Time |
Nick |
Message |
00:03 |
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00:20 |
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paramat joined #minetest-dev |
00:22 |
paramat |
RealBadAngel see new comments in 3695 |
00:23 |
RealBadAngel |
ok |
00:26 |
RealBadAngel |
paramat, ok with space after "if", but im using brackets for every oneliner if, for or whatever |
00:26 |
paramat |
ok no problem |
00:27 |
RealBadAngel |
that makes "harder" to make stupid mistakes when modyfing or reading code later on |
00:31 |
RealBadAngel |
paramat, fixed |
00:31 |
paramat |
unit tests failed in one of the builds, lets see what re-triggering the builds does |
00:32 |
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00:34 |
RealBadAngel |
those unit tests are pretty funny |
00:34 |
RealBadAngel |
i saw it starting all over several times one day in a PR |
00:34 |
RealBadAngel |
once failing once passing |
00:34 |
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00:38 |
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Taoki joined #minetest-dev |
00:39 |
Hijiri |
actually it seems like non-fleshy damage types are working after all?? |
00:39 |
Hijiri |
I'm not sure what's happening |
00:42 |
Hijiri |
ok |
00:42 |
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00:42 |
Hijiri |
I think I see |
00:42 |
Hijiri |
the reason I thought it wasn't working was because 3d_armor mod was healing the player before I could notice |
00:49 |
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00:50 |
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01:12 |
RealBadAngel |
paramat, https://travis-ci.org/minetest/minetest/builds/109250373 |
01:12 |
paramat |
good ok |
01:20 |
RealBadAngel |
after that please close issue #3702 |
01:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/3702 -- Liquids Rendering issue |
01:21 |
paramat |
ok |
01:35 |
sofar |
paramat: you're making the game too easy :) |
01:39 |
paramat |
could make wheat seeds only dropped by junglegrass, that can be a 5000 node walk |
01:40 |
sofar |
having them drop from normal grass is fine |
01:40 |
sofar |
I just don't like that with hands they drop grass nodes |
01:40 |
sofar |
it would actually make swords useful in minetest_game |
01:41 |
RealBadAngel |
to harvest seeds? thats indeed fine usage for swords :P |
01:41 |
sofar |
no |
01:41 |
sofar |
opposite |
01:41 |
sofar |
without swords you can't get leaves, grass or junglegrass |
01:41 |
sofar |
with swords you will never get seeds |
01:41 |
sofar |
just grass or leaves |
01:41 |
RealBadAngel |
still |
01:42 |
RealBadAngel |
better make a machete for that ;) |
01:42 |
sofar |
I was suggesting something like that |
01:42 |
sofar |
but swords are already in the game, and that's fine as well |
01:43 |
sofar |
the actual tool isn't pertinent |
01:44 |
RealBadAngel |
but nobody saw ever farmers running around with swords to get some seeds anyway ;) |
01:44 |
RealBadAngel |
or a few leaves |
01:45 |
sofar |
it's not the important part of the change needed |
01:48 |
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01:48 |
sofar |
introducing a machete without the other part will never get accepted, anyway |
01:51 |
VanessaE |
that said, don't most folks who DO go out roughing it use an axe or hatchet to gather leaves? |
01:52 |
sofar |
why would you? it wears down the tool and hands have the same result |
01:52 |
sofar |
that's exactly my problem with it :) |
01:52 |
VanessaE |
not saying you should in-game |
01:52 |
VanessaE |
rather that it doesn't matter if it's an axe or a sword or something else |
01:53 |
sofar |
axe is fine too |
01:53 |
VanessaE |
though I guess one wouldn't even begin to consider using a shovel ;) |
01:53 |
sofar |
I honestly don't care, as lnog as it's a sharp tool :) |
03:13 |
jhcole |
sofar: I really like the new doors api but I'm having trouble with backface_culling. It doesn't seem to be working. is this just me? |
03:23 |
RealBadAngel |
huh, got those nametags ALMOST working |
03:24 |
RealBadAngel |
i do have all the nametags (pos and text) already on HUD side only |
03:25 |
RealBadAngel |
now the black magic :) |
03:25 |
RealBadAngel |
btw, with this i will solve at least 3 issues lol |
03:26 |
RealBadAngel |
nametags hidden behind water, opaque halo, and all the liquids transparency issues |
03:30 |
sofar |
jhcole: update minetest |
03:31 |
sofar |
RealBadAngel: can you fade nametags with distance? |
03:31 |
RealBadAngel |
sofar, easily if requested |
03:32 |
jhcole |
sofar: i'm built from commit 3a74b84 |
03:32 |
sofar |
jhcole: what exactly is the problem? |
03:34 |
jhcole |
sofar: the backface is visible |
03:34 |
sofar |
on which door? |
03:34 |
jhcole |
sofar: for wood and steels doors |
03:34 |
jhcole |
and a door i'm trying to add via the api |
03:35 |
sofar |
did you make sure to restart the server? |
03:35 |
jhcole |
yeah |
03:35 |
sofar |
screenshot (fullscreen pls, with f5 debug enabled) |
03:37 |
sofar |
well, it's still working for me. did you modify door code or anything? can I see your door registration def? |
03:39 |
sofar |
updated myself to 3a74b84 and it's still fine |
03:39 |
sofar |
jhcole: ? |
03:40 |
jhcole |
sofar: i'm working on getting a good screenshot |
03:40 |
jhcole |
sofar: just a sec |
03:43 |
sofar |
you know f12 works, right? |
03:44 |
jhcole |
sofar: http://imgur.com/kDZeQGu |
03:45 |
jhcole |
i wanted to get the scene right |
03:45 |
sofar |
so what version of minetest is running on the server? |
03:45 |
jhcole |
i just built the latest commit tonight, its running in place |
03:46 |
jhcole |
latest minetest and latest minetest_game |
03:46 |
sofar |
and the client is dirty? local modifications to the tree? |
03:47 |
jhcole |
i think its saying that because there are a few archive files inthe root dir from previous builds |
03:47 |
sofar |
are you running the client from the same in place location? |
03:48 |
jhcole |
oh sh*t |
03:49 |
sofar |
well no, poop is most likely not the reason |
03:49 |
jhcole |
no my client is out of date, running wrong machine |
03:49 |
sofar |
yes, old clients will not see culled mesh nodes |
03:50 |
jhcole |
cool, I wish i would have thought of that :) |
03:50 |
sofar |
no worries, you're not the first today that claimed my code was broken :) |
03:51 |
RealBadAngel |
http://i.imgur.com/fWUp96b.png |
03:51 |
* RealBadAngel |
yawns |
03:51 |
sofar |
navel name tag |
03:52 |
RealBadAngel |
its in HUD now |
03:54 |
RealBadAngel |
ha, it will be possible to make nice screenshots on servers without all those nametags around |
03:54 |
jhcole |
sofar: I actually think its a great improvement. I'm trying to update the landrush shared_door to use the new api, but i found i need do some checking to see if the door's area is shared, so i modified the door api to accept an on_rightclick in def |
03:55 |
sofar |
show me those changes, I'd like to see them |
03:55 |
sofar |
(I have a few door fixes already pending) |
03:55 |
sofar |
I want to make sure we keep the code cleaned up well |
03:55 |
jhcole |
sofar: ok, i'll push in a few minutes and link |
04:06 |
sofar |
jhcole: this for a subgame, I suppose? |
04:07 |
jhcole |
sofar: i guess so, what the definition of a subgame? its for the LLM II server at 162.211.32.154 |
04:09 |
sofar |
well if you're patching minetest_game you either submit those changes for merging or you are maintaining a subgame :) |
04:19 |
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loggingbot_ joined #minetest-dev |
04:19 |
|
Topic for #minetest-dev is now Minetest core development and maintenance. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
04:21 |
RealBadAngel |
so,http://i.imgur.com/IFoFJRO.png |
04:22 |
RealBadAngel |
finished, will clean and push that after a nap |
04:22 |
jhcole |
https://github.com/FozLand/landrush/commit/096b39518241e594d14e4c73063b766e47600968https://github.com/FozLand/minetest_game/commits/doors |
04:23 |
jhcole |
that was supposed to be two separate links https://github.com/FozLand/landrush/commit/096b39518241e594d14e4c73063b766e47600968 and https://github.com/FozLand/minetest_game/commits/doors |
04:50 |
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04:50 |
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Topic for #minetest-dev is now Minetest core development and maintenance. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
05:03 |
paramat |
!tell rubenwardy see new comment in #3140 |
05:03 |
ShadowBot |
paramat: O.K. |
06:03 |
paramat |
now merging #3695 |
06:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/3695 -- Use vertices with tangents only when its needed. by RealBadAngel |
06:12 |
paramat |
merged, and closed issue 3702 |
06:20 |
sofar |
nice, it feels slightly faster |
06:32 |
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06:39 |
paramat |
i've just tested with camera offset step of 31000 and made snow nodeboxes 1/16th node thick, i only noticed them blinking at roughly 1000 nodes altitude |
06:56 |
paramat |
hm with 1/32th node nodeboxes they start to get bad at 200 nodes distance, so the current setting may be necessary |
07:00 |
paramat |
.. depending on how common 1/32th nodeboxes are |
07:03 |
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07:04 |
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07:04 |
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07:06 |
paramat |
retesting, even 1/16th nodeboxes start to get glitchy at 200 nodes |
07:08 |
paramat |
so setting seems good, closing issue |
07:09 |
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07:12 |
RealBadAngel |
paramat, if only one specific drawtype is wrong, that means nothing other that theres something wrong with the drawtype not the camera |
07:16 |
RealBadAngel |
so, what about fading nametags with distance? |
07:17 |
RealBadAngel |
shall i add it? hmmmm, kahrl, nore, sfan5 ? |
07:17 |
VanessaE |
RealBadAngel: PLEASE DO. |
07:17 |
sofar |
yeah man, please do |
07:17 |
RealBadAngel |
any ideas on actual distance? |
07:18 |
VanessaE |
fade to the same distance as the current view range |
07:18 |
VanessaE |
maybe go say 100m past that. |
07:18 |
VanessaE |
I shouldn't see a player's name 2000 nodes away if I can only see out to 500 or whatever |
07:19 |
VanessaE |
well, maybe have a fade limit |
07:19 |
sofar |
I would fade at math.max(camera distance, 100) |
07:19 |
sofar |
wheps |
07:19 |
VanessaE |
barely readable once they get out past the fog, but no more faded than that. |
07:19 |
VanessaE |
(if that makes sense) |
07:19 |
RealBadAngel |
remember that im fixing rendering distance too with another commit, so actual vRange will be a REAL limit of what you can see |
07:19 |
sofar |
I would fade at math.min(camera distance, 100) |
07:19 |
sofar |
the lower of 100 or camera distance |
07:20 |
sofar |
don't even bother going past camera distance |
07:20 |
sofar |
or more than 100 nodes |
07:20 |
VanessaE |
100 nodes might be a bit short. |
07:20 |
RealBadAngel |
http://i.imgur.com/YyiUNzZ.png |
07:20 |
VanessaE |
it only takes a matter of seconds to run that far |
07:20 |
RealBadAngel |
thats 40 nodes distance |
07:20 |
sofar |
I don't think you can see players from that far |
07:21 |
VanessaE |
that's fair - if you can't discern the actual player model, you shouldn't be able to hardly see the name at that point |
07:21 |
RealBadAngel |
fog here is adjusted to match the view distance |
07:21 |
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07:21 |
VanessaE |
player models themselves ought to fade too, but I don't think they do (do they?) |
07:21 |
VanessaE |
(I don't remember) |
07:21 |
RealBadAngel |
with my changes they do |
07:21 |
VanessaE |
RealBadAngel: got a before-and-after of that 40m range? |
07:21 |
RealBadAngel |
without theyre always visible |
07:21 |
VanessaE |
I'm having trouble mentally comparing it |
07:22 |
RealBadAngel |
ok |
07:22 |
VanessaE |
of course there probably should be a config option to disable the fading behavior |
07:23 |
VanessaE |
(even better: hide nametags when HUD is hidden) |
07:23 |
RealBadAngel |
but first: player at edge of 40m http://i.imgur.com/2RC5wel.png |
07:23 |
VanessaE |
I see it. barely :) |
07:24 |
RealBadAngel |
VanessaE, theyre part of hud now, so its obvious theyre gone when you turn hud off |
07:24 |
VanessaE |
how about the distance limit of a nametag be double your current view distance, or 100m, whichever is more. |
07:24 |
RealBadAngel |
can try |
07:25 |
VanessaE |
[02-15 02:23] <sofar> I would fade at math.max(camera distance, 100) <-- camera distance * 2 |
07:26 |
sofar |
why show name plates for players well outside visual range? |
07:26 |
VanessaE |
so that you can follow them |
07:27 |
sofar |
it makes pvp way too easy |
07:27 |
VanessaE |
maybe. |
07:29 |
RealBadAngel |
it can be optional, so pvp servers could turn fading on |
07:30 |
sofar |
well so, the easiest way is to make less configure options that can achieve more ways of configuring |
07:30 |
RealBadAngel |
also we can toggle it with a key |
07:30 |
sofar |
don't make it client-abusable |
07:30 |
RealBadAngel |
if server wont allow it wont work |
07:30 |
sofar |
allow the server to set it? |
07:30 |
RealBadAngel |
same as with minimap |
07:31 |
sofar |
server should be able to set the max |
07:31 |
sofar |
clients should be able to turn off plates and choose lower range? |
07:31 |
sofar |
max = 0 -> server forces plates off entirely |
07:32 |
sofar |
max = -1 -> server allows plates on range at any level |
07:32 |
sofar |
that way everything is possible (except make it camera distance dependent |
07:32 |
sofar |
you could reset the client to some camera dependent value, though |
07:33 |
RealBadAngel |
i think we shall leave that for discussion because it can really affect gameplay |
07:34 |
RealBadAngel |
im already calculating distance to the point so applying it is easy |
07:34 |
RealBadAngel |
(code is using same math as waypoints) |
07:48 |
kahrl |
RealBadAngel: regarding #3705, I have figured out a possible reason where the 1.1 factor came from |
07:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/3705 -- Fix too agressive block culling by RealBadAngel |
07:48 |
kahrl |
see https://gist.github.com/kahrl/379e39767da95ff16bc7 |
07:48 |
kahrl |
(octave code) |
07:49 |
kahrl |
fov_x/2 is the angle between the center of the screen and the top center of the screen |
07:49 |
kahrl |
(or bottom center) |
07:50 |
kahrl |
similarly, fov_y/2 is the angle between the center of the screen and the left center of the screen (or right center) |
07:50 |
kahrl |
but the angle between the center of the screen and a *corner* of the screen is larger than both of these |
07:50 |
kahrl |
my code in that gist computes that angle |
07:51 |
kahrl |
isBlockInSight uses max(fov_x/2, fov_y/2) with some minor adjustments for culling |
07:51 |
kahrl |
therefore, it sometimes culls mapblocks that are in the corner of the screen |
07:52 |
nrzkt2 |
RealBadAngel, kahrl i didn't understand what this PR is for |
07:52 |
kahrl |
as I computed, the angle to the corner is 1.10421165985322 as large as max(fov_x/2, fov_y/2) |
07:53 |
RealBadAngel |
kahrl, so it looks like my empirical 1.1 is right :) |
07:53 |
kahrl |
nrzkt2: load a bunch of terrain, press r to enable full range, then fly above the terrain |
07:53 |
RealBadAngel |
r is not needed even |
07:53 |
kahrl |
nrzkt2: sometimes mapblocks in the corner of the screen get culled |
07:53 |
kahrl |
RealBadAngel: yeah |
07:53 |
RealBadAngel |
fly up 100 nodes |
07:54 |
RealBadAngel |
look down |
07:54 |
kahrl |
RealBadAngel: but without it the culling may be because the mapblock is out of range, so r avoids that |
07:54 |
RealBadAngel |
and around while still lookin down |
07:54 |
kahrl |
RealBadAngel: well, the 1.1 is right with the aspect ratio and fov_y I used in that computation |
07:54 |
RealBadAngel |
ofc |
07:54 |
kahrl |
RealBadAngel: like I mentioned at the end, with other inputs the factor can get close to sqrt(2) |
07:54 |
nrzkt2 |
the translation for culling is very strange in fact :p |
07:55 |
kahrl |
RealBadAngel: but we definitely don't want to multiply the angle by sqrt(2), that's waaay to large |
07:55 |
kahrl |
too* |
07:56 |
RealBadAngel |
need to go out now, will you make PR with proper math? |
07:56 |
kahrl |
I might try, not sure if I'll succeed |
07:57 |
kahrl |
I've yet to understand the math behind adjdist |
08:01 |
RealBadAngel |
ok |
08:03 |
RealBadAngel |
just a thought maybe modifying my magic number with aspect ratio will do |
08:05 |
RealBadAngel |
less math, faster |
08:06 |
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08:07 |
RealBadAngel |
this is done per each mapblock in range every frame, so less math the better |
08:10 |
kahrl |
I think in general much of isBlockInSight could be precomputed once per frame |
08:11 |
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08:13 |
kahrl |
maybe isBlockInSight should first do a very coarse check (that never falsely culls a mapblock, but may fail to cull some mapblocks that could be culled) |
08:13 |
kahrl |
then if a mapblock passed that test, do a more precise test |
08:13 |
kahrl |
perhaps something like http://www.gamedev.net/topic/512123-fast--and-correct-frustum---aabb-intersection/ |
08:15 |
kahrl |
hrmm, I just noticed that my fov_x calculation wasn't entirely correct |
08:16 |
kahrl |
the correct one should be: fov_x = atan(aspect_ratio * tan(fov_y / 2)) * 2 |
08:16 |
kahrl |
but if I do the the factor comes out as 1.14423462298424 |
08:16 |
kahrl |
if I do that* |
08:18 |
Megaf |
ShadowNinja, #3699 =/ |
08:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/3699 -- Use SQLite's R*Tree to store rollback node positions by ShadowNinja |
08:19 |
paramat |
about nametag distance, we have a 'player_transfer_distance' setting that makes it settable |
08:19 |
kahrl |
maybe #3705 was "close enough" to 1.14423462298424 if you count in the adjdist stuff and so on, so that it worked |
08:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/3705 -- Fix too agressive block culling by RealBadAngel |
08:30 |
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08:37 |
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08:37 |
Megaf |
folks, minetest's cmake can't find any jpeg here. Could NOT find JPEG (missing: JPEG_LIBRARY JPEG_INCLUDE_DIR) |
08:38 |
Megaf |
but I have all jpeg libs it could ask for http://paste.debian.net/plain/388375 |
08:39 |
kahrl |
Megaf: do you have the include files for libjpeg? |
08:41 |
Megaf |
-DJPEG_LIBRARY=/usr/lib/x86_64-linux-gnu/libopenjpeg.so.1.5.2 didnt help either |
08:41 |
Megaf |
kahrl, I don't know, it always worked... well, worked months ago when I last played Minetest, I've been using only my fork, that doesn't have jpeg support at all.... |
08:42 |
Megaf |
-DJPEG_LIBRARY=/usr/lib/x86_64-linux-gnu/libopenjpeg.so.1.5.2 -DJPEG_INCLUDE_DIR=/usr/lib/x86_64-linux-gnu/ |
08:42 |
Megaf |
this seems to have worked... |
08:43 |
kahrl |
huh |
08:43 |
kahrl |
why would there be include files in /usr/lib |
08:43 |
Megaf |
you are the minetest dev, you tell me :P |
08:44 |
kahrl |
well I guess there aren't, but cmake might skip checking for them if you pass it all the paths and assumes you know what you're doing |
08:45 |
kahrl |
and you might get a working build since minetest never actually includes jpeglib.h |
08:48 |
Megaf |
kahrl, IMHO jpeg support could be disabled entirely |
08:48 |
Megaf |
disabled/removed |
08:48 |
kahrl |
you typically can't |
08:49 |
kahrl |
if you install irrlicht through your distro's package manager it includes jpeg loading support, so it has to be linked with the jpeg lib |
08:50 |
kahrl |
the only way around that would be to compile irrlicht without jpeg support (or let the distro do that, if you're gentoo or similar) |
08:50 |
kahrl |
you're using* |
08:51 |
Megaf |
I did in my fork, didn't notice any drawback in any server |
08:51 |
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08:52 |
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08:52 |
Megaf |
<kahrl> you typically can't |
08:52 |
Megaf |
<Megaf> I did in my fork, didn't notice any drawback in any server |
08:52 |
kahrl |
well, the server doesn't load images anyway |
08:52 |
kahrl |
jpeg is only required if you set BUILD_CLIENT=1 |
08:53 |
kahrl |
oh, you mean you built a client without it and it works on any server? |
08:54 |
Megaf |
sorry, I think I'm not making myself clear. So, I forked Minetest, and removed bits of code related to JPEG, so basically, it will no longer check and use JPEG. Doesn't matter if server or client |
08:54 |
Megaf |
yep, that's what I meant |
08:54 |
kahrl |
yeah, almost all textures are .png |
08:54 |
kahrl |
I wouldn't say that 100% of them are though |
08:54 |
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08:55 |
Megaf |
sure enough I did in a imprecise and somewhat incorrect way since I'm not a developer and I don't fully understand MT code. But still, works quite well |
09:03 |
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10:40 |
kilbith |
since 0.4.13 is 6 months old, can we start talking about a new release ? |
10:44 |
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12:40 |
sfan5 |
Megaf: you'll still need to link to jpeg if irrlicht links to it though |
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13:01 |
RealBadAngel |
#3712 |
13:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/3712 -- Move object nametags to HUD by RealBadAngel |
13:02 |
RealBadAngel |
est31, kahrl, nrzkt2 can you take a look? |
13:06 |
est31 |
what the hell |
13:06 |
est31 |
object nametags have nothing to do with HUD |
13:06 |
est31 |
they dont belong there, not at all |
13:07 |
est31 |
RealBadAngel, is there any actual reason to do this |
13:07 |
RealBadAngel |
lots of reasons, you will be suprised :) |
13:07 |
RealBadAngel |
remember water going opaque? |
13:07 |
RealBadAngel |
or halo? |
13:08 |
RealBadAngel |
irrlicht text scene node is bugged and is messing with materials |
13:09 |
RealBadAngel |
thats a). b) is that text is not a part of world geometry. otherwise it will be shaded like everything. and will cause depth frenzy, text dont write to depth buffers |
13:10 |
RealBadAngel |
even if text node wont be buggy it will have to go |
13:10 |
est31 |
even if it interfered with shaders, which is a legitimate reason, it should not be managed by HUD |
13:10 |
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13:10 |
RealBadAngel |
it should, its text displayed on HUD, like everything else |
13:10 |
est31 |
HUD is for stuff not related to the env |
13:11 |
est31 |
stuff thats about the player itself |
13:11 |
RealBadAngel |
its info shown above the player |
13:11 |
est31 |
yes but other players not you |
13:11 |
RealBadAngel |
not a texture, not a real object |
13:11 |
RealBadAngel |
info is show to you |
13:11 |
RealBadAngel |
*shown |
13:12 |
est31 |
info is shown to all |
13:12 |
est31 |
also, when I hide the hud the nametags should stay |
13:12 |
est31 |
so -1 from me |
13:12 |
RealBadAngel |
so each player can see it on own hud |
13:12 |
RealBadAngel |
est31, are you aware how many issues that PR fixes? |
13:12 |
est31 |
like? |
13:12 |
RealBadAngel |
hold on |
13:14 |
celeron55 |
i don't think it's actually important whether the dictionary definition of HUD includes those or not |
13:14 |
celeron55 |
focusing on the quality of the implementation makes more sense |
13:15 |
celeron55 |
it looks quite straightforward to me which means it might just as well be there; but this isn't a full review |
13:17 |
RealBadAngel |
cant find the issues, those are years old |
13:17 |
RealBadAngel |
mainly, it broke everything transparent in multiplayer |
13:18 |
RealBadAngel |
so water becoming randomly opaque, halo etc |
13:18 |
RealBadAngel |
kilbith grouped them all in one open issue, just cant locate it now |
13:19 |
RealBadAngel |
celeron55, my goal atm is to clean world renderer from things that dont belong to it, texts are not a part of the world, whatever one can say |
13:20 |
est31 |
texts aren't part of the HUD either |
13:20 |
est31 |
next you want to draw particles via the HUD? |
13:20 |
RealBadAngel |
imho the HUD is more than a proper place for it |
13:20 |
est31 |
or meshgen? |
13:20 |
RealBadAngel |
ofc not |
13:21 |
RealBadAngel |
particles are world object |
13:21 |
RealBadAngel |
can be shaded, have depth etc |
13:22 |
RealBadAngel |
please do try to understand that, its not like i want to move them just for sake of moving |
13:22 |
RealBadAngel |
i do have valid reasons to do so |
13:23 |
RealBadAngel |
that , to my suprise, it fixes shitload of bugs meanwhile is just side effect |
13:23 |
est31 |
it would be cool if you were a bit more transparent |
13:23 |
est31 |
and if we found a better place to put them than HUD |
13:23 |
RealBadAngel |
est31, sorry but i explained many times here what im doing and what for |
13:24 |
RealBadAngel |
im fixing all the stuff that is made wrong way to get deffered renderer workin |
13:24 |
RealBadAngel |
you can check channel logs |
13:25 |
est31 |
<RealBadAngel> you can check channel logs <---- sorry its too noisy I want to do other stuff than minetest as well |
13:26 |
RealBadAngel |
i can make a roadmap of what i have to do if you wish |
13:26 |
RealBadAngel |
im not forcing anything |
13:26 |
est31 |
Put it on gist.github.com or somewhere you can edit it |
13:26 |
est31 |
it would help :) |
13:26 |
RealBadAngel |
sure, np |
13:27 |
celeron55 |
i agree with moving the tags out from the world rendering even while i probably disagree with everything RBA is going to do after cleaning it up 8) |
13:27 |
RealBadAngel |
celeron55, would you disagree with real lighting? |
13:27 |
RealBadAngel |
it wont be any slower than what we have now |
13:28 |
celeron55 |
i don't believe you can make it work reasonably for caves and non-outside places |
13:28 |
RealBadAngel |
im planning to mix both systems |
13:28 |
celeron55 |
but if you do make it actually work, then i might not disagree with it |
13:29 |
celeron55 |
but until that happens, i'm going to be your biggest roadblock in getting it upstream |
13:29 |
RealBadAngel |
we will see, theres lots to do before i can make it real |
13:29 |
RealBadAngel |
celeron55, sure thing |
13:29 |
celeron55 |
i'm actually curious in seeing how it works once it does |
13:29 |
RealBadAngel |
im just coding things the best way i can |
13:29 |
celeron55 |
because there have been many theories around here about how to go about it, but nothing has been actually done |
13:30 |
RealBadAngel |
you must admit that im doing also other things on my way, ones that wasnt fixed since ages, so it goes for good, no matter the end result |
13:31 |
RealBadAngel |
yup, there were many theories, but doesnt it look like i have a plan with what im doing lately? |
13:31 |
celeron55 |
i don't really care 8) |
13:31 |
RealBadAngel |
hehe |
13:32 |
RealBadAngel |
we will see the end result, ok? |
13:32 |
celeron55 |
i'm just looking at the end results |
13:32 |
RealBadAngel |
thats a sure thing, but look also at what im fixing going there |
13:32 |
est31 |
just it would be best to only have end results in master |
13:32 |
est31 |
not like with stuff like weather |
13:33 |
RealBadAngel |
atm everything im touching ends with fixing long time issues |
13:33 |
nrzkt2 |
est31 you follow me :p |
13:33 |
est31 |
nrzkt2, lol no |
13:33 |
RealBadAngel |
texture tear, glitched wielded, transparency bugs, too agressive occlusion |
13:34 |
nrzkt2 |
yes irrlicht devs should switch into github, stop using MANY \r in their code and stopping doing SVN : |
13:34 |
nrzkt2 |
using* |
13:34 |
nrzkt2 |
:p |
13:34 |
RealBadAngel |
also camera fixes gave +10% fps for free |
13:34 |
est31 |
nrzkt2, I looked up the github mirror because I've wanted to find out something |
13:34 |
est31 |
nrzkt2, not related to you |
13:34 |
nrzkt2 |
:p |
13:34 |
nrzkt2 |
no problem ^^ |
13:35 |
est31 |
nrzkt2, full agree, there are many things irrlicht could improve. |
13:35 |
RealBadAngel |
est31, but back to HUD or not to HUD ;) what in your opinion is the best place for text floating around the world? |
13:36 |
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13:36 |
nrzkt2 |
but est31 irrlicht 1.9 is better than 1.8, i use irrlicht 1.9 from april 2014 and it works better than irrlicht 1.8... |
13:36 |
RealBadAngel |
ive stated my pros, now your turn |
13:36 |
nrzkt2 |
one of their performance improvemnet in 1.9 !! is to use function with references instead of copy... |
13:37 |
RealBadAngel |
till now you just said no, because no |
13:37 |
RealBadAngel |
that not a valid reason imho |
13:38 |
est31 |
nrzkt2, we release packages for multiple linux distros, thats how most of the "normal" users come from. with "normal" I mean those who use minetest directly not one of its ripoffs (their count is highest). |
13:38 |
est31 |
nrzkt2, and the linux distros dont have 1.9 packaged |
13:38 |
est31 |
bc there is no official release |
13:39 |
nrzkt2 |
est31, i know |
13:39 |
nrzkt2 |
i only give your my feeling about 1.9 :p |
13:43 |
RealBadAngel |
est31, so? |
13:45 |
Fixer |
for people who asking what it should fix: https://cloud.githubusercontent.com/assets/16494741/13029821/5b9e831a-d29f-11e5-8953-fb81bcf8f6ce.png and https://i.imgur.com/RH4AiLP.png |
13:46 |
Fixer |
also flowing water opacity fix |
13:46 |
RealBadAngel |
and halo going opaque... |
13:47 |
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13:47 |
est31 |
Fixer, whats the bug in the second image? |
13:47 |
Fixer |
est31, correct one is this https://i.imgur.com/vYsSnSr.png |
13:47 |
Fixer |
est31, windows going from transperent to opaque white |
13:47 |
est31 |
ah |
13:48 |
est31 |
RealBadAngel, so you basically work around a bug in irrlicht? |
13:48 |
Fixer |
est31, you can test it on Liberty Land, coordinates are in those pics |
13:48 |
RealBadAngel |
est31, i told ya you will be suprised what it fixes ;) |
13:49 |
RealBadAngel |
est31, basically yes. i did two things at a time. achieved my goal and fixed long standing issues at the same time |
13:49 |
est31 |
RealBadAngel, congrats for finding the bug |
13:49 |
est31 |
the reason for it* |
13:50 |
RealBadAngel |
that was also an open issue about nametags dissapearing behind water |
13:50 |
RealBadAngel |
fixed too |
13:50 |
RealBadAngel |
so, good deal or not? :) |
13:51 |
est31 |
RealBadAngel, if it indeed fixes the bugs, then its really good |
13:51 |
est31 |
still, HUD is a bad place for it |
13:51 |
est31 |
RealBadAngel, where does Hud::drawNametags get called? |
13:51 |
RealBadAngel |
drawscene |
13:51 |
est31 |
RealBadAngel, also, can you update the PR description on github with the issues the PR fixes? Then people know in e.g. 6 months what the PR is about |
13:52 |
RealBadAngel |
sure, i just uploaded it |
13:52 |
RealBadAngel |
then got involved in discussion |
13:52 |
est31 |
drawscene... cant find it in the PR's diff |
13:52 |
RealBadAngel |
drawscene needs also a small cleanup, theres too much repetitve code |
13:53 |
RealBadAngel |
ouch |
13:54 |
nrzkt2 |
RealBadAngel, agree |
13:55 |
RealBadAngel |
est31, added |
13:56 |
RealBadAngel |
atm draw this draw that is called here and there |
13:56 |
RealBadAngel |
there should be just one call to draw all the hud stuff |
13:56 |
RealBadAngel |
folks adding there different 3D modes were just copying parts of code all around |
13:57 |
RealBadAngel |
est31, still you havent answered: if not HUD then what? |
13:58 |
est31 |
RealBadAngel, putting it into drawscene? |
13:58 |
RealBadAngel |
drawscene is a collection of calls to elsewhere |
13:58 |
est31 |
idk, there should be a better place for it than HUD |
13:59 |
RealBadAngel |
that wasnt any good idea just a blind shot |
14:00 |
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14:00 |
RealBadAngel |
but you are partially right. drawscene makes an order how the things are displayed |
14:00 |
est31 |
RealBadAngel, for example do it like this: |
14:00 |
RealBadAngel |
first the world, then all the overlays |
14:00 |
est31 |
drawscene has a method, like draw_nametags |
14:00 |
RealBadAngel |
wielded, hud |
14:01 |
est31 |
and the method has a param which gets the list of Nametag objects |
14:01 |
RealBadAngel |
following that you shall move there also waypoints |
14:01 |
RealBadAngel |
infotext |
14:02 |
RealBadAngel |
drawscene is not a method to draw specific things just to order when they are drawn |
14:02 |
RealBadAngel |
and how |
14:03 |
est31 |
its a file |
14:03 |
est31 |
not a method |
14:03 |
RealBadAngel |
display world, display overlays, done. or display world for left eye, right, overlays done. |
14:04 |
RealBadAngel |
not to display a text god knows where |
14:04 |
RealBadAngel |
im treating it as a method |
14:04 |
RealBadAngel |
its primary role is to display things in correct order |
14:05 |
RealBadAngel |
not to draw specific things |
14:05 |
RealBadAngel |
it will command all the deffered rendering stuff, mrt and pp |
14:06 |
RealBadAngel |
its simply not a right place for fancy unimportant stuff like nametags |
14:07 |
est31 |
okay, I think I know now where it belongs |
14:07 |
RealBadAngel |
go on |
14:07 |
est31 |
camera.cpp |
14:08 |
RealBadAngel |
what? |
14:08 |
est31 |
its not the perfect place for it |
14:08 |
est31 |
but much better than hud.cpp |
14:08 |
est31 |
camera.cpp has already drawWieldedTool |
14:09 |
est31 |
its the place where to put "small stuff" that doesnt deserve its own class |
14:09 |
est31 |
ermm file |
14:09 |
RealBadAngel |
and thats one of universe mysteries already why it has it ;) |
14:09 |
est31 |
so thats where it should go |
14:10 |
RealBadAngel |
because somebody put an engine in your doors, you will claim that fuel tank should also go there? |
14:11 |
RealBadAngel |
sorry, but it looks like youre defending your "no" at all cost ;) |
14:11 |
est31 |
RealBadAngel, sorry but it does not belong into hud.cpp |
14:12 |
RealBadAngel |
thats your opinion, lets just wait for others, ok? |
14:12 |
est31 |
RealBadAngel, your opinion is to have it in hud.cpp. |
14:12 |
est31 |
lets wait for others |
14:12 |
RealBadAngel |
yes |
14:12 |
RealBadAngel |
and c55 one is also here |
14:13 |
RealBadAngel |
i think im makin things consistent, see waypoint are HUD |
14:14 |
RealBadAngel |
also, have you ever tried to make a screenshot of your structure on skyblock server? |
14:15 |
est31 |
RealBadAngel, i dont care about that server |
14:15 |
RealBadAngel |
propably not, because you would be pissed about all those nametags ruinin your nice shot ;) |
14:15 |
RealBadAngel |
with them in HUD just press F2 |
14:15 |
est31 |
RealBadAngel, nametags have _nothing_ to do with HUD |
14:15 |
est31 |
HUD means HEAD UP DISPLAY |
14:15 |
RealBadAngel |
yes, EXACTLY |
14:15 |
est31 |
man, I dont have any time to pointlessly fight with you |
14:16 |
est31 |
do whatever you want |
14:16 |
est31 |
-1 if it goes to hud.cpp |
14:16 |
est31 |
waypoints dont belong there either |
14:16 |
RealBadAngel |
and what nametag is? part of players body or what? |
14:16 |
est31 |
but thats already old code |
14:20 |
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14:23 |
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14:24 |
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14:30 |
RealBadAngel |
celeron55_, could you also state your opionion in nametags PR? |
14:31 |
RealBadAngel |
asking for it because it seems its gonna be hard discussion |
14:35 |
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14:40 |
RealBadAngel |
btw, https://github.com/minetest/minetest/issues/2778 |
14:41 |
RealBadAngel |
this can propably be closed, its about removed code |
14:42 |
RealBadAngel |
https://github.com/minetest/minetest/issues/2687 also outdated |
14:43 |
RealBadAngel |
https://github.com/minetest/minetest/issues/2557 same |
14:44 |
RealBadAngel |
https://github.com/minetest/minetest/issues/2516 we do have nametags working, can be closed |
14:46 |
RealBadAngel |
https://github.com/minetest/minetest/issues/2450 we do have tonemapping |
14:49 |
RealBadAngel |
https://github.com/minetest/minetest/issues/2080 halo is here |
14:49 |
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14:50 |
est31 |
RBA #2516 is about hover text |
14:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/2516 -- Ability to change hover text for objects and mobs |
14:50 |
est31 |
not nametags |
14:50 |
est31 |
hover text is the stuff you get if you hover on the item |
14:51 |
est31 |
and about #2557 I dont think its outdated |
14:51 |
ShadowBot |
https://github.com/minetest/minetest/issues/2557 -- Wielding items that use minetest.inventorycube causes an error |
14:51 |
RealBadAngel |
object and mobs? |
14:52 |
RealBadAngel |
those are nametags |
14:52 |
RealBadAngel |
check mobg |
14:52 |
RealBadAngel |
mobf |
14:52 |
RealBadAngel |
this mod allows you to name your pets |
14:53 |
RealBadAngel |
please read the issue |
14:53 |
RealBadAngel |
somebody used "hover" propably wrong way |
14:54 |
est31 |
lol |
14:54 |
est31 |
you dont read it |
14:54 |
est31 |
quoting the issue |
14:54 |
est31 |
"it always displays "GenericCAO"" |
14:54 |
RealBadAngel |
" it always displays "GenericCAO" and armor/health status" |
14:54 |
est31 |
thats the hovertext |
14:54 |
RealBadAngel |
yes exactly |
14:54 |
est31 |
_not_ the nametag |
14:54 |
est31 |
the nametag is displayed always |
14:54 |
RealBadAngel |
but if it has nametag you will see the nametag |
14:55 |
est31 |
the hovertext is displayed only if you hover the thing |
14:55 |
RealBadAngel |
not the debug info |
14:55 |
est31 |
ermm what? |
14:55 |
RealBadAngel |
generic cao text is only in debug mode |
14:55 |
RealBadAngel |
in this pr they asked for a way to name an object |
14:56 |
RealBadAngel |
nametags does it |
14:56 |
est31 |
no |
14:56 |
est31 |
nametags is a different system |
14:56 |
est31 |
the issue is about a different thing |
14:56 |
RealBadAngel |
i know |
14:56 |
est31 |
the issue title |
14:56 |
RealBadAngel |
ok, slightly different |
14:56 |
est31 |
"Ability to change hover text" |
14:56 |
est31 |
hover text |
14:56 |
RealBadAngel |
infotext |
14:57 |
RealBadAngel |
you know that you can set it, right? |
14:57 |
est31 |
RealBadAngel, I dont change an issue so that I can close it |
14:57 |
RealBadAngel |
thx to that you see name of dropped item for example |
14:58 |
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14:58 |
RealBadAngel |
so if you want the spinning dirt to be named "cow: pregnant" here you go |
14:59 |
kahrl |
on a semi-related note, is the automatic debug infotext actually useful to anyone? |
14:59 |
kahrl |
if not, I would suggest to remove it |
15:00 |
RealBadAngel |
https://github.com/minetest/minetest/commit/87291ea44a61614d5bd9efc0657926da3f867b5f |
15:00 |
RealBadAngel |
that allowed to set infotexts |
15:00 |
kahrl |
it makes minetest seem less polished IMHO when compiled in debug mode (which quite a number of people seem to do) |
15:01 |
RealBadAngel |
est31, so either he meant nametag or infotext both are possible already |
15:01 |
kahrl |
same with the default debug f5 mode, but changing that might be more controversial |
15:02 |
RealBadAngel |
kahrl, i find that more annoying than useful, so i agree |
15:03 |
est31 |
kahrl, release builds are not defaulting to f5 mode |
15:03 |
est31 |
only debug builds |
15:03 |
kahrl |
est31: I know |
15:03 |
kahrl |
but lots of people use debug builds anyhow |
15:03 |
RealBadAngel |
wonder what for? to slow down the game? :) |
15:04 |
est31 |
because we dont release often enough I guess |
15:04 |
est31 |
last release is a half year ago |
15:04 |
kahrl |
http://irc.minetest.ru/minetest-dev/2016-02-15#i_4534171 |
15:04 |
RealBadAngel |
we do have shitload of new code, lotsa fixes |
15:05 |
est31 |
yea seen it |
15:05 |
RealBadAngel |
new release would be nice. and is expected |
15:05 |
est31 |
if somebody wants to be release manager, fine with me as well |
15:05 |
est31 |
any day |
15:05 |
est31 |
just I wont be the release manager :) |
15:08 |
RealBadAngel |
ha! |
15:08 |
RealBadAngel |
found one issue that my pr fixes :) |
15:09 |
RealBadAngel |
#1404 |
15:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/1404 -- water opacity bug with irrlicht 1.8.x |
15:09 |
RealBadAngel |
look at the date :) |
15:09 |
RealBadAngel |
and in this one you have a list of related ones :) |
15:09 |
est31 |
they are mostly dupes |
15:10 |
RealBadAngel |
propaby yeah |
15:10 |
kahrl |
now it makes sense why it would depend on irrlicht version :) |
15:11 |
Fixer |
https://cloud.githubusercontent.com/assets/3192173/4872765/0783bbde-61f2-11e4-88b8-0920c4edeabb.png this water bug is of different nature |
15:11 |
est31 |
RealBadAngel, you were right about #2516 sorry about that |
15:11 |
ShadowBot |
https://github.com/minetest/minetest/issues/2516 -- Ability to change hover text for objects and mobs |
15:11 |
est31 |
I have mixed it with some other change |
15:11 |
est31 |
by blockmen |
15:11 |
kahrl |
Fixer: yep |
15:12 |
kahrl |
Fixer: that's missing transparency sorting |
15:12 |
RealBadAngel |
est31, i may be known of being full mouth, but lately i rather try to code first then talk ;) |
15:13 |
RealBadAngel |
also when im not sure about something i would rather shut up |
15:19 |
est31 |
RealBadAngel, sorry for not reviewing every single commit thoroughly. |
15:20 |
est31 |
RealBadAngel, when you referenced the commit I have seen that I was wrong |
15:20 |
est31 |
hrmm I seem to have terrible mesh gen lag |
15:20 |
est31 |
collisions already working and selection boxes |
15:20 |
est31 |
but not showing up in world |
15:20 |
est31 |
classical meshgen problem |
15:20 |
RealBadAngel |
est31, do you have latest commit in? |
15:21 |
RealBadAngel |
https://github.com/minetest/minetest/commit/7ea40e45b1bf893aa693c179cbe8612ede86faee |
15:21 |
RealBadAngel |
that speeds up shaders one |
15:23 |
Fixer |
est31, lag when placing/digging blocks? you should update to latest git |
15:24 |
est31 |
Fixer, RealBadAngel yup I have that one |
15:24 |
est31 |
lemme see whether I can reproduce it in minimal development test |
15:25 |
RealBadAngel |
ok |
15:25 |
Fixer |
lol |
15:25 |
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15:25 |
Fixer |
crap |
15:25 |
RealBadAngel |
est31, im balancing now between making both cases fast |
15:25 |
RealBadAngel |
i believe that last one shall be good enough |
15:25 |
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15:27 |
Fixer |
PR 3695 fixed lag problem for me, but I tested before some changes to it |
15:27 |
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15:28 |
est31 |
hrmmm it really is reproducible |
15:29 |
RealBadAngel |
est31, first of all, shaders or non shaders? |
15:29 |
est31 |
mesh lag of multiple seconds |
15:29 |
est31 |
I have shaders |
15:29 |
RealBadAngel |
seconds?? |
15:29 |
est31 |
yes, when I dig fence i can walk into it |
15:30 |
est31 |
and when I go to unloaded area I can walk around in nothing |
15:30 |
est31 |
RealBadAngel, tone mapping disabled, bumpmapping enabled, parralax enabled, waving stuff disabled |
15:31 |
Fixer |
o.O |
15:31 |
Fixer |
i will compile too |
15:34 |
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15:35 |
est31 |
I'm on singleplayer with technic mod |
15:35 |
est31 |
but server lag should not influence meshgen |
15:35 |
est31 |
if collision stuff works the mapblock is on the client already |
15:37 |
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15:37 |
kilbith |
for the next release manager, paramat could take this role as he actively supervises 2 repos and ensures a good tracking for issues |
15:37 |
est31 |
he is comfortable with mtgame yeah |
15:38 |
RealBadAngel |
est31, bump and relief are the only cases to enable tangent space |
15:38 |
est31 |
and he doesnt reject attempts from the release manager to fix bugs in mtgame |
15:38 |
RealBadAngel |
please do check if you have lags without those 2 options enabled |
15:39 |
RealBadAngel |
theres one costly thing run recalculate normals (and tangents and binormals) |
15:39 |
RealBadAngel |
but that we had before for all the cases |
15:39 |
est31 |
as long as he doesnt start "adjusting" default values in minetest to "reduce processing" because the "release has to be fast", I'm okay with paramat. |
15:40 |
RealBadAngel |
so maybe is that all other cases have speeded up you call the other slow |
15:40 |
kilbith |
nobody is perfect |
15:41 |
est31 |
RealBadAngel, no speed up even with shaders disabled |
15:41 |
RealBadAngel |
if this method will turn up too slow i will write my own vector calculations |
15:41 |
est31 |
I'll restart |
15:41 |
est31 |
some settings can be static |
15:42 |
est31 |
nope nothing after restart either |
15:42 |
RealBadAngel |
i will try to profile it |
15:42 |
RealBadAngel |
it shall be faster no matter what |
15:43 |
RealBadAngel |
only thing come to my mind are external calls to irr |
15:44 |
RealBadAngel |
Fixer, have you tried the current master? |
15:44 |
RealBadAngel |
kahrl asked for some changes before PR went into master |
15:45 |
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15:48 |
RealBadAngel |
est31, is gameplay smooth or it is stuttering for you? |
15:50 |
est31 |
as in? |
15:50 |
RealBadAngel |
it may be related, ive also experiencing it lately for a short period of time then it was mysteriously gone |
15:50 |
RealBadAngel |
choking movement for example |
15:50 |
RealBadAngel |
as higher peakk |
15:51 |
RealBadAngel |
that maybe in fact related to meshgen at all, some folks are reporting it for long time already |
15:51 |
Fixer |
RealBadAngel, compilation near 100% |
15:51 |
RealBadAngel |
but thats not a new problem |
15:51 |
RealBadAngel |
it just seems to be popping up randomly |
15:51 |
est31 |
I dont really have stuttering gameplay |
15:51 |
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15:52 |
RealBadAngel |
cpu? |
15:52 |
est31 |
idk |
15:52 |
Fixer |
est31, i was proposing to generate meshes more slowly per rendered frame, you said there is a queue, but it needs improvement, right? |
15:52 |
RealBadAngel |
you have rather fast one? |
15:52 |
est31 |
RealBadAngel, sorta yes |
15:52 |
RealBadAngel |
it may be more visible on slower boxes |
15:52 |
RealBadAngel |
so game jams |
15:53 |
RealBadAngel |
i will examine whole meshgen for time spent there |
15:53 |
est31 |
RealBadAngel, I see the CPU go up during meshgen |
15:53 |
RealBadAngel |
it cant be like that im making it faster and it chokes |
15:53 |
RealBadAngel |
theres something real wrong in here |
15:55 |
Fixer |
RealBadAngel, it is slow again, testing more |
15:57 |
RealBadAngel |
kahrl insisted on adding reserve |
15:57 |
Fixer |
RealBadAngel, hold on |
15:57 |
kahrl |
RealBadAngel: no, that wasn't me :P |
15:57 |
RealBadAngel |
oops? |
15:57 |
Fixer |
RealBadAngel, wait, maybe i'm wrong let me look more |
15:57 |
RealBadAngel |
somebody did :) sorry kahrl :) |
15:58 |
kahrl |
but reserve() shouldn't cause meshgen slowdown anyway |
15:58 |
RealBadAngel |
just trying to find a difference |
15:58 |
RealBadAngel |
est31 says its common for shaders/non shaders, so recalculating normals is not the reason |
15:59 |
Fixer |
est31, normals enabled or disabled in bumpmap? |
15:59 |
RealBadAngel |
it will be something equally obvious as textnode for water transparency i bet |
16:00 |
Fixer |
est31, post your config |
16:00 |
Fixer |
RealBadAngel, in singleplayer i don't have any problems |
16:00 |
RealBadAngel |
it may be broken drawtype or something like that |
16:00 |
Fixer |
RealBadAngel, let me recheck Just Test multiplayer, maybe that was server lag |
16:01 |
est31 |
Fixer, I can reproduce with shaders disabled |
16:01 |
Fixer |
est31, no problems with shaders disabled |
16:01 |
RealBadAngel |
lol |
16:01 |
Fixer |
est31, are you sure you are at minetest-0.4.13-7ea40e4-win64 ? |
16:01 |
est31 |
Fixer, I have no win :) |
16:01 |
est31 |
otherwise probably yes |
16:01 |
Fixer |
7ea40e4 |
16:01 |
Fixer |
probably? |
16:01 |
est31 |
latest master commit |
16:02 |
Fixer |
i have no problems with shaders disabled |
16:02 |
Fixer |
hmhm |
16:02 |
RealBadAngel |
guys, have to go now, cooking lunch, be back in an hour (but will be reading from time to time) |
16:02 |
est31 |
happy eating! |
16:03 |
Fixer |
est31, post your config |
16:06 |
RealBadAngel |
est31, try to disable mapblock_mesh.cpp line 1109 - all the extra drawtypes, see if it changes anything |
16:07 |
RealBadAngel |
you shall have there only solid nodes |
16:07 |
est31 |
RealBadAngel, I'm bisecting now |
16:08 |
Fixer |
lol, when place some block my draw speed makes spike from 0.01 to 0.03 and back to 0.01 |
16:08 |
Fixer |
or even to 0.04 |
16:10 |
Fixer |
est31, still no regression for me, only usual meshgen stutter :( |
16:11 |
Fixer |
smooth curve at 0.01 s and big bump after placing just 1 block |
16:22 |
Fixer |
https://i.imgur.com/erdbo5l.gif gif illustration of stutter when placing one block |
16:25 |
Fixer |
in ultra quite multiplayer environment |
16:32 |
est31 |
okay RealBadAngel the faulty commit seems to be really the last one |
16:33 |
est31 |
7ea40e45b1bf893aa6 has introduced the slowness |
16:35 |
RealBadAngel |
est31, kinda impossible :( |
16:35 |
RealBadAngel |
it replaced way slower method to get tangent space vertices |
16:36 |
RealBadAngel |
without shaders even you have exact same method even as used way before, the one thx to which paramat has gained back 20% fps |
16:37 |
RealBadAngel |
there has to be some stupid bug that is causing unexpected slowdowns |
16:38 |
RealBadAngel |
i need to force that stuttering to pop up once for all to eliminate it |
16:39 |
RealBadAngel |
theres no logical explanation why same methods are once faster for some, slower for others |
16:40 |
RealBadAngel |
and i afraid its deeply burried there, because the meshgen lag is not a new issue, it pops up from time to time |
16:43 |
RealBadAngel |
and i wont be suprised if it will be something related to minimap and threads |
16:45 |
est31 |
hah |
16:45 |
est31 |
you still would like it at 100% wont you |
16:45 |
est31 |
man I miss these old discussions |
16:45 |
est31 |
"on intel its only 70%" |
16:45 |
RealBadAngel |
just a guess ;) |
16:46 |
RealBadAngel |
but i admit it needs optimization |
16:46 |
RealBadAngel |
lets try to disable it and see how it affects meshgen lag, ok? |
16:48 |
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16:48 |
Fixer |
disable what? |
16:49 |
RealBadAngel |
minimap |
16:49 |
Fixer |
ah, no meshgen lag for me, it was fixed, i was talking about stutter, it has different nature |
16:49 |
RealBadAngel |
it seems to be connected |
16:49 |
RealBadAngel |
something is stopping meshgen |
16:50 |
RealBadAngel |
i can see it on minimap actually, new blocks are appearing there at very slow ratio |
16:50 |
RealBadAngel |
so, meshgen is slow |
16:50 |
Fixer |
RealBadAngel, sometimes when i walk in singleplayer it seems 3-4-5 meshes generated, which is fine, but sometimes HUUUGE 50 meshes thing popups %) |
16:50 |
Fixer |
thing=spike |
16:51 |
RealBadAngel |
i can see that too |
16:51 |
RealBadAngel |
they come in packets |
16:51 |
Fixer |
yes |
16:51 |
Fixer |
my suggestion was to limit number of meshes generated per rendered frame |
16:51 |
RealBadAngel |
theyre not prepared in main thread, neither per frame |
16:51 |
Fixer |
so instead of 50 one you will get 2-2-2-2 over big period |
16:52 |
Fixer |
just spread them out somehow |
16:52 |
RealBadAngel |
once mesh is ready, updating it is fast |
16:52 |
RealBadAngel |
something is holding them from being rdy |
16:54 |
est31 |
RealBadAngel, client.cpp line 177 |
16:54 |
est31 |
ScopeProfiler sp(g_profiler, "Client: Mesh making"); |
16:54 |
est31 |
change that to |
16:54 |
est31 |
ScopeProfiler sp(g_profiler, "Client: Mesh making", SPT_GRAPH_ADD); |
16:54 |
est31 |
then press f5 to see the graphs |
16:54 |
RealBadAngel |
est31, thats not minimap slowing it |
16:54 |
RealBadAngel |
just checked |
16:57 |
RealBadAngel |
est31, what are numbers there? |
16:58 |
RealBadAngel |
0.6 - 2.3 |
16:59 |
est31 |
one number is the average |
17:00 |
est31 |
the other is I think the "last" one |
17:00 |
est31 |
idk |
17:00 |
est31 |
doesnt really use that subsystem |
17:00 |
RealBadAngel |
they seem to be the same for tangent/regular vertices |
17:00 |
est31 |
but for before your patch I notice the value going up really high |
17:00 |
RealBadAngel |
and the lag is here in both cases |
17:01 |
RealBadAngel |
disabling now special drawtypes |
17:02 |
RealBadAngel |
the value is now 0.022 |
17:02 |
RealBadAngel |
no lags at all |
17:02 |
est31 |
yeah |
17:02 |
est31 |
thats fine |
17:02 |
est31 |
I get values up to 4 |
17:03 |
RealBadAngel |
lemme bring the minimap back in |
17:04 |
RealBadAngel |
0.040 |
17:05 |
RealBadAngel |
so, its special drawtypes that slowing it so much |
17:06 |
RealBadAngel |
going to disable drawtypes one by one now |
17:09 |
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17:11 |
Fixer |
another classic example of stutters (not related to est31 thing probably): https://imgur.com/8Zz4woj (in gifv) |
17:11 |
RealBadAngel |
btw, can see that all the time: |
17:11 |
RealBadAngel |
2016-02-15 18:09:36: WARNING[Main]: Map::getNodeMetadata(): Block not found |
17:11 |
RealBadAngel |
2016-02-15 18:09:46: WARNING[Main]: Map::getNodeMetadata(): Block not found |
17:11 |
RealBadAngel |
2016-02-15 18:10:00: WARNING[Main]: Map::getNodeMetadata(): Block not found |
17:12 |
Fixer |
RealBadAngel, seen those warnings too |
17:12 |
Fixer |
have no idea why |
17:12 |
Fixer |
RealBadAngel, week ago or more |
17:17 |
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17:17 |
RealBadAngel |
ok we have a winner i think |
17:17 |
RealBadAngel |
those are leaves |
17:18 |
est31 |
leaves? |
17:18 |
est31 |
that can be it |
17:20 |
RealBadAngel |
est31, please change leaves style to simple |
17:20 |
RealBadAngel |
and see if lag is still here |
17:20 |
RealBadAngel |
that will change drawtype to glasslike |
17:21 |
est31 |
yup that's it |
17:22 |
est31 |
with simple leaves the meshgen lag is gone |
17:22 |
RealBadAngel |
now lets find out whats wrong with allfaces |
17:26 |
RealBadAngel |
cant see anything wrong there |
17:26 |
RealBadAngel |
but, we had issues with leaves before didnt we? |
17:26 |
RealBadAngel |
premesh buffers and indices |
17:27 |
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17:28 |
est31 |
RealBadAngel, created bug #3714 https://github.com/minetest/minetest/issues/3714 |
17:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/3714 -- Meshgen slowdown regression with fancy leaves |
17:29 |
RealBadAngel |
ok |
17:29 |
RealBadAngel |
but we dont know yet if allfaces is the reason itself |
17:30 |
RealBadAngel |
im checking now premesh buffers |
17:30 |
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17:34 |
RealBadAngel |
ok, theres something interesting in here |
17:34 |
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17:35 |
RealBadAngel |
looks like from time to time meshgen loops itself |
17:35 |
RealBadAngel |
est31, find first meshcollector append |
17:35 |
RealBadAngel |
at the end of mapblock_mesh.cpp |
17:36 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/mapblock_mesh.cpp#L1411 |
17:36 |
RealBadAngel |
and put dstream<<pp.indices.size() + numIndices<<std::endl; |
17:36 |
RealBadAngel |
just before if |
17:37 |
RealBadAngel |
you will see number growing up to several k, then from time to time serie of something close to 65k |
17:38 |
est31 |
which if? |
17:38 |
RealBadAngel |
the link |
17:38 |
Obani |
kaadmy, you put Pixture under © ?... |
17:39 |
RealBadAngel |
some blocks gets enourmous number of indices comparing to others |
17:41 |
est31 |
yeah rba it goes pretty high |
17:41 |
est31 |
I have to go, keen on hearing more on that bug |
17:41 |
est31 |
bye! |
17:45 |
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17:47 |
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17:53 |
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17:54 |
kaadmy |
Obani: i don't really care if it is :) |
17:54 |
kaadmy |
i could remove that |
17:57 |
Obani |
kaadmy, the problem is not for you, it's for the others |
17:58 |
Obani |
Also this can seem kinda cheap to put under copyright your work as everybody is using free software licenses |
17:58 |
sofar |
are we talking about https://github.com/kaadmy/pixture ? |
17:59 |
sofar |
Obani: ? |
17:59 |
Obani |
yes |
18:00 |
sofar |
what's the problem? it's perfectly OK to have OSS licenses AND a copyright statement |
18:00 |
sofar |
that's completely normal |
18:00 |
Obani |
It's not a legal problem |
18:00 |
Obani |
It's just ethical :) |
18:00 |
sofar |
no, it's ENTIRELY ethical to put copyright on top |
18:00 |
Obani |
NO IT'S NOT |
18:00 |
sofar |
yes it is |
18:01 |
Obani |
Copyright is the error of the society |
18:01 |
sofar |
the GPL even RECOMMENDS putting it there |
18:01 |
sofar |
Copyright is the ONLY way to enforce the GPL |
18:01 |
Obani |
Copyright is proprietary license |
18:01 |
sofar |
NO |
18:01 |
sofar |
that's completely wrong |
18:01 |
Obani |
So what ? |
18:01 |
Hijiri |
copyright isn't proprietary license |
18:02 |
Obani |
tudutudutududududuuuu |
18:02 |
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18:02 |
Obani |
Really ? |
18:02 |
sofar |
Copyright does not mean that something is proprietary |
18:02 |
Hijiri |
if you use FSF definition of proprietary |
18:02 |
Hijiri |
and OSS definition for that matter |
18:02 |
sofar |
Copyright means that you assert distribution control. If you pair it with an open license, you retain the rights to enforce that distribution control |
18:02 |
Hijiri |
Copyright is automatic in most countries anyway also |
18:03 |
Hijiri |
if you don't put a copyright statement you are implicitly licensing it under a very restrictive license |
18:03 |
sofar |
Hijiri: that's also not true |
18:03 |
Hijiri |
you have to explicitly license it more nicely |
18:03 |
sofar |
omitting a copyright statement does not imply restrictive licensing, either |
18:03 |
Hijiri |
ok, sorry |
18:03 |
Hijiri |
I mean if you don't license it explicitly |
18:04 |
sofar |
Obani: it's also perfectly normal to have contributors *add* copyright lines when they contribute large pieces |
18:04 |
sofar |
so sometimes in OSS projects you see several (C) lines underneath eachother |
18:04 |
Obani |
But are we really talking about the © ? |
18:04 |
sofar |
yes, the (C) |
18:05 |
Obani |
0.o |
18:05 |
Obani |
My life is a joke |
18:05 |
sofar |
lol no, let's not go that far :) |
18:05 |
sofar |
remember, this is important, the GPL is enforcable through copyright laws |
18:05 |
sofar |
and so are other licenses (MIT etc) |
18:06 |
Obani |
well, MIT is quite a permissive license :p |
18:06 |
sofar |
so stating that you are the author, and claiming copyright, is a way to help enforcing the license |
18:06 |
sofar |
it still requires the authorship to be retained |
18:07 |
sofar |
if someone removes it, you can use copyright to prevent them from doing so if they distribute it |
18:09 |
Obani |
So © is just an "additionnal" license ? |
18:11 |
sofar |
it actually is NO license |
18:11 |
sofar |
it is just a claim of authorship |
18:11 |
sofar |
omitting it does not mean you are not the author |
18:12 |
sofar |
(it's just a bit harder to prove, legally) |
18:12 |
sofar |
in the USA, copyright is implied |
18:12 |
sofar |
but claiming it is useful |
18:12 |
Fixer |
please move into #minetest |
18:12 |
sofar |
just like omitting a license statement doesn't help you |
18:15 |
Obani |
sorry Fixer, I think the conversation is over :) |
18:24 |
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18:31 |
RealBadAngel |
that is really annoying |
18:32 |
RealBadAngel |
leaves when drawn as glasslike are fast, so i replaced ALLFACES code with glasslike code |
18:32 |
RealBadAngel |
and theyre slow as were before lol |
18:36 |
RealBadAngel |
hmmm |
18:38 |
RealBadAngel |
no, actually its the same |
18:39 |
RealBadAngel |
allfaces has simply more visible faces -> so more vertices |
18:39 |
RealBadAngel |
back to buffers then |
18:40 |
Fixer |
.__. |
19:03 |
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19:05 |
kaadmy |
Obani: the main reason i put that there was to prevent people from copying Pixture and distributing it without any credit |
19:05 |
kaadmy |
mainly on the Google play store |
19:16 |
Obani |
kaadmy, well, I think a GPLv3 would be enough |
19:16 |
Obani |
But I admit, with that definition of ©, that it is a simpler way to tell it, and to make it understand |
19:16 |
Obani |
able |
19:22 |
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19:59 |
ShadowNinja |
#3347 look good? |
19:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/3347 -- Fix jumping at node edge by ShadowNinja |
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