Time |
Nick |
Message |
00:10 |
|
proller joined #minetest-dev |
00:39 |
|
Puma_rc joined #minetest-dev |
01:11 |
|
Wuzzy joined #minetest-dev |
01:12 |
|
blaise joined #minetest-dev |
01:44 |
|
RealBadAngel joined #minetest-dev |
02:02 |
RealBadAngel |
hmmmm, here? |
02:02 |
hmmmm |
yes...? |
02:05 |
RealBadAngel |
we have found reason for this "massive regression" |
02:06 |
* VanessaE |
grabs the popcorn... |
02:06 |
RealBadAngel |
kinda funny. est31 was using debug build... |
02:20 |
RealBadAngel |
anyway, going to push #2848, any objections? |
02:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/2848 -- Minimap update by RealBadAngel |
03:01 |
|
FR^3 joined #minetest-dev |
03:07 |
|
FR^3 joined #minetest-dev |
03:17 |
|
FR^3 joined #minetest-dev |
03:59 |
|
FR^4 joined #minetest-dev |
04:08 |
|
FR^4 joined #minetest-dev |
04:18 |
|
FR^4 joined #minetest-dev |
04:25 |
hmmmm |
RealBadAngel: having a thread that does nothing too important and yet using 100% cpu even in a debug build is UNACCEPTABLE |
11:30 |
|
loggingbot_ joined #minetest-dev |
11:30 |
|
Topic for #minetest-dev is now Minetest core development and maintenance. 0.4.13 release scheduled for August 10 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
12:11 |
|
red1 joined #minetest-dev |
12:43 |
|
SopaXT joined #minetest-dev |
12:47 |
Wuzzy |
paramat, in GitHub you said something about underground biomes. do you want to explain? |
13:07 |
|
prozacgod joined #minetest-dev |
13:45 |
|
H-H-H joined #minetest-dev |
13:56 |
|
Elinvention joined #minetest-dev |
14:41 |
|
rubenwardy joined #minetest-dev |
14:42 |
Taoki |
RealBadAngel: Compiling now to try out your minimaps. Thank you for this great feature :) |
14:43 |
kilbith |
finally an interesting feature has come out :) |
14:43 |
Taoki |
Indeed. Waiting for more noticeable features to happen. |
14:44 |
Taoki |
The GIT is thankfully active. But it's usually changes that add nothing new, or don't improve performance noticeably. |
14:46 |
kilbith |
yeah, crytography for protecting your apples in your chest is not that interesting from a player's standpoint |
14:46 |
Taoki |
Interestingly enough, however, it doesn't work for me at all |
14:46 |
kilbith |
fortunally we have RBA here for make this game worth of the name |
14:47 |
Taoki |
Even with enable_minimap = true in minetest.conf |
14:47 |
Taoki |
Yep :) |
14:47 |
kilbith |
MT would fall into the boringness without him, sadly |
14:48 |
rubenwardy |
Taoki, f9? |
14:48 |
Taoki |
Aha! Thanks |
14:48 |
Taoki |
Can you make it turn on by default automatically? |
14:48 |
rubenwardy |
I don't know |
14:50 |
Taoki |
If one is added, my game might enable this by default |
14:51 |
Taoki |
One question however: How does it deal with being in deep underground biomes, or high up on floating islands... for biomes that do either? |
14:52 |
Taoki |
Also, how can it be re-positioned. I would really like a way to move it in another corner on the screen... this might interfere with some HUD's |
14:53 |
RealBadAngel |
Taoki, minimap setup via lua will be aviable in the future |
14:53 |
RealBadAngel |
mods will be able to control it |
14:53 |
Taoki |
RealBadAngel: Awesome. That's what I was thinking about, yeah |
14:53 |
kilbith |
maybe craftable and placable in the future, also |
14:53 |
kilbith |
as a separate node |
14:53 |
RealBadAngel |
yes, thats what im thinkin about |
14:54 |
Taoki |
RealBadAngel: More specifically: Only have the code generate the texture. Have mods be able to use it. On the HUD, or even on in-world paintings! |
14:54 |
Taoki |
Yep ^^ |
14:54 |
RealBadAngel |
that would be nice, big billboard around the spawn with world map |
14:54 |
Taoki |
Yep |
14:55 |
kilbith |
but there are higher priorities atm |
14:55 |
kilbith |
lighting, vbo, etc. |
14:55 |
Taoki |
RealBadAngel: Also, I know you probably have a lot on your hands, but since you're most experienced with video stuff: Can you please, please, please try to be the hero that fixes this year old issue? https://forum.minetest.net/viewtopic.php?f=5&t=6418 (yes, I'm talking about the VBO code) |
14:55 |
Taoki |
Woah... kilbith just mentioned VBO before I typed that o_o |
14:55 |
RealBadAngel |
im playing with VBO right now |
14:56 |
Taoki |
Of all coincidences xD |
14:56 |
kilbith |
it being worked on |
14:56 |
Taoki |
Woah, nice! |
14:56 |
Taoki |
Again, of all coincidences. Can I read people's minds? ;) |
14:56 |
RealBadAngel |
good is that it is working |
14:56 |
RealBadAngel |
bad is that its gonna work flawlessly only when shaders enabled |
14:56 |
Taoki |
RealBadAngel: But thank you then! I really want the FPS improvements it brings, they are very important. If only it wasn't for that cursed memory usage... |
14:56 |
kilbith |
particles and lighting should be managed natively by irrlicht also |
14:57 |
Taoki |
Eh... it can be shaders-only, don't mind. Anything as long as it works :) |
14:57 |
Taoki |
kilbith: Agreed. Hardware is lighting is planned IIRC |
14:57 |
Calinou |
we can easily wait 2 years for hardware lighting |
14:57 |
Taoki |
I think VBO is a priority however. FPS and performance are a priority |
14:57 |
Taoki |
Calinou: Sure. |
14:58 |
Taoki |
Not much more than 2 years though :) |
14:58 |
Taoki |
Anyway BBL |
15:34 |
|
est31 joined #minetest-dev |
15:37 |
RealBadAngel |
hi est31 |
15:37 |
RealBadAngel |
with those semaphores you forget bout one thing |
15:37 |
RealBadAngel |
you let minimap update only when new blocks were loaded |
15:39 |
est31 |
your fix is not needed, I think |
15:40 |
est31 |
have you tested it? |
15:40 |
RealBadAngel |
ofc its needed |
15:40 |
RealBadAngel |
without it map will never update |
15:40 |
RealBadAngel |
i mean without new blocks |
15:40 |
est31 |
yes |
15:41 |
RealBadAngel |
and thats wrong |
15:41 |
est31 |
but usually a map update is a "new block" |
15:41 |
RealBadAngel |
no |
15:41 |
RealBadAngel |
map is being made out of cached blocks |
15:42 |
RealBadAngel |
you havent get the idea how it works |
15:42 |
RealBadAngel |
cached blocks are not the map |
15:43 |
RealBadAngel |
theyre just data for mapper, and you have disabled map generation just |
15:48 |
RealBadAngel |
anyway, you dont need now fancy gimmicks with texture |
15:49 |
RealBadAngel |
i couldnt understand why you would ever need that, until i realized that you have broken map generation ;) |
15:51 |
|
selat joined #minetest-dev |
15:52 |
|
hmmmm joined #minetest-dev |
15:55 |
rubenwardy |
Hi, I'd like reviewers for #2094 and/or #1748 |
15:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/2094 -- Fix offset being ignored by inventory bar HUD by rubenwardy |
15:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/1748 -- Add lua errors to error dialog by rubenwardy |
16:06 |
est31 |
ok RealBadAngel I agree the fix is needed |
16:07 |
|
SopaXT joined #minetest-dev |
16:18 |
est31 |
rubenwardy, 2094 is still waiting for sapier, isnt it |
16:19 |
rubenwardy |
Sapier is the one that wrote the hud scaling code and knows how it works |
16:19 |
rubenwardy |
but he's been AWOL for a while |
16:20 |
rubenwardy |
What's it called when you copy a piece of code from one section to another, without understanding how it works? |
16:20 |
est31 |
copy-paste?? |
16:20 |
est31 |
dunno |
16:21 |
est31 |
either way I wonder how other people see this +1 rule for PRs from core devs |
16:21 |
est31 |
for me, the author being a coredev counts as first +1 |
16:21 |
est31 |
hmmmm said its not how it was meant |
16:22 |
rubenwardy |
It needs to be reviewed separately by other people, as the author may miss things |
16:22 |
rubenwardy |
the whole clean pair of eyes thing |
16:24 |
est31 |
I know, but the author of the PR is trusted, being a coredev |
16:24 |
est31 |
I mean, then this maintainer thingy where you can push without any review is even worse |
16:25 |
rubenwardy |
true |
16:26 |
hmmmm |
okay |
16:26 |
hmmmm |
so code peer reviews are usually carried out by two peers |
16:26 |
hmmmm |
i.e. not the author himself |
16:26 |
|
blaze joined #minetest-dev |
16:26 |
hmmmm |
core developers are given more trust, they have commit privileges ffs |
16:27 |
hmmmm |
but i don't see why there should be more complacency in reviewing their code |
16:27 |
hmmmm |
core developers sure aren't falliable |
16:27 |
hmmmm |
the trivial exception should be obvious |
16:27 |
hmmmm |
the maintainer exception doesn't mean without review |
16:27 |
hmmmm |
you should at least announce what's going on in the channel |
16:28 |
hmmmm |
completely new features should probably have more review, like I would say 3 people |
16:28 |
est31 |
hmmmm, all nice, but we have 95 open pull requests |
16:29 |
est31 |
I still miss a second +1 from the game maintainers |
16:29 |
est31 |
you cant say "I want 1000 people to review this" if none of them are active |
16:29 |
hmmmm |
i know |
16:30 |
hmmmm |
there's simply not enough active people |
16:30 |
est31 |
if we had more, I'd agree to your ideas, but now we can't afford them |
16:30 |
hmmmm |
so which is it? compromise quality? |
16:31 |
hmmmm |
i tend to value quality more than snazzy new features |
16:31 |
hmmmm |
a lot of developers got upset with this choice and this is how freeminer was born |
16:31 |
hmmmm |
less oversight, less review, less rigor, and as a result, less stable |
16:31 |
est31 |
quality is important too, yes. |
16:32 |
hmmmm |
a lot of people are already upset with how slow and unstable minetest is |
16:32 |
hmmmm |
we don't need to make the problem worse |
16:32 |
est31 |
a lot of people are already upset with how slow development is |
16:32 |
hmmmm |
there's like less than one person working on minetest at any given time |
16:33 |
est31 |
I try hard to reduce the number of open prs |
16:33 |
hmmmm |
there are a lot of people who like to play video games but not a lot of people who are able to code them |
16:33 |
hmmmm |
est31, let's go through some pull requests |
16:33 |
hmmmm |
are you free for the next hour or so? |
16:33 |
est31 |
yes |
16:34 |
est31 |
I see it this way, if there is a problem with a merged PR, then those core devs who +1ed it (and the author) are responsible to fix the issue |
16:34 |
hmmmm |
do you think that encourages people to +1 |
16:34 |
hmmmm |
or hide |
16:34 |
est31 |
and btw, if we couldn't have fixed the 100% cpu problem yesterday, a git revert would have been justified |
16:35 |
hmmmm |
I still think there's room for optimization there |
16:35 |
hmmmm |
and I mean no offense to RBA, but knowing him, he's never going to perfect the feature |
16:35 |
est31 |
thats what we have master for |
16:36 |
est31 |
its not perfect yes, but already in a playable, acceptable state |
16:36 |
|
johnnyjoy joined #minetest-dev |
16:36 |
hmmmm |
if things don't get done the right way the first time around, nobody goes back to fix them |
16:36 |
est31 |
also, which problems do you see with minimap? |
16:37 |
est31 |
I think if we see master as a holy temple where only 100% perfect code can be commited, master is dead. |
16:38 |
est31 |
I dont want to blindly add any pr proposed |
16:38 |
est31 |
like freeminer |
16:38 |
hmmmm |
well I don't know if it's a problem for sure but it seems to me like the consumer could get oversaturated |
16:38 |
est31 |
eg they added gsmapper |
16:38 |
est31 |
horribly laggy |
16:38 |
hmmmm |
so |
16:38 |
est31 |
we didnt |
16:39 |
hmmmm |
we want developers who add things to follow through with their creations and make sure it's 100% perfect |
16:39 |
est31 |
and rba rewrote a new minimap, and its much greater now |
16:39 |
hmmmm |
but this isn't happening because polish is booooring |
16:39 |
hmmmm |
what's fun is making new buggy code with awesome cool new features |
16:40 |
hmmmm |
if this were the corporate world people would need to make their own code 100% perfect because their food depends on it |
16:40 |
hmmmm |
we don't have that kind of coersiveness |
16:41 |
est31 |
it depends on where you are in corporate world |
16:41 |
hmmmm |
can you think of some way to encourage developers to develop complete solutions |
16:41 |
est31 |
I agree we shouldn't rush things |
16:42 |
est31 |
but very few people can write acceptable c++ code, and even fewer can polish it |
16:42 |
hmmmm |
what I would like to know is how we're doing relative to other open source projects of the same type, with the same amount of users, and the same amount of developers |
16:42 |
est31 |
I don't think we should say "sorry you cant contribute" for those who only write acceptable code |
16:43 |
hmmmm |
because these are problems inherent with the development model |
16:43 |
hmmmm |
maybe minetest is actually doing fantastic |
16:43 |
hmmmm |
the Linux kernel is something that's quite universal |
16:43 |
hmmmm |
it's useful to everybody |
16:44 |
est31 |
but certainly not our size |
16:44 |
hmmmm |
it has so many developers that they can afford to say "sorry you can't contribute" unless their code is stupendous |
16:44 |
hmmmm |
so, is this some kind of open source project darwinism at work? |
16:45 |
hmmmm |
the most inherently useful/universal projects get the highest quality development and the most attention? |
16:46 |
est31 |
still it doesn't mean our code can't be polished |
16:46 |
est31 |
SN likes to polishh things |
16:46 |
hmmmm |
only the people who /care/ are the ones going to polish |
16:46 |
hmmmm |
nothing is likely to come of this talk |
16:47 |
hmmmm |
the problems are obvious, the solutions are not |
16:47 |
rubenwardy |
How can we motivate people to do bug fixing and polishes etc? |
16:48 |
hmmmm |
by its very nature, minetest attracts complete novices to coding |
16:48 |
est31 |
I think, as long as we have acceptable master, where there are no side effects of new features, everything is fine |
16:48 |
hmmmm |
the more advanced the developer, the less likely a bug fix or polish will be necessary to begin with |
16:48 |
est31 |
polishing can be done later, and be done by other people who add the features |
16:48 |
hmmmm |
who are the 'other people'? |
16:48 |
rubenwardy |
I mean generally, as in bug fixing existing code. |
16:48 |
est31 |
those who care, hmmmm. |
16:48 |
est31 |
as you said |
16:49 |
hmmmm |
there aren't enough of those types |
16:49 |
|
rubenwardy joined #minetest-dev |
16:49 |
est31 |
unfortunately |
16:49 |
hmmmm |
there's me, you, zeno, SN, |
16:49 |
hmmmm |
and that's about it |
16:49 |
est31 |
yea :( |
16:49 |
hmmmm |
I took the approach of being the polish-er for some guy's new feature |
16:49 |
hmmmm |
that's the result of Hud |
16:50 |
hmmmm |
err, that's how Hud came about |
16:50 |
kilbith |
not only the core-devs does the dirty work fyi |
16:50 |
rubenwardy |
I'd love to be able to help more, I just don't have the experience. :( |
16:50 |
hmmmm |
Hud was actually nicely polished for a while before people started tacking more stuff onto it |
16:50 |
hmmmm |
but it took the effort of two people at the same time |
16:51 |
hmmmm |
and no doubt it's more frustrating for the other person |
16:51 |
est31 |
i think this is a key |
16:51 |
est31 |
everybody should have fun |
16:51 |
est31 |
this is a free time project, no corporate project |
16:52 |
est31 |
and even there its contraproductive to frustrate people |
16:52 |
hmmmm |
i used to tell people that open source code is of the same or higher quality than proprietary code |
16:52 |
Calinou |
it is still true :-) |
16:52 |
hmmmm |
that's not true in the general case i think |
16:52 |
hmmmm |
because look at the motivations at play |
16:53 |
Calinou |
writing bad code at work is rarely frowned upon |
16:53 |
hmmmm |
it might be true for linux or whatever |
16:53 |
|
jin_xi joined #minetest-dev |
16:53 |
Calinou |
maybe in some startups, but that's the exception, not the norm |
16:53 |
est31 |
hmmmm, not every corporation makes code as polished as yours |
16:53 |
est31 |
at least I think |
16:53 |
hmmmm |
and not every corporation makes code as polished as my corporation does |
16:53 |
hmmmm |
:\ |
16:54 |
hmmmm |
bleh |
16:54 |
hmmmm |
i think it's impossible to know for sure |
16:54 |
rubenwardy |
Not every open source project makes code as shitty as mine |
16:54 |
hmmmm |
everybody is able to view all open source projects |
16:54 |
hmmmm |
but only a very select subset of people are able to see a very select subset of corporate code |
16:55 |
|
blaze joined #minetest-dev |
16:56 |
est31 |
yea |
16:56 |
hmmmm |
alright, starting right now, I'd like as many people as possible to participate in the PR clearing |
16:56 |
est31 |
ok |
16:56 |
hmmmm |
starting with the oldest PR first: #816 |
16:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/816 -- Add wield light by Zeg9 |
16:56 |
est31 |
next hour is free for me |
16:57 |
hmmmm |
so this PR did a great job at what it's supposed to do |
16:57 |
hmmmm |
the primary hangup was that people were calling it unfair |
16:58 |
est31 |
lemme see |
16:59 |
est31 |
yes, its one of the design descisions that shaders may not affect gameplay |
17:00 |
est31 |
what we need is a new "wield light" "layer" |
17:00 |
est31 |
example of low quality vs feature |
17:02 |
est31 |
ok what about the next open one #943 |
17:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/943 -- Increase the amount of particles that breaking a node generates by ShadowNinja |
17:02 |
hmmmm |
wait |
17:02 |
est31 |
this one depends on irrlicht particles |
17:02 |
hmmmm |
what was the resolution for the last one |
17:03 |
est31 |
"needs improvement" |
17:03 |
est31 |
what do you think |
17:03 |
hmmmm |
so you think it should be added |
17:03 |
kilbith |
est31, particles are effectively slowing down the game when there are in high number |
17:03 |
est31 |
no |
17:03 |
hmmmm |
the feature itself |
17:03 |
est31 |
yes its good as feature |
17:03 |
hmmmm |
when that PR first came around I supported it |
17:04 |
hmmmm |
it's just that there were more naysayers than supporters |
17:04 |
hmmmm |
so it sat |
17:04 |
hmmmm |
the primary hangup is that it's unfair, but fairness is not determined by developers of the core, but rather the mod makers |
17:04 |
hmmmm |
the subgame |
17:04 |
est31 |
you didnt get a supporter (of the current state) with me :) |
17:04 |
est31 |
unfair? |
17:05 |
hmmmm |
unfair because you don't have to create torches to light up caves |
17:05 |
hmmmm |
just one |
17:05 |
est31 |
ah that |
17:05 |
hmmmm |
I think that piece of code should be kept for future reference and historical reasons but |
17:05 |
hmmmm |
wield lighting and things like that will be part of client side scripting if our security polices allow |
17:05 |
est31 |
here I agree with you, its not a matter of core to decide |
17:05 |
hmmmm |
brb |
17:06 |
est31 |
but subgame |
17:06 |
est31 |
server should send to client whether it has wield lightning |
17:06 |
est31 |
either with client side shaders, or a simple flag in protocol, or whatever |
17:07 |
est31 |
while I myself am for the flag |
17:08 |
|
TeTpaAka joined #minetest-dev |
17:09 |
hmmmm |
err... |
17:09 |
hmmmm |
hold on, i'll be back in like 15 minutes |
17:09 |
est31 |
ok |
17:20 |
Taoki |
RealBadAngel: An idea has been on my mind recently. Since you are the shader developer, it's probably you I should bring it up to and ask about... |
17:21 |
Taoki |
RealBadAngel: I was wondering whether Minetest could make use to one of those 2D filters used to smooth out pixelated textures or games. You see them on GameBoy Advance or DOS emulators. Basically, they take a large pixelated image and rounden all of the pictures. Such filters have names like SAI, or Super Eagle. |
17:21 |
Taoki |
http://i.imgur.com/eo3IJ.png |
17:21 |
Taoki |
http://gerbilsoft.soniccenter.org/gens/manual/images/render/render-super-eagle.png |
17:21 |
Calinou |
yeah, HQX or such |
17:21 |
Taoki |
Some examples. The games in those screenshots are normally pixelated, like Minetest textures. Yet the filter makes them smooth like that |
17:21 |
Calinou |
those are pretty expensive, and it doesn't bring much to add them |
17:22 |
Taoki |
I see |
17:22 |
Taoki |
I was thinking that with x16 textures, such a filter could be used to soften them and make them look more artistic |
17:23 |
Taoki |
http://filthypants.blogspot.ro/2012/03/xbr-vs-hqx-interpolation-filter.html This descripes the idea in more depth |
17:26 |
Taoki |
https://en.wikipedia.org/wiki/Hqx Even better, to get an idea of what and how |
17:27 |
Elinvention |
what's the problem with hardware lightning in minetest? |
17:27 |
Taoki |
Elinvention: No one's gotten around to implementing it yet. |
17:28 |
Elinvention |
Minetest is based on Irrlicht right? Irrlicht doesn't support it? |
17:29 |
est31 |
first: yes, second: dunno |
17:29 |
Calinou |
hardware lighting is also quite slow |
17:29 |
Calinou |
even for today's hardware |
17:29 |
Calinou |
(that is, realtime lighting) |
17:30 |
Taoki |
Elinvention: It does. We just aren't using it yet. |
17:30 |
Taoki |
Also seems someone already wrote hqx glsl filters. https://github.com/Armada651/hqx-shader/tree/master/glsl |
17:31 |
Taoki |
https://www.shadertoy.com/view/MslGRS Cool, another example :o |
17:36 |
Elinvention |
If hardware lightning were used, the shaders wouldn't have to be on to see the light, isn't it? |
17:37 |
Elinvention |
sorry lighting |
17:44 |
Taoki |
Yes, that's not shader related |
17:51 |
|
Garth joined #minetest-dev |
18:10 |
|
OldCoder joined #minetest-dev |
18:14 |
|
CraigyDavi joined #minetest-dev |
18:21 |
|
H-H-H joined #minetest-dev |
18:38 |
|
TeTpaAka joined #minetest-dev |
19:06 |
|
prozacgod joined #minetest-dev |
19:24 |
|
AnotherBrick joined #minetest-dev |
19:24 |
est31 |
hmmmm, back? |
19:24 |
hmmmm |
yeah |
19:25 |
est31 |
ok, so the oldest pr needs enhancement, and some call it unfair |
19:25 |
hmmmm |
alright so my recommendation for 816 is that the code should be kept for reference purposes but it won't be merged in its current form at all |
19:25 |
est31 |
yes |
19:25 |
hmmmm |
the reason why it's unfair is because fairness is defined by the subgame, not the developers |
19:25 |
hmmmm |
so it's a client-side modding thing |
19:26 |
est31 |
or at least it should rely on some value sent by the server to the client |
19:26 |
est31 |
and not settable by the client. |
19:26 |
hmmmm |
absolutely |
19:26 |
est31 |
ok #943 |
19:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/943 -- Increase the amount of particles that breaking a node generates by ShadowNinja |
19:26 |
hmmmm |
if we do decide that running shaders downloaded from a server is safe enough, it'll be implemented that way |
19:26 |
hmmmm |
so I think we should close it |
19:26 |
hmmmm |
btw |
19:27 |
hmmmm |
we need to end each of our discussions with a final decision to keep open and add a comment to the PR, or close it out |
19:27 |
est31 |
doesn't "keep around for reference purposes" mean keeping open? |
19:27 |
hmmmm |
keep it somewhere |
19:27 |
hmmmm |
make a branch perhaps |
19:27 |
hmmmm |
i don't know, but it's not going to be merged so it should be closed |
19:27 |
hmmmm |
#943 |
19:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/943 -- Increase the amount of particles that breaking a node generates by ShadowNinja |
19:28 |
RealBadAngel |
hmmmm, i rather take care of my code, when given feedback im able to fix things |
19:28 |
hmmmm |
what do you think |
19:29 |
RealBadAngel |
see what happened just a few minutes ago in main |
19:29 |
hmmmm |
the particle amount should be a setting |
19:29 |
|
TeTpaAka joined #minetest-dev |
19:29 |
hmmmm |
not some hard coded thing |
19:29 |
kilbith |
particles in high amount is FPS killer, VanessaE please told them |
19:29 |
kilbith |
(example : shower head's particles) |
19:29 |
hmmmm |
that's because the current particle implementation sucks |
19:29 |
kilbith |
exactly |
19:29 |
hmmmm |
so... |
19:29 |
hmmmm |
want to close it out? |
19:29 |
est31 |
yes |
19:29 |
hmmmm |
alright |
19:30 |
hmmmm |
close #943 |
19:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/943 -- Increase the amount of particles that breaking a node generates by ShadowNinja |
19:30 |
est31 |
its too small for it |
19:30 |
hmmmm |
make sure you actually add a reason why you're closing it too btw |
19:30 |
hmmmm |
or do you want me to |
19:30 |
RealBadAngel |
hold on a second with those particles |
19:30 |
est31 |
close it, I am doing it for 816 |
19:30 |
RealBadAngel |
we are talking about a few particles when diggin a node |
19:31 |
RealBadAngel |
its absolutely not a huge ammount and it doesnt affect fps |
19:31 |
RealBadAngel |
its not moddable stuff |
19:31 |
RealBadAngel |
i did the same with digging tweaks |
19:32 |
kilbith |
RBA, try out the homedecor shower head's particle with 60 particles/s |
19:32 |
RealBadAngel |
cracks are far worse for the engine (by triggering several times mesh update) than those few particles |
19:32 |
kilbith |
you'll see the bad effect |
19:33 |
RealBadAngel |
damn, we are not talking about shower now |
19:33 |
kilbith |
it's the same particles |
19:33 |
RealBadAngel |
just a few more particles when digging |
19:33 |
kilbith |
and it's already really BAD with 60 particles/s |
19:33 |
RealBadAngel |
cracks are worse |
19:33 |
kilbith |
FPS drops as -15 FPS |
19:34 |
RealBadAngel |
with what? |
19:34 |
kilbith |
a old GPU |
19:34 |
RealBadAngel |
what is causing that drop i ask |
19:34 |
hmmmm |
a crack animation triggers a mesh update? |
19:34 |
kilbith |
when you turns on the shower head flowing 60 particles/s |
19:35 |
RealBadAngel |
hmm suprised? |
19:35 |
hmmmm |
it shouldn't do that |
19:35 |
RealBadAngel |
kilbith, that issue wasnt about the shower |
19:35 |
kilbith |
but i talk about the particles not the shower itself |
19:35 |
kilbith |
VanessaE ^ |
19:36 |
RealBadAngel |
kilbith, dont mix issues plz |
19:36 |
RealBadAngel |
hmmmm, i said about that many times and tried to replace those damn cracks with particles |
19:36 |
RealBadAngel |
but cracks seems to be kinda freaky religion here |
19:36 |
est31 |
#1685 is too ugly |
19:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/1685 -- Digging animations tweaks. by RealBadAngel |
19:37 |
RealBadAngel |
ugly? |
19:37 |
RealBadAngel |
oh thx :P |
19:37 |
est31 |
jugding from the video, i dont like it https://www.youtube.com/watch?v=wjG1bUBFPB0 |
19:37 |
est31 |
lol |
19:37 |
RealBadAngel |
fuck the vid |
19:38 |
RealBadAngel |
try the feature before trashing it |
19:38 |
hmmmm |
yeah I don't like it either... |
19:38 |
RealBadAngel |
so live with cracks :P :) |
19:39 |
hmmmm |
there should be a technically better way to replace a single texture in a mesh with a different variant |
19:39 |
RealBadAngel |
theyre even more ugly, doesnt fit all drawtypes, eat memory and lag engine |
19:39 |
RealBadAngel |
long live the cracks! |
19:39 |
est31 |
heh |
19:40 |
hmmmm |
don't change a part of minetest that everybody likes because you personally can't figure out a way to make them more efficient |
19:40 |
RealBadAngel |
nobody even noticed that this feature has an option to turn it on and off |
19:40 |
Krock |
http://i62.tinypic.com/2qkt6j5.jpg I want cracks too |
19:40 |
RealBadAngel |
so one can have cracks, another highlighting plus particles |
19:41 |
hmmmm |
I think if we are hoping to generalize minetest more into an engine than a minecraft clone with some lua scripting, it's essential to somehow abstract the crack animation away from digs |
19:41 |
kilbith |
RBA, the trigger on particles is the same whether you're digging a node or activate a particlespawner |
19:41 |
kilbith |
so it's the same issue |
19:41 |
RealBadAngel |
you dont dig 100 nodes at the time |
19:42 |
RealBadAngel |
so it cannot cause an issue like lets say 100 showers :P |
19:42 |
|
MinetestForFun joined #minetest-dev |
19:42 |
kilbith |
how many time per second you punch a node when holding left click ? |
19:43 |
kilbith |
it's lotsa of particles |
19:43 |
RealBadAngel |
if that digging effect is causing fps drop, im chinese ballet dancer :P |
19:44 |
RealBadAngel |
and hmm, est31 how easy for you to drop the feature without even trying how it works and feels |
19:44 |
RealBadAngel |
thats common |
19:44 |
Krock |
it's surely causing a minimalistic fps drop :P |
19:44 |
hmmmm |
alright |
19:44 |
RealBadAngel |
"screenshot is enough" |
19:45 |
RealBadAngel |
bullshit |
19:45 |
hmmmm |
so I just closed #943 |
19:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/943 -- Increase the amount of particles that breaking a node generates by ShadowNinja |
19:45 |
hmmmm |
onto #958 |
19:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/958 -- Add player list, viewable by holding Tab by sfan5 |
19:45 |
hmmmm |
ahh, this one... I remember this one |
19:46 |
hmmmm |
this was implemented back when we couldn't change fonts or font colors and so the text was white on light gray and was practically impossible to read |
19:47 |
hmmmm |
it could be fixed and merged, but do we really want this to be a part of the core? this is the kind of thing that could be trivially implemented in a mod |
19:47 |
hmmmm |
what do you guys think? |
19:49 |
est31 |
yea a mod should do this |
19:49 |
TeTpaAka |
This should be made by a mod, imho. The only problem for a mod would be the key binding. |
19:49 |
TeTpaAka |
But this could be fixed by client side modding. |
19:51 |
hmmmm |
client side modding has been the answer for a couple of these mods now |
19:51 |
hmmmm |
I'm going to boost the priority of client side modding |
19:51 |
hmmmm |
this is going to be what I work on after fixing some immediate bugs |
19:51 |
hmmmm |
we'll get the keybinding and screen drawing/hud features out first |
19:52 |
hmmmm |
formspec is going to be more difficult to replace so that'll come later rather than sooner |
19:52 |
est31 |
ok |
19:53 |
hmmmm |
but yeah I don't agree with adding things like this to the core |
19:53 |
hmmmm |
it's a core, not a game |
19:53 |
hmmmm |
the game is the collection of mods |
19:56 |
* VanessaE |
wanders in |
19:57 |
est31 |
what bugs? |
19:58 |
hmmmm |
I'm going to finally fix the damage flashing bug |
19:58 |
VanessaE |
kilbith is right about the particles though - whether they are spawned by a dig action, single-particle actions (as in the "snowdrift" mod), or as spawners like homedecor's faucets and showerhead, the more particles there are, the slower the FPS. Too late now since you already did it, but I sadly agree to closing SN's PR. |
19:58 |
hmmmm |
there's also the player texture bug |
19:58 |
hmmmm |
basically, nerzhul leftovers that he never bothered with |
19:58 |
VanessaE |
hmmmm: you talking about the fake damage in creative mode? |
19:58 |
kilbith |
^ RBA read that |
19:58 |
hmmmm |
yes |
19:59 |
hmmmm |
i know the reason for that |
19:59 |
est31 |
player texture? |
19:59 |
VanessaE |
est31: sometimes the player texture comes out flat |
19:59 |
jin_xi |
lots of particles with collision detection. its expensive |
19:59 |
hmmmm |
tl;dr the server sends a DIEPLAYER event even if damage is disabled |
19:59 |
VanessaE |
instead of wrapped around a model, or comes out as "the green guy" for no reason |
20:00 |
hmmmm |
so what do you want to do |
20:00 |
hmmmm |
close out 958? |
20:01 |
est31 |
yes |
20:01 |
hmmmm |
we should be keeping track of which features are getting re-written using client side modding |
20:01 |
est31 |
there is http://dev.minetest.net/Client_scripting_plans |
20:01 |
hmmmm |
there it is |
20:02 |
hmmmm |
i was literally about to ask you for the link |
20:02 |
est31 |
heh |
20:02 |
est31 |
It has mostly stuff about the general construction |
20:02 |
est31 |
not about the feature |
20:02 |
est31 |
s |
20:02 |
hmmmm |
I am adding a new section |
20:02 |
est31 |
but certainly a good place to put them |
20:02 |
est31 |
ok |
20:05 |
hmmmm |
maybe we should add an issue to make the number of particles settable per-nodedef |
20:06 |
hmmmm |
so digging a sand node would make lots of particles whereas others maybe not so much |
20:06 |
hmmmm |
an issue so we remember about it at least |
20:06 |
est31 |
good idea |
20:07 |
|
prozacgod joined #minetest-dev |
20:07 |
VanessaE |
offtopic, sorta: https://forum.minetest.net/viewtopic.php?f=11&t=3933&p=183022#p182987 |
20:08 |
VanessaE |
(summary: it would be nice if a server could detect settings on the client, for client-side configuration of a server-side mod) |
20:09 |
VanessaE |
hmmmm: as I recall, sfan5's old particles mod could (if extended) do exactly that |
20:09 |
hmmmm |
hmm |
20:09 |
VanessaE |
but it used entities to spawn particles, so it was even slower, and laggy as well |
20:10 |
hmmmm |
you have me wondering now |
20:10 |
VanessaE |
? |
20:10 |
hmmmm |
see, I had the idea of maybe using client side scripting for all special visual effects |
20:10 |
hmmmm |
like remember the light aura around light sources i implemented |
20:10 |
hmmmm |
instead of making that an attribute of the node |
20:11 |
hmmmm |
that should be a scripted special effect to draw each time that type of node is rendered |
20:11 |
hmmmm |
except in some manner that makes it fast |
20:11 |
VanessaE |
I remember that light aura |
20:11 |
hmmmm |
in the same way, could a local-only particle spawner be created on_dig? |
20:11 |
VanessaE |
in fact I was just thinking about that last night, wondering if it could be implemented again |
20:11 |
hmmmm |
i wouldn't hard code the effect in |
20:12 |
est31 |
good idea |
20:12 |
hmmmm |
it would have to be made generic somehow |
20:12 |
hmmmm |
and keep in mind this also needs to be fast |
20:12 |
hmmmm |
i.e. register things, not execute lua on a callback |
20:12 |
hmmmm |
and it needs to not suck |
20:13 |
VanessaE |
well this is one of those times when it would be pretty obvious how the API should work at least |
20:13 |
VanessaE |
register_node(foo, { client_on_dig = function(blah) ; do particles ; end }) |
20:14 |
VanessaE |
i.e. like a callback, but said code would be uploaded to the client at init, to be executed later |
20:15 |
hmmmm |
that's how it's already going to work |
20:15 |
VanessaE |
well at least we agree on THAT much :P |
20:16 |
hmmmm |
I don't know, maybe digging a node isn't hot enough of an event to have a registration for |
20:16 |
hmmmm |
but node rendering effect should be registered |
20:16 |
VanessaE |
why not? |
20:16 |
hmmmm |
because |
20:16 |
hmmmm |
you hardly ever dig a node |
20:16 |
VanessaE |
we have callbacks for 1927423 other things |
20:16 |
hmmmm |
so there will be two callbacks |
20:16 |
hmmmm |
start_dig |
20:16 |
VanessaE |
oh no, believe me that's not true :)_ |
20:16 |
hmmmm |
end_dig |
20:16 |
hmmmm |
it'll be like mouse_up and mouse_down |
20:16 |
VanessaE |
that's not too bad an idea |
20:16 |
hmmmm |
end_dig will have some kind of boolean if the dig completed |
20:17 |
VanessaE |
good idea |
20:17 |
hmmmm |
well |
20:17 |
hmmmm |
i'm just spouting obvious ideas |
20:17 |
VanessaE |
but I mean, we have on-construct, on dig, after dig, and a few others |
20:17 |
sfan5 |
>on dig, after dig |
20:17 |
est31 |
gtg |
20:17 |
sfan5 |
wouldn't on dig be equivalent to on punch then? |
20:17 |
VanessaE |
I meant on punch rather |
20:18 |
hmmmm |
oh |
20:18 |
hmmmm |
sfan5: perhaps so |
20:18 |
hmmmm |
except on_punch would be much more generalized than on_dig |
20:19 |
hmmmm |
est left |
20:19 |
hmmmm |
would the rest of you like to continue looking at old PRs? |
20:20 |
kilbith |
est31 ^ |
20:20 |
hmmmm |
he just said he left |
20:21 |
VanessaE |
old PRs is a good idea. |
20:21 |
hmmmm |
the next one is kind of a doozey |
20:21 |
hmmmm |
i'd like to skip it for now... |
20:21 |
VanessaE |
? |
20:26 |
est31 |
back? |
20:26 |
est31 |
back! |
20:26 |
VanessaE |
BACK! |
20:26 |
VanessaE |
:) |
20:26 |
VanessaE |
hmmmm: which one are you talking about? |
20:26 |
hmmmm |
meta set nodedef |
20:26 |
VanessaE |
eek |
20:26 |
hmmmm |
i would like to merge that eventually |
20:27 |
VanessaE |
that's been wanted for like, forever, but one thing that occurred to me recently is, what's the worst-case scenario for a map with a fuckdton of nodes so-modified? |
20:27 |
VanessaE |
I mean, double the size? triple? |
20:27 |
hmmmm |
i'm not really sure |
20:27 |
hmmmm |
it's going to be much larger, definitely. |
20:27 |
est31 |
it depends on how the format is |
20:27 |
hmmmm |
i thought you left est |
20:27 |
hmmmm |
:) |
20:27 |
est31 |
yea |
20:27 |
est31 |
<est31> back! |
20:28 |
hmmmm |
oh |
20:28 |
hmmmm |
rrrr |
20:28 |
hmmmm |
anyway skipping #1118 for now... like I said, it's a doozey. but I want it at least, and it needs a rebase |
20:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/1118 -- Meta set nodedef by Novatux |
20:29 |
hmmmm |
#1188 looks pretty good apart from some minor style issues |
20:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/1188 -- getTime refactoring by Selat |
20:29 |
hmmmm |
how do you guys feel about separating porting.cpp things into separate files based on 'topic'? |
20:29 |
est31 |
and that it needs a rebase |
20:29 |
est31 |
if we do so, we should add a new directory |
20:29 |
est31 |
only for porting |
20:30 |
est31 |
but ok |
20:30 |
hmmmm |
yeah |
20:30 |
hmmmm |
so this is going to add get_time.cpp or something |
20:31 |
hmmmm |
porting/get_time.cpp? |
20:31 |
hmmmm |
instead of "porting" why not something more immediately clear such as "platform-dependent code" |
20:31 |
hmmmm |
that should be in a separate issue, though. |
20:32 |
est31 |
yes |
20:32 |
est31 |
it should still be inside the porting namespace |
20:33 |
hmmmm |
what arguments are there for having it namespaced? |
20:33 |
est31 |
because its only a platform dependent helper code |
20:33 |
est31 |
basically what porting is |
20:37 |
Nihao |
Hello, protectors of the core cubes :) |
20:37 |
Nihao |
I have a question about loss of material on exchange: http://pastebin.com/awvFdh14 |
20:37 |
Nihao |
Probably the same as https://github.com/minetest/minetest/issues/2028 |
20:37 |
Nihao |
It kind of "disturbs" (!) the gameplay and seems to appear with Barter Table and chests at least. |
20:37 |
Nihao |
Is it possible to fix that? |
20:38 |
est31 |
it is if you know how to reproduce |
20:39 |
Nihao |
est31: Sorry, I do not reproduce it, but it crashes the server 10 tiles a day. |
20:39 |
Nihao |
times* |
20:39 |
Nihao |
Just crashed again.... |
20:40 |
est31 |
it is possible that a player used this to volunarily crash the server |
20:40 |
est31 |
perhaps |
20:40 |
Nihao |
How to know? |
20:41 |
Nihao |
Can you instrument the code? |
20:41 |
Nihao |
To have more data in the logs |
20:41 |
est31 |
Nihao, just try a debug build |
20:41 |
est31 |
and open it in gdb |
20:42 |
Nihao |
With 25 people? |
20:42 |
est31 |
at least its no nrz bug |
20:43 |
Nihao |
:) seems to be good news. What does it mean? |
20:43 |
est31 |
that its old |
20:44 |
Nihao |
nrz |
20:44 |
Nihao |
It is old and has neve been fixed. |
20:44 |
kilbith |
nrz = core-dev |
20:44 |
Nihao |
Maybe a survivor. |
20:45 |
Nihao |
Or a really hard one. |
20:46 |
Nihao |
Or both, anyway, how can I instrumnt the code on the "productive" server to have more useful data in the logs? |
20:46 |
est31 |
debug build |
20:47 |
est31 |
gdb |
20:47 |
est31 |
gdb has no real performance penalty |
20:47 |
est31 |
or no big |
20:47 |
est31 |
unlike valgrind |
20:47 |
est31 |
that one is a biggie |
20:48 |
Nihao |
OK, thanks est31, I have to think that over and will hopefully be back with more precise indications soon. |
20:55 |
|
zat joined #minetest-dev |
21:25 |
kilbith |
so the PRs clearing out has stopped ? |
21:26 |
est31 |
seems so |
21:27 |
hmmmm |
nope |
21:27 |
hmmmm |
let's continue on |
21:27 |
hmmmm |
let's make our goal to get below 90 |
21:27 |
hmmmm |
so what do you guys think about #1277 |
21:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/1277 -- Update to Lua 5.2 by ShadowNinja |
21:28 |
kilbith |
better picking 5.3 now maybe ? |
21:28 |
hmmmm |
yeah, i was thinking the same. |
21:28 |
hmmmm |
does anybody know the story of 5.3 compat with luajit? |
21:30 |
est31 |
its nonexistent I think |
21:30 |
est31 |
last time I checked |
21:30 |
est31 |
and yes, we can switch to any version luajit supports |
21:30 |
hmmmm |
the whole selling point of luajit is that you can drop it in and it'll work |
21:30 |
est31 |
but only fully supports |
21:30 |
est31 |
and other way round too |
21:30 |
hmmmm |
right |
21:30 |
hmmmm |
it needs to be a 1:1 replacement |
21:31 |
est31 |
yes |
21:31 |
hmmmm |
what do you think we should do |
21:31 |
hmmmm |
keep open or close? |
21:32 |
est31 |
SN has invested quite alot of work |
21:32 |
est31 |
it seems |
21:32 |
est31 |
a large diff |
21:32 |
est31 |
ah |
21:32 |
hmmmm |
the majority of that is updating the builtin version of lua |
21:32 |
est31 |
its only cped from lua source |
21:32 |
hmmmm |
which is not builtin anymore |
21:32 |
est31 |
yea |
21:33 |
est31 |
really? |
21:33 |
est31 |
what is in src/lua then |
21:33 |
|
TeTpAaka joined #minetest-dev |
21:34 |
hmmmm |
ah.. |
21:34 |
hmmmm |
maybe it doesn't use builtin by default then..? |
21:34 |
hmmmm |
oh it was sqlite that got dumped |
21:34 |
est31 |
what I hate about lua is that they break every single release |
21:34 |
est31 |
yes |
21:35 |
hmmmm |
why is there so much inconsistency between which libraries get bundled by default |
21:35 |
est31 |
this is a thing a language shouldnt do |
21:35 |
est31 |
? |
21:35 |
hmmmm |
sqlite isn't bundled, but lua is bundled |
21:35 |
hmmmm |
why was this choice made |
21:35 |
est31 |
dunno, before my time |
21:36 |
hmmmm |
irrlicht isn't bundled |
21:36 |
hmmmm |
so you can't make the argument that only essential libraries are bundled |
21:36 |
est31 |
I dunno |
21:37 |
hmmmm |
so hrmm |
21:37 |
hmmmm |
updating lua to 5.2 - close out? |
21:38 |
est31 |
http://lua-users.org/lists/lua-l/2012-01/msg00787.html |
21:38 |
est31 |
"o not hold out for a fully 5.2-compatible version of LuaJIT, if you |
21:38 |
est31 |
are thinking of it. Mike Pall has made it clear that he dislikes and |
21:38 |
est31 |
disagrees with many of the choices made by the Lua team for this |
21:38 |
est31 |
version, and has no intention of moving away from a primarily |
21:38 |
est31 |
5.1-based LuaJIT." |
21:38 |
est31 |
cite that and close it |
21:38 |
hmmmm |
luajit support is honestly more important than lua support |
21:39 |
hmmmm |
in 99% of the cases people are going to use luajit |
21:39 |
est31 |
yes |
21:39 |
hmmmm |
(also that's an argument why I believe lua shouldn't be bundled by default any longer) |
21:39 |
est31 |
but in the 1% where sb runs valgrind, things have to run smoothly too |
21:39 |
hmmmm |
should we get rid of minigmp too, do you think? |
21:39 |
est31 |
*shrug* |
21:40 |
est31 |
if you get the windows build people to agree |
21:40 |
hmmmm |
windows builds are a whole other level of pain |
21:40 |
est31 |
OTOH, who is hurt by those files |
21:41 |
hmmmm |
well for a while I tried taking over the windows build |
21:41 |
hmmmm |
it was quite tough getting all the dependencies together |
21:45 |
est31 |
so, the PR can be closed? |
21:46 |
hmmmm |
yeah hold on |
21:46 |
hmmmm |
i am closing it |
21:46 |
est31 |
ok |
21:50 |
est31 |
next one? |
21:51 |
|
TeTpAaka2 joined #minetest-dev |
21:53 |
hmmmm |
yeah |
21:53 |
hmmmm |
#1220 |
21:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/1220 -- Player information window by MirceaKitsune |
21:54 |
hmmmm |
watch 5 more PRs get added tomorrow |
21:54 |
est31 |
heh |
21:54 |
hmmmm |
it's enough to make you say fuckit and give up |
21:54 |
hmmmm |
hmm |
21:54 |
hmmmm |
so this is formspec-based |
21:55 |
hmmmm |
i like the idea behind it |
21:55 |
est31 |
this one is better |
21:55 |
hmmmm |
the implementation sorta sucks though |
21:56 |
hmmmm |
the implementation is pretty good for what it is, a formspec, but the problem is that it uses formspec |
21:56 |
hmmmm |
and you have to type a command to open it |
21:56 |
hmmmm |
could we merge this together with the connected player list idea for client-side modding? |
21:57 |
kilbith |
it's too specifical to be added in builtin imho |
21:57 |
est31 |
if we go with our previous descision, we have to close this too |
21:57 |
kilbith |
belongs to a mod |
21:57 |
est31 |
^ |
21:57 |
hmmmm |
maaaaaaaybe |
21:57 |
est31 |
or minetest_game |
21:57 |
hmmmm |
yeah |
21:57 |
est31 |
I'd like to have it in minetest_game |
21:58 |
hmmmm |
idea time |
21:58 |
hmmmm |
what if basic player connection info gets displayed as part of a list in builtin client side modding |
21:58 |
hmmmm |
and then other games can override the info screen |
21:59 |
hmmmm |
so if you hold down tab on a game that doesn't implement this special info screen it'll just show basic information like name, connected time, latency |
21:59 |
kilbith |
also no need a formspec here, /ping <player> would be sufficient |
21:59 |
hmmmm |
but if you have special player information in your special game |
21:59 |
hmmmm |
you can override the tab button to open /your/ player info display with the game-specific stuff |
21:59 |
hmmmm |
yes? no? |
22:00 |
est31 |
I dunno |
22:00 |
est31 |
it gives this "default" feature |
22:00 |
hmmmm |
the default thing could be part of minetest_game then |
22:00 |
hmmmm |
well |
22:00 |
hmmmm |
I don't know, we'll cross that bridge when we come to it |
22:00 |
est31 |
do we have this at other places too? |
22:00 |
hmmmm |
what now |
22:01 |
est31 |
yea good |
22:01 |
est31 |
it has issues of its own |
22:01 |
est31 |
like minetest.setting_get("max_users") |
22:01 |
est31 |
wrong info |
22:01 |
hmmmm |
ohh :/ |
22:02 |
est31 |
(unrelated from whether to close or not) |
22:02 |
est31 |
I'd suggest we close this too, and wait for client side scripting and a formspec replacement |
22:02 |
hmmmm |
yeah |
22:02 |
hmmmm |
we can do soo much better |
22:03 |
hmmmm |
like don't get me wrong - i think this is great |
22:03 |
hmmmm |
it's the best that it can be |
22:04 |
hmmmm |
but the interfaces suck and it's like we're telling people to build a house with a saw and no hammer |
22:04 |
est31 |
yea its dangerous to close PRs because "clientside scripting will make this all obsolete" |
22:04 |
hmmmm |
right |
22:05 |
hmmmm |
after this first batch that's what we'll get working on |
22:05 |
est31 |
sfan5's solution is more proper |
22:05 |
hmmmm |
this is pretty high priority now that i look at it |
22:07 |
|
TeTpaAka joined #minetest-dev |
22:07 |
hmmmm |
in fact gosh |
22:07 |
hmmmm |
you know what |
22:07 |
hmmmm |
a majority of these PRs are obvious client side scripting things |
22:08 |
hmmmm |
I think there's a reason for this. the Minetest UI is one particularily deficient area and it's incredibly visible, so people tend to focus on that |
22:08 |
hmmmm |
i don't want to skip around but I think it's for the best |
22:09 |
kahrl |
I have a different idea for the player list, maybe completely off base but it might work |
22:10 |
kahrl |
essentially adding a tiny thing to the core that would allow doing the rest in a mod |
22:10 |
kahrl |
the idea is to add a playerlist flag to functions like hud_add |
22:10 |
kahrl |
hud items with that flag set will only be shown whenever tab is pressed |
22:11 |
kahrl |
what do you think? |
22:11 |
est31 |
I don't know how good the HUD api is |
22:11 |
hmmmm |
it sucks |
22:11 |
hmmmm |
just trust me, it sucks |
22:12 |
hmmmm |
it works for now though, that's why people use it |
22:12 |
kahrl |
maybe it's time to improve it :P |
22:12 |
hmmmm |
I suppose your suggestion could work as a stopgap measure |
22:12 |
est31 |
yes |
22:13 |
hmmmm |
it's as simple as adding another attribute to hud items |
22:20 |
kilbith |
#1328 can be closed as well. |
22:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/1328 -- Add 3D torches by BlockMen |
22:20 |
kilbith |
the shape is hardcoded and it's saner to have a meshnode for maintainance / preferences. belongs to subgames. |
22:21 |
|
CraigyDavi joined #minetest-dev |
22:22 |
est31 |
yes |
22:23 |
est31 |
and this 2 pixel proble |
22:23 |
est31 |
m |
22:23 |
est31 |
or no |
22:23 |
est31 |
I actually hate this "flat torch" thing |
22:23 |
est31 |
thats hardcoded too |
22:23 |
est31 |
this is at least 3d |
22:23 |
est31 |
like a proper object |
22:25 |
kilbith |
also, keep in mind that torchlike is not only used for torches |
22:25 |
est31 |
but? |
22:26 |
kilbith |
this code can fuck up nodes like lanterns or so |
22:26 |
kilbith |
whatever that is not a torch |
22:26 |
est31 |
they should use meshnodes |
22:26 |
kilbith |
not necessarily |
22:26 |
est31 |
its horrible to have 2d objects in a 3d world |
22:27 |
kilbith |
same goes for other drawtype then |
22:27 |
est31 |
the only exception being things like curtains |
22:27 |
kilbith |
if you force the 3d here, it's no longer flexible |
22:28 |
kilbith |
and easy to maintain |
22:29 |
kilbith |
or alternatively this can be added as 'torchlike3d' drawtype |
22:30 |
est31 |
the only torchlike node in homedecor is a cobweb |
22:30 |
kilbith |
homedecor is not all |
22:30 |
est31 |
which is perhaps even a good usecase |
22:31 |
kilbith |
from a modder standpoint i'm strongly opposed to hardcode a 3d shape to torchlike |
22:32 |
est31 |
it should never have been added |
22:32 |
est31 |
same as for plantlike |
22:33 |
kilbith |
but c55 liked the flatness of those drawtypes :) |
22:33 |
kilbith |
it's just FOSS, you just have to draw pixels with gimp |
22:33 |
kilbith |
s/FOSS/KISS |
22:35 |
kilbith |
that is more flexible : https://github.com/minetest/minetest/pull/1871 |
22:35 |
est31 |
perhaps we should add a "flat" drawtype |
22:35 |
est31 |
but very laggy I think |
22:35 |
kilbith |
don't add a flat drawtype, the default torchlike should stick 2d |
22:36 |
kilbith |
because then you would force people to update their mods |
22:36 |
est31 |
its only a string value |
22:36 |
est31 |
ok |
22:36 |
kilbith |
really not, it belongs to a subgame as meshnode |
22:36 |
est31 |
perhaps we should add a torchlike3d and a flat drawtype |
22:36 |
kilbith |
no need to complicate things |
22:37 |
est31 |
and then tell people to update via logging |
22:37 |
est31 |
do that for one release, and then the next release remove it |
22:37 |
kilbith |
for the history, it's me that requested to BlockMen to reopen this PR |
22:38 |
kilbith |
i thought wrong |
22:38 |
Taoki |
Ugh... a client Lua API is still being planned? Asking because it's one thing I am still not very sure about |
22:38 |
est31 |
it is planned yes |
22:38 |
Taoki |
Although, I guess, it is a good idea. Just worried it might make modding too complex and divided and weird |
22:39 |
est31 |
flexibility always comes at this cost |
22:39 |
est31 |
but running code clientside has huge advantages |
22:39 |
est31 |
you just dont have the network lag |
22:39 |
Taoki |
True, true |
22:39 |
est31 |
and its distributed, and doesnt need server CPPU |
22:39 |
est31 |
-P |
22:40 |
Taoki |
Hope it can be implemented in a clean and non-weird way |
22:41 |
kilbith |
kwoelkr's code is rather strong, no worries for that |
22:42 |
|
zat joined #minetest-dev |
22:46 |
|
cvtsx joined #minetest-dev |
22:47 |
est31 |
ok lets skip that then |
22:47 |
est31 |
hmmmm, next one? |
22:48 |
hmmmm |
yep |
22:49 |
hmmmm |
close #1328? |
22:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/1328 -- Add 3D torches by BlockMen |
22:49 |
hmmmm |
this is something that clearly should be a meshnode but it's hardcoded |
22:49 |
hmmmm |
i'd like 3d torches but it doesn't need to get added to the engine |
22:50 |
est31 |
the torchlike drawtype has a bad name |
22:50 |
kilbith |
yeah as i said, it's saner to use a meshnode for maintainance and fits the preferences |
22:50 |
est31 |
doing "flat" is hardcoding too |
22:50 |
hmmmm |
it is possible to wallmount meshnodes? |
22:50 |
est31 |
I'm not sure |
22:50 |
kilbith |
but flatness is KISS, you don't have to bother with Blender |
22:53 |
est31 |
I'd merge the PR if 2 criteria are met: 1. make it torchlike3d, leave torchlike untouched (that one should be renamed to flat in the future, but thats other issue) 2. also work with higher density textures. just make the "middle" with 1/8 of the texture size |
22:54 |
hmmmm |
yeah but it's hardcoded |
22:54 |
est31 |
we will get more hardcoded drawtypes in the future |
22:54 |
hmmmm |
that's so useless |
22:54 |
est31 |
like cablelike |
22:54 |
hmmmm |
ugh |
22:54 |
hmmmm |
i would strongly prefer to shy away from hardcoded things |
22:54 |
est31 |
otherwise you will have to register hundreds of connection combinations |
22:55 |
hmmmm |
why can't this be done with a meshnode? |
22:55 |
est31 |
as kilbith said, you can then make torches only with gimp, no blender needed |
22:55 |
est31 |
we are a minecraft-like voxel game engine, no irrlicht |
22:58 |
|
prozacgod joined #minetest-dev |
22:58 |
hmmmm |
yeah but |
22:58 |
hmmmm |
you can't do anything differently |
22:58 |
kilbith |
hardcoded = no flexibility |
22:59 |
kilbith |
against the master principle of MT |
22:59 |
hmmmm |
you can make torches... only torches. the only torches you'll be able to make are rectangular prisms jutting out of a wall at an angle |
22:59 |
hmmmm |
the only flexibility you'd have is making the texture slightly different |
22:59 |
est31 |
so, then remove torchlike altogether? |
22:59 |
hmmmm |
and with such a small texture that'd mean the only thing you'd be able to do is change the color |
23:00 |
est31 |
its the same as for torchlike. |
23:00 |
hmmmm |
torchlike needs to stay around for reverse compatibility |
23:00 |
hmmmm |
it wasn't the smartest idea, but it was the best they had back then |
23:00 |
est31 |
we should deprecate it then |
23:00 |
est31 |
with a warning |
23:01 |
|
Sokomine joined #minetest-dev |
23:01 |
kilbith |
est31, talking about MC, you realize that there are some flat drawtypes in MC ? |
23:01 |
est31 |
which? |
23:01 |
kilbith |
'signlike' |
23:02 |
kilbith |
hmm no, ladderlike |
23:02 |
kilbith |
but they are named differently |
23:02 |
est31 |
yea ladders are even more or less ok |
23:03 |
kilbith |
ah, and the plants are all flats as well ! |
23:03 |
kilbith |
like our plantlike |
23:03 |
kilbith |
so please listen to the modders for once |
23:03 |
kilbith |
that's a pretty bad idea to force using 3d there |
23:04 |
kilbith |
especially a determinated shape |
23:04 |
est31 |
hmmmm, kilbith from what I find, we can't do right that torches blockmen proposes in that PR |
23:04 |
est31 |
but only ones where there is no texture sticking out at the sides |
23:05 |
est31 |
I think we should add this as a stopgap |
23:05 |
hmmmm |
you realize it becomes permanent, right? |
23:05 |
est31 |
until we have wallmounted meshnodes |
23:06 |
hmmmm |
wait |
23:06 |
hmmmm |
are you sure we don't have wallmounted meshnodes already? |
23:06 |
hmmmm |
or anything that can replicate wallmounted? |
23:06 |
hmmmm |
vanessae? |
23:07 |
hmmmm |
est31: celeron seems to agree with me |
23:08 |
kilbith |
http://irc.minetest.ru/minetest/2015-01-03#i_4092174 |
23:08 |
est31 |
hmmmm, noted |
23:09 |
est31 |
ok, so you can re-do it with meshnodes, but without flames sticking out at the sides? |
23:09 |
hmmmm |
we should probably look into ways to make implementing 3d torches simpler using meshnodes |
23:26 |
Sokomine |
regarding 3d torches: they may look nice but are usually horrible regarding gameplay. client prediction usually fails, so it feels like a very bad lag, and there are artifacts left when removing a torch. at least it was that way the last time i saw it used |
23:26 |
Calinou |
meshnodes make client prediction possible, normally |
23:26 |
Calinou |
using wallmounted parameter |
23:26 |
Calinou |
nodeboxes too but nodeboxes can't be rotated (see carbone_torches) |
23:27 |
est31 |
lets jump that pr |
23:27 |
est31 |
nex one? |
23:29 |
Sokomine |
Calinou: whatever. as long as it doesn't cause players to experience lag when placing a torch to get light it ought to be ok |
23:46 |
|
Nihao left #minetest-dev |
23:55 |
|
prozacgod joined #minetest-dev |
23:59 |
|
Fritigern joined #minetest-dev |