Time |
Nick |
Message |
00:01 |
RealBadAngel |
still the same, all the time pos not ok |
00:01 |
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deezl joined #minetest-dev |
00:11 |
RealBadAngel |
TBC_x, it may look like attachement position is getting corrupted somehow |
00:12 |
RealBadAngel |
damn idk |
00:12 |
RealBadAngel |
http://pastie.org/10307053 |
00:13 |
RealBadAngel |
these are coords of all caos that gets lighting updates in my client |
00:13 |
TBC_x |
do you run it in a debugger? |
00:14 |
RealBadAngel |
no, im dumping what i need to console |
00:14 |
RealBadAngel |
notice that there are player coords |
00:14 |
RealBadAngel |
but there are no similiar coords for attached cao |
00:19 |
TBC_x |
whoops, It'd be better if it would'nt throw an exception when a server port is in use |
00:20 |
TBC_x |
now it tries to write 20TB coredump to disk :P |
00:29 |
RealBadAngel |
trying to get parent of an CAO and get confused |
00:29 |
RealBadAngel |
error: ‘class ClientActiveObject’ has no member named ‘getParent’ |
00:30 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/content_cao.h#L125 |
00:30 |
RealBadAngel |
wtf? |
00:31 |
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00:35 |
est31 |
RealBadAngel, thats GenericCAO |
00:35 |
est31 |
not ClientActiveObject’ |
00:36 |
RealBadAngel |
class GenericCAO : public ClientActiveObject |
00:41 |
est31 |
so whats the problem? |
00:41 |
est31 |
GenericCAO is a ClientActiveObject |
00:41 |
est31 |
not the other way round |
00:41 |
est31 |
cast if you are sure you can access the method |
00:41 |
VanessaE |
RealBadAngel: I wasn't blaming you, I was assigning you ;) |
00:44 |
johnnyjoy |
I know everyone is busy, but I just wanted to say that I reworked PR 2912. I tried to incorporate ShadowNinja's upsert SQL to combine insert and update, however it was painfully slow compared to the alternative. I also added support for PostgreSQL 9.5(currently in alpha), which should automatically coming insert and update similar to how it's handled by mysql. Once again, thanks for making the world a more fun place. |
00:44 |
RealBadAngel |
why in content.cao there are includes in the middle of the file? |
00:44 |
est31 |
RealBadAngel, where? |
00:45 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/content_cao.cpp#L539 |
00:45 |
RealBadAngel |
line 329 too |
00:45 |
est31 |
thats ... bad |
00:45 |
est31 |
includes always at top |
00:45 |
est31 |
perhaps this should be fixed. |
00:46 |
RealBadAngel |
pretty confusing |
00:50 |
TBC_x |
if C++ could throw rock |
00:50 |
TBC_x |
the networking code would have mountains |
00:52 |
TBC_x |
or even planets |
00:52 |
TBC_x |
of rocks |
00:58 |
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01:13 |
VanessaE |
est31: I see you and Tesseract have been chewing on that areastore code. Is it safe to re-add the patch (I forgot to re-apply it after the last updates)? |
01:13 |
est31 |
VanessaE, lemme see |
01:14 |
VanessaE |
for that matter, whatever patch(es) the areas mod needs, too |
01:14 |
est31 |
yes, the problem is that I have to get the areas mod up to date |
01:15 |
est31 |
Tesseract, any ideas, how can I detect existence of a constructor in lua? |
01:16 |
est31 |
hrmm leme see |
01:23 |
paramat |
will push these 3 later game#585 game#586 game#587 |
01:23 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/585 -- Flowers: Add mushrooms to mgv6 by paramat |
01:23 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/586 -- Stairs: Register acacia wood stair and slab by paramat |
01:23 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/587 -- Default: Add improved mgv5/mgv7 tree schematics by paramat |
01:29 |
RealBadAngel |
oke doke, killed that damn bug |
01:29 |
RealBadAngel |
VanessaE, ^ |
01:29 |
VanessaE |
? |
01:31 |
RealBadAngel |
fixed the lighting issues of attached entities |
01:31 |
VanessaE |
ah |
01:31 |
RealBadAngel |
http://pastie.org/10307112 |
01:31 |
RealBadAngel |
made all the children use lighting of the parent |
01:31 |
est31 |
paramat, I dont know if everybody will like it |
01:32 |
est31 |
can you wait with 587? |
01:32 |
RealBadAngel |
est31, are you ok with code in pastie? |
01:33 |
est31 |
RealBadAngel, is that a diff? |
01:33 |
est31 |
can you show me a diff |
01:34 |
paramat |
don't worry it's just ongoing improvements to preliminary schems, the current tree schems are not good |
01:34 |
RealBadAngel |
est31, pastie replaces this function: https://github.com/minetest/minetest/blob/master/src/content_cao.cpp#L986 |
01:35 |
est31 |
so will it make stuff like in kilbith's screenshot, completely changing how trees look like? |
01:38 |
paramat |
fairly subtle changes |
01:39 |
est31 |
so only leaves placement? |
01:40 |
paramat |
erm i'll add description of changes |
01:40 |
RealBadAngel |
maybe some screenies too? |
01:42 |
paramat |
oh yes =) |
01:45 |
VanessaE |
paramat: not directly related to that commit, but I don't see where you're allowing them to spread after mapgen time |
01:45 |
VanessaE |
plus there's no apparent way to farm them |
01:45 |
paramat |
as with the initial biome system, improvement will be an ongoing and frequent process, so i need freedom to update frequently and freely, based on feedback froom users |
01:46 |
paramat |
i mean 'fairly freely' no one commit will be the final form |
01:46 |
paramat |
tree spread? |
01:46 |
VanessaE |
mushrooms |
01:47 |
paramat |
oh |
01:47 |
VanessaE |
sorry, shoulda been more specific :) |
01:48 |
paramat |
erm, flower spread was a bad idea anyway, it should have been done with seeds |
01:49 |
VanessaE |
mushrooms mod in plantlife uses spores |
01:49 |
VanessaE |
(which can be had by digging dirt) |
01:49 |
paramat |
mushroom farming could be discussed and added, if really wanted |
01:50 |
paramat |
don't see it as much needed |
01:50 |
paramat |
nore and pilzadam just requested mushrooms on mapgen |
01:51 |
VanessaE |
pilzadam would ;) |
01:51 |
VanessaE |
(given his name) |
01:57 |
est31 |
VanessaE, the prs are now in a state to re-apply |
01:58 |
VanessaE |
links? :) |
01:58 |
VanessaE |
well to the areas one anyway |
01:58 |
est31 |
number 13 |
01:59 |
RealBadAngel |
est31, checked that code? |
01:59 |
est31 |
RealBadAngel, can you make a commit and push it to your local repo on the master branch |
01:59 |
est31 |
? |
01:59 |
est31 |
and then put the link to the commit here? |
02:00 |
RealBadAngel |
sure |
02:01 |
VanessaE |
est31: ok, got 'em. |
02:03 |
est31 |
RealBadAngel, the change is ok except style issues |
02:03 |
RealBadAngel |
like? |
02:04 |
est31 |
1. if(li != m_last_light) |
02:04 |
RealBadAngel |
brackets on ifs? |
02:04 |
est31 |
that too |
02:04 |
est31 |
and dont do updateLightNoCheck (light_at_pos); |
02:04 |
est31 |
method calls without space, if with space |
02:05 |
est31 |
otherwise, perfect. |
02:05 |
RealBadAngel |
such things im already changing |
02:05 |
RealBadAngel |
most of them are from old code, i meant you to check functionality |
02:06 |
est31 |
so you have fixed them? |
02:12 |
crazyR |
who runs/maintains http://servers.minetest.net |
02:13 |
est31 |
sfan 5 does |
02:14 |
RealBadAngel |
#2949 |
02:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/2949 -- Fix issues with light of attached CAOs by RealBadAngel |
02:14 |
RealBadAngel |
if i havent messed anything that should be it |
02:14 |
RealBadAngel |
VanessaE, can you try it? |
02:14 |
VanessaE |
sure |
02:14 |
RealBadAngel |
i need to compile it too |
02:15 |
est31 |
btw its not required to have brackets around if, just if you have them, then they should be on the same line |
02:15 |
crazyR |
im just wondering, whether there would be any problem in me scraping http://servers.minetest.net/list every ~120 seconds. |
02:16 |
VanessaE |
crazyR: I thought there was some API access already? |
02:16 |
VanessaE |
RealBadAngel: does not compile |
02:16 |
VanessaE |
void GenericCAO::updateLightNoCheck(u8 light_at_pos) |
02:16 |
VanessaE |
er.. |
02:16 |
VanessaE |
/home/vanessa/Minetest-related/minetest_core/src/content_cao.cpp:1004:52: error: no ‘void GenericCAO::updateLightNoCheck(irr::u8)’ member function declared in class ‘GenericCAO’ |
02:16 |
est31 |
RealBadAngel, add it to GenericCAO |
02:17 |
crazyR |
VanessaE im not sure, in my tests ive just grabbed the json data from http://servers.minetest.net/list and parsed it. but i dont want to end up having my servers blocked if its not allowed |
02:17 |
RealBadAngel |
i knew i messed something ;) hold on |
02:18 |
RealBadAngel |
void updateLightNoChek(u8 light_at_pos); |
02:18 |
RealBadAngel |
lmao |
02:22 |
RealBadAngel |
VanessaE, est31 updated |
02:23 |
est31 |
why have you added virtual void updateLightNoCheck(u8 light_at_pos){} into ClientActiveObject? |
02:23 |
VanessaE |
ok |
02:24 |
RealBadAngel |
because otherwise i couldnt call it |
02:24 |
RealBadAngel |
children are ClientActiveObjects |
02:24 |
est31 |
ah |
02:24 |
est31 |
ok then |
02:24 |
est31 |
+1, you can push it |
02:24 |
est31 |
(if VE reports it works) |
02:24 |
VanessaE |
I'm still setting up to test :P |
02:25 |
RealBadAngel |
i hope so, it worked for me |
02:26 |
VanessaE |
works for me. |
02:26 |
VanessaE |
+1 |
02:26 |
paramat |
okay screenshot and description added to game#587 |
02:26 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/587 -- Default: Add improved mgv5/mgv7 tree schematics by paramat |
02:26 |
RealBadAngel |
paramat, can you +1 my pr too? |
02:28 |
est31 |
RealBadAngel, its a small fix, only needs one +1 |
02:28 |
est31 |
the second person decides |
02:28 |
est31 |
at least this is consensus I think |
02:29 |
est31 |
paramat, the apple tree is now much more "flat", no? |
02:29 |
paramat |
i trust your tests +1 i'm a bit busy |
02:30 |
paramat |
yes appears flatter due to being at edge of view, actually the same outer dimensions as before |
02:31 |
est31 |
are you sure? |
02:31 |
paramat |
very =) |
02:32 |
paramat |
it has height variation, that one is the shorter one |
02:35 |
paramat |
remember don't compare to mgv6 trees, these are for mgv5/v7, different designs |
02:36 |
paramat |
back later |
02:36 |
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02:49 |
VanessaE |
est31: those datastore patches are staged now. should go in at tonight's reboot. |
02:57 |
est31 |
areastore* |
02:58 |
VanessaE |
er yeah |
02:58 |
VanessaE |
that :P |
03:55 |
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04:07 |
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04:08 |
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04:09 |
paramat |
i'll wait a day for game 587, now pushing game 585 and game 586 |
04:18 |
paramat |
complete! |
04:18 |
VanessaE |
staged those to my server :) |
04:18 |
VanessaE |
so if they break, you'll know ;) |
04:20 |
VanessaE |
bbl |
04:20 |
paramat |
i will indeed =D |
04:43 |
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05:03 |
hmmmm |
est31, I looked at 2922 |
05:03 |
hmmmm |
looks great overall |
05:04 |
hmmmm |
don't think I saw any bugs |
05:04 |
est31 |
nice |
05:07 |
est31 |
commented on your comments, some need a reply |
05:07 |
hmmmm |
we're both replying in real time |
05:08 |
est31 |
is DenyAccessVerCompliant ok too? |
05:09 |
hmmmm |
yea |
05:09 |
hmmmm |
'cause it confused me before you explained it |
05:10 |
hmmmm |
code written for other people needs to be realllly obvious |
05:10 |
hmmmm |
@RBA |
05:11 |
est31 |
yea agreed, I wont be around forever to explain my code, it has to explain itself :) |
05:32 |
hmmmm |
alright |
05:32 |
hmmmm |
since that field is a u8 and not strictly a bool, that reconnect field can get changed later on |
05:32 |
hmmmm |
looks good to me |
05:34 |
est31 |
can I push 2922? |
05:34 |
hmmmm |
yeah |
05:38 |
est31 |
pushed |
05:43 |
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09:16 |
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09:17 |
yh1986 |
hi, why sky don't work on android |
09:17 |
yh1986 |
no sunã€moon and stars |
10:15 |
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10:33 |
RealBadAngel |
yh1986, what build are you using? you should fill an issue describing your problem |
10:33 |
RealBadAngel |
https://github.com/minetest/minetest/issues |
10:33 |
RealBadAngel |
so devs can solve that |
10:44 |
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10:45 |
est31 |
ok, now I see why kwolekr regarded the minimap updates as wasteful. |
10:50 |
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10:54 |
yh1986 |
Minetest-0.4.12.11-android this |
10:55 |
yh1986 |
official version also have the issue |
10:56 |
est31 |
yh1986, what do you mean sky isnt working? |
10:56 |
est31 |
can you make a screenshot? |
11:00 |
yh1986 |
sunã€moonã€and stars can't render success |
11:00 |
yh1986 |
Sky::render() |
11:01 |
est31 |
yh1986, screenshots say more than 1000 words |
11:02 |
yh1986 |
Sky::render() not work on android |
11:05 |
RealBadAngel |
est31, what do you mean with "wasteful"? |
11:05 |
est31 |
RealBadAngel, getMinimapNodes is called every time we add a new MapBlockMesh |
11:06 |
est31 |
and that one scans the whole map |
11:06 |
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11:06 |
est31 |
this generates needless cpu |
11:07 |
RealBadAngel |
its not quite like that |
11:07 |
RealBadAngel |
on mesh update you get 16x16x16 scan |
11:07 |
est31 |
no |
11:07 |
RealBadAngel |
until this block doesnt change its not triggered anymore |
11:07 |
est31 |
we call getMinimapNodes |
11:08 |
RealBadAngel |
yes, on mesh update |
11:08 |
est31 |
that has xzy loops between 0 and MAP_BLOCKSIZE |
11:08 |
RealBadAngel |
yes |
11:08 |
est31 |
and its called on every mesh updat |
11:08 |
est31 |
e |
11:08 |
RealBadAngel |
yes |
11:08 |
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11:09 |
est31 |
so there is no 16x16x16 scan at all |
11:09 |
RealBadAngel |
which happens at worst a few times a second, if you dig in that block |
11:09 |
RealBadAngel |
its pre-scan |
11:09 |
est31 |
it happens every time something changes in the block |
11:09 |
RealBadAngel |
yes, but it one block |
11:10 |
est31 |
! 512 ^3 |
11:10 |
RealBadAngel |
the one (or its neighbours) youre fiddling with |
11:10 |
est31 |
!c 512 ^3 |
11:10 |
ShadowBot |
est31: math calc <math expression> |
11:10 |
RealBadAngel |
16^3 |
11:10 |
est31 |
!c 512 * 512 *512 |
11:10 |
ShadowBot |
est31: math calc <math expression> |
11:10 |
est31 |
~c 512 * 512 *512 |
11:10 |
ShadowBot |
est31: math calc <math expression> |
11:10 |
est31 |
either way |
11:10 |
RealBadAngel |
512^3 != 16^3 :P |
11:10 |
est31 |
in the worst case, it scans really 512*512*512 nodes |
11:10 |
RealBadAngel |
who told you that? |
11:11 |
RealBadAngel |
hmm? |
11:11 |
est31 |
I see that in the code |
11:11 |
RealBadAngel |
you can see it wrong then |
11:11 |
RealBadAngel |
shall i write a book on the idea? ;) |
11:11 |
RealBadAngel |
if you were right realtime scanning would never be possible |
11:11 |
est31 |
ah I see |
11:11 |
est31 |
thats ok |
11:12 |
RealBadAngel |
whole scan is circa 8,6kk of nodes |
11:12 |
est31 |
no problem here then |
11:12 |
RealBadAngel |
ive counted it |
11:12 |
RealBadAngel |
but thx to mapblock mesh usage, most of the scan is done once |
11:12 |
RealBadAngel |
or just on update |
11:13 |
RealBadAngel |
so in general full scan means 8,6kk / mapblock size |
11:13 |
RealBadAngel |
and thats doable realtime |
11:14 |
RealBadAngel |
and even most of the fps drop caused is not by scan itself but texture compositioning each frame |
11:15 |
RealBadAngel |
i could make it faster by further caching areas but.... |
11:15 |
RealBadAngel |
we dont have one surface level |
11:15 |
RealBadAngel |
we are supposed to get multilevel worlds |
11:15 |
RealBadAngel |
minimap has to stay in touch where the player is |
11:16 |
RealBadAngel |
fly a bit above, youre in next realm, with another surface |
11:16 |
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11:16 |
RealBadAngel |
or you just have met some structures in the sky |
11:17 |
RealBadAngel |
current code can handle that |
11:19 |
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11:21 |
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11:21 |
RealBadAngel |
est31, also 512 is not max scan dimension, its the max resolution of an image |
11:22 |
RealBadAngel |
hmmm have messed it up |
11:22 |
RealBadAngel |
max scan (in term of nodes is 256^3 with an option to reduce it by half) |
11:23 |
est31 |
getMinimapPixel should work on MinimapMapblocks instead of pixels |
11:23 |
est31 |
you know, retrieve a whole MinimapMapblock |
11:24 |
est31 |
then cache that one for the later search |
11:24 |
est31 |
spares you repeated calls to m_blocks_cache |
11:24 |
RealBadAngel |
thats a real chalenge |
11:24 |
RealBadAngel |
thats a place we propably waste most cpu power |
11:25 |
RealBadAngel |
blocks are well, blocks |
11:25 |
RealBadAngel |
scan needs to check it node by node |
11:25 |
est31 |
thats perfectly ok |
11:25 |
RealBadAngel |
we are wasting time here to conver node pos to block pos |
11:26 |
RealBadAngel |
thats not the problem on Y |
11:26 |
RealBadAngel |
x and z are the most consuming |
11:26 |
est31 |
agreed, that can be spared |
11:27 |
RealBadAngel |
propably precalculatint starting offset, number of full blocks and end offset would help |
11:27 |
RealBadAngel |
at least in making highly optimized loops |
11:28 |
RealBadAngel |
atm i cant see a simple and effective solution in mind yet |
11:28 |
est31 |
also we should cache the scan result |
11:28 |
est31 |
unless there is actual change |
11:28 |
RealBadAngel |
you do scan cache already |
11:29 |
est31 |
yes |
11:29 |
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11:29 |
est31 |
but that cache only has mapblocks |
11:29 |
kilbith |
est31: why 2922 is still opened ? |
11:29 |
RealBadAngel |
but notice that raising a node up can change minimap look |
11:29 |
RealBadAngel |
no matter what in cache is |
11:29 |
RealBadAngel |
you are working on pre-processed data |
11:30 |
RealBadAngel |
also moving in each direction |
11:30 |
est31 |
kilbith, closed |
11:32 |
RealBadAngel |
i dont think that double caching there would be of any help |
11:32 |
kilbith |
RealBadAngel: have you reviewed #2946 ? |
11:32 |
ShadowBot |
https://github.com/minetest/minetest/issues/2946 -- Fixed minimap memory leak by t0suj4 |
11:32 |
est31 |
kilbith, we are waiting for TBC_x to update the pr to hmmmm's suggestions |
11:32 |
RealBadAngel |
kilbith, yes, that code is broken. i already told him so and requested to stop on that code |
11:33 |
RealBadAngel |
radar mode is broken thx to hmm's changes. TBC_x following this direction is makin it even worse |
11:33 |
kilbith |
well that's not surprising, he confused the mapblocks caching with the minimap leak |
11:34 |
RealBadAngel |
i was delayed by lighting issues of wielded items, but ive already fixed that |
11:34 |
RealBadAngel |
now im on minimap back again |
11:34 |
RealBadAngel |
and im going to shoot down anybody else who will attempt to break it |
11:35 |
est31 |
how is radar mode broken? |
11:35 |
RealBadAngel |
go on the surface |
11:35 |
RealBadAngel |
you should see kinda night vision one |
11:36 |
RealBadAngel |
all you can see now is whole green area |
11:36 |
est31 |
yea |
11:36 |
est31 |
is that thanks to hmm's changes? |
11:36 |
est31 |
interesting |
11:36 |
RealBadAngel |
yes |
11:36 |
RealBadAngel |
remember asking me to fix the squares in radar mode? |
11:36 |
est31 |
yes |
11:37 |
RealBadAngel |
i found a solution and make it look like real night vision googles style |
11:37 |
RealBadAngel |
they broke it |
11:38 |
est31 |
ok |
11:43 |
kilbith |
we may need to nuke the rendering dropdown in the settings tab, as sfan5 suggested |
11:43 |
kilbith |
we lack of place in that confined space |
11:44 |
kilbith |
perhaps replacing it by more useful settings like viewing_range or mouse options |
11:46 |
RealBadAngel |
kilbith, an external irrlicht app that will just do settings is the solution |
11:46 |
RealBadAngel |
you could have there books on settings then ;) |
11:47 |
kilbith |
it's maybe too technical for the regular users |
11:47 |
RealBadAngel |
while keeping main game menus simple and compact |
11:47 |
RealBadAngel |
for those shaders on/off will do |
11:48 |
kilbith |
moving plants/water/etc. can be merged in one setting already |
11:48 |
RealBadAngel |
if you wanna dig deeper, launch minetest-config and have fun |
11:48 |
RealBadAngel |
within shaders lotsa things will change soon |
11:49 |
RealBadAngel |
and there will be tons of new settings |
11:49 |
kilbith |
so we maybe need a dedicated formspec for shaders |
11:49 |
RealBadAngel |
such small windows we are having now are of no use for me |
11:49 |
kilbith |
[advanced graphics] |
11:50 |
RealBadAngel |
we are talking about lotsa sliders, dozens of options |
11:50 |
RealBadAngel |
forget it |
11:50 |
RealBadAngel |
current layout is not enough |
11:51 |
RealBadAngel |
once im done with current issues i plan to get merged REAL advanced effects |
11:51 |
kilbith |
yeah |
11:51 |
kilbith |
everything is tight as pickles in a jar |
11:51 |
RealBadAngel |
like shadows, reflections, refractions, postprocessing and all the fun |
11:52 |
kilbith |
irrlicht dynamic lighting, with sun as real source |
11:52 |
RealBadAngel |
we do have working tangent space now |
11:52 |
RealBadAngel |
thats a basis for everything |
11:53 |
RealBadAngel |
no more faking it, weird tricks to get even most simple effects working |
11:53 |
RealBadAngel |
now we can just squeeze GPU to get them all |
11:54 |
* kilbith |
excites |
11:54 |
RealBadAngel |
relief mapping and how it looks right now is just a begining |
11:54 |
Hunterz |
kilbith: I dont know player who love edit game config using text editor :P |
11:55 |
kilbith |
me neither, this is why we try to integrate them in the mainmenu |
11:58 |
Hunterz |
oki |
12:02 |
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12:31 |
RealBadAngel |
kilbith, Hunterz im not talkin bout text one. im talkin about standalone settings oriented one only |
12:32 |
Hunterz |
ok |
12:33 |
RealBadAngel |
with it you wont be limited by number of options |
12:33 |
RealBadAngel |
it will be a config app |
12:33 |
RealBadAngel |
also, there wont be any formspecs |
12:34 |
RealBadAngel |
only native irrlicht GUI elements |
12:34 |
Hunterz |
Im only tried resolve own issue :) |
12:34 |
RealBadAngel |
main menu should be a kiss one |
12:35 |
RealBadAngel |
we, as the team, and the community are forgetting bout it |
12:35 |
RealBadAngel |
game should be able to run as click n go |
12:35 |
kilbith |
yeah, fool-proof |
12:36 |
RealBadAngel |
fool is a bit too strong word |
12:37 |
RealBadAngel |
just a newcomer. clicked, played, satisfied == will come back |
12:37 |
kilbith |
the ultimate referrence is still MC |
12:37 |
RealBadAngel |
i was playin mc, having a workin setup of my fav mods was pain in the ass |
12:38 |
RealBadAngel |
and im a coder |
12:38 |
kilbith |
it's not meant to be modded either |
12:38 |
kilbith |
but the menu is just perfect |
12:38 |
RealBadAngel |
no wonder there are how-to's for it all around |
12:38 |
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12:39 |
RealBadAngel |
we shall avoid giving a reason to write a how-to |
12:39 |
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12:39 |
RealBadAngel |
we are not the pioneers, we cant afford to be comlicated |
12:40 |
RealBadAngel |
on the very first problem newcomer will call us shitlike and go back to mc |
12:41 |
RealBadAngel |
even when its much more complicated there, but well documented |
12:42 |
kilbith |
because MC in an accomplished game, MT is more a playground for coders |
12:42 |
RealBadAngel |
it is not a finished project |
12:42 |
RealBadAngel |
sandbox out of its def will never be |
12:43 |
RealBadAngel |
you will think one day, heck why im not able to fuck an apple? thats so obvious for me ;) |
12:43 |
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12:43 |
RealBadAngel |
well, its a sandbox, you are supposed to do whatever you want to ;) |
12:45 |
Hunterz |
BFU player want play game, not study Doc iho |
12:45 |
Hunterz |
imho |
12:48 |
Hunterz |
As server owner there are lots of missing features for me: server console, privilege groups, chat prefixes depend groups, lua mysql support, multi world support... etc... |
12:51 |
RealBadAngel |
Hunterz, notice we do start talkin about very game oriented settings |
12:52 |
RealBadAngel |
that each game would want to have defaulted |
12:52 |
Hunterz |
sorry |
12:52 |
RealBadAngel |
thats a quantum leap forward imho |
12:53 |
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12:54 |
RealBadAngel |
Hunterz, ofc you are now defining general features missing |
12:54 |
RealBadAngel |
sooner or later we will get them all |
12:54 |
RealBadAngel |
wonder what devs will do then |
12:55 |
RealBadAngel |
will community fund us at least a weeken on Mallorca? ;) |
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14:31 |
TBC_x |
RBA, I would really appreciate if you would stop blaming me that I broke your radar code |
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16:46 |
TBC_x |
who was messing with wieldmesh lately? |
16:47 |
TBC_x |
whoever did it, he did a poor job |
16:48 |
TBC_x |
the code was not leaking there a couple of commits ago |
16:48 |
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18:17 |
est31 |
TBC_x, RBA "messed" with it |
18:17 |
est31 |
he fixed a bug |
18:18 |
est31 |
that was the original intention |
18:18 |
TBC_x |
oh, cmon |
18:18 |
est31 |
but he also added a shader |
18:18 |
TBC_x |
I've noticed 3D stick |
18:18 |
est31 |
? |
18:18 |
TBC_x |
if that was the shader |
18:18 |
est31 |
you mean extrusion? |
18:19 |
est31 |
it was there before that |
18:19 |
TBC_x |
yeah, that leaky freak |
18:19 |
est31 |
no, extrusion in this context means creating a 3d shape from a 2d image |
18:20 |
est31 |
perhaps you have ideas to fix? |
18:20 |
est31 |
also, which tools do you use to determine the leaks? |
18:20 |
TBC_x |
-fsanitizer=address -fsanitizer=undefined |
18:20 |
est31 |
thanks |
18:21 |
TBC_x |
in gcc |
18:21 |
TBC_x |
gcc version 5.1.0 (GCC) |
18:21 |
est31 |
can you make a bisect to be really sure? |
18:21 |
TBC_x |
define bisect |
18:21 |
est31 |
git bisect |
18:21 |
TBC_x |
oh, I don't know that command |
18:23 |
Krock |
a git GUI can be useful in this case |
18:23 |
TBC_x |
well... I know that the leak was not there before I rebased to d569c91f |
18:23 |
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18:23 |
TBC_x |
I am doing final tests on the minimap leak patch |
18:24 |
est31 |
thats a start |
18:24 |
est31 |
also I think RealBadAngel blamed hmmmm to break the minimap not you |
18:25 |
TBC_x |
the game loop needs IMO heavy refactoring |
18:25 |
VanessaE |
[07-23 07:22] <RealBadAngel> hmmm have messed it up |
18:26 |
TBC_x |
before I moved on to minetest I was developing entity-component system in C |
18:27 |
TBC_x |
but i abandoned it because i skipped the first step -> prototyping in interpreted language |
18:32 |
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18:32 |
TBC_x |
though, radar mode quadruples my drawtime |
18:32 |
TBC_x |
but i shouldn't jum into conlusions with -O0 |
18:33 |
TBC_x |
s/jum/jump/ |
18:35 |
VanessaE |
weird. |
18:35 |
VanessaE |
the minimap (any mode) doesn't have a noticeable effect on my fps/drawtime |
18:36 |
VanessaE |
but then again my machine performs totally sub-par compared to others |
18:36 |
TBC_x |
what graphics card do you have? |
18:36 |
VanessaE |
AMD R9 280X. |
18:37 |
TBC_x |
00:02.0 VGA compatible controller: Intel Corporation Mobile GM965/GL960 Integrat |
18:37 |
TBC_x |
ed Graphics Controller (primary) (rev 03) |
18:37 |
TBC_x |
whoops, line wrapper |
18:37 |
VanessaE |
ah |
18:39 |
VanessaE |
maybe it's time to rip the whole rendering pipeline apart and rewrite it :P |
18:39 |
TBC_x |
got leak in src/util/srp.cpp:810 if anyone wants to take it apart |
18:40 |
VanessaE |
there's just no legit reason why a single tile floating over the rest of the display should be any slower than, say, adding another isolated node to the scene. |
18:40 |
TBC_x |
maybe the reason is -O0 |
18:41 |
VanessaE |
I wouldn't think so, really |
18:42 |
TBC_x |
btw what's up with *NoEx methods? |
18:42 |
VanessaE |
no idea |
18:42 |
TBC_x |
shouldn't that get cleaned up? |
18:44 |
TBC_x |
and i hate MinimapMapblock name |
18:44 |
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18:44 |
RealBadAngel |
lol |
18:44 |
TBC_x |
i never spell it right the first time |
18:45 |
RealBadAngel |
me neither ;) |
18:45 |
TBC_x |
then cut the extra map |
18:46 |
RealBadAngel |
its derrived from the place where its created |
18:47 |
RealBadAngel |
i could call it propably "pre-scan data" or something like that, but mapblock mesh and its thread suggested something similiar |
18:48 |
TBC_x |
MinimapBlock would suffice |
18:48 |
TBC_x |
or MinimapTile |
18:49 |
RealBadAngel |
btw, i started to analyze how often its being called |
18:49 |
TBC_x |
good thing |
18:49 |
TBC_x |
for me unnecessarily too often |
18:49 |
RealBadAngel |
and i found out that moving all the toys outta there will be the best idea ever |
18:49 |
TBC_x |
just wanted to put up this suggestion |
18:50 |
RealBadAngel |
i figured out why duplicated entries are being deleted from update queue |
18:50 |
TBC_x |
why? |
18:50 |
RealBadAngel |
queue is actually flooded with refresh requests |
18:51 |
RealBadAngel |
loading a block means 7 updates, main + 6ddir |
18:51 |
TBC_x |
would be better to reduce the amount of updates in the beginning |
18:52 |
TBC_x |
unless it would break something |
18:52 |
RealBadAngel |
no can do colonel, addUpdateMeshTaskWithEdge |
18:52 |
RealBadAngel |
meshes can change if neigbour ones are changing |
18:53 |
RealBadAngel |
theyre not static |
18:53 |
RealBadAngel |
also digging triggers the update a few times |
18:54 |
RealBadAngel |
best solution is to get the toys outa here and run as fast as possible |
18:54 |
TBC_x |
I think we should find a way to show cracks without touching the mesh |
18:54 |
RealBadAngel |
i already tried |
18:54 |
TBC_x |
and? |
18:54 |
RealBadAngel |
dont even try to do that |
18:55 |
TBC_x |
what happens? |
18:55 |
RealBadAngel |
fanatics of the cracks religion will hunt you down |
18:55 |
TBC_x |
haha |
18:55 |
RealBadAngel |
i tried to replace cracks with highlighting animations and some particles already |
18:56 |
TBC_x |
sounds dumb |
18:56 |
Calinou |
cracks are still useful, we shall keep them |
18:56 |
RealBadAngel |
see? they started it already ;) |
18:56 |
jin_xi |
you fool |
18:56 |
RealBadAngel |
better hide ;) |
18:56 |
TBC_x |
I had in mind drawing the crack animation over the block being dug |
18:57 |
RealBadAngel |
no can do |
18:57 |
RealBadAngel |
it works for whole blocks |
18:57 |
Calinou |
that'd double the polycount for any mesh |
18:57 |
RealBadAngel |
but you will fail on plantlike for example |
18:58 |
TBC_x |
plantlikes don't have their own meshes? |
18:58 |
RealBadAngel |
plantlike are just 2 planes |
18:58 |
RealBadAngel |
to make cracks with outer mesh you shall have it double |
18:58 |
TBC_x |
apparently I haven't wrapped my head around mesh concept |
18:59 |
RealBadAngel |
a plane before one plant plane, one behin it |
18:59 |
RealBadAngel |
and the same for another one |
18:59 |
TBC_x |
does the block highlight box update the mesh? |
19:00 |
RealBadAngel |
yup, but thats already coded and moved to separate scene node |
19:00 |
RealBadAngel |
so highlighting needs to call mesh update thread only once and only for single mesh |
19:00 |
TBC_x |
so the minimap mesh is updated every time i highlight another node? |
19:01 |
RealBadAngel |
after receiving the mesh it pisses on it |
19:01 |
jin_xi |
taking a leak |
19:01 |
* jin_xi |
hides |
19:01 |
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19:02 |
RealBadAngel |
TBC_x, its not as bad |
19:02 |
TBC_x |
depends |
19:02 |
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19:02 |
RealBadAngel |
digging whole node causes 5-6 mesh updates to the block |
19:02 |
RealBadAngel |
just put some dstream <<"Here!" into the code and you will see |
19:03 |
TBC_x |
so dstream |
19:03 |
TBC_x |
someone suggested errorstream to me |
19:03 |
RealBadAngel |
errorstream slows it even more, because it writes to the screen |
19:03 |
VanessaE |
you take away my cracks animation and I take an admin pick to your ass :) |
19:04 |
RealBadAngel |
not only the console |
19:04 |
TBC_x |
who was talking about taking away cracks? |
19:04 |
RealBadAngel |
dstream is safer |
19:04 |
RealBadAngel |
TBC_x, lemme find a vid on that |
19:04 |
VanessaE |
I'm just a little behind, TBC :P |
19:04 |
TBC_x |
vid on what? |
19:06 |
RealBadAngel |
https://www.youtube.com/watch?v=wjG1bUBFPB0 |
19:06 |
TBC_x |
I suggest to compile at least with -fsanitizer=leak before anyone pushes their changes |
19:07 |
TBC_x |
oh, that weird animation |
19:08 |
TBC_x |
I think i saw it somewhere already |
19:10 |
RealBadAngel |
https://www.youtube.com/watch?v=hGv6k3-2D3s |
19:10 |
RealBadAngel |
i just reminded myself that |
19:10 |
RealBadAngel |
that has to be done sooner or later |
19:10 |
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19:11 |
RealBadAngel |
but for that we would need VBO running |
19:11 |
RealBadAngel |
its too costly |
19:11 |
VanessaE |
imagine that ^^^^ extruded video, but with HDX torches. |
19:11 |
paramat |
hi nore, sfan5, please can i push game#587 later? |
19:11 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/587 -- Default: Add improved mgv5/mgv7 tree schematics by paramat |
19:11 |
VanessaE |
talk about mesh abuse :P |
19:11 |
RealBadAngel |
paramat, +1 |
19:11 |
VanessaE |
paramat: wait, I wanted to say, |
19:12 |
VanessaE |
paramat: I think the pines would look better if you could round them off a bit, as seen from above |
19:12 |
paramat |
yes, i can reduce the probability of the corner nodes |
19:12 |
RealBadAngel |
VanessaE, there are different kind of pines |
19:12 |
RealBadAngel |
he could follow more trees one too |
19:13 |
VanessaE |
RealBadAngel: yeah, and no pine I've ever seen has a square appearance from above ;) |
19:13 |
VanessaE |
paramat: ok. |
19:13 |
TBC_x |
why mods can't define their own drawtypes anyway? |
19:13 |
RealBadAngel |
TBC_x, do you actually examined what a drawtype means for the engine? |
19:13 |
paramat |
it's deliberately a bit squarish and naive to be similar to mgv6 pines |
19:14 |
TBC_x |
i did not, so I am asking |
19:14 |
RealBadAngel |
content_mapblock.cpp |
19:14 |
VanessaE |
paramat: oh wait, I was thinking of the mgv6 pines. |
19:14 |
RealBadAngel |
and dont ask again if mods can do that ;) |
19:15 |
RealBadAngel |
only engine level mods - patches to the code are able to do such gimmicks ;) |
19:16 |
paramat |
well anyway i checked my schematic code, the pine needs a little work anyway, and the corners do need less probability, so i'll update |
19:16 |
RealBadAngel |
paramat, you can tweak the schematics later on based on feedback |
19:16 |
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19:17 |
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19:17 |
RealBadAngel |
dont even try to have best possible one with the initial commit |
19:21 |
RealBadAngel |
TBC_x, btw, https://www.youtube.com/watch?v=2x6w0wspmPo |
19:22 |
RealBadAngel |
and https://www.youtube.com/watch?v=hubBBzh_190 |
19:22 |
RealBadAngel |
these were faulty before, no tangent space aviable |
19:23 |
VanessaE |
bah, we have other more important things to work on |
19:23 |
RealBadAngel |
VanessaE, i know, thats why i do wait with those for next stable |
19:23 |
RealBadAngel |
after that we will have water with reflections |
19:25 |
RealBadAngel |
adding new shaders is now dumb easy, tangent space is here |
19:25 |
RealBadAngel |
i just have to add double buffering and rendering passes |
19:28 |
RealBadAngel |
mt will be able to use most advanced rendering thingies out there |
19:28 |
VanessaE |
> wants to use super-advanced rendering |
19:28 |
RealBadAngel |
nearly out the box |
19:28 |
VanessaE |
> engine stuck in single-threaded GPU access |
19:29 |
RealBadAngel |
oh cmon, remember first games for c64 or zx spectrum? |
19:29 |
VanessaE |
of course. |
19:29 |
RealBadAngel |
now remind yourself the last titles |
19:30 |
RealBadAngel |
hardware was not changing |
19:30 |
TBC_x |
suddendly everything is shit compared to lava |
19:30 |
RealBadAngel |
TBC_x, btw, that texture is 16px ;) |
19:31 |
TBC_x |
ikr |
19:31 |
RealBadAngel |
rest is done with math |
19:31 |
TBC_x |
when I saw that texture for the first time, it was the most shitty texture in the entire game |
19:32 |
TBC_x |
apart from grass with dirt in mt 3.x |
19:32 |
RealBadAngel |
water is even worse, theres no texture for it at all ;) |
19:32 |
TBC_x |
how many AA passes the lava has? unless it uses something else |
19:33 |
TBC_x |
I am very unfamiliar with computer graphics unfortunately |
19:33 |
RealBadAngel |
its single pass |
19:33 |
TBC_x |
hard to believe it is 16x16 |
19:34 |
RealBadAngel |
adding some bumpmapping makes it look like its more detailed |
19:34 |
RealBadAngel |
same effect as im using now with relief |
19:34 |
TBC_x |
try to put arbitrary texture to lava and see how it looks |
19:35 |
TBC_x |
just 4 fun |
19:35 |
RealBadAngel |
there are some examples uploaded already |
19:35 |
RealBadAngel |
hard to say which one is better, 16px or 512px |
19:36 |
RealBadAngel |
https://www.youtube.com/watch?v=v52f-1YsSAM |
19:36 |
TBC_x |
this one looks kinda awful |
19:37 |
RealBadAngel |
https://www.youtube.com/watch?v=3-o1mGWp1A0 |
19:37 |
RealBadAngel |
^^ 512px |
19:40 |
RealBadAngel |
https://www.youtube.com/watch?v=vF9FZx2f8Uw |
19:40 |
TBC_x |
the 16px one looks better IMHO |
19:40 |
RealBadAngel |
on the last one you can see 2 textures at the same time (upper left corner is simple 16px without bumpmapping) |
19:40 |
RealBadAngel |
rest is 256px with normalmap |
19:57 |
RealBadAngel |
anyway, those are for the future, now we have more important things to do |
20:07 |
TBC_x |
I'll try to add mutex to irr::IReferenceCounted and try to not lock up |
20:07 |
TBC_x |
that reference counting bugs are bugging me |
20:07 |
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20:09 |
TBC_x |
hmm |
20:09 |
TBC_x |
or just ignore that indirect leak |
20:09 |
kilbith |
sorry to say but since latest RBA's commit for shaders on wieldhand, one face is "noised" with lotsa of white-pixels (amost unoticeable) : https://lut.im/BinxM4Kl/rRIBCNQW |
20:10 |
kilbith |
*almost |
20:11 |
RealBadAngel |
pixels were here |
20:11 |
kilbith |
absolutely not |
20:11 |
RealBadAngel |
wanna bet? ;) |
20:11 |
kilbith |
i have a good memory |
20:11 |
RealBadAngel |
shading made it just more visible |
20:11 |
paramat |
the dots are on the edges of the pixels in the hand texture |
20:12 |
RealBadAngel |
theyre on edges of a mesh |
20:12 |
kilbith |
paramat: not on the edges, and they're random |
20:12 |
RealBadAngel |
theyre not random |
20:12 |
kilbith |
they cover the whole face, you dont see ? |
20:12 |
RealBadAngel |
mesh is made out of small cubes |
20:13 |
RealBadAngel |
cubes are next to each other |
20:13 |
kilbith |
ah, ok - so whether i'm a fuckin liar or i have hallucination |
20:13 |
kilbith |
thanks RBA |
20:13 |
RealBadAngel |
effect is the same killbith |
20:13 |
RealBadAngel |
but the reason is different |
20:13 |
kilbith |
do you see the white pixel on the left face ?? |
20:13 |
RealBadAngel |
we need fine tuned mesh for wielded |
20:14 |
paramat |
vertically random yes, but they run along 5 equally-spaced vertical lines that separate the 6 columns of pixels |
20:14 |
kilbith |
... |
20:14 |
kilbith |
you just don't see it |
20:14 |
kilbith |
i'm not talking about straight lined pixels |
20:15 |
kilbith |
there are pixels covering randomly the left face while i walk |
20:15 |
RealBadAngel |
kilbith, you just see a plain had texture. i can see 32x32 small CUBES with that texture mapped bit by bit on those |
20:15 |
RealBadAngel |
connection between those cubes makes those artifacts |
20:15 |
RealBadAngel |
*hand |
20:16 |
paramat |
okay i'll check in-game, this is shaders off i guess |
20:16 |
RealBadAngel |
that is not shaders dependent |
20:16 |
RealBadAngel |
shaders thx to bumpmapping can make it more visible just |
20:17 |
kilbith |
https://lut.im/VFysYTKr/6eIFQorG |
20:17 |
kilbith |
you see better ? |
20:17 |
RealBadAngel |
ofc i can see it |
20:17 |
kilbith |
they are ramdomly spread while i walk |
20:18 |
kilbith |
i swear there was not that before |
20:18 |
RealBadAngel |
irrlicht rendering accuracy |
20:18 |
VanessaE |
kilbith: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/random/Screenshot_2015-07-19_06-06-32.png |
20:18 |
VanessaE |
(better example) |
20:18 |
kilbith |
yes, maybe same problem |
20:18 |
VanessaE |
I wonder if it's related to bug that causes thousands of small "holes" in the mesh? |
20:19 |
RealBadAngel |
i can make it smaller, less visible by making mesh having more cubes |
20:19 |
RealBadAngel |
but at the price of speed |
20:19 |
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20:20 |
RealBadAngel |
wieldmesh.cpp line 37 |
20:20 |
RealBadAngel |
#define MIN_EXTRUSION_MESH_RESOLUTION 16 |
20:21 |
RealBadAngel |
change here 16 to lets say 256 |
20:21 |
RealBadAngel |
and recompile |
20:21 |
RealBadAngel |
your dots shall be gone |
20:22 |
RealBadAngel |
btw, i dont have such dots here. somehow its depending on video driver too |
20:22 |
RealBadAngel |
propably depending on floating point accuracy when rendering |
20:22 |
kilbith |
that's possible too |
20:25 |
RealBadAngel |
i wonder if setting 512x just for hand, upscaling then a texture to fit the mesh would do the trick |
20:25 |
RealBadAngel |
ofc with upscaled texture i could apply the filters |
20:25 |
VanessaE |
bit of a brute-force way to go about it, isn't it? |
20:26 |
kilbith |
well that's just cosmetic anywats |
20:27 |
RealBadAngel |
cosmetic or not, but a bug |
20:27 |
TBC_x |
It's not that annoying |
20:27 |
TBC_x |
at night |
20:27 |
RealBadAngel |
yet we dont have a working replacement for it |
20:27 |
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20:28 |
TBC_x |
make night permanent |
20:28 |
TBC_x |
problem solved :) |
20:28 |
RealBadAngel |
lol |
20:28 |
TBC_x |
next |
20:28 |
RealBadAngel |
i know the better solution |
20:28 |
RealBadAngel |
geometry shaders |
20:28 |
kilbith |
that's more important bug : https://github.com/minetest/minetest/issues/2350 |
20:28 |
kilbith |
(for the wieldhand that is) |
20:28 |
RealBadAngel |
emit vertex and copy the pixels |
20:29 |
RealBadAngel |
but thats for shaders only |
20:30 |
VanessaE |
you know, when I look at that hand and bucket, something comes to mind: I know minetest (or irrlicht?) can't properly deal with ngons that are concave - it tries to "fill-in" the space with additional triangles (or just re-maps what it has)./ |
20:30 |
VanessaE |
those images look like exactly the same effect |
20:30 |
VanessaE |
kahrl: ^^^ |
20:32 |
kilbith |
VanessaE: on Windows this happens on everything that's wielded |
20:32 |
kilbith |
on linux it's ok |
20:33 |
kilbith |
so the determining factor may be the drivers used |
20:35 |
RealBadAngel |
i havent said that. hmmm would kill me for that ;) |
20:35 |
RealBadAngel |
lol |
20:41 |
TBC_x |
ok, #2946 is waiting for jenkins and friends |
20:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/2946 -- Fixed minimap memory leak by t0suj4 |
20:42 |
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20:49 |
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20:52 |
TBC_x |
anyone have any objections to the pr? |
20:53 |
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20:55 |
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20:58 |
RealBadAngel |
TBC_x, in fact you can push it to cover the leaks. what im coding for minimap is gonna take me a week or more even |
20:58 |
TBC_x |
it's sitting there |
20:58 |
TBC_x |
not gonna do any modifications |
20:58 |
TBC_x |
recompiling irrlicht & mt |
20:59 |
RealBadAngel |
i will move minimap outta mapblock mesh anyway |
20:59 |
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20:59 |
RealBadAngel |
updates will be triggered the same place, but threads will be separated |
21:01 |
TBC_x |
I've noticed that server is sending mapblocks before the mapgen lands finishing touches |
21:08 |
TBC_x |
It is unbelievable how swift is my compiling without address/undefined sanitizers |
21:09 |
TBC_x |
s/my/mt/ |
21:16 |
hmmmm |
so does this mean the minimap is going to finally get cleaned up? |
21:20 |
TBC_x |
I still can't find out how the refcouting is failing |
21:23 |
TBC_x |
wow, such harsh words |
21:27 |
RealBadAngel |
hmmm, ^^ |
21:27 |
kilbith |
you missed one 'm' |
21:28 |
RealBadAngel |
to get something better you have to get it in first and got it tested by more users |
21:28 |
RealBadAngel |
thats is the meaning of "development branch" |
21:30 |
RealBadAngel |
also nobody has ever wrote a piece of code that was perfect from the very begining |
21:33 |
hmmmm |
thank goodness |
21:34 |
hmmmm |
RealBadAngel, I am glad that you're working on improving it |
21:37 |
RealBadAngel |
hmmmm, also idk if you have read all the logs. i have to admit you were right that mapblock_mesh is not a proper place for minimap calls. its called way to often |
21:38 |
hmmmm |
not only that, but did you profile the amount of time the scanning takes? |
21:38 |
hmmmm |
meshmaking takes about ~500us, the scan takes ~130us |
21:38 |
RealBadAngel |
its not the complete scan, its just cache data feed |
21:38 |
hmmmm |
that's a 25% increase |
21:39 |
hmmmm |
I know, the initial scan |
21:39 |
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21:39 |
hmmmm |
this means |
21:39 |
RealBadAngel |
main place i WANT improved code is getPixel |
21:39 |
RealBadAngel |
translations between block coords and node's takes way too much |
21:40 |
RealBadAngel |
its being made 256x256 times |
21:40 |
hmmmm |
if the original scan took 450-500 us and the new one takes 600-650 us, that's a 25% performance hit on meshmaking throughput |
21:40 |
hmmmm |
ideally there'd be only one scan |
21:41 |
hmmmm |
no scan once, then cache in a 3d position, then scan again |
21:41 |
RealBadAngel |
i tried to limit it |
21:41 |
hmmmm |
why does it need to be cached in a 3d space if it's only 2d? |
21:41 |
RealBadAngel |
but results are deleted in a queue |
21:41 |
hmmmm |
(i realize you do this for caves and stuff, but there is a more clever algorithm) |
21:41 |
RealBadAngel |
look, theres main problem with mesh making |
21:41 |
hmmmm |
it's called too often |
21:41 |
hmmmm |
yes I get that |
21:41 |
RealBadAngel |
when block arrives it triggering an update |
21:42 |
RealBadAngel |
but not only for itself |
21:42 |
RealBadAngel |
but with edges |
21:42 |
RealBadAngel |
each one of them is causing 7 updates |
21:42 |
RealBadAngel |
thats a shitload |
21:42 |
TBC_x |
is that because of lightning? |
21:43 |
hmmmm |
literally anything |
21:43 |
hmmmm |
the cursor moving to a new block |
21:43 |
hmmmm |
a crack being formed in the current block |
21:43 |
RealBadAngel |
textures connecting, backface culling, lighting, liquids spread |
21:43 |
hmmmm |
a change in lighting |
21:43 |
hmmmm |
instead of talking about it we could be fixing it |
21:43 |
hmmmm |
i'm not going to babble on about this. later |
21:44 |
TBC_x |
is lock order inversion a good thing? |
21:44 |
RealBadAngel |
hmmm to get it fixed we have to move out of it literally everything |
21:44 |
RealBadAngel |
cracks, animations, highlighting |
21:44 |
hmmmm |
right |
21:44 |
RealBadAngel |
only pure mesh shall stay here |
21:44 |
hmmmm |
TBC_x: does that happen somewhere? |
21:44 |
hmmmm |
it's not a good thing, but it's not necessarily bad |
21:45 |
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21:45 |
TBC_x |
somewhere in createOpenALSoundManager |
21:46 |
TBC_x |
hmm |
21:46 |
TBC_x |
it happens in glib |
21:46 |
TBC_x |
If I am interpreting the results correctly |
21:47 |
hmmmm |
we don't use glib and i don't think OpenAL does either |
21:47 |
hmmmm |
i don't think we have any dependency on glib for that matter |
21:50 |
TBC_x |
#1 g_static_rec_mutex_lock #2 createOpenALSoundManager |
21:51 |
TBC_x |
#3 GUIEngine::GUIEngine |
21:52 |
TBC_x |
so far it looks like false alarm |
21:52 |
hmmmm |
i dunno man |
21:52 |
hmmmm |
http://www.freshports.org/audio/openal-soft |
21:52 |
hmmmm |
the only dependency it seems to have is devel/cmake |
21:53 |
TBC_x |
have to dig in |
21:54 |
hmmmm |
% pkg info -d openal-soft-1.16.0_2 |
21:54 |
hmmmm |
openal-soft-1.16.0_2: |
21:54 |
hmmmm |
could it be that your openal was compiled with pulseaudio support |
21:55 |
TBC_x |
yeah |
21:55 |
TBC_x |
that's probably the case |
21:55 |
TBC_x |
let's ignore that |
21:57 |
RealBadAngel |
speakin of which, there was an issue somwhere? pr? positional audio |
21:58 |
RealBadAngel |
mumble |
21:59 |
Calinou |
yes, there's an issue on Mumble positional audio support |
21:59 |
RealBadAngel |
it seems damn easy to add |
21:59 |
kilbith |
i remember you wanted to integrate mumble in-game, RBA |
22:06 |
RealBadAngel |
https://www.youtube.com/watch?v=CHMjBPUmGZk |
22:06 |
RealBadAngel |
theres a vid on mc using mumble |
22:07 |
RealBadAngel |
whats nice in mumble it needs only a pos |
22:07 |
RealBadAngel |
what reminded me of mumble: request on get player velocity |
22:08 |
RealBadAngel |
if player is falling down he can start to scream |
22:08 |
RealBadAngel |
if you are using mumble you can hear scream incoming |
22:08 |
RealBadAngel |
just before the splash ;) |
22:12 |
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22:14 |
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22:14 |
TBC_x |
can I enable sw rendering? |
22:15 |
TBC_x |
for irrlicht |
22:15 |
TBC_x |
I mean, is it supported? |
22:16 |
RealBadAngel |
dont even try it |
22:16 |
RealBadAngel |
its a joke |
22:16 |
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22:17 |
TBC_x |
well... better than GL_OUT_OF_MEMORY |
22:18 |
paramat |
sfan5 pinetree updated, i'll push game#587 soon |
22:18 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/587 -- Default: Add improved mgv5/mgv7 tree schematics by paramat |
22:20 |
RealBadAngel |
TBC_x, opengl is a standard. we shall think on makin it default and only way to display things |
22:21 |
RealBadAngel |
2.1 is nine years old |
22:21 |
RealBadAngel |
and its enough to make sure most basic shaders will work |
22:21 |
RealBadAngel |
ie lighting stuff, fog and even bumpmapping |
22:22 |
RealBadAngel |
we shall drop everything else imho |
22:22 |
kilbith |
sfan5 wants that too |
22:23 |
RealBadAngel |
nowadays if a device is not able to use opengl it usually means its a microvave or a washin machine |
22:23 |
RealBadAngel |
but thats not for sure, some models can have support for it ;) |
22:23 |
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22:24 |
RealBadAngel |
ive already saw a watch running minetest |
22:24 |
TBC_x |
rofl |
22:24 |
kilbith |
https://www.youtube.com/watch?v=6MItj9AJbP4 |
22:26 |
Calinou |
+1 for dropping everything non-OpenGL/GL ES |
22:27 |
Calinou |
software rendering is plain obsolete, and Direct3D is broken |
22:27 |
RealBadAngel |
having shaders (basic version) a default have some more pluses |
22:28 |
RealBadAngel |
final color blend for whole the scene |
22:28 |
TBC_x |
that's ridicilous |
22:28 |
RealBadAngel |
keeping animated textures in sync |
22:28 |
RealBadAngel |
TBC_x, its not |
22:28 |
Calinou |
we could have mandatory shaders |
22:28 |
RealBadAngel |
shaders are invented more than 10 yrs ago |
22:28 |
Calinou |
that means we can deprecate the fixed-function pipeline |
22:28 |
TBC_x |
was talking about the watch |
22:29 |
RealBadAngel |
lol |
22:29 |
Calinou |
Sauerbraten and Red Eclipse dropped fixed-function recently |
22:29 |
Calinou |
however we must make sure the shaders run on Android |
22:29 |
RealBadAngel |
Calinou, i can do that |
22:29 |
TBC_x |
and on watch |
22:29 |
TBC_x |
:) |
22:29 |
RealBadAngel |
if i do keep it on 2.1 level it can work |
22:29 |
Calinou |
however the legacy crowd will whine :( |
22:29 |
TBC_x |
they get software rendering, somehow |
22:29 |
Calinou |
I can't think of anyone whose device doesn't support shaders here |
22:30 |
RealBadAngel |
even that intel 945g is able to run 2.1 |
22:30 |
RealBadAngel |
so we are secure |
22:30 |
Calinou |
requiring 2.1 sounds OK, it's what Sauerbraten/Red Eclipse do |
22:30 |
Calinou |
even Minecraft's doing it now |
22:30 |
RealBadAngel |
i wanted to split shaders into three groups |
22:31 |
RealBadAngel |
basic -- only lightighin, fog and waving |
22:31 |
Calinou |
we could have a shader-based fog |
22:31 |
RealBadAngel |
lite - above + bumpmapping and autogen |
22:31 |
Calinou |
so that it wraps nicely around the player, and can be volumetric |
22:31 |
RealBadAngel |
full - relief mapping and whatever we can imagine |
22:32 |
kilbith |
s/lite/normal |
22:32 |
TBC_x |
So how do I get software rendering going? |
22:32 |
RealBadAngel |
you really want to see that horror? |
22:33 |
TBC_x |
I don't care as long as I don't get segfaults |
22:33 |
RealBadAngel |
im afraid if you will be able to sleep again after experiencin it |
22:34 |
RealBadAngel |
i cant take such responsibility |
22:34 |
TBC_x |
tsan is quite picky |
22:34 |
TBC_x |
and it won't allow opengl |
22:36 |
RealBadAngel |
we dont need anything other than GL/GL ES |
22:37 |
RealBadAngel |
DX is platform specific and thus unreliable |
22:37 |
RealBadAngel |
theres simply no other option |
22:37 |
RealBadAngel |
software rendering is also a mistake |
22:38 |
RealBadAngel |
see how lighting works when being care by cpu not the shaders per pixel |
22:39 |
TBC_x |
I don't care, I want sw rendering |
22:42 |
RealBadAngel |
excuse me asking, are you a masochist? ;) |
22:43 |
TBC_x |
whatever |
22:43 |
TBC_x |
just tell me how |
22:43 |
TBC_x |
I won't be looking at it |
22:43 |
TBC_x |
I promise |
22:44 |
RealBadAngel |
just visit settings tab and choose a renderer |
22:44 |
RealBadAngel |
then restart mt |
22:45 |
kilbith |
TBC_x: rtfm : https://github.com/minetest/minetest/blob/master/minetest.conf.example#L127-L129 |
22:45 |
RealBadAngel |
i just did that. omfg |
22:45 |
RealBadAngel |
bloody hell |
22:45 |
RealBadAngel |
TBC_x, apage satanas :P |
22:47 |
TBC_x |
Damn... expected It would be better hidden away |
22:47 |
TBC_x |
not in a settings menu |
22:47 |
RealBadAngel |
rotfl |
22:47 |
RealBadAngel |
i was against putting it there |
22:48 |
RealBadAngel |
its plain dumb |
22:48 |
kilbith |
so RBA, 1) take off that dropdown 2) add a dropdown for shaders |
22:49 |
kilbith |
lot of place gained |
22:49 |
RealBadAngel |
kilbith, an external app based on mt and irr is a good idea |
22:50 |
RealBadAngel |
you dont have to run it too often |
22:50 |
kilbith |
that's a long term goal |
22:50 |
RealBadAngel |
propably once or twice to get your game fine tuned |
22:50 |
RealBadAngel |
after that all you need is an nice screen and go button |
22:51 |
RealBadAngel |
with MUSIC ofc and for christ sake too ;) |
22:52 |
RealBadAngel |
since im former demoscene coder i think i will write one day a thing that will replace that ugly shit we can all see launching the game |
22:54 |
RealBadAngel |
one of the greatest composers for demoscene granted us the rights to use his music for our project too |
22:55 |
RealBadAngel |
we are just constantly shooting our feets imho |
22:56 |
RealBadAngel |
https://www.youtube.com/watch?v=cjHNPzv9sGY |
22:57 |
kilbith |
173 KB for 4.25, that's pretty well compressed |
22:57 |
kilbith |
*4:25 |
22:57 |
RealBadAngel |
soundtracker |
22:58 |
RealBadAngel |
i wrote an implementation of it for z80 and A/D made out of bunch of resistors ;) |
22:59 |
RealBadAngel |
i mean D/A ofc |
23:00 |
TBC_x |
oh |
23:01 |
kilbith |
talking about MT on ridiculous devices.. |
23:01 |
kilbith |
even better : https://www.youtube.com/watch?v=4WKOFg0vCwc |
23:02 |
RealBadAngel |
lol i saw i already |
23:02 |
RealBadAngel |
flawless |
23:02 |
RealBadAngel |
thats what i admire the most |
23:02 |
paramat |
an external app is bad because it is external, MT launch is not 'ugly shit', you're getting carried away with your ideas again and trying to put down MT |
23:03 |
RealBadAngel |
paramat, what we do have is neither simple, nice or easy to maintain |
23:03 |
RealBadAngel |
theres no place for basic settings |
23:03 |
paramat |
sure it can be improved |
23:04 |
RealBadAngel |
and looks like done 15 yrs ago |
23:04 |
RealBadAngel |
wake up |
23:04 |
RealBadAngel |
its 21st century |
23:04 |
paramat |
retro/8 bit is cool, and MTs character |
23:04 |
RealBadAngel |
youre making a video GAME |
23:04 |
kilbith |
it's not terasology either |
23:04 |
RealBadAngel |
ofc not |
23:05 |
RealBadAngel |
terasology is quite nice but went wrong direction |
23:05 |
kilbith |
it's a fuckin gas industry |
23:05 |
RealBadAngel |
java? blurp |
23:05 |
TBC_x |
Just kick the user right into the 'menu' world |
23:06 |
RealBadAngel |
i will just shut up and code nice, up to the current century count menu |
23:06 |
RealBadAngel |
before finishing i wont show you anythin |
23:07 |
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23:08 |
RealBadAngel |
i do know still artists from the demoscene |
23:08 |
RealBadAngel |
most of them are still in the business |
23:09 |
RealBadAngel |
i was suprised lately that guy that wrote music scores for my 8 bit game, wrote a music for polish president reelection campaign |
23:16 |
RealBadAngel |
anyway, i will just do it |
23:26 |
TBC_x |
whoops |
23:26 |
TBC_x |
I looked at it |
23:48 |
TBC_x |
client http://sprunge.us/cdFP |
23:48 |
TBC_x |
server http://sprunge.us/FWIB |
23:49 |
TBC_x |
also, there are some false positives |
23:50 |
TBC_x |
mostly when it is somewhere around #0 JThread::TheThread |
23:50 |
TBC_x |
due to a spinlock |
23:53 |
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23:56 |
paramat |
now pushing game 587 |
23:58 |
est31 |
RealBadAngel, the problem with menu music is that minetest is a sanbox game. We have to find a generic enough piece which isnt shit :) |
23:59 |
est31 |
but the mercury rain piece is better imo than that medieval styled piece from your pr |
23:59 |
est31 |
only personal opinion |
23:59 |
est31 |
also, perhaps we should have "extended settings" menu, reachable by button from settings tab. |