Time |
Nick |
Message |
00:50 |
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02:05 |
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02:15 |
RealBadAngel |
hmmmm, remember that irrlicht parrallax material code? if there is real hardware lighting, why internal parallax shader is calculating per pixel lighting? for fun? ;) |
02:21 |
RealBadAngel |
about SSAO, seems to be quite easy to make with postprocessin if we get depth map rendered |
02:22 |
RealBadAngel |
and normal map ofc |
02:22 |
RealBadAngel |
both i can propably easily get thx to irrrenderer |
02:22 |
RealBadAngel |
https://github.com/McNopper/OpenGL/blob/master/Example28/shader/ssao.frag.glsl |
02:24 |
RealBadAngel |
also, updated #3610 with the setting |
02:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/3610 -- Use meshes to display inventory items by RealBadAngel |
02:45 |
RealBadAngel |
updated #3612 (minor tweaks and some new screenshots) |
02:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/3612 -- Filmic HDR tone mapping by RealBadAngel |
03:01 |
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03:19 |
sofar |
did you get rid of the unuseds? |
03:24 |
RealBadAngel |
you mean that "hoovering" stuff? |
03:24 |
sofar |
you had 2 unused things. a 'colors' thing and a 'nodedef' thing |
03:24 |
sofar |
I commented in your PR |
03:25 |
RealBadAngel |
ouch, checking that now |
03:27 |
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03:27 |
sofar |
my gcc warns on those |
03:27 |
sofar |
so, easily spotted |
03:29 |
RealBadAngel |
i can see the colors, but wheres unused nodedef stuff? |
03:30 |
sofar |
all the way on top of a very long section of deletes |
03:33 |
RealBadAngel |
sofar, meanwhile you can retry tonemapping, ive tweaked it a bit |
03:39 |
RealBadAngel |
ok, removed that unused stuff |
04:21 |
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04:49 |
sofar |
ok, merged both pulls |
04:49 |
sofar |
testing now |
04:50 |
sofar |
RealBadAngel: compile is clean now |
04:50 |
RealBadAngel |
good |
04:55 |
sofar |
I'm losing 2-3 fps with those 2 patches |
04:55 |
sofar |
normally I'd sit at 59-60 fps |
04:55 |
RealBadAngel |
tonemapping takes a bit GPU time, thats normal |
04:55 |
sofar |
with the inventory mesh patches and tonemapping, I'm at 56-57 |
04:56 |
RealBadAngel |
meshes can also take a bit of time, ive measured drawing 1 item before, it was slightly slower than displaying texture |
04:57 |
sofar |
I like the result, though, did you up the values? |
04:57 |
RealBadAngel |
with tonemapping? |
04:58 |
sofar |
it feels way brighter and saturated now |
04:59 |
RealBadAngel |
yes, ive changed filter settings a bit |
04:59 |
RealBadAngel |
decided to go back to default settings from paper |
05:00 |
sofar |
oh wow dusk is interesting |
05:00 |
RealBadAngel |
make a screenshot :) |
05:04 |
RealBadAngel |
#3616 |
05:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/3616 -- Allow to set shader for a node, add special and normal texture defs f… by RealBadAngel |
05:04 |
RealBadAngel |
^basically fixed old PR, rebased and without forcing filtering which was unpopular |
05:08 |
RealBadAngel |
havent raised protocol, because it was raised a moment before |
05:09 |
RealBadAngel |
and damn, as usual 2 tabs sneaked in ;) |
05:15 |
sofar |
http://imgur.com/4o5KpVe |
05:16 |
sofar |
shoddy video montage, I admit |
05:19 |
sofar |
wasn't there a way to set day/night speed? |
05:20 |
RealBadAngel |
time_speed = x i think |
05:21 |
RealBadAngel |
yeah |
05:23 |
RealBadAngel |
ok, time to fix #3166 now |
05:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/3166 -- Send to clients only changed node metadata instad of whole mapblock by RealBadAngel |
05:24 |
RealBadAngel |
thats gonna hurt ;) |
05:28 |
sofar |
https://youtu.be/Mt67YSdScz8 |
05:30 |
RealBadAngel |
so i guess you like how it feels now? |
05:31 |
sofar |
this is a far better graphical enhancement than bumpmapping and normalmaps, IMHO |
05:31 |
sofar |
gameplay this has actual value |
05:31 |
sofar |
plus I've always found MT to be dark |
05:33 |
RealBadAngel |
i can add Reinhard and Burgess tonemaps too, but imho Uncharted2 is way nicer than those |
05:34 |
RealBadAngel |
Terasology has those 3, but U2 is default |
05:34 |
sofar |
note that I play without normalmaps and bumpmapping |
05:34 |
RealBadAngel |
matter of taste |
05:35 |
RealBadAngel |
on the other hand bumpmapping will work quite different with moving sun |
05:35 |
* sofar |
scratches head on how to add weapon hitting wear to the game |
05:35 |
RealBadAngel |
at the moment to see shadows you have to move the camera |
05:36 |
RealBadAngel |
sun will move shadows on its own |
05:36 |
sofar |
nod, that's better |
05:44 |
RealBadAngel |
mmmmm took a break from coding to read a bit |
05:44 |
RealBadAngel |
void irr::video::CRenderer::createDefaultPipeline() |
05:44 |
RealBadAngel |
{ |
05:44 |
RealBadAngel |
clearMRTs(); |
05:44 |
RealBadAngel |
createMRT("deferred-mrt-color-dont-use-this-name-thanks", irr::video::ECF_A8R8G8B8); |
05:44 |
RealBadAngel |
createMRT("deferred-mrt-normal-dont-use-this-name-thanks", irr::video::ECF_A8R8G8B8); |
05:44 |
RealBadAngel |
createMRT("deferred-mrt-depth-dont-use-this-name-thanks", irr::video::ECF_G16R16F); |
05:44 |
RealBadAngel |
i like irrrenderer more and more |
05:45 |
RealBadAngel |
looks like SSAO will be a piece of cake |
06:08 |
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06:29 |
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06:34 |
* sofar |
fiddles more with TNT and doors |
07:19 |
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07:22 |
sofar |
nrzkt: so I'd like to know, how do I make one function that I can pass different objects into.. :^) |
07:23 |
sofar |
cuz then I'd be able to A::*getNodeNoEx() |
07:23 |
sofar |
at least, docs tell me that that is possible |
07:26 |
nrzkt |
different object ? why ? |
07:27 |
RealBadAngel |
hmmm, actually rendering to multile RTTs is even easier |
07:27 |
sofar |
MapNode->getNodeNoEx vs. vmanip->getNodeNoEx |
07:27 |
RealBadAngel |
*multiple |
07:27 |
nrzkt |
sofar, it will be difficult then, if there is no inheritance |
07:28 |
sofar |
yes, that's what the docs tell me as well :) |
07:28 |
sofar |
plus plenty of stackoverflow pages |
07:29 |
nrzkt |
where do you need to do that ? |
07:30 |
sofar |
https://github.com/sofar/minetest/commit/3627faa40011867b78575f270dff199d42c64b9a#diff-746d6155906a987734997d4cad358153L275 |
07:30 |
sofar |
and just below there again |
07:31 |
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07:32 |
nrzkt |
sofar then maybe a void* could be the solution |
07:32 |
nrzkt |
a static wrapper which take position + void * |
07:32 |
nrzkt |
and you pass the object |
07:32 |
nrzkt |
into the void* |
07:33 |
sofar |
you know, I totally understand the concepts and what you're saying |
07:33 |
sofar |
but I just seem to fall over the details ::*of (void)implementing* that& |
07:34 |
sofar |
hence it taking me forever to zone in on a solution |
07:34 |
sofar |
I probably already had it all coded up except for some stupid mistake |
07:34 |
sofar |
and blew it because gcc produced a reproduction of shakespeare's MacBeth |
07:40 |
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08:01 |
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08:10 |
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08:50 |
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09:16 |
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09:16 |
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09:37 |
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09:47 |
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09:57 |
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09:58 |
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10:00 |
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10:36 |
Calinou |
why do such basic issues get so much opposition? https://github.com/minetest/minetest/issues/3615 |
10:36 |
Calinou |
it's things Minecraft had since 2010 |
10:43 |
Icedream |
that's because Minetest isn't equal to Minecraft |
10:43 |
Icedream |
there will be people who expect things to be different and who want them to be different smh |
10:46 |
Calinou |
most people already consider Minetest to be a free Minecraft replacement, so why not fill the gap? |
10:46 |
Calinou |
people shouldn't be ashamed of cloning |
10:47 |
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10:47 |
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10:52 |
Icedream |
Calinou, as much as I prefer the logic from Minecraft regarding swords, there is a difference between "most" and "all" people :P |
10:52 |
Icedream |
some will just want it to be different after all |
10:52 |
Calinou |
Minecraft PvP logic is quite bad, it encourages button mashing too much |
10:53 |
Icedream |
not a fan of Minecraft PvP myself either |
11:23 |
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11:58 |
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12:50 |
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18:02 |
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18:10 |
red-001 |
does minetest.override_item |
18:10 |
red-001 |
still work? I can't get it to |
18:17 |
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18:26 |
sofar |
red-001: about TNT, by having on_blast return an itemstack, the TNT mod can make itemstacks with 3-4 items in it, instead of having 99 separate itemstacks created by each mod that gets called through on_blast |
18:26 |
red-001 |
yeah good idea |
18:31 |
red-001 |
does kilbith have a different name in IRC? |
18:31 |
Krock |
afaik no |
18:31 |
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18:31 |
Krock |
minetest.override_item("default:tree", {description="not a tree"}) should work fine |
18:37 |
red-001 |
minetest.override_item("default:stone", { |
18:37 |
red-001 |
on_blast = stone_on_blast(pos) }) didn't work |
18:38 |
red-001 |
I'm trying to add an on_blast callback |
18:38 |
Krock |
is stone_on_blast a function in the place you call it? |
18:38 |
red-001 |
yes |
18:38 |
Krock |
how about "on_blast = stone_on_blast"? |
18:39 |
Krock |
because pos is nil ni that case |
18:39 |
Krock |
s/ni/in/ |
18:40 |
red-001 |
sever crash is all I got |
18:40 |
red-001 |
maybe my function doesn't work |
18:40 |
Krock |
without any error message? \o/ |
18:42 |
red-001 |
it was an error inside my function |
18:42 |
Krock |
case solved? |
18:42 |
red-001 |
maybe |
18:42 |
red-001 |
it was set_node(pos) |
18:43 |
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18:43 |
red-001 |
but I say yes |
18:44 |
red-001 |
yeah thanks |
18:44 |
Krock |
!next |
18:44 |
ShadowBot |
Another satisfied customer. Next! |
18:45 |
sofar |
on_blast is (pos, intensity) I believe |
18:45 |
sofar |
are you trying the on_blast API change? |
18:48 |
red-001 |
no |
18:48 |
red-001 |
make a mod |
18:48 |
red-001 |
the API change would be useful |
18:49 |
red-001 |
I'm adding changing stone to lava or gravel |
18:49 |
red-001 |
on blast |
18:49 |
sofar |
oh haha |
18:49 |
sofar |
why not stone->cobble? |
18:50 |
red-001 |
hmm |
18:50 |
red-001 |
that might be nice |
18:51 |
Krock |
gravel is what you get when using C4 on stone |
18:51 |
kaadmy |
lol |
18:51 |
kaadmy |
or TNT in MT |
18:51 |
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18:51 |
Krock |
no, TNT is less explosive and will output cobble |
18:51 |
red-001 |
cobble only if intensity is low |
18:52 |
est31 |
kaadmy, exploding MT? we'd be without competition thats unfair! |
18:52 |
red-001 |
well minetest is hardly realistic |
18:52 |
Krock |
best thing would be to make it range-dependant |
18:52 |
est31 |
ahh |
18:52 |
est31 |
MC |
18:52 |
* est31 |
ruined joke |
18:52 |
* Krock |
doesn't get the joke |
18:52 |
red-001 |
one more thing to add to tnt api PR |
18:54 |
sofar |
so the TNT mod should calculate distance to center, and reduce intensity |
18:54 |
sofar |
and pass that intensity to each mod |
18:54 |
red-001 |
does it do that? |
18:54 |
sofar |
the mod can then decide based on intensity what itemstack to return |
18:55 |
red-001 |
or not? |
18:55 |
sofar |
it does already give intensity to the mod |
18:55 |
sofar |
so the on_blast() needs to look at that value |
18:56 |
red-001 |
it always set intensity to one |
18:56 |
* red-001 |
sigh |
18:56 |
sofar |
yes, that needs to be fixed in the TNT mod |
18:57 |
sofar |
that 1 needs to change to an inverse cubic function |
18:58 |
sofar |
plus the destroy function doesn't even get passed the original blast position |
18:59 |
red-001 |
why pass that if intensity is fixed? |
18:59 |
sofar |
TNT is a typical pilzadam mod: good idea but half-finished |
19:00 |
sofar |
forked 5x by other folks that are now keeping it out of tree and have improved it |
19:00 |
sofar |
... sorry, but it's a pattern I'm noticing |
19:00 |
red-001 |
game#677 </self_promotion> |
19:00 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/677 -- Waterlilies are inappropriately walkable |
19:01 |
red-001 |
game#667 |
19:01 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/667 -- Add tnt API. by red-001 |
19:01 |
sofar |
meanwhile I send a PR to pilzadam's github trees and they just rot away |
19:01 |
sfan5 |
some people have lifes |
19:01 |
sofar |
I've asked him if he wants to move his mods to minetest-mods |
19:01 |
sofar |
no answer |
19:02 |
sofar |
sfan5: but he responds to minetest PR's in 3 seconds |
19:02 |
sfan5 |
uh |
19:02 |
sfan5 |
try s/lifes/priorities/ |
19:02 |
sfan5 |
might still work |
19:03 |
sofar |
anyway, I offered to help him with that by allowing others to co-maintain some of the mods he's written |
19:03 |
sofar |
right now nobody can commit in pilzadam/carts or pilzadam/nether e.g. |
19:04 |
sofar |
I get it, though, this is exactly why I started minetest-mods. I just wish people would let their mod code free |
19:04 |
sofar |
I don't want to fork it by myself |
19:04 |
sofar |
people should give it themselves |
19:05 |
sofar |
sorry, rant, bad. shut up sofar. |
19:05 |
red-001 |
def.on_blast(vector.new(pos), 1) |
19:05 |
red-001 |
what does vector.new do? |
19:06 |
Krock |
creaqtes {x=0,y=0,z=0} |
19:06 |
sofar |
vector is documented on the dev wiki only |
19:06 |
Krock |
and or, with an arg, fills it as a copy |
19:08 |
red-001 |
so that does nothing? |
19:08 |
red-001 |
aren't positions already vectors? |
19:09 |
Krock |
yes but it removes the table reference |
19:10 |
red-001 |
so is that faster? |
19:10 |
Krock |
t = {x = 1} function test(mytable) mytable.x = 2 end test(t) print(dump(t)) |
19:10 |
Krock |
will return x = 2 |
19:10 |
Krock |
it's more secure |
19:11 |
red-001 |
ohhh |
19:45 |
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19:47 |
red-001 |
did glass fragments get removed? |
19:47 |
sofar |
no |
19:50 |
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21:06 |
paramat |
will merge game 800 805 in a moment. 805 is trivial, biomes before ores as ores can now be per-biome |
21:07 |
sofar |
ah, the slab one is trivial too (although more impactful I suppose) |
21:30 |
paramat |
now merging |
21:37 |
paramat |
merged |
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