| Time |
Nick |
Message |
| 00:44 |
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| 02:17 |
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| 04:00 |
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| 05:30 |
red-001 |
hmm curl supports websockets now |
| 06:05 |
MTDiscord |
<ggepic64> Websickets in such a lib/tool ? 🤔 |
| 06:06 |
MTDiscord |
<ggepic64> (damn) *websockets |
| 09:34 |
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| 18:33 |
Krock |
Today's the alternative RC build date. Though, the Visuals Vol. 2 PR lacks a 2nd review. Day 7 into feature freeze |
| 18:34 |
Krock |
(for 1 week of RC testing for release on 19. August) |
| 18:34 |
sfan5 |
I was planning ot view that PR so we can merge it today, get out an RC build and still have 1 week of feature freeze |
| 18:41 |
Krock |
alright :) |
| 19:01 |
sfan5 |
to review* |
| 19:22 |
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| 19:34 |
sfan5 |
Krock: is the sun supposed to reflect on water or what does "water reflections" mean? |
| 19:35 |
sfan5 |
https://x0.at/tlb2.png or is it about this? |
| 19:36 |
sfan5 |
the sun tint works but is quite excessive to the point of looking weird and unrealistic https://x0.at/7KfR.png |
| 19:36 |
sfan5 |
(doesn't seem to be game configurable?) |
| 19:50 |
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| 20:12 |
Krock |
sfan5: https://gcdnb.pbrd.co/images/wl2WeIKz-6sS.png |
| 20:13 |
Krock |
in my understanding that's the effect, when looking towards the sun |
| 20:13 |
sfan5 |
I can't get that work in my world |
| 20:14 |
Krock |
joined minetest_game with waving water and wneable_water_reflections |
| 20:14 |
Krock |
oh! it might depend on shadow shaders |
| 20:14 |
sfan5 |
the PR says "Water reflections now work without waving water enabled" |
| 20:14 |
sfan5 |
still doesn't work for me |
| 20:16 |
Krock |
works on opengl3 and opengl... hmm. where is the difference then... |
| 20:16 |
Krock |
depends on waving water, so that comment is wrong |
| 20:18 |
sfan5 |
https://x0.at/Au6p.mp4 wrong angle? |
| 20:18 |
Krock |
maybe too steep angle? try 10000 |
| 20:19 |
Krock |
nvm the reflections do always appear |
| 20:20 |
Krock |
enable_waving_water and enable_dynamic_shadows are mandatory for this setting. I cannot find any other |
| 20:21 |
sfan5 |
% grep -E 'waving_wa|dynamic_sh' minetest.conf |
| 20:21 |
sfan5 |
enable_dynamic_shadows = true |
| 20:21 |
sfan5 |
enable_waving_water = true |
| 20:21 |
sfan5 |
did you checkout the PRs branch or merge it into master? |
| 20:21 |
sfan5 |
I did the latter |
| 20:21 |
Krock |
PR branch |
| 20:21 |
Krock |
recompiling... |
| 20:25 |
Krock |
broken when merged into master. perfect. |
| 20:25 |
Krock |
and I certainly am not going to debug that |
| 20:26 |
sfan5 |
you can go ahead with a RC build then |
| 20:28 |
Krock |
the difference is in the shaders. used two different binaries, and both showed the same (non-working) water reflections after applying the diff to master |
| 20:29 |
Krock |
will do the RC build + post + whatnot tomorrow. I am too tired to properly type my password, which is usually a sign |
| 20:31 |
sfan5 |
we do however still need to do an explicit protocol bump |
| 20:32 |
Krock |
wait what. the situation that worked for me was actually with shaders from the master branch and binary from PR |
| 20:34 |
sfan5 |
Krock: do you want to keep #17348 in the milestone? |
| 20:34 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/17348 -- GUIChatConsole: Fix (smooth) scrolling by arrows by SmallJoker |
| 20:38 |
sfan5 |
merging #17426, #17419 in 10m |
| 20:38 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/17426 -- [no sq] Fix more vulnerabilities in mesh loaders by appgurueu |
| 20:38 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/17419 -- Update mod security's version of loadstring to tolerate nil second arg. by technomancy |
| 20:39 |
sfan5 |
also #17436 |
| 20:39 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/17436 -- Update credits for 5.17.0 by sfan5 |
| 21:01 |
sfan5 |
"Texture names are looked up in the following order. Top has the lowest priority." what does this mean? the first entry in the list has highest or lowest priority? |
| 21:02 |
sfan5 |
if the first has lowest priority you wouldn't start looking up there |
| 22:39 |
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