Time Nick Message 00:17 kilbith someone explains me this bug in the water? https://youtu.be/ZjdCKAfamBk 00:17 kilbith the player cannot go forward if I look down in the water 00:24 MTDiscord kilbith: If you have pitch fly enabled, Minetest thinks you are swimming downwards rather than walking 00:24 MTDiscord pitch fly/movement/whatever 00:26 kilbith it's enabled yes but I should walk normally when I'm not full drown 00:27 MTDiscord Its probably polling the player position which is at the feet for liquid 02:22 MTDiscord Can't we turn off shadows on entities specifically from other entities? That would fix the problem, no entity to entity shadows 03:22 VanessaE I dunno about who casts shadows on what, but if I could turn them off per-entity I'd like that -- for signs_lib 03:23 VanessaE probably that one item drawers mod needs it also, I forget who's mod it is or even the proper name 03:23 VanessaE item frame in home decor also, perhaps. 03:23 VanessaE whose* 11:35 hecks so since we do not support toggleable shader variants at all, functionality like shadows is hard-baked into the shaders when the client connects with no way to switch it off later... 11:43 sfan5 shouldn't be so hard to support, should it? 11:49 hecks shader variants actually are a mildly difficult task if you want to do them right 11:50 hecks suddenly it's not one E_MATERIAL_TYPE you have to handle, but a whole matrix of them 11:50 hecks I'm making a crude fix just for shadows but the next time this comes up, it must be redone 11:52 hecks also all the code happily assumes that all it needs to know about a shader is its s32 handle 11:53 hecks anyway the first thing I'll do is make the shadows go away if the sun is off 11:53 hecks both sun and moon 11:53 hecks this is still less than ideal because a skybox might have a baked sun but it works for me 11:54 MTDiscord I have a skybox with no sun or moon at all, so I have no idea how silly the game is going to look if players can't turn off shadows... 12:06 sfan5 https://0x0.st/-99Q.png about like this, no sun but shadows mysteriously appear 12:16 hecks yeah, that 12:16 hecks actually it seems like the server generates sun/moon packets even if those apis aren't touched directly 12:16 hecks so all it takes is handling those 12:17 hecks i already did that and it works, the problem is turning off the usage of nonexistent shadows on nodes and objects 12:17 hecks this requires variants 12:17 hecks simply setting the shadow intensity to 0 is not acceptable, shadow sampling is ridiculously expensive 12:18 hecks so expensive in fact that I would recommend making unfiltered shadows the default mode, and requiring a separate setting for PCF 12:35 MTDiscord Being able to blacklist shaders, similar to how games can blacklist mapgens, might be more ideal, but I'd at least like a workaround, like if I can set time_speed to 0 and just set a particular time-of-day at least... 12:37 MTDiscord I guess I'm going to have to figure out how to build this thing myself again; haven't had it working since the irrlicht fork. Are there instructions out there somewhere how to build this thing now? 13:04 MTDiscord No good ones The README has some footnote in the build section. 13:09 hecks ShaderInfo.base_material - this is a fallback when shaders are disabled? 13:11 MTDiscord My PR is broken on CI, but it works on a normal build environment and makes it pretty easy. It also contains build instructions in the description. 14:34 Krock will merge #11092, #11333 and #11368 in 10 minutes 14:34 ShadowBot https://github.com/minetest/minetest/issues/11092 -- Make chat web links clickable by pecksin 14:34 ShadowBot https://github.com/minetest/minetest/issues/11333 -- Add min_y and max_y checks for Active Block Modifiers (ABM) by sfence 14:34 ShadowBot https://github.com/minetest/minetest/issues/11368 -- Inventory: show error on invalid list names by SmallJoker 14:50 nrz instead of blacklisting, permit to control the rendering to enable/disable for servers with some meteo for example, it's better 14:57 MTDiscord I was able to work around them by just forcing timeofday to 5:00AM always. Players with the shader enabled may still be paying the performance cost, but at least the game looks right again. 14:58 MTDiscord Having servers or games able to override selected player options that don't make sense seems like it's part of a larger issue. 15:19 Krock ... reminder didn't work.. merging. 15:22 Krock done 19:02 kilbith chat web links are clickable but formspec's not 19:02 kilbith how consistent 19:12 v-rob What? Formspecs are supposed to be consistent? I never would have guessed :P 19:13 kilbith_ I mean, there would only need core.open_url accessible from mods and weblinks would be clickable from hypertext 19:14 kilbith_ idk why it isn't in the modding API 19:14 rubenwardy would require a confirmation dialog 19:14 specing yeah and we need javascript in formspecs 19:14 specing /s 19:14 v-rob Calling it in a loop would be bad 19:15 rubenwardy might instead be worth having button_web to ensure that UI interactions are needed to open the url 19:15 v-rob Better yet than just JavaScript, make formspecs a W3C standard so they can get even more confusing and worse 19:16 rubenwardy My original PR to add core.open_url to the mainmenu had a button_web element available to server-side mods 19:16 rubenwardy was removed due to concerns of security, ie: the need to show a confirmation dialog 19:18 kilbith_ pretty sure professional-level engines have a open-url function in their API and they are not concerned about security 19:18 kilbith_ `OpenURL` method in Unity for example 19:18 rubenwardy they also ship separate games with client-side code 19:18 kilbith_ https://docs.unity3d.com/ScriptReference/Application.OpenURL.html 19:19 rubenwardy Minetest is different in that "games" can run on servers, and you don't have a separate client for each game 19:19 kilbith_ true 19:21 MTDiscord a confirmation dialog would be a clean solution 19:27 kilbith and ideally we should be able to open .onion links and make Tor a dependency 19:45 MTDiscord I absolutely hate when shit asks me for confirmation to open a link without any way to turn off confirmation (like Discord). If I change my mind and don't want to open the link after I see the URL then I just won't pick a browser to open it with. 19:56 hecks onion link support when we don't even encrypt game traffic :DDDD 20:04 hecks URLs in forms are a little more tricky because of clickjacking potential 20:04 hecks you cannot trick someone into clicking a link they don't want from the chat, but you can do this with a form 20:05 hecks best case the destination is just some pay per click thing, worst case it's a zero day in a common browser 20:06 v-rob That's why a confirmation dialog would be important, yeah 20:06 v-rob Unfortunate, but necessary 20:06 hecks furthermore MT traffic, as simple as it is, is quite vulnerable to MITM 20:06 hecks and while nobody does that *now*, clickable links in forms would actually provide an incentive for it 20:33 MTDiscord why don't we just do things like steam 20:33 MTDiscord this is not an official minetest website 20:33 MTDiscord it means the engine itself wraps the link with a rerouting link