Time |
Nick |
Message |
02:02 |
|
PrairieWind joined #minetest-dev |
02:02 |
|
PrairieWind joined #minetest-dev |
03:49 |
|
fluxionary joined #minetest-dev |
04:00 |
|
MTDiscord joined #minetest-dev |
04:25 |
|
Warr1024 joined #minetest-dev |
05:25 |
|
YuGiOhJCJ joined #minetest-dev |
05:48 |
|
calcul0n joined #minetest-dev |
05:57 |
|
tekakutli joined #minetest-dev |
07:44 |
|
nore joined #minetest-dev |
07:45 |
|
MTDiscord joined #minetest-dev |
09:09 |
|
Guest50 joined #minetest-dev |
09:36 |
rubenwardy |
merging #13390 in 10 |
09:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/13390 -- Add `vector.in_area()` utility function by AFCMS |
12:06 |
|
turtleman joined #minetest-dev |
12:40 |
|
Fleckenstein joined #minetest-dev |
13:14 |
Jon[m] |
I'm far enough down the rabbit hole to ask in this text channel now: how do I run unit tests as performed by minetest/games/devtest/mods/unit tests/*.lua? |
13:14 |
Jon[m] |
I have done: |
13:14 |
Jon[m] |
minetest --run-unittests as well as modified settingtypes to have devtest_unittests_autostart bool true |
13:26 |
BuckarooBanzai |
Jon[m]: have you tried running them with `busted`? |
13:29 |
|
Guest54 joined #minetest-dev |
13:29 |
rubenwardy |
busted builtin |
13:29 |
rubenwardy |
oh wait, devtest |
13:30 |
rubenwardy |
those are actually integration tests |
13:30 |
rubenwardy |
you need to run dev test and then type /unittests |
13:30 |
Guest54 |
Jon[m] if you want to find bugs in minetest, you can compile minetest using a sanitizer, e.g. with CXXFLAGS `-fsanitize=undefined -fno-sanitize=vptr` for ubsan |
13:31 |
rubenwardy |
not what they asked |
13:31 |
Guest54 |
yeah but it shows when unittests break |
13:31 |
Guest54 |
or when they trigger bugs in code |
13:32 |
rubenwardy |
you can also use devtest_unittests_autostart = true to do /unittests automatically when opening devtest |
13:32 |
Guest54 |
neat |
13:33 |
rubenwardy |
Minetest's CI runs the devtest "unit" tests using this script https://github.com/minetest/minetest/blob/master/util/test_multiplayer.sh |
13:35 |
Guest54 |
is there a way to run each minetest binary test separately? |
13:38 |
Guest54 |
that's kinda needed if you want tests to fail on scenarios that the test itself can not dig itself out of |
14:13 |
Guest54 |
the scenario i have is that i want to trap on these runtime errors in the “passing” unit tests btw https://mister-muffin.de/p/rDda.txt |
14:14 |
MTDiscord |
<Fleckenstein> exceptions were a mistake |
14:15 |
Guest54 |
what do exceptions have to do with this? if the test case is undefined at any point, it is entirely undefined. |
14:16 |
Fleckenstein |
the problem is creating scenarios that "tests can't dig themselves out of" |
14:16 |
Guest54 |
uh, in any case, i do not see how you can recover from a test case that unconditionally runs into undefined behaviour |
14:16 |
Fleckenstein |
undefined behavior is an ever bigger mistake than exceptions |
14:17 |
Guest54 |
look, i can cut this short: computers were a mistake, daddy turing should not have done that |
14:17 |
Fleckenstein |
i agree |
14:17 |
Fleckenstein |
lambda calculus > |
14:17 |
Fleckenstein |
turing |
14:17 |
Fleckenstein |
whatever |
14:18 |
Guest54 |
anyways, if you have test scenarios 1, 2, 3 and the program under test is also the test runner and you get UB in test 2, you can't really continue. |
14:18 |
Fleckenstein |
just don't UB |
14:18 |
Fleckenstein |
only rely on behavior that is defined |
14:18 |
Guest54 |
“if i were you, i just would not make any mistakes” hehehehe |
14:18 |
Fleckenstein |
whar |
14:19 |
Fleckenstein |
im just shilling rust |
14:19 |
Guest54 |
as far as i can see it it's excessively hard to not run into UB in both C and C++ unless you are a real smartie (and i know very few of them) |
14:19 |
Fleckenstein |
see above message |
14:19 |
Guest54 |
well then just say it: the mistake is to use c++ |
14:19 |
Fleckenstein |
yes |
14:19 |
Fleckenstein |
but i was a bit more specific than that |
14:19 |
Guest54 |
i agree, but minetest is c++, so the discussion is worthless until you have your rust-based minetest replacement ready |
14:20 |
Guest54 |
or rather, fruitless |
14:20 |
Guest54 |
anyways, is there a way to run only a single test? because i don't see one right now. |
14:20 |
Fleckenstein |
i wanted to use your issue to point out the benefits of not having certain things in a language |
14:21 |
|
fluxionary joined #minetest-dev |
14:21 |
Fleckenstein |
just change the unit testing system |
14:21 |
Guest54 |
but if i had one, i'd try to modify the CI to check for address/memory/ub issues |
14:21 |
Fleckenstein |
i agree that separate binaries are better in C(++), that's how I do it in my programs |
14:21 |
Guest54 |
care to show an example? |
14:22 |
Fleckenstein |
I doubt that it's relevant/helpful, but |
14:22 |
Fleckenstein |
https://github.com/dragonblocks/dragonstd/tree/main/dragonstd/test |
14:25 |
Guest54 |
well, it looks nice except for the way you build it (ask me in query about it if you want). btw, did you know that compilers can optimize code when you assert stuff? |
14:26 |
Guest54 |
like after the assert the condition is obviously true |
14:26 |
Guest54 |
anyways, thanks |
14:26 |
Fleckenstein |
> after the assert the condition is obviously true |
14:27 |
Fleckenstein |
smark |
14:27 |
Fleckenstein |
t |
14:27 |
Fleckenstein |
it's new to me |
14:27 |
Guest54 |
i suggest you play around with code on godbolt.org – you might learn stuff regarding optimizations |
14:29 |
Guest54 |
circling back to dev topics btw, how ready *is* your rust-based minetest replacement? |
14:29 |
Fleckenstein |
i wouldn't call it anywhere near ready |
14:29 |
Fleckenstein |
currently working on blending n stuff |
14:29 |
Fleckenstein |
water |
14:29 |
Guest54 |
obviously, but is it a good platform for bots already? |
14:30 |
Fleckenstein |
well I'd have to extract the auth from the client implementation to a library |
14:30 |
Fleckenstein |
currently some parts are very monolithic and i dont like that |
14:31 |
Fleckenstein |
and i think there are issues where the server resends some reliables |
14:31 |
Fleckenstein |
i dont understand why |
14:31 |
Fleckenstein |
it seems to work after having resent them |
14:31 |
Guest54 |
if you are doing texture blending i suggest to not do it like minetest, read up about gamma and make your blending so that in principle it could be gamma-aware |
14:31 |
Guest54 |
you'll avoid a bunch of conceptual mistakes that way |
14:32 |
Fleckenstein |
whar |
14:34 |
Guest54 |
Fleckenstein install the gamma nodes that i could not get into devtest and see for yourself https://github.com/minetest/minetest/pull/12089 |
14:34 |
Guest54 |
the bottom left node has a larger black bar where there should be a gradient. the reason for that is that the blending occurs in the wrong colorspace, which just so works when your entire rendering is not gamma-aware |
14:34 |
Guest54 |
the problem is that PNGs can contain gamma information |
14:36 |
Fleckenstein |
is a gamma aware pipeline significatly architecturally different from a non gamma aware pipeline |
14:36 |
Guest54 |
not really |
14:37 |
Guest54 |
the gradient issue you see in minetest is basically a precision issue |
14:39 |
Guest54 |
Fleckenstein the non-gamma-aware-pipeline basically just leaves out some steps that look superfluous at first glance, but lead to weird bugs like “my gradient looks weird if the gamma is not exactly what i expect” |
14:41 |
Guest54 |
if you want to experience yourself why handling blending correctly is important, try implementing a function that displays a gradient that blends from red to transparent in RGBA. if you define transparent as (0, 0, 0, 0) and full red as (255, 0, 0, 255). if you do it correctly, you get a more transparent red. if you do it incorrectly, the red gets |
14:41 |
Guest54 |
darker while it gets more transparent, because the transparent color is transparent black. |
14:42 |
Guest54 |
does that example make sense to you? |
14:42 |
Guest54 |
like, the naive, obvious, but wrong solution is to just linearly interpolate all values R G B A to get the gradient, but it looks weird |
14:43 |
Guest54 |
(halfway between those is, for example (127, 0, 0, 127), which is certainly not as red) |
14:51 |
Fleckenstein |
just use GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA |
14:51 |
Guest54 |
why? does that do premultiplied blending? |
14:52 |
Fleckenstein |
i dont even get it |
14:53 |
Fleckenstein |
you start with the object that is furthest away |
14:53 |
Guest54 |
uh what |
14:53 |
Guest54 |
i am talking about texture blending here |
14:53 |
Fleckenstein |
im talking about alpha blending while rendering |
14:53 |
Guest54 |
that's like, the same? |
14:54 |
Guest54 |
anyways, if you do the red-to-transparent thing with premultiplied instead of linear blending it will look “correct” |
14:54 |
Guest54 |
it's basically the same amount of effort to handle gamma correctly if i am not mistaken |
14:54 |
Guest54 |
a few multiplications here and there |
14:55 |
Fleckenstein |
the destination cannot be transparent |
14:55 |
Fleckenstein |
you always begin with a fully opaque background color |
14:55 |
Fleckenstein |
e.g. from the skybox |
14:56 |
Guest54 |
i have the feeling you are putting the cart before the horse here. think about texmods. |
14:56 |
Guest54 |
like, construct your approach to blending from atoms and go up |
14:58 |
Zughy[m] |
MT staff: I've posted the next meeting notice, taking place on Sunday |
14:58 |
Fleckenstein |
the alpha value for the source color *is* the ratio |
14:58 |
Fleckenstein |
the destination does not have an alpha channel |
14:59 |
Guest54 |
anyways, i am sure you will figure it out. i just wanted to note that if you do not cargo-cult the approach of always using linear you will probably have less weird corner-cases in blending, such as the above-mentioned gradient that looks weird when gamma is not matching expectations. |
15:00 |
Fleckenstein |
either your remark had nothing to do with what im implementing or you don't get it |
15:00 |
Guest54 |
or the other above-mentioned gradient where halfway between red and transparent is half-transparent half-bright red |
15:00 |
Guest54 |
i think it makes sense to query me |
15:01 |
Fleckenstein |
you dont blend (0, 0, 0, 0) and (255, 0, 0, 255) |
15:01 |
Zughy[m] |
aren't you, like, flooding the chat? |
15:01 |
Guest54 |
the naive approach does that |
15:01 |
Fleckenstein |
you could for example however have (255, 0, 0) and lay (0, 0, 0, 0) on top of that |
15:01 |
Fleckenstein |
which results in (255, 0, 0) |
15:01 |
Guest54 |
well, i think the only thing of value that can come out of this discussion is that handling gamma is not that hard |
15:02 |
Fleckenstein |
if you have (0, 0, 0) and lay (255, 0, 0, 255) on top of it, you get (255, 0, 0) |
15:02 |
Guest54 |
so the value to others is limited, which is why i suggested the query |
15:02 |
Guest54 |
Fleckenstein conceptually i think you can not blend an RGB and RGBA value together, it's a type mismatch |
15:02 |
MisterE[m] |
Would it be possible to make a noise have a variable spread, such as spread=function that returns a vector? That could be ... useful. My guess is no..., since I don't see a way to pass the position being calculated to it. |
15:03 |
Guest54 |
MisterE[m] what is your actual use case for which you want it? |
15:03 |
Fleckenstein |
Guest54 no, I am talking about alpha blending while rendering |
15:03 |
MisterE[m] |
And if no, is that due to the nature of perlin noise or minetest's implementation? |
15:03 |
Guest54 |
Fleckenstein and i am talking about https://en.wikipedia.org/wiki/Alpha_compositing#Straight_versus_premultiplied |
15:04 |
Guest54 |
i'll be quiet until you tell me you read that :P |
15:04 |
MisterE[m] |
Guest54: I want mountains that are elongated in a certain direction, and that direction changes over the map |
15:04 |
MisterE[m] |
Caves too |
15:05 |
Guest54 |
MisterE[m] so like a mountain range that curves? |
15:05 |
MisterE[m] |
So, I want to stretch a noise with a noise |
15:05 |
MisterE[m] |
In a vector direction |
15:05 |
MisterE[m] |
Ideally, without unnecessary calculation |
15:06 |
MisterE[m] |
Guest54, exactly |
15:06 |
Guest54 |
well, does it have to be able to curve into itself? |
15:06 |
MisterE[m] |
Or a 3d cave system that tends to have tunnels in a certain direction, that that direction changes over space |
15:07 |
MisterE[m] |
I don't understand your question |
15:08 |
Guest54 |
i should probably ask a more well-defined question such as “why do you not want to multiply a noise heightmap with something that generates smooth mountains?” |
15:08 |
Guest54 |
or add them, whatever |
15:10 |
MisterE[m] |
Because that does not make long valleys and long mountain ranges, that makes mountains that are roughly equal in every direction |
15:10 |
MisterE[m] |
I could have two noises that are elongated in each direction, that are mixed, but that seems needlessly calculation-intensive |
15:11 |
MisterE[m] |
I would prefer to modulate the spread vector with another large-scale noise |
15:13 |
Guest54 |
here is an article from ken perlin about how to improve perlin noise, maybe the rendering of the blue sphere at the bottom fits your use case? https://web.archive.org/web/20080409215811/http://developer.download.nvidia.com/books/HTML/gpugems/gpugems_ch05.html |
15:13 |
Guest54 |
> Figure 5-11 Bump Mapping a Sphere |
15:13 |
Guest54 |
the middle one |
15:14 |
MisterE[m] |
... that is not relevant to my question, which is about minetest's implementation. |
15:15 |
Guest54 |
it does look like it might be useful for mountain ranges and valles |
15:15 |
Guest54 |
valleys |
15:15 |
Guest54 |
that's why i brought it up, sorry |
15:16 |
Fleckenstein |
> c_0 = C_a + C_b * (1 - a_a) |
15:16 |
Guest54 |
my face when looking at this stuff: a_a |
15:16 |
Fleckenstein |
if C_a is premultiplied with a_a, that's literally what GL_ONE_MINUS_SRC_ALPHA does |
15:17 |
Fleckenstein |
i mean GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA |
15:17 |
Guest54 |
well, good for you that you already found the correct thing ig |
15:17 |
Fleckenstein |
no |
15:17 |
MisterE123 |
Fleckenstein, is that formula for me? |
15:17 |
Fleckenstein |
i think this has nothing to do with what I'm doing |
15:18 |
Guest54 |
why not? in case you did not have it before, now you have the conceptual understanding *why* it works |
15:18 |
Fleckenstein |
what |
15:18 |
Fleckenstein |
no |
15:18 |
Fleckenstein |
again; this is not related |
15:18 |
Fleckenstein |
there is no alpha target |
15:19 |
Fleckenstein |
the target is opaque |
15:19 |
Fleckenstein |
you just blend transparent values over that |
15:19 |
Guest54 |
look, the alpha is a red herring. the common thing is ”doing blending calculations in the correct colorspace with the correct precision is only a little more work than doing it with the naive linear interpolation approach, but fixes a bunch of blending weirdnesses” |
15:20 |
Guest54 |
that was about what i wanted to communicate |
15:20 |
Guest54 |
because minetest does not do it correctly at several places |
15:20 |
Fleckenstein |
its possible that your remark is replated to what I'm doing |
15:21 |
Guest54 |
ig you'll be able to tell me in the future if it was or not |
15:21 |
Fleckenstein |
but if it is, you're not doing a good job in actually explaining how it is related |
15:21 |
Fleckenstein |
the example you named was having 2 RGBA values and interpolating between them |
15:22 |
Guest54 |
because there it is obvious what's wrong with linear interpolation when you get to the dark red in the middle of the gradient |
15:22 |
Fleckenstein |
i am interpolating between two RGB values, using an alpha value as ratio |
15:22 |
Guest54 |
with the gamma example, most people just shrug and say “too much work to get it right, too bad” even though it's essentially the same thing |
15:22 |
Guest54 |
as i said, you might already work in premultiplied space |
15:23 |
Fleckenstein |
i just dont see how it's related |
15:23 |
Fleckenstein |
the article you linked has output alpha |
15:24 |
Fleckenstein |
and alpha for the bottom texture |
15:24 |
Guest54 |
maybe it's easier to ask “what has to happen so two textures from the set of textures in the not-in-devtest gamma test nodes are correctly blended?” |
15:25 |
Fleckenstein |
ok, lets say i have an opaque blue background (0, 0, 200) and want to overlay a half transparent red over that (255, 0, 0, 127) |
15:25 |
Fleckenstein |
the result would be (127, 0, 100) |
15:25 |
Fleckenstein |
is there an issue with that? |
15:28 |
Fleckenstein |
if not, I'll keep in mind to research it / ask you about it when I work on texture modifiers but it's not related to blending during rendering |
15:28 |
Guest54 |
Fleckenstein look at figure 9, the left image is the gamma-correct version, the right image is what i believe to be your approach: https://blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma/#alpha-blending--compositing |
15:29 |
Fleckenstein |
> the top one is drawn with 100% opacity and bottom one with 50% |
15:29 |
Guest54 |
you see the shifts in brightness? |
15:29 |
Fleckenstein |
i fail to see how this is related |
15:29 |
Fleckenstein |
the bottom one has *always* 100% opacity in my case |
15:29 |
Guest54 |
top and bottom here refers to the position in the image |
15:29 |
Guest54 |
not to the layers |
15:30 |
Guest54 |
or so i believe |
15:30 |
Guest54 |
there are solid bars and below them are half-transparent bars |
15:30 |
Guest54 |
both are blended on top of solid background |
15:30 |
Guest54 |
so it's like your example, or not? |
15:31 |
Fleckenstein |
makes sense, yes |
15:31 |
Fleckenstein |
it is related |
15:31 |
Guest54 |
yeah and you see the difference between doing it correctly and incorrectly, even though it is subtle |
15:31 |
Guest54 |
that page has a lot of different examples regarding what happens if you use the naive approach |
15:31 |
Fleckenstein |
they are different, but I can't judge which one is more "correct" |
15:32 |
Guest54 |
it would be more easy if you read the entire page and look at all examples |
15:32 |
Guest54 |
what is ”correct” depends on if you want to have a ”natural light” look |
15:32 |
Guest54 |
i think the fundamental problem is that light emission does not equal perceptual brightness |
15:33 |
Guest54 |
look at these grey bars here: https://blog.johnnovak.net/2016/09/21/what-every-coder-should-know-about-gamma/#light-emission-vs-perceptual-brightness |
15:33 |
Guest54 |
btw you could also fix that stuff in the minetest engine once you understand it ;) |
15:34 |
Guest54 |
anyway, john novak's page explains it probably better then i can why this is important and how your rendering fails if you think it is not |
15:34 |
Guest54 |
if you can live with these rendering artifacts, then don't do it, but to me it looks ugly |
15:36 |
Fleckenstein |
I'd assume that some people hack their textures in a way that tries to mitigates some of these issues, subsequently gamma correction should maybe be a setting? |
15:36 |
Guest54 |
for added insight you can figure out which programs fail to render these images that i used for the devtest stuff correctly (spoiler: a lot) http://www.schaik.com/pngsuite/pngsuite_gam_png.html |
15:36 |
Guest54 |
gamma correction *is* metadata in PNG |
15:36 |
Guest54 |
and no you can't really “hack your textures” to work around these issues |
15:37 |
Guest54 |
i mean you can so they look correctly on your computer with your gamma and whatever |
15:37 |
Guest54 |
but i fail to see how you can workaround the blending/rendering artifacts that occur in linear space |
15:38 |
Fleckenstein |
yea that's why I used the term hack |
15:39 |
Guest54 |
well this is also an issue of precision. if your engine blends in a space where your colors get mushed together, no amount of work will make up for it. |
15:39 |
Guest54 |
anyway, the effects are subtle enough that fixing it in minetest was rejected so hard that not even tests for ”is this fixed” were accepted. |
15:40 |
Guest54 |
and also many applications kinda get away with not doing it. i say “kinda” because once you know what to look for (like novak's examples) you can find those. |
15:40 |
Fleckenstein |
as far as I understand they didn't want to have tests for a feature that doesn't exist? |
15:42 |
Guest54 |
well, it leads to a general question “do you want to have failing test cases for stuff you may implement in the future, to highlight that this does not work yet, or at all”. TDD methodology as i understand it says yes, a lot of people think it is stupid though. |
15:42 |
Guest54 |
in any case, not wanting the tests with the justification ”we are not doing this, ever” is a clear signal that either the work to be done is over-estimated or it is not considered worth it anyway |
15:43 |
Guest54 |
but if you are bulding something anew, IMO it makes sense to do it correctly the first time, because the correct approach can easily emulate the incorrect one, but not vice versa |
15:43 |
Guest54 |
i.e. you just skip some steps or move them around to emulate the naive linear thing |
15:44 |
MTDiscord |
<josiah_wi> TDD methodology says you should have 1 failing unit test for something you will implement presently. |
15:45 |
MTDiscord |
<josiah_wi> You don't want failing tests for features you won't implement yet. Failing tests should block PRs, TDD or not. |
15:45 |
rubenwardy |
TDD means you should write the tests before the implementation, you typically make the tests work before submitting the PR though |
15:45 |
Fleckenstein |
if it's not a lot of work, why don't you just implement it instead of complaining they won't merge the tests |
15:46 |
Guest54 |
have i misunderstood the part where i think that gamma-aware rendering is not wanted? |
15:47 |
Guest54 |
there was a coredev meeting on it, it's linked in the issue i think |
15:47 |
Guest54 |
josiah_wi regarding TDD, there are different approaches and you can easily permit failing test cases if they never worked before |
15:48 |
Guest54 |
josiah_wi also “failing tests should block PRs” is an approach that is subtly different from “failing tests that worked in the past should block PRs” |
15:48 |
Fleckenstein |
I think you are failing to see this from the core dev's perspective |
15:49 |
Guest54 |
i think i understand it perfectly well, the blending artifacts are subtle enough to not care at all |
15:49 |
Fleckenstein |
If it's not a feature they plan on making, it doesn't make sense to put tests in the game |
15:49 |
Fleckenstein |
this does not mean they will necessarily reject the feature |
15:49 |
Fleckenstein |
it's just not on the roadmap |
15:50 |
Guest54 |
Fleckenstein i have seen what happens to topics not on the roadmap, e.g. prollers maps |
15:50 |
Fleckenstein |
lots of minor PRs get merged that are not part of the roadmap |
15:51 |
rubenwardy |
roadmap also doesn't apply to bug fixes |
15:53 |
Guest54 |
yes, but in this case a bunch of gamma-handling code was also dropped from irrlichtmt some time later. maybe that was unrelated, i interpreted it as “the horse is dead”. |
15:54 |
Guest54 |
maybe i misread it https://github.com/minetest/irrlicht/commit/538c9e5cde425ecee1e802fd53344111683b60be |
15:55 |
Fleckenstein |
I think so too |
15:56 |
Fleckenstein |
won't be wanting to set the gamma *for the entire display* |
15:56 |
MTDiscord |
<ROllerozxa> that seems to just be for configuring gamma for the entire screen |
15:56 |
Fleckenstein |
^ |
15:56 |
Guest54 |
well i saw it as ”gamma is not important”, i may have ben too eager here |
15:56 |
Fleckenstein |
nothing in the core dev meeting or the issue suggests that gamma is an unwanted feature |
15:57 |
Guest54 |
let me read it again so i can repent if necessary |
16:12 |
Guest54 |
reading it again, i think that you are both correct in that failing test cases are never accepted, but i probably focused on “From the estimated amount of work and also being a feature approximately nobody cares about this would be rejected” |
16:12 |
Guest54 |
which leads me back to “the artifacts are subtle enough that you can get away with not caring, but it looks ugly” |
16:13 |
Guest54 |
anyways, i hope the topic of how to blend correctly is done for today ^^ |
16:13 |
Guest54 |
i feel sorry for bringing it up here |
16:18 |
sfan5 |
great, 200 messages I won't be reading |
16:18 |
Guest54 |
it's almost all about premultiplied alpha and gamma correction, there is no need to |
16:19 |
Krock |
sfan5: ChatGPT /s |
16:19 |
Krock |
(because it can do summaries) |
16:35 |
|
Desour joined #minetest-dev |
16:41 |
Desour |
Jon[m]: FYI, you can't change settings by modifying settingtypes.txt. that file is just for mainmenu to display the settings menu. use minetest.conf instead |
16:42 |
Jon[m] |
Desour: Doh! That explains that. Thank you |
16:43 |
Desour |
!next |
16:43 |
ShadowBot |
Another satisfied customer. Next! |
16:43 |
Jon[m] |
Thank you for the quick responses folks. I'll be following up after work today |
16:44 |
|
dzho joined #minetest-dev |
16:48 |
|
PrairieWind joined #minetest-dev |
16:48 |
|
PrairieWind joined #minetest-dev |
17:08 |
MTDiscord |
<PrairieWind> I still have the add favorite button. Based on the video, is it something I should make a PR for, just keep working on it, or keep it to myself? https://www.youtube.com/watch?v=f13dPP5etII |
17:57 |
|
Guest54 joined #minetest-dev |
18:11 |
|
tekakutli joined #minetest-dev |
18:30 |
|
dv^_^ joined #minetest-dev |
19:04 |
Fleckenstein |
Guest54: https://mister-muffin.de/p/JDlZ.diff |
19:06 |
Guest54 |
for context, Fleckenstein and me are in a call and our goal is to have fast smooth shadows using builtin irrlicht facilities |
19:08 |
|
YuGiOhJCJ joined #minetest-dev |
19:16 |
Guest54 |
i believe the patch above already does work and looks quite nice, but all the light comes from the camera ^^ |
20:07 |
sfan5 |
you mean stencil shadows? |
20:18 |
|
Guest54 joined #minetest-dev |
20:42 |
|
tekakutli joined #minetest-dev |
21:06 |
|
proller joined #minetest-dev |
22:31 |
|
proller joined #minetest-dev |
22:36 |
|
proller joined #minetest-dev |
22:53 |
|
proller joined #minetest-dev |
23:02 |
|
proller joined #minetest-dev |