Time |
Nick |
Message |
00:00 |
RealBadAngel |
nodes cant have animations, entities can |
00:01 |
RealBadAngel |
sofar, have you checked my concrete posts mod? |
00:02 |
sofar |
you showed me a video |
00:03 |
thePalindrome |
Would animated nodes be feasible at all, or at least some way to fudge it with an entity? |
00:04 |
RealBadAngel |
sofar, please do try it, its a part of technic |
00:04 |
Soni |
animated nodes? |
00:04 |
Soni |
as in textures? |
00:04 |
thePalindrome |
As in a dynamic mesh |
00:04 |
RealBadAngel |
one thing that differs that kind of fences it comes with platforms, merged into them |
00:05 |
Soni |
oh |
00:05 |
thePalindrome |
Thinking about it, it would be rather difficult to do properly |
00:05 |
RealBadAngel |
so youre able to make monorail tracks for example |
00:05 |
sofar |
have anode spawn an entity |
00:06 |
Soni |
add node entities, they aren't full-blown entities but they're not simple nodes either |
00:06 |
thePalindrome |
Figured, just was hoping I wouldn't have to manually futz with the colission/rendering boxes |
00:06 |
sofar |
RealBadAngel: monorail tracks should be possible already with this |
00:06 |
RealBadAngel |
hold on a sec |
00:06 |
RealBadAngel |
http://i.imgur.com/4Y1BJbe.png |
00:11 |
RealBadAngel |
or http://i.imgur.com/oXWm6q5.png |
00:13 |
RealBadAngel |
thePalindrome, theres a mod that adds animated chests for example |
00:14 |
RealBadAngel |
or item pedestals, with animated, rotating item |
00:14 |
Hijiri |
RealBadAngel: Can entities have animated meshes in 0.4.13? My lua api file says that only static meshes are implemented |
00:14 |
Hijiri |
oh |
00:14 |
Hijiri |
that is for tiles |
00:14 |
RealBadAngel |
animation for textures != animation of skeletal body for meshes |
00:15 |
Hijiri |
sorry, I don't know where I got "tiles" |
00:15 |
Hijiri |
It doesn't say anything about tiles in the section I was looking at |
00:15 |
Hijiri |
But it was talking about node meshes |
00:15 |
RealBadAngel |
tiles are texture definitions |
00:16 |
RealBadAngel |
regular node has 6 of them, up down NESW |
00:16 |
Hijiri |
actually I see where I got tiles |
00:16 |
Hijiri |
the section mentioned "tiles", but I just glossed over and I didn't read what it was talking about |
00:16 |
Hijiri |
it is just the materials texture for the mesh |
00:16 |
sofar |
RealBadAngel: yeah, I think the current code can already make pillars like that |
00:16 |
RealBadAngel |
mesh, usually have one "tile" that holds all the texture parts in one file |
00:16 |
Hijiri |
I know about tiles in general |
00:17 |
RealBadAngel |
uv mapped in blender for example |
00:17 |
Hijiri |
I just misread something |
00:17 |
RealBadAngel |
sofar, point there is adding a platform |
00:17 |
sofar |
the platform can just be fixed |
00:17 |
RealBadAngel |
kinda similiar thingy to junction |
00:18 |
sofar |
platform and pillar, 2 fixed nodes |
00:18 |
sofar |
boxes |
00:18 |
RealBadAngel |
if param2 is set add extra thing |
00:18 |
RealBadAngel |
like mentioned platform |
00:18 |
RealBadAngel |
ive made similiar thing with glasslike framed |
00:18 |
sofar |
never thought of using param2 |
00:19 |
RealBadAngel |
param2 controls there volume level of interior volume |
00:19 |
sofar |
not for NODEBOX_CONNECTED |
00:20 |
RealBadAngel |
http://i.imgur.com/zRbg6rD.png |
00:22 |
RealBadAngel |
just an idea, param2 usage and triggering extra addition to regular set of nodeboxes can make this drawtype even more flexible |
00:22 |
RealBadAngel |
that could control junctions, platforms or whatever |
00:24 |
RealBadAngel |
in fact, engine logic dont have to determine usage of that extra box, just check param2 instead |
00:24 |
RealBadAngel |
mods could set/reset it |
00:27 |
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00:38 |
RealBadAngel |
sofar, but nvm, i guess such thing could be added later on |
00:38 |
RealBadAngel |
better polish it as it is now |
00:55 |
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01:34 |
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01:34 |
RealBadAngel |
shit, ive kicked the power button lmao |
01:35 |
RealBadAngel |
half an hour of work went into code's heaven ;) |
01:39 |
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02:05 |
sofar |
damn, how do I get a handle to map in mapnode.cpp? |
02:11 |
RealBadAngel |
you want to read the map while creating the mesh? |
02:13 |
RealBadAngel |
meshes are created in separate thread, != main, you cant have direct access to the map |
02:13 |
sofar |
I'm just moving some code around into a function |
02:14 |
RealBadAngel |
thats why mapblock mesh code copies blocks to vmanip in the first place |
02:14 |
sofar |
there's no threading issues in there |
02:14 |
sofar |
this is just to get the v3s16's of all the nodeboxes |
02:14 |
sofar |
getNodeboxes() needs to look at adjacent map nodes |
02:14 |
RealBadAngel |
so you need just the handle? |
02:15 |
sofar |
I used to have it right outside the function call |
02:15 |
sofar |
yes, just need a handle to Map |
02:15 |
RealBadAngel |
hold on |
02:15 |
sofar |
can I get it from nodemgr? |
02:15 |
sofar |
static std::vector<aabb3f> transformNodeBox |
02:15 |
sofar |
in there |
02:15 |
RealBadAngel |
Map & getMap() { return m_env->getMap(); } |
02:15 |
RealBadAngel |
thats in server |
02:16 |
sofar |
m_env, hmmmm |
02:16 |
sofar |
dinner time, afk |
02:19 |
RealBadAngel |
http://i.imgur.com/OndtvCp.png |
02:20 |
RealBadAngel |
yikes! almost complete, itemimagebuttons are also showing meshes |
02:22 |
sofar |
uh so, how do I get a handle to server? lol |
02:23 |
sofar |
ugh I should just pass in Map |
02:23 |
RealBadAngel |
80 (item image buttons) + 32 main inventory + 9 crafting + a few more, over 120 meshes in total |
02:23 |
RealBadAngel |
switching to next page is just a blink, no preload needed |
02:24 |
RealBadAngel |
good old preload_item_visuals can R.I.P |
02:25 |
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02:25 |
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02:26 |
RealBadAngel |
sofar, youre doing that only on client side, right? |
02:26 |
sofar |
yes |
02:26 |
sofar |
that's all client stuff |
02:26 |
RealBadAngel |
client does have m_env |
02:26 |
sofar |
it has a map |
02:26 |
RealBadAngel |
void Client::addUpdateMeshTask(v3s16 p, bool ack_to_server, bool urgent) |
02:26 |
RealBadAngel |
{ |
02:26 |
RealBadAngel |
MapBlock *b = m_env.getMap().getBlockNoCreateNoEx(p); |
02:26 |
sofar |
both in collision.cpp and content_mapblock.cpp from where I call getNodeboxes() |
02:26 |
RealBadAngel |
so you should be able to access it directly |
02:27 |
sofar |
I just hate passing in 25 things |
02:31 |
sofar |
crud, argh, grrrr |
02:32 |
sofar |
this type of review comments turn something simple into hocus pocus |
02:35 |
RealBadAngel |
;) |
02:36 |
RealBadAngel |
having methods aviable somwhere is sometimes pain in the ass |
02:36 |
sofar |
yeah I'm thinking I need to method this not in mapnode, but in map |
02:36 |
sofar |
of course none of this compiles or works anymore |
02:36 |
sofar |
it's a fucking mess |
02:37 |
RealBadAngel |
at such stage is just shut up and pass what i need ;) |
02:38 |
sofar |
I can't seem to accomplish just that |
02:38 |
sofar |
fuck it I'm reverting the lot and seeing if it at least works again |
02:40 |
sofar |
alright, at least that works again |
02:40 |
* sofar |
& headache now |
02:40 |
sofar |
break time |
02:42 |
RealBadAngel |
takin a short break is usually fastest way to solve the problem |
02:43 |
RealBadAngel |
you usually get calm down and look at the problem again, easily finding a solution |
02:44 |
RealBadAngel |
for example, i do have several hundreds of registered nodes now |
02:45 |
RealBadAngel |
and ONLY mese lamp is not showing properly (as mesh) in inventories |
02:49 |
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02:52 |
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02:53 |
RealBadAngel |
why the duck, meselamp is glasslike drawtype?? |
02:56 |
kaadmy |
isn't it a non-ransparent nodebox? |
03:01 |
RealBadAngel |
http://pastie.org/10688395 |
03:01 |
RealBadAngel |
its a damn solid node |
03:01 |
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03:10 |
Skyduskguy |
is there anyway to draw a collision box based on the obj file? |
03:18 |
RealBadAngel |
collision boxes are defined same way as nodeboxes |
03:18 |
RealBadAngel |
if you need a collision box for your custom mesh, you shall define it |
04:09 |
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04:10 |
paramat |
will merge 3558 after checks complete |
04:42 |
paramat |
travis build is misbehaving but compiles for me so now merging |
04:47 |
paramat |
merged |
05:03 |
paramat |
now merging 3508 |
05:12 |
paramat |
merged, now we have 7 mapgens |
05:57 |
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06:33 |
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06:49 |
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07:31 |
sofar |
hmm, I shouldn't have to rebase just yet, but I want to test the new mapgen :) |
07:35 |
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07:42 |
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07:49 |
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08:00 |
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08:09 |
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08:48 |
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09:13 |
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09:19 |
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10:22 |
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10:39 |
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11:02 |
Taoki |
So any news as to when the 3D plants and spinning inventory items will be in? Quite eager to be seeing these :) |
11:02 |
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11:14 |
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11:19 |
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11:22 |
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11:45 |
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12:03 |
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12:16 |
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12:29 |
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12:51 |
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13:17 |
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13:17 |
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13:20 |
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14:31 |
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15:07 |
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15:15 |
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15:28 |
RealBadAngel |
damn, its cloneMesh that introduces those nans and other weird values for vertices |
15:29 |
RealBadAngel |
i afraid we will have to redo alll mesh manipulation routines |
15:35 |
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15:36 |
kaeza |
a |
15:36 |
kaeza |
oops |
15:55 |
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15:57 |
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16:26 |
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16:31 |
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16:36 |
Megaf |
todo, remove all shaders and meshes from my fork :P |
16:37 |
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16:50 |
RealBadAngel |
Megaf, you wanna go back to c64 times or what? |
16:51 |
est31 |
well idk, if we had extruded plantlike it would perhaps been used more often than meshes |
16:52 |
est31 |
and we could disable meshes |
16:52 |
RealBadAngel |
we cant "disable" meshes, its native irrlicht format to display anything |
16:52 |
est31 |
you know what I mean |
16:53 |
est31 |
meshnodes with a provided model |
16:53 |
est31 |
nodebox is cool |
16:53 |
est31 |
probably it can be made more discrete |
16:53 |
RealBadAngel |
yeah? texture it |
16:53 |
est31 |
eg 1/16th of a node |
16:53 |
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16:53 |
RealBadAngel |
i made that for plants |
16:54 |
RealBadAngel |
it was rejected |
16:54 |
est31 |
not by me :) |
16:54 |
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16:54 |
RealBadAngel |
propably core minetest will become dumb and cut from any gfx |
16:55 |
RealBadAngel |
definitely i will publish all my code within separate fork |
16:55 |
Fixer |
!tell paramat tried git with valleys, started underwater, seed is 1504251439609839835 |
16:55 |
ShadowBot |
Fixer: O.K. |
16:55 |
RealBadAngel |
i wanna play modern game after all |
16:56 |
RealBadAngel |
atm we do have 7 mapgens and no modern lighting ;) |
16:56 |
RealBadAngel |
maybe with 20 onboard mt will be mature enough to merge some modern stuff ;) |
16:57 |
RealBadAngel |
i can just bet that mojang and m$ and sitting and laughing at what we do |
16:57 |
RealBadAngel |
taking steps back |
16:58 |
RealBadAngel |
but i cant discuss with "the spirit" lol |
16:58 |
est31 |
the thing with "modern lighting" is that it doesn't work well with minetest's design of only partially loading the map |
16:58 |
Fixer |
RealBadAngel, please fix texture tear problem (at least) |
16:58 |
est31 |
e.g. if you build a house and its dark inside and the roof isn't loaded, you don't want to have light inside |
16:59 |
RealBadAngel |
Fixer, fix irrlicht and drivers |
16:59 |
* Fixer |
facedesks |
16:59 |
RealBadAngel |
we are still allowing to use custom and faulty irr |
17:00 |
RealBadAngel |
nrzkt merged 1.9 into codebase |
17:00 |
RealBadAngel |
there are no such issues |
17:00 |
est31 |
bc it has no users :) |
17:00 |
RealBadAngel |
dont you get it? keeping to many years old soft will be causing such issues |
17:01 |
RealBadAngel |
like 15 years old shaders specification |
17:01 |
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17:01 |
nrzkt |
RealBadAngel, i didn't merged all 1.9, only commits from 1.8.4 to feb 2014 |
17:01 |
RealBadAngel |
well, pretty close to that |
17:01 |
nrzkt |
there is a bug with current irrlicht master crashing client with some MT textures |
17:03 |
RealBadAngel |
original mt can stay compatible with intels and 15 yrs old machines |
17:03 |
RealBadAngel |
but i wont be developing code for that at all |
17:04 |
RealBadAngel |
that has gone too far |
17:04 |
RealBadAngel |
endless compability is causing way more harm than good |
17:04 |
RealBadAngel |
if something is good for everthing, probably its worth shit |
17:05 |
RealBadAngel |
and wont work as fast as designed to use the specified standards and enviroment |
17:06 |
est31 |
RealBadAngel, feel free to go into a corner and write a fast and modern renderer for minetest, without irrlicht, using the shader lang version you like most |
17:06 |
est31 |
perhaps you'll find users who like it |
17:06 |
RealBadAngel |
est31, youre wrong to the bone |
17:06 |
RealBadAngel |
get a copy of BuildAWorld |
17:06 |
hmmmm |
lol BAW |
17:06 |
RealBadAngel |
and see what irrlicht is capable for |
17:06 |
hmmmm |
BAW is all eye candy and no substance |
17:07 |
RealBadAngel |
im not talking bout content |
17:07 |
est31 |
RealBadAngel, then implement it in irrlicht |
17:07 |
RealBadAngel |
wut? |
17:07 |
RealBadAngel |
it irrlicht |
17:07 |
RealBadAngel |
*its |
17:08 |
RealBadAngel |
they havent "implemented" anything |
17:08 |
hmmmm |
Build-A-World is a very highly customized version of Irrlicht as I understand |
17:08 |
RealBadAngel |
we dont know for sure, its closed source |
17:08 |
hmmmm |
but anyway |
17:08 |
hmmmm |
RBA you seem to value eye candy above all else |
17:08 |
RealBadAngel |
not always |
17:09 |
hmmmm |
but that approach is dragging minetest down for anybody who doesn't necessarily want all that |
17:09 |
RealBadAngel |
the code im working on atm is kinda different |
17:09 |
RealBadAngel |
using meshes makes game less resource demanding and in the long run faster |
17:09 |
hmmmm |
endless FPS regressions for the sake of some neat effects with full shaders activated and texture bumpmapping and so on |
17:10 |
est31 |
there was only one wasnt there |
17:10 |
hmmmm |
i welcome your changes, or anybody's changes that improve graphics, as long as it doesn't cause a regression or introduce bugginess/unmaintainability |
17:10 |
RealBadAngel |
hmmm, ive removed now preloading item visuals, and generating them |
17:10 |
RealBadAngel |
and guess what, inventories are faster |
17:11 |
RealBadAngel |
they come now with eyecandies just as side effects only |
17:11 |
hmmmm |
in any case I've never seen anybody complain that an application is still compatible with an older version, but on the other hand I've seen lots of anger with cases of the opposite |
17:11 |
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17:12 |
RealBadAngel |
hmmmm, we will check this measuring ram usage etc |
17:12 |
RealBadAngel |
but i can just clearly see, theres no waiting for next inventory page |
17:12 |
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17:13 |
RealBadAngel |
and if there are no textures made just for sake of inventory, it means saving lotsa ram |
17:13 |
RealBadAngel |
especially in case of dreambuilder like games and hdx |
17:16 |
RealBadAngel |
also, i dont quite understand why im blamed for effects are using CPU or GPU time |
17:16 |
RealBadAngel |
you would like to get a coder that will develop GFX that doesnt take any computing power? |
17:16 |
hmmmm |
the 25% FPS regression? |
17:16 |
RealBadAngel |
look for one at Howghwarth |
17:17 |
hmmmm |
and what does that 25% regression give to users? the ability to use bumpmapping if they choose to enable that, or something? |
17:17 |
RealBadAngel |
paramat effectively disabled it |
17:17 |
RealBadAngel |
so youre free to trash it |
17:17 |
RealBadAngel |
i wont be crying |
17:17 |
RealBadAngel |
but you wont get lighting and other stuff without it |
17:18 |
RealBadAngel |
and that 25% regression is highly questionable |
17:18 |
RealBadAngel |
because i do get exactly opposite |
17:19 |
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17:19 |
RealBadAngel |
hmmmm, btw how do you want to play with your modern gpu on freebsd when there are no proper drivers for it? |
17:19 |
hmmmm |
"Works on My Machine" stamp of approval |
17:20 |
hmmmm |
lol |
17:20 |
RealBadAngel |
that was a mystery for me, your "im staring at the wall, seing 5 fps" |
17:20 |
hmmmm |
the nvidia driver is plenty proper. it's not my os that's the problem, it's the sucky code. |
17:20 |
RealBadAngel |
youre using server distro for gaming |
17:20 |
hmmmm |
many others have problems just as much |
17:20 |
RealBadAngel |
no more comments |
17:20 |
hmmmm |
absolutely irrelevant |
17:21 |
Fixer |
I have texture tear problem on my gaming machine, horribly affect look of the game |
17:21 |
RealBadAngel |
yeah? get radeon drivers for your freebsd |
17:21 |
RealBadAngel |
and you want us to support freebsd? |
17:21 |
RealBadAngel |
lol |
17:21 |
hmmmm |
FreeBSD is supported |
17:22 |
hmmmm |
we should be supporting more OSes to be honest |
17:22 |
Calinou |
BSD support is important for server, but for client, probably not |
17:22 |
Calinou |
BSD desktop is really stagnating |
17:22 |
Fixer |
there was BSD server? oh come on |
17:22 |
Calinou |
hmmmm, Android/iOS are the operating systems to support, probably not BSD |
17:22 |
RealBadAngel |
freebsd is completely not supported |
17:22 |
hmmmm |
uhm, yes it is supported. |
17:22 |
RealBadAngel |
there are no proper GPU drivers for it |
17:22 |
hmmmm |
end of discussion. |
17:22 |
RealBadAngel |
for me too |
17:22 |
est31 |
there are no proper GPU drivers for any OS, if its opengl |
17:23 |
Calinou |
actually, the free drivers are ported to FreeBSD as well |
17:23 |
Calinou |
but they lag behind |
17:23 |
Calinou |
the NVIDIA blob is available for it as well |
17:23 |
hmmmm |
I don't even understand this conversation |
17:23 |
est31 |
me neither |
17:23 |
hmmmm |
why are you arguing that FreeBSD shouldn't be supported all of a sudden |
17:23 |
hmmmm |
this is completely, totally, 100% irrelevant |
17:23 |
* est31 |
tries to do something more productive |
17:23 |
est31 |
bye! |
17:23 |
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17:23 |
hmmmm |
you're just trying to make minetest even more limited |
17:24 |
hmmmm |
look, game development is hard. I get that. rise to the challenge instead of bringing everybody else down to your level. |
17:24 |
RealBadAngel |
me too, off to coding |
17:24 |
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17:24 |
hmmmm |
just because you are incompetent doesn't mean the rest of the MT community needs to be as well |
17:54 |
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17:56 |
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18:01 |
nrzkt |
Fixer, yes there was BSD servers |
18:01 |
nrzkt |
Appletree on the serverlist and tuxsrv.fr are FreeBSD servers |
18:01 |
nrzkt |
and i agree with hmmmm about supporting FreeBSD |
18:05 |
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18:07 |
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18:15 |
sofar |
nrzkt: ack on passing &boxes |
18:15 |
Fixer |
new valley mapgen is amazing |
18:15 |
sofar |
nrzkt: ack on using `switch` |
18:16 |
sofar |
nrzkt: but ummmm, last time I did function pointers was 8 years ago and in C, not C++ |
18:18 |
sofar |
nrzkt: do you agree with me on the ordering issue though? |
18:18 |
* sofar |
grabs some tea |
18:46 |
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18:46 |
exio4 |
hmmmm: they probably want systemd support, don't they? |
18:46 |
sofar |
ghegheghe |
18:47 |
hmmmm |
lol |
18:47 |
sofar |
systemd support in minetest? |
18:47 |
sofar |
I can add that! |
18:47 |
hmmmm |
honestly I think we should be supporting more OSes |
18:47 |
sofar |
how about I make minetest socket activated? |
18:47 |
hmmmm |
I've heard reports of people playing minetest on OpenBSD |
18:47 |
sofar |
fancy bootchart graphs! |
18:47 |
hmmmm |
NetBSD is a low hanging piece of fruit too |
18:48 |
sofar |
(fyi no issues with making minetest working on the bsd's) |
18:48 |
hmmmm |
Solaris shouldn't be too hard to add support for, either, and it is very playable since there's the nvidia driver for solaris |
18:48 |
exio4 |
add systemd support, minetest randomly crashes when available for a complete user experience |
18:48 |
hmmmm |
the only problem is when you get to the more exotic OSes like HP-UX/AIX/etc. |
18:49 |
hmmmm |
I don't have total confidence in even a clean compile on those platforms, though I do strive to support them |
18:50 |
sofar |
exio4: tbh for a daemon there's no reason to code anything up to support minetest |
18:50 |
sofar |
exio4: sd_notify() would be the only thing, and that is maybe 20 lines of code that can be #ifdef'd out easily |
18:51 |
exio4 |
sofar: #if 0 will do the trick |
18:51 |
sofar |
oh come on, chill |
18:52 |
sofar |
I've got too many PR's pending to even bother wasting my time on that |
18:52 |
sofar |
but it's clear you're a systemd hater |
18:54 |
sofar |
and like I said, I'm not going to submit code that would make minetest no longer work on *bsd's |
18:54 |
sofar |
I'd rather get this connected nodeboxes patch accepted :) |
18:54 |
sfan5 |
let's require systemd |
18:55 |
sofar |
that's about as bad as requiring apt-get |
18:55 |
sfan5 |
i'd rather require pacman |
18:56 |
sofar |
I use archlinux (and others), but I'd still object to that |
18:56 |
sofar |
that would just be poor packaging |
18:56 |
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18:57 |
sofar |
the same way I shudder at release tarballs that have a .spec file inside of them, or a /debian/ folder |
19:19 |
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19:23 |
Fixer |
!tell paramat Y=63 shadow bug is also present on valleys |
19:23 |
ShadowBot |
Fixer: O.K. |
19:47 |
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19:48 |
Nocx |
so this is where coders come for help with mod problems right? |
19:49 |
Hijiri |
this channel is about the engine |
19:49 |
Hijiri |
sometimes I ask mod questions though |
19:49 |
Hijiri |
if it is a question I can justify to myself as somewhat relevant |
19:50 |
Hijiri |
Nocx is more open to mod help |
19:50 |
Hijiri |
sorry |
19:50 |
Hijiri |
#minetest |
19:50 |
Hijiri |
I meant |
19:51 |
Nocx |
Did anyone else see: "Nocx is more open to mod help " because I just did |
19:52 |
Hijiri |
yes, I wrote that |
19:52 |
Hijiri |
then corrected myself |
19:53 |
Nocx |
ok |
19:56 |
Nocx |
well on the basic channel it says go to "#minetest-dev" for codding stuff |
19:56 |
Nocx |
*coding |
20:00 |
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20:51 |
Fixer |
when inside in cloud -> it turns transperent |
20:56 |
kaadmy |
yeah backface culling |
21:03 |
Fixer |
guh |
21:04 |
Fixer |
why not just add stupid dirty hack -> when in cloud, add fog of that colour %) |
21:05 |
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21:53 |
sofar |
Fixer: there are verious fog improvements that could be done... |
21:57 |
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22:08 |
Fixer |
sofar, i'm playing valleys mapgen at the moment, caves are wonderful, but liquid over ignore bug ruins the fun with lava and water |
22:08 |
sofar |
tough bugs to beat |
22:09 |
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22:09 |
Fixer |
lots of hanging lava in air in caves |
22:09 |
Fixer |
and water, by activating them things are going much nicer |
22:11 |
Skyduskguy |
what was the reference for all the lua stuff hmm |
22:11 |
Skyduskguy |
not the api, its liek the methods but better then the wiki |
22:15 |
Skyduskguy |
it might have been the api but nicely formatted |
22:16 |
Skyduskguy |
ok i found it http://rubenwardy.com/minetest_modding_book/lua_api.html |
22:35 |
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23:00 |
sofar |
how large is a mapblock again? it's 5x16 right? |
23:03 |
kaadmy |
yep |
23:03 |
kaadmy |
80x80x80 |
23:03 |
sofar |
ok thanks |
23:04 |
sofar |
I had to test something across mapblock boundaries |
23:13 |
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23:17 |
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23:17 |
RealBadAngel |
kahrl, here? |
23:17 |
RealBadAngel |
hmmmm ? |
23:18 |
RealBadAngel |
that code is wrong, https://github.com/minetest/minetest/blob/master/src/mesh.cpp#L113 |
23:18 |
RealBadAngel |
it works correctly only for vertices video::EVT_STANDARD |
23:19 |
RealBadAngel |
when you use that trick on other type of vertices we do get fucked up coords |
23:20 |
RealBadAngel |
lotsa NANs or very small values |
23:21 |
RealBadAngel |
affected are almost all our mesh manipulators |
23:22 |
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23:49 |
Fixer |
interesting, singleplayer has lots of annoying stutters, so I've started dedicated server and connected client on the same PC and it still has lots of stutters |