Time Nick Message 17:02 MinetestBot 02[git] 04Wuzzy2 -> 03minetest/minetest_game: Replace Minetest mentions with Luanti (#3169) 13312a67b https://github.com/minetest/minetest_game/commit/312a67b40c77395a6c1a791c1f9efaa803635925 (152024-12-04T17:01:28Z) 17:20 MinetestBot 02[git] 04appgurueu -> 03minetest/minetest: Fix false positive compiler warning 1318caf3a https://github.com/minetest/minetest/commit/18caf3a18dda95dbd9555cc16a5dcfc9f025cc35 (152024-12-04T17:19:12Z) 17:20 MinetestBot 02[git] 04AFCMS -> 03minetest/minetest: Make string to v3f parsing consistent, replace `core.setting_get_pos(… 13e545e96 https://github.com/minetest/minetest/commit/e545e96d2bc146765b3d663b24ab0fd7bf85abbd (152024-12-04T17:19:46Z) 17:22 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Add 10-bit texture format and setting to chose PP color depth 1336edc3f https://github.com/minetest/minetest/commit/36edc3f161de03e3c5e8b507d2d6699f0d728ab9 (152024-12-04T17:20:34Z) 17:22 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: GL: fix and clean up some code 131fb7202 https://github.com/minetest/minetest/commit/1fb7202028ae67803f2c10c747cefacd18c35ee7 (152024-12-04T17:20:34Z) 17:22 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Fix some issues with mt_opengl 13a799a54 https://github.com/minetest/minetest/commit/a799a54894c5913a57d7004366044f8c640a8c8c (152024-12-04T17:20:34Z) 17:22 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Move SMaterial std::hash impl to its header 13810f397 https://github.com/minetest/minetest/commit/810f39767cf4780cb050b409d660eed3ead17c81 (152024-12-04T17:20:34Z) 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 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 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 nodes won't have an identity crisis 23:36 MTDiscord 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