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IRC log for #minetest, 2022-10-31

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All times shown according to UTC.

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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
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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)
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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
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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()
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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
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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
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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
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