Time |
Nick |
Message |
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09:25 |
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09:26 |
shivajiva |
minetest/dev/src/script/common/c_types.h:23:10: fatal error: lua.h: No such file or directory |
09:27 |
shivajiva |
where is it actually looking for lua.h ???????????????? |
09:30 |
calcul0n |
in lua headers i guess, i have one in /usr/include/lua5.1/lua.h |
09:30 |
shivajiva |
oddly enough so do I |
09:32 |
shivajiva |
just trying to compile on ubutu 18.04 but it doesn't want to play |
09:32 |
calcul0n |
hmm, are you sure it's 5.1? afaik minetest only works with this version |
09:33 |
shivajiva |
I can see /usr/include/lua5.1/ with the header sat in there |
09:34 |
calcul0n |
ho wait, it's also included in minetest sources, in src/minetest/lib/lua/src/lua.h |
09:36 |
shivajiva |
yes I have that too |
09:37 |
shivajiva |
it's not like I haven't done this many times, just never on 18.04 |
09:38 |
Krock |
VanessaE: https://krock-works.uk.to/u/patches/0001-Fix-wrong-inventory_image-and-wield_image-types.patch |
09:38 |
Krock |
crash fix for 5.3.0-dev type checks |
09:39 |
shivajiva |
any ideas anyone? |
09:40 |
calcul0n |
why do you have a minetest/dev subdir? i just have minetest/src/... here |
09:40 |
Krock |
shivajiva: checked the makefile paths? |
09:40 |
Krock |
dev/ is ok, if dev is the git clone location |
09:40 |
calcul0n |
ho, i see |
09:41 |
Krock |
clear cmake cache & retry. maybe manual path adjustments for LUA_INCLUDE_DIR is needed |
09:41 |
Krock |
cmake . -DLUA_INCLUDE_DIR=/usr/include/lua5.1 in case that's the right location |
09:45 |
shivajiva |
dev is the cloned location within a minetest folder that holds all the versions I have compiled, I just use it for the head |
09:47 |
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09:50 |
shivajiva |
CMakeCache.txt removed and retry works, thanks Krock |
09:50 |
Krock |
:) |
09:50 |
Krock |
!next |
09:50 |
MinetestBot |
Another satisfied customer. Next! |
09:50 |
shivajiva |
lol |
09:53 |
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09:54 |
shivajiva |
I think I tried to build it before I installed 5.1-dev |
09:55 |
sfan5 |
since the minetest source comes with lua 5.1, you should only need to install it if you want luajit |
09:55 |
shivajiva |
yea that's what I thought |
09:56 |
shivajiva |
it should have built though based on that |
10:00 |
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10:00 |
shivajiva |
I did see it was using system for luajit though whilst poking around |
10:27 |
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11:00 |
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11:30 |
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14:25 |
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16:05 |
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16:30 |
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16:44 |
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16:51 |
Krock |
Minetest be like: |
16:52 |
Krock |
> Implement one feature, close the according issue |
16:52 |
Krock |
> People open 2 new issues as feature requests |
16:52 |
Krock |
> 1 or 2 new bug reports regarding the feature |
16:53 |
Krock |
So in order to bring the issue count down, is to not add any features, and keep bugs. |
17:01 |
rubenwardy |
my favourite is when feature requests are disguised as bug reports |
17:39 |
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17:44 |
Jordach |
Krock, lmao another bug discorvered |
17:44 |
Jordach |
it's not quaternion or euler xyz angles |
17:44 |
Jordach |
it behaves exactly like 5.2 but the anim mixing works |
17:44 |
Krock |
staaph it. no more bugs |
17:45 |
Jordach |
is there an bone limit in irrlicht |
17:45 |
Krock |
probably a 2^n number |
17:45 |
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17:45 |
Krock |
question of the integer size |
17:45 |
Jordach |
49 bones in model so it;s under 8 bits |
17:46 |
Jordach |
another mention that's related |
17:46 |
Jordach |
attached entities with said model also completely lose their shit |
17:46 |
Jordach |
like they flicker every frame to a new position |
17:48 |
Krock |
so.. same as before but worse |
17:48 |
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17:48 |
Jordach |
basically it acts like #9794 but even worse |
17:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/9794 -- set_bone_control broken when using set_animation |
17:48 |
Jordach |
it's like irrlicht isn't handling long armature chains properly |
17:54 |
Jordach |
ah fuck |
17:55 |
Jordach |
i rember a thread on the irrlicht forums mentioning that animated scenenodes aren't meant for entity like objects |
17:56 |
Jordach |
instead iskinnedmesh |
17:58 |
Jordach |
oh my god |
17:58 |
Jordach |
JESUS WHY |
17:58 |
Jordach |
https://github.com/minetest/minetest/blob/master/src/client/content_cao.cpp#L1383 |
17:58 |
Jordach |
any manually positioned bone breaks the bug fix |
18:00 |
Jordach |
"the joint returned by this method may not exist" |
18:20 |
Jordach |
time to have a whack with MSVC |
18:29 |
Jordach |
right, the problem happens in EUJOR_CONTROL |
18:31 |
Jordach |
HMM |
18:36 |
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18:57 |
Jordach |
hold the front door |
18:57 |
Jordach |
wouldn't this patch only fix it for *local animations* ie in third person view |
18:57 |
sfan5 |
why local? |
18:58 |
sfan5 |
every object is a ContentCAO |
18:58 |
sfan5 |
(on the client, that is) |
18:58 |
sfan5 |
unless you're missing with set_local_animation which is indeed only local |
18:58 |
sfan5 |
messing* |
18:58 |
Jordach |
my theory relates to that, if it works with set_bone_rotation with set_local |
18:59 |
Jordach |
because my model does not use set_local at all |
18:59 |
Jordach |
the only thing that comes to mind is that the animation has to be *played* after the bone change |
18:59 |
Jordach |
not before |
19:06 |
Jordach |
uh...weird |
19:10 |
Jordach |
...what |
19:10 |
Jordach |
sfan5, the model is flipped horizontally |
19:12 |
Jordach |
holy shit |
19:12 |
Jordach |
something is flipping the model in eujor_control |
19:14 |
Jordach |
sfan5, https://i.imgur.com/luvSx3L.png |
19:53 |
shivajiva |
'Well it's high noon at the U.K. corral and it's high time I got myself back on the rails. I'm the lonesome cowboy, ridin across the range, with just a hand held radio--to keep me sane, ridin through the f.m. stations, the tumbleweed and the petrol stations. Will all aboard this Yankee station prepare themselves for battle stations' - from the album Infected :) |
19:56 |
Krock |
OMG it's a Yankee with no brim |
19:57 |
shivajiva |
1986 lol |
20:04 |
shivajiva |
https://youtu.be/Snup4XmKioU |
20:23 |
Jordach |
it's not the model |
20:23 |
Jordach |
well it is the model |
20:24 |
Jordach |
pulled out the offsets and noticed a perculiar thing |
20:24 |
Jordach |
https://gist.github.com/Jordach/e2a51d0444b40783562c5145ab2e5f71 |
20:28 |
Jordach |
the models bone scale is all positive, so it's not that |
20:36 |
Jordach |
also, it's not irrlicht mistakenly rotating bones |
20:37 |
Jordach |
it's that blender rotates the bones in edit mode via the roll param |
21:39 |
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22:01 |
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23:03 |
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