55 |
est31 |
so I'll mark it as merged |
20:55 |
VanessaE |
est31: yeah |
20:55 |
VanessaE |
just do a whitespace cleanup I think. |
20:59 |
est31 |
its great the PR got merged |
20:59 |
est31 |
now we can get minimap in future :) |
21:00 |
Wuzzy |
?!?!?! |
21:00 |
Wuzzy |
minimap??? |
21:00 |
Wuzzy |
wow |
21:00 |
VanessaE |
yep, that's next |
21:00 |
est31 |
yes :) |
21:00 |
Wuzzy |
actually part of core? I am surprised |
21:00 |
est31 |
yes :) |
21:00 |
VanessaE |
yep |
21:01 |
VanessaE |
part of core and super-fast |
21:01 |
VanessaE |
client-side |
21:01 |
Wuzzy |
screenshot, maybe? |
21:01 |
Wuzzy |
:) |
21:01 |
est31 |
bin extra thread |
21:01 |
est31 |
-b |
21:01 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/random/Screenshot%20-%2005202015%20-%2003%3a53%3a03%20PM.png |
21:01 |
est31 |
client/shaders/nodes_shader/opengl_vertex.glsl:114: trailing whitespace. |
21:01 |
est31 |
+ eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;^M |
21:01 |
est31 |
dammit |
21:01 |
VanessaE |
(that's just the upper corner of the screen) |
21:01 |
est31 |
windows line ends |
21:01 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/random/Screenshot%20-%2005262015%20-%2002%3a06%3a34%20PM.png |
21:01 |
VanessaE |
another view |
21:02 |
VanessaE |
and this is without the visual enhancements he's done since then |
21:02 |
Wuzzy |
cool shit :-) |
21:02 |
Wuzzy |
thanks to whoever did this :) |
21:02 |
VanessaE |
RBA. |
21:03 |
Wuzzy |
maybe I need to check GitHub more often XD |
21:03 |
est31 |
no PR yet |
21:03 |
est31 |
it was only in chat and a forum site |
21:04 |
VanessaE |
https://github.com/RealBadAngel/minetest/tree/minimap2 |
21:04 |
VanessaE |
it's way behind master though |
21:04 |
Wuzzy |
oh, its not official yet |
21:04 |
VanessaE |
(there's a 'minimap' and a 'minimap3' also) |
21:06 |
VanessaE |
he needs that parallax code that just went in, in order to make the minimap work properly |
21:07 |
VanessaE |
("properly" as he defines it that is ;) ) |
21:12 |
celeron55 |
VanessaE, Sokomine, sfan5: report problems here: https://forum.minetest.net/viewtopic.php?t=12611 |
21:12 |
est31 |
so here it is https://github.com/est31/minetest/commit/238eae0b41f2864759012d55c3fab0c785067e13 |
21:12 |
celeron55 |
i can't really keep track of these on this channel |
21:12 |
est31 |
pushing in 5 minutes if nobody minds |
21:12 |
est31 |
did a git diff HEAD~2 HEAD --check |
21:12 |
est31 |
and was empty |
21:12 |
VanessaE |
celeron55: ok, no prob |
21:12 |
est31 |
OTOH git diff HEAD~2 HEAD~1 --check |
21:12 |
est31 |
that one is quite long |
21:13 |
VanessaE |
est31: this by you is "long"? :P |
21:13 |
est31 |
? |
21:13 |
VanessaE |
oh the other one derp |
21:13 |
VanessaE |
anyway a quick glance it looks good |
21:14 |
est31 |
try running git diff 43fcfb^ 43fcfb --check |
21:14 |
est31 |
I've found a command on how to do such a thing with a rebase |
21:14 |
est31 |
so then I did a rebase, and saved the diff between the two commits into a file |
21:14 |
est31 |
then I applied that diff |
21:14 |
est31 |
and commited it :=) |
21:15 |
VanessaE |
nah, that's not so bad :P |
21:15 |
VanessaE |
interesting that it throws whitespace errors just because of windows EOL differences. |
21:16 |
est31 |
yea |
21:16 |
est31 |
git has some magic in the underground |
21:16 |
est31 |
but I'm not sure how it works |
21:20 |
Sokomine |
my git complains that "error: Your local changes to the following files would be overwritten by merge:". which is quite astonishing, as i'm not aware of any changes i might have done to src/shader.cpp does anyone know a way around that? i'm surprised that such a message shows up as well. i thought i had a clean version |
21:21 |
celeron55 |
i now have a working system for creating such backups of the forum that contain everything except private information, and i plan to start publishing these in an automated way |
21:21 |
celeron55 |
could some people (that i might trust) maybe take it and check through for what they can find? |
21:23 |
est31 |
Sokomine, whats your git status? |
21:24 |
Sokomine |
est31: http://www.pastebin.com/4rAgDcKJ |
21:26 |
Sokomine |
i'm not aware of any changes i might have applied to that file. it seems highly unlikely |
21:26 |
est31 |
do a git diff to find out :) |
21:26 |
est31 |
or git diff src/shader.cpp |
21:27 |
Sokomine |
yes, a git diff seems obvious, but: it doesn't show any changes. which makes the whole affair even more mysterious |
21:28 |
est31 |
no idea then |
21:28 |
* est31 |
suggests #git |
21:28 |
est31 |
I had issues similar to this too |
21:29 |
Sokomine |
ah. well...maybe. i had a similar problem earlier... |
21:38 |
celeron55 |
VanessaE: okay now the attachments work properly; it was a permission issue with a weird nginx temporary directory where it buffers or caches replies from fastcgi (just writing it here so that i can figure out a permanent fix if it occurs again) |
21:42 |
VanessaE |
celeron55: ok. now for an acid test..... |
21:43 |
VanessaE |
acid test failed :) |
21:43 |
VanessaE |
https://forum.minetest.net/viewtopic.php?f=11&t=7422 -> edit (but don't change anything) -> preview -> http://pastebin.com/b0svDMTE |
21:44 |
VanessaE |
(figured I'd mention it now while you're messing with perms) |
21:44 |
VanessaE |
happens on a lot of Dan's old posts for some reason. |
21:45 |
est31 |
about #2785 can I merge that? |
21:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/2785 -- Remove reference to deprecated privilege by CraigyDavi |
21:46 |
kilbith |
don't need to ask for such thing |
21:47 |
est31 |
kilbith, I dont know when the last usage of that priv was |
21:47 |
kilbith |
maybe VE knows |
21:47 |
est31 |
and you know that xkcd with the "fixed 100% CPU bug" |
21:48 |
VanessaE |
I've never seen that priv in use before |
21:48 |
VanessaE |
besides, if a mod needs it, it can define it on its own |
21:52 |
Taoki |
RealBadAngel: Is the new paxallax mapping in master now? Or will it be tonight? Didn't see more GIT logs about that fix |
21:52 |
est31 |
*shrug* gonna merge it then, I guess nobody will complain that their admins can now revoke interact_extra without the privs privilege |
21:52 |
VanessaE |
it is in. |
21:52 |
Taoki |
Just curious :P |
21:53 |
Taoki |
Oh, awesome |
21:53 |
VanessaE |
it needs tweaks and tuning still |
21:53 |
VanessaE |
but it works. |
22:05 |
Sokomine |
i was given the advice in #git to hard-reset my copy via "git reset --hard origin/master", and that did work out. i had no local changes anyway |
22:06 |
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22:09 |
est31 |
#2405 is another trivial PR |
22:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/2405 -- Ignore punches with no damage in the actionstream by SmallJoker |
22:09 |
est31 |
gonna merge it |
22:13 |
VanessaE |
est31: as long as you're in the damage/no-damage code, ..... |
22:16 |
est31 |
heh |
22:17 |
VanessaE |
;) |
22:29 |
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22:29 |
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22:41 |
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23:32 |
Taoki |
RealBadAngel: Got latest master, confirming the new parallax effect works for me (AMD / MESA). Thank you... it looks so sweet and realistic! |
23:36 |
Taoki |
Strange however... it only seems to work sometimes o.o I switched back to the window as I wrote the above line, and the effect was gone... I was getting the old parallax. Also when I quit to the main menu than back in. So something might be causing it to switch between the two randomly. |
23:56 |
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