Time Nick Message 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? 06:28 ANAND Oh, we're in feature freeze now. :O 08:40 sfan5 ANAND: yes, check when inventory events come in 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 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 11:34 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 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) 13:23 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 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 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 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 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 ?