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IRC log for #minetest-dev, 2019-02-13

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All times shown according to UTC.

Time Nick Message
00:37 kaeza joined #minetest-dev
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01:26 GreenDimond Another user and I have discovered the bestest bug
01:26 GreenDimond https://github.com/minetest/minetest/issues/8228
01:34 VanessaE GreenDimond: you mean the *wield* inherits..
01:34 GreenDimond ye
01:34 GreenDimond fixed
01:34 VanessaE nice bug :S
01:34 VanessaE :D
01:34 cheapie Hmm... would be more fun if it displayed random garbage from memory and not just random *textures* from memory :P
01:34 VanessaE could be useful if properly sorted out :D
01:34 GreenDimond I quote Lone_Wolf: "The bad part is a bug beat you to making animated wielditems"
01:39 GreenDimond cheapie: I did find it amusing it displays a font atlas when it has no textures to pull from
01:40 cheapie I get the feeling it's just showing whatever texture happens to be in a given memory location, and that one just happened to be there then.
01:40 GreenDimond Its not random
01:40 GreenDimond When you enter an unloaded chunk it has no textures to pull from
01:40 GreenDimond Once it loads it switches to some texture
01:41 GreenDimond but before the chunk loads its a font atlas
01:41 cheapie Yeah, when no mapblocks are being rendered, there probably aren't any node textures there.
01:41 cheapie (assuming by "chunk" you mean mapblock)
01:41 GreenDimond and it cant be completely random once it is loaded either
01:41 GreenDimond it changes based on yaw
01:41 GreenDimond and extreme pitch
01:41 cheapie Yeah, when you change the yaw you change what you're looking at.
01:41 cheapie Same with pitch.
01:42 GreenDimond It doesnt inherit looking at though
01:42 GreenDimond Oh I forgot one thing
01:42 GreenDimond it inherits punched node textures for a second
01:42 cheapie I never said that the random-ish location would in any way correspond to what you're looking at.
01:42 GreenDimond its completely yaw
01:43 GreenDimond it changes as you turn. I only say extreme pitch because if you look straight up or down it changes
01:43 GreenDimond otherwise its just yaw influencing it
01:43 cheapie Yeah, as you turn, different stuff is in view.
01:43 GreenDimond But
01:43 GreenDimond it also shows textures no where in sight
01:43 GreenDimond like mushrooms
01:44 cheapie Maybe there were mushrooms in the distance somewhere?
01:44 GreenDimond "the distance" wouldnt make sense
01:44 GreenDimond it inherits based upon close surrounding area
01:45 GreenDimond which is shown in the video
01:45 cheapie "close" can be quite far depending on your view range.
01:45 cheapie Either that or that texture was being used for something else, somewhere. Or (probably more likely) MT is just holding onto it for no good reason.
01:46 paramat nuts
01:46 GreenDimond What an amazing bug
01:46 VanessaE next up:  GreenDimond discovers another bug that somehow allows animated mesh nodes (as in drawtype="mesh"), too :)
01:48 GreenDimond Lone_Wolf discovered the initial inherit bug, I discovered the rest of the behavior ;p
01:51 GreenDimond I should test what happens with meshes actually
01:51 VanessaE oh boy...
01:57 GreenDimond yay it gets weirder
02:00 GreenDimond Updated post with more behaviors :D
02:00 VanessaE *gets popcorn*
02:03 GreenDimond cheapie: you are right, there are some mushrooms a few mapblocks away
02:05 GreenDimond !
02:05 GreenDimond I did a thing
02:05 GreenDimond not sure how
02:05 GreenDimond I miniturized it
02:12 GreenDimond Ah I figured it out
02:12 GreenDimond post updated; last wielded item influences size/shape
03:36 p_gimeno is it possible to change the player mesh?
03:39 GreenDimond Yes
03:39 GreenDimond its a sprite by default, player_api (5.0) change it to what we are used to
03:39 GreenDimond simple matter of player:set_properties({mesh="bla.b3d"}) and some animations
03:40 p_gimeno ah thanks
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06:07 Wuzzy nerzhul: Daily Weblate poke
06:09 jas_ Wuzzy
06:12 Wuzzy hi
06:13 jas_ Hello
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18:17 Wuzzy is it correct to say "chunk" instead of "mapchunk"? (context: https://dev.minetest.net/Terminology)
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19:12 paramat Wuzzy 'mapchunk' is better and is what is used in all the newer code comments (old comments are being changed to 'mapchunk'). it's nicely consistent with 'mapblock' which should be used instead of 'block', to make clear it is not a 'node'
19:13 Wuzzy ok thx
19:13 Wuzzy so "chunk" can be considered legacy terminology? ;)
19:28 paramat however, the shorter versions are often used in code, comments and dev chat, so best would be "'mapblock/mapchunk', (sometimes referred to as 'block/chunk')"
19:29 paramat i think the more specific, more descriptive forms should be the 'official' terminology
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