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IRC log for #minetest-dev, 2023-03-11

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All times shown according to UTC.

Time Nick Message
00:26 proller joined #minetest-dev
03:34 MTDiscord <ElCeejo> SET FOG
03:34 MTDiscord <ElCeejo> SET FOG
03:34 MTDiscord <ElCeejo> THE FOG
03:34 MTDiscord <ElCeejo> SET FOG
03:39 MTDiscord <SaKeL> I dont know why is nobody even mentioning the feature where you can set e.g. distance, colour, tint of the mist/fog like clouds in the view of the player
03:42 dzho joined #minetest-dev
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05:00 MTDiscord joined #minetest-dev
05:42 calcul0n joined #minetest-dev
06:02 YuGiOhJCJ joined #minetest-dev
07:22 MTDiscord joined #minetest-dev
08:46 MTDiscord <jordan4ibanez> Yes, I saw that and I was quite impressed, excellent work
08:51 appguru joined #minetest-dev
09:55 celeron55_ anyone have opinions about Desour becoming core dev?
10:39 kilbith joined #minetest-dev
10:40 kilbith I'm in favor for Desour becoming core dev
10:50 rubenwardy I support it, was thinking about suggesting it recently
12:11 sfan5 I support it too
12:19 appguru joined #minetest-dev
12:21 celeron55_ Desour is one of those people who aren't really available all the time for direct messages
12:21 celeron55_ unless i'm missing a Discord name
12:38 sfan5 merging #13291, #13250 in 10m
12:38 ShadowBot https://github.com/minetest/minetest/issues/13291 -- Fix missing shadows when sun tilt is zero by x2048
12:38 ShadowBot https://github.com/minetest/minetest/issues/13250 -- Scale culler steps proportionally to the mesh sizes by x2048
13:23 sfan5 @x2048 I see a potential issue inside ClientMap::touchMapBlocks(): it doesn't keep mapblocks without a mesh alive, which sounds like a problem with cell_size > 1
13:38 Desour joined #minetest-dev
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13:53 kilbith_ joined #minetest-dev
13:53 Desour >Desour is one of those people who aren't really available all the time for direct messages         when I'm not on irc, the easiest way to contact me is via forum private message :)
14:03 sfan5 I remember the wiki once saying that there a dev branch is created during feature freeze so development can continue
14:03 sfan5 maybe we should actually do that
14:03 sfan5 only issue is it *will* have to be merged back (with a merge commit, not rebase) once done, do we want that?
14:30 Desour I'm now a core dev. \o/
14:31 MTDiscord <ROllerozxa> congrats
14:34 celeron55_ sfan5: making a dev branch is always an option, but it can definitely be more hassle than what it's worth
14:52 kilbith last commit largely improve the long distance rendering performance
14:52 kilbith this is 4000 nodes viewing range @ 4K: https://i.imgur.com/hBzHRfW.jpg
14:53 kilbith https://i.imgur.com/0MlXtBz.jpg
14:54 kilbith this is 2000 nodes @ 7-8 FPS (before HEAD~1 it was 3 FPS): https://i.imgur.com/JrufiQ6.jpg
15:21 rubenwardy I made this thread to collect information about octoblock and long view ranges: https://forum.minetest.net/viewtopic.php?f=7&amp;t=29266
16:00 fluxionary joined #minetest-dev
16:20 Krock will merge #13305 and #13303 in 15 minutes
16:20 ShadowBot https://github.com/minetest/minetest/issues/13305 -- Fix ChatPrompt crash in very narrow windows by Desour
16:20 ShadowBot https://github.com/minetest/minetest/issues/13303 -- Update builtin locale + German translation of builtin by Wuzzy2
16:45 Krock 15 minutes (and some more) have passed.. merging
16:46 Krock done
17:49 Desour joined #minetest-dev
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21:21 kilbith I don't think it's worth to bring the old 'loops' culler back just to fix the infinite viewing range, we can just drop this feature, I suspect it's not that used and it's not important in a game to use it
22:29 epoch joined #minetest-dev
22:56 MTDiscord <MisterE> Well, pros and cons to that. Inf. View range has some uses such as knowing how to get back to where you came from on survival servers. However arguably it shouldn't be a feature that is available to clients without servers allowing opting in, such as on AES where floating arenas appear in the distance. As a counter to even that, we now have set-fog which offers a better solution to that particular problem
23:33 Desour joined #minetest-dev

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