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IRC log for #luanti-dev, 2025-11-22

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All times shown according to UTC.

Time Nick Message
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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"
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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
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08:48 Krock done
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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
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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
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