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00:07 |
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00:07 |
MinetestBot |
[git] thomasrudin -> minetest/minetest: Save forceloaded blocks file periodically (#8535) 9a07792 https://git.io/fjgJh (2019-06-10T00:07:33Z) |
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00:37 |
Blossum2k9 |
hello? |
00:44 |
paramat |
go ahead and say what you want, many people are present and listening |
01:03 |
fell |
Hi, has somebody an overview of digiline commands for other devices than mentioned on https://github.com/minetest-mods/technic/wiki/Digilines, i.e. digiline filter injector, chest, autocrafter? |
01:09 |
cheapie |
fell: The digilines filter and the autocrafter come from pipeworks, not digilines. The filter accepts an ItemStack in table form, and the autocrafter accepts the strings "off" or "on" to start/stop it, "single" to craft one item, or a recipe (in table form) to set it. |
01:11 |
cheapie |
digistuff also adds some more digilines devices - if you're using that, documentation for most of those devices is here: https://cheapiesystems.com/git/digistuff/tree/README |
01:16 |
fell |
Thanks, cheapie, that is helpful. |
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01:57 |
MinetestBot |
[git] adrido -> minetest/minetest: Add compatibility to vcpkg buildsystem (#8317) bd6f1cc https://git.io/fjgTk (2019-06-10T01:56:55Z) |
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02:23 |
Pentium44 |
Soo, how much resources does minetest server really use these days? |
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07:52 |
BuckarooBanzai2 |
!tell cheapie do you plan to add protected digibuttons to https://cheapiesystems.com/git/digistuff or do you by any chance accept PR's? (and if so: over what channel :/ ) |
07:52 |
MinetestBot |
BuckarooBanzai2: I'll pass that on when cheapie is around |
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09:03 |
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09:03 |
VanessaE |
BuckarooBanzai2: cheapie takes PRs, too. just /msg, ask her to pull from your fork URL + branch |
09:07 |
BuckarooBanzai2 |
VanessaE: thx will do |
09:21 |
cheapie |
BuckarooBanzai2: I could add a protection checkbox, I guess, if I remember to do it at some point :P |
09:21 |
MinetestBot |
cheapie: Jun-10 07:52 UTC <BuckarooBanzai2> do you plan to add protected digibuttons to https://cheapiesystems.com/git/digistuff or do you by any chance accept PR's? (and if so: over what channel :/ ) |
09:27 |
BuckarooBanzai2 |
cheapie: i'll code something and ping you up when i'm done. a checkbox on the existing button sounds better than a new button though... |
09:34 |
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09:39 |
BuckarooBanzai2 |
cheapie: fyi: i did some protected nodes for the mesecon mod too: https://github.com/pandorabox-io/mesecons_protected_switch and https://github.com/pandorabox-io/mesecons_protected_button |
09:40 |
cheapie |
The digistuff button already has a custom formspec, shouldn't be too hard to just add a "Use Protection" checkbox to it too, set a "protected" field in the node meta if it's checked, and check this on right-click. |
09:49 |
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11:02 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Formspecs: Close on metadata removal (#8348) e2f8f4d https://git.io/fjgqz (2019-06-10T11:01:07Z) |
11:02 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Add disable_jump to liquids and ladders (#7688) e40be61 https://git.io/fjgqg (2019-06-10T11:00:35Z) |
11:03 |
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11:18 |
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11:19 |
vantablack |
hey guys, I haven't checked new stuff in 0.5, are glowmaps still unsupported? |
11:19 |
vantablack |
sorry I may go offline any moment (bad 2g connection) but I'll be checking logs anyway |
11:24 |
Krock |
it's now called 5.0.0 |
11:24 |
sy |
why is that? |
11:24 |
Krock |
glowmaps? the lightning stuff is still the same |
11:24 |
Krock |
sy: because Minetest is finally feature-complete and bug-free |
11:24 |
sy |
hah |
11:25 |
VanessaE |
HAHAHAH |
11:25 |
* VanessaE |
dies laughing |
11:25 |
Krock |
rip |
11:25 |
Krock |
at least it was a good death |
11:25 |
VanessaE |
:P |
11:25 |
Krock |
^^ |
11:26 |
Krock |
the 800-ish issues on GitHub want to tell me something else, though |
11:27 |
vantablack |
I think I saw somewhere mentions that glowmaps will be supported in 5.0 |
11:27 |
sy |
was this the plan all along? |
11:28 |
Krock |
I still don't have an idea of what "glowmaps" are |
11:28 |
vantablack |
Also unrelated question: is there a minetest matrix rooms? I saw more and more projects shifting to matrix, or at least maintaining both irc and matrix and bridginf them |
11:28 |
Krock |
Minetest development is still entirely on freenode |
11:28 |
Krock |
servers use both, IRC and Discord for their chat rooms |
11:29 |
Krock |
matrix maybe too, but I haven't seen such on a server yet |
11:29 |
vantablack |
Well a texture mask to display pixels on something at maximum brightness despite different lighting level |
11:29 |
Krock |
ah. you can do that with mobs/entities. setting the light level to something else than engine-calculated lighning |
11:30 |
vantablack |
No, I need that on nodes |
11:30 |
VanessaE |
THAT could be useful on nodes for sure |
11:30 |
Krock |
nodes can also be a light source, but they will then also light up the surrounding nodes |
11:31 |
vantablack |
Yes, I'm aware, I'm making an underground realms mod with high emphasis on glowing, avatar-style stuff |
11:31 |
vantablack |
Howeved it's hard to make stuff that's distinctively glows |
11:32 |
Krock |
avatar-the-life-action-thing |
11:32 |
vantablack |
either the whole node or nothing |
11:32 |
vantablack |
Also, I'm not deep into irrlicht internals, is it even possible to make something like shadows in minetest? |
11:33 |
vantablack |
or screen space shaders |
11:33 |
Krock |
yes, there were already some attempts, but they either rely entirely on node-placement or shaders |
11:34 |
Krock |
https://www.youtube.com/watch?v=PBMOG_dTbWo -- Dynamic shadows with shaders |
11:35 |
Krock |
raytracing in Minetest! [RTX ON, RTX OFF memes intensify] |
11:36 |
VanessaE |
why the hate for shaders? |
11:36 |
VanessaE |
that's precisely the kinda thing they were meant for |
11:45 |
Krock |
indeed, but who could implement them? Such a PR would be great to review, especially because it cannot break the normal game (kind of modular) |
11:45 |
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11:48 |
VanessaE |
looks to me like Blockmen did. |
11:48 |
VanessaE |
and RBA had some, too (I still have the code) |
11:50 |
Krock |
IIRC BlockMen never published the code |
11:50 |
VanessaE |
you DO know why right?> |
11:53 |
VanessaE |
for as long as I can remember, you guys have basically been "go fuck off" whenever someone proposes a new shader, if there's any chance it can affect gameplay (even if it's just due to minor differences). who wants to bother coding them, in that case? |
11:54 |
VanessaE |
or more generally, |
11:54 |
VanessaE |
anything that relies on the GPU |
11:54 |
VanessaE |
(where such a thing couldn't be implemented without one) |
11:55 |
VanessaE |
in that regard, MT is perpetually stuck in the "must run acceptably on some ancient barely-qualifies-as-a-GPU integrated graphics" |
11:59 |
VanessaE |
it's like real opengl lighting (even if it's just the sun and moon with dynamic light direction), and colored light sources. MT appearance could benefit greatly, but nooooooooOOOOOOOooooo too GPU-bound |
11:59 |
VanessaE |
sorry to rant |
12:14 |
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12:16 |
epoch |
:) I enjoyed it. |
12:23 |
Calinou |
on my PC, Minetest is running much faster than it used to, so there's a lot of margin available these days |
12:23 |
Calinou |
besides, shaders are still optional today in Minetest |
12:23 |
Krock |
VanessaE: do you know what the arguments were for blocking the PRs? The GPU is barely used anyway so I wonder what went wrong |
12:23 |
VanessaE |
What I said is exactly why, Krock. |
12:24 |
Krock |
whereas it might not work out well if shaders are a requirement to have lightning supported |
12:24 |
VanessaE |
in short: those who hold the keys are afraid of making Minetest dependent on a good GPU, even if "good" is still 10+ years old. |
12:25 |
Krock |
so, also drop all other renderers, such as direct3d? |
12:26 |
VanessaE |
I can't speak to that. |
12:26 |
VanessaE |
but everyone has opengl anyways |
12:26 |
VanessaE |
I mean literally, who DOESN'T have it? or at least ...what is it, GLES or something |
12:27 |
VanessaE |
I realize part of it has to do with not having the manpower to do the work, of course |
12:27 |
Krock |
yes, was mainly thinking about the ES variant |
12:27 |
VanessaE |
(then again, people leave when they see their contributions are ignored) |
12:28 |
Krock |
software is handy to test in case it's a driver issue, but it's okay if it doesn't work nicely |
12:28 |
Krock |
It doesn't work well at all |
12:29 |
Krock |
still, the PRs are not lost. They require rebasing but could be re-proposed anytime again |
12:29 |
VanessaE |
then they're lost. |
12:30 |
VanessaE |
you know perfectly well that an abandoned PR may was well be dead. |
12:30 |
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12:30 |
Krock |
inb4 there were a few adopted PRs |
12:30 |
VanessaE |
a few.... out of how many? |
12:31 |
VanessaE |
but beyond all that, there's stuff not being done that's needed (think LoD like that old farmap code) |
12:31 |
Krock |
just saying |
12:32 |
VanessaE |
or that thing where MT should be using one Irrlicht scene node per chunk (if not per mapblock) |
12:33 |
VanessaE |
or.. was that thing where a mesh gets simplified before rendering, ever merged? (i.e. a wide mass of say, stone, would be merged into a single pair of tris, and tiled) |
12:36 |
Krock |
latter already happens |
12:36 |
Krock |
see F5 grid view |
12:37 |
VanessaE |
nope. |
12:38 |
VanessaE |
or anyway not very well |
12:39 |
Krock |
https://i.imgur.com/WwlcMbD.png |
12:40 |
Krock |
it's along the x axis. IIRC the speed tests someone did weren't that exciting; not much of a performance boost |
12:40 |
VanessaE |
yeah, now look at this: https://i.imgur.com/S975yAA.png --> https://i.imgur.com/fzp11yx.png |
12:40 |
VanessaE |
looks pretty suboptimal to me |
12:41 |
Krock |
the road seems to use rotated tiles/textures |
12:41 |
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12:41 |
VanessaE |
that's a perfectly flat plane of default:dirt_with_grass, made by worldedit. the road, too. |
12:41 |
Krock |
then it's per-mapblock and in x-axis-lines |
12:41 |
VanessaE |
(though yeah, lots of rotations in the road surface) |
12:41 |
Krock |
apparently not so perfect as the grid shows it as rotated |
12:41 |
Krock |
I suspect this is some leftover param2 data |
12:42 |
VanessaE |
again, default:dirt_with_grass. that node doesn't *use* param2. |
12:42 |
Krock |
because grass does not make use of that value and just keeps it unaltered |
12:42 |
Krock |
and worldedit doesn't touch param2 data at all with //replace or //set |
12:42 |
VanessaE |
seems to me the mesh simplifier should be ignoring param2 if the node hasn't the proper paramtype2 |
12:43 |
Krock |
if the node doesn't use param2 as rotation, yeha |
12:43 |
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12:44 |
Krock |
https://github.com/minetest/minetest/blob/master/src/client/mapblock_mesh.cpp#L917 |
12:44 |
VanessaE |
on that scene, btw, < 30 fps at only 150m view range |
12:44 |
Krock |
hmm |
12:45 |
Krock |
oh. it also can't combine the textures on different light levels. otherwise the entire face would be the same brightness |
12:45 |
VanessaE |
-> shader |
12:46 |
VanessaE |
:) |
12:48 |
VanessaE |
oh, and all those caves under there. that costs FPS too. |
12:48 |
VanessaE |
but anyways, you can see what I'm getting at. |
12:50 |
Krock |
maybe https://github.com/minetest/minetest/pull/4933 could help there.. yet another PR to rebase |
12:51 |
VanessaE |
Dec. 2016... |
13:25 |
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14:13 |
jluc |
nice shades on this vdo |
14:13 |
jluc |
pity such devs cant be merged in mt |
14:40 |
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14:51 |
p_gimeno |
I don't see why extra fanciness shaders can't be incorporated as *optional* improvements. Surely a shader that casts shadows will not run fast enough on lots of GPUs, but so what? People don't enable ultra-high quality on such GPUs. |
14:51 |
p_gimeno |
i.e. let people decide the compromise between quality and performance themselves |
14:51 |
p_gimeno |
don't just steal the possibility of improving quality from those who can |
14:55 |
p_gimeno |
there's also this: https://github.com/minetest/minetest/pull/7987 which I'd love to see merged. I tested it and loved it. |
15:00 |
Krock |
indeed it is |
15:01 |
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15:03 |
Krock |
rebasing... |
15:08 |
Krock |
testing... |
15:12 |
Krock |
*happy make fan noises* |
15:12 |
Copenhagen_Bram |
Does anyone play fliptest? I have a problem with it where there's no recipe I can find to craft an axe, there are however recipes for axe heads of different materials, but none of these axe heads are used in any recipes |
15:17 |
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15:21 |
p_gimeno |
Krock: were you talking about #7987? |
15:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/7987 -- Time-of-day-dependent face shading (#6165 revived) by Unarelith |
15:22 |
Krock |
yes. force-pushing now |
15:22 |
p_gimeno |
woot! thank you |
15:24 |
Krock |
np. It's because I don't see much of a hope as soon it needs a rebase.. someone has to do this work |
15:24 |
BuckarooBanzai2 |
are there any plans to add the new network commands to https://github.com/minetest/minetest/blob/master/util/wireshark/minetest.lua ? |
15:24 |
Krock |
yes. just write a PR and let it merge into master :P |
15:25 |
BuckarooBanzai2 |
:X |
15:25 |
Krock |
actually most of this could be imported from networkprotocol.h |
15:25 |
* BuckarooBanzai2 |
barfs in udp |
15:27 |
Krock |
to haer an UDP Do you want joke? |
15:28 |
BuckarooBanzai2 |
I would not get it anyway... |
15:28 |
Krock |
to haer an UDP Do you want joke? |
15:28 |
Krock |
aborted |
15:28 |
BuckarooBanzai2 |
;) |
15:29 |
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16:10 |
p_gimeno |
I've merged #7987 into my private branch. Thanks Krock! |
16:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/7987 -- Time-of-day-dependent face shading (#6165 revived) by Unarelith |
16:11 |
Krock |
I feel quite stupid for not updating my shaders |
16:11 |
Krock |
retesting |
16:13 |
Krock |
aagh now I switched the branch and the builtin symlink is no longer up to date |
16:13 |
Krock |
whatever. I hope it works since I couldn't see any visual difference |
16:13 |
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16:23 |
p_gimeno |
Krock: are you enabling the option in the settings? |
16:23 |
Krock |
p_gimeno: yes. will retest now that my workspace is clean again |
16:24 |
p_gimeno |
ah |
16:26 |
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16:27 |
Krock |
yes, it works. |
16:28 |
p_gimeno |
indeed there's no shadow casting, which as lone_wolf points out, makes it look weird in areas that should be shadowed |
16:29 |
Krock |
it only brightens the face which faces to the sun |
16:30 |
p_gimeno |
it doesn't bother me, though - it makes things more alive |
16:31 |
Krock |
it would look way more interesting if the sun didn't directly go from -x to +x |
16:31 |
p_gimeno |
shadow casting would be a separate effect, this one has that limitation |
16:31 |
p_gimeno |
yeah |
16:31 |
Krock |
so at midday it's like the mexican street picture where the poles look as if they were from a video game without shadows |
16:31 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Settings: Disallow space characters entirely f1f9361 https://git.io/fjgsd (2019-06-10T16:30:59Z) |
16:38 |
p_gimeno |
I haven't seen that picture |
16:40 |
Krock |
I'm mistaken, it's Hawaii: https://www.amusingplanet.com/2017/04/lahaina-noon-when-shadows-disappear.html |
16:50 |
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16:50 |
jluc |
disallow space character disallowed their shadows |
16:51 |
Krock |
jluc: huh? |
16:51 |
jluc |
joking |
16:51 |
jluc |
see last commit log |
16:52 |
Krock |
I'm glad this behaviour was already documented so no modder can say "but it worked before" |
16:52 |
Krock |
read_the_docs.png |
17:13 |
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17:15 |
puzzlecube |
Anyone ever built Minetest for Chrome OS? If co, how can it be done from a GNU/Linux host? |
17:18 |
Krock |
static linking should do it |
17:24 |
puzzlecube |
Really that is all it ought to take? |
17:25 |
Krock |
by pulling all functions from the libraries Minetest needs you get something similar to a standalone appimage |
17:25 |
Krock |
*needs, you |
17:25 |
Krock |
didn't try that before, though. |
17:26 |
Krock |
if you feed it each library and link them all static, then you'll get a huge but somewhat portable Minetest app |
17:27 |
Krock |
maybe this would work too https://elinux.org/Toolchains#Debian_cross-tools_packages |
17:28 |
Krock |
so you'd be cross-compiling to another platform |
17:42 |
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17:47 |
puzzlecube |
I have lots of cross compiling toolchains. Although I think that documentation is a little old since it still says GCC 4.9 is latest. Might as well find out if I can make it work. |
17:50 |
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17:50 |
MinetestBot |
[git] pauloue -> minetest/minetest: Use CDB author and name in installed package's config (#8550) 4c11574 https://git.io/fjgGb (2019-06-10T17:49:00Z) |
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18:18 |
paramat |
https://i.imgur.com/fzp11yx.png there are reasons for most of those individual tiles and tile orientations: lighting errors along mapblock borders, altered lighting around light sources. merging the faces of the nodebox pavement might be complex, not surprised that isn't done. only the road centreline bemuses me |
18:22 |
p_gimeno |
the lines in the road centreline are separate nodes from the asphalt |
18:23 |
p_gimeno |
or so I believe |
18:24 |
DS-minetest |
a link to the non-wireframe image can be found in the logs |
18:27 |
paramat |
https://i.imgur.com/S975yAA.png |
18:29 |
Krock |
I already mentioned before that different light levels and rotations can stop it from combining the tiles |
18:30 |
Krock |
latter should not happen for most param2types |
18:31 |
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18:32 |
paramat |
yes i saw your comment after i wrote that =) |
18:34 |
Krock |
oh okay |
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