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IRC log for #minetest-dev, 2022-07-26

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All times shown according to UTC.

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01:10 kilbith if not, then the "release early / release often" model cannot scale on MT because it effectively makes us lose weeks of productivity during the freeze
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08:44 MTDiscord <FatalError> why is anti-aliasing off by default?
08:44 MTDiscord <FatalError> it makes the game look like shit 99.9% of the time in my experience
08:44 MTDiscord <FatalError> every laptop ive had anyway
08:45 MTDiscord <FatalError> better question, why the fuck doesnt it work the way it should either
08:45 MTDiscord <FatalError> you still see the sharp pixelated edges
08:48 MTDiscord <ROllerozxa> "you still see the sharp pixelated edges" 16x textures tend to do that lol
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08:53 MTDiscord <FatalError> no I mean... I can see the pixels on my screen
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09:41 MTDiscord <luatic> bruh
09:41 MTDiscord <ROllerozxa> antialiasing can't exactly magically increase the pixel density of your monitor
09:41 MTDiscord <luatic> you need supersampling to get rid of those edges
09:42 MTDiscord <luatic> you could tell GL to render the triangles antialiased
09:42 MTDiscord <luatic> but that comes with blending issues around the edges IIRC
09:42 MTDiscord <ROllerozxa> mmye
09:42 MTDiscord <luatic> anyways @FatalError, once again seasoned, the antialiasing you're using is a texture interpolation only thing
09:42 MTDiscord <luatic> and the antialiasing you'd have to use for smooth edges - MSAA / supersampling - is buggy
09:42 MTDiscord <ROllerozxa> I wonder how irrlicht does the antialiasing? the minetest antialiasing is basically just telling irrlicht to do x amount of AA
09:42 MTDiscord <luatic> ~cdb gop
09:43 MTDiscord <luatic> ~cdb go
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09:43 MTDiscord <ROllerozxa> this is minetest-dev, I don't think that works here
09:43 MTDiscord <luatic> oof
09:43 MTDiscord <luatic> anyways, we're spamming -dev again
09:43 MTDiscord <luatic> sorry
09:44 MTDiscord <luatic> Anyways, here's what I wanted to quote from the Go Readme: > Smooth GUI image scaling should be enabled (gui_scaling_filter = true) > Enable trilinear texture filtering (trilinear_filter = true), mipmapping (mip_map = true) & anisotropic filtering (anisotropic_filter = true) for smoother board appearance > Consider enabling multi-sample anti-aliasing (msaa = 2) for smooth board edges if it doesn't trigger a nasty rendering bug on your
09:44 MTDiscord setup
09:44 MTDiscord <luatic> Nasty rendering bug is https://github.com/minetest/minetest/issues/9072
09:45 sfan5 the setting is called `fsaa`
09:45 MTDiscord <luatic> Indeed it is, thanks, will correct
09:46 MTDiscord <luatic> I've had it disabled anyways since I have the nasty rendering bug ;)
09:46 sfan5 "I wonder how irrlicht does the antialiasing" it just tells the driver to do it as described in GL_ARB_multisample
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10:56 schwarzwald[m] Who insured that `util/string.h` won't be mistaken for the `<string.h>` STL header?
11:02 schwarzwald[m] s/insured/ensured/
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11:40 sfan5 that's probably always included via <cstring>
11:41 sfan5 and/or perhaps the util folder is never directly added to the include path
11:41 schwarzwald[m] I think the latter is correct. Seems risky, though.
11:43 sfan5 the only #include <string.h> outside of lib/ is in src/util/sha256.c
11:43 schwarzwald[m] There are also some <string.h> includes in Irrlicht.
11:44 schwarzwald[m] And all <cstring> includes technically include it indirectly as well.
11:44 schwarzwald[m] Maybe we could rename the file to `string_ext.h` or something just to be safe.
11:47 sfan5 <cstring> is ensured to always include the system header
11:48 sfan5 or at least libstdc++ does, no idea if the standard mandates this
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12:32 rubenwardy <> will include SYSTEM includes first
12:34 sfan5 IIRC it wasn't that simple, search the issue tracker for "event.h"
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13:04 erle schwarzwald[m] are you saying this a problem? https://mister-muffin.de/p/rfx6.png
13:06 erle like, should there be no relation between src/util/sha256.o and /usr/include/string.h?
13:07 erle i do believe that having a single C file in the source code is a bit weird
13:16 schwarzwald[m] I do not fully understand why, but <cstring> will include the wrong header if the util directory is added directly to the include paths. I haven't been able to produce a minimum reproducible example yet.
13:19 rubenwardy you shouldn't add the util directly to the include paths
13:19 schwarzwald[m] Why not?
13:29 schwarzwald[m] I will comply anyway, but I'm curious what the reasons are.
13:32 rubenwardy same reason you don't add other directories to the include path
13:34 rubenwardy it blurs the directories together
13:34 schwarzwald[m] Ah, so we keep the include paths prefixed in the src dir so it's clear where the includes are coming from?
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16:50 sfan5 yes
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19:04 fluxionary does anyone know if there's an existing issue about the fact that mouse-click events are triggered twice, both when pressing and releasing the button?
19:05 sfan5 doubt it
19:05 MTDiscord <LandarVargan> Mac?
19:06 fluxionary alright, i'll try to make one and document what i understand as best as i can
19:07 fluxionary LandarVargan: is that a question to me? no, linux, though i think the issue is probably cross-platform.
19:09 erle fluxionary include repro instructions that are as exact as possible, i'll try on linux
19:10 fluxionary erle: i might have found some related issues
19:10 fluxionary the most common way this manifests is when a player tries to drag something from one inventory to another, but the wrong item ends up in the other inventory (and the intended item ends up replacing the wrong item in the first inventory)
19:11 erle i have indeed encountered that bug!
19:11 fluxionary you can repro just by moving the mouse while click-picking up something.
19:11 erle but i do not see the connection
19:11 erle and never filed it (mea maxima culpa)
19:12 fluxionary https://github.com/minetest/minetest/issues/4477 seems to be describing the same thing, at least in part
19:13 sfan5 that sounds like a focus mistake, not what you're describing
19:14 fluxionary yeah, i think i'm gonna make a new issue and include repro instructions and a video
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19:15 erle fluxionary FYI: the inventory bug happens more often when dragging under lag conditions. since inventory drawing is for some reason extremely heavy, it is more likely to occur the more things you see. you can try that in devtest i think.
19:16 erle client lag conditions i mean (rendering lag), not network lag or server lag
19:16 fluxionary seems reasonable. i bet i can replicate it by manually setting a lower max frame rate tho
19:18 fluxionary actually i can replicate it very easily w/out lag
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19:40 fluxionary https://github.com/minetest/minetest/issues/12596
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