Time |
Nick |
Message |
00:37 |
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01:25 |
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01:26 |
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01:26 |
GreenDimond |
Another user and I have discovered the bestest bug |
01:26 |
GreenDimond |
https://github.com/minetest/minetest/issues/8228 |
01:34 |
VanessaE |
GreenDimond: you mean the *wield* inherits.. |
01:34 |
GreenDimond |
ye |
01:34 |
GreenDimond |
fixed |
01:34 |
VanessaE |
nice bug :S |
01:34 |
VanessaE |
:D |
01:34 |
cheapie |
Hmm... would be more fun if it displayed random garbage from memory and not just random *textures* from memory :P |
01:34 |
VanessaE |
could be useful if properly sorted out :D |
01:34 |
GreenDimond |
I quote Lone_Wolf: "The bad part is a bug beat you to making animated wielditems" |
01:39 |
GreenDimond |
cheapie: I did find it amusing it displays a font atlas when it has no textures to pull from |
01:40 |
cheapie |
I get the feeling it's just showing whatever texture happens to be in a given memory location, and that one just happened to be there then. |
01:40 |
GreenDimond |
Its not random |
01:40 |
GreenDimond |
When you enter an unloaded chunk it has no textures to pull from |
01:40 |
GreenDimond |
Once it loads it switches to some texture |
01:41 |
GreenDimond |
but before the chunk loads its a font atlas |
01:41 |
cheapie |
Yeah, when no mapblocks are being rendered, there probably aren't any node textures there. |
01:41 |
cheapie |
(assuming by "chunk" you mean mapblock) |
01:41 |
GreenDimond |
and it cant be completely random once it is loaded either |
01:41 |
GreenDimond |
it changes based on yaw |
01:41 |
GreenDimond |
and extreme pitch |
01:41 |
cheapie |
Yeah, when you change the yaw you change what you're looking at. |
01:41 |
cheapie |
Same with pitch. |
01:42 |
GreenDimond |
It doesnt inherit looking at though |
01:42 |
GreenDimond |
Oh I forgot one thing |
01:42 |
GreenDimond |
it inherits punched node textures for a second |
01:42 |
cheapie |
I never said that the random-ish location would in any way correspond to what you're looking at. |
01:42 |
GreenDimond |
its completely yaw |
01:43 |
GreenDimond |
it changes as you turn. I only say extreme pitch because if you look straight up or down it changes |
01:43 |
GreenDimond |
otherwise its just yaw influencing it |
01:43 |
cheapie |
Yeah, as you turn, different stuff is in view. |
01:43 |
GreenDimond |
But |
01:43 |
GreenDimond |
it also shows textures no where in sight |
01:43 |
GreenDimond |
like mushrooms |
01:44 |
cheapie |
Maybe there were mushrooms in the distance somewhere? |
01:44 |
GreenDimond |
"the distance" wouldnt make sense |
01:44 |
GreenDimond |
it inherits based upon close surrounding area |
01:45 |
GreenDimond |
which is shown in the video |
01:45 |
cheapie |
"close" can be quite far depending on your view range. |
01:45 |
cheapie |
Either that or that texture was being used for something else, somewhere. Or (probably more likely) MT is just holding onto it for no good reason. |
01:46 |
paramat |
nuts |
01:46 |
GreenDimond |
What an amazing bug |
01:46 |
VanessaE |
next up: GreenDimond discovers another bug that somehow allows animated mesh nodes (as in drawtype="mesh"), too :) |
01:48 |
GreenDimond |
Lone_Wolf discovered the initial inherit bug, I discovered the rest of the behavior ;p |
01:51 |
GreenDimond |
I should test what happens with meshes actually |
01:51 |
VanessaE |
oh boy... |
01:57 |
GreenDimond |
yay it gets weirder |
02:00 |
GreenDimond |
Updated post with more behaviors :D |
02:00 |
VanessaE |
*gets popcorn* |
02:03 |
GreenDimond |
cheapie: you are right, there are some mushrooms a few mapblocks away |
02:05 |
GreenDimond |
! |
02:05 |
GreenDimond |
I did a thing |
02:05 |
GreenDimond |
not sure how |
02:05 |
GreenDimond |
I miniturized it |
02:12 |
GreenDimond |
Ah I figured it out |
02:12 |
GreenDimond |
post updated; last wielded item influences size/shape |
03:36 |
p_gimeno |
is it possible to change the player mesh? |
03:39 |
GreenDimond |
Yes |
03:39 |
GreenDimond |
its a sprite by default, player_api (5.0) change it to what we are used to |
03:39 |
GreenDimond |
simple matter of player:set_properties({mesh="bla.b3d"}) and some animations |
03:40 |
p_gimeno |
ah thanks |
06:05 |
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06:07 |
Wuzzy |
nerzhul: Daily Weblate poke |
06:09 |
jas_ |
Wuzzy |
06:12 |
Wuzzy |
hi |
06:13 |
jas_ |
Hello |
07:06 |
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18:17 |
Wuzzy |
is it correct to say "chunk" instead of "mapchunk"? (context: https://dev.minetest.net/Terminology) |
18:26 |
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19:12 |
paramat |
Wuzzy 'mapchunk' is better and is what is used in all the newer code comments (old comments are being changed to 'mapchunk'). it's nicely consistent with 'mapblock' which should be used instead of 'block', to make clear it is not a 'node' |
19:13 |
Wuzzy |
ok thx |
19:13 |
Wuzzy |
so "chunk" can be considered legacy terminology? ;) |
19:28 |
paramat |
however, the shorter versions are often used in code, comments and dev chat, so best would be "'mapblock/mapchunk', (sometimes referred to as 'block/chunk')" |
19:29 |
paramat |
i think the more specific, more descriptive forms should be the 'official' terminology |
19:31 |
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