Time |
Nick |
Message |
00:08 |
est31 |
Was there any issue why this didn't get merged? https://github.com/xyzz/freeminer/commits/utf8 |
00:14 |
VanessaE |
no answer to my question, figures :-/ |
00:14 |
VanessaE |
est31: probably due to freeminer's license. |
00:14 |
est31 |
no, that was before the change |
00:14 |
est31 |
and to your question: dunno |
00:14 |
* VanessaE |
shrugs |
03:14 |
hmmmm |
vanessae, I don't believe so |
03:14 |
hmmmm |
reason being is that backface culling omits the entire tile in the culled area |
03:15 |
hmmmm |
it wouldn't be advantageous performance-wise to do backface culling, probably, apart from a very specific subset of geometries in meshnodes |
03:18 |
VanessaE |
well the reason I ask is, you know how nodeboxes only ever display the one side that faces you, right? |
03:18 |
VanessaE |
(and the 2 or three adjacent ones of course) |
03:19 |
VanessaE |
a mesh drawn to exactly the same dimensions (pixel for pixel) doesn't do that, all faces are visible |
03:19 |
hmmmm |
sure, hardware occlusion queries do cull faces on mesh scene nodes that aren't visible to the camera |
03:19 |
hmmmm |
oh |
03:19 |
hmmmm |
i think there's an irrlicht option for that |
03:20 |
VanessaE |
there IS a backface culling option in the node def but it only works for special_tiles |
03:20 |
VanessaE |
(which of course don't work on meshes) |
03:23 |
hmmmm |
hold up are you sure that's correct? |
03:24 |
hmmmm |
for some time nodeboxes have been internally converted to meshnodes |
03:24 |
VanessaE |
I'm certain |
03:25 |
hmmmm |
god dammit this code is so sloppy |
03:26 |
VanessaE |
heh |
03:27 |
hmmmm |
i'm really serious |
03:27 |
VanessaE |
oh I don't doubt it |
03:27 |
hmmmm |
portions of code are copy pasted so hard in updateTextures() |
03:27 |
hmmmm |
and they didn't even need to be duplicated if it were structured correctly |
03:27 |
hmmmm |
i.e. check if it's a nodebox and just merely set the type *before* entering that second code block |
03:28 |
hmmmm |
but instead what happens is |
03:28 |
hmmmm |
if (f->drawtype == NDT_MESH) { |
03:28 |
hmmmm |
/ do a whole bunch of stuff here |
03:28 |
hmmmm |
} else if (f->drawtype == NDT_NODEBOX || <other things>) { |
03:28 |
hmmmm |
// do the same bunch of stuff here, |
03:28 |
hmmmm |
f->drawtype = NDT_MESH |
03:28 |
hmmmm |
} |
03:28 |
VanessaE |
ew. |
03:29 |
hmmmm |
like what the f |
03:29 |
hmmmm |
does it really take much brainpower to refactor this into something that's 1). better organized |
03:29 |
hmmmm |
2). better represents what's actually going on in the code |
03:29 |
hmmmm |
3). less potential for bugs |
03:29 |
hmmmm |
4). shorter |
03:29 |
hmmmm |
5). maintainable |
03:30 |
hmmmm |
VanessaE, I don't think this will do what you want it to but try anyway |
03:30 |
hmmmm |
go into src/nodedef.cpp and remove line 824 |
03:33 |
sofar |
VanessaE: is that responsible for the mesh lighting bug? |
03:33 |
hmmmm |
obviously not |
03:35 |
VanessaE |
sofar: nope |
03:35 |
VanessaE |
hmmmm: Ok, I'll try that soon. |
03:35 |
VanessaE |
(busy on another model at the mo) |
03:54 |
VanessaE |
hmmmm: as you expected, no effect from that change. |
04:16 |
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13:35 |
paramat |
sfan5, nore, game#310 seems ready, can i push this later? |
13:35 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/310 -- Allow overriding papyrus and cactus grow functions by HybridDog |
13:37 |
nore |
paramat, looks good |
13:38 |
paramat |
thanks |
13:38 |
sfan5 |
paramat: looks good |
13:54 |
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15:45 |
paramat |
hmmmm, since you and zeno might be working on a fix for the HP bug, thought you should know about HybridDog's fix PR #2592 |
15:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/2592 -- ignore lava damage, fall damage and drowing if damage is disabled by HybridDog |
15:46 |
hmmmm |
aggh |
15:46 |
hmmmm |
this is maddening :) it's a very simple fix |
15:46 |
hmmmm |
since zeno is the one who looked into it i planned on letting him have the honor of doing the fix |
15:47 |
hmmmm |
paramat, you shouldn'tve said in the PR that "we're working on it" because we're explicitly not working on it |
15:48 |
hmmmm |
i probably should've kept this secret lol |
15:50 |
paramat |
hehe i wasn't sure if you guys had a solution or not |
15:51 |
hmmmm |
we want nerzhul to fix it |
15:53 |
paramat |
exactly |
15:56 |
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18:06 |
OldCoder |
|
18:06 |
OldCoder |
I will be maintaining Windows 32/64 builds at http://minetest.org/ |
18:07 |
OldCoder |
Is anybody able to point me to "build" resources for Android and Kindle |
18:07 |
OldCoder |
If so, I may maintain Android and Kindle builds as well |
18:07 |
OldCoder |
|
18:11 |
Krock |
Why those empty messages? |
18:14 |
Krock |
OldCoder, add a description of the build version, if possible. |
18:14 |
OldCoder |
Krock, to respond: |
18:15 |
OldCoder |
#1 Blank lines are suitable in IRC for four purposes: (a) paragraph breaks, (b) acknowledgements, (c) announcements of presence, and (d) to offset a block in the middle of noise |
18:15 |
OldCoder |
This was the fourth case: (d) |
18:15 |
OldCoder |
#2 The build version is 0.4 stable |
18:16 |
OldCoder |
I will add a note |
18:16 |
Krock |
*cough* noise *cough* |
18:16 |
OldCoder |
Significant noise |
18:16 |
OldCoder |
As in for example a wall of joins/parts that nobody will read |
18:16 |
OldCoder |
^ Sensible points |
18:17 |
OldCoder |
Pointers to Android/Kindle instructions are requested |
18:17 |
Krock |
okay, that makes sense |
18:17 |
OldCoder |
And people are invited to suggest things related to: |
18:17 |
OldCoder |
http://minetest.org/ |
18:21 |
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18:27 |
Calinou |
I hide joins/parts/quitq |
18:29 |
OldCoder |
Calinou, that is on the client side. It does nothing for other people. |
18:29 |
OldCoder |
So, for a message to be seen here in a flood of joins and parts, a blank separator is needed |
18:29 |
* OldCoder |
assumes that iOS MT builds are not very easy to do |
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23:40 |
est31 |
OldCoder, perhaps you are interested in this: http://dev.minetest.net/Android |
23:44 |
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23:51 |
OldCoder |
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