Time Nick Message 00:02 Skyduskguy anyone care to brainstorm how i should generate these nodes with smoothhills? i know i should have abms spammed everywhere 00:07 sofar don't use ABM's 00:07 sofar https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1831 00:07 sofar do it at mapgen time instead 00:07 kahrl RealBadAngel: I don't see what's wrong with the function that you linked 00:08 RealBadAngel kahrl, do you remember those wrong vertices i posted? 00:08 kahrl RealBadAngel: yeah 00:08 RealBadAngel thats the reason 00:08 kahrl RealBadAngel: the one you mentioned earlier, cloneMesh, seems wrong to me, but not scaleMesh 00:09 RealBadAngel that trick with stride deforms all the vertices 00:09 RealBadAngel each one that touches vertices is affected 00:09 RealBadAngel not only cloneMesh 00:09 RealBadAngel translate, rotate etc too 00:10 kahrl what's the error in those? 00:10 RealBadAngel whenever you are doing calculations on Pos, using that stride thingy, they get deformed 00:11 kahrl no, the thing with stride is exactly the correct way to index vertices 00:11 RealBadAngel may look like so 00:12 RealBadAngel but in the end you get deformed coords, thats unaceptable 00:12 kahrl are you sure that it's not only cloneMesh? 00:12 RealBadAngel completely 00:12 kahrl any evidence? 00:12 RealBadAngel im using all those manipulators to get meshes for inventory 00:13 RealBadAngel i had to fix them all to get correct, non broken meshes 00:13 kahrl what's the fix? 00:13 RealBadAngel i can provide you dumps of the coords if you like 00:13 RealBadAngel hold on 00:13 kahrl sure 00:14 RealBadAngel http://pastie.org/10690722 00:14 RealBadAngel thats whole mesh.cpp 00:15 RealBadAngel lemme prepare dumps of the vertices using non-modified manipulators and the new ones 00:18 kahrl I'm pretty sure it's the methods that do *not* do the stride thing (cloneMesh, rotateMesh*) that are buggy 00:19 kahrl otherwise it makes no logical sense (the version with the stride is equivalent to your switch implementation) 00:19 kahrl can you try just replacing the code of cloneMesh and rotateMesh* with your new versions? 00:20 RealBadAngel http://pastie.org/10690729 00:20 RealBadAngel ive used same manipulators in both cases 00:21 RealBadAngel only difference is mesh.cpp 00:21 RealBadAngel as you can see in case of old ones, coords are completely wrong 00:21 kahrl which manipulators did you use? 00:21 RealBadAngel hold on 00:22 RealBadAngel http://pastie.org/10690731 00:22 RealBadAngel here you have all the code to get inventory mesh (WIP ofcourse) 00:23 kahrl right, it does a cloneMesh in pretty much every case :) 00:23 RealBadAngel but believe me, each one was deforming vertices 00:23 RealBadAngel even rotate or translate 00:24 kahrl yeah like I said, rotate is definitely wrong (it casts to S3DVertex* and doesn't care about stride), but translate should be correct 00:25 RealBadAngel it is not 00:25 RealBadAngel i wouldnt be coding it all if it was ok 00:27 RealBadAngel i can upload my working branch and you can see the dumps for yourself if you like 00:27 RealBadAngel easy to comment out all the manipulators used and see the difference 00:28 kahrl I'll try it out 00:28 RealBadAngel ok, gimme a few minutes then, im on it 00:32 RealBadAngel https://github.com/RealBadAngel/minetest/tree/inventory_meshes 00:32 RealBadAngel i will compile it just to check if i moved there everything 00:34 RealBadAngel mesh.cpp here is untouched, all changed manipulators you have in mesh1.cpp 00:34 RealBadAngel so you can just swap files 00:35 kahrl cool, let me try it 00:35 RealBadAngel to get one mesh dumped, put regular node in 1st inventory slot 00:35 RealBadAngel and restart the game 00:35 RealBadAngel use dirt or something to get mesh passed from mapblock mesh 00:36 RealBadAngel ok, sources are complete 00:37 RealBadAngel heres the dump when i started minimal game: 00:37 RealBadAngel http://pastie.org/10690743 00:38 RealBadAngel there are two cubes in minimal at the start 00:40 RealBadAngel and after replacing mesh.cpp: http://pastie.org/10690744 00:41 RealBadAngel btw, offtopic, how do you like the inventory changes? 00:41 kahrl ok good so far, I get the same output 00:43 kahrl looks good, though some things I've noticed: 00:43 kahrl 1. the rotation angle should reset when you select/hover a different item 00:44 RealBadAngel agree 00:44 kahrl 2. inventorycube textures look weird when rotated (not sure what to do about this one) 00:44 RealBadAngel i was just stopped with the manipulators issue, it took me a few days to hunt down the reason 00:44 RealBadAngel ad 2. drop them 00:44 RealBadAngel theyre not usefull anymore 00:45 kahrl 3. in general item meshes should be drawn a little smaller (in the inventory) IMHO 00:45 RealBadAngel easy to fine tune it 00:45 RealBadAngel you can now try it with dreambuilder and UI 00:46 RealBadAngel you will see how it changes the speed of displaying pages 00:46 kahrl the code seems to be calling mesh manipulators every frame, is that intended? 00:46 RealBadAngel showing the mesh is a bit slower than the texture, but theres no call to create the texture at all 00:47 kahrl that seems like it could be a huge slowdown on machines where upload to the GPU is slow 00:47 RealBadAngel ive measured timings for single item hold on, i do have it somwhere 00:48 RealBadAngel http://pastie.org/10685891 00:48 RealBadAngel average is 50,55 for meshes, 28,57 for textures 00:48 kahrl RealBadAngel: what is "...code..." doing? 00:49 RealBadAngel showing the item 00:49 RealBadAngel ive measured drawtime 00:49 RealBadAngel hold on a sec, will point you to it 00:49 kahrl well like I said, it hugely depends on how fast upload to the GPU is 00:49 kahrl I'm pretty sure yours is very fast 00:50 RealBadAngel hud.cpp, line 488 00:50 RealBadAngel showing texture is disabled with if (0) 00:51 RealBadAngel you can replace it with if (texture) to display them again 00:51 RealBadAngel and disable meshes with if (mesh) -> if(0) 00:51 RealBadAngel timers are here 00:52 RealBadAngel idk if that fast, its 6yrs old nvidia 00:52 RealBadAngel gtx550ti 00:53 RealBadAngel it costs circa 50usd right now 00:55 RealBadAngel we can measure the whole thingy on other platforms too 00:55 RealBadAngel what timings do you actually get? 00:56 kahrl I'm doing the mesh.cpp stuff at the moment 00:59 RealBadAngel trying to get stride thingy to work correctly? 01:02 kahrl got it 01:03 kahrl I replaced cloneMesh with your version and changed the other methods that didn't use stride to use stride 01:03 kahrl now the coordinates in minimal are correct 01:04 kahrl https://gist.github.com/kahrl/bd5c86abb5c08d61984d 01:05 RealBadAngel can you paste whole modified mesh.cpp? 01:06 kahrl https://gist.github.com/kahrl/2b8daf93af30462a0de3 01:08 RealBadAngel everything seems to be working fine 01:11 RealBadAngel will you make a PR with it? 01:11 kahrl I'll do that 01:11 RealBadAngel ok 01:12 kahrl wasn't sure if you wanted that or not, and whether it conflicted with your changes :) 01:12 RealBadAngel my code will only depend on it (to work correctly) 01:12 RealBadAngel but shouldnt be a part of my PR imho 01:13 RealBadAngel also there will be no conflicts, the inventory code doesnt add anything to mesh.cpp at all 01:15 RealBadAngel so, can you check the timings? 01:16 RealBadAngel i need to cleanup the code so we can measure memory usage after it 01:17 RealBadAngel im hoping to get huge gain there in case of dreambuilder and HDX 01:17 RealBadAngel atm its 6-8 gb 01:21 kahrl PR made: #3567 01:22 kahrl https://github.com/minetest/minetest/pull/3567 01:22 * kahrl tickles ShadowBot 01:23 sofar would this fix waving mesh nodes? 01:23 sofar RealBadAngel: ? 01:23 RealBadAngel sofar, what issue you mean? 01:24 sofar there's a patch pending of mine to make mesh and nodebox nodes allow to be "waved" like plants/leaves 01:24 sofar but that doesn't work for many mesh nodes 01:25 RealBadAngel im not sure, but evertyhting that was using our mesh manipulators were affected 01:26 RealBadAngel kahrl, btw, now you can safely use cloneMesh instead of meshmanip and its copy one 01:26 RealBadAngel i mean in wieldmesh 01:26 sofar oh 01:26 sofar is this related to the wield glitch? 01:27 RealBadAngel some1 will have to test it 01:27 RealBadAngel i wont be suprised it that will fix it 01:28 RealBadAngel anyway good we have solved that issue, it took me a few days and delayed me a lot 01:29 kahrl yeah I can't even imagine how frustrating something like that is 01:31 RealBadAngel i hope to get the meshes patch finished today then, need to clean all the debugging mess 01:33 RealBadAngel btw, throwing 256x texture pack at it doesnt seems to have any impact on frame rate 01:40 kahrl RealBadAngel: timings: I'm getting an average of 105.252 with meshes, 56.976 with textures 01:40 RealBadAngel whats your GPU? 01:41 kahrl radeon hd 6850 01:41 paramat kahrl does 3567 need extra review or shall i +1 and merge it? 01:42 RealBadAngel paramat, its rather an urgent bugfix and its tested 01:42 paramat ok +1 01:42 RealBadAngel kahrl, can you see any slowdowns using it? 01:43 kahrl paramat: maybe a code style review 01:44 paramat ok 01:44 kahrl I didn't change the code style of lines adjacent to what I've changed, not sure if that's needed 01:44 kahrl RealBadAngel: well with the dstream output enabled it's really sluggish ;) 01:45 RealBadAngel indeed, i will rather polish it first 01:45 kahrl it's because outputting to terminal is slow 01:45 RealBadAngel it dumps a shitload of things atm :) 01:46 RealBadAngel but im really happy i can move on with my code now :) 01:46 kahrl without the dstream output, I always get >55 FPS in minimal with some noticeable stutter 01:47 kahrl but I had that stutter before, so I can't say it's because of your code 01:47 RealBadAngel trying now to measure memory usage before/after 01:47 paramat kahrl what's your opinion on creating a split renderer as a solution to https://github.com/minetest/minetest/issues/3530 ? 01:48 paramat so far no-one has detailed why it's a bad idea, i'm neutral 01:48 kahrl paramat: I would agree to splitting it, but RBA said it's not possible. I didn't look into the specifics 01:49 kahrl paramat: oh, err 01:50 RealBadAngel it could be possible 01:50 paramat ah 01:50 kahrl paramat: I thought you meant making the renderer a template with the vertex type as template argument 01:50 paramat i see 01:50 RealBadAngel i will just need to code mesh stuff the same way as cloneMesh is now 01:51 RealBadAngel anyway its the way its done in irrlicht itself 01:51 kahrl yeah, that would be another way 01:51 kahrl I would be ok with either one 01:51 paramat hmmmm what's your objection to renderer split? 01:51 RealBadAngel its not renderer split at all, just coding 2 possible cases 01:52 RealBadAngel and that applies only to mesh collector 01:52 kahrl (with the template solution, just avoid including headers with templates as much as possible, to avoid excessive compile times) 01:52 RealBadAngel i tried to code that with templates before, gave up after a week or so ;) 01:53 kahrl yeah templates aren't fun in the slightest 01:53 RealBadAngel instead of adding some cases, whole mapblock mesh shall be rewritten 01:53 RealBadAngel thats not fun at all ;) 01:54 paramat it would be ideal to be able to use some of RBAs effects if we want, so if no-one has a good reason not to i feel we should do it 01:55 paramat i can't judge obviously 01:57 RealBadAngel paramat, "some of the effects" are basically all shaders things and soon the lighting too 01:58 paramat yes i realise it's fundamental 01:58 RealBadAngel the lighting will also require another kind of vertices too 01:59 RealBadAngel if i will put in the meshcollector case for it to be able to collect different kind of vertices you will propably get what you want 02:03 paramat there needs to be the option to use the previous simple verticies, with shaders disabled obviously 02:04 RealBadAngel when i code it with cases that will be possible 02:07 paramat cool. the extra data in each vertex will inevitably have an effect, so if you can do that i will probably support it 02:18 RealBadAngel but keep in mind that 25% FPS drop is not a general drop for everybody 02:18 RealBadAngel its just your case 02:19 RealBadAngel dont expect that everybody will get then fps gain 02:20 RealBadAngel on my box non-shaders version will become slower even 02:26 paramat my case and hmmmmm's. but yes, i hope others test the change in FPS 02:27 RealBadAngel i will code that in next few days once im done with inventory meshes 02:27 paramat great thanks 02:28 paramat maybe it's because i have integrated graphics, no card 02:28 RealBadAngel btw, what about https://github.com/minetest/minetest/pull/3547 ? 02:30 paramat reading.. 02:34 paramat +1 02:38 sofar yeah that one is an easy one 02:38 sofar RealBadAngel: I will try and test your changes on a new intel HD graphics card if I can, soon 02:38 RealBadAngel kahrl, btw no wonder you had twice the time of rendering mesh item, in current code it was displaying 2 meshes at once, there was an attempt to display halo mesh 02:39 kahrl RealBadAngel: yeah, I saw something about that, wasn't sure what it was 02:39 kahrl (never saw a halo) 02:42 RealBadAngel tried to show selected the same way as highlighted node but that doesnt work any good 02:43 RealBadAngel btw, with the change preloading item visuals can be completely removed 02:44 RealBadAngel texture is demanded only as a fallback in case of getting mesh failed 02:45 paramat i noticed you changed the angle of the inventory cubes? please can they be isometric as before? 02:45 paramat then top is as clear and visible as the sides 02:45 RealBadAngel paramat, they do rotate when selected 02:46 RealBadAngel when still, they look the same way as before 02:46 paramat i must have seen an out of date screenshot of yours 02:46 RealBadAngel hold on a sec 02:47 paramat the screenshot i saw had them at a lower angle, top not so visible 02:48 paramat and the inventory cubes spin around y-axis? 02:50 RealBadAngel indeed the angle is a bit lower, will change it 02:50 RealBadAngel yes 02:54 paramat ok 03:03 paramat i don't mind the spinning of the selected item in the inventory, it looks just like the item on the ground, and with inventory open it's not affecting in-game performance. but i'm not keen on spinning the wielded item in the hotbar, because this might reduce in-game performance, it's also visually distracting 03:06 paramat in inventory spin can be useful for seeing all sides of the cubes, but not much needed for wielded item 03:07 RealBadAngel displaying a bunch of meshes more when you display whole the world around wont affect the performance rather 03:08 * sofar builds RBA's inventory meshes branch 03:08 RealBadAngel sofar, its highly bloated atm, lotsa debugging stuff etc 03:08 RealBadAngel but you can see for yourself how it works 03:09 sofar yeah, it works great 03:09 sofar no page flipping delay either :D 03:09 sofar at the cost of some compile warnings ;) 03:09 RealBadAngel hehe, im cleaning the code atm 03:10 RealBadAngel paramat, does items spinning on the ground distract you too? ;) 03:10 paramat heh no i'm okay with that 03:11 RealBadAngel paramat, just wait when you will be able to test polished code 03:12 sofar it's not distracting 03:12 sofar not even in the action bar below 03:12 sofar actually helps me to see what I'm wielding 03:12 paramat ok 03:13 paramat i'm just concerned about the possible extra processing being needed to spin it, hopefully it's insignificant 03:15 kahrl paramat, est31, thanks for the review on 3567, will merge it now 03:15 paramat ok 03:45 paramat i'll merge aspen trees and new creative inventory later 03:48 paramat i'll also update saveschems 03:48 Skyduskguy sofar but if i do it at mapgen then how will they generate after map gen? 03:52 paramat use 'on place' and 'on dig' functions for after mapgen 03:53 Skyduskguy that at min doubles all of my if's 03:53 paramat .. should this discussion be in the other channel? 03:53 Skyduskguy I dont know what should be where, as i see it talking about developing a mod 03:53 Skyduskguy other is minetest general isnt it? 04:52 paramat mod discussion goes to #minetest channel 04:53 paramat now merging game 771 777 04:53 Skyduskguy so what is this? 04:53 Skyduskguy thats confusing 04:54 kahrl Skyduskguy: core development 04:54 kahrl core as in engine, not mods 04:55 kahrl (the exception that minetest_game development can be discussed proves the rule) 04:57 Skyduskguy welp, still think there should be a general and a modding channel. I'm going to leave now 05:04 sofar paramat: ahh lol the written book image finally merged, thanks :) 05:05 sofar paramat: did you have time yet to dig up those mtr saveschems? 05:05 paramat merged 05:05 paramat will update savaschems now 05:06 sofar thanks, I'll reconvert them to the new format in minetest-mods/saveschems then as well 05:06 paramat i'll also correct the "mts" thing 05:07 sofar yeah, I pulled that in as well 05:10 sofar damn! I never saw 777 05:10 sofar nice one 05:10 paramat lol 05:19 sofar 2016-01-14 21:13:53: WARNING[Main]: Irrlicht: Could not open file of texture: character.png 05:19 sofar still happening, no clue why 05:20 kaadmy because of the model 05:20 kaadmy put the character.png in the textures/ dir 05:21 sofar $ find . -name character.png 05:21 sofar ./mods/default/models/character.png 05:21 sofar huh 05:21 sofar why is that in the models folder? 05:21 sofar lemme fix that :) 05:23 sofar doesn't even fix the problem 05:24 kaadmy oh 05:24 sofar [pid 20167] 21:18:42.942261 open("/home/sofar/git/minetest/build/character.png", O_RDONLY) = -1 ENOENT (No such file or directory) 05:24 sofar ah, it's because it's my git build 05:27 sofar sweet, valleys_c with aspen and logs look great 05:35 paramat my saveschems repo is updated 05:35 sofar thanks 05:35 sofar I'll double check to compare it actually creates the same binary files as in-game 05:38 paramat there's even a 1 node waterlily schem heh 05:39 paramat might return to lua table schems for the small ones 05:39 sofar yeah, that's probably better 05:41 paramat papyrus and waterlily, large cactus is big enough for an mts file 05:42 sofar logs are 3x3 05:42 sofar anything under that size back to lua tables 05:42 paramat yes 05:50 sofar 783c71fa8083f25752a3834c96f945c1 /home/sofar/git/minetest_game/mods/default/schematics/acacia_tree.mts 05:50 sofar 8ccd2c7a512b34adb484a84ddc842363 schematics/acacia_tree.mts 05:51 sofar I probably made an error in that one 05:51 sofar the rest now matches 05:52 sofar yup 05:55 sofar paramat: you probably can't merge from minetest-mods/saveschems, but I suspect you may want to use the new table format to make new schematics easier to read and update 06:55 paramat hey hmmmm is there a reason why all members of the mgv5/v6/v7 classes are public? i've been asked to make as many as possible private 06:56 hmmmm it doesn't really matter 06:56 hmmmm they're public for convenience 06:57 hmmmm access modifiers in C++ are a bunch of crap without any real utility 06:58 paramat nerzhul told me it's important to have as many as possible private 06:58 hmmmm it's not really that important... 06:59 paramat ok 06:59 paramat thanks 07:09 hmmmm you know what I feel like coding right now 07:09 hmmmm what things need to be done in minetestland? 07:09 hmmmm that don't consist of code reviews* 07:11 sofar need an idea? 07:11 sofar I've got some that I was saving 07:12 sofar use the font engine to paint text on signs client-side rendering 07:12 sofar for SIGNLIKE nodes 07:12 sofar so we don't have lua shove pixel macaroni 07:12 hmmmm wasn't RBA doing something like that already? 07:12 sofar just fetch text from node meta infotext 07:13 sofar and pick a nice bitmappy but ye olde font style that the font engine can paint 07:13 sofar it'll make a TON of server lag go away 07:13 paramat erm, the water over ignore thing? 07:13 sofar ahahahahaha 07:14 sofar yeah that one too 07:14 sofar that one isn't fun though 07:14 sofar ;) 07:14 hmmmm ugh transformLiquidNodes 07:14 paramat yeah not much fun 07:14 sofar hmmmm: just admit, my idea is better 07:14 hmmmm sure, it shouldn't take more than 2 hours 07:15 paramat anyway gregorycu might attempt the water ignore thing sometime 07:16 kahrl hmmmm: change CNodeDefManager::set() so that it removes the node from groups (in m_group_to_items) it is no longer in, when a node is redefined 07:17 paramat mgv8 heh, aether and nether realms .. 07:19 hmmmm well 07:19 hmmmm valleys mapgen starts me underwater 07:19 hmmmm that's a big no-no 07:19 paramat ah someone reported that, we'll tackle it 07:20 paramat will post in the PR thread 07:21 paramat perhaps even hide it for a while 07:21 hmmmm don't... that's tantamount to commit spam 07:22 hmmmm ahh i like how you guys got rivers working without overflowing all the time 07:22 sofar the river water is getting good use now 07:22 hmmmm mapgen v7 was supposed to have rivers defined by log(noise^3) but they were too finnicky in overflowing 07:23 hmmmm i take it that river water just floods over a shorter distance or something? 07:23 hmmmm only looks like two nodes 07:23 paramat yeah range 2 07:23 hmmmm decent solution 07:24 paramat and non-renewable 07:25 hmmmm PTAL https://github.com/kwolekr/minetest/commit/f8b3395227b2f15ea67844415c96e076f6c097ef 07:25 paramat did you spawn underwater at 0,0,0? 07:25 hmmmm i did not take note of the exact position 07:27 paramat no problem i'll test 07:27 hmmmm no code review? 07:27 hmmmm i already manually tested it and it works fine, it's just the code review would be nice 07:33 paramat i looked and code style seems ok, implementation is a little beyond me though, sorry 07:35 paramat i could +1 on trust 07:35 hmmmm you can't... 07:35 hmmmm the point of a code review is to review the code, not review your trust 07:37 paramat exactly 07:46 hmmmm do you know how much trouble it is to intentionally place content ignore 08:34 sofar huh, wth 08:34 sofar left click trapdoor, param2 goes 0 1 2 3 08:34 sofar right click it 08:34 sofar screwdriver mod gets all the way to minetest.swap_node(pos, node) where node has param2 = 4 08:35 sofar never does it. after that param2 just stays 0 08:35 sofar oh, huh 08:36 sofar nvm something is interfering 09:58 sfan5 10/10 https://forum.minetest.net/viewtopic.php?f=3&t=13891 09:58 sfan5 ~title https://forum.minetest.net/viewtopic.php?f=3&t=13891 09:58 sfan5 damn you ShadowBot 09:58 ShadowBot sfan5: Error: The command "title" is available in the Format and Web plugins. Please specify the plugin whose command you wish to call by using its name as a command before "title". 10:28 Alduin_ sfan5, hum, is it as worrysome as it sounds? I was thinking about a new hobby project where I can contribute/spend my hours of subway time each week on... 10:52 everamzah https://github.com/minetest/minetest_game/issues/786 11:12 RealBadAngel sofar, here? 11:16 RealBadAngel sofar, until 3166 is fixed and merged you cant make signs that way 11:17 RealBadAngel each meta change (simple as moving item in the chest) is causing source mapblock to be sent -> then regeneration of meshes for that and all the adjacent blocks 11:18 RealBadAngel also, all metas for the source block are deleted and restored from incoming block 11:19 RealBadAngel i do have almost finished code for the signs, but its useless without 3166 11:40 sfan5 Alduin_: would you believe a conspiracy that says that the jews control everything in the world? 11:41 sfan5 if you answer no then don't take the forum topic seriously either 11:56 kahrl everamzah: commented 12:08 sfan5 kahrl: http://sprunge.us/VQjG?diff fixes the infinite placing of slabs 12:08 sfan5 but you can still place 1 full block + 1 slab from 2 slabs 12:08 sfan5 the problem was that it returned an itemstack of 0 items 12:08 sfan5 those are apparently not rendered in the inventory and thus invisible 12:09 sfan5 but you can still use them 12:09 sfan5 perhaps itemstack:set_count(0) should delete the itemstack 12:33 sfan5 ok, found the bug 12:34 sfan5 https://github.com/minetest/minetest/blob/master/src/script/cpp_api/s_item.cpp#L75-L81 12:34 sfan5 when on_place returns nil the itemstack is not modified 12:35 sfan5 maybe this is intended 12:35 sfan5 but i doesn't seem to be because a lot of on_place handlers explicitly return the itemstack 12:45 sfan5 pushing http://sprunge.us/AiDi?diff in 10 minutes 12:45 sfan5 what i'm fixing is :set_count(0) 12:45 sfan5 (not sure whether the nil thing i mentioned above is the real problem) 12:46 sfan5 s/the real problem/a bug or a feature/ :D 14:05 Fixer RealBadAngel, did you manage to reproduce weild mesh bug? You mentioned it earlier few days ago 15:37 H-H-H <<+RealBadAngel>> thePalindrome, theres a mod that adds animated chests for example 15:37 H-H-H <<+RealBadAngel>> or item pedestals, with animated, rotating item 15:37 H-H-H does anyone have a link to these? 15:38 RealBadAngel H-H-H, that chest is part of Jordach's game i believe 15:38 H-H-H i did find some in Majichet game 15:39 H-H-H and ty for your reply RealBadAngel 15:39 RealBadAngel https://forum.minetest.net/viewtopic.php?f=9&t=13036&hilit=animated+chest 15:40 H-H-H awesome thanks :) 15:44 RealBadAngel H-H-H, and item pedestals : https://forum.minetest.net/viewtopic.php?f=11&t=5600&hilit=pedestals 15:45 H-H-H thank you very much apreciated 15:47 RealBadAngel np 16:35 H-H-H now to figure out how to edit the builtin_items mod to work with your entity meta patch 16:36 RealBadAngel theres simply new field in items entitity properties, "infotext" 16:36 RealBadAngel mods can freely alter it 16:37 H-H-H ty will look into it as i like the way itesm flow with water and get burned in lava in the builtin_items mod i use but it overides the definition 16:41 Fixer RealBadAngel, did you manage to reproduce weild mesh bug? You mentioned it earlier few days ago 16:43 RealBadAngel fixer, ive found out that it is always present when rendering to texture 16:43 RealBadAngel but you can also check the latest patch made by kahrl, it may be related to that glitch 16:44 Fixer RealBadAngel, https://forum.minetest.net/download/file.php?mode=view&id=1748 you seen it like that on a left? 16:45 Fixer RealBadAngel, it was pushed already, i will look at it when Krock/sfan5 compiles a new one eventually 16:48 Fixer RealBadAngel, if you seen that weild mesh bug than you can probably observe texture tear problem, to see it, go over snow biome with snow over trees, fly above them increasing heigth and sligthly changing mouse angle, snow on trees should start to look edgy (like crap)-depending on mouse angle 16:53 H-H-H ty RealBadAngel ive just fixed my builtin_items mod and it now shows the infotext wich imho is an extremely usefull feature 16:53 RealBadAngel i doubt those two are related in any way 16:54 Fixer i will report if kahrl thing fixes that weild mesh thing 16:55 RealBadAngel im not sure it will, just saying it was a nasty bug, hard to find 16:55 RealBadAngel and meshes related