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IRC log for #minetest-dev, 2021-03-29

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Time Nick Message
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14:14 MTDiscord <appguru> Can we remove non-freetype support?
14:17 sfan5 why
14:17 sfan5 and yes
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14:31 don_flymoor Hi! Does anyone know why I can see the inside of the player when using directx9?
14:31 don_flymoor This only happens in 5.4.0
14:32 don_flymoor It completely blocks the screen.
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14:34 rubenwardy It adds more cases to support
14:34 rubenwardy We have freetype and nonfreetype text boxes or something iirc
14:35 don_flymoor I don't understand what you mean
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14:38 don_flymoor Does using directx9 disable backface culling?
14:40 rubenwardy I'm not responding to yoy
14:42 MTDiscord <appguru> sfan5: I was looking into font media, which I'd do using .ttf files, which requires freetype
14:44 MTDiscord <IhrFussel> @don_flymoor there is already a github issue about your problem and I think the devs won't fix it as they don't offifially support directx
14:45 don_flymoor Even if it's not officially supported, it glaring issues like this should be fixed, as directx is faster than opengl on windows.
14:52 MTDiscord <Jordach> incorrect
14:52 MTDiscord <Jordach> a real GPU or Intel iGPU are actually considerably better at OpenGL
14:55 don_flymoor While true, Minetest is CPU bound, and at least on my pc, DirectX is faster because it uses less CPU than OpenGL.
14:56 MTDiscord <Jordach> what
14:56 MTDiscord <Jordach> if OpenGL had a bottleneck it wouldn't be used period
14:56 don_flymoor Of course it has a bottleneck
14:57 MTDiscord <Jordach> irrlicht's general implementation of the standard OGL library is a bit naff
14:57 don_flymoor It seems to use draw calls more than DirectX
14:57 don_flymoor I agree
14:58 don_flymoor So: Why are we still using Irrlicht?
14:58 MTDiscord <Jordach> i get zero GPU assistance as minetest does all mesh manipulation on CPU and is single threaded at that
14:59 don_flymoor So why isn't Minetest multithreaded? That would make it a lot faster, and get rid of a lot of server lag.
14:59 sfan5 "why isn't this glaring issue fixed?" "why are we still using irrlicht?" "why isn't minetest multithreaded?"
14:59 MTDiscord <Jordach> it probably uses more draw calls as OpenGL has a much better depth buffer solution than DX that is also portable against macOS, Linux, BSD
14:59 sfan5 who's gonna do it?
15:00 MTDiscord <Jordach> also this
15:01 sfan5 spending time to fix directx issues is also unwise as we're extremely likely to fully drop support in the upcoming 5.5.0
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15:02 don_flymoor Perhaps supporting Vulkan would be a good idea. Now that Minetest has their own version of Irrlicht, it would be more feasable.
15:03 don_flymoor Of course, it's probably not going to happen
15:03 MTDiscord <Jordach> are you suggesting us unpaid contributors are to implement a brand new rendering stage
15:03 MTDiscord <Jordach> none of are named john carmack
15:03 don_flymoor Yes
15:03 sfan5 it's more realistic to fix up OpenGL usage to make it more performant
15:04 rubenwardy don_flymoor: have you tried disabling shaders?
15:04 don_flymoor Yes. No change in performance
15:04 sfan5 our shaders don't work under directx anyway
15:04 sfan5 oh this is in regard to performance
15:04 sfan5 nvm then
15:04 rubenwardy I meant on OpenGL, yeah
15:06 don_flymoor The bottleneck seems to be meshmaking, so multithreading would theoretically improve performance more than anything else,
15:06 sfan5 there is a thread dedicated to meshing
15:07 sfan5 I think first someone knowlegeable should analyze rendering with one of those opengl profilers and see what's so inefficient
15:07 Calinou RenderDoc time :)
15:10 don_flymoor rendermap:drawmeshes(SOLID) and game:updateframe:drawscene are the slowest parts
15:10 don_flymoor Yet my GPU is at 1/3 capacity
15:11 don_flymoor And when I activate ReShade, the FPS stays the same.
15:13 don_flymoor OpenGL and DirectX both suffer from this, but DirectX less so.
15:16 don_flymoor How difficult would it be to port Minetest to a different rendering engine like Ogre?
15:17 sfan5 very
15:18 MTDiscord <Jonathon> there are some github issues where people suggested bgfx and in there are some of the issues
15:19 don_flymoor I guess it isn't very feasible, without pretty much rewriting a lot of Minetest.
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15:34 sfan5 >minetest_2021.03.29_15.32.35_frame3155.rdc loaded. Capture has 210 issues. 210 Unread.
15:34 sfan5 I guess this is a good sign
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15:44 sfan5 okay turns out the OpenGL Irrlicht uses is way too legacy so RenderDoc can't be of help
15:44 don_flymoor Minetest tells me it's using OpenGL 4.6.0
15:45 sfan5 that's what the GL context says it supports
15:48 don_flymoor I wonder if we could use https://github.com/Devsh-Graphics-Programming/Nabla as the render engine. It promises Vulkan support, and is build off Irrlicht.
15:48 don_flymoor Nabla (previously called IrrlichtBaW ) is a new renovated version of older Irrlicht engine. The name change to Nabla allows for using Nabla side by side with the legacy Irrlicht and IrrlichtBaW engines. The project currently aims for a thread-able and Vulkan-centered API, but currently works on OpenGL only.
15:51 don_flymoor It it is a modified version of Irrlicht, it may be very easy to use it in Minetest. It might also be better, or at least faster.
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16:33 don_flymoor I'm going to try building IrrlichtBAW and see if Minetest works with it.
16:53 rubenwardy The GUI will break, and the API will have differences
16:59 don_flymoor But it won't be very difficult to fix... I hope
17:02 sfan5 this has been brought up before, irrlichtbaw has dropped all GUI stuff which we do use
17:03 don_flymoor Could we change our GUI?
17:03 sfan5 change it to what?
17:03 don_flymoor Whaterver BAW uses
17:03 sfan5 nothing AFAIK
17:04 don_flymoor Build A World has a GUI
17:09 don_flymoor I believe remaking the GUI would be worth it to get the performance from IrrlichtBAW
17:09 MTDiscord <Benrob0329> It'd require another library, such as Nuklear or Dear ImGUI
17:11 don_flymoor As far as I can see, implementing another GUI wouldn't be very difficult
17:11 MTDiscord <josiah_wi> Is there anything I can do to help get my build PR to the new Irrlicht fork merged?
17:15 sfan5 I think it'd help to see how the changes that'd be made to the engine should looks like
17:15 sfan5 and maybe another coredev has an opinion on that
17:17 MTDiscord <josiah_wi> I could PR an update to the engine at the same time.
17:18 MTDiscord <josiah_wi> That might be kind of weird though because the engine can't actually use the change until it's been made here.
17:39 appguru #11130 needs some attention - Minetest is finally getting depth sorting!
17:39 ShadowBot https://github.com/minetest/minetest/issues/11130 -- Fix rendering of allfaces nodes with transparent textures by x2048
17:44 sfan5 merging #11084, #11124, #11126, #11132 in 10m
17:44 ShadowBot https://github.com/minetest/minetest/issues/11084 -- Replace fallback font nonsense with automatic per-glyph fallback by sfan5
17:44 ShadowBot https://github.com/minetest/minetest/issues/11124 -- Add missing languages to settingtypes.txt by Emojigit
17:44 ShadowBot https://github.com/minetest/minetest/issues/11126 -- Clean up various misleading and/or confusing messages and texts related to priv changes by Wuzzy2
17:44 ShadowBot https://github.com/minetest/minetest/issues/11132 -- Update CONTRIBUTING info on translating builtin by Wuzzy2
17:44 pgimeno wow, does that mean that water won't disappear when watched through glass?
17:45 MTDiscord <appguru> Yes.
17:45 appguru 11130 is really impressive.
17:49 sfan5 coincidentally I just looked at renderdoc (this time with GLES, that works) and wondered why Minetest draws the furthest mapblocks first, wasting effort
17:50 pgimeno farthest first is painter's algorithm, right?
17:50 sfan5 yes
17:51 pgimeno it makes sense for drawing half-transparent stuff
17:51 pgimeno not for fully opaque or fully transparent blocks
17:53 sfan5 drawing opaque stuff with z buffer should work regardless shouldn't it? wonder why that wasn't done
17:56 pgimeno for opaque geometry, drawing near stuff earlier improves performance, because shaders don't need to process pixels that are farther once the ones in front are drawn
17:57 pgimeno it works either way, it's just more performant to draw from front to back
17:58 sfan5 I know, but why aren't we doing that for opaque stuff? it looks like such an obvious optimization
17:58 pgimeno *shrug*
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18:09 appguru Well
18:09 appguru You could first render all opaque stuff closest first
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18:10 kilbith the chat messages are UTF-8, correct?
18:10 numzero joined #minetest-dev
18:10 kilbith I'm wondering if we could extend it to UTF-32 to support emojis
18:11 sfan5 chat messages are unicode, usually stored in std::wstring
18:11 sfan5 whether that is 16-bit chars or 32-bit chars depends on OS
18:11 sfan5 network transfer uses utf-16 but I made surrogate escapes work before 5.4.0 recently
18:11 sfan5 or in short: the only thing preventing emojis on a platform with 32-bit wchar is the right font
18:12 sfan5 (emojis should be able to work on 16-bit wchar platforms too I'm just not so sure about that)
18:15 MTDiscord <appguru> Strings are rarely stored using UTF-32 as that wastes much memory.
18:15 appguru Which encoding is used doesn't matter however. UTF-8 and 16 support emojis just as fine.
18:16 appguru Sticking with UTF-8 is preferrable, as that is the encoding used by Lua.
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18:30 pgimeno Yeah, emojis are a question of font support, not of encoding. And colour emojis are a different beast.
18:37 sfan5 appguru: lua doesn't deal with anything more than ascii
18:38 appguru sfan5: that's wrong
18:39 appguru newer Lua versions even ship with UTF-8 utility functions
18:41 sfan5 as long as string.sub() does not operate on utf-8 I consider "lua strings are utf-8" to be a false statement
18:41 sfan5 this is the case even with 5.4
18:42 appguru in most languages the substring method operates "char"-wise and not "rune"-wise
18:42 appguru examples: Go, Java
18:42 appguru those are UTF-16 though
18:44 sfan5 that's a different kind of broken
18:49 sfan5 "lua strings are byte strings and builtin functions operate on ASCII" is what I consider correct to be clear
18:53 MTDiscord <appguru> more like Latin-1
18:54 appguru I don't really see the point though
18:55 appguru Chat messages have to be passed to Lua. It is most convenient to have everything UTF-8 in Lua.
18:55 appguru Sure, most builtin functions operate on strings like on a byte array, which fair, they are.
18:55 sfan5 of course, I didn't say anything unlike that
18:57 MTDiscord <Warr1024> People seem to like to use UTF-16 because the assumption that each character could be represented by 2 bytes survived longer than the assumption that each could be represented by 1, i.e. a lot of supposedly-UTF-16 things are actually UCS-2 ones.
18:58 MTDiscord <Warr1024> Just query the string length of most emoji and you'll often get 2 characters, meaning that the string length function is just dividing byte count by 2 instead of actually walking the UTF-16 data.
19:09 celeron55 utf-16 is the worst, people think it works when it's actually broken
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19:09 Krock UTF-32 will solve the world problems
19:10 MTDiscord <Warr1024> UTF-16 might be the worst right now, but give them time and they'll think of something worse.  I mean after we've got the UUID data type, and time zones are still a thing.
19:11 celeron55 Krock: except that it's a waste of space if your use case is common languages
19:11 Krock to Chinese people, Chinese is common.
19:11 MTDiscord <Warr1024> UTF-32 will solve all of the world's problems exactly the same way UTF-16 did.
19:12 MTDiscord <Warr1024> And then UTF-64, UTF-128, etc will subsequently...
19:12 celeron55 Krock: don't most chinese characters fit in 2 bytes in utf-16?
19:13 sfan5 I think they do
19:13 sfan5 but if you're going for space savings you should really just use utf-8
19:13 celeron55 what i'm reading now says utf-8 generally needs 3 bytes for chinese characters
19:13 sfan5 and if you need quick iteration / random access or something else go for utf-32
19:14 sfan5 hm that's true
19:14 celeron55 i suppose utf-32 compressed using some very lightweight algorithm would be most idiot programmer proof, which is sad but could be a nice life hack
19:14 MTDiscord <Warr1024> UTF-32 would make the problem go away for now but you'd effectively be punting it down the line.
19:15 MTDiscord <Warr1024> i.e. the reason why you'd use UTF-32 in the first place is if you could pretend that you don't need to actually parse it and can just multiply stuff by 4 to calculate offsets
19:15 MTDiscord <Warr1024> which is true ... for now, just as it once was for UTF-16.
19:15 sfan5 if we define more than 4 billion(?) characters we have other problems
19:15 celeron55 utf-32 will suffice for our lifetime
19:15 celeron55 definitely
19:15 MTDiscord <Warr1024> We already have the other problems.  4B+ characters is just one of the few we haven't tried having yet.
19:17 MTDiscord <Warr1024> If the alternative is just playing a game of kicking the can farther down the road, might as well just use one of the UTF's we already have now, like UTF-8 or something.
19:17 celeron55 current computers could barely hold a font to display all of the utf-32 character space
19:17 celeron55 if it was the only task to do
19:19 celeron55 and it would take you years to read all the characters, assuming you knew them all already
19:19 celeron55 as a human
19:19 celeron55 if one of each was displayed
19:21 kilbith joined #minetest-dev
19:23 MTDiscord <Benrob0329> ah yes, making fonts is now a monumental task if you want to have a decent amount of Unicode support
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19:45 sfan5 cppreference.com replaced its search with duckduckgo and it's pretty awful
19:56 Kimapr joined #minetest-dev
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20:11 sfan5 wonder why nobody has fixed #8662 yet, the problematic is identified and everythin
20:11 ShadowBot https://github.com/minetest/minetest/issues/8662 -- TextArea output color is ignored after first line of text.
20:11 sfan5 +g
20:12 sfan5 problematic code*
20:18 numzero utf-32 is limited to well below 4B characters (“code points” in Unicode terms)
20:19 numzero because every code point has to be encodable in UTF-16 as well
20:19 numzero whose surrogate pair can encode 20 bits only
20:19 numzero thus limiting Unicode to 1M characters
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20:21 celeron55 that is a bit of a bummer really
20:21 numzero also regarding Chinese characters, read a bit about so-called Han unification
20:22 numzero which was needed to force Chinese and other languages into 16-bit encoding
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20:22 numzero while Japan alone has about of 65k ideographs ATM AFAIK
20:23 numzero (“ATM” is important here, that number grows with time)
20:27 celeron55 1M is less than i thought, i suppose we need a new encoding in our lifetime after all
20:28 celeron55 if i go looking for a more future proof character encoding than utf-32 i suppose everyone will tell me i'm completely crazy
20:30 pmp-p not crazy and that would probably be abstract language indepedant lexeme encoding
20:30 numzero something like older (first draft, before cloning Unicode) ISO-10646?
20:30 MTDiscord <Warr1024> We're used to thinking of unicode as a technical project but really it's as poltical as anything else, which means they aren't really all that strictly bound by sense.
20:30 sfan5 for some reason Irrlicht uses about 400 triangles to draw a 16x16 inventory image
20:30 sfan5 under GLES at least
20:30 appguru Extrusion mesh
20:30 numzero also there is the TRON project, they have own character set too AFAIK
20:31 celeron55 i guess it'll be utf-8 anyway, with some crazy wasteful extension scheme in which the wastefulness will not matter in the slightest due to insane far future storage space and network bandwidth increases
20:31 numzero know little about these though
20:31 sfan5 (well not really 16x16, it's scaled and not all of the triangles are the same size)
20:31 sfan5 appguru: that'd be stupid
20:31 appguru yeah
20:31 MTDiscord <Warr1024> It is kinda stupid
20:31 Krock UTF-32 helpfully has enough space to contain the vomiting cowboy emoji. https://imgs.xkcd.com/comics/vomiting_emoji.png
20:31 appguru but Minetest has fancy spinning thingies support
20:31 appguru so I assume when that was added, people just got rid of plain old inventory image drawing
20:31 numzero sfan5, Warr1024: that only means that IS likely to happen
20:32 Krock s/help/hope/
20:32 MTDiscord <Warr1024> That and the fact that the 2D image scaling formerly used on inventory images was controversial
20:32 numzero oops
20:32 appguru The vomiting statue of liberty is more important.
20:32 numzero answering to wrong question
20:32 MTDiscord <Warr1024> and also because rendering nodes to 2D textures for drawing in the inventory used to be a fuster
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20:32 appguru well, nodes usually only have 12 tris
20:32 MTDiscord <Warr1024> I want a vomiting middle finger emoji
20:33 appguru we should really optimize extrusion meshes
20:33 appguru it's pretty simple in fact
20:33 MTDiscord <Warr1024> really really
20:33 celeron55 let's make a blockchain character set, anyone can add any characters and it'll just grow and grow indefinitely with some mining cost
20:33 sfan5 appguru: https://0x0.st/-bBv.png
20:33 numzero Warr1024: tell the Unicode consortium, it codifies emojis
20:33 appguru but C++ makes it hard
20:33 MTDiscord <Warr1024> I'm sure members of the Unicode Consortium read xkcd
20:34 sfan5 maybe this is irrlicht poorly attempting to emulate nearest neighbor scaling
20:34 sfan5 but why?
20:34 MTDiscord <Warr1024> I think if we were to optimize extrude meshes for specific transparency masks, at least, then it would improve render performance for NodeCore, possibly significantly in some areas.
20:34 celeron55 sfan5: nearest neighbor scaling isn't supported by the backend?
20:34 celeron55 i can imagine that for gles1, maybe not for 2
20:34 appguru we've got drawImageFilteredScaled or what it's called
20:35 appguru but this is probably not relevant here
20:35 Krock extrusion mesh optimizations? slap one front face and back face to it, then add the vertices on transparent borders
20:35 appguru that's the point
20:35 MTDiscord <Warr1024> Probably the reason for extrude meshes in inventory is a combination of the rotation thing, and that mixing 2D images and 3D models in the HUD or formspecs is probably too much of a pain.
20:35 sfan5 side fun fact: guiFormSpecMenu.cpp is 135 KB
20:35 Krock and only borders, rather than front&back
20:35 appguru currently there's unnecessarily many border vertices
20:36 MTDiscord <Warr1024> Extrude mesh optimization is good for more than just HUDs or Formspecs, though, it'd be a big boon for ents.
20:36 numzero remember #6803
20:36 ShadowBot https://github.com/minetest/minetest/issues/6803 -- Optimize wieldmesh by numberZero
20:36 appguru well, complex generation of front and back would fix one of warr's bugs
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20:36 sfan5 celeron55: from a quick google gles2+ should definitely do GL_NEAREST
20:37 MTDiscord <Warr1024> IIRC there have been attempts to use a single face for the front/back but it's caused problems with texture filtering before.
20:37 appguru ^
20:38 appguru numzero: #6803 looks fine - could you however cache the same normals, texcoords and vertices for all extrusion meshes of same size (say 16x16) and then just cache the different indices (omission of some border tris)?
20:38 ShadowBot https://github.com/minetest/minetest/issues/6803 -- Optimize wieldmesh by numberZero
20:38 sfan5 https://github.com/minetest/minetest/blob/master/src/client/hud.cpp#L949
20:38 sfan5 mystery solved
20:38 sfan5 appguru was right, it uses the extrusion mesh
20:38 sfan5 who writes all this stupid code and more importantly who reviews it..
20:39 MTDiscord <Warr1024> probably whoever added the rotation feature
20:39 numzero appguru: um, well, I could
20:39 numzero for everything not too large (128² at most probably)
20:39 appguru Seeing as you already invested quite some work, albeit a few years back, could you basically redo that PR?
20:39 rubenwardy It would have been RBA when spinning slots were added
20:40 numzero make yet another PR that won’t ever be merged?
20:41 MTDiscord <appguru> ¯_(ツ)_/¯
20:42 MTDiscord <Warr1024> HEh, yeah, LMD, I think maybe the torch has been passed to you now :-)
20:42 celeron55 #6067
20:42 ShadowBot https://github.com/minetest/minetest/issues/6067 -- [CSM] Add basic HUD manipulation. by red-001
20:43 appguru Well, I don't really want it
20:43 celeron55 sfan5: interesting, this was added as a PR
20:43 appguru I'd be a lot less efficient than numzero
20:44 sfan5 it doesn't matter if you inefficiently produce efficient code ;)
20:44 celeron55 with simultaneous changes and a move of the hud.cpp file making the automatic github diff not really work
20:44 celeron55 so probably nobody really even checked it
20:45 celeron55 wait
20:45 celeron55 this is just the move
20:47 appguru Is there any way you can hit yourself with a regular Minetest client?
20:47 appguru I'm considering making an anticheat PR for that
20:47 appguru Because while it can be caught at mod level, it shouldn't have to be
20:48 sfan5 that's more anti-things-that-shouldn't-happen and not anticheat, but good idea
20:48 appguru Well, this is used as a cheat
20:48 appguru For example medics in Capture The Flag healing themselves...
20:49 MTDiscord <oneplustwo> relevant issue: https://github.com/MT-CTF/capturetheflag/issues/756
20:49 celeron55 6cd2b3b445bf558fda1e5a7908adef8e3a45449a
20:49 sfan5 https://github.com/minetest/minetest/commit/6cd2b3b445bf558fda1e5a7908adef8e3a45449a
20:49 celeron55 that's the RBA commit doing this
20:50 sfan5 yea as suspected
20:51 appguru Should I compare player and hitter by name?
20:51 celeron55 https://irc.minetest.net/minetest-dev/2016-02-07#i_4526594
20:51 celeron55 https://github.com/minetest/minetest/pull/3610
20:52 celeron55 lol
20:53 celeron55 even sfan5 said "Very nice", and paramat tested "no FPS drop"
20:53 celeron55 so it was reviewed to today's standard
20:53 celeron55 somehow it's still what it is
20:53 appguru well of course no FPS drop with 16x16 textures
20:53 appguru RIP 1024x1024
20:54 appguru That's more than two million tris
20:54 appguru per item, that is
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20:54 MTDiscord <Benrob0329> At very high resolutions, is it cheaper to just layer planes on top of each other and fake the effect?
20:54 appguru should not be done
20:55 appguru well now that I think of it
20:55 appguru well no
20:55 appguru now that we got object shading, edges will look weird
20:57 appguru can I rely on the fact that the pointers will be equal if puncher and hitter are equal?
20:58 sfan5 of what object?
20:58 sfan5 I can think of an easier way already: compare the ids of active objects
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21:07 appguru #11137
21:07 ShadowBot https://github.com/minetest/minetest/issues/11137 -- Detect interacting with yourself by appgurueu
21:08 sfan5 https://0x0.st/-bBh.png now that's better
21:15 Krock is that a security issue after all?
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21:15 Krock side-note: I observed this possibility in a 0.5.0-dev update where the GenericCAO message format changed. on failure, the entity would just follow the actual player
21:15 Krock by a delay of one server tick
21:16 Krock but well, that's an exotic case
21:20 sfan5 hm does devtest have any colorized items for testing? probably
21:23 appguru sfan5: fixed
21:27 sfan5 devtest has exactly zero items that are colorized
21:27 sfan5 (but a few nodes)
21:28 sfan5 wait nvm
21:30 sfan5 ah no it really has none
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22:14 sfan5 merging #11067, #7840 in 10m
22:14 ShadowBot https://github.com/minetest/minetest/issues/11067 -- Fix wield image of plantlike_rooted by Wuzzy2
22:14 ShadowBot https://github.com/minetest/minetest/issues/7840 -- Degrotate support for mesh nodes by numberZero
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22:23 Pexin question about the new font fallback stuff: will fallback glyphs be guaranteed to have the same dimensions as the main chat output monospace font?  ..or is that a dumb question?
22:24 sfan5 the font engine will grab the fallback font at a matching size
22:24 sfan5 but it will not be monospace or support bold/italic (this is not different than before)
22:25 Pexin not be mono?
22:25 Pexin i'm talking about the "t" and F10 console
22:26 sfan5 yes
22:26 sfan5 fallback glyphs there will not be monospaced
22:26 Pexin maaan..
22:27 Pexin so that requires a total rewrite of the layout code
22:27 sfan5 not at all, it should be easy to add this
22:28 Pexin even though it currently uses the column number when constructing fragments?
22:29 sfan5 I don't know the code of the chat console so I have no idea what you're referring to
22:29 sfan5 since it already works for the non-fallback font now it logically can also work for the fallback font
22:29 Pexin the T and F10 consoles rely on monospace font
22:29 sfan5 (that difference is invisible to the chat console)
22:30 sfan5 which usecase do you have anyway where fallback glyphs are used and monospace matters? (chinese characters are all the same width)
22:30 Pexin romanic letters mixed with pictographs?
22:31 Pexin the reason i'm curious is if the new font stuff makes #11092 obsolete
22:31 ShadowBot https://github.com/minetest/minetest/issues/11092 -- Make chat web links clickable by pecksin
22:32 sfan5 you mean for underlining and/or coloring links or something?
22:32 Pexin but if that's the case, as i see it layout will need major restructure
22:32 Pexin underlining is impossible currently
22:33 Pexin but the mouse picking, and more importantly construction of text lines, does rely on monospace
22:34 sfan5 you should use font->getDimension to determine the click targets for that
22:39 Pexin that is already used to populate v2u32 GUIChatConsole.m_fontsize which is used to build the output
22:40 sfan5 no I mean measure the size of the characters in the actual line with the link
22:41 Pexin currently can't be done
22:42 sfan5 then you do have a problem
22:42 Pexin we all do  ;)
22:43 calcul0n_ joined #minetest-dev

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