Time |
Nick |
Message |
00:02 |
RealBadAngel |
kahrl, ive changed that in pr |
00:04 |
kahrl |
well |
00:04 |
kahrl |
with an increased angle you may just have to move farther away to get the problem again |
00:05 |
kahrl |
but I can't load and render enough mapblocks to get the problem (with *1.1) before melting my computer |
00:05 |
kahrl |
so I guess it's okay |
00:08 |
kahrl |
(I'd like to know where the mathematical error in the existing function was) |
00:08 |
RealBadAngel |
its over 20 yrs since my last math classes so i wont dig it ;) |
00:26 |
RealBadAngel |
kahrl, i think i know whats wrong |
00:27 |
RealBadAngel |
// Maximum radius of a block. The magic number is |
00:27 |
RealBadAngel |
// sqrt(3.0) / 2.0 in literal form. |
00:27 |
RealBadAngel |
f32 block_max_radius = 0.866025403784 * MAP_BLOCKSIZE * BS; |
00:27 |
RealBadAngel |
what sqrt(3) is doing here? |
00:28 |
RealBadAngel |
diagonal of a square is a * sqrt(2) |
00:31 |
kahrl |
we have a cube though, not a square |
00:31 |
RealBadAngel |
ooops |
00:32 |
RealBadAngel |
i told i shouldnt dig it ;) |
00:32 |
kahrl |
:D |
00:32 |
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00:51 |
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05:16 |
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05:20 |
paramat |
now merging game#839 |
05:20 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/839 -- Consolidate ABMs by paramat |
05:29 |
paramat |
merged |
05:48 |
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06:13 |
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07:47 |
RealBadAngel |
https://github.com/minetest/minetest/pull/3659#issuecomment-183843567 |
07:47 |
RealBadAngel |
kahrl, do you agree with that? |
08:01 |
RealBadAngel |
#3707 |
08:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/3707 -- Use proper variable types for uniform sampler layers by RealBadAngel |
08:05 |
RealBadAngel |
hmmmm, thx for noticing above, that fixed bug i couldnt trace when coding renderer |
08:09 |
RealBadAngel |
nore, please reconsider increasing camera_offset greatly, https://github.com/minetest/minetest/issues/3694#issuecomment-183536991 |
08:10 |
RealBadAngel |
nore, the issue you described with nodeboxes was caused by rendering precision AND the depth buffer |
08:11 |
RealBadAngel |
from what i can see it should be possible to set offset at least 1k or even more |
08:12 |
RealBadAngel |
with BS set to 1.0 (that affects also rendering precision) glitches are barely visible ~10 k distance |
08:31 |
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08:48 |
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08:58 |
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08:59 |
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08:59 |
est31 |
gonna push #3707 in 10 mins |
08:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/3707 -- Use proper variable types for uniform sampler layers by RealBadAngel |
08:59 |
est31 |
its small Pr and pretty clear that the stuff it does makes sense |
09:05 |
RealBadAngel |
est31, what bout 3705? |
09:08 |
est31 |
last time I saw 3705 it set the angle far too wide |
09:08 |
RealBadAngel |
changed that |
09:08 |
est31 |
10 percent... |
09:08 |
est31 |
well seems okay for me |
09:09 |
RealBadAngel |
<kahrl> well |
09:09 |
RealBadAngel |
<kahrl> with an increased angle you may just have to move farther away to get the problem again |
09:09 |
RealBadAngel |
<kahrl> but I can't load and render enough mapblocks to get the problem (with *1.1) before melting my computer |
09:09 |
RealBadAngel |
<kahrl> so I guess it's okay |
09:09 |
est31 |
whats the actual issue here? |
09:10 |
RealBadAngel |
blocks are disapearing in the corners, because of occlusion |
09:10 |
RealBadAngel |
look at screenshot in PR |
09:11 |
RealBadAngel |
visible at certain angles and heights |
09:13 |
est31 |
ah I see |
09:13 |
est31 |
hrmm could use a helpful comment |
09:13 |
est31 |
I'll add a proposed comment on github |
09:13 |
RealBadAngel |
ok |
09:19 |
RealBadAngel |
est31, any comments on code #3695? |
09:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/3695 -- Use vertices with tangents only when its needed. by RealBadAngel |
09:20 |
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09:32 |
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09:36 |
est31 |
RealBadAngel, commented on the PR |
09:39 |
blunaxela |
For code style, do you all use a checker like the kernel checkpatch.pl, or would that be too strict? |
09:40 |
est31 |
no, we review it manually |
09:40 |
est31 |
but checkpatch.pl would be an idea |
09:41 |
est31 |
but its written for C anyway |
09:41 |
est31 |
so needs changes |
09:41 |
est31 |
probably not worth the effort |
09:41 |
est31 |
5.9k lines |
09:42 |
blunaxela |
yeah, i assume it might choke on c++ a bit, oh, and it's quite large... |
09:54 |
blunaxela |
interesting, i need to figure out how to traverse the entire tree still, but /src/*.cpp only came out with trailing whitespace |
09:58 |
est31 |
there should be almost no file anymore |
10:02 |
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10:04 |
jhcole |
does anyone know how to remove a craft recipe |
10:05 |
jhcole |
I'd like to use the trapdoor recipe to craft something else instead |
10:25 |
blunaxela |
jhcole: (i'm very new to minetes) have you looked under <minetest>/games/minetest/mods/doors/init.lua |
10:25 |
blunaxela |
that's where the recipe seems to get registered |
10:28 |
jhcole |
yes, i could just change it there. The down side is that it makes my minetest_game less like upstream |
10:28 |
jhcole |
i was hoping to do it in the mod where i'm using the recipe to keep the relevant code all in one place |
10:32 |
jhcole |
i did notice the new trapdoor_steel recipe uses a different pattern than the trapdoor recipe, so i will probably change trapdoor to match the pattern of trapdoor steel, and maybe submit a pull request |
10:33 |
RealBadAngel |
est31, what for adding reserve(n) if push_back does the reallocation automatically? |
10:34 |
est31 |
the reallocation is done automatically yes |
10:34 |
est31 |
but doing it with reserve is faster |
10:34 |
RealBadAngel |
i see |
10:35 |
est31 |
if push_back does reallocation twice or more often |
10:36 |
blunaxela |
jhcole: ah, so the current trapdoor to be 2x2, and yours would be 2x3 |
10:36 |
blunaxela |
jhcole: what is your new recipe out of curiosity? |
10:38 |
jhcole |
blunaxela: i think the current trapdoor is 2x3, i'm suggesting making it 2x2 to match trapdoor_steel |
10:39 |
jhcole |
blunaxela: and also only output one trapdoor instead of 2 |
10:40 |
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10:41 |
Obani |
yo |
10:49 |
jhcole |
blunaxela: i just reread what you wrote and think i completely misunderstood. My new recipe would be fences for all the different types of wood |
10:49 |
RealBadAngel |
est31, vertex_count is number of vertices already stored, you propably meant nr of vertices im going to add, right? |
10:51 |
est31 |
yes |
10:51 |
est31 |
and the current size |
10:51 |
est31 |
add them together |
10:52 |
RealBadAngel |
so reserve(current + new) yes? |
10:52 |
RealBadAngel |
do the same to p->indices? |
10:52 |
est31 |
yes |
10:55 |
RealBadAngel |
pushed changes, check it now |
11:06 |
est31 |
RealBadAngel, got my +1 |
11:14 |
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11:15 |
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12:24 |
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13:00 |
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13:57 |
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14:39 |
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14:52 |
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15:13 |
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15:21 |
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15:34 |
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15:41 |
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15:43 |
xeranas |
Hi, can I add callback function on node for "player inside node" event?. From docs 'hacky' flags like "post_effect_color", "damage_per_second" suggest that there arent. Or I'm wrong? |
15:44 |
kaadmy |
afaik you have to check manually |
15:46 |
xeranas |
so every mod author adds theyr own on_step where they checks if they standing on right node? Even if "right" nodes could be few nodes in whole chunk? |
16:00 |
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16:05 |
xeranas |
hmm on_step is for entities only |
16:05 |
xeranas |
kaadmy: so how people checks if player steps on certain node (not entity)? |
16:11 |
xeranas |
I talk about walkable nodes right now |
16:21 |
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16:33 |
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17:03 |
nrzkt |
sfan5, nore can you look at #3708 please ? and vote |
17:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/3708 -- Player::accelerateHorizontal/Vertical should be member of LocalPlayer by nerzhul |
17:04 |
sfan5 |
nrzkt: what about d_wanted, can that be moved too? |
17:04 |
nrzkt |
i didn't look at this variable atm |
17:04 |
nrzkt |
wait a minute |
17:05 |
nrzkt |
d_wanted is a local function variable |
17:05 |
nrzkt |
we don't need to move it |
17:06 |
sfan5 |
oops |
17:06 |
sfan5 |
didn't see the declaration |
17:06 |
nrzkt |
no problem :) |
17:06 |
sfan5 |
nrzkt: you have my approval for 3708 |
17:07 |
nrzkt |
thanks for the review |
17:18 |
Hijiri |
xeranas: I think the mesecons pressure plate uses an abm or node timer and checks if a player is on top |
17:19 |
Hijiri |
you could also use register_globalstep |
17:20 |
xeranas |
Hijiri: does not look eficient methods, but seems its all what we have. Thanks! |
17:38 |
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17:53 |
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18:20 |
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18:37 |
everamzah |
!tell RealBadAngel the halo node highlighting goes opaque when there's two players? |
18:37 |
ShadowBot |
everamzah: O.K. |
18:38 |
everamzah |
oops http://i.imgur.com/h3zXr7f.png |
18:40 |
kaadmy |
is the node hilighting work for multiple players now?!?! |
18:40 |
kaadmy |
does* |
18:44 |
everamzah |
kaadmy: oh it's not supposed to? |
18:44 |
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18:47 |
RealBadAngel |
funny, what the hell transparency of the material have to do with number of players online? |
18:47 |
everamzah |
no clue, me |
18:47 |
everamzah |
dunno why, just that it seems to be the case |
18:47 |
Calinou |
I guess it's like that water transparency issue? |
18:47 |
Calinou |
where water becomes opaque in some MapBlocks, but only in multiplayer |
18:50 |
RealBadAngel |
lol |
18:51 |
RealBadAngel |
that will be hard one to track i afraid |
18:56 |
Fixer |
happy birthday, RealBadAngel |
18:57 |
RealBadAngel |
thx :) |
19:06 |
RealBadAngel |
Calinou, indeed both work together |
19:12 |
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19:20 |
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19:23 |
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19:30 |
RealBadAngel |
can anybody else vote for #3695? nrzkt, kahrl? |
19:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/3695 -- Use vertices with tangents only when its needed. by RealBadAngel |
19:31 |
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19:41 |
RealBadAngel |
Calinou, that really "works". and it is strange. open 2 clients, look at water. disconnect with one. water goes transparent. connect -> opaque |
19:42 |
RealBadAngel |
simply connecting changes the water immediately |
19:42 |
RealBadAngel |
halo suffers the same effect |
19:44 |
RealBadAngel |
ive made a small pool at y = 400, and watching with pause on one client, the second player is standing at ground level, so far away |
19:52 |
RealBadAngel |
i do have an idea |
19:53 |
RealBadAngel |
those are materials changing somehow in the middle of rendering |
19:53 |
RealBadAngel |
so, what changes when player joins? |
19:54 |
RealBadAngel |
player nametag is being displayed |
19:55 |
Fixer |
RealBadAngel, lol |
19:56 |
Fixer |
RealBadAngel, may you fix all the bugz and not loose your insanity till the next birthday |
20:01 |
RealBadAngel |
voild |
20:01 |
RealBadAngel |
voila i mean |
20:02 |
RealBadAngel |
ive disabled the bug |
20:02 |
RealBadAngel |
content_cao.cpp line 978 is the source of transparency bug |
20:03 |
RealBadAngel |
both for water and halo |
20:05 |
Fixer |
interesting |
20:05 |
Fixer |
i can test, if needed |
20:05 |
RealBadAngel |
sure |
20:06 |
RealBadAngel |
comment out all lines starting with m_textnode |
20:06 |
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20:06 |
RealBadAngel |
978 - 986 |
20:07 |
Fixer |
RealBadAngel, transperency bug = that thing with opaque water and with windows? |
20:07 |
RealBadAngel |
idk if with windows, but water and halo for sure |
20:12 |
RealBadAngel |
wonder whats in usin text node is wrong |
20:13 |
Fixer |
compiling |
20:45 |
Fixer |
RealBadAngel, looks like it fixed the problem for me, looking more |
20:59 |
Fixer |
RealBadAngel, interesting, no bug for me |
20:59 |
Fixer |
RealBadAngel, bug is disabled |
21:07 |
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21:09 |
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21:11 |
RealBadAngel |
Fixer, yeah, now have to find out whats wrong with text scene node... |
21:15 |
Fixer |
RealBadAngel, yes, looks like water squares opacity, water opacity and windows opacity are fixed, however, other blinking bugs in complex liquids remain, like this https://i.imgur.com/Ucc5cXD.jpg (but it is very good start) |
21:15 |
Fixer |
RealBadAngel, and damn it is slow without 3695 |
21:16 |
RealBadAngel |
the "other" bug is not related |
21:16 |
RealBadAngel |
this is due to zbuffer sorting |
21:16 |
Fixer |
RealBadAngel, yeah, i noticed they are different |
21:16 |
RealBadAngel |
transparent stuff requires separate render pass |
21:16 |
RealBadAngel |
will be done in the future |
21:16 |
Fixer |
RealBadAngel, your code change fixed a LOT of blinking |
21:17 |
Fixer |
checked on 2 servers |
21:17 |
Fixer |
RealBadAngel, so very nice start |
21:17 |
Fixer |
i have hope |
21:17 |
Fixer |
RealBadAngel, player report another interesting bug to me, with glass and transperency |
21:17 |
RealBadAngel |
most important in bugs elimination is to know the reason |
21:17 |
RealBadAngel |
we do now |
21:18 |
RealBadAngel |
bad news is that it looks like irr bug |
21:19 |
RealBadAngel |
on the other hand i planned to remove nametags from the scene anyway |
21:19 |
RealBadAngel |
they cannot stay there in current form |
21:19 |
RealBadAngel |
have to be moved to HUD |
21:20 |
Fixer |
RealBadAngel, have you seen smth like that? https://imgur.com/a/myQjU |
21:20 |
RealBadAngel |
thats because of postprocessing. i cant shade texts with bloom dof etc |
21:20 |
Fixer |
it is obsidian glass slabs |
21:21 |
Fixer |
from one side they are ok, from another, they are transperent |
21:21 |
Fixer |
they are from moreblock |
21:21 |
RealBadAngel |
seems legit |
21:21 |
RealBadAngel |
its glasslike drawtype |
21:22 |
RealBadAngel |
glasslike framed should be used for such things |
21:22 |
* Fixer |
pokes Calinou |
21:23 |
RealBadAngel |
about nametags luckily i wrote waypoints code |
21:24 |
RealBadAngel |
i will just move nametags into std::vector in hud and display them all same way as waypoints |
21:25 |
RealBadAngel |
im not going to dig in irrlicht while i have to move them anyway, just havent thought i have to do that right now |
21:26 |
RealBadAngel |
lol |
21:26 |
RealBadAngel |
Fixer, you poked him too hard ;) |
21:26 |
Fixer |
lol |
21:28 |
Fixer |
RealBadAngel, so transperency could be fixed by mod maker? |
21:30 |
RealBadAngel |
Fixer, i think its textured wrong way |
21:30 |
RealBadAngel |
will check it later, but for sure you wont have such problems while using framed |
21:31 |
RealBadAngel |
framed were designed for such things |
21:37 |
Fixer |
!tell Calinou https://github.com/minetest-mods/moreblocks/issues/32 |
21:37 |
ShadowBot |
Fixer: O.K. |
21:50 |
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22:01 |
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22:37 |
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22:53 |
Hijiri |
Is it true that non-fleshy damage types don't have an effect on players, even if their armor group is set? |
22:54 |
Hijiri |
I know that immortal armor group has no effect |
22:58 |
Hijiri |
actually I just tested it, it does have an effect |
23:02 |
Hijiri |
actually no |
23:02 |
Hijiri |
that was just the attacking client |
23:06 |
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23:18 |
jhcole |
i've compiled the latest minetest server using DRUN_IN_PLACE=1 so i can do some tests before installing globally, but contrary to the dev wiki it is loading mods from '~/.minetest/mods/' instead of 'minetest-install-directory/mods/'. Does anyone know how to fix this? |
23:19 |
jhcole |
Or how to run two separate instances of minetestserver, each with there own separate mod directories? |
23:26 |
RealBadAngel |
if you compile in place theres no way it can use global mods |
23:26 |
RealBadAngel |
propably you are running wrong bin? |
23:26 |
Hijiri |
Is it possible to override how punch callbacks are called during a punch? |
23:27 |
Hijiri |
I want to calculate the damage specially and then pass that to the existing callbacks |
23:27 |
Hijiri |
if I overwrite minetest.register_on_punchplayer it won't change the behavior of existing callbacks |
23:30 |
jhcole |
RealBadAngel: im running with ./bin/minetestserver in the git repo where i compiled |
23:32 |
RealBadAngel |
jhcole, youre compiling the repos? better clone fresh sources, move them to destination folder and compile again |
23:32 |
RealBadAngel |
propably you have there messed make files |
23:35 |
jhcole |
RealBadAngel: perhaps, i'll try that, but i did pull the latest from the master branch, and git diff is null |
23:36 |
RealBadAngel |
have you ever compiled game in this directory before? |
23:36 |
RealBadAngel |
with different make options? |
23:37 |
jhcole |
yes i have, I reran cmake though, is that not enough? |
23:45 |
jhcole |
hmm, i'm seeing a warning from cmake 'Manually-specified variables were not used by the project: RUN_IN_PLACE' |
23:45 |
jhcole |
oops, i had a lowercase l in PlACE |
23:51 |
jhcole |
RealBadAngel: thanks for you're help, its working now :) |
23:52 |
RealBadAngel |
if you want to clean it, you shall delete cmake_cache.txt |
23:53 |
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23:53 |
RealBadAngel |
CMakeCache.txt actually |
23:57 |
Hijiri |
Is it okay to access core.registered_on_punchplayers |
23:57 |
Hijiri |
in a mod |
23:57 |
Hijiri |
or is it meant to be internal |