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 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 11:49 paramat 'feature' label has been added, please use that in place of 'enhancement' 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 12:30 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 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 13:20 paramat will merge those 4 in a moment 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 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 14:27 paramat #4699 14:27 ShadowBot https://github.com/minetest/minetest/issues/4699 -- Lua voxelmanip: Add optional buffer param for 'get param2 data' by paramat 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 16:14 Fixer https://github.com/minetest/minetest/pull/4686#issuecomment-257098948 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) 17:53 Fixer https://i.imgur.com/B97751W.jpg culing at spawns, land-water-caves system 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 18:47 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 19:30 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 19:54 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? 20:29 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? 20:38 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 20:52 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 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?