| Time |
Nick |
Message |
| 04:00 |
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MTDiscord joined #luanti-dev |
| 05:15 |
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mrcheese joined #luanti-dev |
| 05:46 |
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| 06:40 |
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| 13:06 |
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turtleman joined #luanti-dev |
| 14:05 |
sfan5 |
merging #17405 soon |
| 14:05 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/17405 -- Update Gradle and fix Android build scripts by sfan5 |
| 14:45 |
sfan5 |
https://static.wikia.nocookie.net/machikado-mazoku/images/8/82/Metako.jpg/revision/latest |
| 14:59 |
MTDiscord |
<ggepic64> Oh no. Compatibility-breaking update for Android users app builders o_o |
| 15:27 |
sfan5 |
also pushing https://github.com/luanti-org/luanti/commit/7f2939177993089cf45a20b62967798c8e6fb3aa once build passes |
| 16:20 |
Krock |
When's a good time for the locale update + RC build? |
| 16:21 |
Krock |
FYI bugfix https://github.com/luanti-org/luanti/pull/17348 is still open |
| 16:22 |
Krock |
unless someone would like to make a counter-proposal |
| 16:31 |
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ivanbu joined #luanti-dev |
| 16:54 |
sfan5 |
well we need to decide if we are going to have the visual effects PR or not, before proceeding with a weblate update |
| 17:02 |
Krock |
technically we're in feature freeze... |
| 17:02 |
Krock |
though I'd rebase and address the comments now if we really want to have this |
| 17:02 |
sfan5 |
thats the thing to decide I mean |
| 17:04 |
Krock |
https://strawpoll.com/bVg8BEGG1yY |
| 17:05 |
Krock |
giving it 2 hours to decide. will rebase the PR in the meantime |
| 17:07 |
sfan5 |
shouldn't this vote rather be inside our org discussion? |
| 17:10 |
Krock |
yes, you're right... https://github.com/orgs/luanti-org/discussions/170 |
| 17:12 |
sfan5 |
maybe we can ping rubenwardy, nore, @luatic, @Zughy, @cx384 to vote on this too |
| 17:12 |
[MatrxMT] |
<Zughy> already voted |
| 17:13 |
Krock |
dear god. That PR is much older than the depth of my git clone |
| 17:13 |
sfan5 |
I hope we don't end in a tie |
| 17:14 |
rubenwardy |
It can be merged in but the freeze period should reset |
| 17:14 |
[MatrxMT] |
<Zughy> I was scared by the "there might be bugs" but to be honest the celestial vault was quite broken for a long time until I started fiddle with it. So I suppose that worst case scenario bugfixes will follow? |
| 17:33 |
Krock |
the worst-case bug scenario is that some Lua API does not work due to incorrect push/pop use, or shader incompatibility on some devices or combinations of settings |
| 19:00 |
MTDiscord |
<luatic> i have some pending comments but i think none of them was critical, let me check again |
| 19:01 |
MTDiscord |
<luatic> well except for the thing sfan / krock already pointed out |
| 19:01 |
MTDiscord |
<luatic> the lua -> cpp conversion also is more lax than i would like |
| 19:03 |
Krock |
The poll has 5 voltes (unchanged for at least an hour). Shall we give more time or go ahead as the majority decided? |
| 19:03 |
Krock |
for the sake of simplicity .. let's just continue without wasting more time. |
| 19:04 |
MTDiscord |
<luatic> just voted for yes, without knowing that this would result in a perfect 3-way tie 🙃 |
| 19:04 |
Krock |
> <sfan5> I hope we don't end in a tie |
| 19:05 |
Krock |
perfect so let's wait for a 7th vote as tie-breaker |
| 19:05 |
sfan5 |
we could also just wait until tomorrow |
| 19:38 |
MTDiscord |
<.zenonseth> I'm somewhat invested in the visual effects vol.2 partly because it adds artificial_light color setting - but sunlight/moonlight color and more importantly, no reset flag, and no day-night blending of it, (also no smoothing/damping) - all things that I do + moon/day color in https://github.com/luanti-org/luanti/pull/17314 |
| 19:39 |
MTDiscord |
<.zenonseth> so I'm curious to see if its merged since i can rebase my changes on top, though one important distinction is that i was using hex colors, but can re-do them |
| 19:41 |
MTDiscord |
<.zenonseth> like it does a lot, but the ariticial_light api it has is less flexible than what i had imho |
| 19:41 |
MTDiscord |
<luatic> pretty much the only reason to use rgb tables instead of ColorSpec should be that it needs more than the 0-1 range with 256 steps |
| 19:41 |
MTDiscord |
<luatic> if the API is marked experimental, it should be no problem to extend it later, even in a backwards-incompatible way |
| 19:43 |
Krock |
it might've gone faster if that PR didn't combine multiple features in one |
| 19:44 |
Krock |
s/gone/went/ |
| 19:46 |
MTDiscord |
<.zenonseth> +1, my general work experience too (would have just reacted 👍 but that doesn't carry over to irc/matrix) |
| 19:50 |
sfan5 |
honestly the whole PR would be merged already if it wasn't "let's put ten features into one PR" |
| 19:50 |
sfan5 |
s/whole PR/entire features/ (to be pedantic) |
| 20:06 |
MTDiscord |
<wsor4035> while fair, does 10 features in one pr take longer than 10 prs with one feature each given how long some prs can take in luanti |
| 20:07 |
MTDiscord |
<wsor4035> if you have 10, i assume at least one would find luantis curse of prs sitting for years. so kinda doubting the projection |
| 20:09 |
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YuGiOhJCJ joined #luanti-dev |
| 20:12 |
MTDiscord |
<wsor4035> if we do some quick polling of the pr list https://github.com/luanti-org/luanti/pulls/SmallJoker, https://github.com/luanti-org/luanti/pulls/cx384, https://github.com/luanti-org/luanti/pulls/sfence. all prs that require one rather than two approvals, this would indicate no |
| 20:14 |
Krock |
I'd say that 10 separate PRs take longer to merge than 1 large PR. However, having 70% smaller ones merged will be way faster than 100% of the large PR. |
| 20:14 |
sfan5 |
okay then let's say the average "time to merge" of 10 PRs will be much smaller than 1 big one |
| 20:14 |
Krock |
^ that |
| 20:16 |
MTDiscord |
<.zenonseth> i mean also to point out that smaller, focused PRs are less prone to errors slipping in as they require less reviewer context switching - its a thing every programming job i've had in past 10+ years has agreed on |
| 20:16 |
Krock |
partially relevant, when it comes to topic-bound merge times: https://raw.githubusercontent.com/rollerozxa/mt-wiki-dumping-ground/refs/heads/master/devwiki/Merge_Chance_Complexity_Diagram.png |
| 20:20 |
MTDiscord |
<jordan4ibanez> So my toggle for rendering the game upside down is not gonna happen? |
| 20:20 |
sfan5 |
only if you add an API |
| 20:20 |
MTDiscord |
<jordan4ibanez> I like how android gets it's own section 😆 |
| 20:21 |
Krock |
imagine macOS above Android. it scaled by the amount of people working on it. |
| 20:21 |
MTDiscord |
<jordan4ibanez> Well am I allowed to update the chart? |
| 20:22 |
MTDiscord |
<wsor4035> if the ios pr ever gets merged in the next decade, might be above macos |
| 20:22 |
Krock |
it's an archived image of the dev wiki. I license it under CC 0 so do what you want. |
| 20:23 |
Krock |
I also created this .. if it happens to be useful to anyone: https://github.com/rollerozxa/mt-wiki-dumping-ground/blob/master/devwiki/player_object_look_horizontal_vertical_yaw.png |
| 20:23 |
MTDiscord |
<the4spaceconstants2181> including hud? |
| 20:28 |
MTDiscord |
<jordan4ibanez> https://cdn.discordapp.com/attachments/747163566800633906/1535384069305540791/image.png?ex=6a779158&is=6a763fd8&hm=f07e8a68fc6b05f13bee8097f140048cf6ec58284063f03d7c6a70d57f252039& |
| 20:29 |
MTDiscord |
<ggepic64> Is Vulkan this hard to support ? Can't SDL2 use Vulkan ?... |
| 20:30 |
MTDiscord |
<jordan4ibanez> You have to essentially bolt it on |
| 20:31 |
sfan5 |
you spend a lot of time rewriting a lot of things and in the end it's not any faster |
| 20:31 |
sfan5 |
or: it *is* faster in the end but that's only because you were forced to improve the opengl code on the side (which you could have done directly) |
| 20:33 |
MTDiscord |
<ggepic64> So Vulkan is just what OpenGL could have been ? I request a merge of these standards >:( |
| 20:33 |
MTDiscord |
<jordan4ibanez> runelite's gpu plugin is using opengl 4.3+. And they somehow got rendering threads to work with that |
| 20:34 |
sfan5 |
simply put, Luanti is not at the point where there are realistic performance goals that can't be achieved with OpenGL |
| 20:35 |
MTDiscord |
<the4spaceconstants2181> and where would larger worlds go |
| 20:35 |
MTDiscord |
<jordan4ibanez> Exactly, that's why it off the difficulty section |
| 20:35 |
MTDiscord |
<jordan4ibanez> Well larger worlds are already done so they don't go on that chart |
| 20:36 |
MTDiscord |
<wsor4035> iirc isnt it easier/better to do vulkan on macos via moltenvk vs opengl via angle? |
| 20:36 |
MTDiscord |
<wsor4035> for greenfield |
| 20:36 |
MTDiscord |
<jordan4ibanez> It certainly is |
| 20:36 |
MTDiscord |
<wsor4035> may very well be wrong on that |
| 20:38 |
sfan5 |
dunno about the state on macos |
| 20:43 |
MTDiscord |
<jordan4ibanez> Why is 17314 10 different features? It looks like it's only changing 3 values in the shader |
| 21:01 |
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| 22:34 |
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| 23:54 |
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