Time Nick Message 00:39 Wuzzy #11080 00:39 ShadowBot https://github.com/minetest/minetest/issues/11080 -- Modifying fall damage via armor group by Wuzzy2 01:50 v-rob Anyone have a PR they want me to review? I've got some time. 01:54 MTDiscord I've got an IrrlichtMt PR I'm trying to get through so I can open a second one. XD 01:55 MTDiscord Sfan is reviewing it, but I'm learning well how busy you all are. 01:56 v-rob I definitely can look at the code, although no guarantees on if I can built IrrlichtMt yet 01:56 v-rob Which PR # is it? 01:57 v-rob Dumb question, there's only two 01:57 MTDiscord #22 to the CMAKE, I'm adding a target export. 01:57 ShadowBot https://github.com/minetest/minetest/issues/22 -- Instant block destroy bug 01:57 MTDiscord whoopsie 01:58 v-rob Oops, then I can't really do anything since I have trouble compiling. Sorry. 01:59 v-rob The exact wrong type of PR for me :) 01:59 MTDiscord Then how about I help fix that, unless it's not easily fixable. 02:00 MTDiscord Do you know what the issue is? 02:03 MTDiscord Maybe another channel is more appropriate to discuss build/compile issuesp 02:21 kilbith v-rob: I always miss you on IRC 02:21 kilbith how do you feel about bumping formspec_version on each release? 02:21 kilbith (for example model[] isn't currently forward-compatible) 02:56 MTDiscord model[] seems to be inconsistent with rendering to "texture" 02:56 MTDiscord or seems to misbehave with models with n >= 6 materials 03:11 v-rob kilbith: if you're still here, I do support incrementing the formspec version every release. There's some related issue about it somewhere. 03:12 v-rob josiah_wi: sorry, had to leave for a bit. The problem was that IrrlichtMt could not compile for Visual Studio. Apparently, sfan5 did some work and got it to work, so I need to try that again. 03:14 v-rob I wish I could use MinGW, but it's a pain to get Minetest's dependencies to work then. 03:15 v-rob Anyway, I can't say I know too much about CMake, so I wouldn't be of much help. I can review anything dealing with the actual code of Minetest, though, since I have a pretty good understanding of multiple parts of the engine. 03:16 MTDiscord Does it fail to configure the build or does the compilation step fail? 03:17 MTDiscord v-rob: i effectively fixed it for macOS 03:17 v-rob It wouldn't build. Apparently, the compiler flags were incorrect or something. 03:17 v-rob I think sfan5 fixed it here: https://github.com/minetest/irrlicht/commit/279530a23076119ed744fe00cd19128cb2989d66, so hopefully it might work now 03:24 kilbith Jordach: did you check on Windows? 03:25 LoneWolfHT https://github.com/minetest/minetest/pull/9441 03:25 LoneWolfHT Whoops chat didn't update 03:26 LoneWolfHT I guess consider that a bump then, out of context otherwise 03:26 v-rob Ha, it succeeded! Cool, now I have IrrlichtMt up and running. 03:27 MTDiscord Nice! 03:27 v-rob Although VS is giving me a bunch of BS warnings recommending its proprietary "safe" versions of C functions 03:28 v-rob !tell sfan5 Thanks for fixing the Visual Studio build 03:28 ShadowBot v-rob: O.K. 03:29 MTDiscord sometimes VS does tell the truth in a roundabout fashion 03:31 v-rob It would be nice if VS would link to the C standard library automatically, but it wouldn't for IrrlichtMt. Classic Microsoft efficiency. 03:32 v-rob I don't know what annoys me more: compiling on things on Windows, or Linux package managers failing on me all the time 03:33 kilbith Jordach: thanks for answering my question. 03:33 kilbith reporting me some issues related to model[] is fine but I'd appreciate it if you collaborate more at fixing them 03:34 MTDiscord lemme grab an artifact from gitlab 03:34 v-rob I've seen some of the model[] issue reports on IRC, but I don't understand the base cause. Is it because of the Irrlicht swap? 03:34 MTDiscord i suspect it doesn't like it when you overlap models in formspecs 03:34 kilbith Jordach: I did request you a demo mod so that I can reproduce your issues 03:35 kilbith that I never had 03:35 v-rob Overlapping models: Z buffer issue? 03:35 MTDiscord on my mac i get a log once error from OpenGL 03:36 MTDiscord win64-85163b531 it's still broken 03:36 MTDiscord models are still missing 03:36 MTDiscord https://cdn.discordapp.com/attachments/747163566800633906/829560312998920204/unknown.png 03:36 MTDiscord pressing formspec elements completely stops rendering 03:36 MTDiscord https://cdn.discordapp.com/attachments/747163566800633906/829560363095818270/unknown.png 03:36 kilbith okay and can I see the Lua code eventually or not? 03:37 MTDiscord one sec 03:37 v-rob This really isn't encouraging me for my 3D rendering PR... 03:37 MTDiscord https://gist.github.com/Jordach/5a5d660fc2907f9abafd3c2d774a0a35 03:37 MTDiscord here's the model code that goes wrong 03:38 kilbith I'd like to what `weapons.get_player_texture(player)` returns 03:38 kilbith * to see 03:39 kilbith really it'd help me to get a demo mod 03:40 MTDiscord here's the models and textures 03:40 MTDiscord https://cdn.discordapp.com/attachments/747163566800633906/829561241827540992/models.zip 03:40 MTDiscord and the gist has a function 03:40 kilbith thanks, I'll see that tomorrow 03:41 MTDiscord there IT IS AGAIN 03:41 MTDiscord 2021-04-08 04:41:14: WARNING[Main]: Irrlicht: Could not create ITexture, texture needs to have a non-empty name. 03:41 MTDiscord but those draw calls all have textures 03:41 v-rob Since when was _that_ an error? 03:42 v-rob I would guess that it's a render texture being created somewhere, since the name is usually empty on those. 03:42 MTDiscord substitute a player head with the regular 64x32 sam skin btwe 03:42 MTDiscord it crops both 64x64 and 64x32 format 03:43 kilbith Jordach, some textures are missing in your .zip 03:43 MTDiscord as i said, supply a regular sam skin 03:43 MTDiscord it crops then to size 03:44 MTDiscord the gist has the binary search for canvas size 03:44 kilbith default_player.png is sam skin? 03:44 MTDiscord basically 03:44 MTDiscord it doesn't matter if it's the 1.8 64x64 skin format or the older 64x32 format 03:44 MTDiscord it will work with both 03:46 MTDiscord i realised long ago nobody wants to use the fancier 64x64 format 03:46 MTDiscord be warned, as player_body.x requires an 64x64 format 03:46 MTDiscord any skin will do 14:05 DS-minetest I've seen some persons asking lately for a PR that needs to be reviewed. Please consider #8448. (Note: parts of the conversation are about an arbitrary offset that you could set, but which was replaced by alignment options, so don't be confused) 14:05 ShadowBot https://github.com/minetest/minetest/issues/8448 -- Allow to set the displayed item count and its alignment via meta by Desour 20:47 Wuzzy This PR will fix the oldest bug in Minetest: #11130 20:48 ShadowBot https://github.com/minetest/minetest/issues/11130 -- Fix rendering of allfaces nodes with transparent textures by x2048 21:06 MTDiscord That PR is absolutely awesome. 21:08 kilbith Jordach: I looked at your issue 21:08 kilbith from what I see in your code, the models don't overlap 21:09 kilbith also, it seems to an issue with your .x models, changing the textures to `default_wood.png` does not make the models appear 21:09 kilbith * to be 23:01 MTDiscord the models have six materials 23:02 MTDiscord sometimes even more 23:48 kilbith well the models stay invisible even with 8x "default_wood.png" 23:49 kilbith and about the assumption that "it seems to misbehave with models with n >= 6 materials": https://github.com/minetest/minetest/blob/master/src/gui/guiFormSpecMenu.cpp#L2802