Time Nick Message 00:32 * Fixer >_> RealBadAngel 00:33 RealBadAngel Fixer, what? 00:33 Fixer RealBadAngel, waiting for some good news :) 00:34 RealBadAngel ive done 4 out of 6 faces already 00:34 RealBadAngel but definitely that will fix the issue 00:34 Fixer i will test it for sure 00:34 RealBadAngel i know that it works 00:34 Fixer good luck with it 00:36 RealBadAngel http://i.imgur.com/3y2onB1.png 00:36 RealBadAngel as you can see it looks ok 00:37 Fixer RealBadAngel, do you have some kind of AA on? 00:37 RealBadAngel thats upscaling 00:38 RealBadAngel low res render upscaled full screen 00:38 Fixer hmm, looked at my apple, your apple looks right 00:38 RealBadAngel btw, that can be used on slower machines 00:39 RealBadAngel render it in 800x600 for example and upscale to whatever res needed, worse looking but definitely faster 00:40 RealBadAngel http://i.imgur.com/heaYQ8I.png 00:41 Fixer yeah 00:41 lezzy RealBadAngel: is it something easy to maybe add a custom texture to the clouds? 00:42 lezzy like the sun and moon 00:42 RealBadAngel lezzy, propably easy 00:42 lezzy lol rendering is one thing it on trust me i tried a few times 00:42 lezzy thing im lost on* 05:04 RealBadAngel kahrl, wanna laugh a bit? fix for wielded item is one liner propably. at least it fixes it for me 05:05 RealBadAngel https://github.com/minetest/minetest/blob/master/src/camera.cpp#L649 05:06 RealBadAngel setting near to 10 instead of 0.1 does the trick 05:11 RealBadAngel https://github.com/minetest/minetest/pull/3586 05:11 RealBadAngel needs to be tested ofc 11:41 RealBadAngel so, anybody here with wielded item glitch? 13:33 EvergreenTree Is it expected behavior for /revoke to not revoke certain privileges in singleplayer? 13:34 Calinou_ EvergreenTree, yes, because the "name" player gets all privileges and can't be revoked 13:34 Calinou_ except the ones whose "give_to_singleplayer" flag is set to false 13:35 EvergreenTree Is there any way of revoking said privileges? 15:46 RealBadAngel hi 15:47 RealBadAngel had weekend ended already? ;) 15:47 RealBadAngel kahrl? 16:17 kahrl RealBadAngel: hi, just came back from work yes 16:18 kahrl is it really just a Z-fighting issue? that would be a bit... disappointing :P 16:18 kahrl but nice since it's so simple to fix 16:18 RealBadAngel kahrl, nice, but costed me two nights 16:19 RealBadAngel as you can see in #minetest its checked already 16:19 RealBadAngel you can merge it 16:19 Fixer kahrl, weild item bug is fixed for me on Win7 + ATI 16:20 kahrl so I guess the only ones that ran into the problem were those with low Z-buffer bit depth 16:20 kahrl if the fix still doesn't fix it for everyone, another thing we could try is polygon offset 16:22 RealBadAngel kahrl, ive tried everything incuding rewriting extruded meshes from scratch 16:23 kahrl oh wow 16:23 kahrl btw, (in case you checked:) at what near value does the wield mesh start getting cut off? 16:23 RealBadAngel ive made them able to turn off backface culling 16:23 RealBadAngel so it can be point for another patch 16:23 RealBadAngel oops, turn ON 16:24 RealBadAngel 1.0 is quite enough 16:24 RealBadAngel but you can see then glitches of your mesh 16:24 RealBadAngel x faces edges are sometimes visible on y planes 16:25 RealBadAngel so i moved it further 16:25 RealBadAngel 10 makes the glitches gone 16:25 kahrl ah, with near value = 100 it already cuts off the front of the mesh 16:26 kahrl so 10 is probably the best 16:26 jin_xi is that BS or coincidence? 16:27 RealBadAngel no 16:27 kahrl I'm not sure, the wield mesh has a lot of weird transformations applied to it 16:27 paramat RealBadAngel #3547 have you fixed nerzhul's issue? if so i can merge it once it's rebased 16:27 RealBadAngel i get best result with 100 (near) 1000 (far) 16:27 RealBadAngel but i didnt wanted to push it that far 16:28 kahrl RealBadAngel: do you? I can't see the whole wield mesh then 16:28 RealBadAngel paramat, i was about to ask you why you have removed "will merge later" comment 16:28 RealBadAngel and yes, its rebased with inlining 16:29 paramat i wasn't sure if you had fixed nerzhul's issue 16:29 paramat ok cool 16:29 RealBadAngel kahrl, transformation are only applied in 3d modes 16:29 RealBadAngel to shift the mesh 16:30 RealBadAngel in regular mode you could delete that code without any side effects 16:30 kahrl RealBadAngel: I meant that scaling by WIELD_SCALE_FACTOR and the rotation, and I can't remember if there's other stuff 16:31 RealBadAngel kahrl, for testing ive made that mesh displayed with smgr 16:31 RealBadAngel not in derrived scene manager 16:32 RealBadAngel also i was testing it with different renderer 16:32 RealBadAngel everything seems fine 16:32 RealBadAngel we do have fixer and rubenwardy reports that fix works in regular enviroment 16:33 RealBadAngel btw, wielded case is the only one that changed "near" value of the camera 16:33 kahrl it was originally drawn in the same scene as everything else, but the problem was that the wield mesh then gets clipped by nearby nodes 16:33 paramat i could merge this too then later 16:33 RealBadAngel default is 1.0 16:34 RealBadAngel when you create scene manager 16:34 RealBadAngel only one that dared to change it is wielded one 16:34 RealBadAngel 1.0 is enough to say that glitch is gone 16:34 RealBadAngel but i wanted to hide wielded mesh faults 16:35 RealBadAngel so 10 works just great 16:35 RealBadAngel ive made about 300 of screenshots, shall i upload them all as a prove? 16:36 kahrl RealBadAngel: what matters is the quotient far / near, and 1000 / 0.1 is really not that far off from the default 3000 / 1 16:36 RealBadAngel kahrl, i can provide you with code to test it 16:36 kahrl it only got problematic because there are many (non-connected) vertices very close to each other in the wield mesh 16:37 RealBadAngel idk what caused problem, ive found out what solves it 16:38 RealBadAngel ive made even properly mapped extruded meshes with separated materials for each face to test culling 16:38 rubenwardy Wow, that diff: https://github.com/minetest/minetest/pull/3586/files 16:38 RealBadAngel your design doesnt care about which side should be displayed 16:39 RealBadAngel but as you can clearly see it wasnt the cause for the glitch 16:44 RealBadAngel 3 reports that bug is fixed 16:45 RealBadAngel shall we wait a few weeks to merge it? ;) 16:45 paramat is kahrl happy with the implementation? if so i'll merge it later 16:46 kahrl paramat: yeah I gave it a +1 16:46 kahrl it seems to fix it for a large chunk of people, time will tell if it fixes it for everyone 16:47 paramat ok +1 then 16:47 kahrl RBA: good job on finding it btw :) 16:48 RealBadAngel thx :) 16:49 RealBadAngel have i earned 1 feature to be merged for killing two bugs? ;) 16:49 kahrl well you have to ask Megaf 16:49 RealBadAngel lol 16:50 RealBadAngel btw, see my comments on backface culling PR by sofar 16:50 RealBadAngel that PR is not needed 16:54 paramat is it ok to merge a PR without rebasing first, as long as there are no conflicts? i'm not sure if #3547 needs rebasing 16:55 eliemichel I was wandering on the wiki and found that: http://dev.minetest.net/Formspec_json 16:55 eliemichel Don't know exactly what it is about, but why using a JSON file when you could use directly the lua syntax to serialize data? 16:56 kahrl paramat: how exactly do you merge it? 16:57 paramat clone minetest, wget patch, git am, git push 16:57 kahrl I think git am is pretty much a rebase, so that's ok 16:58 RealBadAngel paramat, get yourself a visual git client 16:59 RealBadAngel paramat, http://i.imgur.com/5EiPPrv.png 17:00 paramat yes the method is known as a rebasing method 17:01 paramat currently i trust when the thread says 'This branch has no conflicts with the base branch' and attempt a merge 17:02 RealBadAngel with this client you can manually exclude even single lines 17:02 RealBadAngel so rebasing conflicting PR is child's play 17:04 paramat ok i will merge 3586 3587 3547 very soon 17:08 paramat nore sfan5 any comments on https://github.com/minetest/minetest_game/pull/784 'Default: Add vacuum node and mapgen_vacuum alias'? 17:16 paramat now merging to engine 17:26 paramat merged 17:35 paramat simple PR to stop liquids spreading on ignore https://github.com/minetest/minetest/pull/3581 review/approval appreciated 17:39 RealBadAngel paramt, all i can say that those water looks like shit 17:39 RealBadAngel no matter where it stops 17:40 RealBadAngel without shaders and tangent space it will always look so 17:40 RealBadAngel but thats just "btw" 17:41 RealBadAngel that applies also to river flow in valleys 17:42 RealBadAngel good work on making actual flow 17:42 RealBadAngel but gfx representation of it sux big time 17:51 hmmmm hrmm paramat, it doesn't seem like the problem hasn't actually been solved with your PR 17:51 hmmmm it suffers the same issue as the last PR for this 17:53 paramat yes it only stops the ugly spreading, any possible updating abm can be a later commit in game 17:54 hmmmm but that makes it worse 17:54 hmmmm because now the liquid gets stuck 17:54 paramat it got stuck before 17:54 hmmmm sorry, i won't approve of this until there's a full solution.. 17:55 hmmmm huh? 17:55 hmmmm it did? 17:55 sofar RealBadAngel: I can't get special_tiles = { "foo.png", backface_culling = true } to work 17:55 paramat is tested, drop water in floatlands 17:55 paramat it spreads and gets stuck, now it doesn't spread and gets stuck 17:56 hmmmm okay 17:56 hmmmm that being said, as long as it doesn't make anything WORSE i'll support it 17:56 paramat ok thanks, to be sure i'll test again 17:57 hmmmm hrmm 17:57 hmmmm flowing_down = true rather than breaking out of the processing loop early 17:58 hmmmm does that actually work, if you have flowing_down = true into a solid block? 17:58 sofar RealBadAngel: no matter where I put backface_culling ... it doesn't do anything for mesh nodes 17:58 paramat with 'flowing down' it acts as if there is air below and doesn't spread, however ignore is not floodable so it doesn't actually flow down 17:59 sofar RealBadAngel: my assumption is that disabling it for mesh nodes in nodedef.cpp is what kills it entirely for mesh nodes 17:59 RealBadAngel sofar, i will test it, but it shout work out of the box 17:59 hmmmm ahh okay then 17:59 paramat currrently the problem is it acts as if ignore is solid 17:59 RealBadAngel anyway, that approch is imho the correct one 17:59 sofar RealBadAngel: just grab the "newdoor" branch from me from minetest_game, since this is all about making the doors work 17:59 RealBadAngel at least we went that direction vefore 17:59 RealBadAngel *before 18:00 RealBadAngel making another same named flag applying to all the tiles will break existing ones 18:02 RealBadAngel https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua#L1097 18:02 RealBadAngel see all the water nodes defs 18:05 RealBadAngel if the other approach is bugged imho it shall be fixed rather than introducing new way 18:12 RealBadAngel having it defined per tile (material) allows also meshes built out of different kind of materials 18:27 paramat hmmmm, in testing: currently water gets stuck when it hits ignore and spreads completely reaching a steady state. if you quickly fly down when you see it start to spread and generate the mapchunk below, the half-spread area of water will start to descend because it's still updating itself 19:15 RealBadAngel idk what you have done atm, but quick idea is to have separate flowing node with abm that will turn again into regular flowing on detection of something placeable beneath 19:21 paramat ah yes, will consider 19:21 RealBadAngel that way you wont have abms on all flowing ones 19:21 RealBadAngel only those that hit the wall 19:22 paramat Fixer talk in channel, is on topic and info might be helpful for others 19:23 Fixer i will copy it to here: 19:23 Fixer "to make metters worse, start two sources (1 lava and 1 water) near each other on the sides (with 1 nodes space i think), let them flow over ignore, ???, even more, ???, disconnect, reconnect, lots of liquid bugs!" 19:24 Fixer " when water and lava flow over ignore they start interacting, creating rocks in layers, thing gets even more complex, i've seen it on actual servers, i will try to recreate it too, lava + water can create huge and bad buggy flows that impossible to remove without worldedit" 19:24 paramat the lack of spreading might help this 19:36 red-001 ~web title https://github.com/minetest/minetest_game/pull/667 19:36 ShadowBot red-001: Add tnt API. by red-001 · Pull Request #667 · minetest/minetest_game · GitHub 19:37 red-001 ~web title https://github.com/minetest/minetest_game/pull/602 19:37 ShadowBot red-001: Add access privilege that allows players to bypass protection. by red-001 · Pull Request #602 · minetest/minetest_game · GitHub 19:52 sofar when is special_tiles ever used? 19:53 sofar oh, I see, only glasslike and liquid drawtypes 19:53 kaadmy and torches 19:54 kaadmy animated textures, no backface culling(water, maybe glass) 19:54 kaadmy and iirc it's deprecated 19:54 kaadmy ah, ignore the above ^ 19:54 kaadmy it's not deprecated 19:55 RealBadAngel special_tiles are rarely used 19:55 RealBadAngel at the start they were used just for water 19:56 RealBadAngel and didnt have the same count as regular tiles at all 19:56 RealBadAngel ive raised that to hold 6 too 19:57 RealBadAngel most intuitive use of special tiles shall be alternative to regular tiles, switched by param2 19:57 RealBadAngel this way, all nodes that would require two states, will become single nodedef 19:58 sofar which doesn't work for facedir paramtype2 19:58 Fixer paramat, https://i.imgur.com/3U5mvou.png , https://i.imgur.com/jkULszw.png %) 19:58 RealBadAngel sofar, param2 doesnt occupy all the bits 19:58 Fixer paramat, stationary, not moving 19:58 * paramat looks 19:58 RealBadAngel MSB of param2 is free in all cases 19:59 sofar RealBadAngel: yeah, that's not bad. 5 bits for rotation, what bits for special_tiles then? 19:59 RealBadAngel 1 19:59 RealBadAngel MSB just 19:59 sofar &= 128? 19:59 sofar |= 128? 19:59 RealBadAngel that can be common for all the drawtypes 20:00 RealBadAngel MSB == Most Significant Bit 20:00 RealBadAngel so 7th 20:00 paramat messy. i just dropped water and lava using my PR, 2 clean columns that just stop and don't spread, no stone 20:00 Fixer paramat, now, try reactivating it %) 20:01 paramat that's the hard bit 20:01 red-001 paramat what do you mean by what hmmmmm tried? 20:01 RealBadAngel sofar, only glasslike framed is using all the bits, thats why i streched volume params for it 20:01 red-001 hmmmm didn' comment on my PR 20:02 paramat https://github.com/minetest/minetest/pull/2977#issuecomment-171904091 20:02 paramat hmmmmm == kwolekr 20:02 red-001 ohhh 20:03 * red-001 thinks thats confusing 20:03 RealBadAngel https://github.com/minetest/minetest/pull/1601 20:03 sofar unmerged patch 20:03 Fixer paramat, did you watch my link: https://www.youtube.com/watch?v=j63mDfJ5rww go to 0:30 you will see how it can be 20:04 RealBadAngel content mapblock changes are fixes for glasslike framed 20:04 RealBadAngel rest is actual change 20:04 paramat watching 20:04 sofar split the PR up 20:04 RealBadAngel now imagine furnace changing state from active to inactive just by setting a param2 bit 20:04 sofar don't mix a fix and a feature 20:04 paramat OMG 20:05 RealBadAngel no more two separate nodedefs and mixing them 20:05 RealBadAngel single code for both states 20:05 RealBadAngel and furnace is just a weak example 20:05 red-001 thats just awesome 20:06 RealBadAngel see number of mesecons nodedefs 20:06 RealBadAngel and cut them by half with a few lines of code 20:06 red-001 how is the connected nodes PR sofar? 20:06 sofar red-001: I think it'll get merged as-is 20:07 sofar there's a few more cleanups but nothing stopping the functionality at this point 20:07 RealBadAngel sofar, i would like to play with it a bit, would you mind? 20:07 sofar after that minetest_game will get new fences and I'll add walls too 20:07 sofar code is up there, please, feel free to play 20:07 sofar there's a gist linked int he PR with lua code 20:07 RealBadAngel ok 20:08 RealBadAngel im more of the modder than the rest of the devs 20:08 red-001 would it be better if beds where a mesh? 20:08 RealBadAngel im lookin at actual usage of the code 20:08 RealBadAngel not the whities 20:08 sofar two beds in minetest_game is kind of silly 20:08 Fixer paramat, that is 0.4.12, but notice how many very weird liquid bugs (like that wide water column hanging like a table or 90deg table), not only over ignore (btw all that rock was made with lava+water iirc) 20:08 sofar I kind of prefer the mesh one 20:09 red-001 It could be just a nodebox right? 20:09 sofar no, it can't 20:09 sofar nodeboxes can't texture outside 1x1x1 20:09 red-001 ohh I forgot 20:10 sofar besides you need to make a decent UV map to make it usable for modders 20:10 red-001 thats something that should be fixed 20:10 paramat well my liquids PR is tested enough i'll merge it later 20:10 sofar can't, really 20:14 Fixer paramat, have you tried catch_up = true ? %) also remove neighbors = {"air"}, maybe that will help 20:14 sofar hmm, does anyone know of a way to share sound files ? 20:17 sofar do we allow CC-BY-NC 3.0 in minetest? 20:19 sofar or CC0? 20:19 sofar damn, I may have to find new sound bites 20:19 Fixer sofar, freesounds? 20:19 Fixer sofar, http://freesound.org/ 20:19 sofar that's where I got the sounds from 20:19 sofar but I don't want to share them forever 20:19 sofar just to show them to folks for a sec 20:20 kaadmy CC0 is allowed 20:20 kaadmy iirc ^ 20:20 sofar CC0 == technically public domain, which isn't allowed 20:21 sofar https://clyp.it/fve52azi 20:22 sofar https://clyp.it/zfveubot 20:22 sofar I made those 2 sounds for chest open/close sounds 20:22 kaadmy nice 20:23 red-001 isn't public domain not allowed beacuse it doesn't exist in all country's? 20:23 sofar yeah, I have to remix the two sound bites out that are not appropriately licensed 20:24 sofar I think one will be easy to replace 20:24 kaadmy https://forum.minetest.net/viewtopic.php?f=11&t=1271 20:24 kaadmy it says CC0 is allowed for mods 20:24 sofar I don't intend to make this a mod 20:24 sofar I intend to merge it into minetest_game 20:25 red-001 walking on snow should be a LOT quieter 20:25 VanessaE CC) is allowed, because "public domain" as a phrase doesn't exist. so CC0 is an explicit declaration of the equivalent as it's defined in e.g. the US. 20:25 VanessaE CC0* 20:25 kaadmy "must be compatible with LGPLv2.1 if inclusion to upstream is desired: LGPL, BSD, WTFPL, CC0" 20:25 sofar VanessaE: ahhh yes, now I see 20:25 red-001 currently if you use headphones snow is dangerous to your hearing 20:25 sofar VanessaE: how about the NC? 20:25 VanessaE that's fine too 20:26 VanessaE ND is not allowed though 20:26 sofar red-001: do you suggest making the sound softer? 20:26 red-001 yes 20:26 VanessaE actually, strike that, NC might be disallowed 20:26 red-001 and quieter 20:26 VanessaE (because MT's license was chosen to explicitly allow commercial use) 20:27 sofar VanessaE: yeah, NC kind of goes against lgpl spirit 20:27 sofar VanessaE: I'll replace that one then 20:27 VanessaE ok. 20:27 sofar VanessaE: do you like the sounds in general? I think it'll be nice to have them 20:27 VanessaE I have not listened. 20:27 VanessaE I'll leave that to others. 20:31 sofar grrr, how can I listen to sound bites when my son is watching MC videos next to me XD 20:33 sofar ooo I found a really nice creak sound 20:38 red-001 http://freesound.org/people/mparsons99/sounds/94619/ 20:38 red-001 thats a better snow sound imo 20:38 red-001 it doesn't sound like snow being punched 20:40 sofar I should have recorder some snow steps last week 20:41 sofar we had 8" of cracky, frozen snow on our forest lot 20:41 red-001 so 20 cm? 20:41 sofar correct :) 20:42 red-001 thats a lot 20:43 red-001 or this http://freesound.org/people/mwirth/sounds/137172/ 20:44 sofar that's terrible, lol 20:44 sofar the first one isn't bad 21:09 celeron55 what if i go out there in the -27°C that we have and record some snow sounds 21:10 sofar celeron55: sounds or it didn't happen! 21:10 sofar ;) 21:10 celeron55 i guess this might be a case where the sounds people expect are not realistic at all and that would be the wrong way of creating them 21:10 sofar celeron55: tbh the current snow sounds imho are fine, maybe we should de-amplify them a bit 21:11 sofar I don't think the sounds should be realistic at all 21:11 sofar they should be *suggestive* 21:11 sofar it's more about the atmosphere 21:13 celeron55 i don't have a world with snow available to me at the moment but IIRC the snow sound in mt_game was fine, maybe too loud like you said though 21:16 sofar hmmm, they're fairly loud indeed 21:16 sofar let's try -3dB 21:20 sofar yeah, that works for me 21:24 sofar red-001: celeron55: https://github.com/minetest/minetest_game/pull/792 21:24 sofar I think 3dB is enough, more would make them too soft, this takes the "edge" off 21:33 paramat yes snow is too loud, that needed to be done 21:33 sofar I compared it to an opening door as reference 21:33 sofar it's noticably softer now 21:33 sofar I don't want to make it too soft 21:34 sofar and 3dB is half the sound volume 21:35 paramat why not reduce volume in the node definition? 21:35 paramat gain = 0.15 or something 21:36 sofar hmmm, I never understood the gain value 21:36 sofar but, that's an option 21:36 paramat easier to tweak too 21:37 sofar yeah I'll change my PR 21:38 paramat i like how our sounds are fairly 'cartoony', unrealistic and humourous, like the ice/glass sound 'ping ping ping' 21:38 paramat suits the abstract world 21:41 paramat better quality too to keep the sound file full volume and reduce the gain 21:41 sofar right 21:41 sofar plus the digging sounds were ridic loud 21:41 sofar so, I'll lower those as well 21:43 paramat yes 22:34 Fixer !tell paramat https://i.imgur.com/jO6dOFT.png notice right side, it hangs in step-like fashion, not even spread out 22:34 ShadowBot Fixer: O.K. 22:42 red-001 fixer afaik that is casued by how every node calls transforming_liquid_add when it updates it self and then the next node does the same 22:42 red-001 all those nodes are updating each other 22:46 Fixer red-001, updating? they are not moving