Time Nick Message 13:40 RabidRabbit I'm having trouble figuring out where I should go to start working on screenspace shaders? 13:42 Krock they're in client/shaders. Adding more will require C++ code modifications, though 13:43 RabidRabbit Thanks! 13:44 RabidRabbit Is there any documentation on how to add them, or will be obvious when I look at the code? 13:46 Krock minetest/src/client/shader.cpp 13:48 Krock will merge #8600 in 15 minutes 13:48 ShadowBot https://github.com/minetest/minetest/issues/8600 -- Add support for 9-sliced backgrounds by rubenwardy 13:49 RabidRabbit Okay, thanks! 13:50 rubenwardy RabidRabbit: we'd be really grateful for graphics contribution 13:51 rubenwardy Well, any contribution really :) 13:56 RabidRabbit Yeah, :P 13:58 RabidRabbit Wait, are any of the shaders in client/shaders screenspace? 14:03 Krock merging 14:05 Krock oof. merge conflicts arised now 15:31 ANAND Rebased #8513 15:31 ShadowBot https://github.com/minetest/minetest/issues/8513 -- [Don't squash unless necessary] Disable autoforward if player is dead by ClobberXD 15:31 ANAND Krock: ^ :) 15:36 Krock still looks good. approval valid 16:18 rubenwardy Reminder to add meeting notes 16:25 Krock +2 points 16:31 Krock rubenwardy: if you'd like to do it today then it would be good to announce that early 16:31 rubenwardy .I'm free if others are 16:32 rubenwardy Well, I'm free regardless of others 16:32 Krock nerzhul nore sfan5 Shara sofar. Would you have time for a meeting today? 16:32 Krock maybe paramat will join soon as well 16:33 sfan5 not really 16:41 Krock too bad. Next time then. 16:41 nerzhul no time for me on that slot 16:46 Krock +Proposed order of merging formspec PRs (dev wiki) 16:49 Krock ANAND: would you please be so nice and move TOCLIENT_FOV somewhere down to TOCLIENT_HP, for better grouping? 17:07 ANAND Will do 17:08 Krock thank you :) 17:42 ANAND Krock: Done 17:42 ANAND TOCLIENT_FOV has been moved to 0x36 17:45 ANAND Also, line comment addressed in #8468 17:45 ShadowBot https://github.com/minetest/minetest/issues/8468 -- Make automatic_rotate relative, allow setting rotation by ClobberXD 17:46 Krock ANAND: you forgot the conditional expression in L997 17:48 ANAND I... probably misunderstood the line comment 17:49 ANAND Did I unnecessarily add that if block? 17:50 Krock no, but there's now a redundant conditional expression in-line 17:54 ANAND Oh I understood 17:55 ANAND Fixed. Thanks for clarifying :) 18:02 Krock uhm.. what if there's no parent? It looks like the automatic rotation would no longer work 18:04 Krock oh. done server-side, I guess? Needs interpolation for sure 19:24 rubenwardy !dev Meetings 19:24 ShadowBot Meetings - Minetest Developer Wiki -- http://dev.minetest.net/Meetings 19:45 rubenwardy Re formspecs: consistent then style 19:45 rubenwardy Well, it doesn't matter 19:45 rubenwardy They don't conflict 19:55 p_gimeno Krock: there will always be a parent, see https://github.com/minetest/minetest/pull/8019#issuecomment-460072630 19:56 p_gimeno automatic_rotate is applied to the child ISceneNode 19:57 p_gimeno I'm wondering if there will be complaints about set_rotation not working properly after stopping automatic_rotate 19:58 p_gimeno the automatic rotation is purely client side 20:10 pauloue I propose discussion/review of game#2396 / game#2394 for the dev meeting 20:10 ShadowBot https://github.com/minetest/minetest_game/issues/2396 -- Add (simpler) craftguide mod by pauloue 20:10 ShadowBot https://github.com/minetest/minetest_game/issues/2394 -- Add craftguide mod by LoneWolfHT 20:14 Krock p_gimeno: but after the PR: where will automatic_rotate be handled? 20:15 Krock I mean, it's about the GenericCAO which needs to have a parent to make this work 20:15 Krock but without an attachment the automatic rotation will no longer work 20:16 Krock pauloue: do you have a wiki account? I think it's OK to propose them 20:16 pauloue I do not 20:17 Krock editing 20:18 p_gimeno Krock: the PR handles automatic_rotate by changing the rotation that is always 0,0,0 20:18 p_gimeno the one that is in the child ISceneNode 20:21 p_gimeno that way, it doesn't interfere with normal rotation, which is set on the parent node instead (that's why there's no need to ignore the incoming rotation setting later on, as the previous code did) 20:23 p_gimeno hm 20:23 p_gimeno let me check what is getParent() checking the parent of 20:25 Krock getParent() will return nullptr if there's no parent, hence no automatic rotation 20:26 p_gimeno ah it's not the scene node's parent, which was my confusion. Right, the condition is inverted. 20:26 Krock oh, now I also see what you meant. Yes, it's entirely about GenericCAOs as a whole 20:27 p_gimeno ^ ANAND 20:57 paramat concerning meeting: i was busy earlier 20:59 paramat BuckarooBanzai that's a good point actually, it's not clear who the core devs are, maybe i could add a post in the forum. we don't have set responsibilities 21:00 paramat i don't think that is related to contributor frustration though, that's caused by slow review 21:03 Krock they're in the MT organisation.. 21:05 Krock slow review and uncertain decisions about which changes a PR needs, or whether its implementation is OK 21:19 paramat the organisation info doesn't publicly show teams, and is confusing because it includes calino-u who is not an engine or MTG core dev. so, engine core devs are not specified. also, no info on who is a MTG core dev