Time |
Nick |
Message |
00:27 |
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00:41 |
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01:27 |
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01:55 |
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02:40 |
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03:22 |
erlehmann |
is anyone here aware of upright_sprite textures not being rendered when the player looks more than 43° up or down? |
03:28 |
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03:33 |
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05:00 |
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12:03 |
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12:13 |
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12:24 |
sfan5 |
works for me |
12:25 |
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12:39 |
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12:56 |
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13:26 |
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13:29 |
kilbith |
could we have a registy somewhere of closed PRs that need adoption? because there are lotsa good stuff in there |
13:29 |
kilbith |
* register |
13:34 |
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13:39 |
nore |
I should rebase my translations PR |
13:39 |
nore |
but I don't have enough time :'( |
13:54 |
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13:59 |
rubenwardy |
there's a dumb filter: https://github.com/minetest/minetest/pulls?q=is%3Apr+sort%3Aupdated-desc+is%3Aclosed+label%3A%22Adoption+needed%22 |
14:02 |
kilbith |
yes this one but I imagine something more curated on a forum post or a web page |
14:02 |
kilbith |
this should not waste these gems |
14:04 |
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14:05 |
kilbith |
we'll all potentially get more free time around xmas so let's accelerate things at this period |
14:24 |
rubenwardy |
Reminder for devs to take a look at PRs with one approval: https://github.com/minetest/minetest/pulls?q=is%3Apr+sort%3Aupdated-desc+is%3Aopen+label%3A%22One+approval%22 |
14:35 |
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14:37 |
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15:07 |
sfan5 |
erlehmann: can you report that as a bug with reproduction steps |
15:10 |
erlehmann |
sfan5, yes. will do later. need rest now. |
15:11 |
sfan5 |
sure |
15:12 |
erlehmann |
the short version: i encountered this bug working on mcl_maps. i placed a bunch of maps on a wall of item frames in mineclonia, tilted my head, maps on the edge of the screen disappeared. |
15:12 |
erlehmann |
i will try to make it happen in devtest |
15:12 |
erlehmann |
just need to find a node that renders an upright_sprite |
15:13 |
sfan5 |
I thought you meant vertically |
15:13 |
sfan5 |
I can make this happen when the entity is at the right side of the screen, but not at the left |
15:14 |
erlehmann |
looking up and down is not called tilting? |
15:14 |
erlehmann |
ohhhh |
15:14 |
sfan5 |
probably not a new bug tho |
15:14 |
erlehmann |
i only got it at the bottom or top of the screen |
15:14 |
erlehmann |
but only at the edges |
15:14 |
erlehmann |
are you also encountering it at a 43 degree angle, regardless of how far away you are from the thing? |
15:14 |
erlehmann |
like looking 43 degrees to one side? |
15:15 |
sfan5 |
angle or pitch? but the answer is no in either case |
15:15 |
erlehmann |
i asked about angle, bc i can make i happen with pitch |
15:16 |
sfan5 |
the angle of what to what |
15:16 |
erlehmann |
about the bug being older, ppl have been making maps and map wall for a while … but then again, the missing textures thing was also quite old when you made the fix |
15:17 |
erlehmann |
as i said i'll look into it |
15:18 |
erlehmann |
if i look looking staight ahead at an upright_sprite texture that is near my screen edge and then pitch 43 degrees up or down, it is not rendered if near the opposite edge (i.e. textures near bottom vanish if i look up). |
15:18 |
erlehmann |
i just wanted to know if you look straight ahead at an upright_sprite texture and then you change yaw by 43 degrees left or right, if it triggers it |
15:19 |
erlehmann |
yaw? not sure. i should sleep |
15:19 |
erlehmann |
i mean the right-left angle |
15:21 |
sfan5 |
you can see the exact values in the F5 debug display |
15:23 |
erlehmann |
yes that is how i got to the angle |
15:23 |
erlehmann |
of 43 degrees |
15:23 |
erlehmann |
i should try with waspsaliva anyway |
15:24 |
erlehmann |
cheat clients allow it to perfectly align the player |
15:24 |
erlehmann |
which here is much more helpful for debugging |
15:24 |
erlehmann |
(or does minetest proper have that too?) |
15:43 |
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15:55 |
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16:28 |
Pexin |
you sure that doesnt depend on window ratio or fov? |
16:34 |
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16:36 |
erlehmann |
Pexin not at all |
16:36 |
erlehmann |
Pexin good idea to test it that way though |
16:36 |
erlehmann |
everything else does not disappear |
17:59 |
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18:10 |
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18:15 |
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18:20 |
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18:29 |
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19:04 |
MTDiscord |
<exe_virus> Can a second core dev approve a finished #11241 Thank you! |
19:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/11241 -- Allow for Game-Specific Menu Music by ExeVirus |
19:21 |
sfan5 |
I guess it's roughly time to import translations again, might do that later |
19:32 |
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19:38 |
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20:29 |
sfan5 |
@josiah_wi can you PR the current state of your "old gcc" fixes for Minetest? |
20:37 |
MTDiscord |
<josiah_wi> #11778 |
20:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/11778 -- Restore GCC 4.9 compatibility by JosiahWI |
20:45 |
sfan5 |
thanks |
20:53 |
rubenwardy |
huh, Clion isn't showing .lua files in some mods in devtest |
20:54 |
rubenwardy |
ah, I think it's confused over .gitignore |
21:05 |
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21:07 |
x2048 |
I've started working on LiSPSM. https://github.com/x2048/minetest/tree/lispsm |
21:08 |
x2048 |
Does not yet cover all view angles correctly, but performance is much better. |
21:08 |
x2048 |
Worth it? |
21:17 |
rubenwardy |
#8613 |
21:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/8613 -- Add "speed" group to change the walking speed on and in blocks by MoNTE48 |
21:17 |
rubenwardy |
standing position is incorrect due to collisionMoveSimple returning the wrong node |
21:18 |
rubenwardy |
probably due to the distance heuristic used to select the new standing node position |
21:21 |
rubenwardy |
no, it just returns the wrong node |
21:25 |
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21:39 |
rubenwardy |
ShadowNinja: does your approval on #11241 still hold? |
21:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/11241 -- Allow for Game-Specific Menu Music by ExeVirus |
21:44 |
sfan5 |
rubenwardy: what the engine considers to be the standing node is wrong anyway because it's some stupid player_pos - v3f(0, 0.5f, 0) instead of checking the collision results |
21:47 |
rubenwardy |
sfan5: the problem is that this piece of code is setting m_standing_pos to the node_p returned by collisionSimpleMove, which is incorrect https://github.com/minetest/minetest/blob/master/src/client/localplayer.cpp#L299-L331 |
21:47 |
sfan5 |
oh huh I thought we weren't doing that |
21:47 |
rubenwardy |
If I comment out the m_standing_pos there, it then returns the correct node below the player |
21:47 |
sfan5 |
well which node does it return? |
21:47 |
rubenwardy |
When standing on a flat surface close to another node, it returns a neighbour node and not the node below the player |
21:49 |
sfan5 |
well uh |
21:50 |
rubenwardy |
collisionSimpleMove only returns a single node as well. It looks like the code is supposed to handle this by checking distances |
21:50 |
sfan5 |
the assumption that the player can only stand on a single node at a time is wrong |
21:50 |
sfan5 |
the collision code is not doing anything wrong though, it can exit as soon as it find *any* surface that supports the player's cbox |
21:52 |
sfan5 |
I guess the collision code could export a list of nodes it has considered and then you could check which are reasonably close the bottom of the player's collisionbox |
21:57 |
sfan5 |
x2048: hecks has an opinion of how shadow mapping should be done properly so you might want to ask him |
22:17 |
MTDiscord |
<Jonathon> sfan5: is https://github.com/minetest/minetest/pull/11130 and https://github.com/minetest/minetest/pull/11696 somethingthing that could be considered for 5.5? as better rendering of transparency is very useful |
22:18 |
sfan5 |
those are quite big so idk |
22:18 |
MTDiscord |
<Jonathon> the first one already has one approval |
22:18 |
MTDiscord |
<Jonathon> well, thanks i guess |
22:19 |
erlehmann |
> The bug was caused by an uninitialized memory read |
22:19 |
erlehmann |
x2048, try compiling with ubsan and asan to catch these things |
22:21 |
rubenwardy |
merging #11772 and #11757 in 0b1010 minutes |
22:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/11772 -- Fix local digging animation by savilli |
22:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/11757 -- macOS build docs by andkerr |
22:25 |
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22:52 |
rubenwardy |
oh man, I forgot about #11175 |
22:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/11175 -- Add transfer_player function to request client move to new server by grapereader |
22:55 |
freshreplicant[m |
ShadowBot: This one would be pretty cool. |
22:58 |
erlehmann |
> Clients that support this new message type will disconnect and reconnect to the new address:port, using the same username and password as was used to connect to the current server. |
22:58 |
erlehmann |
rubenwardy, did the author of https://github.com/HimbeerserverDE/multiserver chime in on this? |
22:59 |
erlehmann |
> This project was made possible by anon55555's Minetest RUDP package. |
22:59 |
erlehmann |
ha, anon5 again |
23:19 |
rubenwardy |
trivial documentation PR: #9853 |
23:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/9853 -- pauloue's ItemStack example by FreeLikeGNU |