Time Nick Message 00:05 erlehmann since we already have curl and ogg stream 00:05 erlehmann maybe you can just implement something like that 00:05 erlehmann and not bother with dynamic media for it 01:15 MTDiscord we already have ogg stream? 01:15 MTDiscord how? 01:15 MTDiscord im really interested if its a viable alternative 01:19 MTDiscord I know that streaming has been suggested many times, but I cant find that it has been implemented erlehmann 01:20 MTDiscord oops modding 01:20 MTDiscord i mean #minetest 01:37 Baytuch I have some problem with chest mod on the default game. After problems with the network, the chest stopped opening, but working with the inverter - worked. 01:38 Baytuch I check it and found problem. 01:39 Baytuch def.drawtype == chest . I remove node and work again 01:41 Baytuch in nornal mode - must be 'airlike' 07:05 MTDiscord I don't like your fix: It removes arbitrary mesh nodes above chests. This might even work in MTG, but I doubt that it will be compatible (or expected) by mods. 17:44 Toothless Hello, I was wondering why differant color lights only the same light color? 17:47 MTDiscord You can only have one color of light atm, and changing that would require a lot of thought and work, but it may happen at some point 17:48 Toothless I was wondering how difficult it would be to make lights emit they're natural color/texture. 17:51 rubenwardy that requires coloured lighting 17:51 rubenwardy https://github.com/minetest/minetest/issues/2670 17:52 Toothless thank you 17:53 Toothless This might be of interest to those who are working on various shaders. 17:53 Toothless https://hub.packtpub.com/working-with-shaders-in-c-to-create-3d-games/ 18:07 Krock will merge #12075, #11978, #9517 in 10 minutes 18:07 ShadowBot https://github.com/minetest/minetest/issues/12075 -- Lua API: Consistently use double vs. single quotes by appgurueu 18:07 ShadowBot https://github.com/minetest/minetest/issues/11978 -- Add TGA test nodes to devtest by erlehmann 18:07 ShadowBot https://github.com/minetest/minetest/issues/9517 -- FormspecMenu: make drawing of backgrounds less hacky by Desour 18:09 Krock May I squash #12059 on merge and explain the changes within the commit message, or are individual commits preferred? 18:09 ShadowBot https://github.com/minetest/minetest/issues/12059 -- Lua API documentation: Various fixes (2) by SmallJoker 18:16 Krock merging (3) 18:17 Krock done 19:39 MTDiscord celeron55: why does using just https://minetest.net instead of https://www.minetest.net entail cert shenanigans? 19:41 MTDiscord the minetest.net redirect website is hosted with a self-signed cert 19:53 erlehmann sfan5 celeron55 the inventory framerate drop is even worse in older versions of minetest. 19:53 erlehmann i guess no one ever noticed because what are you doing in inventory anyway 19:53 erlehmann but it seems to be able to affect drag-and-drop-operations sometimes 19:54 erlehmann like, you click somewhere to drag an item, but a different item ends up being dragged or so 19:54 erlehmann unclear if that is related to framerate really 19:56 erlehmann anyways, if i find something, i'll tell you. i don't think a machine that can render the game at 30fps should drop down to 7 in inventory 20:39 MTDiscord So does Minetest use an array texture in GL or does it use a dynamically generated ram atlas? I cannot seem to find any information through the source code that it's constructing array textures into memory as the glsl shader utilizes a texture2D 20:41 erlehmann if i use inventory cube for all items, would that help lol 20:41 erlehmann (the texture modifier) 20:41 erlehmann mhhh, nodeboxes would still be cursed 21:56 sfan5 array textures? 21:57 erlehmann https://www.khronos.org/opengl/wiki/Array_Texture 21:58 erlehmann > Array texture are not usable from the fixed function pipeline; you must use a Shader to access them. 22:00 sfan5 oh huh 22:00 erlehmann jordan4ibanez since it's an OpenGL 3.0 thing, i doubt minetst uses it 22:00 sfan5 nah Minetest/Irrlicht uses single textures 22:00 sfan5 erlehmann: optional features exist 22:04 erlehmann for context https://www.khronos.org/opengl/wiki/FAQ#Many_Small_2D_Textures 22:04 erlehmann > watch out for texture filtering because a linear filter can cause texel bleed (neighboring sub-texture gets sampled) 22:04 erlehmann > Another solution is to put those small textures in one 3D texture (GL_TEXTURE_3D which is part of GL 1.3 and above) as long as all the 2D textures are the same size. 22:04 erlehmann oha 22:04 erlehmann weird 22:17 erlehmann regarding the inventory slowdown – i have no idea why, but … the measured drawtime goes up quite a bit even when the inventory is already displayed. 22:17 erlehmann and consequently, fps go down 22:17 erlehmann might be a sampling artifact?