Time Nick Message 03:22 erlehmann is anyone here aware of upright_sprite textures not being rendered when the player looks more than 43° up or down? 12:24 sfan5 works for me 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 13:39 nore I should rebase my translations PR 13:39 nore but I don't have enough time :'( 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 14:05 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 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?) 16:28 Pexin you sure that doesnt depend on window ratio or fov? 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 19:04 MTDiscord 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 20:29 sfan5 @josiah_wi can you PR the current state of your "old gcc" fixes for Minetest? 20:37 MTDiscord #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 21:07 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 21:39 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 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 the first one already has one approval 22:18 MTDiscord 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 22:52 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