Time Nick Message 01:00 Lone_Wolf Anyone have any thoughts on this? https://github.com/minetest/minetest/pull/10013#issuecomment-640965161 01:08 hecks Lone_Wolf maybe it's the stupid back-and-forth camera offset math destroying any precision it was meant to provide 01:11 Lone_Wolf The nametag pos is broken too though, it's in the same place 01:12 hecks so this is the camera's position + nametag offset without the entity position being added? 01:14 hecks you'll need to tell me more 01:14 hecks like what's the global position of the camera, the object with the nametag 01:14 hecks and whether this is happening all the time or if it just blinks for one frame 01:15 hecks I might be able to solve this 01:20 Lone_Wolf Code's right there in the PR. cam_pos is the camera pos in world coordinates and nametag_pos is the coordinates of the object the nametag belongs to AFAIK 01:21 Lone_Wolf It consistently happens more than 8 nodes away, and is fine near 0, 0, 0 from what I can tell 01:24 Lone_Wolf I can reproduce near 0, 0, 0 and the camera/nametag coordinates are pretty much the same actually 01:25 hecks >cam_pos is the camera pos in world coordinates 01:25 hecks getAbsolutePosition is not in world coordinates 01:25 hecks it's in the client's stupid coordinates 01:26 Lone_Wolf Ah 01:27 hecks I don't know which space client side raycasts use but you need to add the camera offset to node positions to get the true world pos 01:27 ANAND Updated docs for #7587 01:27 hecks or subtract it, I don't remember, see GenericCAO::getPosition or just use that function if you can 01:27 ShadowBot https://github.com/minetest/minetest/issues/7587 -- Implement on_wielditem_change callback registration by ClobberXD 01:46 skyliner_369 what's the best way to update the minetest version with git and rebuild? just run the git command and run build again with a clobber option? 02:11 skyliner_369 in other words, do I have to run git clone, then cmake, then make? or can I like run git, (what command is basically just a git update?) and then make? 02:12 hecks have you looked at what the buildbot does? 02:12 hecks there's a script in util/buildbot that gets the latest version with dependencies and builds it 02:13 Lone_Wolf I do 'git pull -r minetest_repo_remote && make -j $(nproc)' 02:22 skyliner_369 might make a simple bash script to build from a git pull or something 02:22 skyliner_369 I actually don't know my way around git and such that well 02:23 skyliner_369 like, does cmake have an update build option? same for make 02:24 hecks if you don't delete the build directory, cmake will do a quick rebuild if it can 02:24 skyliner_369 ahh makes sense 02:24 skyliner_369 I'm thinking about making a sudo bash to put the game system-wide 02:24 hecks but every now and then it can just decide to rebuild everything, so don't be alarmed by that 02:25 skyliner_369 Alrighty 02:25 hecks I mean, the build instructions in readme are clear enough for linux 02:26 skyliner_369 it's not building I'm thinking about, I'm thinking more about updating the build without having to uproot everything 02:26 hecks though it might be worth it to peek at the windows buildbot anyway just to know the possible cmake incantations 02:27 hecks well then: pull, cmake, make with run in place enabled 02:27 skyliner_369 buildbot builds windows builds whenever the commits update? 02:27 hecks pretty much 02:28 hecks anyway following the readme.md instructions should give you a working build in the same folder, runnable from ./bin/ 02:30 skyliner_369 actually, I'll be doing it as super with a bash script I can run on the calendar thingy I forget the name of. once a day and tada. set run-in-place to false 02:32 skyliner_369 does buildbot post DL links in this channel? 02:33 hecks I don't know, never seen it, there's a forum thread with links though 02:33 skyliner_369 well I mean the bot that's got the edgy sonic character name 02:34 hecks this bot posts git links 02:38 skyliner_369 I think I saw it post a version link too before? I could be going mad though 02:50 hecks I don't sit here all day, so maybe you did 02:54 rubenwardy skyliner_369: -> #minetest 02:55 rubenwardy this is a channel for Minetest engine development, not for user questions and dicussions 15:11 ANAND Have anyone tested #7924 or #7587 yet? :) 15:11 ShadowBot https://github.com/minetest/minetest/issues/7924 -- Allow binding dig, place actions to keys; remove LMB/RMB hardcoding by ClobberXD 15:11 ShadowBot https://github.com/minetest/minetest/issues/7587 -- Implement on_wielditem_change callback registration by ClobberXD 15:11 ANAND Has* 17:20 Krock will merge #9690 #10008 and #8785 in 15 minutes 17:20 ShadowBot https://github.com/minetest/minetest/issues/9690 -- [NO SQUASH!] TouchScreen control bug fixes and code cleanup by MoNTE48 17:20 ShadowBot https://github.com/minetest/minetest/issues/10008 -- Fix player-to-object attachment teleport bug by hecktest 17:20 ShadowBot https://github.com/minetest/minetest/issues/8785 -- LuaItemStack: Add __tostring metamethod by pauloue 17:21 Krock #9572 too 17:21 ShadowBot https://github.com/minetest/minetest/issues/9572 -- Some vector functions useful for working with rotations by NetherEran 17:25 Krock sfan5: mind proposing a PR for those network analytics code? 17:25 Krock it would be really interesting to have that for future network issues 17:26 sfan5 sure 17:26 sfan5 will have to clean it up to be less hacky though 17:27 Krock the enum/string struct mainly used in the script API might help to clean it up 17:35 Krock merging... 17:38 Krock Done 17:43 NetherEran thanks :D 17:44 sfan5 u32 needed_count = 2; // require at least two solid blocks 17:44 sfan5 if (count >= needed_count) { return true; } 17:44 sfan5 spot the mistake 17:44 Krock = 17:45 Krock I miss the context 17:45 sfan5 right more context is needed to spot it 17:46 sfan5 https://github.com/minetest/minetest/blob/master/src/map.cpp#L1135-L1137 17:47 Krock it can hit multiple times per node 17:47 sfan5 good point but that wasn't it 17:47 Krock so there are 2 bugs 17:47 sfan5 since count starts at 0, setting needed_count = 2 in fact requires *three* solid nodes before the check returns true 17:48 Krock how come? increment happens before 17:49 Krock it's like if (++count == needed_count) 17:49 sfan5 hm 17:49 sfan5 you're right 17:49 sfan5 but this doesn't match my debug output, wtf 17:50 Krock wrong profiling or multiple hits per node 17:50 sfan5 (111,11,-148) main:grass (111,10,-147) main:dirt (112,10,-147) main:dirt (112,9,-146) main:stone occluded! 17:50 sfan5 who knows what crafter has set as light_propagates for those nodes... 17:51 sfan5 anyway the check running multiple times for the same node is unlikely since the occlusion starts at 1.2 node-lengths per step 17:52 Krock main:grass is likely to be light_propagates = true to not cause light artefacts 17:52 Krock FWIW: light_propagates is also set to true when paramtype = "light" 17:52 Krock s/also// 17:57 Krock rubenwardy: I think you could be interested in this #8475 17:57 ShadowBot https://github.com/minetest/minetest/issues/8475 -- Add cube map and equirectangular rendering mode by srifqi 17:57 rubenwardy What is it? 17:57 rubenwardy I don't understand the use of the rendering mode 17:57 rubenwardy For YouTube 3d? 17:58 Krock for 3D-recording, yes. 17:58 Krock might also be used by VR glasses, not sure though. 17:59 rubenwardy Don't vr headsets use side by side? 17:59 rubenwardy I guess some curvature makes sense actually 18:38 hecks sfan5: rebased 19:15 hecks #10015 looking for reviewers 19:15 ShadowBot https://github.com/minetest/minetest/issues/10015 -- Fix bone-attached entities by hecktest 19:19 Krock 404 reviewers not found 19:22 hecks if I bribed or blackmailed celeron into making me core, would my bugs need one less approval? =] 19:23 Krock bugs need no approvals, but PRs would only need one, yes - unless someone is opposed 19:23 hecks well, I'm talking about dead bugs 19:25 Krock will merge #9969 in 10 minutes 19:25 ShadowBot https://github.com/minetest/minetest/issues/9969 -- Fix broken coloring of wielditems by dcbrwn 19:25 Krock nice 19:26 Krock hecks: sorry what? dead bugs are resolved bugs 19:27 hecks oh never mind, please review my fix if you have time 19:27 Krock other PRs are waiting for months 19:29 hecks and I just got a fix merged in 3 days, so I'm optimistic about this one too =] 19:29 hecks these are all trivial 19:36 Krock mergign 19:37 Krock you're happy to have somebody who's familiar with the code and got the right test code to check all known bug sources 19:37 Krock this is by far not the case for other PRs.. 19:40 sfan5 #9299 could use a second review too 19:41 ShadowBot https://github.com/minetest/minetest/issues/9299 -- Improve default inventory+wield images of node drawtypes by Wuzzy2 20:02 hecks I've done a bit of self-review to streamline the process further, hope that helps