Time Nick Message 00:38 MTDiscord ruben: since the website has migrated(cant just tweak previous pr), anything new for website version bump, or just adjust stuff in new location? 01:13 rubenwardy it's the same - stuff in the data dir, and stuff in _includes/pages/downloads 08:40 rubenwardy Doesn't 5.15 come with texture arrays? If there's a significant performance improvement that should be on the highlights 08:42 sfan5 yes 08:51 sfan5 I edited the forum post a bit 08:53 rubenwardy For the blog post, do you have any figures on the improvement? 08:54 rubenwardy Features? Anything other than array textures? 09:01 sfan5 people have reported 2x to 10x in the PR, could use that with an "up to" to be cautious 09:07 sfan5 looking through the changelog: "Add inventory image animation API" deserves a mention, dynamic shadows on Android, maybe non-cubic chunk size 09:07 sfan5 mainmenu features: dark mode, ESC dialog, taking screenshots 09:30 MTDiscord Personally, I am fine with leaving that last thing out of the highlights, as there is no visual feedback for the user, and it feels half-baked. 16:07 sfan5 merging #16863, #16853, #16818, #16811 in 15m 16:07 ShadowBot https://github.com/luanti-org/luanti/issues/16863 -- Fix typo in option desc by AMDmi3 16:07 ShadowBot https://github.com/luanti-org/luanti/issues/16853 -- Add translator comments for some ambiguous strings by Wuzzy2 16:07 ShadowBot https://github.com/luanti-org/luanti/issues/16818 -- Add 'curl_proxy' setting by j-r 16:07 ShadowBot https://github.com/luanti-org/luanti/issues/16811 -- Reduce send block loops at large distances by lhofhansl 17:09 rubenwardy what new shaders are supported on Android now vs 5.14.0? I see the PR but it doesn't list them 17:09 rubenwardy other than dynamic shadows 17:13 sfan5 everything gated behind enable_dynamic_shadows 17:16 user333_ dynamic shadows look amazing but i keep them off because it isn't worth it for 45 FPS, though i assume a modern phone could handle it 17:20 sfan5 rubenwardy: this is the full-size screenshot in case you want to use it https://forum.luanti.org/download/file.php?id=31163 17:30 rubenwardy enable_water_reflections - i feel like this should be called specular highlights or something as it's not true reflections 17:31 rubenwardy so it appears to juse be enable_water_reflections and translucent foilage 19:06 MTDiscord irrlicht never ceases to amaze. apparently quaternion multiplication basically has its operands swapped. 19:06 MTDiscord naturally, this does not seem to be documented anywhere, and is inconsistent with matrices.# 19:06 celeron55 good enough for quake clones 19:07 MTDiscord i mean really i've seen my fair share of notation, i don't mind. in principle it's completely valid to want to do function composition the other way around. this is also what stacklangs / RPN do. 19:08 MTDiscord but for the love of god, if you do this, do it consistently, and document it well because it is very nonstandard 19:21 Krock to be fair, Luanti API functions aren't always consistent either. 21:18 rubenwardy are texture arrays supports on android / gles? 21:18 sfan5 yes 21:19 sfan5 requires GLES 3.0, which most people have 21:19 rubenwardy okay, will the driver be gles3 then? 21:19 rubenwardy *ogles3 21:19 rubenwardy I only see ogles2 in the list 21:20 sfan5 ogles2 21:20 sfan5 ...because it supports OpenGL ES 2.0 and later 21:22 rubenwardy fact check: 21:22 rubenwardy > Your device needs to support and use OpenGL 3 or GLES 3. You can verify this by checking the About tab of the main menu. On desktop, it should say “opengl3” and not “opengl” on the bottom left. On Android, it should say “ES 3 / ogles2”. 21:23 sfan5 correct 21:24 sfan5 very minor point: our 'opengl3' driver requires OpenGL 3.2 21:24 rubenwardy will update that in the first sentence 21:25 sfan5 by the way dynamic shadows require at least OpenGL ES 3.2 21:26 sfan5 (could possibly work on ES 3.0 with the right extensions, which makes it hard to say this exactly) 21:30 rubenwardy does texture arrays require 3.2 as well or just 3.0? 21:33 sfan5 just 3.0 21:33 user333_ i sucessfully ran 5.14 with a machine that could only do OpenGL 3.1 21:33 sfan5 OpenGL ES 3.0 *or* OpenGL 3.2 (since that are the base requirements for the 'opengl3' driver) 21:33 sfan5 to be clear 21:34 user333_ but it didn't meet either of those requirements- it couldn't even do 3.3 which was required for software like PrusaSlicer and Blender 21:36 sfan5 we're not talking about the minimum requirements. which haven't changed by the way. 21:44 rubenwardy anyone noticed the macos builds are named differently 21:44 rubenwardy anyway Android builds uploaded, doing playstore now 21:44 rubenwardy this is so much less painful with the script 21:47 rubenwardy ok in review 21:48 rubenwardy draft blog post https://github.com/luanti-org/blog/pull/173 21:54 sfan5 commented 22:01 rubenwardy what's the difference between an array texture and a texture array? 22:01 user333_ the order of two words 22:02 sfan5 https://wikis.khronos.org/opengl/Array_Texture they're called that 22:02 rubenwardy okay so is everyone who calls it a texture array wrong 22:02 sfan5 technically yes 22:03 rubenwardy ie https://www.youtube.com/watch?v=YTfdBSjitd8 22:03 sfan5 i guess it depends on whether you use "texture" to refer to the logical or physical texture (for lack of better words) 22:04 sfan5 a $whatever_you_call_it is a single logical texture but contains multiple physical textures 22:04 sfan5 wait I think that's not helpful at all 22:07 rubenwardy updated 22:08 rubenwardy a texture array is inside an ArrayTexture 22:08 rubenwardy luckily we don't need to explain this 22:11 rubenwardy actually I think auri is using vulkan there