Time Nick Message 12:46 MTDiscord how is the release looking? i see 2 blockers for process related stuff. are we quite close to release, or is there other stuff that needs to be addressed? 12:49 rubenwardy yeah, we're quite close - I think it's more available time than blockers popping up 12:50 MTDiscord good to know ๐Ÿ™‚ 12:51 MTDiscord i'm quite excited. don't want this to be taken as nagging or anything. we are basing our release off 5.7, so it is good to understand when that is 12:51 MTDiscord between performance fixes on our end, and the faster 5.7 mapblock loads, it could be pretty awesome for players 13:10 Guest54 โ€œbasing our release off 5.7โ€* 13:10 Guest54 like wdym 13:10 Guest54 new features? 13:12 MTDiscord no, as in, with every engine release, there comes risk, and we'd like to iron out any issues we missed prior to release, rather than releasing, and releasing again 13:12 MTDiscord we support last 2 versions, so we won't add anything from 5.7 that 5.6.1 cannot support 13:15 rubenwardy yeah, feature freeze is a good time for game and mod devs to run their stuff against the upcoming version 13:49 Guest54 AncientMariner maintainer tip: when you review stuff involving textures, you should make sure people actually know what they are doing. having a 5ร—12 PNG that is 1851 bytes is total bollocks. (spoiler: _0.png) 13:50 Guest54 you can fit so much metadata in this big boi lol 13:52 Guest54 also since minetest is not following PNG specs on some things (a lot of non-browser software does not), gamma and background color of PNG textures won't do you any good 13:54 Guest54 (for the record, 5ร—12 = 60 pixels) 14:14 rubenwardy also, Android does not support textures that have non-power of two (NPoT) resolutions. Minetest will upscale to PoT, but it's best to use PoT where possible 14:48 Guest54 rubenwardy what kind of rendering issues does this cause? blur? 15:24 sfan5 rubenwardy: android sure does, we just don't because we are still on opengl es 1 15:24 sfan5 well not anymore 15:24 rubenwardy sure, I meant our Android port 15:24 rubenwardy is NPoT support a requirement of GLES 2? 15:27 Oblomov so I'm getting a steamdeck, how're the input system improvements going on? 8-D 15:27 rubenwardy looks like it is, I've learned not to assume too much about Android devices 15:27 rubenwardy Oblomov: not made any progress, already plays perfectly fine though with steam input 15:28 Oblomov what's steam input 15:28 rubenwardy Steam Deck comes with Steam Input - it allows you to rebind your controls without the application supporting it 15:28 rubenwardy this is also present on desktop steam 15:28 Oblomov interesting 15:28 rubenwardy With Steam Input, you can bind the Deck controllers to simulate key presses and mouse movement 15:28 rubenwardy https://blog.rubenwardy.com/2022/12/02/minetest-steam-deck/ 15:28 sfan5 rubenwardy: i couldn't easily find out but going by what numzero has said, yes 15:34 Oblomov rubenwardy: thanks 15:38 Oblomov is there anything I could do (assuming I had time I don't actually have) to help with better native support for controllers? 15:40 rubenwardy you could work on fixing SDL issues in the engine 15:40 rubenwardy https://github.com/minetest/irrlicht/issues/137 15:41 rubenwardy I've got a branch with SDL gamepad support, works quite well 15:41 rubenwardy when we have SDL and that branch, we then need GUI support, rebinding, and showing input icons 15:41 rubenwardy GUI support will be a huge pain, I started working on a proof of concept but doing it cleanly might need redesigning the event system surrounding formspecs 15:46 rubenwardy Here's my branch: https://github.com/minetest/minetest/pull/12888 17:29 MTDiscord so assuming you use PoT rather than NPoT, what is the expected size? 17:29 MTDiscord (i'm absolutely pretending to know what i'm on about, and i very much don't) ๐Ÿ™‚ 17:30 MTDiscord graphics isn't my strong point, but i'm open to learning 17:31 MTDiscord oh, and Guest54, at the time that was originally merged, I was a lowly dev. i probably didn't even have dev status or may have just got it then 17:32 MTDiscord so i couldn't really have a say in that one 20:11 Guest54 AncientMariner i am not blaming you for past evils, i am telling you that some contributors put their entire life story in the exif data in the png 21:28 MTDiscord Game & mod devs should probably be running automated image optimizers on everything, which should include throwing away metadata that's not needed in-game. If you want to keep the metadata somewhere, that's what asset source files and .gitattributes export-ignore are good for. 21:49 fluxionary_ is there a way to see why a server isn't getting added to the server announce list? it's accessible from the outside, `server_name`, `server_description`, `server_address`, and `server_announce` are all set. 21:50 fluxionary_ wait, let me check that i poked a hole in the firewall for ipv6... 21:51 MTDiscord If server_address is IPv6 or a name that resolves to IPv6 then yeah, you'll need that. MT also doesn't like to listen on 2 address families at the same time, it seems, so if you want to support both v4 and v6 clients it seems like you might need a firewall redirect for that. 21:52 fluxionary_ yup, wish i'd thought that before i'd asked, that's almost certainly what the issue was 21:52 fluxionary_ oh interesting 22:15 fluxionary_ hm that's not it, looks like the IPv6 hostname never even registered properly... 22:16 fluxionary_ or wait, yes it did, it was just hiding on "page 2"... 22:17 fluxionary_ guess i'm waiting a few days for the DNS records to sort themselves out then