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12:02 |
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12:02 |
NoNickFree |
hi |
12:04 |
MTDiscord |
<ROllerozxa> hi |
12:05 |
DLKmike |
does someone know streets mod a bit? after updating streets:asphalt_solid_line nodes etc are gone and i need to remap them. remapping is not the problem, but why is it gone and why not compatible |
12:08 |
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12:29 |
BuckarooBanzai |
!tell DLKmike can you elaborate _which_ streets mod, there are a few out there and they might not be compatible to each other :/ |
12:29 |
MinetestBot |
BuckarooBanzai: yeah, yeah |
13:18 |
MinetestBot |
[git] appgurueu -> minetest/minetest: Fix node placement regression 88af36d https://github.com/minetest/minetest/commit/88af36dd10b854b300156ddd18ec31a3283e9886 (2022-10-31T13:17:28Z) |
13:18 |
MinetestBot |
[git] srifqi -> minetest/minetest: Send crosshair setting after the touch screen GUI has been initialize… 987277d https://github.com/minetest/minetest/commit/987277de52633208fae027e9d3bd0f7affa79a66 (2022-10-31T13:17:50Z) |
13:20 |
MinetestBot |
[git] srifqi -> minetest/minetest: Android: Increase target/compiled SDK version to 32 (#12911) fb3085a https://github.com/minetest/minetest/commit/fb3085a2c593e0671e3322fe0e7d0914a052acef (2022-10-31T13:19:30Z) |
13:22 |
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15:01 |
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15:19 |
kilbith |
Camera API: Splitscreen -> https://www.youtube.com/watch?v=vy-bdZZdHMo |
15:20 |
kilbith |
you can set up as much cameras as you want on the same display using `cam:set_viewport(rect)` |
15:23 |
kilbith |
https://gist.github.com/kilbith/c58232fee8e3886fdf0c10c911701f4d |
15:24 |
kilbith |
hmm, maybe x and y should be in percentage |
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18:56 |
kilbith |
https://www.youtube.com/watch?v=JXoJkJbgfzE |
18:56 |
kilbith |
I get really sick watching the camera rolling |
18:57 |
kilbith |
added player:{enable,disable}_camera() |
19:15 |
Krock |
looks cool. but what's the use? |
19:18 |
kilbith |
omg man, can't believe you ask that |
19:19 |
Krock |
well I just did |
19:20 |
kilbith |
well, use your imagination for once |
19:21 |
Krock |
there was an attempt. couldn't come up with an use for tilted or rotating 3rd perspective rendering |
19:22 |
Krock |
the faraway view looks pretty good for multiplayer games on a fixed area (camera angles for football or something) |
19:24 |
kilbith |
look, I am providing abstract tools to a game engine, modders will certainly find some usecases |
19:24 |
MTDiscord |
<FatalError> And if you dont then you end up with the current system, where anyone who wants to make something cool is shit out of luck |
19:24 |
kilbith |
otherwise we could arbitrarily limit certain functionalities in some paramat fashion and it'll certainly be ridiculous |
19:25 |
MTDiscord |
<FatalError> See: 3dguns. The amount of (yes arbitrary) limitations in this game is fucking ASTOUNDING |
19:27 |
celeron55 |
there are so many possible uses it doesn't really even make sense to try to list any |
19:28 |
kilbith |
exactly |
19:28 |
celeron55 |
vehicles can certainly use custom cameras |
19:28 |
celeron55 |
for one |
19:28 |
MTDiscord |
<FatalError> Thatd be great |
19:29 |
MTDiscord |
<FatalError> Vehicles atm really suck with cameras |
19:32 |
MTDiscord |
<FatalError> The splitscreen api would be even better if you could define the shape, possibly with a masking overlay or something... |
19:32 |
MTDiscord |
<FatalError> That in combination with the get screen info would allow for some really crazy possibilities |
19:32 |
kilbith |
that's another story |
19:34 |
MTDiscord |
<FatalError> True. |
19:34 |
MTDiscord |
<FatalError> But it wouldnt nessecarily be a hard feature to implement |
19:35 |
MTDiscord |
<FatalError> I dont think anyway |
19:35 |
MTDiscord |
<FatalError> Maybe when i finally learn c++. |
19:35 |
kilbith |
the custom cameras have their own rendering pipeline, so I believe we could pass their geometries to the shader which should do some transformations |
19:35 |
kilbith |
idk, thinnking out loud |
19:48 |
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19:59 |
MTDiscord |
<FatalError> Also, i asked previously, but will this API at all add the ability to attach a object to a camera? (As stupid as that sounds) |
19:59 |
kilbith |
for the umpteenth and last time: YES! |
20:00 |
kilbith |
it's ObjectRef:attach_camera() |
20:05 |
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20:16 |
MTDiscord |
<FatalError> No, no i mean make the object follow the camera |
20:16 |
MTDiscord |
<FatalError> Or is that what thatd do? |
20:16 |
MTDiscord |
<FatalError> Umpteenth lol |
20:17 |
Pexin |
you just.. have the object follow whatever object the cam is on. cameras should really not be autonomous anyway |
20:17 |
kilbith |
attachments are object-driven, not camera-driven |
20:18 |
Pexin |
nominate FatalError to study the PR and write the doc. learn C++ if it kills you |
20:19 |
MTDiscord |
<FatalError> Thats... not the point |
20:19 |
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20:19 |
MTDiscord |
<FatalError> For my purposes |
20:19 |
Pexin |
It Is Now |
20:19 |
Pexin |
>:D |
20:19 |
MTDiscord |
<FatalError> Id want to attach an object to the players viewport... i.e. a gun |
20:19 |
MTDiscord |
<FatalError> It just reallt bothers me i can make guns look smokth |
20:20 |
MTDiscord |
<FatalError> Its a decent usecase |
20:20 |
Pexin |
then you attach it to the same object that the cam is attached to |
20:20 |
MTDiscord |
<FatalError> Only how would the player rotate that cam... ntm, unless that includes bone attachments |
20:33 |
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20:54 |
MTDiscord |
<GoodClover> I think I've read this conversation three times, but I think I finally understand what you're asking Fatal. The proposed solution is to replace the left [see diagram] with right. However you still want the player to be able to rotate the camera, and for things to rotate along with it (i.e. they're stuck in-place relative to the viewport), using another object to attach to doesn't do that. |
20:54 |
MTDiscord |
<GoodClover> https://cdn.discordapp.com/attachments/749727888659447960/1036745070755455056/unknown.png |
20:55 |
MTDiscord |
<GoodClover> *three times previously |
20:55 |
MTDiscord |
<GoodClover> Without a public PR or something to read I'd be guessing at to how the new API functions though, haven't been keeping trach |
21:00 |
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