Time |
Nick |
Message |
01:42 |
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02:24 |
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02:28 |
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04:01 |
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04:56 |
ANAND |
I'm trying to implement wielditem checking in one single place that takes care of everything. |
05:00 |
ANAND |
Apart from wield *index* changes, of courese |
05:00 |
ANAND |
course* |
05:01 |
ANAND |
Is there possibly a better way to do this than to store the "old" wielditem and keep checking in every ServerEnvironment / PlayerSAO step or smth? |
05:40 |
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06:26 |
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06:28 |
ANAND |
Oh, we're in feature freeze now. :O |
07:00 |
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07:36 |
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08:00 |
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08:40 |
sfan5 |
ANAND: yes, check when inventory events come in |
08:43 |
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08:48 |
sfan5 |
the other PR has an implementation in fact https://github.com/minetest/minetest/pull/9862/files/7489977e577d9b4e679aff5fe3ee82e9ac070bc0..5cf4828971bc86ff9c0a3e8c0d852ebf6e17e22b |
09:04 |
ANAND |
Yeah, I went over the changes this morning |
09:04 |
ANAND |
But that PR is incomplete too |
09:05 |
ANAND |
It manually checks for wielditem changes in individual places like on_place, etc. |
09:05 |
ANAND |
If another way to modify the inventory is added, the on_(un)wield callbacks would break |
09:06 |
ANAND |
I'd ideally like to implement wielditem checking in one single place where all inventory changes pass through |
09:09 |
sfan5 |
lua inventory actions do not trigger any callbacks, which is sort of an issue currently |
09:11 |
ANAND |
Yeah |
09:11 |
ANAND |
I really wish they do |
09:12 |
ANAND |
Oh wow, I'm only handling key release events for mouse buttons! Haha! |
09:13 |
ANAND |
Both issues caught by Krock are related to key release events. Ty, Krock :P |
09:19 |
ANAND |
Yeah, that fixes it. lol... |
09:21 |
ANAND |
wasKeyDown is really weird. It's used as a drop-in replacement for a proper event-callback system. |
09:21 |
ANAND |
i.e. It retains its state for only one call |
09:22 |
ANAND |
Sorta like "eating" the event |
09:40 |
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09:58 |
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10:12 |
ANAND |
#7924 is ready for review. I've fixed all the things (TM). |
10:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/7924 -- Allow binding dig, place actions to keys; remove LMB/RMB hardcoding by ClobberXD |
11:00 |
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11:34 |
mntmn |
opinions? https://github.com/minetest/minetest/pull/10036#discussion_r440105528 |
11:39 |
erlehmann |
i have tested https://github.com/minetest/minetest/pull/10036 on my hardware – Intel Corporation Mobile 945GM/GMS, 943/940GML Express Integrated Graphics Controller (rev 03) – and a scene that took between 730ms and 745ms to render without the fix from mntmn took about the same time with the fix from mntmn |
11:40 |
PGimeno |
mntmn: isn't that how it's done currently? |
11:41 |
mntmn |
PGimeno: not sure, the side effects that i saw here with depth testing not working correctly suggested that the nodes are drawn in a mixed fashion |
12:01 |
sfan5 |
https://github.com/minetest/minetest/blob/master/src/client/clientmap.cpp#L277 |
12:01 |
sfan5 |
ClientMap::render has a transparent pass but it's apparently only used for liquids |
12:06 |
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12:46 |
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13:07 |
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13:10 |
PGimeno |
only for liquids? that somewhat explains why liquid seen through glass becomes invisible sometimes |
13:13 |
PGimeno |
LuaJIT 2.1 appears to be stable on Android again: https://love2d.org/forums/viewtopic.php?f=3&t=86051&p=234219#p234219 (and the next message) |
13:22 |
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13:23 |
ANAND |
Oh nice, #9961 has been merged already :) |
13:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/9961 -- Server pushing media at runtime by sfan5 |
13:44 |
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14:11 |
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14:21 |
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14:32 |
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14:47 |
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14:59 |
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15:18 |
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16:42 |
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17:26 |
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18:56 |
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19:05 |
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20:14 |
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20:17 |
oil_boi |
So I seem to have found the source of https://github.com/minetest/minetest/issues/10024 krock. client->network->enable_client_modding is disabled by default. Which brings up a whole slew of other issues because if this was disabled and I was able to trigger it by the method I showed you then this means the client is overriding the manual network setting to load a client mod when logging into a server |
20:18 |
sfan5 |
then the other behaviour is the bug |
20:18 |
sfan5 |
if you join a singleplayer game whose game has "enable_client_modding = true" in its config, the next time you join a server client modding will stay enabled |
20:18 |
sfan5 |
does that sounds like what happened? |
20:18 |
oil_boi |
Absolutely |
20:19 |
oil_boi |
So I showed people how to trigger a bug to log into the server good |
20:19 |
oil_boi |
Also, why not enabled by default? |
20:22 |
sfan5 |
because csm is unfinished and there's nothing useful for CSM in the default install (maybe the preview mod is even left enabled) probably |
20:24 |
oil_boi |
But it is ultra extremely useful for modders that want to use the processing power of clients to distribute game calculations along with negate masses of latency away from the server |
20:27 |
sfan5 |
it's obvious that CSM itself is useful, that's not what I meant |
20:31 |
oil_boi |
sfan5, there https://github.com/minetest/minetest/issues/10038 |
20:38 |
oil_boi |
I am going to learn the main menu api and create a new tab just for it |
20:39 |
sfan5 |
you can add a button that enables the setting there too |
20:42 |
oil_boi |
This is my disgusting mock up https://i.imgur.com/Cn8tepU.png |
20:44 |
sfan5 |
for the mod list i'd make it function exactly like the normal list in the world menu |
20:44 |
sfan5 |
world configure menu* |
20:45 |
oil_boi |
I'll take a look at that, this main menu api seems pretty intuitive |
20:58 |
oil_boi |
So we have 3 options here. One, I shove this into content and make that a padding nightmare. Two, I repad the settings menu since https://i.imgur.com/OwlqbbJ.png there is a lot of wasted space, or three use allll that empty space at the top for a new "client mods" tab which controls client modding |
20:59 |
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Wuzzy joined #minetest-dev |
21:00 |
sfan5 |
add a button somewhere that opens a submenu? |
21:00 |
Wuzzy |
hello |
21:00 |
Wuzzy |
have you gotten my script link? |
21:00 |
oil_boi |
Hi wuzzy |
21:00 |
Wuzzy |
(translation thing) |
21:01 |
sfan5 |
seen it? yes tried it? no |
21:01 |
oil_boi |
Oh sfan5 you're very right, right below the center tab of the settings menu, between "all settings" and "change keys" there is room for a third button! |
21:01 |
Wuzzy |
ok |
21:02 |
oil_boi |
Is there a warning forum post that a core dev posted about csm being experimental? |
21:05 |
Wuzzy |
i think not |
21:16 |
oil_boi |
Before I move any further hows: https://i.imgur.com/dadjhRo.png |
21:34 |
Wuzzy |
Unmerged bugfix PR with 1 approval: #9486 |
21:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/9486 -- Play place_failed sound if node is occupied or attaching node fails by Wuzzy2 |
21:35 |
oil_boi |
Oooo wuzzy that would be noice |
21:36 |
Wuzzy |
wish me luck xd |
21:36 |
oil_boi |
GL GL |
21:38 |
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22:03 |
Wuzzy |
dumb question and probably off-topic but anyone has an idea why MCL2 biomes dont work in 5.3.0-dev but work in 5.2.0? ? |
22:03 |
Wuzzy |
was there any changes to biomes that could have triggered this? |
22:03 |
sfan5 |
explain "don't work" |
22:03 |
Wuzzy |
all-stone world in non-v6 |
22:04 |
Wuzzy |
I had that for months in -dev now, but decided to ignore it. ? but now we're in freeze, so i am forced to care ? |
22:08 |
sfan5 |
>mg_flags = caves, nodungeons, light, decorations, nobiomes |
22:09 |
erlehmann |
sfan5, you wrote here that the code can be put behind an option if it is bad for performance, but so far no bad performance effect has been demonstrated, am i wrong? https://github.com/minetest/minetest/pull/10036#issuecomment-644330088 |
22:09 |
sfan5 |
erlehmann: correct |
22:10 |
sfan5 |
Wuzzy: there is no biomes checkbox in the menu so perhaps the menu code is somehow at fault? |
22:10 |
oil_boi |
Lone wolf suggested this could be injected into the content page and it actually works |
22:11 |
sfan5 |
not sure if the content page is fitting tbh |
22:11 |
erlehmann |
sfan5, would hecktest now have to demonstrate that the GL_ALPHA_TEST has different performance characteristics than the discard in the shader or how to proceed? |
22:11 |
Wuzzy |
sfan5: MTG works |
22:11 |
Wuzzy |
I made sure the biomes flag is not touched in the world menu |
22:11 |
sfan5 |
well its disabled when I create an mcl world |
22:11 |
sfan5 |
so somehow... |
22:12 |
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22:12 |
Wuzzy |
oh? wtf |
22:12 |
sfan5 |
erlehmann: if there are possible performance problems with the discard shader I suggest putting it behind a check |
22:12 |
sfan5 |
because that can't hurt |
22:13 |
Wuzzy |
sfan5: /set mg_flags yields biomes flag for me, not nobiomes. you? |
22:13 |
Wuzzy |
sfan5: fyi: the biomes checkbox does not exist in the menu, ture. but this just means whatever state the biomes flag is in the settings, it is preserved |
22:14 |
sfan5 |
Wuzzy: says everything is enabled |
22:14 |
Wuzzy |
the problem can't be the world creation menu, otherwise it would break MTG too :/ |
22:14 |
Wuzzy |
maybe the bug is in MCL2, but for *some* reason it never manifested itself in 5.2.0 ? |
22:15 |
Wuzzy |
any idea how i could screw up biomes gen in a game? ? |
22:15 |
sfan5 |
ACTION[Server]: singleplayer tried to execute print(core.get_mapgen_param("mg_flags")) |
22:15 |
sfan5 |
caves,nodungeons,decorations,light |
22:15 |
sfan5 |
^ this is the proper way to ask for that setting btw |
22:15 |
sfan5 |
and as I've just noticed biomes is missing which might be related |
22:16 |
Wuzzy |
O_O |
22:16 |
Wuzzy |
weird |
22:16 |
Wuzzy |
lets check if other games are broken as well |
22:17 |
sfan5 |
it's not weird at all considering ./mods/MAPGEN/mcl_mapgen_core/init.lua literally sets it like that |
22:17 |
sfan5 |
does #9746 fix this perhaps? |
22:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/9746 -- Settings: Unwrap overcomplicated flags calculation by SmallJoker |
22:17 |
Wuzzy |
oh noes!! |
22:17 |
Wuzzy |
i didnt set biomes flag? hahahaha |
22:19 |
Wuzzy |
Yes, that was it! omgggg i feel ashamed now |
22:19 |
Wuzzy |
hmmm i should probably move to the new flag function after release. is better coding anyway |
22:21 |
Wuzzy |
I shall test #9746 now... |
22:21 |
erlehmann |
sfan5, i prefer sane defaults, so the question is how to enable the conditional discard only on the vivante GPU in question |
22:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/9746 -- Settings: Unwrap overcomplicated flags calculation by SmallJoker |
22:22 |
sfan5 |
Wuzzy: offtopic: you should change sprinting to use a particlespawner instead of calling add_particle multiple times, it also always spawns dirt particles which is easy to fix with the new `node` parameter |
22:23 |
Wuzzy |
will look at it, assuming i can attach spawner to player |
22:23 |
sfan5 |
erlehmann: you can wire up a check for the GL_RENDERER string to the shader code to do a '#define DISCARD_WORKAROUND 1' (or 0) and then put the code into and #if #endif |
22:23 |
sfan5 |
Wuzzy: that's possible too, but I'm just suggesting to replace multiple add_particle calls with a single particlespawner that spawns N particles |
22:23 |
sfan5 |
(no idea how your code looks, just guessing) |
22:24 |
Wuzzy |
oh, thats obvious. yes that part of code is garbage then |
22:32 |
PGimeno |
"If you must use discard make sure that only the tris that need it are rendered with a shader containing it and, to minimise its effect on overall rendering performance, render your objects in the order: opaque, discard, blended." |
22:33 |
PGimeno |
that's from the link provided by hecks |
22:41 |
oil_boi |
The main menu has no access to the mods.conf file in clientmods? |
22:44 |
oil_boi |
Disregard that |
22:45 |
Wuzzy |
sfan5: no, #9746 does not fix that. |
22:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/9746 -- Settings: Unwrap overcomplicated flags calculation by SmallJoker |
22:45 |
Wuzzy |
but don't worry, when i explicitly add biomes to flag list, MCL2 works again. |
22:46 |
Wuzzy |
still it is a bit troublesome that minetest falls back to bad default behavior if i fail to provide all flags explicitly ? |
22:48 |
sfan5 |
I don't know if "if the user doesn't specify, assume a flag to be disabled" really is bad |
22:49 |
Wuzzy |
indeed |
22:50 |
Wuzzy |
also, keep in mind it worked in 5.2.0. this might be a regression! |
22:50 |
Wuzzy |
biomes flag should default to ON for obvious reasons ? |
23:28 |
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23:51 |
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