Time Nick Message 00:06 paramat will push game#620 very soon 00:06 ShadowBot https://github.com/minetest/minetest_game/issues/620 -- Flowers: Add sporeless mushrooms by paramat 00:30 paramat now pushing 620 00:45 paramat complete 04:40 hmmmm hrhm 13:42 srifqi any news about #2561 ? 13:42 ShadowBot https://github.com/minetest/minetest/issues/2561 -- Add mapgen settings to create world dialog by srifqi 13:46 VanessaE paramat: plantlife's former mushrooms mod has been adapted to use the default ones (using game commit 408ee69f) 16:12 paramat ok 16:21 paramat hi nore sfan5 here's the stair commit game#629 can i push later? and here's the jungle textures commit game#627 any comments/approval? 16:21 ShadowBot https://github.com/minetest/minetest_game/issues/629 -- Stairs: Add straw and metal blocks by paramat 16:21 ShadowBot https://github.com/minetest/minetest_game/issues/627 -- Default: New darker jungletree_top and junglewood textures by paramat 16:22 VanessaE G*d this FPS regression sucks 16:23 sfan5 paramat: 627 is good 16:23 nore paramat: 629 is good too 16:23 VanessaE paramat: +1 16:23 sfan5 I'd like nore's input on the new texture thoo.. 16:23 sfan5 ok nevermind 16:24 VanessaE also, after freeze, remove those "upside down" nodes and use an ABM to convert them to 6dfacedir 16:24 nore I'm ok with 627 too 16:24 paramat thanks 16:24 sfan5 hm 16:25 sfan5 paramat: 629 ok too 16:25 paramat unsure about straw? i was too 16:25 paramat kinda neutral 16:25 nore straw stairs are a bit strange, but make sense when used for rooftops 16:26 paramat yeah seems popular with sokomine 16:27 paramat Vanessa there is an abm for replacing upside-down nodes with 6d facedir 16:27 nore btw, for a future release, perhaps we could include generated structures (villages, etc.) to make mapgen even more interesting 16:27 VanessaE there is? 16:27 VanessaE well in that case remove the node defs 16:27 nore sfan5, paramat: what do you think about it? 16:28 paramat nore that would be excellent 16:28 nore VanessaE: they are still there for very old maps 16:28 paramat that replace abm should be removed i think 16:28 nore although maybe it could be disabled by default, and enabled with a setting 16:28 nore so people with very old maps would still be able to keep them 16:28 VanessaE nore: an ABM to convert them means the old nodes don't need to be defined anymore. 16:29 nore wait, you can do an ABM on nodes that are not defined? 16:30 paramat i noticed the stairs mod adds node defs for every material, not good 16:30 sfan5 nore: villages? surely a nice idea, but it needs to integrate with the rest too 16:30 sfan5 like e.g. chests in villages 16:30 sfan5 so it's a bit more work than just adding village generation 16:30 paramat well just a few isolated houses would be fine 16:31 nore sfan5: chests in villages can be done, (remember mg) 16:31 paramat villages is problematic and heavy 16:31 paramat best a mod thing 16:31 nore paramat: well, isolated houses are a bit lonely 16:31 paramat hehe 16:31 paramat small clusters of houses then 16:32 nore that could be good too 16:32 sfan5 nore: I'm not saying it can't be done but i mean that it does not suffice to just add some houses and be done with it, integration with the test of _game is needed to 16:32 sfan5 too* 16:32 nore yes, I agree with that 16:33 nore the question is how much integration we want 16:34 nore should the villages just use the materials provided by other mods in _game, or should them interact with the game in some way? 16:34 sfan5 so much that villages are not just "oh a village, time to farm some wood and cobble" 16:34 paramat the replace abm has been in effect long enough, pilzadam won't like it but i think we can remove this heavy abm now 16:34 sfan5 or disable it by default, paramat 16:34 nore paramat: just add a setting to enable it again 16:35 paramat okay in .conf 16:36 sfan5 nore: just use the materials imo, it would be pretty nice to have something unique to villages though (like something you can only acquite in a village) 16:36 nore sfan5: to prevent that, there should be benefits to not destroying a village then 16:36 paramat i wonder if we can remove the upside-down node defs, those are being generated for all the new materials too 16:37 nore paramat: put it in the same setting as for the abm 16:37 paramat okay 16:39 paramat the replace abm has been in effect for 2 years, i would much rather just remove it completely 16:40 sfan5 https://xkcd.com/1172/ 16:41 paramat oh yes that one 16:42 Krock LOL 16:43 paramat oh about mese ore glowing, looks bad, i'd like to remove the light 16:43 paramat the stone node lights up 16:43 sfan5 it does? 16:43 sfan5 i like it 16:43 paramat mese block glowing is okay 16:44 nore well, I think a dim glow for mese ore is good, since the block glows too 16:45 paramat okay i'll recheck how it looks 16:45 paramat maybe i remember how it looked before paramtype = light was added 16:48 paramat RBA is working on a new PR for game#626 i'll merge it when i see it 16:48 ShadowBot https://github.com/minetest/minetest_game/issues/626 -- Add needed tileable flags for grass nodes by RealBadAngel 16:51 paramat okay i'll add a setting for the replace abm and disable by default 16:53 VanessaE regarding leaf decay, is it safe to finally throw out the code I use in moretrees? 16:53 VanessaE (sorry, offtopic a bit, but I'm working on that mod at the moment) 16:59 paramat dunno what was the problem? 17:00 VanessaE leaf decay used to be fairly slow on very large quantities of leaves due to how often the decay ABM runs. 17:01 VanessaE so I used my own, less-often-running code. est31 had an idea to speed up the default decay. 17:01 VanessaE just wondered if that ever went in. 17:03 nore VanessaE: I think it hasn't even been coded yet 17:04 VanessaE ok. 17:04 paramat correct not even coded 17:05 paramat oh crumbs leafdecay is interval 2 17:06 VanessaE THAT is why I asked. 17:06 VanessaE I'd like to discontinue this code in moretrees if at all possible. 17:07 paramat we should tweak the interval and chance 17:08 paramat longer interval smaller chance value 17:09 VanessaE moretrees uses an interval of 2, chance 100, nearness radius 5 (except for palms, those have a radius of 12) 17:09 paramat interval 5 chance 2 might be equivalent and more efficient 17:09 paramat because the search is the heavy part 17:13 paramat yes it's equivalent, i'll make a PR for interval 5 chance 2 17:26 paramat actually the search is in the engine, the action is in lua and is the heavy part, so it's smoother to have a short interval and higher chance value 17:27 paramat problem is players expect a certain leafdecay rate, it may be unpopular to make it slower 17:27 paramat so yes it really needs doing in the engine 17:28 paramat my mapgens never have leafdecay 17:31 VanessaE now about jungle trees... the default mapgen generates such dense jungle regions (when they're enabled at all) that there's no room for moretrees' versions to grow. Is there any mod-friendly solution to this? 17:34 kaeza so set_noiseparams() sets a config variable to "serialized" noise parameters, right? I think that is not very obvious to the user, and not consistent with the other settings functions (setting_set_bool, setting_get_pos, etc) 17:44 Taoki Is hardware lighting still on the developer's list? Now that RBA retreated in the mountains, since he was the one who was going to work on it. 17:44 Taoki I assume he'll still do it in his fork, then we can back port it... was curious in either case. 17:45 Taoki That's one of the changes I'm looking forward to the most. 17:45 paramat VanessaE, in mgv6 noise param 'mgv6_np_trees' controls tree density for appletrees and jungletrees 17:45 paramat so you will end up with sparse appletree forests too 17:45 VanessaE damn. 17:45 paramat in mgv5/v7 the decorations have individual parameters for each tree 17:46 paramat in mgv5/v7 jungletrees have a fixed density, you would just reduce the 'fill ratio' 17:47 paramat (fixed = no noise variation) 17:47 VanessaE nah, won't work here unfortunately. 17:49 paramat lighting changes may be done by hmmmmm in future, not sure it will be 'hardware' 17:49 paramat hopefully we might get realtime shadows ported from the new fork 17:50 Taoki Hardware is essential. Current lighting system is a hack we really want to get rid of (or at least, me and RBA and other developers). Modern lighting won't be possible without that, so hopefully so. 17:51 Taoki Shadows might be possible without, but they'd probably be a hack and not as correct as them being a cut in a real light source. 17:51 paramat okay so how about interval 2 chance 10 for leafdecay? half the rate. the way that abms 'catch up' when returning to an area will clean up any mess quickly enough 17:52 VanessaE sounds good to me. 17:52 * Taoki will hope that some developer doesn't do anything that will anger hmmmmm and make him leave the project and start a fork too. 17:53 paramat lol 17:53 paramat someone already did a while back 17:53 Taoki Ouch 17:53 paramat if hmmmmm left his fork would be 'the project' hehe 17:55 Taoki You know what? This makes me wonder: Could Github be theoretically configured to facilitate sharing commits between multiple forks? Biggest issue here are of course GIT conflicts, which need to be solved manually and are a pain, which is why this isn't very doable. But if everyone could have a git master repo of their own, set to auto-sync with the main one... that might be neat. 17:56 Taoki Then every angry developer (or developer who wants to go their own way for any reason) could start a fork, but useful changes are automatically shared. But again, the problem is GIT conflicts, which are inevitable eventually. 17:56 Taoki So instead of people having Minetest forks, they just have places where they put their own changes. I guess it's kinda the same thing as what's possible and done already, but I'm thinking of something better automated. 18:13 paramat now pushing game 627 18:17 paramat complete 18:18 est31 ok, about the 0.4.13 release 18:19 est31 I'm afk for the next few days, so what do you think about the target date being wednesday the 19th? 18:20 paramat fine for me 18:21 est31 paramat, or other mtgame devs, can you give mtgame the 0.4.13 release label the next few days? 18:21 VanessaE fine by me, barring any blockers yet to be fixed. 18:21 est31 yes ofc 18:21 est31 just nobody should just give the next person who comes around with a crash the blocker label 18:21 est31 we had this with the "error in error handling" errors 18:22 est31 ofc if multiple people experience the issue, it has to be solved 18:23 est31 There are two open blockers right now, both to be solved by me 18:23 paramat yes we'll tag mtgame in time for wed 18:24 est31 (one is a regression caused by me, the other is a problem caused by the forum switch) 19:05 VanessaE paramat: do you plan to add anything else to mt_game before the release? 19:08 paramat yeah: new grass texture, extra stairs/slabs, tweaked leafdeacy abm params 19:08 VanessaE ok 19:08 VanessaE I'll wait then. 19:09 paramat that is if new leafdecay params are approved 19:09 VanessaE I just fixed that moretrees bug I mentioned, and between it and other changes, I'll need to resync dreambuilder against mt-game so it can be used there also 19:10 paramat oh and i might try to get my improved stone/desertstone brick textures in too 19:10 VanessaE link? 19:12 paramat nothing to see yet 19:12 VanessaE ok. 19:16 VanessaE paramat: shall I close game#611? 19:16 ShadowBot https://github.com/minetest/minetest_game/issues/611 -- Junglewood texture too light, boring 19:17 paramat sure 19:20 paramat too light! ... boring! 19:20 VanessaE heh 19:21 paramat name suggestions for the new fork: 'minerock!' 'shinyminey' 19:22 Krock `mapgen4life`? 19:22 est31 minerswithears 19:23 luizrpgluiz greatly appreciated pinetrees trees now appearing worldwide generator in the release candidate and could enable the minimap :D 19:41 kilbith for the record, i stayed around this during 10 min and the map refused to load the mapblock at all : https://lut.im/YBObh1vG/lMvMyemq 19:43 paramat weird 19:45 kilbith yes, definitely somme issue to load the mapblocks : https://lut.im/aqlekjL9/kjOehbRq 19:45 kilbith i can stay around that permanently, never load 19:46 paramat maybe due to setting a low 'max mapblock number'? < est31 19:46 est31 if you try to log out and back in? 19:46 est31 paramat, it shouldnt do that 19:47 kilbith est31, yes i did that, then it occurs on different mapblocks 19:47 est31 paramat, if it deleted that block, it would have said that the server too 19:47 est31 then the server would re-send the mapblock once you get close 19:48 est31 kilbith, can you try the commit before my max mapblock commit? 19:48 kilbith sure, but not now 19:48 kilbith tomorrow 19:49 paramat what number of mapblocks do you limit too? 19:49 paramat (to) 19:49 kilbith to be kept in RAM ? 19:49 kilbith i set it to 10 19:50 kilbith but even then, it shouldnt do that 19:50 paramat lol 10 19:50 nrzkt 50 maybe better 19:50 kilbith what "lol 10" ? 19:51 paramat 1 mapchunk = 125 mapblocks 19:52 kilbith https://lut.im/45pAHonh/k6valG6G 19:53 kilbith that happened online too 19:54 celeron55 guys. just don't set it to 10 19:54 celeron55 there's no valid reason to do that anyway 19:54 kilbith if the setting is allowed, why not ? 19:55 celeron55 what's the point of settings if you limit them like for a baby that shouldn't touch the settings anyway? 19:55 kilbith i'll check with 1000 19:55 celeron55 i mean, that's not ideal of course, but there are way more important things 19:55 celeron55 use defaults if you have no reason to do otherwise 19:57 paramat 1000 is quite low, 8 mapchunks, the visible world with 80 nodes view distance 19:57 celeron55 if this value is put in the UI, then it should be limited in the UI, but otherwise who cares 19:59 kilbith okay, that does not happen with 1000 19:59 kilbith problem was setting 10 19:59 celeron55 1000 is very low; it's like 10MB or something 20:00 kilbith maybe the floor-limit should be set to 100 or so 20:00 celeron55 (actually maybe more like 20-30MB) 20:01 nore perhaps it should be set to 10000 then 20:01 nore avec 200MB is not a lot on most devices 20:01 est31 if it really is 200 MB in that case 20:01 celeron55 there's no reason to set it higher than necessary though 20:02 est31 I guess it highly depends on texture pack useage 20:02 celeron55 if 1000 works for everyone, there's no reason to set it higher 20:02 kilbith agreed 20:02 nore est31: what is the link with texture packs ? 20:02 est31 nore, ?? 20:02 nore 1000 can be quite low if you have a high render distance 20:02 est31 yes 20:03 est31 but then you can set the limit high. 20:03 nore est31: I mean, I mean, how is this related to texture packs 20:03 celeron55 well i guess maybe 10000 wouldn't hurt 20:03 nore (sorry, that was a crappy translation earlier) 20:03 celeron55 the optimal value depends on server settings too 20:04 nore or, the best could be to set the limit depending on how much memory the machine has 20:04 celeron55 if the server sends blocks further away than 5 blocks, then the server will end up sending way more blocks than it should have to 20:04 est31 also note that mapblocks dont just store the actual mapblocks 20:04 est31 but the whole irrlicht mesh 20:04 est31 and more 20:04 est31 this adds to the ram as well 20:05 celeron55 yes; the mesh is generally about the same size as the voxel data IIRC 20:05 VanessaE 1000 isn't enough when I'm testing a plantlife map 20:05 VanessaE just fyi. 20:05 VanessaE just found this out today 20:05 celeron55 (the voxel data is about 12 or 16kB) 20:05 kilbith reason(s) ? 20:05 celeron55 VanessaE: tell us what the minimum value is for your usage 20:06 VanessaE celeron55: in my particular case, just a very rough guess would be around 5k blocks. 20:06 VanessaE BUT my usecase here is not typical of a normal user 20:06 celeron55 i'd say then the default should be 5000 20:06 est31 I think that minetest shouldn't take more than 500 MB 20:06 celeron55 because that doesn't hurt even mobile phones yet 20:06 est31 taken together 20:06 est31 with minetest_game 20:06 Calinou most of our desktop users have 4 GB of RAM 20:06 est31 & in singleplayer 20:06 Calinou we can afford to take 1 GB 20:06 est31 no 20:06 VanessaE 1GB is too much. 20:06 est31 we should think of our low profile users 20:07 est31 its like the c++11 discussion 20:07 kilbith the next-gen hybrid tablets are often 2 GB RAM 20:07 VanessaE est31 is right, 500 MB ought to be the rough max for vanilla default game 20:07 Calinou make it fit in actual 500 MB and we'll talk 20:07 celeron55 well the thing is, it's again ridiculous to try to make the same setting fit a low end and a high end setup 20:07 Calinou inb4 it never happens 20:07 celeron55 this value should depend on the view range or something 20:07 est31 celeron55, agree 20:08 nore well, it could be added to mainmenu too 20:08 nore in an "Advanced settings" tab 20:08 est31 we need a second settings tab 20:08 est31 for other things too 20:08 nore and there could be groups of settings that would change a lot of settings 20:09 nore for low-end/high-end hardware 20:09 nore so inexperienced users would just have to change 1 setting 20:09 celeron55 since that doesn't exist yet, the default should be made such that it fixes the problem it was made to fix and does not considerably degrade the experience of people using high performance computers 20:09 nore and experienced ones could precisely tune what they want 20:09 celeron55 i'd say that because of what VanessaE said, 1000 isn't enough 20:09 nore celeron55: agreed 20:09 est31 nore, nice idea 20:10 nore 5000/10000 should do it I think 20:10 est31 have three big sliders: RAM, CPU and GFX card 20:10 kilbith i still don't understand why plantlife needs more than 1000 20:10 celeron55 kilbith: increase your view range and block send radius to something rather high and walk to somewhere and turn back 20:11 nore kilbith: I'd say to be able to explore the map (with full view range) to see if plants are correctly spawned 20:11 celeron55 i would imagine you will see that much unnecessary loading has to be done when turning 20:11 Calinou we also need a view range slider in options GUI 20:11 celeron55 i vote 5000 20:12 est31 if you set full view range, you already leave the defaults 20:12 kilbith alright 20:12 est31 if you leave the defaults, you can adjust that setting too 20:12 est31 celeron55, 5000 sounds like a good compromise 20:12 paramat i like a 128 node view distance, that's 3x3x3 mapchunks = 27x125 = 3375 mapblocks 20:12 VanessaE kilbith: *plantlife* needs only whatever the engine gives it. the *client* needs a lot in this case because I was exploring the terrain checking for bugs in some changes I had just made, and noticed some far away stuff disappeared when I would have rather been able to see it. 20:13 celeron55 i like a 400 node view distance 20:13 Calinou I use 256 view distance, fsaa = 4 20:13 Calinou all shaders on 20:13 celeron55 it's just that my current computer can't really deal with that 8) 20:13 celeron55 so i'm limited to 300 20:13 paramat so 5000 sounds good to me 20:14 nore looks good to me too 20:15 kilbith talking about viewing range, you have more performance if you set the same value for _min and _max 20:16 kilbith no "back and forth" shit of the v_range 20:17 celeron55 hmm, i just tested; yes, 1000 is definitely too low; with 5000 i haven't noticed unnecessarily loaded blocks with the same test 20:18 celeron55 the test for this is to walk some hundreds of nodes (going a bit faster than just walking is fine, but not at full speed), and then turning to look back 20:18 celeron55 with 1000, i can see only a very small distance; smaller than what i was seeing forward at that point 20:18 celeron55 with 5000 i could see pretty much where i walked from 20:19 celeron55 and this with a view range of 300 20:20 celeron55 and "max_block_generate_distance = 16" and "max_block_send_distance = 16" 20:21 celeron55 (yes, these are very non-default, but that's what i use) 20:44 est31 man this modstore is a huge piece of a mess 21:00 est31 hmmmm, there are also async worker threads in mainmenu lua 21:01 est31 regarding the discussion of "which lua can make errors" 21:01 est31 err 21:01 est31 "which threads run lua" 21:24 paramat looks like i won't need to add 'enable_stairs_replace_abm = false' to mtgame minetest.conf because it's absence is interpreted as 'nil' 21:26 est31 ok 21:26 est31 but add it to conf.example 21:26 est31 of mtgame 21:27 paramat yes is documented 21:27 VanessaE don't forget to get rid of those redundant node defs then 21:28 est31 abms work on nodes without nodedefs? 21:28 VanessaE yep 21:29 sfan5 it's not like an ABM needs any stuff from the nodedef 21:29 est31 well, internally abms could work on the internal nodedef id 21:29 est31 and not on those long pesky strings 21:29 est31 it would make sense performance wise 21:31 paramat updated then game#629 21:31 ShadowBot https://github.com/minetest/minetest_game/issues/629 -- Stairs: Add straw and metal blocks by paramat 21:31 paramat setting also disables the upside-down node defs 21:32 paramat will test and push later 21:32 est31 found yet another argument against touching the param0 21:33 VanessaE paramat: nono, don't define those nodes at all 21:33 VanessaE you don't need them, whether the replace ABM is active or not 21:33 est31 why 21:33 est31 if its not active, then its rendered upside down, no? 21:33 est31 but better than unknown nodes, no? 21:34 VanessaE I don't see anything in the stairs mod that *places* upside down items anymore 21:35 VanessaE so if the ABM is no longer needed, then by definition neither are the separate, upside down nodes :) 21:35 VanessaE (the current code just flips the item over via param2) 21:36 est31 isnt the abm a new thing 21:36 est31 also, its only turned off by default 21:36 est31 it cant work without nodedefs 21:36 VanessaE no 21:36 est31 nodenames = {"group:slabs_replace"}, 21:36 VanessaE you don't need node defs to match in an ABM 21:36 est31 https://github.com/minetest/minetest_game/pull/629/files#diff-d85e6749f6707aa8b7c089afb33ccdecR227 21:37 est31 how do you know the group if you have no nodedef? 21:37 VanessaE groups may be a different matter. 21:37 paramat seems to me the node defs are needed to add 'replace name' and 'groups replace' to the old nodes so the abm can act on them? 21:37 est31 so the nodedefs should be registered depending on the abm setting 21:37 VanessaE yeah, I guess so 21:38 paramat as is 21:38 VanessaE I hate keeping old code like this around. 21:38 est31 its old code inside if false then end 21:39 paramat i wanted to remove the abm completely but am in minority 21:39 paramat so my implementation is fine then? 21:40 VanessaE yeah 21:42 est31 VanessaE, can you test #3058 21:42 ShadowBot https://github.com/minetest/minetest/issues/3058 -- Modstore: show an ui error if retrieving failed by est31 21:43 VanessaE sure. 21:43 est31 and hmmmm can you look at it? 21:43 est31 (or other devs) 21:44 est31 VanessaE, write in github, im gone 21:44 est31 bye 21:44 VanessaE I hate when he does that :P 22:21 paramat tested so now pushing game 629 22:25 paramat complete 22:35 sloantothebone How do I fix minetest issues on github? or suggest fixes 22:36 sloantothebone https://github.com/minetest/minetest/issues?q=is%3Aopen+is%3Aissue+milestone%3A0.4.13 22:40 VanessaE [08-14 18:38] adding straw and metal blocks while bronze is causing kittens to die?! 22:40 sloantothebone ... 22:40 VanessaE ^^^^ solution: add tin, silver, and mithril from moreores, and make bronze use tin+copper like it SHOULD be. 22:41 sloantothebone Oh 22:41 sloantothebone How do I fix minetest issues on github? or suggest fixes 22:41 VanessaE steel + copper = the stupidest recipe in the world for bronze :P 22:41 VanessaE sloantothebone: you referenced the .conf.example. Open that file on github with the online editor, change it, and make a pull request. 22:41 sloantothebone Maybe i could fix the inconsistent .conf.example 22:42 sloantothebone Online editor? 22:42 VanessaE ywas 22:42 VanessaE yes* 22:43 VanessaE https://github.com/minetest/minetest/blob/master/minetest.conf.example 22:43 sloantothebone Ok im at https://github.com/minetest/minetest/blob/master/minetest.conf.example what do i do next 22:43 VanessaE above the file, on the right is a pencil and a trash can 22:43 sloantothebone oh i see 22:44 VanessaE make your changes, add a comment in the fields below the file, and click "Propose file change" 22:44 VanessaE (I think -- I've always done this by editing the file locally, pushing it to my fork, and making a PR from there) 22:45 sloantothebone Ok 22:46 sloantothebone And I'm not sure i completely understand the graphical regression 22:46 * VanessaE pokes kaeza 22:46 kaeza ow 22:46 VanessaE ha! 22:50 sloantothebone These two issues seem trivial 22:50 VanessaE #2866 needs fixed before release imho 22:50 ShadowBot https://github.com/minetest/minetest/issues/2866 -- Graphical regression. 22:51 VanessaE this whole "simple shaders" in fact needs addressed. 22:51 sloantothebone Hmm 22:51 sloantothebone How can i help to fix it_ 22:51 VanessaE hm, just noticed it was an 0.4.13 milestone. doesn't mean it'll stay that way :P 22:51 VanessaE sloantothebone: are you ad all versed in glsl? :) 22:51 sloantothebone How can i help to fix it?* 22:52 VanessaE at* 22:52 sloantothebone dont know what that is, guessing its a graphics library 22:52 VanessaE that would be a "no" :P 22:52 sloantothebone Yup 22:52 VanessaE it's the shading language used by OpenGL. 22:53 sloantothebone How many people are versed in glsl and working on minetest? 22:53 VanessaE one. 22:53 sloantothebone Who? 22:53 * VanessaE looks at kahrl 22:53 VanessaE (seeing as how RBA has left) 22:53 sloantothebone There is nobody named kahrl in this irc 22:54 sloantothebone How do i get versed in glsl 22:54 VanessaE same way as in any other language - pour through the web :) 22:55 VanessaE glsl is rather similar to C/C++, just with a different target platform 23:03 sloantothebone Oh ok 23:04 paramat game#631 23:04 ShadowBot https://github.com/minetest/minetest_game/issues/631 -- Default/functions: Half rate of leafdecay ABM by paramat 23:05 VanessaE +1 23:17 kahrl the last time I touched minetest's shaders was when they were introduced... 23:18 kahrl at which point they were trivial shaders that basically only served to move finalColorBlend from the cpu to the gpu 23:18 kahrl I have no clue how any of RBA's more recent stuff works 23:19 VanessaE kahrl: it seems that your original shader code may be needed again. 23:19 VanessaE (as the "simple" shaders previously discussed) 23:26 kahrl well I think a simple shader could still include some effects like waving 23:26 kahrl it doesn't have to be *that* bare ;) 23:27 VanessaE heh 23:27 VanessaE right 23:28 paramat one thing that needs doing is improving our waving motion 23:28 paramat needs noise with more high frequency motion 23:29 VanessaE agreed 23:29 paramat another one #3061 23:29 ShadowBot https://github.com/minetest/minetest/issues/3061 -- Defaultsettings: Increase client_mapblock_limit to 5000 by paramat 23:29 VanessaE and water needs to wave only on the top surface (at present, the bottom vertexes that make up the sides also wave, which looks bad in some cases) 23:37 VanessaE someone, somewhere, is gonna complain that 5000 doesn't add up to a nice, round number :) 23:37 VanessaE (in which case, one of 4096, 4913, or 8000 is better :P ) 23:50 paramat aha waving plants are moved by a smoothed triangle wave, we need noise with octaves instead 23:51 paramat this is a bit beyond me though