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02:26 |
RealBadAngel |
any more comments on #3612? |
02:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/3612 -- Filmic HDR tone mapping by RealBadAngel |
02:40 |
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02:49 |
RealBadAngel |
!tell est31 i told ya that you cant make enable_animations static. now you have to shutdown the clienat and restart for setting change to work |
02:49 |
ShadowBot |
RealBadAngel: O.K. |
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04:13 |
RealBadAngel |
everybody sleeping or what? :) |
04:15 |
RealBadAngel |
side effect of inventory meshes instead of textures patch, item_image_buttons cant show labels (yet) but easily can show stack count (which was previously impossible) |
04:16 |
RealBadAngel |
i thought i will have to code that feature but it seems it coded itself lol |
04:22 |
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04:22 |
* sofar |
back from .nl |
04:23 |
paramat |
ok hmmmm #3649 is updated on your good advice and tested |
04:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/3649 -- FindSpawnPos: Let mapgens decide what spawn altitude is suitable by paramat |
04:23 |
paramat |
welcome back |
04:24 |
hmmmm |
maybe I'm misunderstanding the point of this function |
04:24 |
hmmmm |
getSpawnLevelAtPoint? |
04:25 |
sofar |
paramat: ty. still 10hrs of jet lag to get rid of :) |
04:25 |
hmmmm |
you want a function per mapgen to tell you the y level of a point if it is a good place to spawn, otherwise none |
04:25 |
hmmmm |
bool Mapgen::isSuitableForSpawn(v2s16 query_pos, int *ground_level) |
04:25 |
hmmmm |
int y; |
04:26 |
hmmmm |
if (mg->isSuitableForSpawn(v2s16(guess_x, guess_z), &y)) break; |
04:26 |
hmmmm |
? |
04:27 |
hmmmm |
"getSpawnLevelAtPoint" doesn't really describe what it is you're after |
04:27 |
hmmmm |
wtf is the "spawn level" |
04:28 |
paramat |
well, the function returns the spawn y in the column given by findSpawnPos, but if the column is not suitable 'map gen limit' is returned to signify that |
04:28 |
paramat |
y of player spawn |
04:28 |
hmmmm |
I get that, but I'm saying that it might not be the best choice from an interface standpoint |
04:29 |
paramat |
here 'at point' means 'in this node column' just as in 'getGroundLevelAtPoint' |
04:29 |
hmmmm |
you're getting two pieces of information here: is the (x,z) suitable for spawning? if it is, what is the ground level at this point? |
04:29 |
paramat |
correct |
04:29 |
hmmmm |
well it's up to you really |
04:30 |
hmmmm |
I'm just saying |
04:30 |
paramat |
yes i'm using 'map gen limit' as a return value to signify unsuitable spawn, it's nice and simple |
04:31 |
hmmmm |
getSpawnLevelAtPoint probably isn't the best name for this |
04:31 |
hmmmm |
getSuitableSpawnHeight? |
04:31 |
hmmmm |
idk |
04:31 |
paramat |
needs to describe the possibility of unsuitable column |
04:31 |
paramat |
ok |
04:31 |
hmmmm |
no, I don't think my name is any better |
04:32 |
hmmmm |
if you can come up with something that describes it better, change it |
04:32 |
paramat |
ok |
04:32 |
hmmmm |
from a code standpoint it looks fine to me |
04:32 |
hmmmm |
you basically copied getGroundLevelAtPoint |
04:32 |
hmmmm |
I would add a comment in mapgen.h though |
04:33 |
hmmmm |
just mention what this function does, and what its possible return values are |
04:33 |
paramat |
ok |
04:34 |
hmmmm |
ehh |
04:34 |
hmmmm |
was it your intention to remove getGroundLevelAtPoint completly? |
04:34 |
hmmmm |
completely* |
04:35 |
paramat |
see commit message. we can re-add it in correct form soon |
04:35 |
paramat |
it's never used, it was only used to get spawn y |
04:35 |
hmmmm |
what about v7? |
04:35 |
hmmmm |
that was relatively accurate |
04:36 |
paramat |
it was, if you want lowest ground level |
04:36 |
paramat |
i guess lowest is what people would want |
04:36 |
hmmmm |
getGroundLevelAtPoint was supposed to be exposed to the lua api for sapier's thing but i'm not sure why he never ended up using it |
04:37 |
paramat |
how about i make sure to re-add these functions soon? |
04:37 |
paramat |
in another commit |
04:37 |
hmmmm |
well like i said it's up to you |
04:37 |
paramat |
then it can be accessed from a new API |
04:37 |
hmmmm |
if they're not being used then nobody will miss them |
04:38 |
paramat |
there's also 'get biome at point' never used but modders will love that |
04:38 |
paramat |
ok |
04:38 |
hmmmm |
yea |
04:38 |
hmmmm |
so however you decide to proceed is fine |
04:38 |
hmmmm |
just make sure modders and users are happy :) |
04:38 |
hmmmm |
+1 |
04:39 |
paramat |
thanks will update this |
04:42 |
paramat |
'getSpawnYAndSuitabilityAtPoint()' .. |
04:42 |
hmmmm |
ehh |
04:42 |
hmmmm |
just stick with what you have right now and explain it in a comment |
04:46 |
paramat |
ok |
04:49 |
RealBadAngel |
hi guys |
04:50 |
RealBadAngel |
so, can we have 3612 merged? |
04:51 |
hmmmm |
#3612 |
04:51 |
ShadowBot |
https://github.com/minetest/minetest/issues/3612 -- Filmic HDR tone mapping by RealBadAngel |
04:51 |
hmmmm |
doesn't this require IrrPP |
04:51 |
RealBadAngel |
no |
04:51 |
RealBadAngel |
thats the only pp effect that can go in with current shaders |
04:53 |
RealBadAngel |
it just modifies final color |
04:55 |
hmmmm |
is there any way to cut down on duplicated shader code? |
04:55 |
RealBadAngel |
which part do you mean? |
04:55 |
RealBadAngel |
nodes and water ones? |
04:55 |
hmmmm |
the same tonemapping code is repeated in both the node and water shaders |
04:56 |
hmmmm |
aren't you able to make a 'common' shader file? |
04:56 |
RealBadAngel |
water shader in its current form will be removed |
04:56 |
hmmmm |
well, whatever |
04:56 |
RealBadAngel |
i need another commit for it |
04:56 |
RealBadAngel |
but later on |
04:57 |
RealBadAngel |
this will eliminate those duplicated code |
04:57 |
hmmmm |
does this code break the alpha channel? |
04:57 |
RealBadAngel |
why do you think so? |
04:58 |
RealBadAngel |
alpha is preserved, only rgb is changed |
04:58 |
RealBadAngel |
or at least should be, lemme check |
04:58 |
hmmmm |
vec4 col = vec4(color.rgb, gl_Color.a); col *= gl_Color; ---> vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0); |
04:58 |
hmmmm |
this is not the same at all |
04:59 |
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04:59 |
RealBadAngel |
damn, it was before but nerzhul wanted to simplify the code |
04:59 |
RealBadAngel |
i will fix that right now |
05:08 |
RealBadAngel |
meanwhile: #3676 |
05:08 |
ShadowBot |
https://github.com/minetest/minetest/issues/3676 -- Fix displaying item_image_button label by RealBadAngel |
05:09 |
hmmmm |
dammit RBA :) |
05:09 |
hmmmm |
your 6cd2b3b seems to be causing a lot of regressions |
05:09 |
hmmmm |
who signed off on this!?!? |
05:11 |
RealBadAngel |
this was complex change and lotsa folks were testing it. it happens that sometimes not everything is caught |
05:12 |
RealBadAngel |
if i got report about it earlier i would code it right away |
05:12 |
RealBadAngel |
it was 30min work |
05:12 |
hmmmm |
mm |
05:12 |
hmmmm |
so let me understand this |
05:12 |
RealBadAngel |
about 3612, youre wrong, everything is fine, alpha is preserved as it should |
05:13 |
hmmmm |
what was it about 6cd2b3b that made it regress? |
05:13 |
hmmmm |
in 3676 you remove the text from the button and instead superimpose a static text control over it |
05:13 |
RealBadAngel |
completely new way of displaying items, meshes instead of textures |
05:13 |
sofar |
paramat: I'm not worried about the gravel texture needing revisions - I'd rather redo it 5+ more times and get it "right" |
05:13 |
hmmmm |
oh I see |
05:13 |
hmmmm |
right |
05:13 |
RealBadAngel |
so buttons had to be emulated |
05:14 |
hmmmm |
so now those buttons have no text or graphics on them |
05:14 |
hmmmm |
they have 3d meshes drawn in that area |
05:14 |
paramat |
ok |
05:14 |
RealBadAngel |
yes |
05:14 |
hmmmm |
and now with this they have text superimposed on top of all that |
05:14 |
hmmmm |
that's sensible I'd say |
05:14 |
RealBadAngel |
same as itemstacks |
05:14 |
RealBadAngel |
which gained ability to display stack count btw |
05:15 |
RealBadAngel |
so mods can become easier |
05:15 |
hmmmm |
formspecs didn't previously have the ability to display static text controls? |
05:15 |
RealBadAngel |
https://github.com/minetest-technic/unified_inventory/commit/b3c6c922861f9936cc03fae5cd6cabb9cacd9e27 |
05:15 |
RealBadAngel |
only labels |
05:15 |
RealBadAngel |
but those have focus |
05:15 |
hmmmm |
okay |
05:16 |
RealBadAngel |
so if you put there a label, you wont be able to push that button |
05:16 |
hmmmm |
RBA, I have a complaint about the commit message |
05:16 |
hmmmm |
it's pretty vague |
05:16 |
hmmmm |
why not make it something like: |
05:16 |
RealBadAngel |
static text is well, just static ;) |
05:16 |
RealBadAngel |
that even could be exposed for mods to use |
05:17 |
hmmmm |
FormSpec: Add StaticTextSpec and superimpose over item image buttons |
05:17 |
hmmmm |
This fixes Issue #3672, "Inventory items are covering item_image_button labels" |
05:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/3672 -- Inventory items are covering item_image_button labels since 6cd2b3b |
05:17 |
hmmmm |
? |
05:17 |
hmmmm |
how about that |
05:17 |
RealBadAngel |
i can add new formspec element, thats ok |
05:18 |
hmmmm |
it explains what the fix is and how it solves the problem |
05:18 |
RealBadAngel |
but buttons have to be emulated anywyay |
05:18 |
hmmmm |
whereas the current commit message says, "Fix thing" |
05:18 |
RealBadAngel |
ok, i will explain it more |
05:18 |
hmmmm |
it's a step up from proller's "fix" commit messages |
05:18 |
hmmmm |
lots of room for improvement though |
05:19 |
RealBadAngel |
hehe i got that feeling when typing that commit message lmao |
05:22 |
RealBadAngel |
ok, ive changed it as you suggested |
05:23 |
hmmmm |
anyway back to 3612 |
05:24 |
hmmmm |
so the way it is right now, without your commit, it seems like vec4 col = vec4(color.rgb, alpha); col *= gl_Color; is not functionally the same as the code you replaced it with |
05:25 |
hmmmm |
that being said, the current code is the thing that seems faulty, and your new code is correct |
05:25 |
hmmmm |
because look |
05:25 |
hmmmm |
with the old one you set col to color.rgb, gl_Color.a |
05:25 |
hmmmm |
then you multiply col by the entire gl_Color, not gl_Color.rgb |
05:26 |
hmmmm |
so that means col.a = gl_Color.a^2 |
05:27 |
hmmmm |
but then at the end after all the calculations, the alpha is overridden again |
05:27 |
hmmmm |
this only matters if the alpha channel plays a role in the intermediate computation of any of the RGB values |
05:27 |
RealBadAngel |
hold on |
05:27 |
RealBadAngel |
http://pastebin.com/aEkVsYiM |
05:27 |
RealBadAngel |
please read that piece |
05:28 |
hmmmm |
? yes I know that already |
05:28 |
RealBadAngel |
ive put there explanations whats going on here |
05:28 |
hmmmm |
I am just saying that the new code and old code might not create the same exact result, if the alpha channel is used in calculating rgb anywhere else |
05:29 |
hmmmm |
which it doesn't seem so |
05:29 |
RealBadAngel |
its not, cant be |
05:29 |
hmmmm |
I'm not saying your new code is wrong |
05:30 |
RealBadAngel |
maybe before it wasnt made clear that alpha doesnt play any role and is restored at the end |
05:30 |
hmmmm |
okay whatever this is settled |
05:30 |
hmmmm |
no changes need to be made |
05:30 |
hmmmm |
what about the #define ENABLE_TONE_MAPPING? |
05:31 |
RealBadAngel |
what about it? |
05:31 |
hmmmm |
I added notes to the PR |
05:31 |
hmmmm |
but I asked if you need to #define it to a value of 1 in order to activate |
05:33 |
RealBadAngel |
checkin it now |
05:34 |
hmmmm |
you might be able to optimize tonemapping by precalculating whiteScale |
05:34 |
RealBadAngel |
well, ENABLE_BUMPMAPPING also is not using 0/1 and i dont recall any reports that bumpmapping is not working on ATI |
05:34 |
hmmmm |
what is the reason for some of the defines being 0/1 and some others not, then? |
05:35 |
RealBadAngel |
frankly i cant remember right now, its old code |
05:35 |
hmmmm |
mmmmmmmmmmmmmmmm |
05:35 |
hmmmm |
maybe you should've added COMMENTS |
05:35 |
RealBadAngel |
it was something about complex IFs on compilation time |
05:36 |
hmmmm |
if you do remember, please make a PR that adds a comment explaining why |
05:36 |
RealBadAngel |
if you check only if variable exists, you dont need to check for its value |
05:36 |
RealBadAngel |
but if you want to evaluate its value using and, or you need its value |
05:37 |
hmmmm |
well, duh |
05:37 |
RealBadAngel |
so, its enough when you check: #ifdef ENABLE_PARALLAX_OCCLUSION |
05:38 |
RealBadAngel |
you dont need the value, but fact its here |
05:38 |
RealBadAngel |
if (GENERATE_NORMALMAPS == 1 && normalTexturePresent == false) |
05:38 |
RealBadAngel |
here you need its value |
05:38 |
hmmmm |
yes but i thought you said that certain shader compilers interpret it in different ways |
05:38 |
RealBadAngel |
no |
05:38 |
RealBadAngel |
look, theres #ifdef |
05:38 |
RealBadAngel |
if defined |
05:38 |
hmmmm |
okay |
05:39 |
RealBadAngel |
so #ifdef ENABLE_TONE_MAPPING is absolutely correct |
05:39 |
hmmmm |
great |
05:41 |
RealBadAngel |
about optimization, i could precompute some things to make it faster |
05:41 |
RealBadAngel |
and leave original formulas as comments |
05:42 |
hmmmm |
yeah, that's what I would do for whiteScale |
05:43 |
RealBadAngel |
gain wont be huge, but here all little things do accumulate |
05:43 |
RealBadAngel |
its calculated per each pixel |
05:49 |
RealBadAngel |
in fact i can precalculate more things in main equation |
05:51 |
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05:53 |
RealBadAngel |
3 muls, 1 div less per one execution |
05:55 |
RealBadAngel |
well, div is 0.01 / 0.3 im not sure if i can put there precalculated one |
05:55 |
RealBadAngel |
hmmmm, what do you think? |
05:56 |
RealBadAngel |
its 0,03(3) |
05:56 |
hmmmm |
E / F? |
05:56 |
RealBadAngel |
yeah |
05:56 |
hmmmm |
I don't think combining those constants will help |
05:56 |
hmmmm |
they look like easy pickins for the shader optimizer |
05:57 |
RealBadAngel |
they do modify the colors curve |
05:57 |
RealBadAngel |
im not sure we do want to make them settable by user |
05:58 |
RealBadAngel |
you mean optimizing by compiler? |
05:58 |
hmmmm |
yes |
05:59 |
RealBadAngel |
i have no idea if those get optimized |
05:59 |
RealBadAngel |
it may depend on drivers |
06:00 |
hmmmm |
to represent 0.03(3) what you should do is round it to 0.03334 |
06:00 |
hmmmm |
floats typically have 5 decimal places of accuracy |
06:00 |
RealBadAngel |
ok, will try |
06:00 |
RealBadAngel |
also im replacing C*B, D*E and D*F |
06:01 |
RealBadAngel |
surely it wont harm if we do optimize it on our own |
06:01 |
hmmmm |
sure |
06:16 |
RealBadAngel |
hmmmm, something like that: http://pastie.org/10714316 |
06:25 |
hmmmm |
yes |
06:25 |
hmmmm |
looks good |
06:32 |
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07:02 |
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07:05 |
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07:07 |
paramat |
ok kahrl hmmmm i'll merge #3661 in a moment along with #3649 |
07:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/3661 -- Remove ClientMap::m_camera_mutex by kahrl |
07:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/3649 -- FindSpawnPos: Let mapgens decide what spawn altitude is suitable by paramat |
07:10 |
paramat |
now merging |
07:15 |
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07:24 |
paramat |
merged |
07:25 |
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07:27 |
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07:48 |
RealBadAngel |
hmmmm, updated 3612 with optimizations |
07:50 |
hmmmm |
looks good, but you never answered that one note |
07:50 |
hmmmm |
shouldn't exposureBias be const float? |
07:51 |
RealBadAngel |
ah, indeed |
07:53 |
RealBadAngel |
done |
07:54 |
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07:57 |
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08:01 |
RealBadAngel |
hmmmm, so any ohter comments on 3612 or 3676? |
08:02 |
hmmmm |
3612 is merged |
08:03 |
hmmmm |
what's 3676 again?? |
08:03 |
hmmmm |
oh that |
08:04 |
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08:04 |
RealBadAngel |
whoever can confirm its working its me, it hit UnifiedInventory |
08:04 |
RealBadAngel |
ive already updated UI to reflect latest changes |
08:05 |
hmmmm |
i can't test it |
08:05 |
RealBadAngel |
afaik UI is the only mod using that feature so its propably only one affected |
08:06 |
hmmmm |
vanessae's server uses UI right? |
08:06 |
RealBadAngel |
yeah |
08:06 |
hmmmm |
i'd try that out but it'd take longer to connect to it than it would to go through the tedious process of going to the forum, searching for the mod, downloading it, extracting it, making a new world with it enabled, etc. |
08:06 |
hmmmm |
ugh |
08:07 |
RealBadAngel |
just grab UI |
08:07 |
hmmmm |
well it doesn't matter |
08:07 |
RealBadAngel |
https://github.com/minetest-technic/unified_inventory |
08:07 |
hmmmm |
i'm sure if it doens't work somebody else will complain |
08:08 |
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08:09 |
RealBadAngel |
ok, so now im gonna finish #3166 |
08:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/3166 -- Send to clients only changed node metadata instad of whole mapblock by RealBadAngel |
08:09 |
RealBadAngel |
it waited for too long already |
08:09 |
hmmmm |
what does it still need? |
08:10 |
RealBadAngel |
a) elimination od double meta updates per tick |
08:10 |
RealBadAngel |
idk yet a reason for those, need to find out |
08:10 |
RealBadAngel |
b) gather all the metas and send them as single package |
08:11 |
RealBadAngel |
before b) was kinda done by sending whole mapblock, but thats unacceptable anymore |
08:12 |
RealBadAngel |
sending many small packages is better than whole block already, but better would be a single one, dont you agree? |
08:17 |
kahrl |
RealBadAngel, slight regression with item image buttons: previously the item and label moved a few pixels when pressing the button (giving a 3d appearance), now neither moves |
08:18 |
RealBadAngel |
kahrl, that i cant emulate |
08:18 |
RealBadAngel |
buttons are drawn by irrlicht, images and text by formspec code |
08:18 |
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08:18 |
kahrl |
yeah I'm not sure if it is actually needed |
08:19 |
kahrl |
though it would be nice to have, if only for consistency with normal buttons |
08:19 |
RealBadAngel |
item image buttons are already very specific and i dont think they should act the same |
08:20 |
RealBadAngel |
at least thats not needed |
08:20 |
RealBadAngel |
pressing the button effect is still here |
08:20 |
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08:21 |
RealBadAngel |
but to keep that consistency patch for irrlicht would be needed not for formspec |
08:24 |
kahrl |
I suppose you could check button->isPressed() when rendering the item and label |
08:26 |
RealBadAngel |
shitload of things should be rewritten then |
08:26 |
RealBadAngel |
we dont render formspecs each frame |
08:27 |
RealBadAngel |
im not sure thats doable even |
08:27 |
RealBadAngel |
not "render" but "regenerate" |
08:29 |
kahrl |
oh, I thought I saw a loop over the StaticTextSpecs that did a m_font->draw |
08:32 |
RealBadAngel |
checkin now it could be possible to offset it when drawing text |
08:36 |
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08:47 |
RealBadAngel |
fuck |
08:47 |
RealBadAngel |
i can code it, hmmmm is gonna kill me ;) |
08:48 |
RealBadAngel |
kahrl, ^^ |
08:49 |
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08:51 |
kahrl |
RealBadAngel: heh |
08:52 |
RealBadAngel |
but i can do that easily for labels on the buttons |
08:52 |
RealBadAngel |
in fact i coded that already |
08:52 |
RealBadAngel |
another thing are images |
08:52 |
kahrl |
images should be similar, no? |
08:53 |
RealBadAngel |
but those are another story, theyre in HUD |
08:53 |
RealBadAngel |
nah, that will be easy too |
08:53 |
kahrl |
aren't they ImageDrawSpecs, in GUIFormSpecMenu? |
08:53 |
RealBadAngel |
exactly |
08:54 |
RealBadAngel |
ok i know what to do |
08:54 |
RealBadAngel |
talking really helps |
08:54 |
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08:55 |
RealBadAngel |
while im still back there, maybe i will add static_text to formspecs? |
08:55 |
RealBadAngel |
that is really useable |
08:55 |
RealBadAngel |
formspecs doesnt have that feature exposed |
08:55 |
kahrl |
hmm, what would be the difference to label? |
08:55 |
RealBadAngel |
not being able to hover |
08:56 |
RealBadAngel |
labels are stealing focus |
08:56 |
kahrl |
huh |
08:56 |
kahrl |
why would a label be able to get focus |
08:56 |
RealBadAngel |
put a label that will cover a button |
08:57 |
RealBadAngel |
you wont be able to press that button |
08:57 |
kahrl |
oh |
08:58 |
RealBadAngel |
so in some cases static text would be really better than labels |
08:59 |
kahrl |
I think from an interface point of view it shouldn't be a totally new kind of formspec element, but an option to label |
08:59 |
RealBadAngel |
or that |
08:59 |
RealBadAngel |
even easier to code |
08:59 |
Hijiri |
clearly formspecs need to be an FRP framework |
09:01 |
RealBadAngel |
oh we had many talks what formspecs should be, easier to talk about than code it ;) |
09:01 |
RealBadAngel |
at some point SN was coding them as lua tables i think |
09:07 |
RealBadAngel |
kahrl, ok, made those labels on button clickin, now images |
09:08 |
kahrl |
nice |
09:08 |
nrzkt |
RealBadAngel, isn't this better to add a label attribute to make them static text ? |
09:09 |
RealBadAngel |
nrzkt, thats exactly what we have agreed on |
09:09 |
RealBadAngel |
but i will do that in separate commit |
09:15 |
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09:40 |
everamzah |
names are behind the water. (water is obstructed view of names) |
09:43 |
everamzah |
http://imgur.com/a/TYSun |
09:45 |
RealBadAngel |
kahrl, #3678 |
09:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/3678 -- Formspec: recreate item_image_button pressed state for its image and … by RealBadAngel |
09:46 |
RealBadAngel |
can you test it? |
09:57 |
kahrl |
RealBadAngel: instead of the hardcoded values I'd suggest using skin->getSize(gui::EGDS_BUTTON_PRESSED_IMAGE_OFFSET_X) and _Y |
09:57 |
kahrl |
for the image |
09:57 |
kahrl |
and for the text, skin->getSize(gui::EGDS_BUTTON_PRESSED_TEXT_OFFSET_X) and _Y |
09:59 |
kahrl |
maybe call the field "parent_button" instead of "button, to make the intent clearer |
09:59 |
RealBadAngel |
ok will try them |
09:59 |
kahrl |
"button"* |
09:59 |
RealBadAngel |
sure |
10:01 |
kahrl |
also it seems like line 1506 through 1509 are no longer needed at all |
10:06 |
RealBadAngel |
indeed |
10:07 |
kahrl |
hooray for less code :) |
10:09 |
RealBadAngel |
at least at some spots ;) |
10:10 |
kahrl |
touche :P |
10:15 |
everamzah |
sometimes this halo(?) thing doesn't update http://imgur.com/a/2NcBW |
10:18 |
RealBadAngel |
doesnt update? what do you mean? |
10:18 |
everamzah |
sometimes it's not see-through. but opaque, rather, and i can't see at all what i'm pointing at |
10:19 |
everamzah |
normal: http://imgur.com/jjLLTWJ |
10:19 |
everamzah |
but maybe it's normal, because sometimes that's how it is for see-thru nodes and water |
10:21 |
RealBadAngel |
are you using noclip when it becomes opaque? |
10:21 |
everamzah |
no |
10:21 |
RealBadAngel |
please can you determine when exactly it happens? |
10:22 |
everamzah |
no. kind of a rare thing. _felt_ like it wasn't updating, but i'm sorry i can't be clearer |
10:22 |
everamzah |
it's probably nothin :O |
10:22 |
RealBadAngel |
shouldnt happen at all |
10:22 |
RealBadAngel |
i will try to look for a possible reason |
10:22 |
everamzah |
diggin the new gfx changes, tryin some em out now |
10:22 |
everamzah |
maybe some1 else will notice it, too |
10:22 |
RealBadAngel |
for sure |
10:23 |
* everamzah |
wonders if it's a graphics driver/memory thingy on his debian laptop |
10:23 |
RealBadAngel |
its a simple mesh |
10:23 |
RealBadAngel |
but a change to clean it up was rather huge |
10:23 |
RealBadAngel |
over 20 files touched |
10:23 |
everamzah |
\o/ |
10:24 |
RealBadAngel |
so its possible that somwhere sits a nasty bug and just pops up from time to time ;) |
10:24 |
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10:25 |
everamzah |
i don't notice it now. but before there was another player nearby and it seemed to happen more (?) |
10:26 |
everamzah |
i wonder why these ones are offset: http://imgur.com/a/4ysFc |
10:26 |
everamzah |
maybe it's the node selection size def |
10:27 |
kahrl |
everamzah: that's because it scales the mesh outwards from the center of the node |
10:27 |
everamzah |
ah |
10:28 |
RealBadAngel |
everamzah, can you make a screenshot of that chair with boxes selection mode? |
10:28 |
everamzah |
sure |
10:29 |
* everamzah |
scrolls furiously |
10:30 |
everamzah |
sry, offhand do u know the setting name? (haha) |
10:30 |
RealBadAngel |
use menu |
10:30 |
everamzah |
ya i am i'm scrolling. i forgot what i turned on, even |
10:30 |
everamzah |
oh |
10:31 |
everamzah |
node_highlighting i found it |
10:31 |
* everamzah |
crosses fingers for a search box |
10:31 |
RealBadAngel |
its in client/graphics/ingame/basic |
10:32 |
everamzah |
http://imgur.com/a/rrEa0 |
10:32 |
everamzah |
looks tight, on the box |
10:32 |
everamzah |
afk |
10:34 |
RealBadAngel |
ok, i will try to correct the halo then |
10:34 |
RealBadAngel |
kahrl, ok, ive updated the PR |
10:37 |
kahrl |
RealBadAngel: code looks good to me now, will test |
10:38 |
kahrl |
oh, git says 1 line adds whitespace errors |
10:39 |
kahrl |
I've marked it on github |
10:40 |
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10:40 |
kahrl |
and s/button/parent_button in guiFormSpecMenu.h:251 |
10:42 |
RealBadAngel |
ok |
10:46 |
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10:51 |
everamzah |
seems to be opaque pretty often when there's two players together |
10:52 |
* everamzah |
wonders whether you saw the imgur album first linked with the names behind water |
10:54 |
RealBadAngel |
thats pretty normal |
10:54 |
everamzah |
oic |
10:54 |
RealBadAngel |
player name tags are rendered wrong way |
10:54 |
RealBadAngel |
that will be changed when i move tags to HUD where they should be |
10:55 |
RealBadAngel |
those tags cannot be rendered as 3d obects in the world, i have to move them away from here |
10:56 |
RealBadAngel |
otherwise tags will be shaded with all the postprocessing effects |
10:56 |
RealBadAngel |
so its on my TODO list already |
10:59 |
RealBadAngel |
kahrl, ok. fixed. does the change work for you? |
11:03 |
kahrl |
RealBadAngel: still a compile error :( |
11:03 |
kahrl |
I've marked the two bad lines |
11:03 |
RealBadAngel |
wut? |
11:03 |
kahrl |
did it compile for you? |
11:03 |
RealBadAngel |
will check clean sources |
11:03 |
RealBadAngel |
maybe ive messed something |
11:04 |
kahrl |
error: expected ‘,’ or ‘;’ before ‘rect’ |
11:04 |
kahrl |
in line 2440 and 2479 |
11:04 |
RealBadAngel |
lol yeah |
11:05 |
RealBadAngel |
looks like i was coding on other folder |
11:05 |
RealBadAngel |
and compiling another one |
11:08 |
RealBadAngel |
gui::EGDS_BUTTON_PRESSED_TEXT_OFFSET_X seems to be always 0 |
11:08 |
RealBadAngel |
only Y changes |
11:09 |
RealBadAngel |
for it to be nice lookin i think i shall use (Y, Y) |
11:10 |
kahrl |
or just use image offset for both |
11:10 |
kahrl |
that's more correct imho |
11:10 |
RealBadAngel |
what about different fonts? |
11:10 |
RealBadAngel |
some big ones? offset propably will be then smaller for text |
11:11 |
RealBadAngel |
Y, Y works ok |
11:11 |
kahrl |
I don't think the offset should depend on font size |
11:11 |
RealBadAngel |
we dont know that |
11:11 |
kahrl |
yeah but using Y for X seems very wrong |
11:12 |
RealBadAngel |
can you try image one? |
11:13 |
kahrl |
works well |
11:13 |
RealBadAngel |
image one offset seems to be smaller indeed |
11:13 |
RealBadAngel |
so leave there IMAGE one? |
11:13 |
kahrl |
yeah |
11:13 |
RealBadAngel |
ok |
11:13 |
kahrl |
but write a small comment why it's IMAGE and not TEXT |
11:19 |
RealBadAngel |
done |
11:19 |
RealBadAngel |
seems to be polished now |
11:22 |
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11:22 |
kahrl |
lgtm now |
11:42 |
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11:49 |
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11:51 |
Megaf |
Hi all, can you test this for me? Start a server (with pre generated map), wait 10 minutes, observe memory use on the server. Join the server, walk around in your already generated map, for about 10 minutes, observe the memory use climb. Leave the server, wait 10 minutes, memory use will not return to when you started the server. Memory use only climbs. |
11:51 |
Megaf |
no matter the settings in minetest.conf |
11:52 |
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11:52 |
Megaf |
in my case it climbed from around 112 MB to 192 MB |
11:52 |
Megaf |
193* |
11:53 |
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11:53 |
nrzkt |
Megaf, Player* objects are not free, only session & playerSAO |
11:56 |
Megaf |
I don't understand that |
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13:50 |
xeranas |
Hello, minetest.add_particlespawner have parameter colissiondetection and I wonder if I can destroy particle on its colission? |
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15:09 |
sofar |
xeranas: you can't right now, no |
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16:25 |
RealBadAngel |
wb hmmmm |
16:40 |
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17:04 |
RealBadAngel |
kahrl, hmmm, here? |
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17:39 |
Fixer |
hmhmhm, got craaash on latest git playing on 0.4.12 just test server, logs are clear |
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17:43 |
Fixer |
nt.dll error |
17:48 |
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17:59 |
red-001 |
that happens to me sometimes |
17:59 |
red-001 |
usually when quitting the game after it was running for a long time |
18:00 |
Obani |
RealBadAngel, does your master branch on Minetest-HD contain the dof ? |
18:03 |
RealBadAngel |
no |
18:03 |
RealBadAngel |
postprocessing is far from being complete |
18:04 |
Obani |
RealBadAngel, do you have screenshots of dof in action, I can't recover them in my history |
18:04 |
Obani |
? |
18:05 |
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18:07 |
red-001 |
https://www.google.ie/search?q=site%3Airc.minetest.ru+inurl%3Aminetest-dev+dof |
18:07 |
RealBadAngel |
http://i.imgur.com/dCfPFYq.png |
18:08 |
Obani |
Thanks RealBadAngel |
18:09 |
sofar |
RealBadAngel: I must say, DoF+tonemapping is pretty |
18:09 |
sofar |
RealBadAngel: did you ever look at those shader compile errors ? |
18:09 |
RealBadAngel |
what errors? |
18:11 |
sofar |
I posted those ... 5/6 days ago? |
18:11 |
RealBadAngel |
i was fixing some for sure |
18:12 |
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18:12 |
sofar |
it was on my Intel IVB gfx |
18:12 |
RealBadAngel |
but im sure if the ones you mean |
18:13 |
RealBadAngel |
anyway i had to step back to root and eliminate obstacles first |
18:13 |
sofar |
RealBadAngel: http://irc.minetest.ru/minetest-dev/2016-02-03#i_4523129 |
18:13 |
RealBadAngel |
i will go back to pp soon |
18:13 |
red-001 |
did you add the fix for building in VS2013? |
18:13 |
sofar |
yeah no worries, I was travelling and in CET and didn't see you online at the time |
18:14 |
RealBadAngel |
red-001, as i said, i will be back to coding pp soon |
18:14 |
RealBadAngel |
just a few more things to fix first |
18:15 |
RealBadAngel |
i need clean depth buffer, without any garbage here first |
18:15 |
sofar |
RealBadAngel: also DoF gave me some weird black sufaces in some cases, I wonder if that was parralax occlusion |
18:15 |
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18:19 |
RealBadAngel |
sofar, that was bumpmapping given wrong textures |
18:19 |
RealBadAngel |
theres shitload of things to fix |
18:19 |
RealBadAngel |
but one by one |
18:19 |
sofar |
cool |
18:21 |
RealBadAngel |
if i will start writing now whats need to be fixed you would sit there and read for half an hour |
18:21 |
RealBadAngel |
so just be patient ;) |
18:22 |
RealBadAngel |
also, from fixing old thing quite nice new features pops in |
18:22 |
RealBadAngel |
see latest commits |
18:22 |
sofar |
I'll try and test on Intel later this week again |
18:23 |
RealBadAngel |
sofar, btw, you should press your commits waiting |
18:23 |
sofar |
I've been out for a week, and I'm patient |
18:23 |
sofar |
but yes, there's a few that really are getting stale at this point |
18:24 |
RealBadAngel |
why 3503 is idle? |
18:25 |
RealBadAngel |
move your ass and finish it |
18:26 |
sofar |
honestly I don't understand why it wasn't merged ~ 16 days ago |
18:26 |
hmmmm |
#3503 |
18:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/3503 -- Nodebox: Allow nodeboxes to "connect" by sofar |
18:27 |
sofar |
the cleanups requested don't necessarily make the code better |
18:27 |
hmmmm |
it has a "WIP" tag |
18:27 |
sofar |
I can't remove tags |
18:27 |
hmmmm |
i see. |
18:27 |
sofar |
est31 already +1'd and said it could get merged as is |
18:28 |
sofar |
I agree it's not ideal code, but due to the fact that there's no common class inheritance this is what it is |
18:28 |
sofar |
also, it's fairly simple code, really |
18:28 |
hmmmm |
well things usually require at least two code review +1s |
18:28 |
sofar |
hmmmm: a review from you would be very helpful ;) |
18:29 |
hmmmm |
(note that there are some non-developers who take it upon themselves to +1 a PR that they didn't actually review, they just like the concept of) |
18:29 |
hmmmm |
if the code can be made cleaner and it's pretty easy to do so, then please... |
18:29 |
sofar |
nrzkt hasn't +1'd it. His reviews have been thorough and both him and est31 can't yet agree on a proper resolution of the non-common-class problem they'd additionally like to see solved |
18:30 |
hmmmm |
minetest upstream is meant for mostly production-ready code |
18:30 |
hmmmm |
ehh |
18:30 |
hmmmm |
no offense to nrkzt, but his reviews tend to be: "make this variable const" |
18:30 |
sofar |
hmmmm: that's the problem, ideally VManip and map are made into related classes so inheritance works for us |
18:30 |
hmmmm |
i wouldn't give that as much weight personally |
18:30 |
hmmmm |
i'll check it out |
18:31 |
sofar |
I'll take this PR to the end, as far as it needs to go, obviously |
18:34 |
RealBadAngel |
hmmmm, can you also check #3678 ? you shouldnt have much work with it this time |
18:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/3678 -- Formspec: recreate item_image_button pressed state for its image and … by RealBadAngel |
18:34 |
hmmmm |
one thing at a time |
18:34 |
hmmmm |
this sort of pileup is exactly what discourages me from wanting to be active in #minetest-dev |
18:34 |
RealBadAngel |
sure, just a reminder ;) |
18:34 |
hmmmm |
i haven't even been able to code anything myself |
18:35 |
RealBadAngel |
maybe seeing us on code streak will pump you too? |
18:35 |
hmmmm |
I have a full time job too |
18:36 |
RealBadAngel |
like everybody |
18:37 |
RealBadAngel |
but you have to admit that mt needs some activity, lately it was rather stagnating |
18:37 |
RealBadAngel |
over half a year since last release... |
18:37 |
hmmmm |
this is what always happens |
18:37 |
hmmmm |
if i take a break, minetest stagnates |
18:38 |
RealBadAngel |
hehe |
18:38 |
nrzkt |
hmmmm, i have a reduced activity these days and i mainly look at code robustness where i can't look at code general design |
18:38 |
hmmmm |
nothing ever gets done, PRs pile up, and there's an unexplainable performance regression |
18:38 |
RealBadAngel |
aw cmon, ive solved a few old issues lately |
18:38 |
red-001 |
nrzkt are you nerzhul? |
18:38 |
nrzkt |
RealBadAngel, 0AD also don't have a great cycle, STK too, and that's not a problem :) |
18:38 |
nrzkt |
red-001, yes |
18:38 |
hmmmm |
i am talking in general that's how the pattern seems to be |
18:39 |
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18:39 |
hmmmm |
whenever I take a break from minetest and come back, there's a new major performance regression |
18:39 |
sofar |
it's unavoidable. Question is how to solve it. |
18:39 |
nrzkt |
hmmmm, we didn't see you since some time, and we didn't see a performance regression, ? :) |
18:39 |
hmmmm |
maybe that's because i'm not officially "back" yet |
18:40 |
RealBadAngel |
maybe it could be a good time to get VBO in for a change? |
18:40 |
hmmmm |
why is vbo not in |
18:40 |
RealBadAngel |
because nobody dared? |
18:40 |
hmmmm |
ridiculous |
18:40 |
RealBadAngel |
i was lookin at memory usage today |
18:41 |
RealBadAngel |
the eating memory is not within VBO itself |
18:41 |
hmmmm |
I'll review it after these two pending reviews and then we'll commit |
18:41 |
hmmmm |
i know, it's irrlicht |
18:41 |
RealBadAngel |
no its mt |
18:41 |
hmmmm |
what's going on with mt? |
18:41 |
RealBadAngel |
some blocks get never unloaded |
18:41 |
RealBadAngel |
i can tell you step by step how to notice it |
18:42 |
RealBadAngel |
i started to read code around but im not familiar with it |
18:43 |
RealBadAngel |
but i put there some dumps runtime and checked that certain areas are NEVER unloaded |
18:43 |
* red-001 |
never sees areas unload |
18:44 |
RealBadAngel |
so, hardware buffers cant be freed neither |
18:45 |
RealBadAngel |
check this: spawn at ground level, make sure that you have some are loaded around you, best look at minimap and make sure all around you gets generated |
18:45 |
RealBadAngel |
now fly up, like y=1000 |
18:46 |
RealBadAngel |
stay at this level for a while |
18:46 |
RealBadAngel |
look down and press R, you will see the area down there |
18:47 |
RealBadAngel |
still here |
18:47 |
RealBadAngel |
teleport at 0,5000,0 |
18:47 |
RealBadAngel |
wait again |
18:47 |
RealBadAngel |
teleport back to 0,1000,0 |
18:47 |
RealBadAngel |
look down with R |
18:47 |
RealBadAngel |
area is STILL here |
18:48 |
RealBadAngel |
no matter what you will do, it will never get unloaded |
18:50 |
red-001 |
can #3656 be reopened ? |
18:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/3656 -- Stop water from spreading over water. by red-001 |
18:50 |
red-001 |
I added a fix for the problem with rivers |
18:51 |
red-001 |
or should I make a new PR? |
18:52 |
RealBadAngel |
so, either those blocks are not checked for last usage time once they felt out of range, or somehow their timers are not updated anymore |
18:53 |
RealBadAngel |
i got a feeling that this can be related to code that allows to keep blocks loaded without active player around |
18:54 |
RealBadAngel |
because it keeps a single area loaded all the time |
18:54 |
RealBadAngel |
hope this observations will help some1 finding the reason |
18:56 |
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18:56 |
RealBadAngel |
(note that when you fly up new blocks keep loading and unloading all the time, so it works in general) |
19:01 |
RealBadAngel |
ok, enough on that topic. i do have a question: i need to resize mesh, kinda scale but not by multiplying vertices by a factor (that works well only for cuboid having (0,0,) as center) |
19:02 |
RealBadAngel |
so i need to sub factor from box.min and add to box.max |
19:03 |
RealBadAngel |
question is, how to call that method? its not scaling. resizing? expanding? |
19:03 |
sofar |
is it a scaling with offset? |
19:03 |
RealBadAngel |
offset is for translation, when you move the box |
19:04 |
RealBadAngel |
i want to make box bigger by given factor |
19:04 |
sofar |
yes, but a normal scale implies that the center remains identical. don't you just scale with a different center? |
19:04 |
RealBadAngel |
i want to keep the center |
19:05 |
red-001 |
!seen paramat |
19:05 |
ShadowBot |
red-001: I saw paramat in #minetest-dev 11 hours, 40 minutes, and 37 seconds ago saying "merged" |
19:05 |
RealBadAngel |
and normal scale works only with center at 0,0,0 |
19:06 |
RealBadAngel |
sofar, http://i.imgur.com/YbNphtr.png |
19:06 |
RealBadAngel |
this is done with scale mesh |
19:06 |
sofar |
that helps, a lot :) |
19:06 |
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19:06 |
sofar |
grow? |
19:07 |
sofar |
seems much more sensible as a name |
19:07 |
RealBadAngel |
factor can be negative too |
19:07 |
sofar |
yes, growing can mean downwards too |
19:07 |
sofar |
trees grow roots downwards |
19:07 |
sofar |
branches get thicker downwards as well as upwards |
19:08 |
RealBadAngel |
wouldnt expand be better? |
19:08 |
celeron55 |
you obviously first translate it so that origin is at center, then scale it, and then revert the translation |
19:09 |
celeron55 |
same thing as if you wanted to rotate it around a point that is not the origin |
19:09 |
sofar |
RealBadAngel: expand, sure, that could work as well |
19:10 |
celeron55 |
so, it's just scaling around a different origin |
19:11 |
RealBadAngel |
celeron55, that will work fine i think |
19:12 |
RealBadAngel |
but sub/add (i need small resize just) could be less costly |
19:13 |
RealBadAngel |
celeron55, http://pastebin.com/wfwuPSyb something like that |
19:13 |
RealBadAngel |
less code than 2 translations + scale |
19:18 |
red-001 |
!tell paramat could you reopen https://github.com/minetest/minetest/pull/3656 ? |
19:18 |
ShadowBot |
red-001: O.K. |
19:20 |
nrzkt |
RealBadAngel, there is a timeout on loaded areas if i remember |
19:20 |
RealBadAngel |
yes there is |
19:20 |
RealBadAngel |
problem is that those block get never unloaded |
19:25 |
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20:59 |
nrzkt |
RealBadAngel, your eb3840a3f88dd9902ff1c5ea50d90a7f33e08d82 didn't work on AMD cards, everything is red |
21:03 |
nrzkt |
#3682 |
21:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/3682 -- tone mapping shader don't compile on AMD cards |
21:03 |
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21:06 |
est31 |
nrzkt, which opengl version? |
21:09 |
celeron55 |
RealBadAngel develops stuff on nvidia which has the most error-ignoring shader compiler |
21:09 |
nrzkt |
mesa versio |
21:09 |
nrzkt |
mesa version* |
21:09 |
nrzkt |
if i remember it's the last 3.X |
21:10 |
Calinou |
radeonsi should support OpenGL 4.1 now |
21:10 |
Calinou |
soon 4.2 |
21:10 |
nrzkt |
Calinou, not atm because some OpenGL 4.0 extensions are not supported |
21:10 |
nrzkt |
mesa has 4.1, AMD & intel not |
21:11 |
Calinou |
https://mesamatrix.net/ |
21:11 |
Calinou |
everyone but intel and nv50 do :) |
21:11 |
Calinou |
intel lacks two extensions, one in 4.1, one in 40 |
21:11 |
Calinou |
4.0* |
21:11 |
nrzkt |
yes but 4.0 is not enabled for AMD cards in mesa 11.1 atm |
21:12 |
nrzkt |
irrlicht used 3.3 then, and if i remember needs 4.2 at least for opengl 4.X |
21:15 |
nrzkt |
how can i debug this shader, i didn't have any log :( |
21:16 |
est31 |
nrzkt, do you use minetest or epixel |
21:16 |
nrzkt |
this is the same code for the client |
21:16 |
est31 |
it has different logging system |
21:17 |
nrzkt |
ofc, but all logs are present |
21:17 |
est31 |
minetest redirects irrlicht errors to log |
21:18 |
est31 |
when shaders fail to compile, it generates error via irrlicht logging system |
21:18 |
est31 |
http://irrlicht.sourceforge.net/docu/classirr_1_1video_1_1_i_g_p_u_programming_services.html#a4a8d3b727ee9223d8baa353b82da0478 |
21:18 |
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21:18 |
LuciousLisa |
o/ |
21:19 |
LuciousLisa |
just here to let you guys know that i just found out about minetest and that you're pretty awesome people. |
21:19 |
est31 |
I tested it, edited client/shaders/water_surface_shader/opengl_fragment.glsl and added "ddd" |
21:19 |
est31 |
LuciousLisa, thats great to hear! |
21:19 |
est31 |
nrzkt, it prints me errors like: |
21:19 |
est31 |
2016-02-09 22:17:25: ERROR[Main]: Irrlicht: GLSL shader failed to compile |
21:19 |
est31 |
2016-02-09 22:17:25: ERROR[Main]: Irrlicht: 0:61(1): error: syntax error, unexpected NEW_IDENTIFIER, expecting $end |
21:19 |
est31 |
2016-02-09 22:17:25: ERROR[Main]: generate_shader(): failed to generate "water_surface_shader", addHighLevelShaderMaterial failed. |
21:20 |
nrzkt |
strangely i have irrlicht logs are engine start but not after, looking for the problem |
21:20 |
nrzkt |
did you remember where is the irrlicht logging mapping ? |
21:21 |
est31 |
nrzkt, see commit a93838707a9aab104c20b6a971d8c622184a508f |
21:21 |
nrzkt |
yeah irrlicht is mapped too on my server |
21:32 |
nrzkt |
est31, in fact the problem was in clientlauncher, mapping was wrong on my log4cpp build :) |
21:33 |
nrzkt |
ok i have the error now |
21:33 |
nrzkt |
Irrlicht: 0:31(1): preprocessor error: #version must appear on the first line |
21:39 |
est31 |
yeey my guess turned out to be right :) |
21:39 |
nrzkt |
:) |
21:39 |
nrzkt |
this permit to fix a bug in my log4cpp interface with irrlicht, that's good :p |
21:40 |
nrzkt |
thanks |
21:45 |
nrzkt |
this is strange, every shader failed |
21:45 |
nrzkt |
selection shader, default_shader, which was added before and worked |
21:47 |
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21:50 |
nrzkt |
i confirm this is due to the tone mapping thing. I checkout-ed previous commit and everything works properly |
21:55 |
sofar |
is there a way to print which shader fails to compile? |
21:56 |
nrzkt |
i found the issue |
21:56 |
nrzkt |
due to a merge problem, sorry :) |
21:56 |
nrzkt |
a little optimisation i didn't reported to MT... |
21:56 |
sofar |
yeah but, it's really hard to see which shader fails the issue |
21:56 |
sofar |
adding a "glsl compilation failed in shader file "foo"" message may help a ton |
21:56 |
nrzkt |
and git add old code i didn't see and make a strange shader :) |
22:00 |
nrzkt |
i will report this change to MT in a PR |
22:05 |
nrzkt |
est31, can you look at #3683, it's trivial :) |
22:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/3683 -- shader.cpp: don't test twice if shader programs are present by nerzhul |
22:06 |
sofar |
it's trivial, but does that actually fix something? |
22:06 |
nrzkt |
sofar, a PR is not only for fixing things. Here the PR permit to fix the double same test in shader.cpp :) |
22:07 |
sofar |
then you should write that in the commit message. |
22:07 |
sofar |
:) |
22:07 |
sofar |
oh, nvm |
22:07 |
sofar |
I misread the title |
22:07 |
nrzkt |
write what ? the commit message is explicit :p |
22:07 |
sofar |
it's just a double test, nothing really broke |
22:08 |
nrzkt |
no, just a little contribution on my spare time i fixed in my MT forked branch that can be backported easily :) |
22:08 |
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22:15 |
est31 |
nrzkt, +1 |
22:18 |
nrzkt |
if you are okay, then merge when you want :) |
22:20 |
est31 |
done |
22:21 |
nrzkt |
thanks :) |
22:23 |
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22:24 |
Fixer |
https://github.com/minetest/minetest/issues/329 |
22:24 |
Fixer |
2 Dec 2012 |
22:25 |
Fixer |
LOL |
22:25 |
Fixer |
and this is not fixed yet |
22:28 |
nrzkt |
Fixer, thanks for issue #3680 |
22:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/3680 -- Merge singleplayer and server tabs (and probably use server method to play local games?) |
22:28 |
Fixer |
nrzkt, no problem, feel free to poke it |
22:28 |
nrzkt |
i think there is a cleanup to do on singleplayer, not especially server/single tab, but server threading used in single/multi |
22:29 |
Fixer |
btw, i'm just now swimming underwater with prelast git on 0.4.12 server and see no drowning, but after taking damage - drowning reappears |
22:34 |
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22:42 |
sofar |
2016-02-09 14:35:33: ERROR[Main]: generate_shader(): failed to generate "nodes_shader", addHighLevelShaderMaterial failed. |
22:42 |
sofar |
what? |
22:42 |
sofar |
my minetest is all red |
22:42 |
sofar |
I just pulled Tip of Tree |
22:42 |
est31 |
hmm |
22:43 |
est31 |
does something come before the code |
22:43 |
est31 |
some error of some kind? |
22:43 |
sofar |
tons of errors |
22:43 |
sofar |
pasting |
22:43 |
est31 |
mhh mine is erronenous too |
22:44 |
est31 |
nrzkt, you broke it, it seems |
22:44 |
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22:44 |
sofar |
https://gist.github.com/sofar/e128879eb631b321ef04 |
22:44 |
nrzkt |
est31 wtf :( |
22:44 |
nrzkt |
it fixed for me... |
22:44 |
est31 |
no |
22:45 |
nrzkt |
oh ! |
22:45 |
est31 |
the change is wrong obviously |
22:45 |
nrzkt |
there is an inversion in my commit |
22:45 |
nrzkt |
if (!vertex_program.empty()) { |
22:45 |
nrzkt |
+ pixel_program = shaders_header + pixel_program; |
22:45 |
est31 |
yeah |
22:45 |
nrzkt |
if (!pixel_program.empty()) { |
22:45 |
nrzkt |
+ vertex_program = shaders_header + vertex_program; |
22:45 |
nrzkt |
those two conditions are inverted |
22:46 |
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22:47 |
nrzkt |
sofar, |
22:47 |
nrzkt |
https://github.com/nerzhul/minetest/commit/e90f7f8585bf55dda4991188c4a6dfb60ff03994 |
22:47 |
nrzkt |
apply this please and tell me if it's better :) |
22:47 |
sofar |
ahhh lol |
22:47 |
sofar |
one sec respinning a PR myself atm ;) |
22:47 |
nrzkt |
ok, don't do a PR for this i will push it in master if you confirm it's good for you |
22:47 |
sofar |
I'm pushing #3608 so it can finally get merged ;) |
22:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/3608 -- Fix backface culling when connecting to new servers by sofar |
22:48 |
nrzkt |
good sofar, i added a little comment this evening |
22:49 |
est31 |
nrzkt, tested the patch it fixes the bug |
22:49 |
sofar |
I saw, hence the update |
22:50 |
sofar |
nrzkt: looks perfectly OK now! |
22:50 |
sofar |
after I applied https://github.com/nerzhul/minetest/commit/e90f7f8585bf55dda4991188c4a6dfb60ff03994 |
22:50 |
nrzkt |
perfect i push it, sorry for the inversion :) |
22:51 |
nrzkt |
pushed :) |
22:53 |
sofar |
so, now you have time to merge 3608? :) |
22:53 |
nrzkt |
not me, but maybe est31 :p |
22:54 |
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22:56 |
est31 |
I'll have a look |
23:09 |
est31 |
mhh 0.4.13 dev clients before the patch but after commit 735e3b70596e16d04de1edcd878deec3c539c6ed that connect to servers after the patch will probably crash |
23:09 |
est31 |
but we dont guarantee backwards compat for old dev clients |
23:09 |
est31 |
so that's okay |
23:12 |
sofar |
yup |
23:12 |
sofar |
there's not that much in between just yet anyway |
23:13 |
est31 |
meh, I bet we get bug reports. either way they ought to be closed. |
23:16 |
Fixer |
crash? i was having crash today of unknown nature, ntdll one |
23:17 |
est31 |
sofar, #3503 can now be rebased I think |
23:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/3503 -- Nodebox: Allow nodeboxes to "connect" by sofar |
23:17 |
Fixer |
could someone swim a little on new clients? |
23:18 |
Fixer |
ok, drowning started to work again (randomly) |
23:23 |
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23:36 |
Hijiri |
is the player pos always the bottom of the collisionbox or is it hardcoded 1m below the collisionbox origin? |
23:50 |
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23:56 |
sofar |
est31: ty, indeed it needs rebasing I see |
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