Time Nick Message 01:28 MTDiscord 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? 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 15:33 rubenwardy yeah, that should be check number 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 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 19:34 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 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 20:49 MTDiscord hmmm yes... when will the feature freeze start? 20:49 sfan5 not this month 20:49 MTDiscord yay 20:49 MTDiscord I should really fix my [item PR 20:51 MTDiscord I should probably open a new PR? 20:51 MTDiscord (and close that one, OFC) 20:51 lhofhansl What's the "item PR"? 20:52 MTDiscord 10003 20:52 MTDiscord "Inventory image texture modifier (store_texture & read_item_defs CSM functions split off into new PRs)" 20:52 MTDiscord The split off, I actually need to finish ? 23:11 MTDiscord 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 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 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 Ok, thanks. 23:25 MTDiscord 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