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IRC log for #minetest-dev, 2020-09-01

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All times shown according to UTC.

Time Nick Message
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14:29 Jordach sfan5, managed to get first person attachments working with full backwards api compat
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15:58 MTDiscord <a​ppguru> "first-person attachments"
15:58 MTDiscord <a​ppguru> by that you mean attachments which are visible in first person?
16:03 MTDiscord <J​ordach> yes
16:04 Jordach appguru: https://gfycat.com/welloffillfatedemperorshrimp
16:05 MTDiscord <a​ppguru> really noice
16:05 Jordach set_bone_position and set_animation are used together for this
16:05 Jordach so fake wields are now acceptable, as are usable arms
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18:03 sfan5 merging #10329 and #10185 in 5m
18:03 ShadowBot https://github.com/minetest/minetest/issues/10329 -- Mark multiply and divide with two vectors as deprecated (Schur product and quotient) by Desour
18:03 ShadowBot https://github.com/minetest/minetest/issues/10185 -- Change default ambient occlusion gamma to 1.8 by sfan5
18:06 MTDiscord <a​ppguru> please no
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18:06 appguru I would like to object to #10329
18:06 ShadowBot https://github.com/minetest/minetest/issues/10329 -- Mark multiply and divide with two vectors as deprecated (Schur product and quotient) by Desour
18:07 appguru That PR suggests just deprecating widely used and useful functionality without even offering a replacement
18:07 sfan5 in what way?
18:07 sfan5 where exactly is that widely used?
18:08 celeron55 this is already discussed in the PR
18:08 appguru sorcerykid is giving one example, I remember using that quite some times
18:08 sfan5 the PR no longer depractes + and - like you seem to be assuming
18:08 sfan5 deprecates*
18:09 appguru I know, it just deprecates vector.divide(a, b) and multiply with a, b vectors
18:10 appguru I don't see any good reason to mark them as deprecated, the only one would probably be performance
18:11 rubenwardy I see an issue when it comes to implementing `*`, but I don't care that much about `multiply`
18:11 appguru If performance was a main goal, you should focus on deprecating  the {x = ..., y = ..., z = ...} format
18:11 appguru is*
18:11 sfan5 "not supporting functionality nobody needs" is enough of a reason IMO
18:12 appguru Give me a second, I'll count my vector.multiply and divide usages in my mods
18:12 sfan5 (of course this PR doesn't do that, it just paves the way by deprecating it)
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18:12 sfan5 sure, tell me if you find a schur product or quotient
18:12 appguru I'll for sure find one
18:14 appguru Ah yes, here's my first example, something that should be found in moblib:
18:14 appguru clicker:set_properties{visual_size = vector.divide(clicker:get_properties().visual_size, obj:get_properties().visual_size)}
18:14 appguru I use this on entities with variable visual size, as attachments are (in this case undesirably) scaled by the visual size as well
18:15 appguru So I have to set the player visual size = player visual size / entity visual size
18:15 appguru For that I need the Schur quotient, and to reverse it I need the Schur product
18:16 celeron55 it's the wrong name for the operation nevertheless
18:17 appguru Separating the names is what this PR should do
18:17 celeron55 if you open the wikipedia page for vector multiplication, it doesn't even list schur product
18:17 sfan5 worldedit code has a schur product too, interesting
18:17 sfan5 anyway merging those two PRs
18:18 appguru Only other example I found is from Voxelizer: local transform_vec = vector.divide(mt_space, obj_space)
18:18 appguru Basically it does some scaling
18:18 appguru vector.multiply should probably be called vector.scale for two vectors
18:18 appguru hmmm
18:19 appguru vector.divide would then be vector.rescale or something
18:19 celeron55 it could be added as vector.scale if we don't want to use mathematical terms that modders generally don't know
18:19 appguru schur_product would make it look scarier than it is
18:19 appguru far scarier*
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19:10 Jordach sfan5, got time to review #10360 today?
19:10 ShadowBot https://github.com/minetest/minetest/issues/10360 -- Fix/Add First Person Attachments by Jordach
19:11 sfan5 I scrolled through it earlier and wondered if "forced visible" was the best way to name it, there were also a few minor style issues
19:12 Jordach it's a weird hack but it just works even with ancient mods
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19:15 celeron55 that's a good point, why isn't it called show_in_first_person
19:16 celeron55 or visible_
19:18 celeron55 elsewhere in the code also
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19:57 Jordach thank god i'm not having to touch unit_sao again
19:58 Jordach now it's just a slight issue with client side rendering
20:33 Jordach ...is it a hack to mark the local player CAO as front face culling?
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20:45 pgimeno hm, about #10329, Schur product is very often used in GLSL to tint colours. I wonder how often colour components are represented by a vector in Minetest.
20:45 ShadowBot https://github.com/minetest/minetest/issues/10329 -- Mark multiply and divide with two vectors as deprecated (Schur product and quotient) by Desour
20:47 pgimeno not only that, but * in GLSL is the Schur product
20:48 pgimeno you do dot() or cross() if you want some other kind of product
21:01 pgimeno and in fact, some shaders in Minetest uses Schur product, e.g. client/shaders/nodes_shader/opengl_fragment.glsl lines 60-61, line 207
21:04 Jordach sfan5, yep, that fixed it
21:05 pgimeno to my surprise, even the vertex shader does, see client/shaders/nodes_shader/opengl_vertex.glsl line 58
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21:26 Jordach sfan5, fix pushed

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