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IRC log for #luanti-dev, 2026-08-12

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All times shown according to UTC.

Time Nick Message
00:44 Sokomine joined #luanti-dev
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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
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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 rubenwardy joined #luanti-dev
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 Eragon joined #luanti-dev
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
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