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IRC log for #minetest, 2022-10-09

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All times shown according to UTC.

Time Nick Message
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00:07 Sokomine hi. i pulled latest git and compiled. it does seem a bit bright now (before, mt used to be a bit dark). is there any way to get it slightly darker again? preferably something inbetween :-)
00:19 FavoritoHJS I'm guessing tone mapping got enabled/disabled/changed/whatever between your previous install and your latest commit one.
00:22 Sokomine thanks! do you have any idea what i might change?
00:25 FavoritoHJS tone mapping is (afaik) kinda wip, for example, there isn't anything in the settings other than an enable/disable toggle
00:26 FavoritoHJS actually, what does tone mapping even do?
00:27 FavoritoHJS I recall darks being black when I enabled it, so I guess it's some gamma correction thing, but how does it work exactly
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00:29 FavoritoHJS interesting, the advanced settings say it's "Filmic tone mapping", so I guess that's exactly what it does
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00:33 FavoritoHJS yup, seems like it affects stuff from 364 onwards in client/shaders/object_shader/opengl_fragment.glsl
00:37 FavoritoHJS interestingly though fog doesn't seem affected, as it's added after the tone map... bug or artistic decision?
00:44 MTDiscord <Warr1024> IIRC tone mapping stretches contrast at the mid range, while compressing it at the extremes.  It basically creates the impression of stretched contrast but without the "clipping" problem that more linear methods have.
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01:35 Sokomine aah. thanks for explaining
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10:17 robyn ls
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10:41 ROllerozxa cd ~/.minetest
10:42 robyn sorry about that, and hello
10:43 ROllerozxa hi there
10:47 ROllerozxa Sokomine: From what I can tell, tonemapping has changed slightly now with the postprocessing pipeline
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12:07 MinetestBot [git] Wuzzy2 -> minetest/minetest: DevTest: Explain purpose of most items in tooltips (#12833) c1c6877 https://github.com/minetest/minetest/commit/c1c68775b25314b566a2aae9a304d1b470f5794d (2022-10-09T12:05:22Z)
12:07 MinetestBot [git] Wuzzy2 -> minetest/minetest: Improve documentation for `liquid_alternative_*` (#12810) b2a3f53 https://github.com/minetest/minetest/commit/b2a3f53b297d4aec37f8272992f8e9b465d43a43 (2022-10-09T12:05:40Z)
12:07 MinetestBot [git] fluxionary -> minetest/minetest: add an 'equals' method to ItemStack and compatibility w/ lua '==' (#1… 440d966 https://github.com/minetest/minetest/commit/440d966b939059dfa51604eb68d61eecb12baeb4 (2022-10-09T12:06:09Z)
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13:21 Sokomine ROllerozxa: hm. do you have any idea how i may change it to more reasonable lighting?
13:23 rubenwardy gamma
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13:37 * Sokomine greets rubenwardy and looks puzzled
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14:50 MinetestBot [git] TurkeyMcMac -> minetest/minetest: Optimize lighting calculation (#12797) 9676364 https://github.com/minetest/minetest/commit/9676364c1fe5fe5eae69c55e7d7a45392decfb2d (2022-10-09T14:50:26Z)
14:58 sfan5 oh hey there's a new one of those crypto servers
15:00 ROllerozxa that's... quite the amount of players they've got
15:19 FavoritoHJS joined #minetest
15:20 FavoritoHJS oh, you mean one of those play to earn servers that _totally_ isn't botting their playercount?
15:23 FavoritoHJS (for best results, say play to earn with a highly distorted voice a la J. Sterling)
15:26 ROllerozxa it's almost like a server that pays you in ""cash"" for playtime will end up being filled with players AFKing to game the system
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17:12 sfan5 Sokomine: the brightness issue has been fixed
17:13 MinetestBot [git] sfan5 -> minetest/minetest: Fix tone mapping being always enabled 7a28f2c https://github.com/minetest/minetest/commit/7a28f2c4fa50957a019a8d44856b7aa0cea306eb (2022-10-09T17:11:04Z)
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17:44 MinetestBot [git] TurkeyMcMac -> minetest/minetest: Remove unused MapBlock functionality 8f996e4 https://github.com/minetest/minetest/commit/8f996e4a7cf7b1fa1ca683cbc37327a790e09ddc (2022-10-09T17:43:48Z)
17:44 MinetestBot [git] TurkeyMcMac -> minetest/minetest: Embed data directly in mapblocks b3503e7 https://github.com/minetest/minetest/commit/b3503e7853a52a8c16431f6b983e30c9d25951bc (2022-10-09T17:43:48Z)
17:46 Sokomine sfan5: thanks!
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17:50 MTDiscord <Warr1024> "embed data directly in mapblocks" ... cache hit rate optimization?
17:53 Krock more like removing a level of indirection
17:54 Krock could be that it's easier to cache, not sure what's happening with CPU-side optimizations
17:54 MTDiscord <Warr1024> I guess less indirection is nicer conceptually too, though I figured that you'd save a little cache noise that way too.
17:55 MTDiscord <Warr1024> it'd be weird if it were like a HUGE improvement, but hopefully it all adds up anyway
17:55 jwmhjwmh I believe I noticed a small improvement in the lighting benchmark's time with data embedded directly in mapblocks.
17:55 MTDiscord <Warr1024> Nice.  In a mature project, pretty much the only way to make big improvements is to add up small ones.
17:56 Desour most parts of minetest aren't mature in that regard
18:00 Desour for caching, shouldn't you have moved that one mapblock on the stack into a unique_ptr, jwmhjwmh? I kinda doubt that pushing 16ki node data on the hot part of the stack is good for caching
18:01 Krock which stack?
18:02 Krock can we move this to #- dev?
18:02 Desour the call stack
18:02 Desour :O move discussion from #minetest to #minetest-dev ?
18:02 Krock it's development after all
18:03 Krock or whatever... I guess it does not matter
18:03 Desour well, it's just µcro concerns
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18:17 MTDiscord <luatic> microcro concerns?
18:17 Desour µ is mü
18:17 Desour my
18:17 Desour so µcro is mycro
18:18 Desour oh, mu in english https://en.wikipedia.org/wiki/Mu_(letter)
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18:34 FavoritoHJS why is this shite crypto server at 52 players? that isn't afk numbers, that screams botting
18:37 FavoritoHJS W00HOO!? ET TU, MY FRIEND!?
18:39 FavoritoHJS I can only hope he's being impersonated...
18:40 MTDiscord <luatic> I'm joining to take a look at the player activity
18:42 FavoritoHJS Are there any rules on the server list?
18:43 sfan5 no formal ones
18:43 MTDiscord <luatic> First observation: There do indeed seem to be 52 players on the server. Most are idling (not moving). It's hard to tell whether they are bots or "legit" AFKing players motivated to AFK by fictitious laughable crypto "rewards" which Minetest busywaiting in the background will make up for by driving up their parent's energy bill.
18:43 MTDiscord <luatic> parents'*
18:44 FavoritoHJS > no formal ones
18:44 FavoritoHJS that can't end well...
18:44 FavoritoHJS goshdarnit I thought that would be sent as one multiline message... DARN YOU KIWIIRC
18:45 MTDiscord <luatic> FavoritoHJS: propose a rule, sfan5 is on here
18:45 MTDiscord <luatic> I don't think you could reasonably whack this server with a rule due to what I have outlined above
18:46 FavoritoHJS I'm not a moderator, I don't know how to make a rule that is useful, general yet not exploitable
18:46 MTDiscord <luatic> Unless the admins admit to botting you can't tell whether it is botting
18:46 MTDiscord <luatic> esp. whether it's botting by the admins - otherwise I could have servers penalized simply by botting
18:47 ROllerozxa I wouldn't be surprised if it's actually real players, just ones who are afking to get free PAWcoins or whatever they're called
18:47 FavoritoHJS yea, it would make sence it's the whole crypto clown car, that doesn't count as botting
18:48 sfan5 unrelated to the crypto thing it would be useful if someone spent some time to write down a sane ruleset for the server list
18:57 FavoritoHJS As obvious as it is, I suggest something like "Servers on the list shall not be meant to hurt others, lest they be delisted"... but to define "be meant" and "hurt others" in a sufficiently clear way, while ensuring that legitimate mistakes don't mean a delist (or worse...) is probably quite complex.
19:00 FavoritoHJS I do not want rules arbitrary or obscure enough that a 1.19.84-style revolt is even close to a possiblity... then again, having no rules at all will blow up one day, so...
19:11 FavoritoHJS bug report: fog affects your hand, so if you lower it all the way down to 20 your hand gets covered in fog
19:12 Desour that's intended, afaik.
19:12 Desour back when a viewing range of 5 was still possible, I saw this all the time, but stronger
19:14 MTDiscord <Warr1024> sorta makes sense after all
19:18 Oblomov yeah, anybody who's been in thick fog knows that's really the case
19:25 MTDiscord <Warr1024> Re server list rules, the simplest thing to do is start with the empty set, and add rules as problems are discovered.  "Attempting to game the system to promote your server may result in demotion, delisting, or other countermeasures."  Keep it pretty simple, because you're going to have to use judgement on it anyway.
19:33 FavoritoHJS the strange thing is that your hand can be in fog, but nodes that are (presumebly) further away aren't.
19:45 FavoritoHJS can't craft an axe "backwards", and it's screwing with my muscle memory, send help
19:46 MTDiscord <Jonathon> visit contentdb, there is a mod for that
19:46 MTDiscord <Jonathon> https://content.minetest.net/packages/Hugues%20Ross/mtg_craft_reverser/
19:48 Desour if you craft the axe the wrong way, the sharp side is aimed at you, and you'll hurt yourself when using it
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19:49 Desour luatic: > I don't like the style of it; I want my doc comments to be at the appropriate places (e.g. param comments next to params, return comments next to return statements, function description next to function definitions)
19:49 Desour you were referring to ldoc, right?
19:49 MTDiscord <luatic> yes
19:49 Desour doc comments in ldoc are next to their functions
19:50 Desour what exactly do you mean with the places?
19:50 MTDiscord <luatic> https://github.com/TheAlgorithms/Lua/blob/main/src/sorting/insertionsort.lua f.E.
19:51 MTDiscord <luatic> you can put comments in the parameter list of a function
19:51 Desour O_o
19:51 MTDiscord <luatic> and you can put comments in the explist of a return statement
19:51 Desour that style looks a bit weird to me
19:52 MTDiscord <luatic> well, I'm probably the only one using it because I'm yet to write a doc generator that recognizes it
19:53 Desour do you have a tool for converting it to html or similar?
19:53 Desour ah
19:53 Desour an advantage of ldoc is that the function doesn't need to actually exist
19:54 Desour also the doxygen-like style is more common
19:54 MTDiscord <luatic> it may be, but it reminds me of Java
19:54 Desour haha
19:54 Desour that downside
19:55 MTDiscord <luatic> anyways, gtg
19:56 Desour bb
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20:37 ensayia Is it possible to swap the textures of a node in the world?
20:38 MTDiscord <Jonathon> no
20:39 ensayia Is it a planned feature or just something not possible in the engine? Any insight?
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20:48 rubenwardy ensayia: what are you trying to do?
20:48 ensayia a simple texture swap on action, like if I want a furnace texture to change when I light it, for example
20:48 rubenwardy ok, that's done with multiple nodes
20:48 rubenwardy in MTG, I believe it's default:furnace and default:furnace_on
20:49 ensayia that's what I currently do, it's just annoying managing the metadata because the furnace is a player-facing object and you have to preserve that metadata across swaps
20:49 rubenwardy swap_node won't delete meta
20:50 MTDiscord <Warr1024> IIRC swap_node was originally created specifically because of the furnace :-)
20:51 ensayia facing is stored in the param2, which 'defaults' to player facing when the item is place down by a player but swap_node does not preserve that behavior as far as I can see
20:51 MTDiscord <Warr1024> swap node probably swaps the whole node, not just the name
20:51 MTDiscord <Warr1024> so you take the original node, change the name, and pass that to swap_node
20:52 rubenwardy local node = minetest.get_node(pos)
20:52 rubenwardy node.name = newname
20:52 rubenwardy minetest.swap_node(node)
20:52 rubenwardy *  swap_node(pos, node)
20:53 ensayia indeed, but the player placing the node does not write the facing value to param2 when it happens, therefore if the node you are swapping it for has "parameter2" set to "facedir" and it placed by swap_node and not a player it doesn't keep the direction it was originally placed in, because the param2 is not written to on player placement
20:54 ensayia sorry, that last bit was redundant
20:54 rubenwardy you should make sure that the before and after both use the same param2type
20:54 MTDiscord <Warr1024> paramtype2
20:54 MTDiscord <Warr1024> consistency yay
20:55 ensayia they do
20:55 rubenwardy then the param2 will be kept and the rotation won't be changed
20:55 rubenwardy param2 is how the rotation is stored
20:56 rubenwardy in order for the player to place and rotate a node, it needs to change param2
20:56 ensayia but when 'facedir' rotates the node to face the player that direction isn't saved, it's a function of the property, therefore a node with 'facedir' that was not placed by the player obviously can't face a player and doesn't have the param2 to reference
20:56 rubenwardy it will be saved - facedir is stored in `node.param2`
20:56 rubenwardy there's no other way to rotate a node
20:58 rubenwardy the MTG furnace does the code I wrote: https://github.com/minetest/minetest_game/blob/master/mods/default/furnace.lua#L115
20:59 ensayia if swap_node preserves metadata, why is localizing the node table and swapping out the name needed?
20:59 rubenwardy because metadata is data about the node, not the node itself
21:00 rubenwardy node contains name, param1, and param2
21:00 rubenwardy so getting the node table and only changing name means that you keep param1 and param2 the same
21:00 rubenwardy swap node is documented as   " Set node at position, but don't remove metadata"
21:01 ensayia Well, that's the way I'm doing things now I was just seeking to understand. What's the hangup with just swapping a texture?
21:01 rubenwardy the problem with that is where do you store that texture?
21:01 rubenwardy there's no space in the node data
21:01 rubenwardy it would need to be in the meta data, but that impacts performance
21:02 rubenwardy there are long term plans to do something like this, it's called meta set def
21:02 ensayia I see. I use a texture atlas for most everything so it might be worth it to define mutable atlas coords?
21:06 FavoritoHJS a friendly reminder that having 64x64 textures in a world where 16x16 textures are the norm just looks weird.
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