Time |
Nick |
Message |
00:09 |
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00:15 |
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00:54 |
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01:06 |
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01:06 |
ANAND |
#8409 ready for testing |
01:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/8409 -- Rewrite camera modes; implement per-player camera modes by ClobberXD |
02:48 |
ANAND |
Would someone be able to look at #8433? |
02:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/8433 -- Fix/Add inventory_overlay for nodes without inventory_image by DS-Minetest |
02:49 |
ANAND |
It's a fairly simple bugfix, and I'd really like to see it merged before 5.0.2 |
04:34 |
sofar |
so is FSAA just permanently broken? |
05:13 |
sofar |
I'm confused, yes it is working |
05:19 |
sofar |
euh, but no difference between (none) and (8x) except for clouds |
05:39 |
ANAND |
#8460 |
05:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/8460 -- util/hex.h: Remove whitespace-only line by ClobberXD |
05:39 |
ANAND |
Fixes LINT failing due to whitespace-only line introduced in #8450 |
05:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/8450 -- Update hex.h by starling13 |
06:01 |
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07:25 |
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07:58 |
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07:59 |
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08:08 |
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09:08 |
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09:29 |
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09:41 |
p_gimeno |
sofar: it requires a restart every time, and some cards don't admit values beyond a limit, maybe yours' limit is 4x |
09:50 |
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09:58 |
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09:59 |
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10:02 |
Calinou |
MSAA works for me here |
10:03 |
Calinou |
it's forced in my graphics driver, but if I disable that working, it still works in Minetest |
10:06 |
Calinou |
sofar: do you have screenshots to compare? |
10:33 |
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10:43 |
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10:49 |
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10:59 |
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11:04 |
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11:10 |
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11:25 |
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12:14 |
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12:29 |
ANAND |
Calinou: #8459 |
12:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/8459 -- anti aliasing has no effect |
12:30 |
ANAND |
Screenshots in the first post |
12:55 |
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13:04 |
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ganome joined #minetest-dev |
13:04 |
ganome |
2019-04-08 07:03:11: ACTION[Server]: Ganome leaves game. List of players: LadyK |
13:04 |
ganome |
2019-04-08 07:03:11: WARNING[Server]: ScriptApiBase::objectrefGetOrCreate(): Pushing ObjectRef to removed/deactivated object, this is probably a bug. |
13:04 |
ganome |
2019-04-08 07:03:11: WARNING[Server]: ScriptApiBase::objectrefGetOrCreate(): Pushing ObjectRef to removed/deactivated object, this is probably a bug. |
13:05 |
ganome |
That happened as i logged out. Spent all night AFK with a 3*technic quarry running. Quarry was successful - loggd out and got this message |
13:08 |
sfan5 |
filing a bug would be helpful |
13:08 |
sfan5 |
(if there isn't already one open) |
13:29 |
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13:59 |
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14:28 |
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14:51 |
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15:07 |
p_gimeno |
#8452 looks somewhat like what ganome is reporting |
15:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/8452 -- Crash after player leaves game (async callback involved) |
15:09 |
p_gimeno |
regarding #8456, rotation around a given axis is already implemented in Irrlicht. I don't like the idea of having the values be angles, at all. Let them be an axis, and the magnitude be the radians per second. |
15:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/8456 -- Support rotation in all three axes for `automatic_rotate` |
15:15 |
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15:41 |
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15:47 |
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16:04 |
ANAND |
p_gimeno: #8456 has nothing to do with making `automatic_rotate` take an angle - I just got the use-cases wrong. :) |
16:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/8456 -- Support rotation in all three axes for `automatic_rotate` |
16:05 |
ANAND |
The feature request is basically about `automatic_rotate` support rotation in all three axes. |
16:06 |
ANAND |
Not simultaneously though, as noted in https://github.com/minetest/minetest/issues/8456#issuecomment-480642585 |
16:07 |
p_gimeno |
automatic_rotate takes an angular speed now if I'm understanding it correctly. It can't just be extended to take three values of angle per second instead, or something like that |
16:07 |
p_gimeno |
that's what I meant |
16:09 |
p_gimeno |
hmm... but incremental rotation around an arbitrary axis does have hazards, unless it's a visual, client-side effect |
16:10 |
p_gimeno |
you need rotation around an arbitrary axis for the case of e.g. an earth globe |
16:13 |
p_gimeno |
I'd have to look deeper into what automatic_rotation is doing now |
16:13 |
p_gimeno |
it may already be a client-side-only effect and in that case, it's possible to extend it to an arbitrary axis |
16:37 |
ANAND |
> you need rotation around an arbitrary axis for the case of e.g. an earth globe |
16:37 |
ANAND |
That was one of my proposed usecases |
16:38 |
ANAND |
But as I said, that usecase has nothing to do with automatic_rotate and that specific feature request |
16:39 |
ANAND |
But on second thought, that might be possible |
16:40 |
ANAND |
paramat suggested keeping the current behaviour of `automatic_rotation` intact, and adding a new field for specifying the axis of rotation (x, y, or z) |
16:40 |
ANAND |
But the proposed axis field could be extended to take custom values |
16:41 |
ANAND |
Then the planetary rotation usecase would be perfectly valid |
16:55 |
p_gimeno |
I need to test an object rotated with set_rotation when using automatic_rotation |
16:56 |
p_gimeno |
it may not be too late to make it do something more useful than rotate vertically, if it doesn't already (probably not) |
17:05 |
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17:10 |
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17:30 |
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17:46 |
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18:36 |
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18:36 |
paramat |
merging #8460 |
18:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/8460 -- util/hex.h: Remove whitespace-only line by ClobberXD |
19:04 |
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19:07 |
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19:14 |
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19:17 |
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19:25 |
paramat |
"So is minetest a game engine built on top of a game engine for making games?" heh |
19:26 |
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19:36 |
rubenwardy |
Minetest is built on top of a rendering engine not a game engine, gosh |
19:55 |
paramat |
might merge #8458 later |
19:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/8458 -- Nodedef 'drop' documentation: Improve, add tool filtering by paramat |
19:57 |
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20:04 |
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20:05 |
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21:10 |
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21:35 |
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22:48 |
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23:21 |
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23:57 |
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