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IRC log for #minetest-dev, 2020-06-06

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Time Nick Message
00:00 Taoki joined #minetest-dev
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00:07 hecks hi, what does the content_cao.cpp / GenericCAO::getPosition() / if(m_matrixnode) block do?
00:09 hecks I commented it out and it fixed #9139 , everything seems to work without it
00:09 ShadowBot https://github.com/minetest/minetest/issues/9139 -- Server receives an incorrect player position after attaching to an entity
00:16 hecks https://github.com/minetest/minetest/blob/c1e01bc638637efa788b5698238a465406bc3f5e/src/client/content_cao.cpp#L412
00:18 hecks hm okay, so the detach point is now wrong if the "vehicle" moves, but the yanker is definitely fixed
00:31 hecks ah, it's for moving the player with the parent, but it's also responsible for the bug somehow
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01:49 appguru picked #9727 up again and implemented my APIs from the last post, will polish & push later
01:49 ShadowBot https://github.com/minetest/minetest/issues/9727 -- Implement generating & storing of inventory images by appgurueu
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01:53 paramat skyliner_369 please stop posting off-topic in this channel. this channel is very strictly for MTEngine and MTGame development only, not modding, advice or questions. if in doubt ask in the other channels. sorry to be strict but, we have to be
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10:22 ANAND Core-dev inputs required: https://github.com/minetest/minetest/pull/7924#discussion_r436252386
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11:44 Krock ANAND: three lines could be added to make it backwards compatible
11:50 Krock other than and the possibly superfluous examples in the documentation, that the PR looks good.
11:53 Krock ANAND: https://github.com/minetest/minetest/pull/7924/files#r436096986
12:18 nerzhul then, i'm lost, the event published to MT is exactly the same in wayland & X11 BUT mt (ingame) doesn't properly recognize keys. when i add some debug code i see that keycode is pushed to isKeyDown std::list, but on the future get it's not in the list, very disapointing
12:29 Krock ANAND: I don't understand " and the example is required at all". Are you saying that the example is a requirement?
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13:09 jas_ #7924
13:09 ShadowBot https://github.com/minetest/minetest/issues/7924 -- Allow binding dig, place actions to keys; remove LMB/RMB hardcoding by ClobberXD
13:09 jas_ thanks for the approval rubenwardy.
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13:12 rubenwardy #10000
13:12 ShadowBot https://github.com/minetest/minetest/issues/10000 -- Recalc mesh normals for CAOs by dcbrwn
13:22 sfan5 now that's a good pr
13:34 ANAND :tada:
13:34 ANAND Krock: Sorry, I meant "not required at all" :)
13:36 Krock ah okay. In this case it might be better to shorten it to a brief list. Also to keep the Lua API file a bit smaller in size
13:37 ANAND Agreed
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13:42 ANAND Shall I keep the joystick LMD/RMB unhardcoding (which I said I'll complete in 7924) for later? I haven't ever seen the joystick code, and it'll take me some time to get acquainted enough to work with it.
13:42 ANAND Ideally, I'd prefer someone who's already familiar with joystick handling to take it up if possible.
13:43 ANAND But if not, I can try.
13:44 Krock joystick would fit better into another PR
13:44 ANAND Ok, thanks
13:46 ANAND The original control_bits docs was cluttered, IMO, and hence I added line-breaks for each bit. Shall I revert those changes?
13:49 Krock up to you. fine either way
13:53 ANAND I'll leave it modified then
13:54 ANAND Krock: I've attended to both your requested changes (docs and rundata.punching)
13:54 ANAND both of*
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13:58 ANAND Btw, did we come to a consensus regarding the breakage of `repeat_rightclick_interval` setting yet?
14:06 Krock meh, probably fine.
14:06 ANAND Ok, fine
14:08 Krock ANAND: I cannot eat apples
14:09 ANAND checking
14:11 Krock also reported here https://github.com/minetest/minetest/pull/7924#issuecomment-640058175
14:15 rubenwardy lool
14:16 rubenwardy my testing involved playing a game for a while, didn't test on_use
14:17 Krock rubenwardy: how much do you know about Android development? I was told that this could be updated using a merge request https://gitlab.com/fdroid/fdroiddata/-/blob/master/metadata/net.minetest.minetest.yml
14:18 rubenwardy I was a professional Android dev for 10 months :D
14:18 rubenwardy well, part time
14:19 rubenwardy that doesn't look like Android, looks like f-droid specific confis
14:20 Krock "yml" file. could be some sort of build configuration
14:21 Krock looks like it also needs a versionCode bump from 24 to 26 in the source code
14:22 rubenwardy we already done
14:22 Krock nice
14:22 rubenwardy it's done by the release script
14:24 rubenwardy Meeting today?
14:24 rubenwardy also, 5.3.0 freeze date decision
14:25 Krock yes
14:29 ANAND Wait, what? Talking about feature freeze already?
14:29 ANAND I thought the 5.3.0 release was months later :O
14:29 rubenwardy no, it was planned 1 or 2 months after 5.2.0
14:29 rubenwardy due to Android support
14:30 ANAND Ahh, ok
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15:45 appguru Is there something like mod security for CSM?
15:52 rubenwardy yes, it;s also much more restructive
15:52 rubenwardy there's no whitelisted mods
15:53 rubenwardy it also ignores secure.enable_security
15:53 rubenwardy worth checking those things though
15:55 appguru So where can clientmods write?
15:55 rubenwardy no where
15:55 appguru I have implemented the storing thing for my inventory image generation PR using CSM, but I want to "secure" it somehow.
15:56 rubenwardy they have mod storage
15:56 rubenwardy but can't directly read or write
15:56 appguru :/
15:56 appguru So I'll guess this will be a bit harder than expected
15:56 rubenwardy merging #9998 in 10
15:56 ShadowBot https://github.com/minetest/minetest/issues/9998 -- Add HTTP API to main menu by rubenwardy
15:56 rubenwardy sfan5, Krock: technically, we've never exceeded a merge time line
15:57 rubenwardy we never say what base "10" is in
15:57 rubenwardy merged an hour later? 10 is obviously base 60
15:57 appguru I think I'll just let 'em write to their mod folder
15:57 sfan5 rubenwardy: hmmm
15:57 rubenwardy CSMs don't have a mod folder at run time iirc, they're loaded into a virtual filesystem
15:57 rubenwardy iric
15:58 sfan5 correct
16:02 appguru IRIP
16:02 appguru Can I somehow determine the currently running CSM?
16:04 appguru The engine usually does some register magic for mods but this doesn't seem to work for CSM
17:00 Krock Today's meeting points: https://dev.minetest.net/Meetings <- nore, rubenwardy, sfan5, ( paramat ?)
17:00 rubenwardy trivial bug fix:
17:00 rubenwardy !title https://github.com/rubenwardy/minetest/commit/3c9d2cc8f608f500b11f65c5162381bf3ea48d4a
17:00 ShadowBot rubenwardy: Use correct extension for ContentDB thumbnails · rubenwardy/minetest@3c9d2cc · GitHub
17:01 Krock lgtm
17:01 rubenwardy merging in 10...
17:01 rubenwardy (that helper function isn't technically correct if the filename doesn't contain a dot, but it will always contain a dot)
17:01 Krock Meeting in 30 minutes, perhaps?
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17:03 rubenwardy actually, merging a bit later
17:03 rubenwardy afk
17:03 rubenwardy 30 minutes is fine
17:04 rubenwardy I should probably refactor the CDB code in the main menu at some point, and separate the logic from the dialogs :?
17:07 Krock if it's generic code, yes. else I don't see much need for such efforts
17:11 sfan5 > Translations and minetest.conf.example need updating. Volunteers?
17:11 sfan5 what does this mean?
17:11 Krock well, so that translators get some time to translate the new strings until the next release happens
17:12 sfan5 oh that
17:12 Krock and minetest.conf.example can be done in the same step
17:12 sfan5 that's usually done when freeze starts
17:12 sfan5 and now that the wiki properly outlines the steps anyone could do that
17:12 Krock then it'll serve as a reminder
17:12 sfan5 (but I don't mind being the one to do it)
17:14 appguru I currently have a working CSM store_texture(texture, path) function
17:14 appguru Which I want to make "secure" - it shouldn't be able to write anywhere except for the CSM modpath
17:21 Krock void ScriptApiSecurity::initializeSecurityClient()
17:21 Krock s_security.cpp
17:21 Krock for path protection, use bool ScriptApiSecurity::checkPath  in your functions
17:23 appguru Krock: this doesn't work for CSM
17:23 Krock then you need to implement it
17:24 appguru Yeah but I have little clue
17:24 sfan5 the fundamental issue is that CSM should have no direct disk access at all
17:25 appguru It is not direct
17:25 appguru It's just retrieving textures from the TextureSource & storing 'em
17:26 appguru But still, I'd like to keep those stored textures where they belong
17:26 Krock or get the hash of the media and copy the cached files over
17:30 Krock >> Meeting check-in goes here
17:31 Krock rubenwardy: you might want to push your CDB patch
17:32 rubenwardy pushing
17:32 rubenwardy done
17:33 Krock > Allow or deny UTF-8 characters in the source code
17:33 Krock This is about a potential change of the code stylig rules
17:33 Krock if characters should be allowed - which ones?
17:36 Krock > Do not use characters in C++ files from outside the ASCII character set.
17:36 Krock I'd suggest "Prefer ASCII characters as long it does not compromise readability.".
17:40 Krock objections?
17:43 appguru Imma reopen my revert PR then huh
17:44 appguru #9828
17:44 ShadowBot https://github.com/minetest/minetest/issues/9828 -- Revert "Replace non-ASCII characters in gameui debug display code" by appgurueu
17:44 appguru I'd say:
17:44 appguru - extended ASCII should always be allowed
17:45 sfan5 what exactly is "extended ascii"?
17:45 appguru 8-bit ASCII
17:45 appguru https://en.wikipedia.org/wiki/Extended_ASCII
17:45 appguru It contains "°" for example
17:46 sfan5 so ISO 8859-1?
17:47 appguru Yeah, aka Latin-1
17:47 appguru Although there appear to be small differences from what the wiki article says
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17:49 sfan5 There are many extended ASCII encodings (more than 220 DOS and Windows codepages). EBCDIC ("the other" major 8-bit character code) likewise developed many extended variants (more than 186 EBCDIC codepages) over the decades.
17:49 sfan5 """small""" differences
17:50 sfan5 but since source files are not encoded in latin-1 I don't think that proposal makes much sense
17:52 sfan5 IMO it'd make more sense to allow all unicode (or the inverse: only ascii)
17:52 appguru I'd allow all Unicode TBH
17:52 appguru Except for some emoji poorly supported by fonts probably
17:52 sfan5 unicode use could be restricted to the BMP to exclude e.g. emoji but it's not like anyone would use those anyway
17:53 hecks Not every programming or terminal font has every character
17:53 hecks and when trying to display one, programs will typically pick a fallback character from a different font, potentially ruining monospace
17:53 appguru A "terminal font" should at the very least have full Latin-1 support.
17:54 hecks They probably do; the situation is more sketchy with character sets like shift-jis
17:54 appguru My terminal fonts usually even support color emoji, but that's on a different note.
17:56 hecks "all unicode" involves not just emoji, but also RTL marks and zalgo
17:57 hecks a better question is, what do you need unicode in code for?
17:58 hecks unicode also has the wonderful property of having several ways to represent one character
17:58 hecks which has security implications
17:59 appguru We probably don't need Unicode to be fair.
18:00 hecks you probably don't.
18:00 jonadab I could see the argument for needing Unicode support in player names.
18:00 hecks But this is about source code
18:00 jonadab Right.
18:00 appguru There was just a case where "°" was used for outputting degrees, and I think it should not have been changed to cryptic UTF-8 escape sequences (hence the PR)
18:01 appguru Unicode in player names? What a nightmare.
18:01 jonadab appguru: Yes.
18:01 hecks and in source, just about the only legit use for unicode is to write people's names in comments correctly
18:01 jonadab I'm not saying it should be implemented, only that I could see the argument someone might make for it.
18:02 Krock so.. no changes so far?
18:02 appguru Just merge my PR
18:02 jonadab hecks: In comments, you can go ahead and use Unicode, and if the user's text editors supports it, fine, if not, oh well.  It's a _comment_.
18:02 jonadab The compiler doesn't have to care.
18:02 appguru Unicode could allow using some neat symbols for certain messages
18:03 jonadab Regarding the degree symbol, make it a #define DEGREE_SYMBOL or something.
18:03 hecks The issue is that allowing unicode in source, and not rejecting it by policy, allows for sneaky underhanded code that looks fine on most fonts... maybe, potentially.
18:03 jonadab To get the ugly escape sequence out of the part of the code people are looking at.
18:03 Krock sfan5: so you're opposed changing the code style rules?
18:03 appguru "⚠️ This would be a warning"
18:03 jonadab hecks: Ah.
18:04 appguru Latin-1 should be safe tho.
18:04 hecks for example, j ~= ϳ but your font might display them as the same thing
18:05 sfan5 Krock: not really but it's hard to define what exactly should be allowed
18:05 Krock sfan5: exactly my thoughts, hence "ASCII as long readability is good, else UTF8"
18:06 appguru By that criterion, my PR shoulda be merged :)
18:06 Krock it would not be limited, but discouraged
18:06 Krock zalgo text would be rejected ofc
18:08 Krock rubenwardy: ?
18:08 rubenwardy it should be very limited, and only used in string literals or comments
18:09 rubenwardy ° and … are two examples of unicode characters that are better raw
18:16 Krock "Avoid non-ASCII characters in source files. Other UTF-8 characters may (only) be used in string literals and comments where ASCII would worsen readability.
18:16 Krock "
18:16 Krock ^ how about this?
18:17 sfan5 sounds good
18:17 Krock any additions, rubenwardy ?
18:18 Krock by the way "Do not use or, use ||."  is really weird. which C(++) compiler accepts "or"?
18:22 sfan5 I'd guess all of them
18:23 Krock til
18:24 Krock * Feature freeze date
18:24 appguru 2 more weeks please
18:26 Krock I think it would make sense to browse through the PRs and issues to place milestones
18:26 Krock and remove those that aren't necessary -> https://github.com/minetest/minetest/milestone/16
18:27 Krock The visuals and android fixes aside, there isn't too much that is necessary for the next release
18:28 Krock #9807 is probably the most nasty among the bugs to fix
18:28 ShadowBot https://github.com/minetest/minetest/issues/9807 -- Bone animations broke between client versions
18:29 sfan5 right so do we revert that commit?
18:29 Krock that is https://github.com/minetest/minetest/commit/e1fc72c6f
18:30 Krock question is whether the mods relied on the buggy behaviour, or whether it's now finally fixed properly
18:30 Krock s/ or / and /
18:31 sfan5 also regarding the milestone: the PRs I sorted into there are mostly ones that could easily go into 5.3 and I consider useful
18:31 Krock alright
18:33 Krock in the worst case we can revert the bone rotation commit, so we should be ready for a freeze in two or three weeks?
18:33 appguru you could get #9903 merged - a single extra pair of eye is all it takes, it's really smol
18:33 ShadowBot https://github.com/minetest/minetest/issues/9903 -- Properly implement exposing the zoom key by appgurueu
18:33 Krock rubenwardy: any preferred freeze date? early or late?
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18:34 sfan5 I'd rather see a freeze in one or two weeks
18:34 rubenwardy yeah
18:35 sfan5 in fact it might be better to decide on a set date or it might get delayed again
18:36 Krock so, next week, but spend a while on bugfixes?
18:36 Krock basically as usualy
18:37 Krock noted 13 Jun for planned freeze start
18:37 appguru two weeks please
18:38 Krock is #9592 related to the high packet sending count, sfan5 ?
18:38 ShadowBot https://github.com/minetest/minetest/issues/9592 -- Sometimes certain packets don't go from server to client
18:38 sfan5 yes
18:39 Krock okay, so not important for 5.3.0
18:39 sfan5 Krock: start freeze in 1 week, then 2 weeks bugfixes as usual I'd expect
18:39 Krock bugfix time will vary as usual
18:41 Krock * Wireframe glitch (graphics related)
18:42 sfan5 was determined to be a driver bug
18:42 Krock #9072  AMD messed up? All we can do is wait for it to be fixed
18:42 ShadowBot https://github.com/minetest/minetest/issues/9072 -- Faces show as if in wireframe mode if anti-aliasing enabled
18:42 sfan5 and doesn't happen on default settings so no action IMO
18:43 Krock indeed, disable antialias seems to work
18:43 sfan5 more interesting would be #9008 but nobody knows anything about that
18:43 ShadowBot https://github.com/minetest/minetest/issues/9008 -- The skybox stopped working. I think an update on my computer may have messed something up.
18:44 Krock perhaps transparency issues?
18:44 Krock >mod containing a texture "hud_image.png" with a flat 90% transparency and
18:44 Krock the author might need to look into this and troubleshoot their own system
18:46 Krock and to come to an end, I might continue working on #9914 to split the Input and Output streams so it can be added somewhen
18:46 ShadowBot https://github.com/minetest/minetest/issues/9914 -- POC: Introduce SerializeStream helper class by SmallJoker
18:46 Krock end of meeting. thanks for participating.
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19:03 sfan5 I guess the network logging could be improved regarding the desync thing
19:08 Krock would be great
19:08 hecks does anybody here know CAOs well? I'm trying to nail #9139 but the way CAOs handle position is a little confusing to me
19:08 ShadowBot https://github.com/minetest/minetest/issues/9139 -- Server receives an incorrect player position after attaching to an entity
19:08 Krock the server does not handle attachment positions well
19:09 hecks the problem here is that getPosition reports the wrong value for one frame after attachment, and it's the client's fault
19:09 hecks and it has something to do with that matrixnode, that's the code path that causes it
19:10 Krock have a look at Camera::update and the world offset (200m steps)
19:10 sfan5 random idea: call m_matrixnode->animate() (since that's one of the things that run before/during rendering)
19:10 hecks sfan5: at the top of getPosition?
19:10 hecks or, well, in that block
19:11 Krock hecks: could you please provide a minimal testing mod for this?
19:11 sfan5 why not after initializing the matrix node?
19:11 sfan5 but try both places just in case
19:14 hecks Krock: added a testing mod to the issue
19:15 Krock thanks
19:19 hecks sfan5: m_matrixnode does not have animate(), it's a dummy transform
19:20 sfan5 oh
19:20 sfan5 well then
19:31 sfan5 Krock: do you have any opinion or thoughts on player transfer distance being higher than object transfer distance? On servers I have observed that carts disappear when far enough even while a player is still sitting in them (they then appear to be flying)
19:32 Krock does not matter
19:32 Krock fixed in 5.2.0-dev or so
19:32 Krock well, they no longer teleport after detaching
19:33 Krock they look like they're flying but what do you want to do instead?
19:33 sfan5 why is object transfer distance smaller than player transfer distance?
19:34 sfan5 or are player object messages in fact sent to everyone in the server even if in 30000 nodes distance?
19:34 Krock players might want to find each other easier on servers
19:34 hecks player transfer is infinite on some servers, isn't it?
19:34 sfan5 infinite is the default yes
19:34 Krock player object messages are handled like other object messages
19:34 hecks maybe for mixed object/player hierarchies, use the maximum of the two distances?
19:35 Krock except that the add/remove from the scene packets have different ranges
19:35 sfan5 hecks: sounds like a workable idea
19:35 sfan5 so does that mean players stop updating when they leave the object send range?
19:36 sfan5 I think I should just read the code...
19:36 Krock sorry? players are removed from the scene if they're out of range
19:36 Krock it's like an entity is killed and removed
19:37 sfan5 then my question is how large is that range? because evidently entities "unload" (referring to client-side) before players do
19:37 Krock entities unload when the server tells the client to do that AFAIK
19:38 Krock the server is in full control of what's visible by players
19:38 Krock s/players/clients/
19:38 Krock and for out of range objects, no position updates are sent (obviously=
19:38 Krock serverenvironment.cpp or so
19:39 Krock also clientiface.cpp for some of the object id caching
19:43 sfan5 https://github.com/minetest/minetest/blob/master/src/server.cpp#L1892
19:43 Krock FWIW, sending only nametags for further away players would also work well, but is a bit more complicated to implement
19:43 Krock m_env->getRemovedActiveObjects
19:44 Krock SendActiveObjectRemoveAdd only keeps track of the client-visible entities
19:45 Krock ah. clientiface only provides the variable (plus container)
19:45 sfan5 so with default settings you have the following values in that function: radius = 4*16, is_transfer_limited = false, player_transfer_dist = 0, player_radius = 0, my_radius >= 4 * 16
19:46 sfan5 https://github.com/minetest/minetest/blob/master/src/server/activeobjectmgr.cpp#L155
19:46 sfan5 and as seen here this translates to unlimited transfer distance for players
19:47 Krock are your questions a follow-up of an issue, or just casually asking?
19:48 sfan5 something I happened to notice, no existing issue
19:48 Krock ah okay. I did not miss anything in this case :)
19:48 sfan5 ...and since this code only checks the known_by set https://github.com/minetest/minetest/blob/master/src/server.cpp#L755
19:48 sfan5 ...this must mean even players 30000 nodes away will get any and all object messages
19:48 Krock and it's known as soon it's added in getAddedActiveObjectsAroundPos
19:48 sfan5 right?
19:49 Krock buffered_messages are all object update messages, and there they are filtered per-player
19:50 Krock if an object is out of range of a player, it's removed from m_known_objects and messages are no longer sent
19:50 hecks okay, it's not the camera offset
19:50 hecks the matrixnode itself is in the wrong place for a frame
19:51 Krock player 30000 nodes away will not get any and all object messages.
19:51 sfan5 okay that was worded badly
19:51 Krock hecks: does that mean the matrixnode calculation happens at the end of a step rather than the beginning?
19:51 sfan5 a player 30000 nodes away will not get any and all player object messages
19:52 hecks maybe, also the wrong matrixnode position is, unsurprisingly, 0,0,0
19:52 Krock I hope it's clear what I meant :3
19:53 sfan5 a I messed it up again
19:53 sfan5 "a player 30000 nodes away will get any and all player object messages" is the conclusion I get from the code
19:53 sfan5 (changed will not -> will)
19:54 sfan5 this is bad for performance but also makes sense, the player object is what makes the client display a nametag
19:55 hecks okay, so this 0,0,0 position is in fact the attachment position
19:56 hecks attachment at 0,1,0 produced 0,0.1,0 which makes sense in minetest's weird coords
19:58 hecks https://github.com/minetest/minetest/blob/master/src/client/content_cao.cpp#L1464
19:58 hecks this would be where it gets parented
20:15 hecks alright, got a possible fix
20:15 Krock will merge #9906 in 10 minutes
20:15 ShadowBot https://github.com/minetest/minetest/issues/9906 -- Restore visual_scale support for nodeboxes (and allfaces) by numberZero
20:16 hecks bleh, never mind
20:17 Krock for #10000: does it suffice to spawn an entity that uses this mesh? https://github.com/minetest/minetest/issues/9985#issuecomment-638375144
20:17 ShadowBot https://github.com/minetest/minetest/issues/10000 -- Recalc mesh normals for CAOs by dcbrwn
20:17 hecks possibly, but I'd use both .x and a .b3d for testing
20:18 Krock .x would be the uploaded file there and .b3d some mobs or player model
20:18 Krock though latter do not have normals backed in
20:18 hecks pretty much
20:19 hecks but since this is about normal generation, you'd have to use specifically a mesh known to not have them
20:19 Krock you'd have to test both to ensure nothing breks
20:20 hecks do you want an .x with normals?
20:20 Krock would be amazing if you could share such a model
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20:21 PGimeno does anti-cheat roll back player rotation as well as position?
20:21 sfan5 there is an example model inthe issue
20:22 sfan5 PGimeno: it might reset it but not roll it back to previous values
20:22 PGimeno hmm ok, never mind then
20:23 Krock only positions are affected
20:25 PGimeno hecks: maybe this helps understanding the matrix node? https://github.com/minetest/minetest/pull/8019#issuecomment-460072630
20:25 Krock merging....
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20:30 Miner_48er joined #minetest-dev
20:35 hecks I have anticheat off for this
20:35 hecks this is purely a client problem
20:43 hecks okay so it's the parent's position that's wrong
20:43 hecks and only if the parent is fresh
20:46 hecks Reusing the same object doesn't seem to break it
21:18 hecks goodness, there's layers to this bug
21:19 hecks I managed to get it to update its position but now the camera offset is missing during that frame
21:19 fluxflux joined #minetest-dev
21:41 hecks nah, the camera offset is in fact applied *twice*
21:54 benrob0329 joined #minetest-dev
22:05 sfan5 merging game#2691 in 10m
22:05 ShadowBot https://github.com/minetest/minetest_game/issues/2691 -- creative: Update for compatibility with minetest.creative_is_enabled by sfan5

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