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IRC log for #minetest-hub, 2020-05-02

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All times shown according to UTC.

Time Nick Message
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09:26 shivajiva minetest/dev/src/script/common/c_types.h:23:10: fatal error: lua.h: No such file or directory
09:27 shivajiva where is it actually looking for lua.h ????????????????
09:30 calcul0n in lua headers i guess, i have one in /usr/include/lua5.1/lua.h
09:30 shivajiva oddly enough so do I
09:32 shivajiva just trying to compile on ubutu 18.04 but it doesn't want to play
09:32 calcul0n hmm, are you sure it's 5.1? afaik minetest only works with this version
09:33 shivajiva I can see /usr/include/lua5.1/ with the header sat in there
09:34 calcul0n ho wait, it's also included in minetest sources, in src/minetest/lib/lua/src/lua.h
09:36 shivajiva yes I have that too
09:37 shivajiva it's not like I haven't done this many times, just never on 18.04
09:38 Krock VanessaE: https://krock-works.uk.to/u/patches/0001-Fix-wrong-inventory_image-and-wield_image-types.patch
09:38 Krock crash fix for 5.3.0-dev type checks
09:39 shivajiva any ideas anyone?
09:40 calcul0n why do you have a minetest/dev subdir? i just have minetest/src/... here
09:40 Krock shivajiva: checked the makefile paths?
09:40 Krock dev/ is ok, if dev is the git clone location
09:40 calcul0n ho, i see
09:41 Krock clear cmake cache & retry. maybe manual path adjustments for LUA_INCLUDE_DIR is needed
09:41 Krock cmake . -DLUA_INCLUDE_DIR=/usr/include/lua5.1    in case that's the right location
09:45 shivajiva dev is the cloned location within a minetest folder that holds all the versions I have compiled, I just use it for the head
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09:50 shivajiva CMakeCache.txt removed and retry works, thanks Krock
09:50 Krock :)
09:50 Krock !next
09:50 MinetestBot Another satisfied customer. Next!
09:50 shivajiva lol
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09:54 shivajiva I think I tried to build it before I installed 5.1-dev
09:55 sfan5 since the minetest source comes with lua 5.1, you should only need to install it if you want luajit
09:55 shivajiva yea that's what I thought
09:56 shivajiva it should have built though based on that
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10:00 shivajiva I did see it was using system for luajit though whilst poking around
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16:51 Krock Minetest be like:
16:52 Krock > Implement one feature, close the according issue
16:52 Krock > People open 2 new issues as feature requests
16:52 Krock > 1 or 2 new bug reports regarding the feature
16:53 Krock So in order to bring the issue count down, is to not add any features, and keep bugs.
17:01 rubenwardy my favourite is when feature requests are disguised as bug reports
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17:44 Jordach Krock, lmao another bug discorvered
17:44 Jordach it's not quaternion or euler xyz angles
17:44 Jordach it behaves exactly like 5.2 but the anim mixing works
17:44 Krock staaph it. no more bugs
17:45 Jordach is there an bone limit in irrlicht
17:45 Krock probably a 2^n number
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17:45 Krock question of the integer size
17:45 Jordach 49 bones in model so it;s under 8 bits
17:46 Jordach another mention that's related
17:46 Jordach attached entities with said model also completely lose their shit
17:46 Jordach like they flicker every frame to a new position
17:48 Krock so.. same as before but worse
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17:48 Jordach basically it acts like #9794 but even worse
17:48 ShadowBot https://github.com/minetest/minetest/issues/9794 -- set_bone_control broken when using set_animation
17:48 Jordach it's like irrlicht isn't handling long armature chains properly
17:54 Jordach ah fuck
17:55 Jordach i rember a thread on the irrlicht forums mentioning that animated scenenodes aren't meant for entity like objects
17:56 Jordach instead iskinnedmesh
17:58 Jordach oh my god
17:58 Jordach JESUS WHY
17:58 Jordach https://github.com/minetest/minetest/blob/master/src/client/content_cao.cpp#L1383
17:58 Jordach any manually positioned bone breaks the bug fix
18:00 Jordach "the joint returned by this method may not exist"
18:20 Jordach time to have a whack with MSVC
18:29 Jordach right, the problem happens in EUJOR_CONTROL
18:31 Jordach HMM
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18:57 Jordach hold the front door
18:57 Jordach wouldn't this patch only fix it for *local animations* ie in third person view
18:57 sfan5 why local?
18:58 sfan5 every object is a ContentCAO
18:58 sfan5 (on the client, that is)
18:58 sfan5 unless you're missing with set_local_animation which is indeed only local
18:58 sfan5 messing*
18:58 Jordach my theory relates to that, if it works with set_bone_rotation with set_local
18:59 Jordach because my model does not use set_local at all
18:59 Jordach the only thing that comes to mind is that the animation has to be *played* after the bone change
18:59 Jordach not before
19:06 Jordach uh...weird
19:10 Jordach ...what
19:10 Jordach sfan5, the model is flipped horizontally
19:12 Jordach holy shit
19:12 Jordach something is flipping the model in eujor_control
19:14 Jordach sfan5, https://i.imgur.com/luvSx3L.png
19:53 shivajiva 'Well it's high noon at the U.K. corral and it's high time I got myself back on the rails. I'm the lonesome cowboy, ridin across the range, with just a hand held radio--to keep me sane, ridin through the f.m. stations, the tumbleweed and the petrol stations. Will all aboard this Yankee station prepare themselves for battle stations' - from the album Infected :)
19:56 Krock OMG it's a Yankee with no brim
19:57 shivajiva 1986 lol
20:04 shivajiva https://youtu.be/Snup4XmKioU
20:23 Jordach it's not the model
20:23 Jordach well it is the model
20:24 Jordach pulled out the offsets and noticed a perculiar thing
20:24 Jordach https://gist.github.com/Jordach/e2a51d0444b40783562c5145ab2e5f71
20:28 Jordach the models bone scale is all positive, so it's not that
20:36 Jordach also, it's not irrlicht mistakenly rotating bones
20:37 Jordach it's that blender rotates the bones in edit mode via the roll param
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