Time Nick Message 08:11 kaeza sofar, in `if obj and obj:get_luaentity() then`, `obj` is guaranteed to be non-nil 08:11 kaeza also, `obj:get_luaentity()` could be localized too :P 08:12 kaeza (it's used both in the check and below to get the definition) 08:12 kaeza s/definition/itemstring/ 08:13 kaeza I wonder where's paramat with his insightful comments on performance 08:55 everamzah lotta issues and PRs, holy 09:55 RealBadAngel hi 09:55 RealBadAngel how do you like it? http://i.imgur.com/dCfPFYq.png 09:56 everamzah a lot. first impression: "why is wielditem not blurry" <-- but, details 09:56 everamzah looks good 10:00 Calinou yay DoF 10:00 Calinou it focuses on the wrong thing, and is a bit too strong though. 10:00 Calinou be sure to make the blur strength adjustable in minetest.conf 10:01 Fritigern "It will be a cpuple of days before I have DoF working".... 6 hours later: "Hey guys, look at my DoF!" :-) 10:05 RealBadAngel ive used shader by martinsh, it has shitload of settings 10:06 nrzkt RealBadAngel, seem player has drunk 10:06 RealBadAngel http://pastebin.com/9QcQruD5 10:06 RealBadAngel who wanna try to configure it? ;) 10:07 RealBadAngel Calinou, atm i let it autofocus on the middle of the screen 10:08 Calinou RealBadAngel, sounds good, but be sure to add some tweening between values 10:08 Calinou so that the change is never instant (it shouldn't be) 10:08 Calinou ie. if focus distance goes from 5 units to 10, it should take like 0.2 seconds to interpolate 10:08 Calinou ideally in a non-linear (cubic) way 10:09 RealBadAngel that would require some c++ code 10:11 RealBadAngel that can be developed later on 10:11 RealBadAngel right now autofocus is enough 10:44 RealBadAngel Calinou, actually it works quite nice without delays 10:48 RealBadAngel ive seen the delays like you described in terasology, thx to that game got sloooow feeling 10:48 Calinou it's unrealistic to change focus instantly 10:48 Calinou nobody can 10:49 Calinou it reminds me of "cheap" DoF 2010 games had 10:50 RealBadAngel propably we can fine tune it later on 10:50 RealBadAngel meanwhile wanna try how it works? 10:51 Calinou yes 10:51 RealBadAngel imho thx to this game gets unbeliveable 3d kick in the ass 10:51 Calinou needs motion blur too :P 10:51 Calinou when it's well done, it works well 10:51 Calinou obviously not enabled by default, but it's something 10:51 RealBadAngel ok, gimme a moment, i will upload latest changes 10:52 nrzkt this blur could be useful in water 10:53 nrzkt and when you take damage 10:53 nrzkt maybe add a packet to trigger a blur with a color on client could be useful :D 10:53 nrzkt with a timer 10:53 nrzkt this permit to add more client side effects :D 10:55 Calinou the blur could be strengthened in liquids, indeed. 10:55 RealBadAngel Calinou, #3623 10:55 ShadowBot https://github.com/minetest/minetest/issues/3623 -- Postprocessing (WIP) by RealBadAngel 10:55 RealBadAngel build in place, dont try to change screen size when in game ;) 10:56 RealBadAngel and start from main folder 10:56 Calinou I used "git checkout https://github.com/minetest/minetest/pull/3623" :P 10:56 Calinou thanks to hub 10:56 Calinou why can't screen size be changed while playing? 10:57 RealBadAngel mrt is changing RTT sizes automatically, irrPP not yet 10:57 Calinou http://hastebin.com/ojapiqomol.coffee :( 10:57 Calinou build error 10:58 RealBadAngel lemme try too 11:01 RealBadAngel forgot to update irrPP, hold on 11:03 RealBadAngel Calinou, try now 11:04 Calinou great, I can even git pull on your branch 11:04 nrzkt RealBadAngel, except the indent, i don't see any stability problem atm nor performance issue in the coding style 11:05 RealBadAngel nrzkt, dont even try to check code style yet, please ;) 11:05 RealBadAngel to see why, check irrPP sources 11:05 RealBadAngel theyre all formated with spaces lol 11:06 Calinou it seems to focus on the wrong thing… 11:06 Calinou I'm looking at a cactus, it is very blurry. 11:06 Calinou https://lut.im/kYqcqcaP0Z/DIBhtGhZmETFaWFE.png 11:07 Calinou your blur is also a bit too strong IMO 11:08 RealBadAngel open dof,.frag in /client/shaders/postprocess 11:08 RealBadAngel the shader is highly configureable 11:09 RealBadAngel (as all others made by martinsh) 11:09 RealBadAngel you can play with settings 11:09 Calinou "This work is licensed under a Creative Commons Attribution 3.0 Unported License." 11:09 Calinou :( 11:09 Calinou GPL-incompatible license 11:09 Calinou also not suited for code 11:10 Calinou I'm aware it is indirectly GPL-compatible since you can upgrade it to CC BY 4.0, but still. 11:10 RealBadAngel oops 11:11 RealBadAngel i really dont understand all this licensing shit 11:11 RealBadAngel "So you are free to share, modify and adapt it for your needs, and even use it for commercial use." 11:12 Calinou we can use it legally, but it is tricky 11:13 Calinou I suggest you contact the author and tell them to license their shaders under MIT or CC0… 11:13 RealBadAngel can you telll whats wrong for us in this sentece? 11:13 Calinou attribution. 11:13 Calinou it means we might need to add attribution in the game credits 11:14 RealBadAngel nah, since i do know how it works i will just write my own 11:14 RealBadAngel at least i have tested depth maps with it ;) 11:17 nrzkt Calinou, stop drinking vodka 11:18 nrzkt i think the blur should be < 5% 11:18 RealBadAngel lol 17:12 RealBadAngel hmmmm, the truth maybe something in between. its seems to be like kinda mix of both HW and software, im not sure anymore 17:13 RealBadAngel ive put that away to finish postprocessing 17:15 RealBadAngel one thing im sure, that mt's disabling/enabling shaders is just changing their/our shaders 20:19 paramat nore sfan5 i might merge this later game#810 20:19 ShadowBot https://github.com/minetest/minetest_game/issues/810 -- Default/mapgen: Add gravel beach in Tundra by paramat 20:20 sfan5 hmm 20:20 sfan5 paramat: the gravel texture is ugly 20:21 paramat perhaps we can change that later, how could it be improved? 20:24 sofar I'd like to to look a bit more like real gravel: have pebble-like pixel clumps that are 2-4-6 pixels or so, and of various colors 20:24 sofar black, white, reds, browns 20:24 sofar hints of sand texture color, hints of stone color texture 20:25 sofar maybe even make it by taking tiny cuts out of other textures 20:26 paramat yeah this needs improving 20:26 paramat btw there are some game PRs that just need approvals and don't need much code review, please could you lookk through them? 20:26 paramat (look) 20:27 paramat most of the time we can review code ourselves but i can't approve on my own :) 20:28 paramat comments will be appreciated 20:29 sofar paramat: happy to. especially if links are spammed in here ;) 20:29 paramat hm ok 20:31 paramat it's sort of all of them but i'll try to pick some.. 20:33 sofar I'll chomp through it from the top 20:35 paramat sfan5 game#731 needs another -1 to close 20:35 ShadowBot https://github.com/minetest/minetest_game/issues/731 -- Smooth boat turning to reach player yaw as he accelerates forward by beyondlimits 20:35 paramat assuming 3 out of 5 devs against to close 20:36 sofar yeah, that one should get closed 20:36 sfan5 paramat: agree with your reasons, you can close game#731 20:36 ShadowBot https://github.com/minetest/minetest_game/issues/731 -- Smooth boat turning to reach player yaw as he accelerates forward by beyondlimits 20:36 paramat ok same with game#615 20:36 ShadowBot https://github.com/minetest/minetest_game/issues/615 -- Replace bronze with gnucydur by FreeLikeGNU 20:36 paramat nore and i against 20:36 sfan5 >gnucydur 20:36 sfan5 lel 20:36 sfan5 -1 from me too 20:37 paramat game#778 20:37 ShadowBot https://github.com/minetest/minetest_game/issues/778 -- ability to dye coloured wool white by tenplus1 20:37 sofar I can't believe people come up with stuff like that. Then again, we have mese X/ 20:38 paramat game#743 but i suspect you're against 20:38 ShadowBot https://github.com/minetest/minetest_game/issues/743 -- Create API for fence.register, and use it. by sofar 20:39 red-001 game#602 ? 20:39 ShadowBot https://github.com/minetest/minetest_game/issues/602 -- Add access privilege that allows players to bypass protection. by red-001 20:39 sofar I'm not a fan of having to redo the recipe 20:39 red-001 I would help server owners 20:40 red-001 It* 20:40 paramat sofar you mean the fallback recipe suggested by pilzadam? 20:41 paramat i agree with you there 20:42 paramat sfan5 game#785 i have no idea if this is a good idea 20:42 ShadowBot https://github.com/minetest/minetest_game/issues/785 -- Move character.png to textures. by sofar 20:42 sfan5 me neither 20:44 paramat sfan5 game#792 just needs a +1, sounds are nicely balanced now 20:44 ShadowBot https://github.com/minetest/minetest_game/issues/792 -- Snow footsteps: lower volume by sofar 20:45 sofar a fallback recipe would be possible thought, in c++ (I confirmed in the code that it's doable - not easy, but doable) 20:45 paramat sloppy idea though 20:46 sofar it's not so bad. You'd call the recipe lookup code twice - once with a flag "don't use groups" and once with "use groups" if the former didn't return a recipe 20:46 sofar no changes in lua needed 20:47 sofar and the hit would be minimal 20:47 sofar anyway, I think the idea of adding conflicting recipes is problematic by itself 20:48 paramat then 2 big changes, comments appreciated game#789 game#793 i provisionally support both 20:48 ShadowBot https://github.com/minetest/minetest_game/issues/789 -- New mesh door models, and extensive door API by sofar 20:48 ShadowBot https://github.com/minetest/minetest_game/issues/793 -- Improve Chest appearance - opening chests. by sofar 20:49 paramat those are still somewhat WIP 20:49 paramat and/or waiting on engine PRs 20:49 sofar it looks like that timer thing will go through though 20:49 paramat yeah 20:49 sofar so we can wait for that 20:50 sofar was there anything remaining for the door one though? 20:50 sofar I even posted changes to mesecons to make it work 20:50 paramat backface culling? 20:50 sofar hmmmm technically yes 20:51 sofar not sure why the last PR is held up at this point. it should be good 20:51 paramat lack of devs heh 20:51 sofar yeah, I'm not helping either. Pushing more PR's and I'm not an accepted reviewer yet ;) 20:52 sofar the one PR I'd like to see merged though is the timer one 20:52 sofar my bet is that is causing all sorts of perceived server lag 20:52 paramat sfan5 apart from those perhaps sometime you can quickly go through all game PRs and state your opinion or +1 -1 20:53 sofar I mean, the connected node boxes one should just get merged as well, it's going to help a ton going forward making servers load faster 20:53 sofar but I can hold out 20:55 paramat yeah there are PRs i have not mentioned and should have, but again all of them need atention and game devs are very elusive at the moment 20:57 sofar #768 should just get merged 20:57 ShadowBot https://github.com/minetest/minetest/issues/768 -- Added show_debug to minetest.conf.example by 0gb-us 20:58 sofar game 768 21:00 red-001 sofar I would prefer the blast intensity at one node from center to be 1 and not 0.4 recursive 21:00 red-001 809 21:01 red-001 that also seems to give nicer number in general 21:02 red-001 maybe the number should be rounded? 21:02 sofar in any case we should aim for intensity to be [0, 1] at all times 21:02 red-001 I agree 21:02 sofar we can play with the math 21:03 red-001 It has to be relatively fast 21:03 sofar math is fast 21:03 paramat oh crumbs game 768 my nemesis 21:04 sofar paramat: just merge it. 21:04 sofar performace overhead is nil 21:04 sofar those messages are already there 21:04 paramat well just item type might be ok 21:06 paramat i should ask a trusted server owner ie VanessaE how useful the extra info is 21:06 sofar red-001: intensity = 1 / math.pow(math.min(1, dist), 2) 21:06 sofar red-001: just do that, then 21:07 sofar damn 21:07 sofar red-001: intensity = 1 / math.pow(math.max(1, dist), 2) 21:07 sofar always mix min/max :( 21:07 kaadmy heh me too 21:08 sofar red-001: could scale differently on dist as well 21:08 sofar red-001: intensity = 1 / math.pow(math.max(1, dist / 2), 2) 21:08 sofar would make blast intensity go double as far 21:09 paramat yes intensity 1 at 1 node 21:09 sofar yeah, I think that's OK 21:09 sofar that would be 21:09 paramat as the centre is tnt itself 21:09 sofar intensity = 1 / math.pow(math.max(1, dist), 2) 21:09 sofar well everything within 1.0 of the center of the tnt block would be 1 21:09 paramat yes 21:09 sofar including the 6 neighboring nodes 21:10 sofar that seems reasonable 21:10 paramat yes 21:10 red-001 rounding can be done by mods 21:10 sofar I put in a comment 21:12 sofar somewhere between 3-4 dist it'll drop to below 0.1, which seems ok 21:12 sofar I think you want to calculate player damage with the same curve 21:13 sofar make it kill at 2 nodes guaranteed, maybe even 3 21:13 sofar damage = 100 * intensity, or something like that, is what you'd end up with 21:13 red-001 yes 21:13 sofar anyway, I suspect we'll do many more TNT prs 21:14 red-001 tnt doesn't check node further then 3 21:14 sofar it should damage players and objects beyond that radius 21:14 red-001 it does 21:14 red-001 radius 6 for damage 21:15 red-001 radius 3 for block damage 21:15 red-001 but the second one is also a setting 21:15 red-001 so.... 21:15 red-001 I need to add support for that 21:16 sofar each tnt block should have an intrinsic power 21:17 sofar and that should be used for calculating any radius 21:17 red-001 ? 21:17 red-001 what do you mean? 21:17 sofar radiuses should not be hardcoded 21:18 sofar we should put the radius at the point where 1/dist^2 = 0.05 21:19 sofar or something like that 21:19 red-001 thats what I'm doing 21:19 sofar so that results in dist = sqrt(20) 21:20 sofar so the radius for block breaking would be 1/dist^2 = 5% 21:20 sofar and the damage radius would be 2x the block breaking radius 21:21 sofar or maybe, 1% -> r=10 21:21 red-001 ohh 21:21 red-001 I see 21:22 sofar and because you pick 0.01, you can multiply intensity with 100 to get damage == 1 21:22 sofar which is a nice round simple number of damage points at max range 21:22 red-001 that might be a bit harder for server owners... 21:22 red-001 but idk 21:22 sofar math is fast 21:23 red-001 it is indeed 21:23 sofar so at r=1, damage == 100 (boom, dead) 21:23 sofar r = 2, damage == 25 (dead too) 21:24 sofar r = 3, damage == 11 (ouch) 21:24 red-001 well something to add to tnt api pr 21:24 sofar 4 -> 6 21:24 sofar 5 -> 4 21:24 red-001 but I will add an option to override but radius 21:25 sofar (3, 2, 2, 1 ....) 21:25 red-001 both 21:25 sofar I would make it all use physics only, with the exception of the tnt base power value 21:26 sofar I can imagine a firecracker with 0.1 power 21:26 sofar it would do 10 damage if you'd stand on top of it :^) 21:26 red-001 minetest isn't that relativistic 21:26 sofar no reason to avoid these models 21:28 red-001 you are right about that 21:29 red-001 but what if I want to make highly unrealistic explosion? 21:29 sofar large? 21:29 paramat math is slow in lua 21:29 sofar no problem, just set power to 1000000 21:30 paramat hm i see your point though 21:31 red-001 one that only damages blocks for example 21:32 paramat with simple inverse square, as tnt power and radius increases intensity remains constant at a cetain distance 21:33 sofar intensity = tntpower / sqr(max(1, dist)) 21:34 sofar to make things more realistic, you could give blocks a "resistance" value 21:35 sofar e.g. stone.resistance = 0.5 21:35 sofar sand.resistance = 0.1 21:35 red-001 so my newest mod? 21:35 sofar and you could break blocks way beyond the 2-3 node range 21:36 red-001 maybe a radius and pressure parameter for an explosion? 21:37 sofar intensity = math.min(tntpower / sqr(max(1, dist)), 1) 21:37 sofar hmmm 21:37 red-001 not fully realistic but it allows a lot a of different types of tnt 21:37 sofar base tnt should just have power = 1 21:37 red-001 yes 21:37 sofar no matter what 21:38 red-001 well 21:38 sofar I don't see why you can't have intensity over 1 21:38 red-001 it has a range parameter 21:38 sofar 1 just means to break everything 21:38 sofar maybe 2 means destroy and do not drop items 21:38 red-001 +1 21:38 sofar that would work well I think 21:38 sofar you'd get dropped itemstacks at the edges 21:39 red-001 yes it would 21:39 sofar entity ejection is broken 21:39 sofar like I said, tnt is not even half done at this point 21:39 red-001 local intensity = (radius / 3 / dist ^ 2)? 21:40 sofar why are you putting radius back in? 21:40 sofar max_search_radius = math.sqrt(20) * tnt.power 21:41 sofar that's how large the "hole" will be 21:41 red-001 it should be something that can be overridden 21:41 red-001 if you want a tnt api that is 21:42 sofar that doesn't make sense 21:42 red-001 why not? 21:42 sofar bombs don't explode one block and leave the one next to it untouched :) 21:42 sofar your formula 21:42 sofar local intensity = (radius / 3 / dist ^ 2) 21:43 sofar that basically says 21:43 sofar tnt.power = radius / 3 21:43 sofar I'm saying, tnt.power = 1 21:43 sofar and from that results 21:43 sofar calculated at boom time 21:43 sofar that radius = tnt.power * sqrt(20) = 4.47 21:43 sofar (rounded = 4) 21:44 sofar and damage radius = tnt.power * sqrt(100) = 10 21:44 sofar then use those radiuses to find entities and blocks 21:44 sofar a fire cracker would be tnt.power = 0.01 21:44 red-001 I see your point 21:45 sofar a handgrenade would be tnt.power = 0.5 21:45 sofar a stick of C4 would be tnt.power = 5 21:45 sofar only one value ever needed to calculate everything 21:45 red-001 would a mod be able to change radius or damage radius? 21:46 red-001 or not? 21:46 sofar by changing power, yes 21:47 paramat yes tnt power is linked to radius so we only ever need 1 value, might as well use radius as this is already used 21:48 sofar plus, physics and math are fun when they're used correctly in games 21:48 red-001 no as in change radius independent from damage radius to for example create admin tnt that only damages blocks 21:48 red-001 after all why not? 21:49 sofar because math 21:49 twoelk could an explosion that does not kill a player maybe push him? 21:50 sofar but adding resistance values to blocks would make sense 21:50 sofar twoelk: code is supposed to already do that (but bugged, badly) 21:50 sofar I intend to fix that 21:52 red-001 decrees modablity for the sake of realism? 21:53 red-001 punching trees is a thing 21:54 twoelk regarding admin tnt, I wonder wether you could write a list of blocks on paper, add that to an admin tnt block and have it only destroy those blocks listed 21:54 sofar decrees modablity? what does that mean? 21:54 red-001 make it harder to mod 21:55 sofar on the contrary, it would make new tnt types easier to add 21:55 twoelk punching trees is the entry portal to this class of video games :-D 21:55 sofar since there's now a simple way to make a bigger or smaller blast 21:56 red-001 I said to make it possibly to override the vaule 21:56 sofar just give a different power value 21:57 sofar I don't get your point. Do you want a bomb that incinerates everything in 5x the radius but never kills players? 21:57 red-001 If i want to yes 21:57 sofar that's not a tnt bomb then 21:58 sofar should be a different weapon imho 21:58 sofar maybe add a damage-scale value 21:58 sofar tnt would have 100 21:58 sofar and others can override it 21:59 red-001 that would be ok 21:59 sofar you could make a lethal thing by setting power to 0.1 (unlikely to break a block) but damage scale of 1000 21:59 red-001 yes thats my idea 22:00 sofar and I want to fly with my arms on earth 22:00 sofar that only happens in my dreams, though :P 22:00 * red-001 /grant sofar fly 22:00 red-001 ;) 22:02 paramat KISS 22:02 sofar paramat: you deserve one 22:02 paramat lol 22:03 sofar looks like 778 is a go-ahead 22:07 paramat duane and i are working on developing mgvalleys and since hmmmm is not active i would like to have authority to merge PRs on this for some progress, i hope other devs are okay with this 22:07 sofar sfan5: can you close #3626 quickly please? 22:07 ShadowBot https://github.com/minetest/minetest/issues/3626 -- Update license year by pra85 22:08 sofar sfan5: ty 22:09 paramat ah nicely caught 22:09 sofar too obvious 22:09 sofar something I could have come up with ;) 22:09 paramat yeah i got a weird vibe from that too 22:11 est31 paramat, can you ask hmmmm whether its okay with him 22:12 est31 he's the only other mapgen guy, and if you fuck up, I dont really care 22:12 est31 but he will 22:12 paramat sure 22:13 est31 mhhh I could have put it more politely... 22:13 paramat no problem :) 22:14 paramat i'll continue to ask for 2nd approvals, but might sometimes act on my own, but will be clear and document what i do 22:14 est31 as long as its _only_ about mapgen, its fine with me 22:15 est31 emerge manager stuff is no mapgen already for example 22:15 est31 (for me) 22:15 paramat ok 22:19 paramat i actually dislike approving on my own so will be cautious 22:20 paramat anyway to get this moving i'll probably merge #3590 later 22:20 ShadowBot https://github.com/minetest/minetest/issues/3590 -- Add V5 caves to Valleys mapgen. by duane-r 22:22 paramat just 1 step in ongoing development, will be refined for sure 22:23 paramat .. in later PRs 22:23 est31 okay, what to do with 3534 22:24 est31 Well, I'll do what's allowed, and merge SN's implementation. 22:25 est31 if gregorycu has a problem with it, e.g. its still slower than his implementation, he can say something. 22:25 est31 ("allowed" meaning that I have SN's and my +1) 22:25 est31 although I'm not sure about his 22:26 est31 ShadowNinja, do you want to merge this: https://github.com/ShadowNinja/minetest/commit/9a3bf97ce0137743640b27fad8208d11fe56b4ea 22:57 est31 paramat, can you have a look at https://github.com/est31/minetest/commit/860d70bd0e228ee542e3e559961bfc7e56888d77 23:20 paramat sure i'll look 23:21 est31 To give you context, its about: https://github.com/minetest/minetest/issues/3613 23:24 paramat and if SN's implementation of 3534 tests to be good then do go ahead with that 23:29 paramat okay your fix for 3613 seems reasonable to me +1 23:33 paramat merging 3590 will be delayed, it needs improvement