Time |
Nick |
Message |
04:43 |
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07:46 |
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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 |
08:02 |
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08:55 |
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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 |
10:27 |
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10:28 |
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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 |
11:11 |
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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 |
11:19 |
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11:23 |
sfan5 |
ok all done |
11:28 |
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11:41 |
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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 |
15:24 |
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16:25 |
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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 ;) |
18:12 |
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