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10:29 |
rubenwardy |
any idea what this is about? https://forum.minetest.net/viewtopic.php?p=418374#p418374 |
11:10 |
MTDiscord |
<savilli> Someone added few warnings and didn't care about add-apt-repository. Definitely nothing we can fix. |
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11:58 |
jwmhjwmh |
Merging #13004 in 5m. |
11:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/13004 -- Have `minetest.debug` call `tostring` by TurkeyMcMac |
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17:02 |
MTDiscord |
<josiah_wi> If anyone here knows how animations are stored in Irrlicht's meshes please reach out to me. I'm unsure how to represent having multiple animations. Previously, I've read some of the code for the b3d mesh loader, but it wasn't clear to me how it worked. |
17:03 |
MTDiscord |
<josiah_wi> So far I've tried adding a second mesh to the animated mesh, which causes it to cycle through all those meshes over time, one mesh per frame. |
17:08 |
MTDiscord |
<Warr1024> Do we support multiple animations? I thought we only supported one per model, and just picked different ranges of frames to loop over... |
17:10 |
MTDiscord |
<josiah_wi> That would explain a lot. |
17:11 |
MTDiscord |
<GreenXenith> It would be nice to support applying animations to meshes dynamically |
17:12 |
MTDiscord |
<josiah_wi> Going off of Warr's information, it sounds like that would require changes to Irrlicht's mesh storage. From what I've seen it wouldn't be particularly hard, but I don't know how the renderer interacts with the meshes. |
17:13 |
MTDiscord |
<josiah_wi> In any case if we don't support it for b3d we don't have to initially support it for glTF, which makes my job a lot easier |
17:13 |
MTDiscord |
<josiah_wi> . |
17:13 |
MTDiscord |
<josiah_wi> Ok not a lot easier, looping over multiple animations would actually be trivial once I'm able to parse one animation. |
17:14 |
MTDiscord |
<Warr1024> Minetest's set_animation API seems to take only a frame range and some options like speed and blend, and does not include things like animation name/number, so that's further evidence that MT only ever intended to support one sequence of animation frames. If you want to support importing multiple animations, about the only way I can think of doing it is concatenating the sequences of frames ... which seems like it would also defeat |
17:14 |
MTDiscord |
the purpose of having multiple separate animations. |
17:15 |
MTDiscord |
<josiah_wi> Ah, but I'm coding to spec, and the spec explicitly says how to clamp frames outside the frame range given for the animation. |
17:15 |
MTDiscord |
<josiah_wi> So concatenating extra frames on would not only be hacky, but it'd be a violation of the glTF spec. |
17:15 |
MTDiscord |
<josiah_wi> (At least that's my understanding.) |
17:16 |
MTDiscord |
<josiah_wi> There may be a way to properly do that clamping over a certain range of frames and then concatenate those ranges together, so maybe I spoke too soon. |
17:18 |
MTDiscord |
<Warr1024> That'd be my interpretation. |
17:18 |
MTDiscord |
<Warr1024> You're importing glTF into minetest, not into more glTF, so the spec only applies to your interpreting of the source data, not into the thing it's imported into. |
17:28 |
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18:25 |
Pexin |
until someone wants to use one of our models in another project, which should not be technically restricted |
18:26 |
Pexin |
(if sufficiently convenient) |
18:31 |
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18:34 |
MTDiscord |
<Warr1024> Nobody would use the minetest in-memory representation of a model, though, they'd just use the glTF model, the same way Minetest will every time it starts up. |
19:21 |
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23:12 |
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23:14 |
natewrench |
hello does minetest support activitypub so it can communicate with other federations |
23:19 |
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23:19 |
rubenwardy |
no, minetest doesn't use federation |
23:19 |
jwmhjwmh |
Merging #13008 in 5m. |
23:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/13008 -- Fix `/help` privs checks by TurkeyMcMac |
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