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IRC log for #minetest, 2024-12-04

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All times shown according to UTC.

Time Nick Message
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17:02 MinetestBot [git] Wuzzy2 -> minetest/minetest_game: Replace Minetest mentions with Luanti (#3169) 312a67b https://github.com/minetest/minetest_game/commit/312a67b40c77395a6c1a791c1f9efaa803635925 (2024-12-04T17:01:28Z)
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17:20 MinetestBot [git] appgurueu -> minetest/minetest: Fix false positive compiler warning 18caf3a https://github.com/minetest/minetest/commit/18caf3a18dda95dbd9555cc16a5dcfc9f025cc35 (2024-12-04T17:19:12Z)
17:20 MinetestBot [git] AFCMS -> minetest/minetest: Make string to v3f parsing consistent, replace `core.setting_get_pos(… e545e96 https://github.com/minetest/minetest/commit/e545e96d2bc146765b3d663b24ab0fd7bf85abbd (2024-12-04T17:19:46Z)
17:22 MinetestBot [git] sfan5 -> minetest/minetest: Add 10-bit texture format and setting to chose PP color depth 36edc3f https://github.com/minetest/minetest/commit/36edc3f161de03e3c5e8b507d2d6699f0d728ab9 (2024-12-04T17:20:34Z)
17:22 MinetestBot [git] sfan5 -> minetest/minetest: GL: fix and clean up some code 1fb7202 https://github.com/minetest/minetest/commit/1fb7202028ae67803f2c10c747cefacd18c35ee7 (2024-12-04T17:20:34Z)
17:22 MinetestBot [git] sfan5 -> minetest/minetest: Fix some issues with mt_opengl a799a54 https://github.com/minetest/minetest/commit/a799a54894c5913a57d7004366044f8c640a8c8c (2024-12-04T17:20:34Z)
17:22 MinetestBot [git] sfan5 -> minetest/minetest: Move SMaterial std::hash impl to its header 810f397 https://github.com/minetest/minetest/commit/810f39767cf4780cb050b409d660eed3ead17c81 (2024-12-04T17:20:34Z)
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23:19 ireallyhateirc I was thinking about wsor4035's reply regarding node limit: https://github.com/minetest/minetest/issues/6101
23:20 ireallyhateirc the proposed node texture variant solution to my combined walls problem has one disadvantage: nodes losing identity
23:21 ireallyhateirc so I could for example define a generic "wall" node and stuff multiple texture variants into it
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23:24 ireallyhateirc I'm not entirely sure if there's a limit of variant_count in that PR, it appears to be encoded as int?
23:26 ireallyhateirc In the case of my example with 100 wall types each wall node would have 100 variants
23:30 ireallyhateirc Then comes the problem of reading these texture variants in a Voxel Manipulator. The PR adds "param2_variant" and I'm not entirely sure what that is. But afaik param2 has 8 bits so it can represent 256 unique states. That would imply that at best I can read 256 node texture variants in a VM
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23:33 ireallyhateirc hmmm I think I get it now "Nodes can specify a part of param2 to read as the variant number by setting the `param2_variant` field to a `BitField`."
23:34 ireallyhateirc So the number of alternative textures depends on on param2type and free bits
23:35 ireallyhateirc I guess in the end I'd choke on nodes losing their identity rather than hit the max node limit
23:35 MTDiscord <luatic> nodes won't have an identity crisis
23:36 MTDiscord <luatic> their identity just becomes content id + param2 (always has been to some extent tbh)
23:42 ireallyhateirc nothing stops me from doing a general "wall" node with 256 texture variants at this point though
23:42 ireallyhateirc well maybe only the fact that the PR hasn't been merged yet
23:44 ireallyhateirc and as long as I can read that in a VM it's all good
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