Time |
Nick |
Message |
01:10 |
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domtron joined #minetest-dev |
02:31 |
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paramat joined #minetest-dev |
02:36 |
paramat |
would any dev like to test #3146 ? doesn't need compiling as glsl shaders compile on game startup. VanessaE did you test this when you approved? just wondering |
02:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/3146 -- Shaders: Use triple-frequency waving for leaves and plants by paramat |
03:01 |
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est31 joined #minetest-dev |
03:02 |
est31 |
paramat, your PR doesnt apply |
03:03 |
est31 |
I guess thanks to those \n bugs RBA's broken git program added |
03:03 |
est31 |
or \n\r |
03:05 |
est31 |
okay got it apply |
03:06 |
paramat |
cool |
03:09 |
est31 |
its too much squishing the leaves for me |
03:10 |
est31 |
so if it can be made less squishing |
03:10 |
paramat |
ah, that could be reduced by lengthening the wavelength |
03:11 |
paramat |
ok will consider this |
03:11 |
est31 |
no amplitude I guess |
03:11 |
est31 |
or wavelength |
03:11 |
paramat |
yeah or reducing amplitude |
03:11 |
est31 |
dunno |
03:11 |
est31 |
right now it looks like this old KDE waiting icon |
03:14 |
paramat |
where it says 'toffset = ... + pos2.z * 0.01;' that 0.01 can be adjusted |
03:14 |
paramat |
i'll try tuning that |
03:15 |
paramat |
thanks for trying |
03:19 |
est31 |
Okay, some feedback for #3141? |
03:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/3141 -- Fix occasionally failing travis builds by est31 |
03:19 |
est31 |
If not, I gonna merge it, its rather small either way |
03:20 |
est31 |
And I gonna merge #3117 as well |
03:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/3117 -- Fixes building on OSX caused by e4bff8b (refs #2613) by neoascetic |
03:20 |
est31 |
its a pity if nobody tests open PRs while I ask for it |
03:21 |
est31 |
they shouldnt complain that I rush things when they dont test when asked |
03:24 |
paramat |
unfortunately those are beyond my knowledge. hmmmm kahrl ? |
03:25 |
paramat |
good feedback, there perhaps is too much squish |
03:28 |
paramat |
certainly too much |
03:41 |
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03:55 |
RealBadAngel |
paramat, plants are ok, but why leaves changes its volume? |
03:56 |
RealBadAngel |
that happens only in one direction |
03:57 |
est31 |
thats OK imo because leaves consist of mostly air |
03:57 |
est31 |
so the only way to do longitudal waves is by changing volume |
03:57 |
RealBadAngel |
thats not ok, they do that in both directions |
03:58 |
RealBadAngel |
if it was wind leaves would be pushed in one, not with and against the wind |
03:58 |
RealBadAngel |
thats highly unnatural |
04:00 |
paramat |
well leaves get pushed south, then rebound due to branch stiffness |
04:00 |
paramat |
so they will overshoot northwards often |
04:01 |
paramat |
volume change looks good to me, it gives the impression of it not being a rigid node, but composed of leaves and air |
04:03 |
paramat |
and yes, it's the only way to have air waves travelling through southwards |
04:04 |
RealBadAngel |
with your changes leaves looks like sponge |
04:04 |
paramat |
lol |
04:05 |
RealBadAngel |
yeah, squeezed continuosly |
04:05 |
paramat |
before, they looked like writhing jelly :) |
04:06 |
paramat |
anyway i'm now reducing the squishing |
04:06 |
paramat |
it was too extreme |
04:07 |
paramat |
i'm trying float toffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002; |
04:09 |
RealBadAngel |
way better |
04:09 |
paramat |
yeah, still has waves but less squish |
04:12 |
paramat |
what does 'if (gl_TexCoord[0].y < 0.05) {' do for waving plants? |
04:12 |
RealBadAngel |
dont move the bottom of the plant |
04:12 |
paramat |
ah of course |
04:13 |
paramat |
avoids moonwalking plants |
04:16 |
paramat |
i guess i'll make a PR for waving apples and snow, that drop the standard non-waving versions |
04:19 |
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04:27 |
paramat |
PR updated with less squish |
05:01 |
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05:12 |
paramat |
game#666 |
05:12 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/666 -- Default and flowers: Add waving snow, waving apple. Make flowers wave by paramat |
05:12 |
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05:20 |
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05:42 |
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05:52 |
VanessaE |
paramat: yes, I tested 3146. looked good to me. |
06:10 |
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07:17 |
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07:23 |
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07:30 |
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07:34 |
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07:53 |
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08:00 |
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08:25 |
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08:32 |
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08:48 |
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09:21 |
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09:22 |
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09:25 |
est31 |
Tesseract, great you introduced the "upstream" label |
09:25 |
est31 |
like it |
09:28 |
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lisacvuk__ joined #minetest-dev |
09:28 |
lisacvuk__ |
Hi |
09:30 |
est31 |
Hi! |
09:30 |
lisacvuk |
Hi, is RealBadAngel here? |
09:31 |
RealBadAngel |
hi, whats up? |
09:31 |
lisacvuk |
Hi, can I help you add hardware lighting to minetest? |
09:31 |
lisacvuk |
I know a bit of C++, and a bit of Irrlicht |
09:32 |
lisacvuk |
I heard you are working on it now |
09:34 |
RealBadAngel |
now im making signs drawtype with on the fly rendering text to textures |
09:34 |
RealBadAngel |
im going to start on lighting when this is finishe |
09:34 |
lisacvuk |
sure |
09:35 |
RealBadAngel |
i think its gonna take me a few days more |
09:35 |
lisacvuk |
ok |
09:38 |
est31 |
hrmm, I can reproduce the issue, and I can only reproduce it with gcc 5.2, and irrlicht 1.8.2 |
09:39 |
est31 |
(regarding the irrlicht bug) |
10:02 |
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10:27 |
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10:39 |
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10:55 |
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11:02 |
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11:29 |
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11:50 |
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11:57 |
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11:57 |
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12:28 |
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12:44 |
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12:47 |
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12:49 |
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13:04 |
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14:42 |
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15:15 |
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15:17 |
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16:04 |
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16:04 |
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16:13 |
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16:17 |
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16:17 |
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16:42 |
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16:52 |
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17:14 |
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17:15 |
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18:20 |
rubenwardy |
Merging soon https://github.com/treetrunk/minetest.github.io/commit/0d03c32ec7cdf804a753a8da0e2903005c60d0f5 |
18:20 |
rubenwardy |
merged |
18:21 |
rubenwardy |
Your site's DNS settings are using a custom subdomain, www.minetest.net, that's set up as an A record. We recommend you change this to a CNAME record pointing at minetest.github.io. Instructions on configuring a subdomain for use with GitHub Pages can be found at: https://help.github.com/articles/setting-up-a-custom-domain-with-github-pages/ |
18:25 |
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18:26 |
rubenwardy |
Pushing in 5 minutes: https://github.com/rubenwardy/minetest.github.io/commit/4b4d700f5e0e55ae03766bb60ca5780e3046d34e |
18:26 |
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18:41 |
sfan5 |
-- *** Detected Git version 0.4.13-645e208-645e208 *** |
18:41 |
sfan5 |
ffs |
18:41 |
sfan5 |
what is this thing doing |
18:41 |
sfan5 |
i have set VERSION_EXTRA |
18:41 |
sfan5 |
no need to detect any git version |
18:57 |
rubenwardy |
does anyone have any insights as to why Minetest can only handle ~20 players at a time? |
18:58 |
rubenwardy |
is it a networking thing, or is it due to the slowness of ABMs / active mapblocks? |
19:12 |
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19:32 |
est31 |
nice, nice, found the likely reason: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=7&t=50952#p294991 |
19:52 |
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20:07 |
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20:23 |
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21:12 |
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21:13 |
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21:36 |
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22:00 |
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22:08 |
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22:11 |
red1 |
can someone take a look at game#602 ? |
22:11 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/602 -- Allowed players with server priv to access any locked chest and open any steel door. by red-001 |
22:23 |
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22:33 |
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22:38 |
est31 |
svenstaro, its indeed a header bug, but just a boring #ifdef logic mistake, fixed at place A but not B, the difference causing the segfault: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=7&t=50952&p=294996#p294996 |
22:39 |
est31 |
svenstaro, you might want to apply that patch, to allow minetest users to compile it with gcc themselves |
22:44 |
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22:48 |
red1 |
game#667 |
22:48 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/667 -- Add tnt API. by red-001 |
22:52 |
RealBadAngel |
+function tnt.boom(pos,radius,damage_raduis |
22:54 |
RealBadAngel |
"raduis" seems to be widely used ;) |
23:02 |
red1 |
yes It stands for Remote Authentication Dial-In User Service |
23:05 |
red1 |
fixed. thanks |
23:09 |
RealBadAngel |
np, otherwise it looks ok |
23:58 |
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23:59 |
est31 |
!tell nrzkt great that we have 0.4.13 android binaries for the play store, can you upload them to github as well? |
23:59 |
ShadowBot |
est31: O.K. |