Time |
Nick |
Message |
01:28 |
MTDiscord |
<josiah_wi> I'm going to build with doxygen to make sure my comments look correct. This is my first time using it, is there anything special I need to do? |
02:54 |
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07:33 |
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08:00 |
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09:01 |
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09:13 |
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09:14 |
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10:39 |
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13:06 |
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13:23 |
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13:25 |
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13:35 |
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13:43 |
zughy[m] |
isn't it better having a luaL_checknumber instead? So the game crashes https://github.com/minetest/minetest/blob/master/src/script/lua_api/l_object.cpp#L1552 |
13:44 |
sfan5 |
depends on if -1 is somehow a valid value |
13:46 |
pgimeno |
a non-number is probably not a valid value |
13:47 |
zughy[m] |
uhm, it doesn't look like -1 has some sort of special meaning |
14:23 |
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14:40 |
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15:01 |
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15:33 |
rubenwardy |
yeah, that should be check number |
16:38 |
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16:39 |
lhofhansl |
Hi all... Let's try to decide between #10501 and #10507 and get one of them in to stop excessive usage of VBOs ("HW buffers" in Irrlicht speak) |
16:39 |
ShadowBot |
lhofhansl: Error: That URL appears to have no HTML title within the first 4KB. |
16:39 |
pgimeno |
:https://github.com/minetest/minetest/pull/10501 -- Periodically release all mesh HW buffers to avoid an Irrlicht bottleneck by lhofhansl |
16:39 |
pgimeno |
:https://github.com/minetest/minetest/pull/10507 -- Release mesh HW buffers after after new meshes were loaded. by lhofhansl |
16:39 |
ShadowBot |
lhofhansl: Error: That URL appears to have no HTML title within the first 4KB. |
16:41 |
sfan5 |
my vote goes to 10507 |
16:41 |
lhofhansl |
rubenwardy and I seem to prefer 10501. I'm fine with 10507 as well, though. :) |
16:58 |
lhofhansl |
As I said let's just pick one. :) |
18:01 |
sfan5 |
the other one is fine by me too |
18:07 |
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18:11 |
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18:46 |
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19:10 |
zughy[m] |
entities are SAO only, right? I'm asking as there is a LuaEntitySAO but nothing equivalent in CAO |
19:10 |
Krock |
ServerActiveObject is the parent class of LuaEntitySAO, yes |
19:10 |
Krock |
CAO is basically everything. ClientActiveObject |
19:11 |
Krock |
because the client doesn't care whether it's a player or a mob. they all are handeld the same way |
19:11 |
zughy[m] |
so wait, CAO entities might exist too? |
19:12 |
Krock |
client-side yes |
19:14 |
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19:20 |
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19:34 |
lhofhansl |
sfan5: Updated 10501, mind having a look. Instead of a thread_local I made the counter a member of game. |
19:44 |
lhofhansl |
Going to merge #10487 soon. |
19:45 |
ShadowBot |
lhofhansl: Error: That URL appears to have no HTML title within the first 4KB. |
19:45 |
pgimeno |
:https://github.com/minetest/minetest/pull/10487 -- Remove all bump mapping and parallax occlusion related code. by lhofhansl |
19:54 |
zughy[m] |
should these examples belong to the api? https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L6529 |
19:54 |
sfan5 |
no, those values dont have any use |
19:55 |
sfan5 |
but the thing about {x=being, y=end} should be explained |
19:55 |
rubenwardy |
it's also syntactically invalid |
19:55 |
sfan5 |
begin* |
19:55 |
zughy[m] |
I'll try to come up with something |
19:56 |
zughy[m] |
so, uhm, I guess those animations listed there are kind of hardcoded? I've never worked with animations before |
19:56 |
sfan5 |
they are not |
19:57 |
sfan5 |
those are example values for nobody even knows what model, hence useless |
19:57 |
lhofhansl |
Merging 10487 Bump mapping and parallax occlusion RIP - until we try again. |
19:58 |
sfan5 |
lhofhansl: 10501 looks fine to me |
19:59 |
Krock |
removing features. someone will surely complain about that |
19:59 |
zughy[m] |
if the feature is broken, no one will (I hope) |
20:01 |
sfan5 |
bumpmapping does something fancy so it's not immediately evident that it's broken |
20:03 |
zughy[m] |
I had a look at player_api, there is no mention of set_local_animation. I wonder if it's useful at all |
20:03 |
Krock |
it is used for 3rd person predictions |
20:04 |
Krock |
otherwise movements will depend on server lag |
20:04 |
sfan5 |
% grep set_local_animation minetest_game -r |
20:04 |
sfan5 |
minetest_game/mods/player_api/init.lua:player:set_local_animation( |
20:04 |
zughy[m] |
oh, the init. Damn it. |
20:06 |
lhofhansl |
Krock: Yes. But this is broken. I tried various times to fix it, but it's so broken that (IMHO) it's a lost cause and we should rather restart with a clean slate. |
20:08 |
lhofhansl |
And I'm a fan of better graphics in MT, so this pains me, actually. |
20:11 |
lhofhansl |
Ok. Merging #10501 in a few. |
20:11 |
ShadowBot |
lhofhansl: Error: That URL appears to have no HTML title within the first 4KB. |
20:11 |
pgimeno |
:https://github.com/minetest/minetest/pull/10501 -- Periodically release all mesh HW buffers to avoid an Irrlicht bottleneck by lhofhansl |
20:12 |
zughy[m] |
if it helps, both the moving water and the moving foliage are something players coming from MC really enjoy |
20:12 |
zughy[m] |
because you don't need to install any additional software to run shaders |
20:19 |
sfan5 |
now if only someone wanted to fix the realtime shadows |
20:19 |
lhofhansl |
Yeah. They add a lot. I'm experimenting with using perlin noise for foliage movement (just like I did for waves a while back). Looks more realistic. |
20:20 |
lhofhansl |
sfan5: I agree! And reflective water. |
20:20 |
Krock |
and raytracing |
20:21 |
lhofhansl |
How do we find a person who can do that (and has time to do it)? |
20:27 |
lhofhansl |
I'd be willing to donate some money towards that if that helps. |
20:28 |
MTDiscord |
<appguru> I'm half interested in rendering |
20:32 |
sfan5 |
shadow mapping shouldn't even be that hard, you just need to do the required matrix math |
20:32 |
sfan5 |
but that's not fun to figure out (at least not for me) |
20:34 |
lhofhansl |
Unrelated... I'm still interesting in getting #10426 in. |
20:34 |
ShadowBot |
lhofhansl: Error: That URL appears to have no HTML title within the first 4KB. |
20:34 |
pgimeno |
:https://github.com/minetest/minetest/pull/10426 -- Handle world mods and world game mods in the config dialog. by lhofhansl |
20:43 |
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20:49 |
MTDiscord |
<appguru> hmmm yes... when will the feature freeze start? |
20:49 |
sfan5 |
not this month |
20:49 |
MTDiscord |
<appguru> yay |
20:49 |
MTDiscord |
<appguru> I should really fix my [item PR |
20:51 |
MTDiscord |
<appguru> I should probably open a new PR? |
20:51 |
MTDiscord |
<appguru> (and close that one, OFC) |
20:51 |
lhofhansl |
What's the "item PR"? |
20:52 |
MTDiscord |
<appguru> 10003 |
20:52 |
MTDiscord |
<appguru> "Inventory image texture modifier (store_texture & read_item_defs CSM functions split off into new PRs)" |
20:52 |
MTDiscord |
<appguru> The split off, I actually need to finish ? |
21:01 |
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23:11 |
MTDiscord |
<josiah_wi> Clang format doesn't like my PR, I'd like some guidance to either turn it off or comply with it. I already looked at the issues and fixed the one I thought was reasonable. |
23:17 |
Calinou |
you can't turn off clang-format, I'm afraid. As for complying with it, you can install clang-format locally |
23:17 |
Calinou |
https://docs.godotengine.org/en/latest/community/contributing/code_style_guidelines.html#using-clang-format-locally |
23:17 |
Calinou |
(not Minetest, but the instructions are pretty much the same for any project) |
23:18 |
MTDiscord |
<josiah_wi> The instructions for Minetest said not to comply with dumb requests from clang format. |
23:19 |
Calinou |
ah, use /* clang-format off */ … your code … /* clang-format on */ comments then |
23:20 |
MTDiscord |
<josiah_wi> And on one thing in particular I judge my way is not only style compliant but more readable. As per the instructions, I'm not changing it unless a dev says I should. Weird thing is there's so much stuff in other files clang format ignores lol. |
23:21 |
MTDiscord |
<josiah_wi> Ok, thanks. |
23:25 |
MTDiscord |
<josiah_wi> The file I copied some of this from doesn't have any clang format comments, how'd it pass the scrutiny? Clang format is throwing a fuss about code I simply moved between files, too. lol |