Time |
Nick |
Message |
00:28 |
paradust |
erle: This rendering bug.. do you have instructions for reproducing it? I can usually narrow things down without bisecting, if I have a reproducer. |
00:30 |
paradust |
Especially on the web platform, there is a lot of good tooling. One can watch the render happen frame by frame, mesh by mesh. |
00:33 |
erle |
paradust wait, which rendering bug? |
00:35 |
paradust |
I thought you said you've been trying to bisect a rendering bug. "slime UV thing"? |
00:35 |
erle |
x2048 sfan5 i summarized the nodebox rendering optimization discussion on IRC in the forum https://forum.minetest.net/viewtopic.php?f=7&t=28068&p=409857#p409857 |
00:36 |
erle |
paradust oh yeah! wait, i look for the issue |
00:36 |
erle |
paradust https://github.com/minetest/minetest/issues/11852 |
00:36 |
erle |
paradust, https://github.com/minetest/minetest/issues/11852#issuecomment-992478961 |
00:37 |
paradust |
thanks |
00:38 |
erle |
paradust, it would be nice if you crosspost any findings to https://git.minetest.land/Mineclonia/Mineclonia/issues/211 |
01:08 |
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03:04 |
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04:00 |
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07:09 |
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07:26 |
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08:15 |
erle |
sfan5 x2048 it's “let's make every cube, stair & slab that is not ground content a lego brick” time https://git.minetest.land/erlehmann/studs/src/branch/master/screenshot.png |
08:15 |
erle |
:D |
08:16 |
erle |
oops, wrong channel |
08:17 |
erle |
x2048 anyways, you can use this mod to stresstest your rendering improvements, it makes lots of faces. just remove the check for ground content to get a worst case scenario. |
08:18 |
MTDiscord |
<ROllerozxa> oh man, you even made studs on the stairs and slabs, that looks so good! |
08:19 |
erle |
yes and i hope x2048 can turbocharge the face recognition so we i can turn the entire world into legos |
08:20 |
erle |
also i can't think of a better stress test that is actually fun |
08:20 |
erle |
i guess the holy grail for optimization problems are the GreenXenith hexagonal pillars |
08:21 |
sfan5 |
<paradust> Especially on the web platform, there is a lot of good tooling. One can watch the render happen frame by frame, mesh by mesh. |
08:21 |
sfan5 |
renderdoc works for that on desktop, but only with the ogles2 driver |
08:22 |
erle |
btw, for me some full nodeboxes with studs were entirely black without smooth lighting checked (ogl renderer). any idea if i missed some parameter? |
08:22 |
erle |
(or could this be a rendering bug?) |
08:24 |
sfan5 |
Zughy[m]: sneak animations are up to the game but the engine should provide a way to make it work with local animations |
08:24 |
sfan5 |
so yes what Warr said |
08:56 |
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09:01 |
Zughy[m] |
sfan5: if it's alright with you, I'd open a different issue and close that one, because it's misleading imho |
09:18 |
sfan5 |
rename it? |
09:22 |
Zughy[m] |
I can't |
09:33 |
celeron55 |
github's "triage" permission level doesn't allow some things like that, and it's silly |
09:33 |
celeron55 |
the next up is "write", which allows push access and i think also renaming issues |
09:34 |
erle |
that is silly indeed |
09:34 |
celeron55 |
i'd be fine with just giving that to triagers, and trusting them not to mess with the code |
09:34 |
celeron55 |
anyone else think the same? |
09:36 |
erle |
could you disallow pushing to master for everyone except a list of users maybe? |
09:36 |
erle |
i'm probably too spoiled by the feature set of gitea lol |
09:44 |
sfan5 |
better not to give triagers write permission IMO |
10:12 |
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10:39 |
celeron55 |
well then, maybe just complain very loudly to github |
11:34 |
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12:28 |
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13:01 |
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13:01 |
josiah_wi |
Hi. I want to compile a list of known architectural or design limitations that have been encountered by people trying to refactor Minetest. If you've run into anything before, please let me know. |
13:26 |
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13:58 |
erle |
celeron55 if “complain to github” would do anything, they would by now be able to render the git log topologically ordered :P |
14:03 |
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16:34 |
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16:52 |
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17:18 |
MTDiscord |
<MisterE> @paradust I think this message was to you... |
17:34 |
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17:36 |
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17:46 |
Zughy[m] |
is #4714 still a thing? |
17:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/4714 -- Visual weapon swing time doesn't correspond with full punch interval |
18:02 |
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18:08 |
MTDiscord |
<LandarVargan> I'm pretty sure it isn't |
18:10 |
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18:15 |
sfan5 |
http://sprunge.us/vhPYTg?diff pushing this soon |
18:29 |
josiah_wi |
As the only outspoken proponent of ugly bracing in this channel, I am here obliged to mention that the '=' sign is unnecessary. xD |
18:30 |
sfan5 |
uh huh so it's the same syntax |
18:50 |
josiah_wi |
I'm not sure whether you meant that as a statement or a question. Semantically, I believe it's the same. Syntactically, I think it's different, but I can't even remember the term. C++ has innumerable types of initialization lol. |
18:53 |
josiah_wi |
Ah, aggregate initialization is the right term for what you did in the patch. No idea what it even is. |
18:53 |
josiah_wi |
Nope, nvmnd, that's a specific subset of the other kinds. |
18:54 |
sfan5 |
https://en.cppreference.com/w/cpp/language/zero_initialization |
18:54 |
sfan5 |
(2) |
18:55 |
josiah_wi |
Ah, it's list initialization. |
18:55 |
josiah_wi |
It's specifically zero initialization using list initialization. |
18:55 |
josiah_wi |
Now I can forget all that because it's painful to try to remember. |
18:57 |
sfan5 |
for extra confusion: zero initialization in C is = {0} while in C++ that only initializes the first member |
18:57 |
rubenwardy |
merging https://github.com/rubenwardy/minetest/commit/f4a3c5a67d32229305386168776189105055ef60 in 5 |
18:57 |
sfan5 |
rubenwardy: is that backportable |
18:57 |
rubenwardy |
yeah, trivially |
18:57 |
rubenwardy |
I can add it to backports too |
18:57 |
sfan5 |
no need |
20:18 |
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22:34 |
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23:10 |
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