Time |
Nick |
Message |
00:21 |
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00:32 |
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Taoki joined #minetest-dev |
00:55 |
RealBadAngel |
http://i.imgur.com/GQYFDE6.png |
00:55 |
RealBadAngel |
thats imho the best one, best visibility |
01:06 |
Fixer |
hope so |
01:18 |
sofar |
RealBadAngel: very few surface nodes are actually red, so, that may just work well |
03:53 |
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05:07 |
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05:09 |
paramat |
RealBadAngel please could you add details to 3712?: what toggles nametags on/off. what distance they are displayed with/without 'R'. how they respect 'player transfer distance' |
05:11 |
paramat |
i might give pines more height variation to make it less common there's a 2-high space blocked by snow nodeboxes |
05:12 |
paramat |
.. or does 3712 not change nametag behaviour/distance? |
05:18 |
paramat |
i think RBA is napping |
05:19 |
paramat |
devs, roughly 1 month to feature freeze, try to get your work stable and releasable for then |
05:20 |
paramat |
in game we need to get new doors thoroughly sorted out |
05:42 |
sofar |
patches pending |
05:42 |
sofar |
did I miss anything? |
05:42 |
paramat |
yeah we need to get reviews |
05:42 |
paramat |
i'll try to +1 them myself soon |
05:45 |
paramat |
and i'll start notifying other devs through github, asking for reviews |
05:52 |
paramat |
hmmmm if over the next month you feel like helping the project this is a big problem, and possibly something you might be able to fix due to your mapgen/lighting knowledge #2759 |
05:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/2759 -- Shadow bug at y = 63 in mgv5/mgv7/mgflat/mgfractal/mgvalleys(/mgwatershed) |
05:56 |
sofar |
does anyone know what is inserting 'rules' in nodedef at registration? |
05:57 |
sofar |
nvm it's mesecons |
05:58 |
sofar |
oh |
05:58 |
sofar |
bug, I can't page to page #2 when I enable a ton of mods |
05:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/2 -- Burned wood |
05:59 |
sofar |
damn, I'm gonna have to bisect which one is the problem |
06:01 |
sofar |
oh, it's worldedit |
06:05 |
sofar |
homedecor's doors are working. They're not using the new API, but swah |
06:30 |
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06:40 |
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07:13 |
OldCoder |
hmmmm, may I PM, if you are awake? |
07:21 |
paramat |
better to just ask in channel, others may know the answer |
07:24 |
paramat |
people tend to prefer in-channel chat, unless there's a good reason to keep it private |
07:31 |
paramat |
hmmmm someone here has some possibly useful info concerning OOM errors https://github.com/minetest/minetest/issues/2988#issuecomment-159988487 |
07:36 |
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07:42 |
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07:48 |
VanessaE |
paramat: the only solution anyone's been able to provide for that was to stop using luajit. |
07:57 |
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08:10 |
paramat |
ok |
08:13 |
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08:21 |
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08:37 |
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08:49 |
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08:52 |
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08:57 |
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09:03 |
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09:05 |
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09:48 |
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10:04 |
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10:05 |
RealBadAngel |
sofar, here? |
10:20 |
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10:51 |
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proller joined #minetest-dev |
10:57 |
RealBadAngel |
bumping #3712 |
10:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/3712 -- Move object nametags to camera by RealBadAngel |
11:00 |
RealBadAngel |
im stalled, there are already 3 PRs relying on each other, need that to go in asap |
11:03 |
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11:07 |
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paramat joined #minetest-dev |
11:08 |
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Calinou joined #minetest-dev |
11:11 |
paramat |
indeed, please can anyone give a second approval to 3712? if so i can merge it soon |
11:27 |
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11:35 |
RealBadAngel |
paramat, http://i.imgur.com/UlOOAvW.png |
11:35 |
paramat |
seen it |
11:35 |
RealBadAngel |
ive found out that red is the best here |
11:36 |
RealBadAngel |
ive made r g b ones in case we would need it for different types of objects |
11:37 |
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11:38 |
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Player_2 joined #minetest-dev |
11:52 |
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11:52 |
RealBadAngel |
paramat, est31 reviewed #3713, it is related to my meta work, it could be merged before i will reanimate 3166 |
11:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/3713 -- Resend blocks when modified while sending to client by Jeija |
11:52 |
paramat |
will look |
11:57 |
paramat |
will review after eating, bbl |
11:57 |
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paramat left #minetest-dev |
11:57 |
Hunterz |
chat in the left down is the kmchat mod? |
12:04 |
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troller joined #minetest-dev |
12:07 |
RealBadAngel |
Hunterz, propably, thats justtest server |
12:08 |
Hunterz |
thx |
12:13 |
RealBadAngel |
#3730 |
12:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/3730 -- Minimap: Add NESW to round overlay by RealBadAngel |
12:20 |
Hunterz |
nice |
12:25 |
RealBadAngel |
pretty useable imho |
12:26 |
RealBadAngel |
nicer and clearer than some info under F5 |
12:29 |
RealBadAngel |
updated #3705 as est31 suggested |
12:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/3705 -- HOTFIX: Fix too agressive block culling by RealBadAngel |
12:29 |
RealBadAngel |
until somebody finds out whats wrong with the map this effectively kills the bug |
12:30 |
RealBadAngel |
ive put info about that in code too |
12:30 |
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Fixer joined #minetest-dev |
12:38 |
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est31 joined #minetest-dev |
12:42 |
RealBadAngel |
est31, thats what i said exactly bout nametags fading ;) atm its not changed at all, it could be a separate commit because i do feel that there will be lotsa ideas on it |
12:42 |
RealBadAngel |
only thing that changed is ability to turn them off together with all hud stuff and wielded |
12:43 |
est31 |
Yeah, best done in separate PR |
12:44 |
RealBadAngel |
est31, also updated 3705 its hotfix for a bug, imho it shall be merged too (added comments there about the problem) |
12:44 |
RealBadAngel |
also, check out 3730 |
12:44 |
est31 |
okay |
12:45 |
RealBadAngel |
no code review needed this time lol ;) |
12:47 |
est31 |
And about 3730, I dont care really |
12:49 |
est31 |
both previous and new texture are okay for me |
12:49 |
RealBadAngel |
the change was requested many time, and i find it very useful |
12:50 |
RealBadAngel |
est31, btw, have you noticed some other new thing on that screenshot? |
12:51 |
est31 |
player positions? |
12:53 |
RealBadAngel |
yeah, thx to nametags moved i do have their positions exposed so i could add them to minimap easily |
12:54 |
RealBadAngel |
same can apply to mobs in the future |
13:18 |
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Gael-de-Sailly joined #minetest-dev |
13:27 |
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paramat joined #minetest-dev |
13:28 |
paramat |
#3724 is updated as requested, might merge later |
13:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/3724 -- Clientmap: Define p_nodes_min/max as v3s32 instead of v3s16 by paramat |
13:31 |
RealBadAngel |
paramat, theres est31's +1 in 3712 |
13:32 |
Fixer |
RealBadAngel, in 3730, is it works with square minimap? |
13:33 |
RealBadAngel |
Fixer, thats texture update for round minimap, its not code PR |
13:33 |
RealBadAngel |
i can add that to square one too if requested |
13:34 |
paramat |
RBA ok but i didn't test the PR too busy |
13:35 |
Fixer |
RealBadAngel, have you looked at cloud through building problem? |
13:35 |
paramat |
3713 is a bit too beyond me to +1 |
13:35 |
RealBadAngel |
paramat, building and joining random server like just test for example takes no more than 5 minutes ;) |
13:36 |
RealBadAngel |
Fixer, yes, i will update the camera PR when nametags are in (same files) |
13:40 |
paramat |
nore sfan5 easy review game#817 |
13:40 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/817 -- New gravel texture. by sofar |
13:42 |
paramat |
nore sfan5 also if you can, game#850 |
13:42 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/850 -- Allow building doors on buildable_to nodes. by sofar |
13:42 |
paramat |
nore sfan5 this one's an easy review too game#849 |
13:42 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/849 -- Add background image to book formspec by MT-Modder |
13:47 |
paramat |
i'll merge games 845 832 820 844 in a moment |
13:53 |
paramat |
now merging those 4 |
14:03 |
paramat |
merged |
14:04 |
|
est31 joined #minetest-dev |
14:17 |
Fixer |
RealBadAngel, will it be possible to turn off nametags via mods/config? |
14:32 |
paramat |
well we have a 'player transfer distance' setting that might be able to do that |
14:37 |
Fixer |
what do you think about: https://github.com/minetest/minetest/pull/3166 (not finished) and https://github.com/minetest/minetest/pull/2977 (not finished, needs water reflow thing) |
14:37 |
est31 |
Fixer, that option already exists |
14:37 |
est31 |
do that "player transfer distance" thing paramat talks about |
14:37 |
Fixer |
est31, cool, ty |
14:38 |
Fixer |
i guess i will compile and play with 3730, 3705 and 3712 |
14:38 |
paramat |
ie set distance to zero |
14:40 |
paramat |
RBA intends to work on 3166. 2977 is only open because the discussion is useful |
14:42 |
Fixer |
water needs rework in general (imo) |
14:43 |
paramat |
actually 2977 can be closed .. |
14:43 |
Fixer |
paramat, there was a discussion about reflow activation |
14:43 |
Fixer |
also, https://github.com/minetest/minetest/issues/3667 is quite annoying bug |
14:43 |
Fixer |
i'm using it to avoid death all the time |
14:44 |
paramat |
the discussion will still be there, now closed |
14:44 |
Fixer |
just yesterday fell from 100 nodes heigth without taking any damage |
14:45 |
Fixer |
paramat, or maybe there must be a new issue with disscussion about reflowing it $) |
14:47 |
paramat |
there may be one already |
14:48 |
est31 |
nrzkt, about #3722 my comment is mainly targeted about casting constness away |
14:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/3722 -- Avoid loadMedia copy and do some cleanups by nerzhul |
14:49 |
est31 |
nrzkt, 1.9 casting const away is not needed, therefore you should add an #ifdef to check it |
14:49 |
est31 |
in* |
14:49 |
est31 |
in 1.8 and 1.7 it works with casting const away, yes |
14:51 |
nrzkt |
est31 i see in 1.9 you want to drop the void* ? |
14:52 |
est31 |
nrzkt, yes |
14:52 |
paramat |
!tell hmmmm someone seems to have a possible solution for OOM errors https://github.com/minetest/minetest/issues/2988#issuecomment-159988487 |
14:52 |
ShadowBot |
paramat: O.K. |
15:04 |
sofar |
paramat: how about this one: https://github.com/minetest/minetest/pull/1988 |
15:04 |
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lubuntu_ joined #minetest-dev |
15:09 |
paramat |
best others deal with that, i'm not good with formspecs |
15:09 |
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paramat left #minetest-dev |
15:11 |
Fixer |
i have another bugreport for formspecs |
15:21 |
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misprint joined #minetest-dev |
15:24 |
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kaadmy joined #minetest-dev |
15:30 |
RealBadAngel |
Fixer, what have you found? |
15:30 |
Fixer |
RealBadAngel, with formspecs? https://github.com/minetest/minetest/issues/3732 |
15:30 |
Fixer |
RealBadAngel, or your PRs? |
15:31 |
Fixer |
RealBadAngel, also, have you seen this? http://i.imgur.com/eH4zNHo.png |
15:31 |
Fixer |
RealBadAngel, when waving water is on |
15:31 |
RealBadAngel |
i asked about because you mentioned formspecs |
15:31 |
Fixer |
RealBadAngel, issue 3732 |
15:31 |
RealBadAngel |
yeah, formspecs are recreated |
15:31 |
RealBadAngel |
cant do anything with that |
15:32 |
RealBadAngel |
about water, what should i see there? |
15:32 |
Fixer |
RealBadAngel, underwater tunnel, when waving is ON, water will not cover entire glass underwater |
15:33 |
Fixer |
RealBadAngel, it is waving underwater %) |
15:33 |
Fixer |
should add this to github too |
15:34 |
RealBadAngel |
its not shaders fault |
15:34 |
RealBadAngel |
there should be no surface in the first place |
15:34 |
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misprint joined #minetest-dev |
15:36 |
est31 |
waving is pretty much broken |
15:36 |
est31 |
step on waving leaves |
15:36 |
est31 |
they wave visually but their collision boxes dont |
15:37 |
est31 |
same goes for speed slowdown in waving water |
15:37 |
est31 |
also ugly how water waves at places where its shallow |
15:37 |
est31 |
sometimes disappearing from the surface |
15:38 |
Fixer |
RealBadAngel, is there PR with marks on minimap? |
15:39 |
RealBadAngel |
est31, that water is ugly, i would rather trash it |
15:39 |
est31 |
okay for me |
15:39 |
RealBadAngel |
atm i cant |
15:40 |
RealBadAngel |
theres hardcoded water shader and you dont wanna PR that fixes the mess |
15:40 |
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misprint joined #minetest-dev |
15:40 |
Fixer |
i like minecrafts water, minetest has ultraclear one :} |
15:40 |
Fixer |
but minetest is not minecraft anyway |
15:41 |
RealBadAngel |
Fixer, and theres no PR for miminap because it cant be yet, it relies on nametags commit |
15:41 |
Fixer |
RealBadAngel, btw i'm playing with nametag one righjt now |
15:42 |
RealBadAngel |
since two days i cant code almost nothing new because im stalled |
15:42 |
RealBadAngel |
thats a damn waste of time |
15:42 |
Fixer |
RealBadAngel, 3166 (trollface) |
15:43 |
est31 |
RealBadAngel, have you set your editor to remove whitespace? |
15:43 |
RealBadAngel |
i have to fire it up manually |
15:43 |
Fixer |
wow, that torch in water bug when viewing thgrough glass underwater is funnily reproducable |
15:43 |
RealBadAngel |
seems to be removing whities at the end of lines |
15:43 |
est31 |
it doesnt remove whitespace when saving? |
15:44 |
RealBadAngel |
you have to run it, its not auto |
15:44 |
est31 |
aha |
15:44 |
est31 |
well, still do it |
15:44 |
est31 |
this way the merging person doesnt have to |
15:46 |
RealBadAngel |
Fixer, 3166 is not that easy |
15:46 |
Fixer |
also, new style water ._. -> https://i.imgur.com/OpAGUyj.jpg |
15:46 |
RealBadAngel |
but i will finish it before release no matter aht |
15:46 |
RealBadAngel |
*what |
15:46 |
RealBadAngel |
that new style is another candidate for trashing |
15:47 |
RealBadAngel |
at least imho |
15:47 |
sofar |
can we have underwater fog? |
15:47 |
est31 |
or something like that |
15:47 |
RealBadAngel |
water shaders will do reflections, refractions etc |
15:47 |
est31 |
physically, fog is water in air |
15:48 |
est31 |
water in water is... well doesnt really give the visual effect as in air |
15:48 |
RealBadAngel |
also can blur and disturb underwater view |
15:48 |
sofar |
i think it'll make underwater much more realistic |
15:48 |
sofar |
fog would be best I think, blur is nice, but may not do as much |
15:49 |
RealBadAngel |
nothing of that can be possible without this: 3616 |
15:49 |
RealBadAngel |
#3616 |
15:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/3616 -- Allow to set shader for a node, add special and normal texture defs f… by RealBadAngel |
15:51 |
RealBadAngel |
water needs specific shaders, also there are two kinds of water already |
15:51 |
RealBadAngel |
without above commit, there wont be realistic water. howgh |
15:53 |
est31 |
RealBadAngel, thats the same bullshit argument you used for the minimap too |
15:53 |
RealBadAngel |
no |
15:53 |
est31 |
"without normalmaps there will be no minimap" |
15:53 |
est31 |
you said this |
15:53 |
est31 |
and what did we get? |
15:53 |
RealBadAngel |
ive cheated you |
15:53 |
est31 |
a 20% FPS regression |
15:53 |
RealBadAngel |
im calculating normalmaps on the fly :P |
15:53 |
est31 |
I cant see a relation here either |
15:54 |
RealBadAngel |
this case is different |
15:54 |
RealBadAngel |
water needs way more textures than regular node |
15:54 |
RealBadAngel |
reflection, refraction and disturb (normal) texture |
15:55 |
RealBadAngel |
theres no way atm to supply shader with those textures |
15:55 |
RealBadAngel |
and abot those fps loss, its not general rule |
15:55 |
RealBadAngel |
it depends on GPU used |
15:55 |
est31 |
FPS loss for some people, okay |
15:56 |
RealBadAngel |
it was WAY slower when we emulated tangent space in shaders on the fly |
15:56 |
RealBadAngel |
that was a real diseaster |
15:57 |
RealBadAngel |
now we have that issue solved i think |
15:58 |
RealBadAngel |
regular method for museal boxes and tangent space for faster machines |
15:58 |
RealBadAngel |
so i think everybody is happy |
15:59 |
RealBadAngel |
and now i do try to explain what im doing and what for |
16:00 |
RealBadAngel |
so please dont call my arguments "bullshit" |
16:01 |
RealBadAngel |
car wont drive away without wheels, simple as that |
16:05 |
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16:08 |
Fixer |
RealBadAngel, so camera thing fixes water opacity bug for me :), good news, btw, i've looked at another blinking bug (you know about it), interesting how glass affects it: https://imgur.com/a/lCc79 |
16:08 |
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misprint joined #minetest-dev |
16:09 |
Fixer |
i mean that torch/papyrus boxes in water |
16:09 |
RealBadAngel |
Fixer, same reason. buggy water mesh generation in mapblock_mesh.cpp, not my code |
16:10 |
RealBadAngel |
water sucks big time at many aspects |
16:10 |
RealBadAngel |
i would leave there only geometry stuff and rework whole texturing |
16:11 |
RealBadAngel |
its so twisted that cannot be easily fixed |
16:11 |
RealBadAngel |
easier to write new proper implementation |
16:12 |
Fixer |
could be |
16:12 |
Fixer |
water is cursed in MT |
16:12 |
RealBadAngel |
all that stuff can be fixed, but not now |
16:12 |
Fixer |
nametags PR works for me |
16:12 |
Fixer |
and I see it is merged |
16:13 |
Fixer |
tried https://github.com/minetest/minetest/pull/3705, fixes for me with 5:4 1280*1024 |
16:13 |
Fixer |
at least for this second |
16:19 |
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16:19 |
RealBadAngel |
ok, #3736 |
16:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/3736 -- Minimap: show player markers by RealBadAngel |
16:19 |
RealBadAngel |
Fixer, something new for ya to test ;) |
16:25 |
Fixer |
ok |
16:25 |
Fixer |
i will look at it after nametags and hotfix |
16:31 |
Hijiri |
water opacity bug is the one where random patches of water get opaque randomly? |
16:32 |
Fixer |
yes |
16:33 |
Fixer |
it is fixed :} |
16:33 |
Hijiri |
yay |
16:49 |
est31 |
I'll merge #3705 then |
16:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/3705 -- HOTFIX: Fix too agressive block culling by RealBadAngel |
16:51 |
Fixer |
yeah, 3705 works good for me |
16:51 |
Fixer |
fps is pretty much the same |
16:51 |
Fixer |
N-E-W-S texture looks good |
16:52 |
Fixer |
i like it |
16:56 |
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Hunterz joined #minetest-dev |
16:59 |
RealBadAngel |
Hijiri, it wasnt water only but all transparent things (and the halo too) |
17:07 |
est31 |
*probably* 3705 means a slight FPS regression |
17:08 |
est31 |
but I value correct fames higher than a small fps regression |
17:09 |
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STHGOM joined #minetest-dev |
17:11 |
RealBadAngel |
est31, kahrl was calculating things there and according to him that vaule is correct for 4/3 ratio |
17:12 |
est31 |
well idk, its merged |
17:12 |
RealBadAngel |
and if some blocks wasnt displayed before that wasnt right, so you cant talk about regression here |
17:17 |
Fixer |
est31, it is very very small, i've noticed it could be less than 1fps |
17:17 |
Fixer |
est31, but it is essentially the same |
17:17 |
Fixer |
RealBadAngel, compiling error, will try on clean one |
17:18 |
est31 |
Fixer, paramat has denied fixes for the camera bug for less procesing overhead |
17:18 |
RealBadAngel |
Fixer, minimap? |
17:19 |
Fixer |
est31, what fixes? |
17:19 |
est31 |
Fixer, #3660 |
17:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/3660 -- Fix for disappearing-world problem |
17:19 |
RealBadAngel |
Fixer, ouch, hold on a sec |
17:19 |
Fixer |
RealBadAngel, https://i.imgur.com/NEOAlhT.png |
17:20 |
est31 |
but he's agreed on a solution for the bug now |
17:20 |
est31 |
so all is fine :) |
17:20 |
Fixer |
est31, wait, i was talking about 3705 |
17:20 |
Fixer |
which is merged |
17:22 |
Fixer |
nevermind |
17:22 |
est31 |
Fixer, its another camera bug |
17:22 |
est31 |
two different bugs :) |
17:22 |
Fixer |
est31, at the edge of the world |
17:22 |
RealBadAngel |
Fixer, try now |
17:23 |
est31 |
Fixer, depends on your viewing range setting |
17:23 |
Fixer |
est31, tried with different ones |
17:23 |
Fixer |
hmm |
17:23 |
est31 |
Fixer, if you set minimal and maximal viewing range to 40 000 then you feel it everywhere |
17:23 |
Fixer |
40 000 ? o_0 |
17:24 |
est31 |
the bug in fact appears with every viewing range above 1799, and depending on how close it is to the world edge |
17:24 |
est31 |
in fact a viewing range of 40 000 wont perhaps even trigger the bug |
17:25 |
est31 |
it will fuck up earlier |
17:25 |
Fixer |
est31, i see, it increases with range, i can see it sligltly at 600 |
17:25 |
Fixer |
on some slopes |
17:26 |
Fixer |
but really slightly |
17:26 |
Fixer |
should not be a problem for 99% of cases probably |
17:26 |
Fixer |
but devs better know |
17:26 |
Fixer |
you all decide |
17:26 |
Obani |
RealBadAngel, your minimap feature would be great for PvP :) |
17:27 |
est31 |
Fixer, yes, that's why its a "HOTFIX" |
17:27 |
Fixer |
hehe |
17:27 |
Fixer |
dirty hotfix |
17:32 |
Fixer |
compiling player marks |
17:33 |
Fixer |
btw, why on earth singleplayer can teleport and change time? |
17:34 |
Obani |
why not ? |
17:34 |
Obani |
Isn't he admin on his world ? 0.o |
17:34 |
Fixer |
cheaty :p |
17:39 |
Fixer |
est31, with PR3720 edge looks like this somewhere near 2000 view range -> https://i.imgur.com/6IjE7C3.png |
17:39 |
Fixer |
est31, cropped image, no zoom |
17:40 |
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17:43 |
Fixer |
est31, I hope paramat will not discard his PR |
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17:55 |
est31 |
kahrl, can you have a look at #3503 ? |
17:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/3503 -- Nodebox: Allow nodeboxes to "connect" by sofar |
17:58 |
Fixer |
RealBadAngel, found a bug with squared minimap and marks :} |
17:59 |
RealBadAngel |
whats that? |
18:00 |
Fixer |
RealBadAngel, just turn on squared minimap, marks will be in a wrong place |
18:01 |
Fixer |
also, crash to desktop :( |
18:01 |
Fixer |
debug is clear |
18:04 |
RealBadAngel |
what crash? |
18:05 |
Fixer |
game crashed |
18:06 |
Fixer |
will look in event viewer |
18:06 |
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18:06 |
Fixer |
related to ntdll.dll |
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18:16 |
Fixer |
it is rare elusive crash, nevermind |
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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/ |
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20:39 |
RealBadAngel |
Fixer, youre in a mood to revive all old issues and highlighting design flaws? |
20:40 |
RealBadAngel |
you know that formspec is re-done on every change, and yet you fill a ticket calling it bug |
20:41 |
RealBadAngel |
same about nodeboxes |
20:43 |
RealBadAngel |
not to mention youre duplicating issues |
20:46 |
RealBadAngel |
for example: #104, #723 |
20:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/104 -- Signlike drawtype not being lit smoothly across large areas |
20:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/723 -- Non-opaque nodes are 1 light level darker than they should be |
20:50 |
Fixer |
RealBadAngel, oh |
20:50 |
RealBadAngel |
btw, block culling was tried to be fixed already: #718 |
20:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/718 -- Missing terrain mesh near edges of screen with higher-than-default FOV. |
20:51 |
RealBadAngel |
this issue can propably be closed now |
20:51 |
Fixer |
RealBadAngel, or not, hotfix only fixed it for visual range less than <1800 or so |
20:52 |
est31 |
RealBadAngel, can you give the issue / commit that fixed it in your eyes? |
20:52 |
est31 |
always best to close issues with description what change closed them |
20:53 |
RealBadAngel |
est31, first i will try different FOV settings |
20:55 |
RealBadAngel |
Fixer, you say that the glitch is there for vRange >1800 ? |
20:55 |
Fixer |
RealBadAngel, est31 found it |
20:56 |
RealBadAngel |
thats an extreme, but i will check it too |
20:57 |
Fixer |
RealBadAngel, another interesting water problems: https://github.com/minetest/minetest/issues/3075 and https://github.com/minetest/minetest/issues/3004 |
20:57 |
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20:57 |
RealBadAngel |
jeez, Fixer .... |
20:58 |
RealBadAngel |
stop with this damn water |
20:58 |
Fixer |
water is cursed |
20:58 |
RealBadAngel |
thats unfixeable |
20:58 |
Fixer |
hehe |
20:58 |
Fixer |
RealBadAngel, look at the second one |
20:58 |
RealBadAngel |
also check for issues before you make another one |
20:58 |
Fixer |
it is more crazy |
20:59 |
Fixer |
yeah |
20:59 |
est31 |
Fixer, in fact the FOV bug is almost fixed now |
20:59 |
est31 |
only waits for paramat to merge his PR |
21:00 |
Fixer |
i'm closing my issue 3735, it is duplicate of issue 104 :( |
21:00 |
Fixer |
and that is 10 Jun 2012 |
21:00 |
RealBadAngel |
Fixer, and for the record, the waving water is not mine |
21:00 |
RealBadAngel |
its Jeija's code |
21:00 |
Fixer |
RealBadAngel, not a problem |
21:00 |
Fixer |
paramat will gladly remove it |
21:00 |
Fixer |
trollface |
21:02 |
RealBadAngel |
i also have enough hearing about that damn water for n-th time complaining a) that i havent coded it b) nothing can be done to fix it |
21:03 |
RealBadAngel |
same with this damn lighting. easier for me to make real lighting than fixing weird issues |
21:04 |
Fixer |
RealBadAngel, i'm not sure what my issue is duplicate of 723 |
21:04 |
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21:04 |
RealBadAngel |
that the same issue |
21:04 |
RealBadAngel |
the very same code responsible for that |
21:04 |
Fixer |
ah, ok |
21:06 |
RealBadAngel |
only solid blocks have light calculated per face |
21:07 |
RealBadAngel |
everything else have different lighting |
21:07 |
RealBadAngel |
theres no way for them to look the same as full sized nodes |
21:07 |
Fixer |
RealBadAngel, there are 608 issues currently, hard to avoid dupes %) |
21:08 |
RealBadAngel |
especially when you havent even tried to check for dupes. i just checked last 3 pages |
21:08 |
Fixer |
that issue was from 2012 :) |
21:10 |
RealBadAngel |
that should tell you that it is not a bug but consequence of design decisions. it was always like that and will remain the same until there will be per pixel lighting |
21:11 |
Fixer |
whatever |
21:11 |
RealBadAngel |
i could propably make specialized drawtype for stairs or slabs that will use full sized nodes lighting |
21:12 |
RealBadAngel |
but what for? everything other will suffer the same still |
21:12 |
RealBadAngel |
not to mention new stairs will be incompatible with old ones |
21:12 |
RealBadAngel |
so you will have mess updating the stairs everywhere |
21:12 |
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21:13 |
RealBadAngel |
in a few months propably there will be here real lighting and you will need to undo the specialized stairs drawtype again |
21:16 |
Guest96421 |
Security fix: #3738 |
21:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/3738 -- Require request_insecure_environment to be called from the mod's main scope by ShadowNinja |
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22:54 |
est31 |
ShadowNinja, added WIP label bc of https://github.com/minetest/minetest/pull/3739/files#diff-df94e8d5f34d9a321433d8ad33bb7a07R105 |
22:54 |
est31 |
hrmm perhaps already done |
22:55 |
est31 |
just needed to remove the comment |
22:55 |
ShadowNinja |
est31: I just copied that from kaeza's patch. I'm not sure what he meant by it. |
22:57 |
est31 |
my _guess_ is that once it wasnt done |
22:57 |
est31 |
and then it got added later on |
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23:29 |
ShadowNinja |
est31: Oh, acutally there is one thing wrong: player_dir and cam_dir will be different in 2nd/3rd person view. |
23:30 |
est31 |
we dont really have one of yaw/pitch in 3rd person view do we |
23:30 |
est31 |
(of the player) |
23:33 |
ShadowNinja |
The player has pitch/yaw values, I just have to get them as a unit vector instead. |
23:34 |
est31 |
i guess both player and camera positions are okay |
23:35 |
est31 |
i mean the view updates too if the camera gets to the 3rd person vie |
23:35 |
est31 |
w |
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