Time |
Nick |
Message |
04:00 |
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06:37 |
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06:38 |
Fleckenstein |
i finished pr #11016 (dual wielding) |
06:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/11016 -- Dual Wielding by EliasFleckenstein03 |
07:08 |
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14:23 |
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15:06 |
MTDiscord |
<x2048> Can someone remind me what our plans are for the rendering pipeline? |
15:06 |
MTDiscord |
<x2048> I was thinking about improving shadow performance, and have this idea to share meshbuffers between mapblocks so that we could render shadow for the map in a few drawcalls. |
15:07 |
rubenwardy |
Reducing drawcalls is the theme |
15:07 |
rubenwardy |
Another thing is moving tone mapping to post processing |
15:08 |
MTDiscord |
<x2048> But it looks like I'd need to twist Irrlicht quite a bit, so the question is: what's the best way here. |
15:08 |
rubenwardy |
Rewriting particles to use a single drawcall per system |
15:08 |
rubenwardy |
General modernisation, whatever is determined to be needed |
15:08 |
MTDiscord |
<x2048> Are there any concrete steps agreed? |
15:09 |
rubenwardy |
For modernisation, no |
15:09 |
rubenwardy |
Graphics in general? Also no |
15:10 |
MTDiscord |
<x2048> Does it make sense to create a blueprint? |
15:10 |
rubenwardy |
I would advice fixing technical debt and performance before fancy effects though |
15:10 |
rubenwardy |
Sure |
15:10 |
rubenwardy |
But you can do both. Adding a post processing stage would fix tonemapping tech debt, and also allow for fancy effects |
15:17 |
MTDiscord |
<x2048> What's the best place for this? Github? |
15:17 |
MTDiscord |
<x2048> For the blueprint... |
15:30 |
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15:40 |
rubenwardy |
We've used GitHub projects in the past to order tasks like this |
15:40 |
sfan5 |
the plan was to rewrite everything |
15:41 |
sfan5 |
hecks plan at least |
15:41 |
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15:55 |
erle |
so what part of that has been done? so far i have only seen incremental improvements (and the super-smart “delete everything i do not need and then some parts i do not understand” commit) |
15:55 |
erle |
like, has hecks some separate irrlichtmt branch or so? |
16:08 |
sfan5 |
We haven't seen or heard hecks more often than you have |
16:27 |
erle |
well. that seems unfortunate |
16:34 |
MTDiscord |
<x2048> rubenwardy: I'll gh projects a try, thank you. |
16:35 |
MTDiscord |
<x2048> sfan5: Is there any information I could read or keywords to search for in the IRC archive? |
16:36 |
MTDiscord |
<x2048> *give gh projects a try, obviously |
16:57 |
erle |
does any in-engine facility exist to have waterlogged nodes? |
16:58 |
MTDiscord |
<Jonathon> no |
16:58 |
erle |
so how do people do it? |
16:59 |
MTDiscord |
<Jonathon> they dont? |
17:00 |
MTDiscord |
<Jonathon> there is plantlike rooted drawtype for plants |
17:00 |
MTDiscord |
<Jonathon> also more a #minetest question i would think |
17:01 |
erle |
well, it's an engine development question if it does not exist |
17:02 |
MTDiscord |
<Jonathon> anyways, plantlike rooted is just the same old hack of extending a nodes mesh up so you can place a second node in the area it occupies above. |
17:03 |
MTDiscord |
<Jonathon> how stuff like 2 high glass panes fit with stuff like pkarc or moreblocks slopes |
17:04 |
erle |
plantlike rooted will not help me have a nodebox though? |
17:04 |
MTDiscord |
<Jonathon> no |
17:05 |
MTDiscord |
<Jonathon> sorry, plantlike rooted is a paramtype, not a drawtype |
17:05 |
erle |
the most common usage where i wish i had waterlogged nodes is fences and chests |
17:07 |
erle |
i mean, i can kinda get away with doing it as a fluid node that spawns an entity |
17:07 |
erle |
but that gets insanely laggy fast |
17:07 |
erle |
and also requires a lot of bookkeeping |
17:08 |
MTDiscord |
<Jonathon> not going to work so well if someone makes a wall of fences, because the engine will remove them all if more than the max setting is in the area |
17:11 |
erle |
okay, i concede, it's unworkable |
17:25 |
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18:06 |
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18:58 |
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20:14 |
MTDiscord |
<x2048> Merging #12191 in a few minutes |
20:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/12191 -- Implement shadow offsets for the new SM distortion function by x2048 |
20:39 |
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20:56 |
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21:43 |
HuguesRoss48 |
erle: Does mineclonia use animations/9-slices/themed buttons in any way that would differ from mcl2's usage? Wondering if it's worth checking that as well for #10265, the breadth of content using these features in MT is still a little slim |
21:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/10265 -- FormSpec: 9-slice images, animated_images, and fgimg_middle by v-rob |
21:44 |
erle |
HuguesRoss48 i am not sure, leaning towards “no”, as i generally don't deal too much with formspecs. there is one PR with a formspec for showing banner preview in crafting table that we have not finished. i look. |
21:45 |
HuguesRoss48 |
understandable, formspecs are a pain to work with in their current form lol |
21:49 |
erle |
HuguesRoss48 the only formspec-related thing i can think of right now is this actually, it is the aforementioned unfinisehd banner preview (1 year, lol, oldest stale PR): https://git.minetest.land/Mineclonia/Mineclonia/pulls/15 |
21:50 |
erle |
but i think the crafting table there does not use any 9 slice images |
21:51 |
HuguesRoss48 |
Yeah, doesn't look like it |
21:51 |
erle |
HuguesRoss48 if i can help testing this (also with other games/mods) tell me please. |
21:51 |
HuguesRoss48 |
get_itemslot_bg is using a normal `image[]` element |
21:51 |
HuguesRoss48 |
I'm always interested in more eyes, esp. on a PR with a decent amount of code in it |
21:52 |
HuguesRoss48 |
The main thing I expect to see breaking is mods/games that use 9-slice or animated images |
21:52 |
erle |
well, my problem here is that i do not understand formspecs, so the testing instructions are too vague for me. |
21:53 |
erle |
i try to check where that could happen |
21:55 |
HuguesRoss48 |
Yeah, that's why the easiest thing is if you know of any content using similar features that I can test. 9-slice is when an image (typically a background or frame) is pixel-perfect by rendering it as a 3x3 grid of rectangles, where the edges are left unscaled. So anything where the UI doesn' |
21:55 |
HuguesRoss48 |
*doesn't have clear scaling artifacts and isn't using chunky pixels is likely using that |
21:55 |
erle |
i know what 9 slice is |
21:57 |
HuguesRoss48 |
yeah, so if you can help me find some of those in the wild it would be a big help, that way I can check them. Otherwise, if you want to try feeding weird inputs to a 9-slice yourself that could be another interesting angle. But I suspect any issues we find there will be existing bugs rather than new ones |
21:58 |
erle |
rubenwardy could grep contentdb for “background9”? |
21:58 |
erle |
i have by own zipgrep solution, but my cdb archive is outdated |
21:59 |
HuguesRoss48 |
That'd be good. I'm not sure what lever of search we have, but finding more examples of image[] elements with no size could be good. That feature was originally removed in this PR, I've asked for it to be put back but we'll want to test that... the only instance I've seen of it was in devtest |
21:59 |
HuguesRoss48 |
The format is something like image[1,1;filename.png] instead of image[1,1;1,1;filename.png] |
22:01 |
erle |
that sounds like a job for grep indeed |
22:09 |
erle |
HuguesRoss this regex maybe? image\[[0-9]+;[0-9]+;[^;]+\] |
22:10 |
erle |
i am running a scan on an old cdb dump right now |
22:12 |
erle |
HuguesRoss, the minetest mission mod (missions) contains this: "image[7,0;missions_block_preview.png]" .. |
22:12 |
erle |
is that what you need? |
22:34 |
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