Time |
Nick |
Message |
00:00 |
kilbith |
still glitchy but better looks |
00:00 |
Jordach |
wasn't there a recent PR where camera position was massively wrong |
00:01 |
Jordach |
and clouds didn't work exactly as expected |
00:03 |
kilbith |
https://i.imgur.com/fsl10su.png |
00:03 |
kilbith |
inside clouds view |
00:03 |
Jordach |
yep, you're missing that PR |
00:04 |
paramat |
https://i.imgur.com/O3b9iks.png is because the horizon of the world is missing, so is not hiding the glow texture. the world horizon should be present, i insisted on that |
00:05 |
Jordach |
i mean if you're going to break away from what MT calls default you're on your own to solve that at night |
00:05 |
Jordach |
kilbith, #8340 |
00:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/8340 -- Inside cloud fog is broken for very high clouds |
00:05 |
Jordach |
what ever codebase you're on, something is broken related to that issue |
00:06 |
paramat |
same applies to https://imgur.com/UHGQ4SL |
00:06 |
Jordach |
i mean i basically mangled the last known good version of atmos i had to hand |
00:07 |
kilbith |
don't think so |
00:07 |
kilbith |
first off, I'm not very high |
00:07 |
kilbith |
and this has to do with the occlusion culling with alpha-blended faced |
00:07 |
kilbith |
faces |
00:07 |
sfan5 |
inside clouds works here, no atmos |
00:08 |
Jordach |
paramat, to be fair; it's up to mods to turn that on and off |
00:09 |
Jordach |
the only exception to that is that stars are alpha blended instead of blue channel faded |
00:09 |
paramat |
Jordach i know =) it was not a compaint, just a statement. so, atmos is removing the world horizon in kilbith's screenshots? |
00:10 |
Jordach |
it shouldn't be |
00:10 |
Jordach |
remember this video i posted in my PR thread? |
00:10 |
Jordach |
https://gfycat.com/spectacularbrokenicterinewarbler |
00:10 |
paramat |
sfan's screenshots have the world horizon and no bug |
00:10 |
Jordach |
you commented on that; https://github.com/minetest/minetest/pull/8964#issuecomment-545565258 |
00:12 |
kilbith |
spotted another bug, uploading video |
00:14 |
paramat |
what i mean is: can atmos remove the world horizon? i cannot remember, i guess it can , or it can do so by making the lower half of the sky transparent |
00:14 |
Jordach |
it's in skybox mode |
00:15 |
paramat |
ah yes |
00:15 |
Jordach |
i call it the: your problem to fix mode |
00:15 |
paramat |
ok, do not worry about that 'bug' then |
00:15 |
Jordach |
i basically quickly made it to soak test the new calls |
00:17 |
paramat |
anyway, it is somewhat a waste of time to test this feature using a complex mod you do not understand, write dedicated testing code |
00:19 |
kilbith |
https://youtu.be/82O01T8hu-M |
00:19 |
kilbith |
engine bug I guess |
00:19 |
Jordach |
yeah no that bug was mentioned in my PR |
00:19 |
Jordach |
see #8340 |
00:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/8340 -- Inside cloud fog is broken for very high clouds |
00:21 |
paramat |
lovely video title =s |
00:22 |
Jordach |
oh right, there's a curious artifact from using custom fog colors and a textued moon |
00:22 |
Jordach |
but this does require you to have skybox enabled |
00:22 |
Jordach |
as it turns black as night when it's noon |
00:24 |
Jordach |
...doesnt minetest_game have a basic weather mod |
00:24 |
sfan5 |
https://github.com/minetest/minetest_game/tree/master/mods/weather |
00:24 |
Jordach |
ah, huh |
00:32 |
Jordach |
paramat, same time when the black moon image was taken: https://imgur.com/a/HCcLjAK |
00:32 |
Jordach |
(the only thing that comes to mind is a tonemap) |
00:35 |
paramat |
my testing code is here, if useful, it calls every 5s too to check repeated calls https://github.com/minetest/minetest/pull/8964#issuecomment-579949365 |
00:35 |
Jordach |
i used a lot of that inside the main atmoscall |
00:36 |
Jordach |
the only issue that happened was a black sun https://i.imgur.com/eMdsfsR.png |
00:36 |
Jordach |
for the same reason as the moon turning black when it reaches 5:45am |
00:38 |
Jordach |
ah, i remember now |
00:38 |
Jordach |
it was something related to !!m_[sun/moon]_tomemap |
00:40 |
paramat |
note i did not test sun/moon tonemaps when reviewing the set sky PR (and made this clear in the PR, so hopefully someone else did) |
00:40 |
Jordach |
i've not once seen a moon tonemap actually function |
00:40 |
Jordach |
even before set_sky enhancements |
01:20 |
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Topic for #minetest-dev is now Minetest core development and maintenance. Minetest 5.1.1 released! Chit-chat goes to #minetest. http://irc.minetest.net/minetest-dev/ http://dev.minetest.net/ |
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16:41 |
Jordach |
sfan5, can you convert the use of std::fabs to std::fabsf in sky.cpp? |
16:41 |
Jordach |
because for odd reasons fabs works fine under MSVC |
16:41 |
sfan5 |
is this supposed to fix something or what is the context? |
16:42 |
Jordach |
#9468 |
16:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/9468 -- Night sky has no stars |
16:43 |
Jordach |
it appears in your GCC build with GC64 and JIT |
16:43 |
Jordach |
on Windows, which means it's a compiler issue |
16:46 |
sfan5 |
well I also see it on Linux with clang |
16:46 |
Jordach |
so possibly type conversion being at fault |
16:50 |
sfan5 |
doesn't help |
16:52 |
sfan5 |
doesn't msvc support clang these days? did you try with that? |
18:08 |
sofar |
https://github.com/minetest/minetest/commit/946c03c69bfdde7dc91295692479f8e81bdf79e9 *happy dance* |
18:53 |
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19:23 |
Jordach |
sfan5, no clue on using clang |
19:25 |
jonadab |
If you're using clang, what do you need msvc for? |
19:25 |
Jordach |
trying to track down the lack of stars |
19:25 |
sfan5 |
hm |
19:25 |
sfan5 |
I was thinking of Visual Studio not MSVC (which refers to just the compiler) |
19:26 |
jonadab |
Ah. |
19:26 |
Jordach |
well yes, VS now supports clang nativel |
19:27 |
jonadab |
That makes somewhat more sense. Not a fan of VS personally, but if you are going to use it, clang support is a nice thing to have. |
19:27 |
jonadab |
Especially if you're building cross-platform code. |
19:30 |
Jordach |
sfan5, i think i know what the offending code is |
19:32 |
Jordach |
something tells me it's actually setStarCount's force boolean being optimised out |
19:33 |
Jordach |
the only reason stars wouldn't render is that without giving them their 3d position as v3f data, the sky would appear starless |
19:37 |
jonadab |
I mean, they also don't render for the first several minutes of darkness, and the last several minutes of darkness, when it's _technically_ not night as such (and you aren't allowed to sleep either); but as the reporter speaks of using /time I assume he has taken that into account. |
19:40 |
Jordach |
lemme disable setStarCount and see if it is that |
19:43 |
Jordach |
okay, that segfaults |
19:43 |
Jordach |
(non existant data) |
19:45 |
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19:51 |
jonadab |
I will say, the code for Sky::setStarCount has unnecessary code duplication that makes it harder to read than it should be. You have to compare two sections of code line-by-line to figure out if the behavior in two cases is different or not. |
19:51 |
Jordach |
https://gist.github.com/Jordach/5304356f7557bee0b72fa8b66f35a7b9 i made a test one to see if clang doesnt optimise it |
19:56 |
jonadab |
That is significantly easier to follow, Jordach. |
19:56 |
Jordach |
can you patch that into sky.cpp |
19:57 |
Jordach |
code works for me under MSVC |
20:04 |
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20:04 |
Andrey01 |
hello |
20:08 |
rubenwardy |
merging #9451 in 10 |
20:08 |
ShadowBot |
https://github.com/minetest/minetest/issues/9451 -- Cleanup global namespace pollution in builtin by Wuzzy2 |
20:11 |
rubenwardy |
does anyone know offhand why exceptions are safe in C++ code called from Lua when running PUC Lua? |
20:11 |
rubenwardy |
LuaJIT has a script execution handler which captures exceptions and translates them to lua_error |
20:11 |
rubenwardy |
context: https://github.com/minetest/minetest/pull/9458#discussion_r388665425 |
20:12 |
rubenwardy |
oops, *script_exception_wrapper |
20:13 |
sfan5 |
my guess would be that stack unwinding works normally when going through C code |
20:16 |
Andrey01 |
what`s a source file in which containing a code allowing to display an info when you hover over a symbol of some server in the server list? |
20:16 |
rubenwardy |
exceptions going through C is unsafe due to problems with longjmp |
20:17 |
rubenwardy |
my guess was that it's safe in our case due to lua being embedded with a C++ aware compiler |
20:17 |
Andrey01 |
maybe in /src/gui or where? |
20:17 |
sfan5 |
that's not it because 1) the embedded lua is compiled with gcc and 2) debian patches minetest to use the system lua which is definitely not compiled in a c++ "environment" |
20:18 |
rubenwardy |
hmm |
20:25 |
sfan5 |
Jordach: where is m_star_params.visible ever set? |
20:25 |
Jordach |
sky.h:l77 |
20:26 |
sfan5 |
I mean the default, which should be true |
20:26 |
Jordach |
it is |
20:26 |
Jordach |
hol up |
20:27 |
Jordach |
>includes commits from another branch |
20:27 |
Jordach |
github wat |
20:27 |
sfan5 |
oh look the stars appeared again |
20:28 |
sfan5 |
+ stars.visible = true; |
20:28 |
sfan5 |
in skyparams.h |
20:28 |
sfan5 |
I suggest you open a PR though, then you can fix both this and the weird looking setStarCount |
20:29 |
Jordach |
i also found some hidden trailing whitespace in sky.cpp |
20:30 |
sfan5 |
and the skycolor struct could also use a rename |
20:30 |
Jordach |
skybox_color? |
20:30 |
sfan5 |
SkyColor |
20:31 |
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20:31 |
Jordach |
ah, the actual struct type |
20:32 |
sfan5 |
yea |
20:32 |
Jordach |
head's not screwed on |
20:33 |
Jordach |
#9472 |
20:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/9472 -- Fixes typo, missing stars in #9469 and #9468 by Jordach |
20:33 |
rubenwardy |
I hate to comment on code style, but the if () return else makes things a bit unreadable. Removing the else and then unindenting the rest would be better |
20:34 |
rubenwardy |
did you check if it compiles? I can still see old "skycolor2 |
20:36 |
Jordach |
time for git amend |
20:36 |
Krock |
it could also use a serialize() and deserialize() function to process the data directly in the right place |
20:36 |
Krock |
(in the sky structs) |
20:40 |
sfan5 |
merging game#2613, game#2616 in 10m |
20:40 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2613 -- Dungeon loot: Warn on unknown registered loot items by sfan5 |
20:40 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2616 -- Fix TNT mod crash when entities disappear during explosion by sfan5 |
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22:27 |
kilbith |
https://github.com/minetest/minetest/pull/9392 |
22:27 |
kilbith |
https://github.com/minetest/minetest/pull/9437 |
22:28 |
kilbith |
don't let hypertext broken plz |
22:29 |
sfan5 |
there's at least 2 more weeks until 5.2 |
22:33 |
kilbith |
I want this: https://github.com/minetest/minetest/pull/9411 for 5.2 too |
22:34 |
rubenwardy |
that's a good idea given that it would be a breaking change if merged after 5.2.0 as-is |
22:36 |
kilbith |
scroll_container still in the 5.2 frame? |
22:36 |
rubenwardy |
there's a fairly difficult bug |
22:37 |
kilbith |
:( |
22:37 |
rubenwardy |
where you end up with stuck tooltips |
22:37 |
kilbith |
your mission of the weekend for a pretty essential feature |
22:37 |
rubenwardy |
I guess it's fairly harmless as a bug |
22:41 |
kilbith |
https://github.com/minetest/minetest/pull/8623 |
22:41 |
kilbith |
https://github.com/minetest/minetest/pull/8621 |
22:42 |
kilbith |
you can close both, don't intend to work on this anymore |
22:42 |
kilbith |
tahbheader should be style'ed anyway |
22:43 |
rubenwardy |
yeah, I'd like to see tabheaders use buttons and so benefit from button improvements |
22:43 |
rubenwardy |
given that buttons are (as gui elements) containers of arbitrary content |
22:43 |
kilbith |
that's an interesting idea |
22:44 |
kilbith |
additional params to buttons to place them around the FS |
22:44 |
rubenwardy |
they're buttons with an additional state - selected |
22:45 |
kilbith |
buttons should have images AND text inside too |
22:46 |
rubenwardy |
I think that may be possible with styling? |
22:46 |
rubenwardy |
although, they'll be on top of each other |
22:46 |
rubenwardy |
not sure how far df458 got on this |
22:46 |
kilbith |
yeah no, next to each other |
22:47 |
rubenwardy |
next to each other is certainly desirable, gives you an icon-text button |
22:48 |
kilbith |
that'd fit well for a tab |
22:49 |
kilbith |
we'll end up opening a new repo for a GUI lib of our own |
22:55 |
kilbith |
interesting project: https://github.com/Unarelith/OpenMiner |
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