Time |
Nick |
Message |
00:18 |
MTDiscord |
<mistere_123> Its probably expired, but there was an offer on github for someone to buy a quest for a dev who would work on it several years ago. |
00:19 |
MTDiscord |
<mistere_123> Thank you for your answer, c55, I forwarded it to the team beef discord, and they will do further research/ask questions if they take it on. |
00:29 |
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05:00 |
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05:23 |
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07:16 |
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08:21 |
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08:27 |
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09:36 |
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09:48 |
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10:36 |
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12:01 |
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13:14 |
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13:15 |
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16:24 |
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19:04 |
Krock |
Warr1024: would you have a minimal test example for #14204 by any chance? |
19:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/14204 -- Alpha-blending entities disappear when enable_shaders=false |
19:05 |
Krock |
or is citadel deterministic? |
19:06 |
Krock |
ah. it's a static NPC-like object |
19:07 |
MTDiscord |
<warr1024> It's deterministic, always works 100% of the time for me. |
19:08 |
Krock |
^[opacity:100 |
19:10 |
Krock |
hard cut at opacity 127 (not shown) vs 128 (shown) |
19:10 |
MTDiscord |
<warr1024> Yeah, which is weird, because it's not supposed to be either of those things. |
19:11 |
MTDiscord |
<warr1024> If you change the opacity does it change whether the thing is visible or not? |
19:11 |
MTDiscord |
<warr1024> Why would use_texture_alpha=true mean "blend" when shaders are on and "clip" when it's off? |
19:11 |
Krock |
oh don't get me wrong. the opacity does apply properly. just without shaders it suddenly becomes 0 |
19:12 |
Krock |
128 is indeed 50% visible if you want to say so - with and without shaders |
19:12 |
MTDiscord |
<warr1024> I could swear that true always meant "blend" in the past ... I wonder if this is a regression or something... |
19:13 |
MTDiscord |
<warr1024> oh, you mean it actually blends correctly with alpha >= 128? |
19:13 |
Krock |
yes |
19:13 |
MTDiscord |
<warr1024> heh, that's extra weird. |
19:14 |
MTDiscord |
<warr1024> I can recommend making opacity >= 128 in the game as a workaround for this (and for old version compat, once it's properly fixed) at least. |
19:18 |
Krock |
but surely something strange is going on. without ^[opacity, the texture is hard clamped to 255 or 0 |
19:20 |
MTDiscord |
<warr1024> Is there an alpha channel in the original image? |
19:21 |
MTDiscord |
<warr1024> Or are you saying you added one and tried to bake in the alpha, and it got clamped anyway? |
19:22 |
Krock |
nvm sorry. GIMP did not show up properly that the PNG palette is indexed, thus the alpha channel only had two possible values. same issue when using a semi-transparent texture |
19:22 |
Krock |
* two possible values after export |
19:24 |
Krock |
content_cao.cpp: material.MaterialTypeParam = 0.5f; // change to 0.1f |
19:24 |
Krock |
I currently have no idea what this value is supposed to do but we'll figure it out |
19:25 |
MTDiscord |
<warr1024> Well, at least, you've confirmed that this is a legit bug and it's not something we're doing wrong on either the game/mod or the player config side, right? 😅 |
19:32 |
Krock |
yes. luckily it was easy to reproduce |
19:34 |
MTDiscord |
<warr1024> Thanks! |
19:34 |
MTDiscord |
<warr1024> I should probably update the repro instructions to pin it to a specific version of the game, so that the upstream dev can apply a workaround without invalidating the instructions. |
19:37 |
Krock |
#14213 |
19:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/14213 -- ContentCAO: Fix threshold of alpha channel textures by SmallJoker |
19:37 |
Krock |
I kept the instructions generic so that you don't need to publish a special version |
19:39 |
MTDiscord |
<warr1024> Choice of 0.01f instead of like 1.0f / 256 seems a bit weird, but I suppose people are unlikely to rely on alpha == 1 or possibly alpha == 2 being actually visible anyway...? |
19:42 |
Krock |
right. let's make it easier for debugging. 1/256 should cover everything I guess |
19:57 |
MTDiscord |
<warr1024> sounds good to me |
20:55 |
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22:35 |
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22:37 |
lhofhansl |
sfan5: have a look at #14185 and #14212 when you get a chance. 14185 basically fixes a bug where active blocks are not generated. 14212 ensures that client side ray traced culling is deterministic (along with some small improvements) |
22:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/14185 -- Allow active blocks to be generated by lhofhansl |
22:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/14212 -- Ensure deterministic client occlusion culling and minor improvements by lhofhansl |
23:14 |
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23:15 |
grorp |
merging #14087, #14187, #14197, #14214 in 20 min |
23:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/14087 -- Touchscreen: Allow mods to swap the meaning of short and long taps by grorp |
23:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/14187 -- Touchscreen: Recognize double-taps as double-clicks by grorp |
23:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/14197 -- Fix GameUI text staying visible during shutdown. by FoxLoveFire |
23:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/14214 -- Don't run CDB update_detector more than once by sfan5 |
23:17 |
grorp |
oh, and #14082 too (it also has two approvals) |
23:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/14082 -- Remove server's address and port from pause menu by srifqi |
23:32 |
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23:37 |
grorp |
ah damn, I can't merge #14087. I just remembered that I was asked to do a separate fix for #14188 first :( |
23:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/14087 -- Touchscreen: Allow mods to swap the meaning of short and long taps by grorp |
23:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/14188 -- TouchScreenGUI: Shootline isn't updated when the finger doesn't move |
23:42 |
grorp |
Krock: would you be okay with merging #14087 anyway, now that it's already finished? |
23:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/14087 -- Touchscreen: Allow mods to swap the meaning of short and long taps by grorp |
23:42 |
grorp |
done with merging the other PRs. |