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IRC log for #luanti-dev, 2025-02-15

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All times shown according to UTC.

Time Nick Message
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07:59 SFENCE_arch Btw: Bad project description and web link here: https://github.com/luanti-org/luanti-org.github.io, @celeron55
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09:09 Krock where are the locale files cached in CMake? The incremental build fails due to the removal of ia/LC_MESSAGES/luanti.mo
09:25 Krock okay. the error is caused by "minetest.po~" files inside the "po/" directory. Apparently the locale scan by gettext is imperfect. Optimally it should skip over "empty" directories.
09:26 Krock they're remainders from the engine rename procedure, I suppose. The old files weren't removed.
09:40 celeron55 SFENCE_arch: fixed
09:49 MTDiscord <herowl> @luatic possible mesh code bug? https://git.minetest.land/VoxeLibre/VoxeLibre/issues/4930
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10:35 Krock @herowl Difficult to say. What's the mesh format? .obj? https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/mods/PLAYER/mcl_skins/models
10:35 Krock I've seen 180° rotation bugs before. There is/was a duct-tape fix for that in Luanti
10:37 Krock this part: https://github.com/luanti-org/luanti/blob/5.10.0/src/client/content_cao.cpp#L1507-L1546
10:39 MTDiscord <herowl> B3d
10:41 Krock https://github.com/luanti-org/luanti/commit/8719a816e7
10:41 Krock you could try to revert this commit and see whether the issue disppears
10:42 MTDiscord <herowl> https://git.minetest.land/VoxeLibre/VoxeLibre/src/branch/master/mods/ITEMS/mcl_armor/models
10:42 MTDiscord <herowl> Krock: above is the correct link
11:02 sfan5 merging #15736, #15739, #15408, #15784 in 15m
11:02 ShadowBot https://github.com/luanti-org/luanti/issues/15736 -- Tweak main menu server list behavior by siliconsniffer
11:02 ShadowBot https://github.com/luanti-org/luanti/issues/15739 -- [no sq] Enable ipv6_server by default by sfan5
11:02 ShadowBot https://github.com/luanti-org/luanti/issues/15408 -- Collision: more accurate computation with acceleration and long dtime by kno10
11:02 ShadowBot https://github.com/luanti-org/luanti/issues/15784 -- Correct keycode URL in settingtypes.txt/minetest.conf.example by MiguelPL4
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11:13 sfan5 also pushing a back to sdl2 commit after that
11:13 sfan5 or before actually
11:16 Krock If you'd like, please also merge #15733.
11:16 ShadowBot https://github.com/luanti-org/luanti/issues/15733 -- Clean up Irrlicht matrices a bit more by appgurueu
11:17 sfan5 I will
11:17 Krock thanks :)
11:18 Krock #15719 would be another candidate. In case you're concerned about stability - I'd argue that we're in early -dev phase
11:18 ShadowBot https://github.com/luanti-org/luanti/issues/15719 -- Optimize add_area_node_boxes in collision code by sfan5
11:19 sfan5 ah sure
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11:23 sfan5 ok all done
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12:56 MTDiscord <luatic> Herowl: not a bug: https://github.com/luanti-org/luanti/issues/15692
13:44 MTDiscord <herowl> So does that mean if I include scale (1,1,1) it'll work?
13:45 sfan5 someone still needs to create a forum topic for the release
13:53 Krock hijack the rc1 post :3
13:54 Krock nah I'll create a new topic
14:01 Krock https://forum.luanti.org/viewtopic.php?t=31369
14:07 sfan5 stickied it
14:08 Krock thx
14:49 MTDiscord <luatic> Herowl: as I write in that issue, it depends. that is one workaround, but it also requires you to fix the rotation, and it'll only work for luanti client versions that support bone overrides with scale.
14:50 MTDiscord <herowl> Fix rotations... how? And what will be the simplest solution?
14:52 MTDiscord <luatic> by composing with the 180° rotation that would otherwise live in the scale
14:53 MTDiscord <luatic> the simplest solution, which also works best across older clients, probably is to re-implement the broken decomposition
14:53 MTDiscord <luatic> that is, if you have a 180° rotation along a single axis for a bone in the original model, turn that into negative scaling and pass that to set_bone_override
14:53 MTDiscord <luatic> forcing new clients to exhibit the fixed bug so that the wrong rotations work again
14:54 MTDiscord <luatic> i can write a workaround mod that does this
14:55 MTDiscord <luatic> with modlib it's quite straightforward: read the b3d, turn the rotations into matrices, check if the sum of absolute values on the diagonal is close to 3 (that is, all diagonal entries have an abs value of ~1), if so turn the diagonal into the scale, hook set_bone_override to apply this
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16:32 MTDiscord <herowl> Do you think VL should just include modlib?
16:34 MTDiscord <herowl> Anyway, I don't like reimplementing broken behavior... broken linear algebra even less so.
16:35 MTDiscord <herowl> I'd be down for checking protocol versions or server versions or whatever and branching though.
16:37 MTDiscord <luatic> problem is that the branching is nasty, because there are no per-player bone overrides. you could try something with per-player entities but that'd be nasty too.
16:37 MTDiscord <herowl> No, that'd be dumb
16:38 MTDiscord <herowl> Hmm
16:39 MTDiscord <herowl> So would rotating by like 1⁰ every bone that exhibits the behavior fix it?
16:39 MTDiscord <luatic> if you also fix the rotations you set via bone overrides, yes
16:40 MTDiscord <herowl> How do I find out the correct new values?
16:40 MTDiscord <luatic> precompose with the the 180° rotation that would previously have lived in the scale
16:40 MTDiscord <herowl> Man I'd like to be able to just pass a transform matrix to the bone override and be done with that...
16:40 MTDiscord <luatic> 😬 no
16:41 MTDiscord <herowl> Why?
16:41 MTDiscord <luatic> doesn't interact well with a number of things
16:42 MTDiscord <herowl> I had to do mad calculations to add a new animation like two months ago...
16:43 MTDiscord <luatic> for absolute bone overrides specifically, a matrix could be considered, but there are still a bunch of problems and things you shouldn't be able to do (but arguably probably are able to do already)
16:44 MTDiscord <herowl> We also had hellish bugs about player swimming and flying turned on the back.
16:45 MTDiscord <herowl> Actual heisenbugs mind you, where changing mod load order changed globalstep register order, which changed their execution order, which changed bone override order, which messed things up in a way that made it hard to track down.
16:46 MTDiscord <herowl> And imagine my horror when bisect consistently led me to a commit that changed only mod.conf files...
16:46 MTDiscord <luatic> oof
16:48 MTDiscord <herowl> Tbh I'd just treat the whole player animation code in VL with fire, but I don't have a better way to determine all the angles and stuff, so it comes down to a bunch of overrides with magic numbers. Comments make it readable, but changing it in any way is insanely hard.
16:49 MTDiscord <luatic> i mean part of what makes it hard certainly was the bug which 5.11 just fixed
16:49 MTDiscord <herowl> What's the axis order then?
16:50 MTDiscord <luatic> can't tell you off the top of my head but it's XYZ or ZYX and it should be possible to infer it by reading the source
16:51 MTDiscord <herowl> fatal flashbacks
16:51 MTDiscord <luatic> no i mean i have literally documented and unit tested it for some matrix methods
16:51 MTDiscord <luatic> it's also not that hard to test
16:52 MTDiscord <luatic> but beware: it's very well possible that the object and the bones use different conventions :juanchi_face:
16:52 MTDiscord <herowl> :juanchi_face: indeed... :facebook:
17:07 Desour merging #15784 and  #15774 in 10 units
17:07 ShadowBot https://github.com/luanti-org/luanti/issues/15784 -- Correct keycode URL in settingtypes.txt/minetest.conf.example by MiguelPL4
17:07 ShadowBot https://github.com/luanti-org/luanti/issues/15774 -- [nosq] Don't use fps_max_unfocused for the pause menu, and a little more by Desour
17:21 Desour merged. don't question my units
17:22 MTDiscord <luatic> as long as you test your units, i'm happy ;)
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