Time Nick Message 04:17 lhofhansl Going to merge #15960 in a bit 04:17 ShadowBot https://github.com/luanti-org/luanti/issues/15960 -- Slight fix to #15949 to handle emerge queue full by lhofhansl 04:31 lhofhansl Done. 10:26 MTDiscord And as to the texture arrays, you need also to consider there may be textures with various dimensions multiple 8 combinations (not only 8x8, 16x16, 32x32, but also 8x16, 64x32, 128x32 and etc). Except that, considering Luanti generally creates pretty many textures (in a result of applying various texture modifiers, overlaying the crack frames), the atlas would fit better for this situation since it can pack inside itself millions of 10:26 MTDiscord 16pix textures and even thousands of only 128pix ones (I counted that in my PR). Minimal allowed array texture size is 2048, so that is much less that the atlas can fit. 10:29 MTDiscord Also, you need to handle the crack animations somehow, adding new textures inside the array with the overlaid crack frames and then changing temporarily the layer index for the cracked faces 10:32 MTDiscord for my atlas I allocated the additional space with the constant tile offset, but for arrays you will possibly need to double the layers count and that would increase still risk of fast getting beyond the array size limit 10:33 MTDiscord considering the arrays allows packing a few textures relatively to the atlases 11:37 [MatrxMT] merging #15756 in 15 min 11:37 ShadowBot https://github.com/luanti-org/luanti/issues/15756 -- Add server/client annotations to settingtypes.txt and use them by grorp 12:19 MTDiscord Cracks are not the problem. You can handle cracks just about any way you like and it will be fine, because there is just a single cracked node. It's a low constant amount of additional drawcalls you're doing. So "doubling the layers count" for array textures would not be necessary. 15:17 sfan5 adding some basic structure for a decal system does not sound like bad idea 15:24 sfan5 think having a second texture and doing the overlaying in the shader 15:27 MTDiscord yeah absolutely, should also help with the overlay tiles 15:27 MTDiscord but the general point is just, we don't need to go to absurd lengths at the texture level to accomodate cracks specifically 15:27 sfan5 well that would be a third thing to overlay 15:27 sfan5 that's not what decals are for 16:57 sfan5 merging #15965, #15966, #15950 in 10m 16:57 ShadowBot https://github.com/luanti-org/luanti/issues/15965 -- ImageSource: restrict max dimensions to protect from integer overflows by sfan5 16:57 ShadowBot https://github.com/luanti-org/luanti/issues/15966 -- docs: Max area volume is now 150 million by Jiskster 16:57 ShadowBot https://github.com/luanti-org/luanti/issues/15950 -- Deprecate some legacy item registration logic by appgurueu 20:43 MTDiscord I assume you will need to reallocate the whole texture array and even not the single one since their size is fixed and you can not know beforehand which a count of textures the given cracked node has and of how many different resolutions each of those textures has. E.g. if the conditional node has three materials with 16x16, 32x32 and 64x64 textures, you will need to rebuild three texture arrays each with those resolutions like 20:43 MTDiscord rebuilding VBOs when it is necessary to extend them with a new bunch of vertices. Such rebuilding is pretty possibly much worth the performance 20:44 MTDiscord This is the case if you don't want to double the texture array size allocating the space for each potential cracked texture beforehand 22:36 exoticalexo Is there a way to make a priv like “basic_priv”, where I can group privs together? 22:44 MTDiscord szutil_roles 22:45 MTDiscord szutilpack on CDB. Also, ask that sort of thing in #luanti, not #luanti-dev. 22:49 exoticalexo 03Oh, sorry03