Time |
Nick |
Message |
00:05 |
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Grandolf joined #minetest-dev |
00:31 |
Wayward_One |
I experienced that too today, newest engine as well |
00:36 |
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00:36 |
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01:06 |
benrob0329 |
Video posted earlier today is now unlisted |
01:06 |
benrob0329 |
currently working on remaking it in Kdenlive |
01:10 |
benrob0329 |
oops, wrong channel |
01:11 |
paramat |
ok |
01:40 |
paramat |
sofar #3497 could be merged with a small fix or 2 |
01:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/3497 -- Allow mesh and nodeboxes to wave like plants or leaves. by sofar |
01:42 |
paramat |
i'll +1 if L660 is fixed |
01:45 |
paramat |
also see if there's anything usable from #3515 |
01:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/3515 -- Improve waving definitions by BlockMen |
02:21 |
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02:47 |
sofar |
too tired to tend to prs, need food and espresso first |
03:15 |
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03:28 |
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04:09 |
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04:19 |
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04:52 |
sofar |
rebased and fixed up game#793 (chests) |
04:52 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/793 -- Improve Chest appearance - opening chests. by sofar |
04:54 |
benrob0329 |
+1 |
05:07 |
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05:13 |
destt_ |
Is there any problem with merging #5645? |
05:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/5645 -- Footsteps without view bobbing by desttinghim |
05:17 |
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05:35 |
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06:11 |
Zeno` |
destt_, no problem |
06:11 |
Zeno` |
will merge in 10 mins |
06:12 |
Zeno` |
I actually meant to do it about 24 hours ago but... well got distracted :) |
06:14 |
nerzhul |
which PR Zeno` ? |
06:16 |
Zeno` |
#5645 |
06:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/5645 -- Footsteps without view bobbing by desttinghim |
06:16 |
nerzhul |
ty |
06:19 |
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06:38 |
nerzhul |
i will merge trivial #5656 after travis pass, in ~1h |
06:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/5656 -- Fix various points reported by cppcheck by nerzhul |
06:46 |
destt_ |
Zeno` thanks |
07:15 |
|
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07:17 |
destt_ |
PR #5646 updated zeno` nerzhul |
07:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/5646 -- Fix digging torches by clicking by HybridDog |
07:20 |
sofar |
it's closed |
07:24 |
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07:32 |
destt_ |
Oh wait, wrong number |
07:32 |
destt_ |
#5645 |
07:32 |
ShadowBot |
https://github.com/minetest/minetest/issues/5645 -- Footsteps without view bobbing by desttinghim |
07:38 |
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07:52 |
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08:11 |
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kilbith joined #minetest-dev |
08:12 |
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08:17 |
nerzhul |
merging #5656 |
08:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/5656 -- Fix various points reported by cppcheck by nerzhul |
08:19 |
sfan5 |
nerzhul: i think you have misunderstood what trivial means |
08:19 |
sfan5 |
>If you have a small patch, fixing some compiler error or other trivial mistake, notify about fixing it on #minetest-dev, wait for 5...15 minutes and push it. |
08:19 |
sfan5 |
"small" |
08:22 |
nerzhul |
i notified 1 h ago |
08:23 |
sfan5 |
i was referencing the patch size, +27 -39 is not a small patch imo |
08:33 |
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08:42 |
nerzhul |
maybe i should do more and more commits then :), but it's not useful to polute commit history for changing iterator increment heh |
08:49 |
kilbith |
PM'd hmmmm to get him back |
08:51 |
nerzhul |
kilbith the troll :p |
09:00 |
kilbith |
could there been a new rule enforcing 3 approvals to merge new features made out of >1000 lines? |
09:12 |
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09:25 |
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09:32 |
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10:03 |
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Fixer joined #minetest-dev |
10:31 |
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11:04 |
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11:07 |
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11:07 |
Zeno` |
merging #5645 |
11:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/5645 -- Footsteps without view bobbing by desttinghim |
11:13 |
Zeno` |
done |
11:18 |
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11:18 |
est31 |
hi, just closed all the issues and PRs by me that were still open |
11:19 |
est31 |
half of the issues and PRs were outdated, and no longer relevant |
11:19 |
est31 |
other half was controversial |
11:19 |
est31 |
and many of the PRs were just good drafts, nothing more |
11:19 |
nerzhul |
est31, okay, thanks you |
11:20 |
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11:59 |
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12:15 |
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12:41 |
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12:48 |
DS-minetest |
could we make an alias from moreores tin to default tin? |
12:57 |
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13:11 |
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13:11 |
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13:17 |
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13:40 |
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13:40 |
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13:49 |
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13:52 |
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13:58 |
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14:10 |
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14:34 |
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14:36 |
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14:40 |
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14:49 |
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15:06 |
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15:07 |
red-001 |
nerzhul, could you add app image or something simlar to gitlab? |
15:08 |
sfan5 |
why do you want everything built by gitlab |
15:08 |
red-001 |
it's easy? |
15:08 |
sfan5 |
there's already user-provided builds tho |
15:09 |
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15:10 |
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15:13 |
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15:14 |
ShadowNinja |
Regarding #2275: Adding this to everything already there won't be fun, but I think it's reasonable to request it for any newly added APIs. |
15:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/2275 -- lua_api.txt should have a since field for every function |
15:17 |
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15:23 |
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15:23 |
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15:23 |
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15:27 |
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15:34 |
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15:36 |
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15:39 |
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15:53 |
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15:54 |
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16:15 |
destt_ |
I made another simple pull request #5657 |
16:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/5657 -- Search user path for sounds by desttinghim |
16:21 |
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16:23 |
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16:24 |
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16:25 |
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16:27 |
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16:33 |
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16:41 |
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16:41 |
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16:46 |
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16:48 |
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17:01 |
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17:16 |
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17:21 |
ShadowNinja |
I'll push a commit renaming the serverscripting/clientscripting files to scripting_* soonish to make them consistent with scripting_mainmenu. |
17:22 |
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17:29 |
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17:36 |
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17:37 |
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17:39 |
Krock |
Yes, sounds good. |
17:40 |
TeTpaAka |
What is still needed to make #2738 acceptable? |
17:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/2738 -- Make the player collisionbox settable by TeTpaAka |
17:52 |
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18:00 |
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18:22 |
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18:23 |
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18:29 |
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18:31 |
Fixer |
crash again, hmmmmm |
18:31 |
Fixer |
time to build debug |
18:37 |
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18:40 |
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18:51 |
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18:52 |
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18:55 |
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19:17 |
Fixer |
will try to catch a backtrace |
19:19 |
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19:21 |
paramat |
please could devs consider #2738 ? it has a hack but it's necessary and there seems to be no alternative |
19:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/2738 -- Make the player collisionbox settable by TeTpaAka |
19:32 |
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19:41 |
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19:55 |
paramat |
game#793 is fixed and rebased nore sfan5 and all |
19:55 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/793 -- Improve Chest appearance - opening chests. by sofar |
20:17 |
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20:18 |
VanessaE |
:-1: paramat sofar |
20:18 |
VanessaE |
you need to UV-map those images as separate tiles |
20:19 |
sofar |
what do you mean? |
20:19 |
sofar |
there's 8 tiles |
20:19 |
sofar |
anything more than 6 ... does that even work? |
20:19 |
VanessaE |
yeah I know and honestly, you're doing it wrong :) |
20:19 |
VanessaE |
remove one of the two black-with-border images, make the two side images identical |
20:20 |
VanessaE |
then you can split it into six images and use tiles={} to texture it like any other node |
20:20 |
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halt_ joined #minetest-dev |
20:20 |
sofar |
that would force symmetry |
20:20 |
VanessaE |
one material per side |
20:20 |
sofar |
forcing symmetry is a loss of freedom |
20:20 |
VanessaE |
so? 99.999% of chest imagery is like that |
20:20 |
|
Grandolf joined #minetest-dev |
20:20 |
VanessaE |
as are real chests |
20:20 |
sofar |
it wouldn't be like any other node |
20:20 |
sofar |
since now some arbitrary element in the array is "the inside" |
20:21 |
VanessaE |
well you know what I meant :P |
20:21 |
sofar |
and the inside of the lid would have your pile of gold as well, magically stuck up the lid? |
20:21 |
VanessaE |
mmmh |
20:21 |
VanessaE |
ok, then do this?" |
20:21 |
VanessaE |
ok, then do this: |
20:21 |
VanessaE |
make one image that contains the two inside faces |
20:22 |
VanessaE |
one that contains the two siders |
20:22 |
VanessaE |
sides* |
20:22 |
VanessaE |
then UV map the rest |
20:22 |
VanessaE |
so you have four separate images for top/bottom/front/back, one image with two parts for the sides, one with two parts for the inside |
20:22 |
sofar |
I hear your points |
20:22 |
VanessaE |
as long as you supply no more than 6 distinct PNG images, you can UV map freely |
20:22 |
sofar |
and I understand them |
20:23 |
sofar |
but I chose not to, for exactly the same reasons almost a year ago |
20:23 |
sofar |
and today I'm still not convinced, sorry |
20:23 |
VanessaE |
very well, just consider that HDX would need a 2048px-wide image for that chest. |
20:23 |
VanessaE |
that would be above the tile size limit for some GPUs |
20:24 |
VanessaE |
(older ones) |
20:24 |
sofar |
512px textures and older GPU's |
20:24 |
sofar |
say it out loud |
20:24 |
sofar |
record it |
20:24 |
VanessaE |
heh yeah I know it sounds counter-intuitive :) |
20:24 |
sofar |
upload it to google drive |
20:24 |
sofar |
share the link with me, please |
20:25 |
VanessaE |
all right all right |
20:25 |
sofar |
I want to hear you say that with a straight face, lol |
20:25 |
VanessaE |
wiseass :) |
20:25 |
sofar |
sorry, I totally get what you're saying |
20:25 |
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20:25 |
GreenDimond |
what is considered an 'old' GPU? |
20:25 |
sofar |
the one issue I have with reusing left/right textures is that I think we're forcing symmetry too much |
20:25 |
VanessaE |
at the very least you should split it into two images to keep them both power-of-2 sized. |
20:25 |
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ssieb joined #minetest-dev |
20:26 |
sofar |
they are power of 2 |
20:26 |
VanessaE |
square* |
20:26 |
sofar |
and gpu's are very efficient at 2x1 rations |
20:26 |
sofar |
ratios |
20:26 |
VanessaE |
I guess some GPUs gets especially stupid at non-square images don't they? |
20:26 |
sofar |
as long as the texture is wider more than deeper it's good |
20:26 |
VanessaE |
ok. |
20:26 |
GreenDimond |
o-0 what is considered an "old" GPU? |
20:26 |
sofar |
no, they work better sometimes as landscape |
20:26 |
VanessaE |
then I guess I have no objection |
20:26 |
VanessaE |
GreenDimond: I was thinking 5 to 10 years old. |
20:27 |
VanessaE |
(mine for example is about 3 1/2 years old already) |
20:28 |
GreenDimond |
checking mine... |
20:28 |
VanessaE |
the one in my husband's machine, an HD6870, is 6 1/2 years old and definitely is no slouch |
20:28 |
GreenDimond |
mine is 11 years old :) |
20:28 |
VanessaE |
however, neither of those would have a problem with a 2k-wide texture |
20:28 |
VanessaE |
so the point is moot |
20:28 |
VanessaE |
sofar: ok ok just merge it before you have to rebase it for the 47th time :P |
20:29 |
GreenDimond |
I have a GeForce 84 (8600) which is 11 years old, and it is failing. So I have a GeForce 710 in the mail :) |
20:29 |
GreenDimond |
but even that is 5 years old |
20:30 |
GreenDimond |
but hey, it's like 3 times better than the one I have now. |
20:36 |
benrob0329 |
GreenDiamond: if it works for what you do, go for it :-) |
20:36 |
GreenDimond |
It has CUDA so Blender should work better now :D (if you want to talk more about this, do so on #minetest, not here :P) |
20:37 |
VanessaE |
ok guys, getting offtopic now |
20:37 |
GreenDimond |
So, the chest textures are being merged into one texture? Or did I miss something. @VanessaE: that is what I just said |
20:37 |
VanessaE |
GreenDimond: that's basically it, since they'll be wrapped around a mesh node. |
20:38 |
VanessaE |
I just get a little antsy about such merged textures is all. |
20:38 |
sofar |
understandable |
20:38 |
sofar |
there's a conflict in there anyway |
20:38 |
sofar |
we don't want to do too many complex UV maps since they cost more work |
20:39 |
GreenDimond |
isn't an opening chest gonna look weird if it is under a node? |
20:39 |
sofar |
but UV maps like these offer more freedom in the end |
20:39 |
sofar |
GreenDimond: it checks if it can open |
20:39 |
GreenDimond |
Will it show the formspec if there is a node above? |
20:39 |
sofar |
if obstructed, you can interact as usual but lid stays closed |
20:39 |
VanessaE |
sofar: I saw a comment in there about sound playing even when a chest can't visibly open. was that already addressed? |
20:39 |
GreenDimond |
ah you answered as I asked |
20:40 |
sofar |
sound plays when opened irregardless |
20:40 |
GreenDimond |
makes sense |
20:40 |
sofar |
the sound is an immersive thing, removing sounds makes no sense imho |
20:40 |
VanessaE |
imho it should only play a sound if it can visibly open |
20:40 |
GreenDimond |
maybe I am opening it a smidge to reach my arm in to feel around so it makes a sound when it creaks open :) |
20:40 |
VanessaE |
it's an A-V sync issue |
20:40 |
VanessaE |
one naturally goes with the other |
20:40 |
sofar |
there's already little sounds in minetest |
20:41 |
VanessaE |
maybe a different sound if the chest can't visibly open? |
20:41 |
GreenDimond |
That would make it more complicated |
20:41 |
VanessaE |
nah |
20:41 |
GreenDimond |
no? |
20:41 |
GreenDimond |
well tru |
20:42 |
GreenDimond |
does it use the same sound for opening and closing? |
20:42 |
paramat |
if a chest is under another node i would assume it is a front-openng chest (even if it doesn't look like one) so a sound is ok |
20:42 |
paramat |
2 sounds |
20:42 |
GreenDimond |
ah ok :D |
20:42 |
VanessaE |
paramat: don't assume |
20:43 |
GreenDimond |
Assumptions are a huge part of minetest! |
20:43 |
VanessaE |
if you walked up to a creaky old chest in real life and tried to open it, couldn't, but heard the hinges creak open, wouldn't that send you a sort of "mixed signal"? |
20:43 |
paramat |
well it would have to be a front-opener |
20:43 |
VanessaE |
sure, IF it were front-opening chest, but MT's chests aren't :P |
20:43 |
GreenDimond |
How do you know? They haven't visibly opened til now |
20:44 |
VanessaE |
GreenDimond: the textures clearly show a top-opening chest :P |
20:44 |
GreenDimond |
and even then it hasnt been merged so they still havent opened :) |
20:44 |
VanessaE |
always have. |
20:44 |
GreenDimond |
It could be tricking you. Mydoors has a hidden chest door. It opens out. |
20:44 |
sofar |
guys it's always a balancing act |
20:45 |
sofar |
nobody is every going to like everything 100% |
20:45 |
sofar |
it's a compromise |
20:45 |
GreenDimond |
true. just like the sneak ladder. |
20:45 |
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20:45 |
VanessaE |
sofar: so just make it play a different sound if the chest is obstructed. address the notion of opens-forward/opens-sideways in some other PR (if at all) |
20:46 |
sofar |
making the sounds that are in the current PR cost me a long ... long time |
20:46 |
sofar |
how about we do all that in a next pr? |
20:46 |
GreenDimond |
I wouldn't bother with the orientation. thats just me. |
20:46 |
paramat |
a different sound if obstructed makes no more sense |
20:46 |
sofar |
I wouldn't mind making the API even more generic either |
20:47 |
sofar |
there's plenty work that could be done |
20:47 |
VanessaE |
I haven't tried the code so I don't know what sound it makes, but if it were up to me, opening a chest would make a "clunk-click" sort of sound of the chest un-latching followed by a "RRrreeee...." creak as it actually opens. you could use just the "clunk-click" sound for the obstructed sound. |
20:47 |
sofar |
it's a creaking sound when opening, and a slamming sound when closing |
20:47 |
VanessaE |
paramat: it makes perfect sense if the sound is something like unlatching the chest *withouth opening the lid* |
20:48 |
VanessaE |
-h |
20:48 |
GreenDimond |
that would be annoying to some people if opened over and over :) |
20:48 |
sofar |
the hearing radius isn't large |
20:48 |
GreenDimond |
*clunk-click-clunk-click-clunk-click-* |
20:48 |
sofar |
and it's attenuated |
20:48 |
sofar |
so, hardly a nuisance |
20:48 |
GreenDimond |
oh good |
20:49 |
paramat |
nope, what would the sound be of? |
20:49 |
VanessaE |
paramat: of? |
20:49 |
GreenDimond |
Will an in-game settings menu ever be added? |
20:49 |
paramat |
makes no more sense than playing the normal sound |
20:50 |
VanessaE |
paramat: opening an obstructed chest could just be the sound of a latch unbolting. opening an un-obstructed chest would be single, longer file of that latch + the creaking. |
20:50 |
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20:50 |
GreenDimond |
the chest's ghost is still opening through the node so it makes the noise. there. myth busted. |
20:50 |
VanessaE |
you HAVE to match the audio cue to the visuals or it's just plain wrong |
20:51 |
VanessaE |
come on guys |
20:51 |
VanessaE |
this isn't rocket science. |
20:51 |
sofar |
please |
20:51 |
sofar |
let's work on merging what we have |
20:51 |
sofar |
it's been a year |
20:51 |
sofar |
we can improve later easily |
20:52 |
sofar |
adding a second opening sound is a lot of work |
20:52 |
Fixer |
is minetest getting increasingly slower when running under gdb? |
20:52 |
sofar |
finding the right licensed sounds, editing them and making them sound coherent |
20:52 |
GreenDimond |
Well, you could just use a really short creak. Use the one already there and cut it. |
20:52 |
VanessaE |
fine. merge it as-is and maybe I'll make a PR or something later./ |
20:52 |
VanessaE |
(WAY later) |
20:52 |
GreenDimond |
^agreed |
20:52 |
sofar |
Fixer: well it's slower from the start, shouldn't get slower over time though |
20:53 |
paramat |
if obstructed an audio-visual match would be no sound, which would make more sense than your suggestion, anyway it's fine as it is, the discussion was had in the thread and the author is certain |
20:53 |
VanessaE |
paramat: um, lock unbolting? |
20:54 |
GreenDimond |
who said the lock was bolted? |
20:54 |
VanessaE |
that's an audible cue that the chest was interacted with, without the "squeeee" of the lid opening |
20:54 |
VanessaE |
GreenDimond: I did, 7 mins ago.... |
20:54 |
GreenDimond |
wait you did? |
20:54 |
VanessaE |
s/lock/latch/ |
20:55 |
paramat |
the sound of unlocking and then not being able to open the lid? then swearing? the argument is getting ridiculous |
20:55 |
GreenDimond |
I thought it was done? :) |
20:55 |
GreenDimond |
"merge it as-is and maybe I'll make a PR or something later" |
20:56 |
paramat |
accessing a top-opener which can't open is already highly unrealistic already, we can't be perfectionist in this situation |
20:56 |
sofar |
it's a compromise |
20:56 |
sofar |
the more important parts are that chests are functional |
20:56 |
sofar |
and remain so :) |
20:56 |
GreenDimond |
let's leave it at that. |
20:56 |
GreenDimond |
(for now) |
20:57 |
sofar |
afk |
20:57 |
GreenDimond |
gtg |
20:57 |
* VanessaE |
shrugs |
20:58 |
VanessaE |
the irony of all this is I never play with sound turned on anyway |
21:03 |
paramat |
closed #4791 |
21:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/4791 -- Crack animation visible to other players |
21:05 |
sfan5 |
wut |
21:05 |
sfan5 |
paramat: that would be very nice as an optional feature |
21:12 |
paramat |
seems obviously unacceptable |
21:13 |
paramat |
lots or work and code for a large increase in mesh updates, for no good reason |
21:15 |
celeron55 |
i think that's a valid issue |
21:16 |
paramat |
cracks are ugly and unsuitable on most nodes anyway, we don't need to see others' too. but, ok reopen |
21:16 |
celeron55 |
maybe not going to happen very soon but a valid issue nevertheless |
21:17 |
celeron55 |
maybe that user is only playing with 1 friend, likes cracks and only uses cubic stone nodes |
21:17 |
celeron55 |
8) |
21:17 |
paramat |
hehe |
21:18 |
Fixer |
https://github.com/minetest/minetest_game/issues/1712 now this is kek: true and sad |
21:19 |
paramat |
first we need to address the problem of rapid crack frames causing mesh update load, such as linking number of crack frames to dig time |
21:19 |
paramat |
reopened issue |
21:19 |
Fixer |
spawn particles that indicate mining instead? |
21:22 |
paramat |
already happens |
21:22 |
paramat |
doesn't indicate progress though |
21:23 |
paramat |
#3497 any more support? might merge later |
21:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/3497 -- Allow mesh and nodeboxes to wave like plants or leaves. by sofar |
21:23 |
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21:24 |
VanessaE |
I proposed a long while back, when this subject first came up, that if one wants to get rid of cracks, one should temporarily convert the node being dug into a separate mesh, randomly subdivide the mesh into and distort it, repeating distortion (and occasionally subdividing again) as digging progresses |
21:24 |
VanessaE |
until finally you're left with a random pile of "something", at which point the node disappears. |
21:24 |
VanessaE |
s/into// |
21:25 |
benrob0329 |
or perhaps digging away the pixels randomly? |
21:25 |
paramat |
still does mesh updates though, and would be much more complex |
21:25 |
VanessaE |
yeah I know |
21:25 |
Fixer |
just spawn particles of digged block and be done with it |
21:25 |
VanessaE |
but when this subject came up, the problem was that cracks were just ugly |
21:25 |
red-001 |
Fixer, so just remove it? |
21:25 |
VanessaE |
i.e. get rid of them in favor of something nicer |
21:26 |
paramat |
excessively over-fancy too |
21:26 |
VanessaE |
(I disagreed then as well, my proposal was a best-case replacement. RBA wanted to change the color of the highlight halo. others wanted lots more digging particles) |
21:29 |
celeron55 |
personally i think it's hard to come up with anything better than the cracks altough the implementation could be improved |
21:30 |
benrob0329 |
Well what does Pickaxing a chunk of stone do in real life? |
21:30 |
benrob0329 |
A shovel to the dirt? |
21:30 |
benrob0329 |
Axe to a tree, etc etc |
21:30 |
benrob0329 |
(they all do different things) |
21:33 |
kilbith_ |
the cracks are like my stepmother: painful but unavoidable |
21:35 |
kilbith_ |
*mother-in-law |
21:36 |
paramat |
we have a better crack texture suggestion. i would prefer something abstract like countdown numbers or a progress bar or something similar |
21:37 |
VanessaE |
paramat: oh fuck no |
21:37 |
paramat |
as cracks look wrong many nodes |
21:37 |
VanessaE |
numbers/progress bar would look wrong on everything |
21:37 |
paramat |
but i don't expect my idea to be accepted |
21:37 |
sfan5 |
please nothing abstract -1 |
21:37 |
paramat |
^ see |
21:37 |
paramat |
:] |
21:39 |
paramat |
abstract would be suitable for everything, whereas a crack is not, but abstract would be unpopular no doubt |
21:39 |
sfan5 |
you have a weird definition of suitable |
21:40 |
benrob0329 |
SurvivalCraft uses a circular progress bar, works well enough |
21:40 |
kilbith_ |
nobody cares of SurvivalCraft |
21:40 |
benrob0329 |
heh, it works better than Minetest on mobile |
21:41 |
benrob0329 |
so yes, people do care |
21:41 |
kilbith_ |
nobody cares |
21:41 |
kilbith_ |
who are you actually? a developer? |
21:41 |
benrob0329 |
Do you have statistics to prove your claim? |
21:42 |
red-001 |
a progress bar would be nice |
21:42 |
sfan5 |
how does the game itself working nicer relate to some insignificant visual being changed |
21:42 |
benrob0329 |
kilbith_: Who am I? A player, creator, and idea maker. |
21:42 |
sfan5 |
red-001: use a texture pack |
21:43 |
red-001 |
since when can texture packs replace cracks with a progress bar? |
21:43 |
benrob0329 |
it would be ugly, on every face of the node |
21:43 |
sfan5 |
texpacks can't replace crack_anylength.png? |
21:44 |
sfan5 |
would surprise me if they couldn't |
21:44 |
VanessaE |
sure they can. |
21:44 |
sfan5 |
red-001: the answer is: they can since texture packs exists for mt |
21:44 |
red-001 |
why would you even implement it like that? |
21:44 |
sfan5 |
what |
21:45 |
celeron55 |
maybe the progress bar people don't want the progress bar to show up on the node though but somewhere in HUD? |
21:45 |
celeron55 |
dunno |
21:46 |
paramat |
^ solving mesh updates? |
21:46 |
benrob0329 |
^ idc if its crack or bar, but a bar should be done right |
21:46 |
kilbith_ |
plus it's rather trivial to do |
21:46 |
VanessaE |
it's too bad you can't just put an actual animated cracking texture on the node, let irrlicht handle animating it, set the speed according to the dig time of the node with the tool in use |
21:46 |
sfan5 |
how is a bar "done right"? |
21:46 |
benrob0329 |
the bar should be over the node, but on the hud |
21:46 |
VanessaE |
I guess right now you blit the crack on frame by frame? |
21:46 |
sfan5 |
VanessaE: yup |
21:46 |
VanessaE |
right, so see above. can't that be done somehow? |
21:47 |
benrob0329 |
having the crack actually spread with each swing would be nice |
21:47 |
VanessaE |
that would surely solve the mesh update problem without losing the cracks |
21:47 |
VanessaE |
(or for that matter, requiring any new textures) |
21:47 |
celeron55 |
well you can render a mesh after everything else that is slightly in front of the node being mined and update it as cheaply as any small mesh |
21:47 |
paramat |
#4524 is updated, very excited for this, will test tonight |
21:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/4524 -- Clouds api by bendeutsch |
22:00 |
paramat |
this is the submitted crack texture game#1705 |
22:00 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1705 -- new crack anylength |
22:01 |
VanessaE |
if the one on the left is the new one, I hate it. uuuuuugly |
22:02 |
sfan5 |
i have an innovative idea: no crack texture at all |
22:02 |
sfan5 |
people will like that |
22:02 |
VanessaE |
crack needs more frames and fix the issue with mesh updates - use the animation idea I just proposed, see if that works. |
22:08 |
kilbith_ |
or you place an entity that display the crack textures at node position |
22:09 |
kilbith_ |
the entity would be a cube of 1.0001^3 of size |
22:09 |
VanessaE |
oh and for the record, I was complaining about these mesh updates years ago. |
22:09 |
kilbith_ |
you see the hack? |
22:09 |
VanessaE |
(they show up more easily under HDX) |
22:09 |
VanessaE |
kilbith_: a single client-side particle displaying the animation might work too |
22:10 |
kilbith_ |
ok but you see what I meant or no? |
22:10 |
VanessaE |
yeah, you aim to separate the cracks themselves from the underlying node texture/mesh |
22:10 |
VanessaE |
something like c55 was suggesting |
22:11 |
kilbith_ |
yes |
22:13 |
VanessaE |
the problem though is that the crack would then take up the whole node space and be offset from the object if you're digging something small like a fencepost |
22:14 |
kilbith_ |
indeed, haven't thought to the nodeboxes |
22:28 |
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22:36 |
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22:38 |
sofar |
you could duplicate the mesh to an entity mesh |
22:39 |
sofar |
that's fairly trivial |
22:41 |
Fixer |
i like current cracking for first person, for 3rd person view just add some particles |
22:42 |
Fixer |
hold on |
22:42 |
Fixer |
there are particles... at least in 3rd person view, i'm confused |
22:42 |
GreenDimond |
There are no particles if you have them disabled :P |
22:42 |
Fixer |
cracks are essential imo, removing it will be baaaaaaaaad |
22:42 |
GreenDimond |
^true |
22:44 |
Fixer |
ah, it is client side, ok |
22:44 |
GreenDimond |
:O Can't wait for #4524! that looks so cool! when do you think it will be merged? |
22:44 |
Fixer |
to show it to other players - just spawn few particles and don't show the cracks for them to now slow down with shitty mesh updating |
22:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/4524 -- Clouds api by bendeutsch |
22:45 |
Fixer |
to show it to other players - just spawn few particles and don't show the cracks for them to avoid shitty mesh updating* (corrected) |
22:45 |
Fixer |
my typing is so bad |
22:48 |
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22:49 |
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23:00 |
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23:16 |
rubenwardy |
game#1713 |
23:16 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1713 -- Fix owner not being checked on write to book by rubenwardy |
23:19 |
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23:26 |
Fixer |
https://pastebin.com/raw/HKz7nHLJ wonder if this makes any senc(s)e... good night |
23:28 |
rubenwardy |
...that's not good |
23:28 |
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23:28 |
VanessaE |
weird |
23:38 |
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23:53 |
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