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IRC log for #minetest-dev, 2022-06-15

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All times shown according to UTC.

Time Nick Message
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10:52 Baytuch Good morning
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11:56 erle has any of you used semgrep? i used it to find dupes in mcl games, but otherwise not so far
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15:09 sfan5 merging #12442 in 10m
15:09 ShadowBot https://github.com/minetest/minetest/issues/12442 -- Add unittests for entity lifecycle and callbacks by sfan5
15:25 erle sfan5 what was the on_death issue? does it fix any reported bug?
16:51 sfan5 see the first commit message
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19:29 MTDiscord <x2048> Merging #12021 in a few minutes
19:29 ShadowBot https://github.com/minetest/minetest/issues/12021 -- Add description of privileges by x2048
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20:13 x2048 erle: do you know why many MCL2 models have randomized normals? This is related to #12430
20:13 ShadowBot https://github.com/minetest/minetest/issues/12430 -- Minetest recalculates normals if they don't match the winding order
20:22 erle x2048 no. truth be told, the provenance of the models is highly questionable, as in: there is no automated build process as far as i know. i think people just load them into blender or whatever and export them (no idea how). last person i can remember having changed something is fleckenstein, i suggest to ask him about the tooling.
20:23 erle x2048 did you look at the blender files and try to export them yourself?
20:23 x2048 no, I did not dig that deep :)
20:24 x2048 I'll ask around on discord, just wanted to check with you first. thank you
20:25 erle x2048 these are the models in question i assume https://github.com/22i/minecraft-voxel-blender-models
20:26 erle oh no, the instructions are horrible
20:27 erle > test animation by pressing ALT-A and export using special minetest B3D exporter
20:27 erle x2048 this could be the smoking gun … or a red herring. hehe https://github.com/minetest/B3Dexport
20:49 Pexin smoked herring mmm
21:16 x2048 It seems this use of vertex.normal is wrong: https://github.com/minetest/B3DExport/blob/master/B3DExport.py#L1101. Blender shows vertex normals as an average of the neighboring faces
21:18 erle x2048 well, if it is wrong *there* then it is wrong everywhere, not just in mcl
21:19 x2048 Yes, I've caught this in many MTG, some RePixture and some Juanchi models.
21:19 MTDiscord <luatic> You'd actually have to duplicate the vertices if the faces use different normals.
21:19 MTDiscord <luatic> Or just omit the normals and let the engine recalculate them.
21:19 x2048 They are duplicated anyway, because that loop is per-face.
21:20 MTDiscord <luatic> anyways x2048, that tool is very outdated
21:20 MTDiscord <luatic> so I wonder whether https://github.com/GreenXenith/io_scene_b3d has the same bugs
21:21 x2048 Same line: https://github.com/GreenXenith/io_scene_b3d/blob/master/export_b3d.py#L1128
21:21 MTDiscord <luatic> oof then
21:22 x2048 Well, it behaves the same, and I suspect this is the problem. I can try to change it and see if it fixes the problem.
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22:45 erle x2048 if the engine has to recalculate the normals anyway, what do you gain? loading speed if the export is fixed?
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