Time Nick Message 00:55 bigfoot547 Does anyone know where the content_t type is defined? 00:55 red-001 c++ 00:56 bigfoot547 What file? 00:56 bigfoot547 Typedef or #define 01:00 bigfoot547 Hello? 01:02 bigfoot547 nvm, I've found it: https://github.com/minetest/minetest/blob/d04d8ab/src/mapnode.h#L37 01:14 ShadowNinja red-001: Yes, I have to add all the regexes per channel though. 02:09 Natechip lol 02:58 ThomasMonroe well i gtg to bed cyall tomorrow 09:54 CWz I found a bug with the wield view https://youtu.be/2xrDmT7YaIo 09:59 kilbith CWz: report it there: https://github.com/minetest/minetest/issues/6102 10:00 kilbith CWz: I would like to test something with you, if you don't mind 10:07 kilbith I'm suspecting people removing needlessly the *sane* FPS limit of 60 and their drawtime being very small 10:07 paramat will merge #6015 in 30 mins 10:07 ShadowBot https://github.com/minetest/minetest/issues/6015 -- Add Carpathian mapgen by vlapsley 10:07 kilbith in conclusion my code ain't good enough to handle people stupidity 10:14 paramat also #5533 10:14 ShadowBot https://github.com/minetest/minetest/issues/5533 -- Sneak: Strip down version by SmallJoker 10:17 twoelk in german we do have the term for making things real safe 10:18 twoelk hm no, that would rather be translated idiotsafe I guess 10:20 paramat we say 'idiotproof' 10:20 paramat nerzhul once rebased can #4421 be merged or must that wait for the CSM stuff? 10:20 ShadowBot https://github.com/minetest/minetest/issues/4421 -- Expose getPointedThing() as Raycast by juhdanad 10:21 paramat (or rather, 'foolproof') 10:28 nerzhul CSM is an extension from existing core issue, it's not needs to have CSM bindings for a merge on a such function 10:34 nerzhul merging #6015 in ~5 mins 10:34 ShadowBot https://github.com/minetest/minetest/issues/6015 -- Add Carpathian mapgen by vlapsley 11:21 paramat could you merge 5533 also? 11:21 paramat #5533 11:21 ShadowBot https://github.com/minetest/minetest/issues/5533 -- Sneak: Strip down version by SmallJoker 11:22 paramat i was about to merge both 11:24 paramat ^ nerzhul 11:27 paramat nore rubenwardy sfan5 smalljoker please consider game#1818 11:27 ShadowBot https://github.com/minetest/minetest_game/issues/1818 -- Saplings: Reduce grow time to ABM equivalent by paramat 11:54 nerzhul paramat, there are some codestyle issues 11:54 nerzhul and one point in PR list not finished yet 11:56 paramat ok, thanks 12:30 paramat yeah, sfan5 sometime could you look at #5533 ? seems some of your issues may not be addressed, and 1/32 slabs don't work 12:30 ShadowBot https://github.com/minetest/minetest/issues/5533 -- Sneak: Strip down version by SmallJoker 13:36 paramat +1 for #5748 13:36 ShadowBot https://github.com/minetest/minetest/issues/5748 -- Underwater plantlike drawtype by numberZero 16:31 paramat nore rubenwardy sfan5 sofar game#1820 seems good now +1 16:31 ShadowBot https://github.com/minetest/minetest_game/issues/1820 -- Add corner stair nodes 4 by TumeniNodes 16:40 VanessaE ^^ the irony. "too many nodes" wants to add more nodes :) 17:42 paramat hehe indeed 20:26 KaadmY Has anybody thought of adding directional lighting to Minetest? 20:27 KaadmY So models and nodes are shaded depending on the sun light and nearby light sources 20:27 bigfoot547 That'd be cool 20:27 KaadmY Irrlicht supports it without shaders (OpenGL immediate mode lights, yuck) 20:27 KaadmY But shaders would require.. shaders 20:27 KaadmY Eh shaders are cleaner 20:27 KaadmY Plus Minetest has a custom light falloff 20:28 KaadmY I don't know how much control I have for rendering smaller stuff like entities 20:28 KaadmY I'll need to change shader parameters for every model 20:29 KaadmY So I only pass in a color+intensity and light normal for the shader 20:44 KaadmY In the node shader, what's the face normal? 20:44 KaadmY Is it even known? 20:44 red-001 I think RBA did but 20:44 red-001 but you know 20:44 KaadmY yea 20:45 KaadmY Oh wait.. 20:45 KaadmY There's already shading...? 20:47 KaadmY Yep 20:47 KaadmY There's already directional sun shading in the shader 20:47 KaadmY Interesting 20:48 red-001 https://github.com/RealBadAngel/minetestHD/tree/mrt 20:48 red-001 iirc that was linked to that 20:48 red-001 try to search the IRC logs 20:48 KaadmY Hm interesting 20:49 KaadmY Also the normal is known but not passed to the fragment shader 20:49 KaadmY Shading's already working 20:49 KaadmY Now have to make it work on models 21:41 KaadmY Does Minetest have utility functions for normalizing vectors, vector length, etc? 21:43 sofar vector.* yes 21:44 KaadmY Oh I meant in C++ 21:44 KaadmY Sorry 22:15 red-001 KaadmY, read the irrlicht documentation? 22:18 KaadmY red-001: using irr::core::vector3df right now 22:19 KaadmY Does anybody how to globally access the time of day? 22:19 KaadmY In C++ 22:19 bigfoot547 It's in the "Environment" class 22:19 bigfoot547 Or "ServerEnvironment" 22:20 KaadmY That's the class though, is it a singleton? 22:20 bigfoot547 ??? 22:20 KaadmY That's just the data container 22:20 KaadmY It's empty until you initialize it somewhere 22:21 bigfoot547 Well, where are you trying to access it form? 22:21 bigfoot547 from* 22:21 KaadmY mesh.cpp 22:21 KaadmY To change mesh shading 22:22 bigfoot547 Hmm 22:22 bigfoot547 I'm not sure 22:26 KaadmY > 3d_paralax_strength 22:26 KaadmY :( 22:26 jin_xi l 22:28 KaadmY What's with the variables prefixed with `m_`? 22:28 bigfoot547 Class members 22:28 bigfoot547 m = member 22:28 KaadmY Ah 22:28 bigfoot547 In a static function, I don't think those are accessible 22:29 KaadmY Yeah they're not 22:29 bigfoot547 not what? 22:30 KaadmY Not available outside of classes 22:30 bigfoot547 They are private. 22:30 bigfoot547 They are available outside of classes if they are "friend" functions 22:31 red-001 KaadmY, you need to figure out how to access enviroment from the code you are editing 22:31 KaadmY I kinda figured that already :D 22:31 red-001 btw we have alais for irrlicht vectors you should use instead 22:31 KaadmY I just don't see a global copy of the environment 22:31 KaadmY red-001: core::vector3df 22:32 red-001 iirc v3df 22:32 KaadmY Nope, v3df is a different type 22:32 KaadmY And it's most likely an alias to irr::core::vector3df anyway 22:33 red-001 sorry it's v3f 22:34 KaadmY I see v3df too though. 22:34 red-001 huh 22:34 red-001 I wonder where thats defined thwn 22:34 red-001 then 22:34 red-001 it's not in the same file as the rest of the short names for irrlicht types 22:35 KaadmY Oh nevermind 22:35 KaadmY I misread it 22:35 KaadmY It's v3d 22:35 KaadmY v3f* 22:36 red-001 what are you implementing anyway? 22:37 KaadmY red-001: directional shading on all meshes 22:38 KaadmY Egh 22:39 KaadmY Looks like the time of day is only available in one local function that runs the entire game 22:39 KaadmY And the Lua environment 22:47 KaadmY Also the main game function is literally called `the_game` 22:48 bigfoot547 lol 22:54 red-001 thats the game start up function 22:54 KaadmY Yeah 22:55 red-001 and shutdown and run I guess 22:55 KaadmY Still can't figure out how the heck to get the current Environment via mesh.cpp 22:56 KaadmY Basically everything steps from the `the_game` function 22:56 KaadmY And that calls everything else to change data around 22:56 KaadmY And the function I need it in can't take in any scope 22:56 KaadmY And I can't write to dummy globals without being horribly messy 22:59 red-001 mesh gen is it's own thread too 23:03 KaadmY Yeah 23:03 KaadmY But it's called through Game 23:03 KaadmY Which as far as I can see, holds the only copy of the Environment 23:04 KaadmY Also an excerpt from the coding style guidelines: "Do NOT use "or", use "||"." 23:04 KaadmY Why? 23:08 KaadmY Oh neverfind 23:08 KaadmY nevermind* 23:55 KaadmY Is there a global getter for time of day in C++?