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IRC log for #minetest-dev, 2018-02-20

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All times shown according to UTC.

Time Nick Message
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11:03 paramat i'll merge #7048 in a few hours once i add the docs (semi trivial)
11:03 ShadowBot https://github.com/minetest/minetest/issues/7048 -- Dungeons: Add Y limits in all mapgens by paramat
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12:02 paramat docs added
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12:21 numzero paramat: (on #7051) `diminish_light` and `undiminish_light` were used in several places a long time ago; but currently, they are only used in `getInteriorLight`. And the way they are used is such that they can be replaced with just a few lines of code.
12:21 ShadowBot https://github.com/minetest/minetest/issues/7051 -- Cleanup in flat lighting by numberZero
12:22 numzero Direct replacement would be clamping `light` to `LIGHT_MAX`, then, if it is non-zero, adding `increment` and then clamping to `LIGHT_MAX` again.
12:22 numzero That would work *exactly* the same as the current code
12:24 numzero My PR clamps to `LIGHT_SUN` instead, to fix #7040 for flat lighting. (The first clamping disappears as the original light level is never greater than `LIGHT_SUN`)
12:24 ShadowBot https://github.com/minetest/minetest/issues/7040 -- Dark and miscoloured nodeboxes
12:28 numzero In the case #6696 is reverted, LIGHT_SUN and LIGHT_MAX are eqivalent again. So the only difference will be that light=LIGHT_SUN, increment=-1 will be treated as LIGHT_MAX (full brightness) instead of LIGHT_MAX-1
12:28 ShadowBot https://github.com/minetest/minetest/issues/6696 -- Update light decoding table size by numberZero
12:28 numzero by so far, increment=1 is only ever used for selection box...
12:29 numzero Nevertheless, I have yet another idea how to do things in a better way; working on that right now.
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12:48 paramat ok thanks
12:50 paramat 6696 probably will be reverted unless smooth lighting can be fixed also
12:54 paramat but we'll wait for what you are working on
13:09 numzero this time, it seems to work
13:12 numzero #7061
13:12 ShadowBot https://github.com/minetest/minetest/issues/7061 -- [WIP] Fix regression after #6696 by numberZero
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13:24 paramat thanks will review
13:27 numzero still WIP; it tends to overestimate sunlight sometimes, causing visible sharp edges
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13:49 numzero fixed almost everything
13:49 numzero but *rounding error* seems to make it look a bit wrong at edges
13:50 paramat #7062 improved vertical biome blend, will merge later if no objections, semi trivial
13:50 ShadowBot https://github.com/minetest/minetest/issues/7062 -- Vertical biome blend: Tune blend patterns by paramat
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14:55 paramat will merge #7048 #7062 in 15 mins if no objections
14:55 ShadowBot https://github.com/minetest/minetest/issues/7048 -- Dungeons: Add Y limits in all mapgens by paramat
14:55 ShadowBot https://github.com/minetest/minetest/issues/7062 -- Vertical biome blend: Tune blend patterns by paramat
15:09 paramat rubenwardy i'm going to merge #6477 also as trivial
15:09 ShadowBot https://github.com/minetest/minetest/issues/6477 -- Repositioning formspec item in delete world dialog by srifqi
15:30 paramat merged
15:37 paramat vertical biome blend no longer looks like alien graffiti
16:05 numzero okay, now #7061 works for nodeboxes and meshnodes; other cuboid-using nodes (framed glass) are affected but should be fine as well
16:05 ShadowBot https://github.com/minetest/minetest/issues/7061 -- Fix regression after #6696 by numberZero
16:07 numzero I saw a glitch on extreme settings (lighting_beta=4.0 and plain white texture) but even in such conditions it is barely noticeable
16:07 numzero it also may be GPU-specific
16:08 numzero as it is fixed by moving one multiplication from the vertex shader to the fragment one (with unlimited precision, that move would not change anything)
16:10 numzero but without shaders such change is not possible ofc
16:12 numzero note that it doesn’t affect flat lighting, my previous PR fixes that
16:26 paramat do you mean the fix is dependent on shaders?
16:37 numzero no
16:45 numzero I mean, one slight (barely noticeable even in extreme conditions) glitch (caused by a sort of rounding error *in the GPU*) that I found may be made invisible by changing shaders a bit, but as that seems to be GPU-specific I don’t include these changes in my PR
16:45 numzero the original bug is fixed ofc by my PR
16:47 numzero and in normal conditions (default lighting settings, MTG world) I don’t notice any problems
16:57 paramat ok
16:58 paramat nerzhul might you be interested in adopting #4865 ? shall we close it?
16:58 ShadowBot paramat: Error: Delimiter not found in "Connection timed out."
16:58 paramat #4865
16:58 ShadowBot https://github.com/minetest/minetest/issues/4865 -- Increase network packet size to for IPv6 and for loopback by Rogier-5
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17:29 Krock merging #1229 in 5 minutes
17:29 ShadowBot https://github.com/minetest/minetest/issues/1229 -- Slabs can result in one-way gates
17:29 Krock game#1229
17:29 ShadowBot https://github.com/minetest/minetest_game/issues/1229 -- Bones: Iterate player inventory lists dynamically. by t4im
17:33 nerzhul paramat keep it, when i have time i will take it
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17:34 paramat ok
17:36 paramat down to 5 PRs in game =S
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18:10 Krock Oh well, I missed the time again. Merging in 5 minutes (let's see if it works :< )
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