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IRC log for #minetest-dev, 2016-02-13

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Time Nick Message
00:07 Fixer RealBadAngel, just fps boost
00:07 Fixer RealBadAngel, 3695 should be good
00:07 RealBadAngel lookin at your comparisiong it shouldnt be even noticeable
00:08 RealBadAngel the curves are exactly the same
00:08 Fixer RealBadAngel, it is noticable, if it was 10ms per frame, now it is 5ms, big difference
00:08 Fixer 10 ms is 100 fps and 5 is 200
00:08 Fixer i mean that
00:08 RealBadAngel so define small FPS boost
00:10 Fixer RealBadAngel, +10%
00:11 Fixer RealBadAngel, +7-10%
00:11 Fixer RealBadAngel, roughly
00:11 RealBadAngel that sounds like enough to polish that code and test more widely
00:11 Fixer RealBadAngel, will be nice to have it
00:11 Fixer RealBadAngel, i went near crazy with that stutter shit
00:12 RealBadAngel 7-10% doesnt walk along a street each day rdy to pick up
00:13 RealBadAngel even if its not a solution to stutters, still nice find
00:13 Fixer RealBadAngel, made automated test with mapgen, it was fine and good, and recording became corrupted after some time, shiiit, now back to just test copy, CRAZY stutters, closed everything, still stutters, test results thgrough the window
00:15 Fixer RealBadAngel, this is funny, few days ago it was stuttering like hell on J-T copy with shaders, next day - same tests and build - no stutters, today... different build with your 3695, same test, shaders off/on - stuttering like shiiit
00:15 Fixer i have no idea what is going on
00:15 Fixer phase of the moon?
00:15 RealBadAngel i already was suspecting sand storms on mars
00:15 Fixer I think i need to remove Just-Test testing, it is suspicious world with strange bugs
00:16 Fixer and make new ones, with mapgen and without it
00:16 RealBadAngel what is different between yesterday and today?
00:17 RealBadAngel its time
00:17 Fixer RealBadAngel, yes
00:17 Fixer RealBadAngel, hold on
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00:17 RealBadAngel change date immediately on your system when you can see stuttering please
00:18 Fixer RealBadAngel, 2 days ago and 1 day ago it was exactly the same time of test, same builds, same test, same programs in background, and yet it is stutters wildly in first day, and much less wildly next day %)
00:18 Fixer o.O
00:18 sofar ok so
00:19 sofar someone needs to *fix* the b3d exporter
00:19 Fixer RealBadAngel, good idea
00:19 RealBadAngel maybe we do have some weird issues with some timers or what?
00:19 sofar otherwise I'm going to convert the player model to .x format
00:19 sofar GRRR
00:19 sofar if we can't properly export B3D, then the format is fucking useless
00:20 sofar .x is 4x as large :(
00:20 RealBadAngel sofar, youre talking bout blender?
00:20 sofar character.blend -> character.b3d export is completely broken
00:21 sofar I can't make it work, it's either rotated, or the model is split up in two, or worse, left hand is digging instead of right hand
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00:21 sofar relying on an unsupported export plugin that nobody can vouch for is broken
00:21 RealBadAngel sofar, with exporting to .x i also had many issues before i learned about all the exporting options
00:21 sofar .x works fine, first try
00:22 sofar I just enabled all the check boxes :)
00:22 RealBadAngel lol
00:22 sofar b3d export is NOT working properly, no matter what
00:29 sofar it's converting the model with left/right flipped, and 90 degrees rotated
00:29 sofar b3dexport.py
00:29 sofar if I rotate the entire model/pose in blender, it making the character sway sideways
00:29 sofar plus digs with left hand
00:29 sofar none of that happens with the .x export option
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00:32 kaadmy sofar: i use the one made for supertuxkart
00:32 kaadmy works just fine for me
00:32 kaadmy .x has big skeletal problems in mt for me
00:32 sofar can you try re-exporting character.b3d and try it in-game?
00:32 sofar from character.blend?
00:33 kaadmy ok
00:33 sofar also, what blender version?
00:34 kaadmy 2.69
00:34 sofar also, where exactly is the one made for "supertuxkart" ?
00:34 kaadmy i can give you a file
00:34 sofar hmm I'm on 2.76
00:34 kaadmy for some reason blender disabled the addon and complains when re-enabling it :((
00:35 kaadmy can't find script files even tho i know perfectly well they're there
00:35 Fixer RealBadAngel, same performance with different dates/time
00:36 est31 will soon push a fix for #3698
00:36 ShadowBot https://github.com/minetest/minetest/issues/3698 -- Private field 'm_selection_active' is not used
00:36 kaadmy supertuxkart's blender .b3d exporter: http://supertuxkart.sourceforge.net/Installing_the_tools
00:36 RealBadAngel Fixer, but can you observe stuttering now?
00:36 kaadmy it has the d/l links
00:36 est31 (10 mins)
00:37 kaadmy wtf is supertuxkart still using SF for..
00:37 sofar if they're using SF that means the project is dead
00:37 est31 well the project is not dead
00:37 RealBadAngel est31, hold on a sec
00:37 est31 and they use github afaik
00:38 kaadmy yeah they do
00:38 kaadmy still SF for the main page tho i think
00:38 est31 RealBadAngel, do you want to keep the variable?
00:39 RealBadAngel est31, theres 3678 waiting that edits the very same file
00:40 est31 whats the pr doing RealBadAngel ?
00:41 RealBadAngel finishing the simulating of item_image_buttons
00:41 est31 so what bugs does it fix
00:42 RealBadAngel before it item image button's image and text wasnt moving when button was pressed
00:43 est31 ah that thing
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00:43 Fixer RealBadAngel, i see strange results with 3695
00:43 RealBadAngel Fixer, like?
00:44 Fixer hold on
00:44 est31 RealBadAngel, commented on the PR
00:44 paramat RBA is game#834 correct? if so i'll merge it later
00:44 ShadowBot https://github.com/minetest/minetest_game/issues/834 -- Remove minetest.inventorycube by Rui914
00:44 RealBadAngel paramat, yes
00:45 paramat ok just water and glass
00:45 Fixer RealBadAngel, so I compiled clean minetest-0.4.13-fefa148-win64 and minetest-0.4.13-fefa148-win64 + PR 3695, did 2 tests, one on just test copy, another mapgen v6
00:45 Fixer RealBadAngel, now strange parts
00:47 est31 RealBadAngel, I've tested, your PR applies cleanly on top of master
00:47 RealBadAngel paramat, and lava
00:47 est31 its no big deal if two commits edit same file
00:47 est31 as long as its not too close inside that file
00:48 est31 git is smart tool :)
00:48 paramat yes and lava
00:48 Fixer RealBadAngel, with my default test config (which pretty much default + fixed 70 nodes range and no fps limit), mapgen test showed that PR3695 gave me +30% fps boost, BUT, here is interesting thing, on Just test testing it gave me -30% FPS boost o___0
00:49 paramat removing auto view range will be welcome. c55 was already going to remove it in farmap. many players disable it by setting min and max to same value. limiting it to 2000 will also help with #3659
00:49 ShadowBot https://github.com/minetest/minetest/issues/3659 -- Fix disappearing-world problem by OldCoder
00:49 RealBadAngel Fixer, until you turn on bump mapping or relief mapping even shaders are workin with regular, non tangent vertices
00:49 Fixer RealBadAngel, in mapgen test it was 132 to 175, in "just test" test - from 44 to 33
00:49 est31 #3659
00:49 ShadowBot https://github.com/minetest/minetest/issues/3659 -- Fix disappearing-world problem by OldCoder
00:49 est31 that bug doesnt need view range limited
00:50 est31 paramat just thinks again in his use case only
00:50 RealBadAngel est31, theres another code
00:50 RealBadAngel est31, http://irc.minetest.ru/minetest-dev/2016-02-12#i_4531932
00:50 RealBadAngel please do test that
00:50 est31 he doesnt want to spend 0.0000006 s of his game loop with that
00:50 est31 too wasteful for him
00:51 Fixer RealBadAngel, settings were the same except that was saved map and that was map generated on the fly, same default settings, and yet in one big fps loss, in another - big boost
00:51 RealBadAngel est31, according to fixer tests this change is worth 7-10% of FPS
00:52 sofar kaadmy: so you can't even use that version of blender and b3d exporter?
00:53 paramat it helps prevent the bug occurring in most of the world, and camera is already limited to 2000 nodes. and yes other code may be needed
00:53 est31 RealBadAngel, I dont believe it
00:53 est31 paramat, minetest is not supposed to be buggy at the world border
00:53 est31 paramat, thats what we have a BORDER for
00:53 Fixer sofar, will you ever finish your camera mod? :>
00:53 RealBadAngel est31, so paste that thing and compile
00:53 est31 its "work until the border", and after the border, it can be broken or something
00:54 sofar Fixer: what's missing? what would you want next from it?
00:54 est31 RealBadAngel, sorry my time is limited
00:54 est31 you want to update #3678 ?
00:54 ShadowBot https://github.com/minetest/minetest/issues/3678 -- Formspec: recreate item_image_button pressed state for its image and … by RealBadAngel
00:54 est31 RealBadAngel, I can merge it once you address my comments
00:54 RealBadAngel est31, yes, a sec
00:54 Fixer sofar, well, that features you specified in Next Goals %)
00:56 Fixer RealBadAngel, so what to do with those contradicting tests?
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00:59 RealBadAngel est31, what do you mean exactly there?
00:59 paramat :P
00:59 RealBadAngel whats wrong with scale and parent_button initialization here?
01:00 est31 RealBadAngel, initialize it like this https://github.com/minetest/minetest/pull/3678/files#diff-7dce35006f82e6eadf963514f5857a8bR255
01:00 est31 instead of parent_button = NULL;
01:00 est31 do parent_button(NULL)
01:00 RealBadAngel ive set them to NULL if not provided
01:01 RealBadAngel but ok
01:01 RealBadAngel editing it now
01:01 est31 its just syntax
01:03 Fixer sofar, it is pain to do tests with tinytask, camera mod will be helpful (loading recording via ingame command will be nice)
01:08 RealBadAngel est31, need to just compile it to check, because its not syntax only. here order matters
01:11 est31 yeah
01:11 est31 order must be same as declared in class
01:16 RealBadAngel est31, updated
01:18 RealBadAngel Fixer, i dont know what to think about differences between servers, this change is a) nothing new b)not related in any fucking way to server or mods
01:18 Fixer RealBadAngel, now, i connected to actual just test on the internet, and with your 3695 it has better fps
01:19 RealBadAngel this is only client side change and both regular vertices and tangent vertices code is widely tested because it was used for so long
01:20 RealBadAngel if you are getting mixed results that has to be something another
01:20 Fixer could be
01:21 Fixer hard to say, this "just test" world save is unpredictable, with stutters depending on phase of moon, and now this strange results
01:21 Fixer maybe that crazy water bugs is a reason
01:21 Fixer who knows
01:21 RealBadAngel 3695 is simple as that: use S3DVertex in almost all cases, enable usage of S3DVertexTangents only when bumpmapping or relief enabled
01:22 Fixer yeah
01:22 est31 RealBadAngel, you seem to have forgotten one place
01:22 RealBadAngel est31, where?
01:22 est31 and RealBadAngel I didnt say "remove the parent_button = NULL"
01:23 est31 I said "use the initializer list"
01:23 est31 thats different
01:23 est31 you removed it
01:23 est31 like here https://github.com/RealBadAngel/minetestHD/commit/000400686cc84219b7b028f1c5a54024cfff2fcf#diff-7dce35006f82e6eadf963514f5857a8bR142
01:23 RealBadAngel thats empty initialization
01:24 RealBadAngel if nothing is set in constructor why button shall be different?
01:24 est31 RealBadAngel, its a pointer
01:24 est31 pointers arent initialized
01:24 est31 RealBadAngel, in the empty constructor in C++ the constructor is run on every member variable
01:24 est31 and the constructor for pointers does _nothing_
01:25 RealBadAngel good to know
01:25 est31 it will get you read of uninitialized pointer warnings
01:27 est31 RealBadAngel, alternatively, if the constructor is never used, you can just remove the whole constructor
01:30 RealBadAngel est31, updated it
01:31 est31 RealBadAngel, only remaining place is now https://github.com/minetest/minetest/pull/3678/files#diff-7dce35006f82e6eadf963514f5857a8bR258
01:35 RealBadAngel est31, aw, missed it because its another struct. done
01:37 kaadmy sofar: no, but blender does this sometimss
01:37 kaadmy disabled custom addons and has errors when re-enabling
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01:43 est31 okay merged
01:43 est31 bye all
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01:45 paramat i'll merge game#789 game#833 game#834 soon
01:45 ShadowBot https://github.com/minetest/minetest_game/issues/789 -- New mesh door models, and extensive door API by sofar
01:45 ShadowBot https://github.com/minetest/minetest_game/issues/833 -- Convert furnace ABM to node timer by sofar
01:45 ShadowBot https://github.com/minetest/minetest_game/issues/834 -- Remove minetest.inventorycube by Rui914
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03:43 paramat now merging games 789 833 834
03:57 paramat merged
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04:19 sofar neat, I'm throwing it on my personal server and updating the whole lot
04:19 sofar if only jeija would pull my mesecons_doors patch :/
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05:53 paramat RBA https://github.com/minetest/minetest/blob/master/src/camera.cpp#L523 surely this should be 'if (viewing_range_max < 200)' because 'viewing range max' is in nodes?
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05:57 paramat as you discovered, viewing range max is always < 2000 so cameranode farvalue is set to 20k
06:07 paramat ok it makes sense, if view range < 2000 nodes fix camera farvalue to 2000 * BS, if above increase it as necessary
06:08 paramat the comment mentions clouds and indeed clouds render out to 2000 nodes
06:12 paramat perhaps i'll work on this function to also remove auto view range
06:21 paramat 'updateViewingRange' is called every camera 'update', if we remove auto view range this will remove a lot of processing
06:28 paramat .. it was going to be done anyway in farmap
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07:17 sofar hmm, I've been looking at blockmen's hunger and with a few tweaks I think it should be perfectly fine to put it in minetest_game, instead of merging something into core
07:17 sofar it actually makes singleplayer/vanilla minetest_game an interesting game
07:17 sofar I think it took me 3 game days to get my first bread
07:18 sofar not enough to starve me, either, but I had to tend the crops well enough
07:19 sofar I added a few tweaks to make it more interesting: hunger on crafting, and hunger healing reduces the hunger bar too (so if you took a lot of damage, expect to eat a lot of food)
07:19 sofar I need to add hunger on fighting, but then I think it's pretty decent
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08:04 paramat nore sfan5 any comments on my proposed improvements for game ABMs? game#827
08:04 ShadowBot https://github.com/minetest/minetest_game/issues/827 -- ABM improvements
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08:56 paramat here's the PR game#839
08:56 ShadowBot https://github.com/minetest/minetest_game/issues/839 -- Consolidate ABMs by paramat
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17:58 sofar nore: ty for pulling 840
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17:59 nore sofar: you're welcome, that was an important bugfix that had to be merged asap :)
18:00 sofar eh, that's what you get when you merge API changes
18:00 sofar happy to get them closed quickly, too
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19:43 Fixer RealBadAngel, have you seen smth like this in water: https://i.imgur.com/gl5W7MW.png config: http://pastebin.com/raw/5i52UCNW
19:46 kaadmy i think it's caused when different liquid types are side-by-side
19:46 kaadmy ie. river water beside normal water has z-depth fighting
19:49 Fixer it is homedecor glowlight white top thing below the water
19:49 kaadmy hmm
19:55 Fixer https://i.imgur.com/X4rb74B.png :S
19:55 ShadowNinja RealBadAngel, est31: You broke the build!!!
19:55 kaadmy huh??
20:00 celeron55 let me guess: irrlicht 1.7
20:01 Fixer me? 1.8.1
20:01 est31 seems so
20:01 est31 https://launchpad.net/~minetestdevs/+archive/ubuntu/daily-builds/+build/9006499
20:03 est31 /«PKGBUILDDIR»/src/guiFormSpecMenu.cpp:2438:19: error: 'EGDS_BUTTON_PRESSED_IMAGE_OFFSET_X' is not a member of 'irr::gui'
20:08 Fixer RealBadAngel, looks like there is a problem with water when shaders enabled
20:12 est31 #3701
20:12 ShadowBot https://github.com/minetest/minetest/issues/3701 -- Build with irrlicht 1.7 broken
20:12 Fixer RealBadAngel, oh well, bug dissapeared again :/
20:12 est31 I do notice some problems with lava
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20:16 RealBadAngel hmm, looks i was right when wanted to use hardcoded offset
20:18 Fixer est31, i got same problem you have https://github.com/minetest/minetest/issues/2780
20:18 RealBadAngel first the offset thing, gimme 5 minutes
20:19 Fixer est31, i also feel like problem appears when shaders are enabled
20:25 est31 #3703
20:25 ShadowBot est31: Error: Delimiter not found in "HTTP Error 404: Not Found"
20:25 est31 err #3702
20:25 ShadowBot https://github.com/minetest/minetest/issues/3702 -- Liquids Rendering issue
20:28 Fixer have not seen anything like thtat
20:32 RealBadAngel est31, can you check the liquids with 3695 applied please?
20:33 est31 RealBadAngel, moment pls
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20:37 est31 RealBadAngel, that PR fixes the bug
20:38 RealBadAngel as i thought, that was that slow irrlicht method to convert mesh to tangent space
20:40 RealBadAngel in 3695 ive switched to old way of making meshes but separate for S3DVertex and S3DVertexTangents
20:40 RealBadAngel based on settings
20:41 RealBadAngel so only bumpmapping and relief switches to tangent space ones
20:43 sofar !seen jeija
20:43 ShadowBot sofar: I haven't seen jeija in #minetest-dev.
20:46 Fixer !seen Jeija
20:46 ShadowBot Fixer: I haven't seen Jeija in #minetest-dev.
21:10 RealBadAngel est31, #3703
21:10 ShadowBot https://github.com/minetest/minetest/issues/3703 -- Formspec: fix broken irrlicht 1.7 build by RealBadAngel
21:11 RealBadAngel Fixer, ok, so what about those lamps?
21:11 Fixer RealBadAngel, what lamps? %)
21:12 RealBadAngel <Fixer> it is homedecor glowlight white top thing below the water
21:12 Fixer RealBadAngel, yes, i stand inside in water, slightly move mouse and get those weird shapes
21:13 est31 RealBadAngel, see comment
21:13 est31 if you fix it I'll push the commit directly
21:13 RealBadAngel a sec
21:13 est31 it looks good, and buildbots are best way to find out whether build succeeds.
21:14 Fixer RealBadAngel, you can test it on Liberty Land server and walk to coordinates on that screenshot
21:14 RealBadAngel i dont trust them since i saw they triggered building for 3695 at least 4 or 5 times. sometimes failing sometimes not
21:15 RealBadAngel it was happening yesterday
21:15 RealBadAngel i had page open whole day and was watching the show lol
21:17 RealBadAngel est31, done
21:19 est31 RealBadAngel, thanks for the fix
21:22 RealBadAngel Fixer, does 3695 fix that issue too or not?
21:23 Fixer RealBadAngel, standing in water thing? nope
21:25 RealBadAngel Fixer, on which conditions you can see the glitch exactly?
21:29 Fixer RealBadAngel, hard to say, at least with shaders on/off, my config: http://pastebin.com/raw/5i52UCNW
21:31 RealBadAngel ok, i can see the glitch
21:31 RealBadAngel hold on a sec
21:31 Fixer ._.
21:31 RealBadAngel its not about shaders or tangent space
21:31 RealBadAngel lemme check something more
21:33 RealBadAngel its not any recently born bug
21:35 RealBadAngel it looks like a pretty ancient issue
21:35 Fixer could be
21:36 RealBadAngel at least it "works" the same in 1.5yrs old builds
21:37 RealBadAngel so, please do open an issue on it but please dont put there sticker "rba's regression" :P
21:37 RealBadAngel i will fix that later today
21:37 Fixer one sec
21:37 Fixer RealBadAngel, what about that square water thing?
21:38 RealBadAngel well, if i wont get drunk today, in 1.5hours im turning 43 ;)
21:38 Fixer nice
21:38 RealBadAngel square water?
21:39 Fixer RealBadAngel, this crap -> https://i.imgur.com/X4rb74B.png
21:39 RealBadAngel also old like hell
21:39 Fixer RealBadAngel, when shaders are enabled, old, yes
21:39 Fixer RealBadAngel, for some reason my eye catched it again
21:39 RealBadAngel if you will check tickets there are at least 3 issues open on that
21:40 Fixer yes, looked at them
21:40 RealBadAngel its general flaw of mapblockmesh animate method
21:40 RealBadAngel bad by design
21:40 RealBadAngel not my code
21:42 RealBadAngel for such things to look consistent only solution is water surface shader that will do all visible surface at once
21:43 RealBadAngel same effect you can see when changing rapidly daytime without shaders
21:43 Fixer RealBadAngel, yes, but why water bug is off when shaders disabled?
21:44 RealBadAngel shaders have nothing to do with texture animations
21:44 Fixer ok
21:46 VanessaE RealBadAngel: he's not talking about animations.
21:46 RealBadAngel well, they can have something in common
21:46 RealBadAngel transparency
21:46 VanessaE he's talking about the opacity of the water, and it affects anything with alpha
21:46 VanessaE including say stained glass or homedecor curtains
21:46 Fixer yes
21:47 RealBadAngel a sec
21:47 VanessaE the effect is random, and affected by your view angle, distance, and pitch
21:47 VanessaE s/angle/yaw/
21:48 RealBadAngel just checked, that lamps issue is not related to shaders
21:48 RealBadAngel it "works" in both cases
21:48 Fixer nope
21:49 Fixer RealBadAngel, you mean this lamps https://cloud.githubusercontent.com/assets/8872119/8145588/dcc87e9e-120d-11e5-8499-1536abfafb58.gif ?
21:49 RealBadAngel just checked 1.5yrs old build and current one
21:49 RealBadAngel aw, we are switching topics
21:49 VanessaE yeah it's an old-ass bug
21:50 RealBadAngel i do have an idea
21:50 Fixer now i'm confused
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21:50 Fixer VanessaE, you mean that my screenshot with white homedecor windows?
21:51 VanessaE Fixer: your screenshot shows an alpha glitch in water.  that same glitch affects yes, white homedecor windows, curtains, fish tanks, stained glass (from the mod so named), ilights, and anything else with alpha.
21:51 Fixer VanessaE, ok
21:52 RealBadAngel that water thingy, mapblock sized
21:52 RealBadAngel who is able to see it right now?
21:52 VanessaE and depending on unknown variables, you can sit there unmoving and look at say, an ilight, and it'll sit there flickering between opaque and alpha for no reason at all, even though it is not animated.
21:52 VanessaE RealBadAngel: last time I loaded minetest (been a couple weeks), the effect was still there.
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21:52 RealBadAngel VanessaE, https://cloud.githubusercontent.com/assets/8872119/8145588/dcc87e9e-120d-11e5-8499-1536abfafb58.gif
21:52 RealBadAngel you can see exactly that?
21:53 VanessaE RealBadAngel: yes, I have seen precisely that effect, and again it affects EVERYTHING with alpha.  if you had a big, wide field of ilights or stained glass, you'd see the same thing happen with it.
21:53 VanessaE lemme check with my current build
21:53 RealBadAngel prepare now working build with "working" glitch please
21:54 RealBadAngel what version of irrlicht do you have?
21:54 VanessaE just my luck, it doesn't want to glitch out for me now.
21:54 RealBadAngel lol
21:54 Fixer RealBadAngel, yes
21:55 VanessaE Filename: pool/main/i/irrlicht/libirrlicht-dev_1.8.1+dfsg1-1+b2_amd64.deb
21:55 VanessaE (my minetest build is commit 262dbe11
21:55 VanessaE )
21:56 RealBadAngel one more question to be sure, does it happen with shaders enabled, right?
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21:56 VanessaE I couldn't reproduce it just now either with or without shaders.  I don't recall if shaders affected it for me when I last saw it.
21:56 VanessaE lemme try loading up a heavier game
21:56 RealBadAngel ok
21:59 VanessaE can't reproduce it now.  figures.  I'm sure it'll show up later.
21:59 RealBadAngel hehe propably when i go offline ;)
21:59 VanessaE maybe my build already has some commit to fix it; I've been kinda not following minetest development for a while.
21:59 Fixer hold on
21:59 Fixer i will reproduce it for you
21:59 VanessaE lemme try it with HDX
22:00 RealBadAngel Fixer, so, does it pops up with shaders?
22:00 Fixer RealBadAngel, with shaders
22:00 RealBadAngel ok, and which ver of irr you do have?
22:01 Fixer 1.8.1
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22:02 RealBadAngel ok, open game.cpp then
22:02 VanessaE can't reproduce it with commit 262dbe11 + HDX256 + dreambuilder, with or without shaders.
22:03 Fixer RealBadAngel, wait, i need to find that house with curtains
22:03 Fixer ._.
22:03 Fixer found it
22:03 Fixer ._.
22:03 Fixer that was fast
22:04 Fixer VanessaE, this one? https://i.imgur.com/vYsSnSr.png and https://i.imgur.com/RH4AiLP.png
22:05 VanessaE RealBadAngel: come to think of it, my build is actually Dec. 7 commit a594963a plus an older version of your inventory meshes pull from Jan 24.
22:05 VanessaE Fixer: that's the same glitch as the water, yes.
22:05 RealBadAngel Fixer, https://github.com/minetest/minetest/blob/master/src/game.cpp#L909
22:05 Fixer ok, can reproduce, let me check with shaders disabled
22:06 Fixer can't reproduce with shaders disabled
22:06 VanessaE well Fixer's build is much newer than mine, so it's clearly still an issue up to that point anyway.
22:06 Fixer RealBadAngel, ok
22:06 Fixer RealBadAngel, what now?
22:06 RealBadAngel find this and replace lines 909 - 922 with: http://pastebin.com/DmhAEH07
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22:07 Fixer RealBadAngel, ok
22:07 Fixer compiling is +20 min as usual
22:07 RealBadAngel sure
22:07 VanessaE I guess I should update.
22:08 RealBadAngel VanessaE, there are quite a few new nice things in
22:09 VanessaE most of it I probably won't notice (like the halo stuff)
22:09 RealBadAngel well, the halo works now way better than before
22:10 RealBadAngel ive changed it to use bounding box instead of many overlapping boxes
22:11 Fixer RealBadAngel, will compile on same commit
22:11 Fixer fefa148 one
22:14 VanessaE huh.  no inventory meshes in current HEAD?
22:14 VanessaE oh there it is.
22:14 VanessaE animation disabled by default.  that sucks :(
22:15 VanessaE *turns that and halos on*
22:15 VanessaE whose bright idea was it to turn those off by default?
22:18 VanessaE I like the halo single bounding box idea, btw.
22:18 VanessaE that looks 100000x better than a bunch of overlapping boxes.
22:18 RealBadAngel told ya :)
22:19 RealBadAngel btw its a tradition to turn off by default anythin i code ;)
22:20 VanessaE speaking of alpha, RealBadAngel:  take note of alpha in wielded objects like the aforementioned fishtank.
22:21 VanessaE (there isn't any, it's completely transparent where it should have alpha)
22:23 RealBadAngel wielded are setting other materials than used in world
22:23 VanessaE http://daconcepts.com/vanessa/hobbies/minetest/screenshots/random/Screenshot%20-%2002132016%20-%2005%3A25%3A51%20PM.png
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22:25 VanessaE that aside, I find no obvious faults with current HEAD, but that was hardly a scientific test.
22:26 VanessaE you still planning to do with cracks as you did with the halo? (a separate mesh or something wasn't it?)
22:28 RealBadAngel yes
22:28 VanessaE ok.
22:29 RealBadAngel that has to be done no matter what
22:29 RealBadAngel its a damn bottleneck
22:29 VanessaE I know.
22:29 VanessaE I just tested it with a(n animated) homedecor torch.
22:29 VanessaE (just out of curiosity)
22:33 Fixer compiled
22:33 RealBadAngel well, ive fixed another old issue just meanwhile
22:34 VanessaE cool
22:34 RealBadAngel remember that agressive bloks culling in the screen corners?
22:34 VanessaE yes
22:34 RealBadAngel one liner
22:34 Fixer yes
22:38 Fixer RealBadAngel, did not help
22:41 RealBadAngel Fixer, pity. but has to be merged anyway
22:41 RealBadAngel meanwhile, #3705
22:41 ShadowBot https://github.com/minetest/minetest/issues/3705 -- Fix too agressive block culling by RealBadAngel
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22:57 ShadowNinja RealBadAngel: Are you sure that doesn't just massively increase the cull angle?
22:59 RealBadAngel ehm, angle was halved there
23:00 RealBadAngel but i can dump number of blocks in range before and after
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23:03 ShadowNinja RealBadAngel: It seemed to be just about right the way it was though.  I bit low perhaps, but not _that_ low.
23:11 RealBadAngel ShadowNinja, just about right != right
23:11 RealBadAngel i will check different fov now
23:23 kahrl RealBadAngel: http://emoc.org/utile/camera_fov.png
23:23 kahrl when you want to compute DIST given L or vice versa, you have to apply trig functions to FOV/2, not to FOV
23:24 RealBadAngel ok, so whats wrong then with this?
23:24 kahrl (and you get L/2 instead of L)
23:24 kahrl RealBadAngel: I guess that it looks for the center of a mapblock
23:25 kahrl but sometimes parts of a mapblock should be visible while the center is not
23:25 kahrl s/guess/know, see line 202
23:31 RealBadAngel kahrl, looking at comments line 234 tries to take care of it
23:34 kahrl right
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23:36 kahrl RealBadAngel: there is another problem with camera fov
23:37 kahrl actually there should be two fovs, since the screen is rectangular: x_fov and y_fov
23:37 kahrl in OpenGL fov usually means y_fov, while is typically the smaller of the two
23:37 kahrl I think in Irrlicht it's the same
23:38 kahrl maybe isBlockInSight should use max(x_fov, y_fov)
23:38 kahrl s/while is/which is/
23:40 RealBadAngel changing screen proportions doesnt change that much
23:41 RealBadAngel maybe slightly increase fov angle would do the trick?
23:42 kahrl anything hacky like that will likely break in another situation again
23:43 kahrl screens seem to get wider (but not higher) every year
23:43 kahrl (and of course the user could change the window size themselves to be extremely wide)
23:44 RealBadAngel 5% is not enough, but increasing the angle by 10% works
23:47 kahrl ah, the thing I said is already done
23:47 RealBadAngel http://i.imgur.com/l5yr50s.png
23:47 kahrl camera_fov is camera->getFovMax() which is the max of m_fov_x and m_fov_y
23:48 RealBadAngel its  with if(cosangle < cos((camera_fov*1.1) / 2))
23:51 RealBadAngel http://i.imgur.com/RSrFzEk.png
23:51 RealBadAngel this is with 5%
23:53 RealBadAngel note ive rotated screen by 90deg, but it shouldnt matter as you found out
23:59 jomat win 32

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