Time |
Nick |
Message |
00:11 |
est31 |
I'll push a fix for #3766 soon |
00:11 |
ShadowBot |
https://github.com/minetest/minetest/issues/3766 -- 31e0667 broken android build |
00:11 |
est31 |
oneliner |
00:15 |
est31 |
https://github.com/est31/minetest/commit/4498b535d47d1ed9fadd51bfa8a1c4b88ca8b16e |
00:15 |
est31 |
this will be pushed in 10 minutes |
00:16 |
est31 |
little update https://github.com/est31/minetest/commit/b78c1b148e00316d2fca9786c965f74628b5aa6d |
00:17 |
|
misprint joined #minetest-dev |
00:25 |
Fixer |
i see a weird low-bumping up when walking near some nodes |
00:25 |
Fixer |
and on other nodes i hear fast-repeated-walk-many-times thing |
00:26 |
kaeza |
terminate called after throwing an instance of 'LuaError' |
00:26 |
kaeza |
what(): Runtime error from mod '' in callback handleMainMenuButtons(): Attempt to set secure setting. |
00:26 |
sofar |
are they plain nodes or maybe mesh nodes or nodeboxes? |
00:26 |
kaeza |
^ enable secure.enable_security and then try to disable from main menu |
00:27 |
Fixer |
sofar, when walking near cottages: fence_small and when walking off the mesecons_pressure_plates |
00:27 |
sofar |
so nodeboxes |
00:27 |
est31 |
kaeza, there is a current bug in modding security |
00:28 |
est31 |
kaeza, #3765 |
00:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/3765 -- minetest.request_insecure_environment() always returns nil |
00:28 |
Fixer |
sofar, yeah, looks like it |
00:28 |
est31 |
can you try to rollback before that commit and try? |
00:28 |
kaeza |
est31, "a" bug? :P |
00:28 |
est31 |
if it is broken before as well file a second bug |
00:28 |
est31 |
if its not broken before, add a comment to the issue, its useful to know what all is broken |
00:31 |
|
misprint joined #minetest-dev |
00:33 |
kaeza |
est31, that's a different issue |
00:33 |
est31 |
then file a bug :) |
00:34 |
est31 |
and point out that you tested that its a different issue |
00:35 |
kaeza |
that issue is about RIE returning `nil` for some reason, this one is about mainmenu being unable to toggle security setting |
00:38 |
est31 |
kaeza, did you test it on an old revision |
00:38 |
est31 |
on which revision did you test it the first place |
00:41 |
kaeza |
est31, uhm... it doesn't matter? this issue should manifest on anything after some commit where `setting_set*` was made to fail if the prefix is `secure.` |
00:42 |
kaeza |
or after the tree-based settings were added, whichever is more recent |
00:42 |
Fixer |
nore is nerzhul? |
00:43 |
est31 |
no |
00:43 |
Fixer |
anyway, new walking regression - https://github.com/minetest/minetest/issues/3767 |
00:43 |
est31 |
kaeza, on what revision did you test it |
00:43 |
est31 |
but do a bug report on github |
00:43 |
est31 |
with all you know |
00:43 |
est31 |
we'll find out the rest |
00:45 |
kaeza |
est31, 997be66 and c6d7d20 |
00:45 |
kaeza |
(parent of your linked commit, and local master HEAD, respectively) |
00:46 |
est31 |
okay |
00:55 |
est31 |
you want to file it? or should I? |
00:55 |
kaeza |
I'm compiling latest HEAD to test |
00:56 |
kaeza |
don't see anything relevant in the logs, though |
00:57 |
Fixer |
lol, new android bug |
00:58 |
kaeza |
wish this thing compiled faster. Windows subprocesses are crap |
01:05 |
kaeza |
So what is happening is `setting_set*` disallow editing of settings prefixed by `secure.` in any case. Main menu needs to use `setting_setbool` to toggle `secure.enable_security`, so there you go |
01:11 |
kaeza |
est, #3769 |
01:11 |
ShadowBot |
https://github.com/minetest/minetest/issues/3769 -- Unable to turn off security from main menu. |
01:33 |
sofar |
heh, a fun thing happened when I combined all the TNT patches and set off multiple TNT blocks - Item Drops were ejected up to 30 nodes far away, wheeee |
01:33 |
sofar |
I hope I can blow a cow that far |
01:33 |
sofar |
that would be epic |
01:43 |
|
ssieb joined #minetest-dev |
02:08 |
|
Player_2 joined #minetest-dev |
02:10 |
|
diemartin joined #minetest-dev |
03:20 |
|
Dragonop joined #minetest-dev |
04:16 |
|
kaeza joined #minetest-dev |
05:56 |
sofar |
est31, where art thou? |
05:57 |
sofar |
I've got crops converted to nodetimers, working great! |
05:57 |
sofar |
except, now I need the LBM code to work :) |
05:57 |
|
kaeza joined #minetest-dev |
06:09 |
|
Calinou joined #minetest-dev |
06:39 |
|
Terusthebird joined #minetest-dev |
06:39 |
|
Hunterz joined #minetest-dev |
07:07 |
|
ud1_ joined #minetest-dev |
07:13 |
|
misprint joined #minetest-dev |
07:14 |
RealBadAngel |
ShadowNinja, here? |
07:16 |
RealBadAngel |
ShadowNinja, replace "useNormalmap" with "textureFlags" in game.cpp |
07:22 |
|
nrzkt joined #minetest-dev |
07:28 |
RealBadAngel |
ShadowNinja, commented it in PR code |
07:46 |
|
Samson1 joined #minetest-dev |
07:52 |
|
Alduin_ joined #minetest-dev |
08:14 |
|
nrzkt joined #minetest-dev |
09:37 |
|
Ardonel joined #minetest-dev |
10:07 |
everamzah |
thank you for door selection fix |
10:11 |
RealBadAngel |
np |
10:26 |
|
blaze joined #minetest-dev |
10:27 |
nrzkt |
kahrl, nore ShadowNinja , can you look at the little #3771 ? |
10:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/3771 -- GOTBLOCKS & DELETEBLOCKS: test packet size only once by nerzhul |
10:28 |
|
Obani joined #minetest-dev |
10:31 |
nore |
nrzkt: LGTM, but untested |
11:30 |
|
numzero joined #minetest-dev |
11:32 |
Fritigern |
Steel doors nowadays can be opened by anyone, and don;t show owner when pointed at them. Is this supposed to happen? |
11:41 |
|
linkedinyou joined #minetest-dev |
11:44 |
|
DevBox joined #minetest-dev |
11:47 |
|
leat joined #minetest-dev |
11:50 |
|
leat joined #minetest-dev |
12:09 |
|
Fixer joined #minetest-dev |
12:12 |
Obani |
Fixer, I don't think so |
12:13 |
Fixer |
Obani, ? |
12:13 |
Obani |
ops |
12:13 |
kahrl |
nrzkt: maybe the size is tested in that strange current way to deal with the possibility of integer overflow? |
12:14 |
Obani |
Fritigern, I don't think so |
12:16 |
kahrl |
nrzkt: also relatedly, count is u8, so 1 + count * 6 is *very* likely to overflow |
12:17 |
kahrl |
or does the * 6 promote the whole thing to int? ugh, I can never remember |
12:19 |
kahrl |
it appears to be promoted to int (on my compiler) |
12:27 |
nore |
kahrl: it would be good to do the promotion explicitely though I would say |
12:28 |
kahrl |
nore: agreed |
12:28 |
nore |
also, the new test is exactly the one that happened at the last iteration of the loop previously |
12:29 |
nore |
although, I am wondering |
12:29 |
kahrl |
nore: well, I wasn't so sure about that, because count is u8, but i is u16 |
12:29 |
kahrl |
but yes, the standard guarantees that those are promoted to int |
12:29 |
nore |
if we receive a shortened packet, because the last part got lost |
12:30 |
nore |
then we previously did all that we could do, until there was not enough remaining |
12:30 |
nore |
but with the patch, we reject the whole packet |
12:30 |
nore |
I don't know which is better though |
12:31 |
nore |
(however, if we decide to keep the current code, I'm for adding a comment that explains why) |
12:31 |
kahrl |
the packet length if part of the udp checksum, so if a packet gets truncated it should be thrown away |
12:31 |
kahrl |
well |
12:32 |
kahrl |
that and the kernel should ensure that the length (as specified in the udp header) matches how long the payload is |
12:33 |
nore |
then the patch looks good, except that I would add explicit conversion |
12:33 |
kahrl |
yeah |
12:42 |
|
linkedinyou joined #minetest-dev |
12:51 |
nrzkt |
kahrl, * 6 = size of v3s16 |
12:51 |
nrzkt |
1 is the u8 for count |
12:51 |
nrzkt |
the test is okay for the length |
12:51 |
nrzkt |
nore, explicit conversion where ? |
12:52 |
nore |
nrzkt: to convert count into int |
12:52 |
kahrl |
nrzkt: well say you have u8 count = 100 |
12:52 |
kahrl |
nrzkt: and u8 tmp = 1 + count * 6 |
12:52 |
kahrl |
nrzkt: then tmp is not 601, it's 89 |
12:55 |
nrzkt |
kahrl, i see :) |
12:56 |
nrzkt |
(int)count * 6 fits ? |
12:56 |
kahrl |
yeah, that's good |
12:58 |
|
numzero joined #minetest-dev |
13:00 |
kahrl |
perhaps the clearest would be (u32), and remove the (s16) before pkt->getSize() |
13:00 |
kahrl |
since pkt->getSize() returns u32 |
13:00 |
kahrl |
dunno, either way is fine with me |
13:02 |
|
paramat joined #minetest-dev |
13:04 |
paramat |
nore sfan5 game#867 |
13:04 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/867 -- Default/mapgen: Make forest clearings larger and more common by paramat |
13:05 |
|
Darcidride joined #minetest-dev |
13:06 |
paramat |
nore sfan5 2 more easy ones to review game#866 game#868 |
13:06 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/866 -- Remove dig_up() from cactus. by MT-Modder |
13:06 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/868 -- Control leaf decay with sneak. by MT-Modder |
13:06 |
nore |
paramat: +1 to the idea for 867, haven't tested it yet |
13:07 |
paramat |
the screenshots show the lowest densities |
13:08 |
nore |
868 looks good too |
13:08 |
|
Player_2 joined #minetest-dev |
13:09 |
nore |
866 too, although I don't know what is best between removing dig_up for cacti or making it work for branched cacti too |
13:09 |
nore |
but I agree that we shouldn't keep the current way |
13:10 |
nore |
and if we want to add something that supports branched cacti, we can either do it as a mod or do it later, so +1 |
13:10 |
paramat |
ok. no idea how to make branches auto-dig |
13:10 |
paramat |
ok |
13:10 |
paramat |
thanks |
13:10 |
|
Taoki[mobile] joined #minetest-dev |
13:11 |
paramat |
so i guess i cn merge 867, will do later |
13:11 |
nore |
paramat: either keep metadata info in the cacti (probably best way actually for multiple cacti that spawn close to one another), or make a bfs/dfs to find the branches of the cacti (but then, if several cacti touch one another, it will have strange effects) |
13:12 |
paramat |
ugh this is not worth it |
13:12 |
paramat |
:) |
13:12 |
nore |
well, it depends on what we want the game to look like :) |
13:13 |
nore |
but since trees are not cut either right now, I'd say it is good like this |
13:13 |
paramat |
ok yes we can consider later |
13:14 |
kahrl |
is there a engine issue corresponding to game#760? |
13:14 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/760 -- Creative inventory search function disables exiting of inventory |
13:14 |
kahrl |
I'm used to pressing E to get in & out of inventory (from playing another sandbox voxel game), and find this really annoying |
13:17 |
|
leat joined #minetest-dev |
13:18 |
everamzah |
if you press tab it goes from the text input to some other button |
13:18 |
everamzah |
shift-tab goes backwards. but for some reason, text input gets precedence |
13:20 |
kahrl |
I wish there didn't have to be a workaround at all |
13:21 |
kahrl |
IMHO the search field shouldn't be focused by default |
13:21 |
kahrl |
maybe assign a key like '/' to focus the search field |
13:21 |
kahrl |
(yeah, I know that leads into dark formspec territory that nobody wants to enter) |
13:21 |
everamzah |
that's what i said. but i think it would be a fine addition to formspecs to set it by default where you like, but that's another thing |
13:22 |
everamzah |
hard-coding ctrl+f or / would work tho |
13:23 |
everamzah |
i opened an engine issue right after that |
13:23 |
nrzkt |
kahrl, nore can you set your +1 on #3771 on github ? :) |
13:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/3771 -- GOTBLOCKS & DELETEBLOCKS: test packet size only once by nerzhul |
13:24 |
everamzah |
https://github.com/minetest/minetest/issues/3495 |
13:24 |
everamzah |
#3495 |
13:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/3495 -- Open/Close Inventory key breaks if there is a text input |
13:24 |
everamzah |
oh |
13:26 |
kahrl |
ah |
13:27 |
kahrl |
well, I'll never get used to pressing esc since I don't play in creative often |
13:27 |
kahrl |
oh well |
13:28 |
kahrl |
I guess the people that play in creative often should decide this |
13:28 |
everamzah |
that's why i thought it would be nice to set this behavior like you'd set a listring or something. oh well indeed |
13:31 |
nrzkt |
nore, ty |
13:32 |
nore |
nrzkt: you're welcome :) |
13:34 |
paramat |
i eventually got used to using ESC to exit |
13:37 |
kahrl |
I guess ESC is okay if you're using the default keybinding of I for inventory |
13:37 |
kahrl |
both ESC and I are hard to reach from the WASD position |
13:37 |
kahrl |
but with E for inventory, it's annoying to have to reach out to ESC to close it again |
13:38 |
|
kilbith joined #minetest-dev |
13:38 |
kilbith |
kahrl, once you do an operation on the inventory, you can escape with E as usual |
13:39 |
kilbith |
i find your comments extremely nitpicky |
13:39 |
|
ud1 joined #minetest-dev |
13:39 |
paramat |
yes i agree i use E for inventory |
13:40 |
paramat |
bit am ok with it now |
13:40 |
kahrl |
kilbith: that makes the interface stateful which tends to make an interface harder to use |
13:41 |
kahrl |
kilbith: btw, what's nitpicky to one person annoys another, that's life |
13:42 |
kilbith |
no, at first opening it expects a string, but in 99% of time you do an operation in the inventory |
13:42 |
kahrl |
not really |
13:42 |
kilbith |
and of course it's engine's issue |
13:42 |
kahrl |
I often just open the inventory to see if I have a certain item in it |
13:43 |
kilbith |
did you read kaeza's comment already ? |
13:43 |
kilbith |
https://github.com/minetest/minetest/issues/3495#issuecomment-167636443 |
13:43 |
kahrl |
yes, I did |
13:44 |
kahrl |
like I said: "oh well". I'm not going to force anybody to touch formspec code |
13:45 |
kahrl |
so I won't make the issue a blocker, nor even reopen it |
13:45 |
kilbith |
so we have the best compromise, first opening -> expects a string, otherwise you open for an operation and you can exit it the usual way |
13:47 |
kahrl |
I'd prefer it if keymap_inventory closed the inventory (if search box is empty), any other letter went into the search box, / and ctrl-f focused the search box |
13:47 |
kahrl |
but again that might confuse someone, so: "oh well". |
13:50 |
kilbith |
i'm more annoyed by that currently, formspec wise : https://github.com/minetest/minetest/issues/3403 |
13:51 |
kahrl |
I was hoping you wouldn't mention that |
13:52 |
kilbith |
asking for months now :) |
13:53 |
kahrl |
nobody wants to work on the miserable, miserable formspec code |
14:10 |
|
Alduin_ joined #minetest-dev |
14:11 |
nrzkt |
Merging #3771 |
14:11 |
ShadowBot |
https://github.com/minetest/minetest/issues/3771 -- GOTBLOCKS & DELETEBLOCKS: test packet size only once by nerzhul |
14:14 |
|
Taoki[mobile] joined #minetest-dev |
14:20 |
|
leat joined #minetest-dev |
14:27 |
|
Alduin_ joined #minetest-dev |
14:49 |
paramat |
nore sfan5 this one seems important and is a simple fix game#815 |
14:49 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/815 -- Change written book formspec to wrap text by tenplus1 |
14:53 |
* VanessaE |
growls at paramat |
15:01 |
paramat |
ah that :} |
15:02 |
VanessaE |
yeah, that. |
15:02 |
* VanessaE |
growls more loudly |
15:05 |
|
werwerwer joined #minetest-dev |
15:12 |
RealBadAngel |
kahrl, SN wanted i think |
15:12 |
RealBadAngel |
he had them changed to use tables afaik |
15:13 |
RealBadAngel |
btw, what do you think about adding to default some mod to use waypoints? |
15:15 |
|
turtleman joined #minetest-dev |
15:18 |
|
paramat left #minetest-dev |
15:18 |
|
leat joined #minetest-dev |
15:19 |
|
Fixer joined #minetest-dev |
15:20 |
|
STHGOM joined #minetest-dev |
15:22 |
|
Darcidride joined #minetest-dev |
15:24 |
everamzah |
oooh |
15:42 |
|
RealBadAngel joined #minetest-dev |
15:49 |
|
ud1 joined #minetest-dev |
15:56 |
|
Obani joined #minetest-dev |
16:00 |
RealBadAngel |
#3774 |
16:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/3774 -- Halo: highlight selected face by RealBadAngel |
16:00 |
RealBadAngel |
^^ no setting for it yet |
16:05 |
RealBadAngel |
and i think #3763 can be merged, no problems reported at all. only speedup :) |
16:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/3763 -- Mapblock mesh: Allow to use VBO by RealBadAngel |
16:17 |
|
iqualfragile joined #minetest-dev |
16:28 |
|
ElectronLibre joined #minetest-dev |
16:29 |
Fixer |
RealBadAngel, superfluos gave me big impressive boost (VBO was also on) |
16:30 |
Fixer |
RealBadAngel, original diff |
16:30 |
Fixer |
RealBadAngel, +30 % fps boost |
16:30 |
RealBadAngel |
Fixer, i think the gain can highly depend on GPU used |
16:30 |
RealBadAngel |
for me its marginal |
16:31 |
RealBadAngel |
but thats good it can speed up intels and the like |
16:31 |
RealBadAngel |
one thing that worries me is that issue i cant reproduce |
16:31 |
RealBadAngel |
see the last screenshot in the PR |
16:32 |
Fixer |
yeah |
16:32 |
Fixer |
have not seen it |
16:32 |
Fixer |
but i do have some slight issue with trees |
16:32 |
Fixer |
but boost is impressive |
16:32 |
Fixer |
big difference |
16:33 |
RealBadAngel |
no matter if its 2 or 20fps, each gain is worth it |
16:33 |
Obani |
You're atlking about the superflous shaders settings PR ? |
16:33 |
RealBadAngel |
what kind of issue you have? |
16:34 |
Fixer |
RealBadAngel, now i can into 200 on just test spawn |
16:34 |
Fixer |
and got up to 40 fps |
16:34 |
Fixer |
RealBadAngel, gain is really noticable for me, on Just Test is hugely noticable |
16:35 |
|
Krock joined #minetest-dev |
16:35 |
|
hmmmm joined #minetest-dev |
16:38 |
Fixer |
RealBadAngel, on heavy LinuxGaming scene i've tested before istead of 28 i got 39 |
16:38 |
RealBadAngel |
Fixer, so what about the trees? |
16:38 |
Fixer |
RealBadAngel, very minimal issue |
16:38 |
Fixer |
RealBadAngel, one sec |
16:38 |
RealBadAngel |
Fixer, do note that SN's PR has many mistakes |
16:39 |
RealBadAngel |
ive pointed whats needed to be fixed |
16:39 |
Fixer |
RealBadAngel, so they can lower performance :( |
16:40 |
RealBadAngel |
no |
16:40 |
RealBadAngel |
some variables are not set |
16:40 |
RealBadAngel |
minimap cannot work for example, bumpmapping, relief |
16:40 |
Fixer |
but performance with VBO + this really impresses me (apart from usual stutters on chunk, but that can be fixed) |
16:40 |
RealBadAngel |
there are 2 matrices not set |
16:41 |
Fixer |
RealBadAngel, it gives big boost on heavy scenes |
16:41 |
Fixer |
RealBadAngel, i did not use refiel or bump in those tests anyway |
16:41 |
Fixer |
RealBadAngel, shaders + tone + waving |
16:43 |
RealBadAngel |
those are actually not messed |
16:43 |
RealBadAngel |
what about those trees? |
16:43 |
Fixer |
wait |
16:43 |
Fixer |
RealBadAngel, could be mipmap related, waiting for day |
16:44 |
Fixer |
RealBadAngel, with those I can go into v_range 200 on servers department |
16:46 |
Fixer |
RealBadAngel, it is hard to spot, let me find it |
16:46 |
Fixer |
spotted |
16:47 |
Fixer |
RealBadAngel, however, it can be mod problem or smth |
16:48 |
Fixer |
RealBadAngel, it is custom tree with banana-leaves, it is not waving as others do, look on leaves: https://i.imgur.com/VY42pnO.png |
16:48 |
Fixer |
maybe it is just mod problem, let me check it in other build |
16:49 |
RealBadAngel |
whats wrong with them? |
16:49 |
RealBadAngel |
ah |
16:49 |
RealBadAngel |
that would be mod if others are waving |
16:49 |
Fixer |
RealBadAngel, leaves has some kind of small white lines |
16:49 |
Fixer |
yes |
16:49 |
|
Calinou joined #minetest-dev |
16:49 |
Fixer |
let me check in client without that |
16:50 |
Fixer |
without VBO and superfl |
16:50 |
sofar |
the banana leaves texture is ugly and has vertical patterns |
16:50 |
Fixer |
RealBadAngel, same problem, so it is not related |
16:50 |
Fixer |
RealBadAngel, we are good |
16:50 |
Fixer |
RealBadAngel, now i need to spot that black problem |
16:50 |
sofar |
not to mention that whoever made it, never has seen a banana leaf |
16:50 |
RealBadAngel |
lol |
16:50 |
RealBadAngel |
indeed |
16:51 |
sofar |
I used to have a banana plant |
16:51 |
sofar |
their leaves are huge |
16:51 |
Fixer |
i will go eat and feed the dog and go back for testing, this PR is big deal for me |
16:51 |
RealBadAngel |
anyway good enough thats a tree. some kids think that bananas grow in markets ;) |
16:52 |
RealBadAngel |
Fixer, dont mix that. dont eat the dog ;) |
16:54 |
Fixer |
RealBadAngel, heavy scenes is much better now |
16:54 |
Fixer |
RealBadAngel, i still think 100 is somewhat big for default |
16:55 |
RealBadAngel |
its only for the first run |
16:55 |
RealBadAngel |
i dont think its anything wrong with it |
16:55 |
RealBadAngel |
i usually play at 200+ |
16:55 |
Fixer |
RealBadAngel, with 100 on heavy servers with VBO+superfl i have 45fps, not bad, without it it will be 20 |
16:55 |
Fixer |
or even less |
16:55 |
Calinou |
I play at 256, like Minecraft's old "Far" setting |
16:56 |
Fixer |
100 is usable now |
16:56 |
Calinou |
this works well on GNU/Linux with GTX 570 |
16:56 |
Calinou |
but on Windows with GTX 960M, I do not always have 60 FPS |
16:56 |
Calinou |
:/ |
16:56 |
Calinou |
while GTX 960M is 20% slower, it shouldn't be that slow, I guess Minetest is slower on Windows |
16:57 |
RealBadAngel |
Calinou, have you tried VBO? |
16:57 |
Calinou |
nope |
16:57 |
Fixer |
RealBadAngel, try opening/closing doors near light source |
16:57 |
RealBadAngel |
then try |
16:57 |
RealBadAngel |
you will be suprised |
16:57 |
Fixer |
RealBadAngel, slightly blinks |
16:58 |
Fixer |
RealBadAngel, will make gif, one sec |
16:58 |
RealBadAngel |
Fixer, please wait with finding issues til SN fix the PR |
16:58 |
Fixer |
i will collect issues anyway and recompile when PR is ready |
16:59 |
|
nrzkt joined #minetest-dev |
17:00 |
Fixer |
Calinou, 60fps at 256 in multiplayer? |
17:00 |
Fixer |
RealBadAngel, what view range is default for android btw? |
17:01 |
Fixer |
RealBadAngel, have you looked at lava before fog thing? |
17:01 |
RealBadAngel |
Fixer, 50 i think |
17:01 |
RealBadAngel |
and no |
17:02 |
|
Dragonop joined #minetest-dev |
17:04 |
Fixer |
RealBadAngel, lol, that mapgen stutters in singleplayer, fps hits 125 fps cap, stutters lower it to 50 and back to cap |
17:04 |
Fixer |
RealBadAngel, at 240 |
17:05 |
RealBadAngel |
such stuttering can be a threading issue i think |
17:07 |
Fixer |
huge forest at 240: 55 fps |
17:07 |
Fixer |
looking above it |
17:07 |
Fixer |
can go down to 45 |
17:08 |
Fixer |
but it is very good anyway |
17:08 |
Fixer |
~55-60 inside in forest, very good |
17:08 |
Fixer |
worst case |
17:08 |
Fixer |
mem usage below 900 mb |
17:10 |
Fixer |
RealBadAngel, and that thing was sitting for years in PRs |
17:11 |
Fixer |
afk |
17:12 |
Calinou |
Fixer> Calinou, 60fps at 256 in multiplayer? |
17:12 |
Calinou |
yes, on most servers |
17:12 |
Calinou |
with 4× MSAA, shaders on |
17:12 |
Calinou |
anisotropic on |
17:12 |
RealBadAngel |
Fixer, i havent seen this at all till i was looking for some gregorycu code and found it |
17:14 |
|
Hunterz joined #minetest-dev |
17:15 |
Fixer |
Calinou, O_0 |
17:18 |
Calinou |
this is a graphics card released in 2010 :) |
17:19 |
RealBadAngel |
Calinou, but thats an actual graphics card :) |
17:19 |
RealBadAngel |
not an intel ;) |
17:21 |
Fixer |
Calinou, nvidia has better drivers in linux, than ati |
17:22 |
* Krock |
remembers Linu's sentence "Nvidia, fuck you!" |
17:23 |
Fixer |
Calinou, funny thing is that GTX 570 is very close to my ATI HD6870 in terms of performance, or even the same, yet, my OGL performance in Windows suck so much |
17:24 |
Fixer |
Calinou, i usually play with 70 on multiplayer to have usable gameplay |
17:24 |
Calinou |
no, it is not |
17:24 |
Calinou |
GTX 570 is the performance of an HD 6970 |
17:24 |
Calinou |
(AMD didn't have anything to compete with the GTX 580) |
17:30 |
RealBadAngel |
looks like .14 is gonna be fastest release ever |
17:31 |
|
Megaf joined #minetest-dev |
17:46 |
nrzkt |
R9 Fury ? |
17:49 |
RealBadAngel |
nrzkt, looks like vbo, shader settings, and hopefully meta stuff too, will basically double FPS at least |
17:50 |
nrzkt |
waiting for merge then |
17:51 |
RealBadAngel |
nrzkt, VBO is not WIP anymore i think, you can take off the label and vote for it |
17:52 |
|
Robert_Zenz joined #minetest-dev |
17:54 |
|
iqualfragile_ joined #minetest-dev |
18:15 |
|
paramat joined #minetest-dev |
18:22 |
paramat |
nore sfan5 can anyone check the code of game#815 ? simple fix for broken books |
18:22 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/815 -- Change written book formspec to wrap text by tenplus1 |
18:23 |
sfan5 |
seems good |
18:23 |
paramat |
ok |
18:32 |
paramat |
nore sfan5 how about game#602 ? ShadowNinja seems keen, i feel too neutral to +1 |
18:32 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/602 -- Add access privilege that allows players to bypass protection. by red-001 |
18:33 |
|
Krock2 joined #minetest-dev |
18:35 |
|
nerzhul_ joined #minetest-dev |
18:37 |
Fixer |
Calinou, 6970 is just 20% faster then 6870 iirc |
18:37 |
paramat |
will merge game#815 game#858 game#866 game#868 soon |
18:37 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/815 -- Change written book formspec to wrap text by tenplus1 |
18:37 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/858 -- Door protection fix, and fallback compatibility code for mods. by sofar |
18:37 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/866 -- Remove dig_up() from cactus. by MT-Modder |
18:37 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/868 -- Control leaf decay with sneak. by MT-Modder |
18:38 |
paramat |
(very soon) |
18:44 |
|
ssieb joined #minetest-dev |
18:48 |
|
Megaf_ joined #minetest-dev |
18:53 |
RealBadAngel |
Fixer, you may want to try this together with vbo and shader settings pull: #3775 |
18:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/3775 -- Send to clients only changed node metadata instad of whole mapblock by RealBadAngel |
18:54 |
RealBadAngel |
still WIP but i have fixed a few issues with it |
18:54 |
RealBadAngel |
especially you may want to try VanessaE spawns (lotsa of machines there) |
18:55 |
RealBadAngel |
3775 is a continuation of 3166 ofc |
19:00 |
|
proller joined #minetest-dev |
19:01 |
|
proller joined #minetest-dev |
19:11 |
|
ud1 joined #minetest-dev |
19:22 |
|
Taoki joined #minetest-dev |
19:33 |
RealBadAngel |
#3776 |
19:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/3776 -- Shaders: fix fog not affecting opaque liquids by RealBadAngel |
19:36 |
Fixer |
RealBadAngel, unfortunately i'm somewhat busy, will try in 1 hour or so |
19:36 |
Fixer |
when i come back i will look at it |
19:38 |
RealBadAngel |
theres nothing to test. it works |
19:40 |
RealBadAngel |
this one is pretty obvious and a one liner |
19:52 |
Fixer |
back |
19:53 |
Fixer |
RealBadAngel, i will try |
19:54 |
Fixer |
vbo + fix fog + superfl + 3775 |
19:55 |
Fixer |
RealBadAngel, liberty land has nice mesecons house that has oscilator with lamp that causes periodic -5fps spike |
19:56 |
|
est31 joined #minetest-dev |
19:59 |
RealBadAngel |
Fixer, then you should try it :) |
19:59 |
Fixer |
RealBadAngel, but server should have it too, right? |
19:59 |
RealBadAngel |
also i remember VE creative spawn being DAMN slow |
19:59 |
RealBadAngel |
ah, indeed |
19:59 |
RealBadAngel |
yup |
20:00 |
Fixer |
VanessaE, is that 3166 patch enabled on some of your servers? |
20:00 |
RealBadAngel |
it was once |
20:00 |
RealBadAngel |
now for sure not |
20:01 |
RealBadAngel |
it could be good to have some backup of such spawn |
20:01 |
Fixer |
i can test on localhost |
20:01 |
Fixer |
with some simple digging |
20:02 |
Fixer |
or local save that house and install mesecons |
20:02 |
RealBadAngel |
the meta change will require heavy load to see benefits |
20:02 |
Fixer |
RealBadAngel, digging one block will only change one block |
20:03 |
Fixer |
not entire mapblock |
20:03 |
RealBadAngel |
its not about digging |
20:03 |
est31 |
its about metadata changes Fixer |
20:04 |
Fixer |
oh ok |
20:04 |
RealBadAngel |
VanessaE creative is full of technic and other machines that are causing massive number of meta updates |
20:04 |
RealBadAngel |
without that patch i remember i got <10 fps there |
20:05 |
RealBadAngel |
patch let server update metas without sending whole block |
20:05 |
RealBadAngel |
and thus wont cause mesh updates |
20:06 |
Fixer |
ok |
20:07 |
Fixer |
RealBadAngel, lava before fog is fixed |
20:08 |
RealBadAngel |
ofc :) |
20:18 |
paramat |
#3776 seems straightforward and is tested, can anyone +1? |
20:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/3776 -- Shaders: fix fog not affecting opaque liquids by RealBadAngel |
20:19 |
est31 |
paramat, +1 |
20:20 |
paramat |
thanks, i'll merge it later along with #3762 |
20:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/3762 -- Sheet Ore: Eliminate crash caused by PcgRandom range max < min by paramat |
20:26 |
paramat |
now merging games 815 858 866 868 |
20:39 |
|
Elinvention joined #minetest-dev |
20:44 |
paramat |
merged except 815 which conflicted |
20:47 |
Fixer |
RealBadAngel, so when mese oscilator turns lamp on and off there will be spikes even with 3166? |
20:48 |
RealBadAngel |
Fixer, mese wires will change textures, so mesh updates will still be here i think |
20:51 |
Fixer |
we need Vanessa to patch server with it again |
20:56 |
paramat |
here's the latest batch of improvements for mgvalleys #3741 code is reviewed, can anyone +1? |
20:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/3741 -- Mgvalleys: Add Dry Riverbeds by duane-r |
20:58 |
Fixer |
RealBadAngel, could be related to superfl: https://i.imgur.com/p9hI3Ba.png |
20:58 |
nore |
paramat: +1 to game#602, and I think sofar is right on it too (access should bypass minetest.is_protected too, and thus should be defined in builtin) |
20:58 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/602 -- Add access privilege that allows players to bypass protection. by red-001 |
20:58 |
paramat |
ok |
20:59 |
nore |
paramat: github says game#815 has no rebase conflicts... |
20:59 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/815 -- Change written book formspec to wrap text by tenplus1 |
21:00 |
paramat |
yes, but during attempted merge it failed |
21:00 |
paramat |
that happens sometimes |
21:01 |
nore |
strange |
21:04 |
RealBadAngel |
Fixer, definitely |
21:12 |
sofar |
paramat: I'm just hiding for the next doors bug now ;) |
21:13 |
sofar |
paramat: aside that, I've succesfully used LBM's to convert 'farming' to use node timers, which is cool |
21:13 |
paramat |
nice |
21:13 |
sofar |
paramat: I need to tweak the growth rate and distribution, but aside from that it's finished |
21:14 |
sofar |
I'll have to do some measurements on a large field to determine median growth time and stddev, and key from that |
21:15 |
Fixer |
RealBadAngel, so on just test scene turning vbo and superfl gives near +100% fps boost (from 36 to 70) |
21:17 |
paramat |
nore sfan5 i'm considering adding a 'needles_snowy' node, that drops normal needles, this would allow whiter prettier pines in taiga without extra snow nodeboxes. also allows a 'snowy pine' schematic that can grow from saplings placed near snow |
21:17 |
|
rubenwardy joined #minetest-dev |
21:18 |
paramat |
related, i'll consider using snowblocks as dust in taiga, to remove nodeboxes for FPS gain (RBA) |
21:18 |
Fixer |
you sure it really kills fps? |
21:18 |
RealBadAngel |
paramat, that may not be needed with vbo etc |
21:18 |
RealBadAngel |
Fixer, yes it does |
21:19 |
RealBadAngel |
paramat, but if you can achieve equally nice effect using less vertices than thats good |
21:20 |
paramat |
ok. snowblocks as dust are possibly not as pretty on pines, so not sure |
21:20 |
Fixer |
63 vs 90 with superfl when shaders are disabled |
21:20 |
Fixer |
oh wait |
21:21 |
RealBadAngel |
paramat, i also was thinkin bout needles with snow as single node |
21:21 |
RealBadAngel |
wonder how that would look like |
21:21 |
Fixer |
ah, sry, no difference when shaders off |
21:21 |
paramat |
well we'll soon see |
21:21 |
sofar |
could use the snow cover texture overlay over grass but using it over leaves |
21:21 |
Fixer |
forget to turn off vbo |
21:21 |
sofar |
no new texture needed for that |
21:22 |
paramat |
sofar yes or something similar |
21:22 |
sofar |
may want to poke holes in it, though |
21:24 |
RealBadAngel |
i think new texture would be better |
21:25 |
|
Player_2 joined #minetest-dev |
21:25 |
RealBadAngel |
ha! managed to eliminate duped meta updates :) |
21:25 |
sofar |
for realz? |
21:27 |
Fixer |
RealBadAngel, so i've looked more and just on just test VBO + superfl gives near 100% fps boost (from ~38 to ~71) |
21:27 |
RealBadAngel |
need to clean the code now but it works |
21:27 |
Fixer |
RealBadAngel, superfl has biggest effect |
21:27 |
RealBadAngel |
Fixer, for me its quite opposite ;) |
21:27 |
Fixer |
RealBadAngel, VBO: 38 to 45, Superfl: the 45-71 |
21:28 |
Fixer |
RealBadAngel, slow down? |
21:28 |
RealBadAngel |
almost no change with settings, vbo doubles fps |
21:28 |
Fixer |
RealBadAngel, lol |
21:28 |
Fixer |
damned |
21:28 |
RealBadAngel |
it highly depends on gpu, amount of vram etc |
21:29 |
Fixer |
RealBadAngel, and vbo+superfl doubles for me too |
21:29 |
Fixer |
1024 mb |
21:29 |
Fixer |
must have thing |
21:29 |
RealBadAngel |
ofc |
21:29 |
|
DFeniks joined #minetest-dev |
21:29 |
Fixer |
i will wait for more updates of that superfl thing |
21:29 |
Fixer |
i've observed water problems with it, i think it is related to blinking |
21:29 |
RealBadAngel |
ShadowNinja have to update it |
21:29 |
Fixer |
on fog distance |
21:30 |
RealBadAngel |
ok, im going to take a nap |
21:30 |
RealBadAngel |
later on i will continue on meta |
21:30 |
Fixer |
ok |
21:33 |
|
est31 joined #minetest-dev |
21:42 |
|
paramat left #minetest-dev |
21:46 |
Hijiri |
Is there somewhere I can read about how the release is coming along |
21:47 |
|
Player-2 joined #minetest-dev |
21:51 |
celeron55 |
Hijiri: it seems nobody has created a milestone on github (usually there is) and there also isn't a thread on the forum (which is less usual), so everything is happening on this channel it looks like |
21:52 |
est31 |
there is also the "blocker" label |
21:52 |
celeron55 |
it might be a good idea to add a milestone |
21:53 |
est31 |
yeah |
22:09 |
|
Wuzzy joined #minetest-dev |
22:11 |
Hijiri |
celeron55: ok, thanks |
22:11 |
Hijiri |
I didn't want to ask how soon the release is in the channel because that's usually on a project channel's list of annoying questions |
22:12 |
|
Wuzzy joined #minetest-dev |
22:16 |
Wuzzy |
I have worked on the tutorial recently (2.0.1). <https://forum.minetest.net/viewtopic.php?f=15&t=10192&start=150#p207322> What do you think? Does it have any chance to be bundled with Minetest in the future? |
22:16 |
Wuzzy |
Also, I am interested on your thoughts on this: https://forum.minetest.net/viewtopic.php?f=5&t=10312#p208204 |
22:25 |
Hijiri |
:+1: |
22:28 |
Fixer |
Wuzzy, things will probably go faster if you open github issue for that |
22:29 |
Wuzzy |
is github the right place for that? |
22:29 |
Wuzzy |
I have not thought of that, but, oh, well. |
22:30 |
Wuzzy |
btw, what do YOU think about including it? :) |
22:31 |
|
Wayward_1 joined #minetest-dev |
22:34 |
Fixer |
Wuzzy, yes |
22:34 |
Wuzzy |
:-) |
22:39 |
sofar |
Wuzzy: making a "start tutorial" popup in minetest/builtin/game/ shouldn't be too difficult |
22:40 |
Fixer |
sofar, or just make subgame icon with "Help" pic |
22:41 |
sofar |
nope, don't hide it. people aren't gonna find it |
22:41 |
sofar |
"Hey! We see this is your first time in minetest! Wanna play the tutorial?" [ YES ] [ I know my way ] |
22:42 |
sofar |
I think even experienced players will appreciate that |
22:43 |
Fixer |
sofar, but icon will be visible on singleplayer page (at least on pc) |
22:57 |
Wuzzy |
Oh, you don’t understand. |
22:57 |
Wuzzy |
I said the icon should be hidden because the button for starting the tutorial is somewhere else |
22:58 |
Wuzzy |
From the player perspective, it should not look like a normal subgame. Would also be annoying to have tutorial next to “real†sub-GAMES |
23:02 |
|
Guest51226 joined #minetest-dev |
23:02 |
|
cheapie joined #minetest-dev |
23:02 |
|
thePalindrome joined #minetest-dev |
23:02 |
|
kahrl joined #minetest-dev |
23:02 |
|
dzho joined #minetest-dev |
23:02 |
|
johnnyjoy joined #minetest-dev |
23:02 |
|
ekem joined #minetest-dev |
23:02 |
|
fling joined #minetest-dev |
23:02 |
|
ShadowBot joined #minetest-dev |
23:02 |
|
exio4 joined #minetest-dev |
23:02 |
|
Icedream joined #minetest-dev |
23:02 |
|
Lunatrius joined #minetest-dev |
23:02 |
|
Etzos joined #minetest-dev |
23:02 |
|
OldCoder joined #minetest-dev |
23:02 |
|
Wayward1 joined #minetest-dev |
23:02 |
|
misprint joined #minetest-dev |
23:02 |
|
RealBadAngel joined #minetest-dev |
23:02 |
|
iqualfragile_ joined #minetest-dev |
23:02 |
|
VargaD joined #minetest-dev |
23:02 |
|
Anchakor joined #minetest-dev |
23:02 |
|
celeron55 joined #minetest-dev |
23:02 |
|
VanessaE joined #minetest-dev |
23:02 |
|
Terusthebird joined #minetest-dev |
23:02 |
|
Obani joined #minetest-dev |
23:02 |
|
Elinvention joined #minetest-dev |
23:02 |
|
enesbil joined #minetest-dev |
23:02 |
|
Wayward_One joined #minetest-dev |
23:02 |
|
iamafriend joined #minetest-dev |
23:02 |
|
nore joined #minetest-dev |
23:02 |
|
Fritigern joined #minetest-dev |
23:02 |
|
rom1504 joined #minetest-dev |
23:02 |
|
jomat joined #minetest-dev |
23:02 |
|
_tutima joined #minetest-dev |
23:02 |
|
thatgraemeguy joined #minetest-dev |
23:02 |
|
pozzoni joined #minetest-dev |
23:02 |
|
gentoobro joined #minetest-dev |
23:02 |
|
exoplanet joined #minetest-dev |
23:02 |
|
Robby joined #minetest-dev |
23:02 |
|
ssieb joined #minetest-dev |
23:02 |
|
proller joined #minetest-dev |
23:02 |
|
DFeniks joined #minetest-dev |
23:02 |
|
ShadowNinja joined #minetest-dev |
23:02 |
|
nolsen joined #minetest-dev |
23:02 |
|
sofar joined #minetest-dev |
23:02 |
|
Sockbat joined #minetest-dev |
23:02 |
|
book` joined #minetest-dev |
23:02 |
|
LuciousLisa joined #minetest-dev |
23:02 |
|
fireglow joined #minetest-dev |
23:03 |
|
Sokomine joined #minetest-dev |
23:03 |
|
Wuzzy joined #minetest-dev |
23:03 |
|
Player-2 joined #minetest-dev |
23:03 |
|
Taoki joined #minetest-dev |
23:03 |
|
Dragonop joined #minetest-dev |
23:03 |
|
Fixer joined #minetest-dev |
23:03 |
|
leat joined #minetest-dev |
23:03 |
|
Warr1024 joined #minetest-dev |
23:04 |
|
linkedinyou joined #minetest-dev |
23:04 |
|
eeew joined #minetest-dev |
23:04 |
|
werwerwer joined #minetest-dev |
23:04 |
|
Ardonel joined #minetest-dev |
23:04 |
|
Ritchie joined #minetest-dev |
23:04 |
|
dulrich joined #minetest-dev |
23:04 |
|
Kray joined #minetest-dev |
23:04 |
|
VirusJones joined #minetest-dev |
23:04 |
|
Amoebaa joined #minetest-dev |
23:05 |
|
Wayward_1 joined #minetest-dev |
23:05 |
|
rubenwardy joined #minetest-dev |
23:05 |
|
hmmmm joined #minetest-dev |
23:05 |
|
turtleman joined #minetest-dev |
23:05 |
|
Hijiri joined #minetest-dev |
23:05 |
|
SoniEx2 joined #minetest-dev |
23:05 |
|
SoniEx2 joined #minetest-dev |
23:07 |
|
est31 joined #minetest-dev |
23:17 |
|
firebudgy joined #minetest-dev |
23:23 |
|
paramat joined #minetest-dev |
23:31 |
paramat |
any thoughts on whether i should merge #3143 ? it has approvals |
23:31 |
ShadowBot |
https://github.com/minetest/minetest/issues/3143 -- Add CONTRIBUTING.md by davisonio |
23:33 |
est31 |
i dont know whether it really helps people |
23:33 |
est31 |
lemme read through it once again |
23:33 |
sofar |
Wuzzy: I can see that hiding the tutorial may be helpful in some situations, but honestly I don't think it should be a requirement for merging it |
23:34 |
Wuzzy |
right |
23:34 |
sofar |
maybe a tab for the tutorial is a good idea |
23:36 |
|
Taoki joined #minetest-dev |
23:36 |
est31 |
paramat, there are multiple issues with contributing.md right now |
23:37 |
paramat |
ok |
23:37 |
Obani |
Wuzzy, I think your tutorial should be in minetest |
23:37 |
Obani |
But I also think you should add more eye candies to the map |
23:37 |
kahrl |
created a 0.4.14 milestone, devs please add any issues to it that you consider important to be done before the release |
23:37 |
Obani |
Such as natural looking floatting islands |
23:37 |
Obani |
Those useless things that make the first look tastier |
23:38 |
Wuzzy |
I have no idea what you are talking about, Obani |
23:38 |
paramat |
kahrl ok |
23:38 |
Wuzzy |
“natural looking floatting islands†|
23:38 |
Wuzzy |
There are no floating islands in real life, so … XD |
23:38 |
Obani |
-.- |
23:38 |
paramat |
heh |
23:38 |
Obani |
And there are no floatting castles too... |
23:38 |
Obani |
And no tutorials |
23:39 |
Obani |
And no voxel worlds |
23:39 |
Obani |
The idea is just to make it better looking |
23:39 |
Wuzzy |
I was joking about your “natural†part of the suggestion |
23:39 |
Obani |
And to enrich the environnement |
23:39 |
Obani |
oh |
23:39 |
Obani |
sorry :p |
23:39 |
Obani |
I mean, take islands from a mapgen, and include them as schematics :p |
23:40 |
Wuzzy |
anyways, I don’t think it would really fit to the castle style imo. Also, I’m lazy xD |
23:40 |
Wuzzy |
oh. you mean, just one uniform island and just paste it everywhere? XD |
23:40 |
Obani |
No, many islands |
23:40 |
Wuzzy |
oops |
23:40 |
Wuzzy |
thats what I thought |
23:40 |
Obani |
Like if it was a pretty world |
23:40 |
Obani |
But as it's a tutorial, it would be closed |
23:41 |
sofar |
est31: I'm obviously full-thumbs up on LBMs, they work wonderfully, and I suggest to get it merged :) |
23:42 |
est31 |
nice :) |
23:43 |
sofar |
plus I think the farming nodetimers are going to be desirable for servers (a lot) |
23:43 |
Wuzzy |
paramat: I think the CONTRIBUTING.md is good. The only thing I don’t like is the weird chat/Internet slang (“+1†… seriously?) |
23:43 |
sofar |
since it distributes node updates and reduces abms |
23:44 |
paramat |
i'll merge #3762 #3776 in a moment |
23:44 |
est31 |
kahrl, should we only add issues to the milestone, or should we also add prs? |
23:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/3762 -- Sheet Ore: Eliminate crash caused by PcgRandom range max < min by paramat |
23:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/3776 -- Shaders: fix fog not affecting opaque liquids by RealBadAngel |
23:45 |
paramat |
PRs also i think |
23:47 |
kahrl |
yeah, PRs too |
23:47 |
|
rubenwardy joined #minetest-dev |
23:47 |
est31 |
fine, added three PRs I'd like to see in 0.4.14 |
23:47 |
est31 |
two by me, both of which are still WIP unfortunately |
23:47 |
est31 |
can devote more time later this week |
23:47 |
est31 |
and one by sofar |
23:49 |
paramat |
now merging to engine |
23:52 |
|
dzho joined #minetest-dev |
23:53 |
Fixer |
3763 and 3770 is ground breaking for me |
23:55 |
kahrl |
Fixer: added to milestone |
23:56 |
Fixer |
i'm actually playing with them |
23:56 |
Fixer |
effect is doubled fps |
23:58 |
paramat |
merge complete |