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IRC log for #minetest-dev, 2021-06-14

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All times shown according to UTC.

Time Nick Message
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01:10 Calinou <exe_virus> hence why the noise based system is novel and a decent idea
01:10 Calinou just saying, but Minetest had noise-based farmap previews back in 0.2-0.3.1 in mid-2011 :)
01:10 Calinou it worked decently, it displayed tree coverage but was fairly costly and didn't look voxel-like (it used flat-shaded polygons and billboard sprites for trees). celeron55 did another attempt in 2013-2014 where large voxels were rendered far away (say, 4×4×4) based on noise too. Original node textures were used, so it looked more accurate
01:14 Calinou you can test it by running https://www.moddb.com/games/minetest/downloads/minetest-031 (in WINE if you're on Linux)
01:14 Calinou had to dig a bit to find a Minetest 0.3.1 precompiled download, that seems to be legit
01:15 Calinou run the game once, exit it, add `enable_farmesh = true` to minetest.conf, then run it again
01:15 Calinou it looks like this: https://0x0.st/-Lw2.png
01:15 v-rob http://packages.8dromeda.net/minetest/minetest_old_releases_2010_through_2012_mostly_win32/ is a more official place to get old releases
01:15 Calinou ah, nice
01:18 Calinou and yeah, enabling farmesh increases drawtime from 6 to 30, even at small window sizes, so it's likely draw call-constrained
02:58 MTDiscord <exe_virus> Oh interesting, I figured we would render with the billboards and 2d sprites and just haze-blur it
02:59 MTDiscord <exe_virus> That's much more detail and yeah only something like Vulcan would be able to handle that many draw calls I suspect
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04:23 kilbith scrollbar customization: https://github.com/minetest/minetest/pull/11345
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05:03 kilbith v-rob: you there?
05:03 v-rob Yeah, but only for a little longer
05:04 kilbith okay, should scrollbaroptions[] be transfered to style[] and marked as deprecated?
05:05 kilbith that'd make sense for me
05:08 v-rob scrollbaroptions[] exists as a hack from before formspec versioning, since formspec elements could not have new arguments added to them.
05:08 kilbith so what's your take about it now?
05:09 kilbith well, these options aren't really about styling either...
05:10 v-rob I know at least rubenwardy thought that it shouldn't be part of style (for instance, https://github.com/minetest/minetest/pull/8530#issuecomment-531495972), and I agree since it really doesn't have much to do with style. If anywhere, I think it would be better to integrate it into scrollbar[] where it would properly belong (with or without named arguments, IDK)
05:10 kilbith except arrows=<show/hide/default>
05:10 v-rob Arrows are styling, definitely
05:10 kilbith so, transfer?
05:11 v-rob Transfer arrows to style, but nothing else I think
05:12 v-rob I guess thumbsize could theoretically be style
05:12 kilbith yep
05:12 v-rob And maybe the steps, but that's somewhat of a stretch
05:13 v-rob Min and max, certainly not in style[]
05:13 v-rob But yeah, for now deprecate the styling parts and move them to style. Other core devs can give their input when they're on
05:14 kilbith also, basically, arrow up/down should support all the properties of button[] ?
05:15 v-rob Yeah, that's where a pseudo-selector would come in handy. Such as `style_type[scrollbar::up_arrow:hover;fgimg=koolstof.png]`
05:15 v-rob It would probably be implemented similarly to states if anything
05:16 kilbith hmm, let's see
05:16 kilbith the real deal would be a new syntax for formspecs
05:17 v-rob Ugh, yeah. I'm really loathing Irrlicht's bug right now. I can't find where Minetest relies on the buggy behaviour.
05:18 v-rob Anyhow, I've got to leave now, sorry. It's very late here.
05:19 kilbith thanks for the feedbacks
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16:37 MTDiscord <exe_virus> Is the PsuedoRandom class we use in the engine faster than the PcgRandom class? I.e. does it generate numbers faster?
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16:52 sfan5 it does less operations, so probably?
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21:15 MTDiscord <exe_virus> I tested on windows, 64 bit, -O3 release, got slower times with PCG so yep, psuedo is faster, all good
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