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IRC log for #minetest-dev, 2022-05-03

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All times shown according to UTC.

Time Nick Message
00:28 paradust erle: This rendering bug.. do you have instructions for reproducing it? I can usually narrow things down without bisecting, if I have a reproducer.
00:30 paradust Especially on the web platform, there is a lot of good tooling. One can watch the render happen frame by frame, mesh by mesh.
00:33 erle paradust wait, which rendering bug?
00:35 paradust I thought you said you've been trying to bisect a rendering bug. "slime UV thing"?
00:35 erle x2048 sfan5 i summarized the nodebox rendering optimization discussion on IRC in the forum https://forum.minetest.net/viewtopic.php?f=7&t=28068&p=409857#p409857
00:36 erle paradust oh yeah! wait, i look for the issue
00:36 erle paradust https://github.com/minetest/minetest/issues/11852
00:36 erle paradust, https://github.com/minetest/minetest/issues/11852#issuecomment-992478961
00:37 paradust thanks
00:38 erle paradust, it would be nice if you crosspost any findings to https://git.minetest.land/Mineclonia/Mineclonia/issues/211
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08:15 erle sfan5 x2048 it's “let's make every cube, stair & slab that is not ground content a lego brick” time https://git.minetest.land/erlehmann/studs/src/branch/master/screenshot.png
08:15 erle :D
08:16 erle oops, wrong channel
08:17 erle x2048 anyways, you can use this mod to stresstest your rendering improvements, it makes lots of faces. just remove the check for ground content to get a worst case scenario.
08:18 MTDiscord <ROllerozxa> oh man, you even made studs on the stairs and slabs, that looks so good!
08:19 erle yes and i hope x2048 can turbocharge the face recognition so we i can turn the entire world into legos
08:20 erle also i can't think of a better stress test that is actually fun
08:20 erle i guess the holy grail for optimization problems are the GreenXenith hexagonal pillars
08:21 sfan5 <paradust> Especially on the web platform, there is a lot of good tooling. One can watch the render happen frame by frame, mesh by mesh.
08:21 sfan5 renderdoc works for that on desktop, but only with the ogles2 driver
08:22 erle btw, for me some full nodeboxes with studs were entirely black without smooth lighting checked (ogl renderer). any idea if i missed some parameter?
08:22 erle (or could this be a rendering bug?)
08:24 sfan5 Zughy[m]: sneak animations are up to the game but the engine should provide a way to make it work with local animations
08:24 sfan5 so yes what Warr said
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09:01 Zughy[m] sfan5: if it's alright with you, I'd open a different issue and close that one, because it's misleading imho
09:18 sfan5 rename it?
09:22 Zughy[m] I can't
09:33 celeron55 github's "triage" permission level doesn't allow some things like that, and it's silly
09:33 celeron55 the next up is "write", which allows push access and i think also renaming issues
09:34 erle that is silly indeed
09:34 celeron55 i'd be fine with just giving that to triagers, and trusting them not to mess with the code
09:34 celeron55 anyone else think the same?
09:36 erle could you disallow pushing to master for everyone except a list of users maybe?
09:36 erle i'm probably too spoiled by the feature set of gitea lol
09:44 sfan5 better not to give triagers write permission IMO
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10:39 celeron55 well then, maybe just complain very loudly to github
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13:01 josiah_wi Hi. I want to compile a list of known architectural or design limitations that have been encountered by people trying to refactor Minetest. If you've run into anything before, please let me know.
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13:58 erle celeron55 if “complain to github” would do anything, they would by now be able to render the git log topologically ordered :P
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17:18 MTDiscord <MisterE> @paradust I think this message was to you...
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17:46 Zughy[m] is #4714 still a thing?
17:46 ShadowBot https://github.com/minetest/minetest/issues/4714 -- Visual weapon swing time doesn't correspond with full punch interval
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18:08 MTDiscord <LandarVargan> I'm pretty sure it isn't
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18:15 sfan5 http://sprunge.us/vhPYTg?diff pushing this soon
18:29 josiah_wi As the only outspoken proponent of ugly bracing in this channel, I am here obliged to mention that the '=' sign is unnecessary. xD
18:30 sfan5 uh huh so it's the same syntax
18:50 josiah_wi I'm not sure whether you meant that as a statement or a question. Semantically, I believe it's the same. Syntactically, I think it's different, but I can't even remember the term. C++ has innumerable types of initialization lol.
18:53 josiah_wi Ah, aggregate initialization is the right term for what you did in the patch. No idea what it even is.
18:53 josiah_wi Nope, nvmnd, that's a specific subset of the other kinds.
18:54 sfan5 https://en.cppreference.com/w/cpp/language/zero_initialization
18:54 sfan5 (2)
18:55 josiah_wi Ah, it's list initialization.
18:55 josiah_wi It's specifically zero initialization using list initialization.
18:55 josiah_wi Now I can forget all that because it's painful to try to remember.
18:57 sfan5 for extra confusion: zero initialization in C is = {0} while in C++ that only initializes the first member
18:57 rubenwardy merging https://github.com/rubenwardy/minetest/commit/f4a3c5a67d32229305386168776189105055ef60 in 5
18:57 sfan5 rubenwardy: is that backportable
18:57 rubenwardy yeah, trivially
18:57 rubenwardy I can add it to backports too
18:57 sfan5 no need
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