Time |
Nick |
Message |
00:01 |
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00:37 |
Wuzzy |
Hi. When I launch a subgame, I often get tons of warnings like “WARNING[Main]: Irrlicht: PNG warning: iCCP: known incorrect sRGB profile†in the console. Is this a known engine problem or is this maybe a problem with subgames/mods? Also, is this warning something I need to worry about? |
00:38 |
rubenwardy |
you can mostly ignore that |
00:38 |
rubenwardy |
there is a PR open to fix it |
00:38 |
Wuzzy |
so, engine problem? |
00:38 |
rubenwardy |
MTG problem |
00:38 |
rubenwardy |
game#1515 |
00:38 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1515 -- strip bad color profiles from textures by mdoege |
00:38 |
Wuzzy |
oh. |
00:39 |
Wuzzy |
oh crap, then I need to fix my subgame as well. :D Thanks. |
00:40 |
sofar |
the reason is that upstream libpng has been marking more and more color profiles as broken |
00:40 |
sofar |
so an OS upgrade can cause new errors |
00:40 |
sofar |
even for fairly recently made images |
00:41 |
Wuzzy |
so, the real issue is neither Minetest, subgame, mods or libpng, but rather bad image files? |
01:17 |
sofar |
Wuzzy: essentially yes, although the "bad" image files could be in mtg, or even mt, or a subgame or a mod |
01:20 |
octacian |
#5076 |
01:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/5076 -- Add chatcommand unregister and override API by octacian |
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06:10 |
sofar |
sfan5: for the website, you could just grab http://minetest-mods.github.io/mods.html |
06:11 |
sofar |
it's slightly out of date |
06:12 |
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12:53 |
shivajiva |
Hello, I see that 0.4.14 broke the message handled for minetest.register_on_chat_message. Did this get fixed in 0.4.15? I can't seem to find it being mentioned but that could be my search skills |
13:45 |
nrzkt |
for Lua developpers => https://openresty.org/en/ |
13:52 |
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13:53 |
rubenwardy |
#4966 |
13:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/4966 -- Use tree to list mods rather than textlist by rubenwardy |
14:10 |
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16:49 |
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16:50 |
red-001 |
should the engine detach players from entities on death so should that be something thats left up to the mods that use entities ? |
16:50 |
red-001 |
or should* |
16:50 |
rubenwardy |
updated #4805 |
16:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/4805 -- Block spam messages before calling on_chatmessage callbacks by rubenwardy |
16:57 |
crazyR |
has anyone ever attempted to make it possible to choose preffered texture size within the client. (then mods could provide diffrent size textures and let the client decide what is best..) meaning people that want high res textures on servers can still play online with those that want/need lower res textures... (without having to install custom texture packs on the client?)) |
16:58 |
Calinou |
crazyR: possible, but not trivial, it could be a lot of work for not much benefit |
16:59 |
Calinou |
those who want to send HD textures over a network should use remote_media, always |
16:59 |
Calinou |
it's not hard to use and the benefit is huge - you can use any web server, Apache, nginx, lighttpd, Caddy, simplehttpserver... |
16:59 |
crazyR |
well yes but then all users of that one server are stuck with either the high res or the low res textures... |
16:59 |
crazyR |
if it was choosable from the client then both could play |
17:01 |
Calinou |
perhaps multiple server packs could be used, and the client could choose in some way |
17:01 |
Calinou |
(no idea how though) |
17:01 |
Calinou |
downsampling textures will likely lead to a bad result though |
17:01 |
Calinou |
(ie. delivering low-res textures automatically) |
17:03 |
crazyR |
eg: <texture name>.<ext> <-- default normal texture.. but <texture name>_hd.<ext> <-- they would be provided to the clients that have high res textures enabled in there client settings |
17:03 |
crazyR |
it wouldnt be a point of downsampling, it would be only availble where mods have added the extra textures |
17:04 |
crazyR |
so the client tells the server what it prefers. then the server sends either the lower res texture or the hd texture |
17:05 |
crazyR |
if the hd texture is not available then it send the lower res automatically |
17:05 |
Calinou |
that naming convention is relatively fragile :P |
17:05 |
Calinou |
also I don't think mods should offer official HD textures, you'll end with a very inconsistent result |
17:05 |
crazyR |
well yes but its just the idea.... it very much unrefined |
17:05 |
rubenwardy |
this is a lot of complexity for not much gain |
17:05 |
Calinou |
some mods will use a cartoonish style, some a photorealistic style |
17:05 |
Calinou |
there are other issues to focus on right now |
17:07 |
crazyR |
was just an idea... no worries... quick thought thought.... can the lua settings api change the media url?? would it update without having to restart the server? |
17:07 |
Calinou |
no, I doubt it |
17:07 |
crazyR |
thats a shame... my idea could have worked slightly diffrently and would mean i could have created a mod to do a similar job.. haha.. thanks anyway |
17:17 |
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18:48 |
nrzkt |
sfan5, can you look at #5072 , i wanted to merge it :) |
18:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/5072 -- Remove `mathconstants.h` and use the correct way to get `M_PI` in MSVC. by red-001 |
18:48 |
nrzkt |
merging #5076 |
18:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/5076 -- Add chatcommand unregister and override API by octacian |
18:52 |
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18:54 |
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18:56 |
sapier |
#5041 @rubenward @nrzkt do the new changes honor your comments the way you meant them? |
18:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/5041 -- Improved texture modifier handling to be more usefull for mods by sapier |
19:01 |
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19:11 |
nrzkt |
sapier, pr quality is good, but i'm not the best to talk about the feature used there :) |
19:12 |
sapier |
well to be honest as broken as this feature was I don't believe anyone is best to talk to ;-) |
19:13 |
sapier |
imho the most important thing to decide is "is it ok to immediatly remove temporary modifiers once a mod specified one is received" |
19:28 |
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21:02 |
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21:02 |
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21:02 |
red-001 |
#5077 |
21:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/5077 -- Detach the player from entities on death. by red-001 |
21:04 |
nrzkt |
red-001, you apply it not only on Player but also on LuaEntitySAO, are you sure ? |
21:12 |
red-001 |
what do you mean by that> |
21:13 |
nrzkt |
your detach function is in UnitSAO, then every Unit can detach entities, especially from Lua as it seems |
21:14 |
sfan5 |
that was possible before |
21:14 |
sfan5 |
the code is was just moved |
21:15 |
nrzkt |
exact sfan5 |
21:15 |
nrzkt |
red-001, please remove the virtual function from server object |
21:17 |
red-001 |
isn't that the correct way to add something to ServerActiveObject? |
21:18 |
nrzkt |
does other ServerActiveObject needs to detach something or is this just related to Units ? |
21:20 |
sfan5 |
why wouldn't lua saos need detaching capability? |
21:20 |
sfan5 |
*not need |
21:21 |
sfan5 |
or can you only attach players to lua entities? |
21:21 |
red-001 |
you could already use a combination of getAttachment, setAttachment and removeAttachmentChild to do this |
21:21 |
red-001 |
this just adds a new function to make it more readable and stop code duplication |
21:21 |
nrzkt |
sfan5, attaching entities together could be useful to make complex structures like creatures with destructible armor for example |
21:22 |
nrzkt |
then it make sense to permit it in LuaEntitySAO, then i'm okay |
21:33 |
red-001 |
updated #5072 |
21:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/5072 -- Remove `mathconstants.h` and use the correct way to get `M_PI` in MSVC. by red-001 |
21:33 |
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21:40 |
nrzkt |
sfan5, can you look at this, i think we can merge |
21:47 |
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21:50 |
red-001 |
#4962 |
21:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/4962 -- Save the name of the world in world.mt and remove invalid characters from the directory name by red-001 |
21:50 |
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22:02 |
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22:19 |
nrzkt |
merging #5072 |
22:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/5072 -- Remove `mathconstants.h` and use the correct way to get `M_PI` in MSVC. by red-001 |
22:19 |
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22:52 |
paramat |
no hmmmm again |
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