Time |
Nick |
Message |
00:55 |
Hijiri |
#4685 |
00:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/4685 -- Add control information to player interacts by raymoo |
01:02 |
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10:48 |
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10:54 |
paramat |
please can we consider #2827 ? i'd love this in for release, long overdue feature |
10:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/2827 -- Allow overriding the hand by TeTpaAka |
10:56 |
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11:47 |
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11:49 |
paramat |
'feature' label has been added, please use that in place of 'enhancement' |
11:50 |
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12:05 |
* Zeno` |
looks at gregorycu |
12:18 |
paramat |
game#1352 |
12:18 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1352 -- Remove 'player falling damage' sound by paramat |
12:25 |
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12:30 |
sfan5 |
umm |
12:31 |
sfan5 |
paramat: that is definitely the wrong way to fix this issue |
12:31 |
sfan5 |
what will you do when the engine placed way too many trees in wrong places? remove trees? |
12:33 |
paramat |
we can always add a dedicated long-fall sound effect, which is actually what it is |
12:34 |
paramat |
and in engine it could be renamed to avoid confusion |
12:34 |
paramat |
what's wrong with the PR? |
12:35 |
sfan5 |
hm |
12:36 |
sfan5 |
well it should be clarified whether the fall sound should be played with enable_damage = false |
12:36 |
sfan5 |
and the engine should act accordingly |
12:37 |
paramat |
yeah it's confusing |
12:39 |
paramat |
https://github.com/minetest/minetest/blob/master/src/game.cpp#L840 |
12:39 |
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12:39 |
paramat |
i could reword the sound name here |
12:40 |
paramat |
or better only play it when damage is enabled |
12:41 |
paramat |
depends on whether we want it as an always-on 'long fall' sound effect |
12:43 |
paramat |
so i'll keep the issue open for a while |
12:45 |
paramat |
my guess is subgames are already using it as a fall dmamage sound, so an engine fix is needed yes |
12:45 |
paramat |
(damage) |
12:47 |
paramat |
game#1353 |
12:47 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1353 -- Default: Remove unnecessary leaf 'visual scale' by paramat |
12:49 |
paramat |
will merge games 1284 1348 1352 1353 in 30 mins |
13:12 |
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13:20 |
paramat |
will merge those 4 in a moment |
13:30 |
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13:38 |
paramat |
one doesn't apply and another has a possible error, will start again and merge my 2 |
13:44 |
paramat |
now merging |
13:46 |
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13:46 |
tenplus1 |
hifolks |
13:47 |
tenplus1 |
has something changed in latest dev build that BREAKS io.open feature ???? |
13:48 |
paramat |
merge complete |
13:48 |
tenplus1 |
hi paramat |
13:52 |
red-001 |
tenplus1 could it be related to mod security? |
13:52 |
red-001 |
that got enabled by default recently |
13:53 |
tenplus1 |
crap, lemmie cehck quick |
13:53 |
tenplus1 |
how to disable |
13:55 |
tenplus1 |
thanks dude, that was the problem... disabled and working |
13:57 |
tenplus1 |
so ALL mods using external files will be affected ?!?!?! |
14:00 |
red-001 |
yes? |
14:01 |
tenplus1 |
dammit... gotta add new checks in mods using files then... pah! |
14:03 |
paramat |
#4614 |
14:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/4614 -- Enable mod security by default by ShadowNinja |
14:04 |
tenplus1 |
checking... gotta see what to do with new mods to handle security now |
14:04 |
tenplus1 |
or does this mean until disabled, ALL mods using external files wont work properly |
14:15 |
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14:27 |
paramat |
#4699 |
14:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/4699 -- Lua voxelmanip: Add optional buffer param for 'get param2 data' by paramat |
14:36 |
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14:46 |
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15:14 |
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15:50 |
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15:55 |
paramat |
hi hmmmm if you are able to look, #4699 |
15:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/4699 -- Lua voxelmanip: Add optional buffer param for 'get param2 data' by paramat |
16:10 |
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16:14 |
Fixer |
https://github.com/minetest/minetest/pull/4686#issuecomment-257098948 |
16:17 |
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16:17 |
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16:21 |
paramat |
looks like caves got added |
16:27 |
Fixer |
and area further ahead |
16:28 |
Fixer |
much more triangles |
16:28 |
Fixer |
pretty big fps impact on my ati |
16:29 |
paramat |
yeah |
16:30 |
paramat |
stuff that occlusion culling didn't manage to cull |
16:30 |
Fixer |
also caves :S |
16:31 |
Fixer |
vertices drawn in this particular scene shoot up high, almost 1.8x or so |
16:32 |
Fixer |
1.57x |
16:32 |
Fixer |
i was flying above this area before, to avoid confusion, everything that can be loaded was loaded (i hope) |
16:39 |
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17:28 |
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17:41 |
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17:53 |
Fixer |
https://i.imgur.com/B97751W.jpg culing at spawns, land-water-caves system |
17:55 |
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18:15 |
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18:18 |
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18:19 |
paramat |
est31 are you +1 for #2827 ? i'll test it |
18:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/2827 -- Allow overriding the hand by TeTpaAka |
18:37 |
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18:39 |
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18:47 |
paramat |
Fixer that's with 4686 applied? |
18:47 |
Fixer |
without :) |
18:50 |
paramat |
celeron55 something i remember you discussed #4686 |
18:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/4686 -- Remove optimization that causes underwater and cave rendering glitches. by lhofhansl |
18:52 |
paramat |
Fixer if that's solid ground on top, occlusion culling doesn't seem very effective |
19:03 |
Fixer |
paramat: not a solid, it is 1 block ground, some water below, and solid ground |
19:04 |
Fixer |
if you building on top of water and have tunnels and stuff going below - thats will be very hard to cull |
19:04 |
Fixer |
by current method |
19:05 |
Fixer |
i will walk some more, want to see how much stuff is rendered below me and behind the walls |
19:08 |
Fixer |
not all spawns are like that |
19:08 |
paramat |
i see |
19:09 |
Fixer |
some are pretty nice with less overhead |
19:11 |
Fixer |
water cities could be hard on fps it seems |
19:11 |
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19:22 |
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19:30 |
Fixer |
enable wireframe mode and go to extreme survival minetest city spawn, amount of rendered stuff is just mind blowing |
19:30 |
paramat |
nore sfan5 rubenwardy any opinions on game#1326 ? |
19:30 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1326 -- Adding a default automation MLGame |
19:30 |
sfan5 |
meh, we probably don't really need this |
19:33 |
paramat |
3 disapprovals then |
19:38 |
Fixer |
more pictures, so much stuff not culled http://imgur.com/a/DRouM |
19:38 |
Fixer |
water city* |
19:47 |
nore |
paramat: I agree that mesecons probably shouldn't be added to mtg, but I think that there should however be automation at some point |
19:47 |
garywhite |
mesecons is too heavy, now you could probably run a basic vanilla singleplayer game on 1.5GB RAM, but not with mesecons |
19:50 |
paramat |
automation would be a big thing to maintain, so you can have that job :] |
19:51 |
Fixer |
basic vanilla singleplayer game needs like 400-1400 mb depending on forests and v_range and walking |
19:51 |
Fixer |
mostly it is well below 1gig |
19:51 |
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19:54 |
Fixer |
i wonder if it is possible to not render that much below :/ |
19:56 |
Fixer |
another server, solid ground, but strange activity below https://i.imgur.com/529Xjc7.jpg |
19:56 |
Fixer |
soo much unneeded stuff rendered |
20:00 |
Fixer |
i wonder where is chunk boundary? at y=0 ? |
20:00 |
Fixer |
what about just shifting it up so you have few blocks for ground and cull everything below |
20:02 |
sfan5 |
you can't just shift the boundary up |
20:03 |
sfan5 |
mapblocks end at y=0 y=16 y=32 and so forth, you can't reallychange that |
20:04 |
Fixer |
so it renders y=0 to -16 for sure and I have impression even deeper |
20:04 |
paramat |
looks like more than 16 nodes depth of stuff in these screenshots |
20:04 |
Fixer |
yeah, it is strange |
20:13 |
Fixer |
or maybe it does actually render just 0 to -16 mostly |
20:13 |
Fixer |
hmmm |
20:14 |
Fixer |
seen something deeper |
20:18 |
paramat |
looking at occlusion culling, it seems to act in 'updatedrawlist' but only if the mesh is present, maybe you're seeing meshes that are not actually 'drawn' |
20:21 |
Fixer |
clearly see caverns with lava there, they sometimes cull, but not always, interesting |
20:22 |
Fixer |
sometimes 1 mapblock is not enough to cull? |
20:23 |
paramat |
'isOccluded' only needs 1 non-transparent node between camera and point |
20:23 |
paramat |
for each mapblock centre and 8 corners are checked |
20:27 |
Fixer |
remember that tiling draw fix? |
20:27 |
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20:29 |
paramat |
yeah |
20:29 |
Fixer |
i have question |
20:29 |
Fixer |
about that |
20:29 |
Calinou |
"-- Could NOT find Ncursesw (missing: CURSES_LIBRARY)" on Ubuntu 12.04, how do I solve this? I have libncurses5-dev and libncursesw5-dev installed |
20:30 |
Calinou |
it's optional but I'd like to build it, for an AppImage |
20:30 |
sfan5 |
check what cmake looks for |
20:30 |
sfan5 |
and see why it doesn't exist on precise |
20:30 |
Fixer |
https://i.imgur.com/bTLPs5A.jpg i see that it simplifies land rendering, but why not trees? why not in caves? |
20:31 |
paramat |
allfaces optional drawtype? |
20:32 |
paramat |
fancy leaves are on? |
20:34 |
Fixer |
i think yes, or this cave https://i.imgur.com/Ob9ekgW.png |
20:34 |
Fixer |
let me check leaves |
20:35 |
Fixer |
ok, yes, if simplest leaves are enabled it reduces them |
20:36 |
paramat |
\O/ |
20:36 |
Fixer |
but what about caves? |
20:37 |
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20:38 |
paramat |
seems to be a mix in that cave |
20:39 |
Fixer |
same rock, i think those have different lighting |
20:39 |
Fixer |
thats explains it, need to go deeper |
20:40 |
Fixer |
ok, it does simplifies it more deeper |
20:40 |
Fixer |
fine with it |
20:46 |
Fixer |
https://i.imgur.com/l7guSUQ.png now why can't it cull this in center? i'm pretty far from it, yet it draws :/ |
20:48 |
Fixer |
i'm confused with this |
20:49 |
Fixer |
yes, it says 0 blocks culled |
20:50 |
Fixer |
ok, thats because i'm in blocks |
20:51 |
paramat |
yeah |
20:51 |
Fixer |
went into cave and it culled properly |
20:51 |
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20:52 |
paramat |
https://github.com/minetest/minetest/blob/master/src/clientmap.cpp#L281 |
20:52 |
Fixer |
got it |
20:53 |
Fixer |
still, from what I see, in multiplayer, there will be a lot of overdraw near spawns unfortunately, way too much |
20:55 |
Fixer |
server admins probably need to protect entire spawn including below + some distance away to avoid this |
20:56 |
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21:02 |
Fixer |
last one for today: https://i.imgur.com/00zSiqW.jpg |
21:05 |
Fixer |
someone said that (maybe est 31) occlusion on per node basis will be too costly, but how you know for sure, maybe it will be better? |
21:14 |
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