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IRC log for #minetest, 2024-12-29

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All times shown according to UTC.

Time Nick Message
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01:08 ireallyhateirc is there a way to get a raycast for what a player is looking at?
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01:28 ireallyhateirc never mind, I was given a function that does this
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12:28 MTDiscord <bastrabun> Is there a way to express "This position is inside a block collision box"?
12:32 ireallyhateirc you mean the default collisionbox or any collisionbox
12:33 ireallyhateirc the center of a node is at integer positions and span +/- 0.5 nodes in each direction from that center
12:35 MTDiscord <bastrabun> Any collisionbox. Think stairs, slabs, fences, ... all kinds of weird collisionboxes.
12:39 MTDiscord <luatic> by express you mean check whether a position is inside a collision box?
12:39 MTDiscord <bastrabun> yes
12:40 MTDiscord <luatic> what i'd do is get node collision boxes in a +-1 radius, then iterate over all of them and check whether the point is in any of them
12:40 MTDiscord <luatic> radius by taxicab distance
12:40 MTDiscord <luatic> so a cube
12:54 MTDiscord <bastrabun> A fence block is composed of multiple collisionboxes depending on where it connects. If there is no connection in one direction, but I iterate over all defined collisionboxes, I'll detect wrong
12:58 MTDiscord <luatic> if you're running a somewhat recent engine version you have core.get_node_boxes
13:01 MTDiscord <bastrabun> 5.10.0, so it's available. Thanks, I'll try that : )
13:04 freq leave britney alone!
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13:08 MTDiscord <rollerozxa> that's quite the old reference
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13:37 MinetestBot [git] sfan5 -> minetest/minetest: Fix situation around aabbox3d default constructor (#15586) f2b1cc3 https://github.com/minetest/minetest/commit/f2b1cc3e6141f43f8e7b5e55f86ccc05f7b3b1bf (2024-12-29T13:36:30Z)
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14:12 MTDiscord <warr1024> Haha, #2456 ... no way that issue is like 10 years old...
14:12 ShadowBot https://github.com/minetest/minetest/issues/2456 -- Android GUI controls need shadows like chat text
14:13 MTDiscord <warr1024> It got paramatted because people thought it didn't look pretty and during the paramat era, that was apparently more important than usability.  Maybe not anymore.
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15:28 pgimeno @luatic taxicab distance with fixed radius defines a diamond (octahedron) actually, not a cube; the one that defines a cube is the Chebyshev distance
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15:29 MTDiscord <luatic> pgimeno: right, i confused the two. i meant the infinity-norm (chebyshev).
15:30 Krock taxicab sounds like manhattan but with extra steps
15:30 pgimeno I thought manhattan and taxicab were two names for the same thing
15:31 MTDiscord <luatic> yes
15:32 Krock oh indeed.
15:37 sfan5 wsor4035: fwiw I bet optimizing the models used in homedecor would also save some performance. no idea what this thing is but it's 8k vertices per thing https://0x0.st/8sOy.png
15:37 sfan5 (might be pipeworks actually?)
15:39 sfan5 I suppose culling "big" objects individually could also make sense
15:42 MTDiscord <wsor4035> Looks like pipeworks pipes. I can only do the most basic of model edits, so someone else will have to submit a pr for that
15:42 ireallyhateirc shelves with raycast: https://files.catbox.moe/7hy5d6.mp4
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15:46 sfan5 i haven't done it myself but I bet "blender optimize mesh" should get you far
15:46 sfan5 +googling
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16:02 MTDiscord <csperson> can it be made such that there isn't that slight rotation movement when items are placed?
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16:02 ireallyhateirc The common problem with beginner level 3D models is duplicated topology. Blender often creates that upon rewinding an action (which is useful) but some don't know that.
16:03 ireallyhateirc Doing -> edit mode -> pressing "A" -> merge by distance
16:04 ireallyhateirc will remove most of that duplicated topology. I saw an armchair in SweetHome3D that had 3K vertices out of which 2K was duplicated vertices
16:05 ireallyhateirc @csperson, you mean my shelf thing or generally?
16:06 MTDiscord <csperson> the shelf thing. Why would i mean generally? Ig discord replies dont show over irc bridge, but yeah it was in reference to the shelf
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16:08 ireallyhateirc either way that's a problem with entities having interpolated rotation only which is a Luanti problem. Apparently I could add some hacks with attachments and bones but this sounds like a pain to do.
16:09 ireallyhateirc I could make it so only the item affected is rotated and not everything
16:11 MTDiscord <csperson> Hmm. I suppose that makes sense. I wonder if it'd be possible to fix that in the engine itself then. Or rather, reasonably possible.
16:12 ireallyhateirc it'd be possible but you need a happy volunteer to do that and I don't know C++ so there's that
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16:15 MTDiscord <csperson> Hmm, fair enough. It's not like I do either tbh.
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16:25 MTDiscord <wsor4035> made https://github.com/mt-mods/pipeworks/issues/148 for tracking, maybe ill have a crack at it, no promises
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16:39 ireallyhateirc 8K vertices? lol
16:39 ireallyhateirc I'll have a look
16:40 ireallyhateirc it's like the toothbrush https://www.youtube.com/watch?v=H7E3G1PEOAY
16:43 ireallyhateirc Any particular pipe that's so heavy?
16:43 Krock it's galvanized square steel. that's why it's so heavyweight.
16:46 ireallyhateirc the directory has low-poly and high-poly models
16:47 ireallyhateirc and there's this: local polys = ""
16:47 ireallyhateirc if pipeworks.enable_lowpoly then polys = "_lowpoly" end
16:47 ireallyhateirc the low poly variants have decent poly numbers for a blocky game
16:47 ireallyhateirc the high poly valve is 2K vertices
16:50 ireallyhateirc So looks like you can simply switch to lowpoly with a setting
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16:51 MTDiscord <wsor4035> if they look the same, maybe should just switch to those by default/toss high poly
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16:52 MTDiscord <wsor4035> maybe the low poly can be optimized more? could always go for a bit more of a blocky look rather than round to save i guess
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17:03 ireallyhateirc first I'd switch to low-poly by default and then bother with optimising that
17:04 ireallyhateirc the low-poly ones appear to have honest poly-count
17:06 ireallyhateirc the low poly valve has 100 triangles, the high poly one has 3600 triangles
17:07 ireallyhateirc Personally I'd just trash the high-poly models because it just badly clashes with the rest of the game
17:08 ireallyhateirc and they don't bring much gameplay
17:09 ireallyhateirc Also there's no much to optimise in the low-poly models
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17:11 SwissalpS +1
17:14 ireallyhateirc The setting doesn't get exposed to main menu
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17:22 MTDiscord <wsor4035> I'll look in a bit
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19:22 wsor4035 just throwing https://github.com/mt-mods/pipeworks/issues/148#issuecomment-2564816600 out there to see what people think/avoid wasting my time making a polished version for testing in game
19:23 Krock that's going into a perfect direction
19:23 ireallyhateirc the real challenge is keeping one artstyle for all pipes
19:24 MTDiscord <wsor4035> insert warnings all over that im a programmer, not an artist/modeler. just know enough to make the occasional edit/get by
19:24 Krock I didn't even remember that there were such tubes in pipeworks. All that mattered was the item transportation tubes, which are very low poly.
19:24 ireallyhateirc In the end I'm going to make some pipes for my perfect city game so I could give it a try
19:26 ireallyhateirc I usually use octagons as circles though
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20:30 sfan5 wsor4035: btw https://0x0.st/8sJj.txt
20:34 MTDiscord <wsor4035> thanks, i refer to my previous comment of not being good at 3d modeling
20:36 ireallyhateirc My mid-poly character has 15K tris
20:38 Krock Is there yet a yanderedev toothbrush mod?
20:38 ireallyhateirc I could make one
20:39 ireallyhateirc using 15K tris for a well designed character is fine, but 5K for a toothbrush/pipe is ridiculous
20:41 ireallyhateirc sfan5, are these Luanti's builtin warnings or are you using something custom for that?
20:41 sfan5 my own code, might make it into Luanti if I polish it
20:42 Krock inspect the SMeshBuffer size
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21:25 sfan5 ireallyhateirc: they are here right now if you'd like to test https://github.com/minetest/minetest/pull/15594/commits
21:26 ireallyhateirc thanks
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23:53 ireallyhateirc how into node protection?
23:53 ireallyhateirc the API mentions core.is_protected but I couldn't find any info on how to get a node protected
23:57 MTDiscord <wsor4035> thats on you to implement
23:57 MTDiscord <wsor4035> most everyone uses areas
23:59 MTDiscord <wsor4035> is_protect like is_creative_enabled is a function meant to be overridden by mods
23:59 ireallyhateirc so it's a placeholer function that mods can overwrite?

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