Time Nick Message 17:30 Krock VanessaE: Texture "homedecor_shrubbery_green.png" of homedecor:shrubbery_green has transparent pixels, assuming use_texture_alpha = true 17:30 Krock bring me a shrubbery 17:30 Krock that and a ton other, similar warnings in 5.4.0-dev 17:33 VanessaE heh 17:33 VanessaE nfi how to properly fix that. all textures were made with GIMP 17:33 VanessaE however, I could swear they're all either 0% or 100%, no real alpha 17:34 sfan5 the textures are fine, you just need that property in your nodedef 17:34 VanessaE er, no 17:35 VanessaE that property is meant for textures with actual alpha. 17:35 VanessaE it was warned early on that you should never use it if you don't need it, it costs fps 17:35 VanessaE or so I recall 17:36 sfan5 thats news to me 17:37 VanessaE ---==###(*) The More You Know 17:37 VanessaE :) 17:38 VanessaE iirc, some of the first things to use that property were stained glass (as in doyousketch2's mod) or maybe Bobblocks, since faking it using the water alpha didn't work out too well 17:38 VanessaE (I forget why that didn't work, maybe X-ray sides or something) 17:40 sfan5 hm 17:40 Krock well, you only need it for solid nodes, nodeboxes and such 17:40 Krock for glass and liquids it's IIRC not required, right? 17:41 sfan5 use_texture_alpha indeed controls "basic" vs. full alpha for glasslike, allfaces, {plant,fire,torch,sign,rail}like 17:41 sfan5 and of course this was never properly documented 17:42 sfan5 for the drawtype = normal it controls no alpha vs. full alpha 17:42 sfan5 since recently this also applies to meshes and nodeboxes (with compatibility code that genereates these warnings of course) 17:45 sfan5 maybe I need to rework the whole thing again to properly account for opaque vs basic vs alpha 17:47 VanessaE maybe give it a threshold: if a texture has alpha but no translucent pixel is more than say 2% opaque, assume it's a harmless error by the artist or their image editor, and just silently treat it as no alpha and no need for it. 17:48 VanessaE I imagine that would eliminate most false positives/warnings. 17:48 VanessaE (I mean, you simply aren't going to see something that's only 2% opaque :) ) 17:50 sfan5 the point here is to transition to the modder explicitly saying if they want their texture to be opaque or not 17:50 sfan5 for nodeboxes and meshes at least 17:51 VanessaE right 17:51 Krock I'm pretty sure this also helps weak devices to skip alpha calculations 17:52 Krock concluding from what I've read about partially transparent inventory HUD images on the RPI 2 19:43 Sokomine i want a collection of libraries for standard things. a lib that can be updated independently and to which mods stick 19:45 VanessaE *cough* 19:45 VanessaE signs_lib, biome_lib, basic_materials....... 19:45 VanessaE ;) 19:46 Sokomine that's fine :-) but that's not what i have in mind. you seldom get into concact with mineclone or the like...though you do know realtest :-) game developers sadly sometimes get creative over things where they shouldn't 19:47 Sokomine doesn't really need diffrent door implementations for these games...a door is a door... 19:47 VanessaE well mtg kinda got that one sorted out mostly 19:48 Sokomine yes. mtg. i'd be glad if other games would keep to that 19:48 VanessaE (though, do doors have actual "open" and "closed" states yet? or is it still "flipped one way or the other") 19:48 VanessaE shh don't say that in here 19:48 VanessaE you'll draw paramat's ire ;P 19:48 Sokomine oh :-) 19:48 Krock depends on how you define open/closed 19:49 VanessaE Krock: well, covering or not covering the doorway 19:49 VanessaE nothing more than that. 19:49 VanessaE it came up in the regional climate modpack thread, I mentioned how it could be a nice detail if snow/rain could blow in through an open door 19:49 Sokomine well...i don't care that much about *how* it's implemented. but as long as the things function the same for players that want to interact with them - namely right-click the thing and it turns into the other state, is in general a two-node high thing - then i'm not that pleased about lots of diffrent implementations needing workarounds all the time 19:50 VanessaE but then how to detect if a door is "open" relative to the building, I couldn't answer 19:50 Sokomine but diffrent names for dirt, diffrent implemntations for trees and the like are equally annoying :-( 19:51 Sokomine ah. and detecting if a door is open isn't easy. that's right. no really way to detect that...the door might have been placed in open state... 19:51 Krock VanessaE: there's a nice trick where you can put a door into a corner and stand in the middle to safely enter and close the home so that the house is always closed 19:51 Krock kinda teleporting through the non-swinging door part 19:51 Krock so it's never open 19:51 VanessaE heh, nice 19:52 VanessaE though in the case of the snow, I just had in mind a regular flat wall with a door that's either open or not :) 19:52 Sokomine sadly not easy to detect. only the placer of the door will really know 19:53 VanessaE the only way I had in mind involves comparing the 4 nodes to either side of the door, if they line up with the door or not. 19:53 VanessaE but that's slow and hacky 19:53 VanessaE and a door may not necessarily have them 19:53 VanessaE like if there are two or more in a line 19:54 VanessaE (it seems oddly common to have several in a line now, maybe it's for multiple player entry or something) 19:57 Sokomine there may even be an overhang, or the door may be one between two rooms...all not easy to detect :-( 19:57 Sokomine mobs have a hard life! most never discover how to use doors