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| 00:13 |
MTDiscord |
<luatic> that's not even that bad lol. the way C++ always expands global names for symbols, i've achieved a symbol that was an entire screenful just by nesting some lambdas ;) |
| 00:13 |
MTDiscord |
<luatic> and my code wasn't even that contrived, and rather reasonably structured; mostly everything followed naturally from doing the lazy "use a lambda for iteration" |
| 01:03 |
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| 08:19 |
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| 08:30 |
Krock |
Will merge #16654 #16684 #16529 #16164 in 15 minutes |
| 08:30 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/16654 -- IrrlichtMt: Implement Page Up/Down navigation on edit boxes by SmallJoker |
| 08:30 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/16684 -- Fix minor typo by a-bad-dev |
| 08:30 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/16529 -- Option to make sky stars deterministic by fetsorn |
| 08:30 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/16164 -- Exit confirmation dialog on ESC in main menu by siliconsniffer |
| 08:34 |
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| 08:48 |
Krock |
done |
| 09:12 |
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| 17:01 |
Krock |
@luatic How do I best test #16655 ? I have no idea which models or animations I should compare. |
| 17:01 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/16655 -- Refactor skinned mesh weight data structure by appgurueu |
| 17:01 |
Krock |
let alone - what's affected and what not. |
| 17:17 |
MTDiscord |
<luatic> Krock: This should only affect skinned meshes, so .x, .gltf or .b3d. This refactor mostly only touches weights used in skeletal animation. |
| 17:18 |
MTDiscord |
<luatic> Devtest contains some test models for all three: The lava flan is .x, the animated spider is .gltf, sam is .b3d. |
| 17:19 |
MTDiscord |
<luatic> The animations can be compared against those of current master, but for the most part it suffices to just look at them: If something is wrong, you'll usually notice. |
| 17:23 |
Krock |
alright. I'll also do some testing on a server with animated mobs. let's hope those are 'affected' by this change too |
| 17:24 |
MTDiscord |
<luatic> Krock: anything skeletally animated will be affected |
| 17:24 |
Krock |
what other animations are there? texture animations? |
| 17:24 |
MTDiscord |
<luatic> so every .b3d model for example, which is most animated models (.x is very rare, not sure how much adoption .gltf has so far) |
| 17:25 |
MTDiscord |
<luatic> Krock: rigid animation, basically a special case of skeletal animation with a mesh buffer attached to a particular bone |
| 17:26 |
MTDiscord |
<luatic> some .x models use it (but it seems to be rare), and .gltf can use it as well |
| 17:27 |
MTDiscord |
<luatic> rigid animation uses a different path that doesn't involve weights, it composes the transformation matrix with the bone transformation |
| 20:16 |
MTDiscord |
<luatic> random thought: semitransparency issues can be alleviated to some degree by rendering everything in two passes |
| 20:16 |
MTDiscord |
<luatic> first you render all the opaque fragments, then you render all the semitransparent fragments |
| 20:17 |
MTDiscord |
<luatic> the advantage of this is that the "opaque fragment becomes invisible if there's a semitransparent fragment in front of it" bug becomes impossible |
| 20:17 |
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| 20:17 |
MTDiscord |
<luatic> the disadvantage is that you now do two passes, and it still won't fix semitransparent fragments becoming invisible behind other semitransparent faces |
| 20:51 |
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