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13:20 |
kilbith |
so, what's the stance about hypertext now? |
13:20 |
kilbith |
https://github.com/minetest/minetest/pull/8680 |
13:27 |
sfan5 |
I think rubenwardy wanted to have another look at it and merge it |
13:30 |
rubenwardy |
Yeah |
13:30 |
ThArGos |
Hi there. |
13:30 |
rubenwardy |
But if it has two reviews then go ahead |
13:31 |
rubenwardy |
ThArGos: hey. Casual chat is in #minetest btw :) |
13:31 |
ThArGos |
I have a friend looking for some info regarding custom builds of minetest for iOS. He has already written apps for iOS. We know the Licence is not compatible with the store. He just wants to compile his own with xcode for himself. Any hints? Thanks a lot! |
13:32 |
ThArGos |
rubenwardy: hi, thanks I am on the other channel too :D |
13:32 |
sfan5 |
Minetest does not have any iOS support at all |
13:33 |
ThArGos |
I have seen some github repos with interesting things. Yet they are a bit outdated I think. I wanted to know if there were some non official maintained code for devs somewhere |
13:35 |
sfan5 |
there isn't |
13:35 |
sfan5 |
the only workable iOS support I know of exists in a fork: https://github.com/MultiCraft/MultiCraft |
13:36 |
kilbith |
rubenwardy: moreover that PR comes with the guarantee that either me or pyrollo will handle potential issues afterward, we are paid for this |
13:41 |
ThArGos |
Thanks sfan5 it will help us dig into something and maybe we'll figure how to do the same on minetest. |
13:42 |
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14:21 |
p_gimeno |
kilbith, sfan5: I'd ask Krock about 8680, he was reviewing it |
14:21 |
kilbith |
he already approved |
14:21 |
sfan5 |
^ |
14:46 |
kilbith |
https://github.com/minetest/minetest_game/pull/2529 |
14:46 |
kilbith |
better inverting the colors in a fragment shader for the crosshair |
14:46 |
kilbith |
you bind another RTT from the current frame and you pass it to the shader |
14:52 |
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20:08 |
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20:36 |
sfan5 |
merging game#2523 in a few minutes |
20:36 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2523 -- Improve creative inventory search by sfan5 |
20:51 |
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23:13 |
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23:15 |
Jordach |
paramat, there's an issue in how #6003 functions: it doesn't take into account cloud thickness |
23:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/6003 -- Fog effect when player is inside cloud by bendeutsch |
23:15 |
Jordach |
shoving cloud thickness to anything > 16 forces it to happen |
23:19 |
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23:20 |
paramat |
forces what to happen? what affect should cloud thickness have on fog that does not currently happen? please add a comment in #9060 or open an issue |
23:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/9060 -- Inside cloud fog doesn't reflect cloud's opacity |
23:21 |
Jordach |
i meant how it sort of breaks and stops rendering the white of the cloud as the skybox |
23:21 |
Jordach |
demo: https://gfycat.com/spectacularbrokenicterinewarbler |
23:26 |
Jordach |
i logged the output of cloud.cpp's check: turns out there might be some issues with m_box.min/max/edge |
23:27 |
Jordach |
https://gist.github.com/Jordach/5b145f70e6864133f6437fe17bfb1d6f |
23:27 |
Jordach |
camera height is consistent, but m_box's Edge seems inconsistent |
23:32 |
Jordach |
hmmmm it looks like the camera offset isn't being moved properlyt |
23:32 |
Jordach |
paramat looking back at my logs it shows the moment i cross the 2000 camera height boundary does m_box Min[Max]Edge change |
23:33 |
Jordach |
could possibly be that it can't handle clouds crossing two boundaries across camera offset locations |
23:36 |
Jordach |
yep, it doesn't appear to reset the vertical offset when going below certain vertical boundaries |
23:38 |
Jordach |
going above ~200 nodes vertically seems to cause the issue |
23:50 |
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23:59 |
paramat |
ah thanks |