Time |
Nick |
Message |
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paramat |
merging game 1190 |
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paramat |
merged |
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12:59 |
everamzah |
#1205 maybe i like opening them as much as he likes closing them |
12:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/1205 -- Make config honor build system specified config defines by sapier |
12:59 |
everamzah |
game#1205 |
12:59 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1205 -- Deprecations warnings in default mod |
12:59 |
everamzah |
maybe it's a simple name switch, easy enough |
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14:51 |
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14:52 |
Fixer |
!tell paramat any progress on get_biome_info function? |
14:52 |
ShadowBot |
Fixer: O.K. |
15:03 |
Fixer |
https://github.com/minetest/minetest/pull/3810 this one is rotting away |
15:05 |
Krock |
and with it 138 other pull requests |
15:20 |
Fixer |
this one "needs action" |
15:31 |
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16:00 |
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16:30 |
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16:51 |
VanessaE |
ok, guys...that static view range thing is NOT working worth a shit. |
16:52 |
VanessaE |
we need to re-instate the auto-range feature/ |
16:52 |
Calinou |
why? |
16:52 |
Calinou |
Minecraft uses static view range, works well :P |
16:53 |
VanessaE |
because it sucks having to flick from 30m in one area to 150 in another |
16:53 |
VanessaE |
especially if you're hopping between servers and/or switching clients a lot |
16:59 |
celeron55 |
does there exist feedback about this from other users? i haven't looked |
16:59 |
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16:59 |
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16:59 |
VanessaE |
celeron55: not directly, but I have seen a few vague complaints that peoples' FPS is unreasonably low, with the advice being to adjust the view range. |
17:00 |
celeron55 |
if it is a common complaint, then i guess just put it back |
17:00 |
VanessaE |
(recently that is, post-static-range) |
17:00 |
VanessaE |
I don't think you could "just put it back" though, wasn't it pretty widely accepted among core devs that the previous implementation was unacceptable? |
17:01 |
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17:18 |
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17:20 |
paramat |
Vanessa, remember that many people rightly complained about auto view range, including yourself. having to manually adjust something is not a problem, except one of laziness. auto doesn't work, so it has to be manual. i find it a huge improvement |
17:21 |
paramat |
Fixer hmmmmm says he will implement 'get biome at point' |
17:21 |
VanessaE |
paramat: indeed I did. but I believe I also expressed distaste for the idea of removing it altogether. |
17:21 |
everamzah |
view_range, then view_range_extended, then bind a toggle key. additionally, uncache fov, make fov_extended, optionally map to view_range extension = zoom |
17:22 |
VanessaE |
it does NOT have to be manual. it has to be automatic because manual ranging sucks when you're actually playing the game. |
17:22 |
VanessaE |
30 here, 45 there, 150 in this other area, shit I just turned around and need to drop it back to 50... |
17:22 |
VanessaE |
this is how it actually is in a production environment. |
17:22 |
everamzah |
i do find myself hitting +/- a lot |
17:23 |
everamzah |
better to drop view_range than to drop frames, imo |
17:23 |
VanessaE |
exactly. |
17:24 |
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17:24 |
paramat |
a toggle between 2 values could be good though |
17:24 |
VanessaE |
no, useless. |
17:24 |
VanessaE |
it needs to be continuously variable. |
17:24 |
sofar |
doesn't the engine drop blocks that are behind the player aggressively? |
17:25 |
VanessaE |
sofar: not so agressively that you won't find yourself turning around and seeing too much detail for the current view ranghe |
17:29 |
VanessaE |
paramat: I recall there being a suggestion that the view range auto-tuner should try, when the player turns, to predict what the range needs to be ahead of time (and err on the side of short range so as not to let the view ever get choppy) |
17:30 |
paramat |
auto either adjusted too fast or too slow, nothing seemed to work, many players disabled it through settings, i did for over a year. manual adjustment may be a little irritating but it's an improvement. if in a heavy-load area keep it low most of the time |
17:30 |
paramat |
well that's even more complex and will have it's own problems |
17:30 |
VanessaE |
if "nothing seemed to work", then the auto-tuner needed rewriting entirely, rather than being disabled. |
17:31 |
VanessaE |
it's not just "a little irritating", it's "this game sucks, I have to keep hitting this stupid key every 5 seconds" |
17:31 |
VanessaE |
not that I think that way, but that's what the users are doubtlessly thinking |
17:31 |
VanessaE |
I mean, that's practically Rule 0. do not irritate your userbase. |
17:32 |
everamzah |
where is that written? i only know about 'comes without warranty, use at your own risk' |
17:32 |
VanessaE |
everamzah: um, common courtesy? :) |
17:34 |
paramat |
too bad, i find myself hitting WASD often too, that sucks, it should be automatic ;) |
17:35 |
VanessaE |
um... |
17:35 |
VanessaE |
non-sequitur. |
17:35 |
paramat |
that's also imagining what players think |
17:35 |
* VanessaE |
sighs |
17:37 |
VanessaE |
players know the difference between controls you should need, and extra controls you don't need. besides, tablets don't have +/- keys for them to hit. |
17:37 |
paramat |
yeah i was being sarcastic |
17:37 |
VanessaE |
sorry, sarcasm isn't really wanted here. I'm being completely serious. |
17:38 |
paramat |
we don't care much about touchscreen devices, we're almost dropping android. anyway +/- can be added for touchscreen |
17:39 |
paramat |
auto range was removed for farmap also |
17:39 |
VanessaE |
playing the game and having to fuck with the +/- keys so often is like driving your car and having to reach for the radio volume control repeatedly during a song - you're already busy with something important, you shouldn't have to take your eyes off of it. in the case of car radios, they fixed that issue with automatic velocity-sensitive volume control and the "Loud" (audio range compression) setting. |
17:40 |
VanessaE |
farmap doesn't even exist... |
17:40 |
paramat |
it's also like driving with manual transmission, which we europeans do fine |
17:40 |
VanessaE |
and we DO care about touchscreen devices. |
17:40 |
VanessaE |
80% of my userbase uses tablets/phones. |
17:41 |
VanessaE |
you don't have to take your eyes off of what you're doing to shift gears..... |
17:41 |
VanessaE |
(and I am quite aware of how to drive a 'stick' as we call it here) |
17:41 |
celeron55 |
VanessaE: well the previous implementation was made by me for my super-slow laptop |
17:41 |
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17:41 |
celeron55 |
so it should work |
17:41 |
VanessaE |
celeron55: you mean the old old implementation that took a long time to auto-adjust? |
17:42 |
celeron55 |
the one that existed until it didn't |
17:42 |
VanessaE |
(not trying to disparage, btw) |
17:42 |
VanessaE |
ok. |
17:42 |
celeron55 |
i don't even know when this change was done |
17:42 |
est31 |
early this year i think |
17:42 |
VanessaE |
celeron55: I don't remember, somewhere just after 0.4.13 went out I think |
17:42 |
est31 |
during RBA's last period of activity |
17:43 |
Fixer |
i disliked autorange: it has 1) look back problem 2) fluctuating field of view when going forward making stuff blink |
17:43 |
Fixer |
better fix pr #3770 that can improve performance a lot |
17:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/3770 -- Fix superflous shader setting updates by ShadowNinja |
17:47 |
VanessaE |
if you don't like auto-range, turn it off. |
17:47 |
VanessaE |
but for those of us who liked it, there's no way to "turn it back on". |
17:48 |
paramat |
we did, permanently :) |
17:48 |
VanessaE |
hence removing the feature was a bad idea. |
17:48 |
paramat |
with huge support |
17:48 |
VanessaE |
"huge support" being what, three people? |
17:48 |
VanessaE |
I'm sorry. it was a mistake and it needs to be corrected. |
17:49 |
VanessaE |
paramat: you don't play on any servers, do you? |
17:49 |
T4im |
preferring fps drop to range drop having huge support? O_o |
17:49 |
VanessaE |
T4im: exactly. |
17:49 |
VanessaE |
feature disabled for all with no way to turn it back on? FAIL. |
17:49 |
paramat |
you complained just as hard about auto range |
17:50 |
VanessaE |
paramat: I complained specifically about its tendency to be wrong about the needed view distance. |
17:50 |
VanessaE |
not the fact that it existed. |
17:51 |
paramat |
on a server people will learn to keep range low in some areas, then it doesn't bounce around |
17:51 |
VanessaE |
it tended to err on the side of too much range, mainly because it seemed not to take some things into account when calculating it, like how shaders can slow down FPS. |
17:51 |
VanessaE |
*sigh* you never experience the variation of open terrain versus built-up cities. |
17:52 |
paramat |
it's only a problem if a player raises range too high |
17:52 |
VanessaE |
the default is 100, which is too high for a city and too low for open terrain. |
17:52 |
VanessaE |
and you didn't answer my question. |
17:53 |
VanessaE |
do you, or don't you play regularly on public servers? |
17:53 |
paramat |
i rarely play on servers |
17:53 |
VanessaE |
I believe you've just made my case for me :) |
17:53 |
paramat |
the default is meaningless, players find their own value |
17:54 |
VanessaE |
most of my users *can't* find their own value |
17:54 |
VanessaE |
there's no value to find. |
17:54 |
paramat |
i understand the issues |
17:54 |
VanessaE |
but you're not willing to entertain a proper solution. |
17:55 |
VanessaE |
what good is it to understand then? |
17:55 |
VanessaE |
sorry to sound bitter.. |
17:55 |
paramat |
they need to set it low enough for city and keep it there when around cities, not difficult |
17:55 |
VanessaE |
*sigh* |
17:55 |
VanessaE |
it's far more difficult than you think. |
17:56 |
T4im |
you assume, they know how to change it |
17:56 |
T4im |
consider that on many servers you spawn first time in densely settled/built areas, which means the default is usually not low enough for new players: they join, don't know about +/- yet, and just get fps drops and leave minetest entirely |
17:56 |
paramat |
manual adjustment is not much of a problem, it's a relief to choose the right level, and those keys are easily used without looking |
17:56 |
VanessaE |
paramat: then re-institute auto-range and keep it locked to something you like. |
17:56 |
VanessaE |
don't spoil it for the rest of us. |
17:57 |
VanessaE |
T4im: exactly. |
17:57 |
paramat |
no loss if stupid players leave |
17:57 |
T4im |
not stupid players, players new to the game |
17:57 |
VanessaE |
are they stupid? or are they uneducated-about-minetest? |
17:57 |
VanessaE |
should they also leave if they can't figure out that T, / or F10 brings down the chat console? |
17:57 |
T4im |
or maybe uneducated *and* stupid players :D |
17:59 |
paramat |
anyway if a good auto can be found it could be an option sure |
18:02 |
Calinou |
if Minetest can't handle view range 100 on today's low-end hardware, or yesterday's mid-end hardware, there definitely is a problem. |
18:02 |
Calinou |
Minecraft could handle view range over 200 with the same hardware |
18:02 |
paramat |
+/- should certainly be presented clearly as an essential control known from the start |
18:03 |
paramat |
well the load is due to built-up areas |
18:03 |
paramat |
with lots of nodeboxes etc |
18:07 |
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18:07 |
Fixer_ |
1) PR #3770 or 2) disable shaders by default after all |
18:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/3770 -- Fix superflous shader setting updates by ShadowNinja |
18:07 |
Fixer_ |
disabling shaders greatly improves performance |
18:08 |
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18:18 |
Fixer_ |
without shaders can achieve reasonable fps in cities with vrange 160 |
18:18 |
Fixer_ |
on hd6870 |
18:18 |
paramat |
shaders should be disabled by default yes |
18:19 |
paramat |
i'm surprised they're not |
18:20 |
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18:20 |
paramat |
i guess you mean the basic nodes shader, with no options enabled |
18:21 |
Calinou |
right now, you get the same look of the same with and without shaders for most things |
18:21 |
Calinou |
...save for water in caves that can flicker, IIRC |
18:27 |
paramat |
as far as i understand the basic shader just adjusts day/night/artificial colours and brightness |
18:30 |
Fixer_ |
disabling them doubles my vrange, roughly |
18:31 |
Fixer_ |
Calinou: water flicker (in squares) was fixed, but some flickering of torches underwater or other parts of water still appears |
18:31 |
paramat |
that might be translucecy issues? |
18:33 |
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18:39 |
paramat |
closed game#1195 |
18:39 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1195 -- Sapling height check before growth by tenplus1 |
18:44 |
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18:47 |
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18:54 |
Fixer_ |
paramat: " basic shader just adjusts day/night/artificial colours and brightness" yes, but more I think about this I think the price is too high... |
18:56 |
paramat |
so you think disable by default? |
18:58 |
Fixer_ |
yes, let me look fps penalty |
18:58 |
Fixer_ |
I remember it was quite big |
18:59 |
paramat |
perhaps open a PR for this for more discussion? |
18:59 |
paramat |
i +1 this |
19:00 |
Fixer_ |
paramat: i even created forum topic long ago: https://forum.minetest.net/viewtopic.php?f=6&t=13763 |
19:01 |
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19:02 |
Fixer_ |
paramat: you loose 30-35% of fps with just basic shader enabled |
19:03 |
Fixer_ |
with literally the same picture |
19:03 |
Fixer_ |
except for transition of night and day |
19:03 |
Fixer_ |
I will check the difference on new version with vbo |
19:04 |
paramat |
ok i think let's do it. many new players complain of low FPS and we end up advising shaders be disabled |
19:05 |
paramat |
if you make a PR i'll +1 |
19:05 |
Fixer_ |
i can create issue fast, but not pr, even for one line i will need to study manuals and it will take ages |
19:05 |
Fixer_ |
let me play without shaders a bit |
19:05 |
Fixer_ |
too study possible problems |
19:07 |
Fixer_ |
tested one scene on actual server, my last standing position: 38 fps (default shader setting) vs 63 fps (shaders off), default config |
19:08 |
Fixer_ |
pic of scene: https://i.imgur.com/bEuAVVx.png |
19:09 |
VanessaE |
Fixer_: you want an acid test, go to my Creative server (30000) and look north from the spawn. |
19:09 |
Fixer_ |
VanessaE: can do that |
19:09 |
VanessaE |
You will have a very hard time exceeding 30 fps there, even at very short view ranges |
19:10 |
Fixer_ |
VanessaE: does it have technic or mesecons? |
19:10 |
VanessaE |
it does. |
19:10 |
paramat |
ok issue is fine |
19:11 |
VanessaE |
but bear in mind that nearly all mods that used "tons of nodeboxes" as paramat described before, have long since been updated to use meshes |
19:12 |
Fixer_ |
rendering difference: https://i.imgur.com/bEuAVVx.png (shaders off), https://i.imgur.com/lw7FAzA.png (basic shader on, default) |
19:13 |
Fixer_ |
shaders "on" version has slightly brighter shadows |
19:14 |
Fixer_ |
VanessaE: i will go to your spawn |
19:15 |
VanessaE |
I noticed the slight difference in brightness. |
19:15 |
Fixer_ |
yes |
19:15 |
Fixer_ |
need to compare in dark areas too |
19:15 |
VanessaE |
heh, RBA would shit a brick if he were still alive, talking about disabling shaders by default |
19:16 |
Fixer_ |
VanessaE: yeas, because I talked to him about this iirc |
19:16 |
Fixer_ |
VanessaE: but fps price can be too high |
19:16 |
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19:16 |
VanessaE |
yeah. |
19:16 |
Fixer_ |
38 vs 63 in just this scene is a big difference |
19:17 |
VanessaE |
that's been my experience as well. something like 15% difference in FPS. |
19:17 |
VanessaE |
and that's with a very fast video card. |
19:17 |
Fixer_ |
in this scene it is 40% diff |
19:19 |
paramat |
nore sfan5 sofar Tesseract do you agree nyancat texture names should be corrected? game#1201 |
19:19 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1201 -- Nyancat textures incorrectly named |
19:20 |
VanessaE |
paramat: don't change the texture names. |
19:24 |
VanessaE |
this is change for the sake of change. don't mess with it. naming textures according to their mods is not a rule. it's a strongly-encouraged guideline. |
19:26 |
Fixer_ |
VanessaE: still pretty big difference in fps |
19:27 |
Fixer_ |
default settings: https://i.imgur.com/pJgmKZV.png, shaders off: https://i.imgur.com/09YIbb7.png |
19:28 |
Fixer_ |
up to 50% fps down |
19:29 |
Fixer_ |
VanessaE: i rarely exceeded 30 fps with shaders off btw, ati hd6870 |
19:29 |
Fixer_ |
VanessaE: smth strange with fog, compare two screenshots |
19:29 |
VanessaE |
toldya. |
19:29 |
paramat |
dev activity attracting attention is a ridiculous argument, there's already been much discussion and PRs, might as well just do it quickly with no further discussion then. this is also lazy, changing names is quick and texture packs already need regular updating. retaining names for a minor saving of effort will result in a mess later |
19:30 |
VanessaE |
paramat: while the style varies from one server to another, that ^^^^ is about what most of my servers look like around their spawn areas. |
19:31 |
paramat |
i know |
19:31 |
VanessaE |
paramat: suit yourself. |
19:33 |
VanessaE |
it won't take me more than a few mins to rename the textures in my packs, I just ...don't think it's a smart move. |
19:33 |
VanessaE |
nor was moving the nyan to its own mod. |
19:33 |
VanessaE |
is/was |
19:34 |
paramat |
shaders off looks fine to me, no worse |
19:35 |
paramat |
i'll open a PR |
19:35 |
VanessaE |
the copyright/attracting attention argument is precisely why the images are as they are now - I redrew them in my own, similar style, from scratch, with different colors, just enough to help keep MT off of the original author's radar. |
19:35 |
VanessaE |
(meanwhile in HDX, they're derived from actual Pop Tarts and a photo of a cat I used to have) |
19:37 |
sofar |
meow |
19:39 |
VanessaE |
woof. |
19:40 |
paramat |
cool good move |
19:40 |
paramat |
#4315 should be closed, opinions? |
19:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/4315 -- Prevent falling nodes from getting stuck by tenplus1 |
19:42 |
Fixer_ |
I'm embaraced |
19:42 |
VanessaE |
? |
19:42 |
Krock |
close until there might be a better fix come |
19:42 |
Fixer_ |
from PR standpoint |
19:42 |
Fixer_ |
public relations |
19:43 |
Fixer_ |
you can word it differently |
19:43 |
Fixer_ |
by disabling shaders performance increased by 100% |
19:43 |
Fixer_ |
or |
19:43 |
Fixer_ |
after enabling shaders performance decreased by 50% |
19:44 |
Fixer_ |
i like first one :) |
19:45 |
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19:46 |
paramat |
heh |
19:47 |
VanessaE |
I'd say that it's about 50% faster for me without shaders, now. |
19:47 |
VanessaE |
not sure why the difference is so much more now than before, unless shaders interfere with VBO or something. |
19:56 |
Fixer_ |
https://github.com/minetest/minetest/issues/4335 |
20:08 |
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20:11 |
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20:11 |
hmmmmmm |
vanessae: realbadangel's normal mapping changes |
20:11 |
hmmmmmm |
i hate to say it but switching to tangent vertexes really slow stuf down |
20:12 |
hmmmmmm |
paramat: yeah that's on my list, i'm just bogged down by workie work right now |
20:12 |
hmmmmmm |
plan on getting this done soon though |
20:13 |
paramat |
cool |
20:13 |
VanessaE |
hmmmmmm: I guess that explains it. |
20:13 |
VanessaE |
RBA's work was always good, but usually half-finished :-/ |
20:14 |
Fixer_ |
paramat: water is blinking in both modes, so it is non issue to disable shaders at least in this regard |
20:14 |
paramat |
tangent vertices are only used when normalmaps are enabled |
20:14 |
hmmmmmm |
really? i thought for some technical reason or another they were used when shaders were enabled |
20:14 |
hmmmmmm |
at one point they were always enabled |
20:14 |
paramat |
oh erm .. |
20:14 |
Fixer_ |
i remember RBA did something to make them enabled when only certain options were used |
20:15 |
hmmmmmm |
maybe |
20:15 |
hmmmmmm |
idk |
20:15 |
hmmmmmm |
i haevn't been keeping up |
20:15 |
Fixer_ |
i remember this because i helped test it |
20:15 |
paramat |
need to check the PR |
20:15 |
Fixer_ |
there was big slowness bug that day |
20:15 |
Fixer_ |
slow block rendering, and he fixed |
20:15 |
hmmmmmm |
i think that was something different |
20:15 |
Fixer_ |
and paramat ranted about tangent thing near that days |
20:16 |
hmmmmmm |
like i think est told him to add reserve() calls to the vertex vectors |
20:16 |
hmmmmmm |
and they made things unbearably slow |
20:16 |
hmmmmmm |
so then he switched it back |
20:16 |
hmmmmmm |
shrug |
20:16 |
paramat |
https://github.com/minetest/minetest/commit/bf884e37a06e0a8dd6c31789a69921f07ec5a9a9 |
20:17 |
hmmmmmm |
this proves my point |
20:17 |
hmmmmmm |
https://github.com/minetest/minetest/commit/bf884e37a06e0a8dd6c31789a69921f07ec5a9a9#diff-c2f90db5de8c33a259c27113939c63c5R1243 |
20:17 |
Fixer_ |
yeah, this one |
20:22 |
paramat |
my issue was https://github.com/minetest/minetest/issues/3530 |
20:23 |
hmmmmmm |
yup |
20:23 |
Fixer_ |
that water blinking drives me crazy, and I love building underwater tunnels |
20:23 |
hmmmmmm |
that was the huge regression i noticed when i came back to minetest after taking a break for a while |
20:23 |
hmmmmmm |
and i got real upset about it |
20:24 |
hmmmmmm |
like wtf every time i take a break and come back there's like 10 things broken and at least one huge performance regression that's near impossible to track down |
20:25 |
paramat |
thing is, is tangent space really needed for basic nodes shader? i doubt it |
20:25 |
hmmmmmm |
it's really hard to decouple now |
20:26 |
hmmmmmm |
the old code used to calculate tangents from a big set of if statements |
20:26 |
hmmmmmm |
now i think it actually calculates it using the mathy calculating way |
20:27 |
hmmmmmm |
you need to basically revert part of his normal mapping commit |
20:28 |
paramat |
mtgame no longer uses normalmaps but custom texture packs and subgames do |
20:28 |
hmmmmmm |
i'm sure we can fix it, it just takes some effort |
20:28 |
hmmmmmm |
everybody's busy though :/ |
20:30 |
Fixer_ |
anybody cares about this underwater-glass-whatver blinking mess? https://i.imgur.com/LrLlnsa.gif |
20:31 |
Krock |
it's a shooting |
20:33 |
sofar |
is that a US-based server? |
20:34 |
paramat |
that's the inherent translucency issue surely? #95 |
20:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/95 -- Seeing more lava through see-through lava (no translucency depth-sorting) |
20:34 |
paramat |
because water is translucent? |
20:34 |
Fixer_ |
sofar: it is, why asking? |
20:35 |
paramat |
heh |
20:35 |
hmmmmmm |
hahaha |
20:35 |
Fixer_ |
gif itself blinks funny, but it is not funny at all |
20:35 |
hmmmmmm |
there must've been black ppl in that other room |
20:35 |
Fixer_ |
i build that underwater tunnels |
20:35 |
* hmmmmmm |
hides |
20:35 |
Fixer_ |
and for what? |
20:36 |
Fixer_ |
every time i increase fps or vrange, some shit creaps in |
20:36 |
Fixer_ |
like blinking |
20:36 |
Fixer_ |
torch blinking in water, doors whatever |
20:37 |
Fixer_ |
paramat: it is some kind of translucency problem? |
20:38 |
paramat |
translucent lives matter! |
20:41 |
paramat |
well issue 95 occurs when viewing translucency through other translucency, so i guess viewing seperate volumes of water triggers it. but not sure why it blinks |
20:50 |
Fixer_ |
but glass is not translucent, it is transperent? |
20:51 |
Fixer_ |
water is transperent or translucent? |
20:51 |
T4im |
transparent, but that's what he meant |
20:52 |
hmmmmmm |
we define translucent as a material with an opacity of less than 255 but greater than 0 |
20:52 |
hmmmmmm |
a pixel with an alpha of 0 is considered transparent |
20:53 |
hmmmmmm |
or, if the color matches the color key when blitted with color key transparency |
20:55 |
T4im |
so an opaque node with sunlight_propagates = true isn't translucent for you? ;) |
20:55 |
T4im |
slabs and such |
20:56 |
hmmmmmm |
we're talking in the context of material rendering |
20:56 |
T4im |
ah, ok |
20:56 |
hmmmmmm |
because that's what actually matters here |
21:34 |
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21:35 |
paramat |
i was referring to water when i said translucent |
21:38 |
sofar |
"translucent" and "lets light through below nodes" are not the same thing in minetest |
21:52 |
paramat |
will merge soon game#1206 |
21:52 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1206 -- Default/trees: Update to 'get_mapgen_setting()' by paramat |
22:07 |
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22:39 |
paramat |
merging games 1198 1200 1206 1207 |
22:54 |
paramat |
done |
23:36 |
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