| Time |
Nick |
Message |
| 00:18 |
andriyndev |
Regarding the size of the patch, I agree that the patch is very large. A large part of it is AI-generated tests which I haven’t reviewed yet, so I think, they should become smaller after this. But the “production” part of the code, I think, is all necessary to implement the current features. I think, if the concept is approved, the patch |
| 00:18 |
andriyndev |
should be split into several parts, the first part of which would be implementing support for only overriding light (or another most trivial property) and applying them for nodes but without support for overriding itemstacks. I could also write a paper or make a presentation which explains all potentially non-trivial concepts and why I used them. I |
| 00:18 |
andriyndev |
could also write a list of the nuances which might cause controversy, to discuss them before starting the code review. |
| 00:31 |
ZenonSeth |
left one comment on #17705 PR, I think it's somewhat important but can make a tiny follow up PR after this too, i think if this optimization goes in 5.18 the follow up should too imho |
| 00:31 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/17705 -- [no squash] Don't retry CDB update check + check response codes by sfan5 |
| 00:37 |
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| 00:56 |
andriyndev |
Regarding overriding tiles, it required a lot of changes due to current organization of pre-processing tiles. In particular, the process of pre-processing the textures depends on other parameters such as drawtype, alpha, waving. For example, for some drawtypes it might enforce the texture to be opaque depending on client settings, and it |
| 00:56 |
andriyndev |
determines, which shader to use for the given texture, and the shader is also a part of the TileSpec. Also, the texture might be either “ordinary” or array one, and it’d also require a different shader. So, we cannot just substitute the texture without breaking all these dependencies. Another nuance - the minimap color, which is calculated by |
| 00:56 |
andriyndev |
mixing the main and overlay tiles, and is also calculated for every node during preprocessing. It’d also require a special handling. |
| 01:21 |
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| 03:25 |
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| 03:27 |
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| 04:00 |
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| 04:06 |
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| 06:07 |
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| 06:17 |
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| 09:12 |
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| 10:09 |
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| 11:53 |
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| 12:59 |
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| 14:21 |
rubenwardy |
Would be handy for the client to show messages to the user if a non 2xx status is returned with json and {message: } |
| 14:22 |
rubenwardy |
CDB dialog specifically |
| 15:05 |
sfan5 |
ZenonSeth: you can send a PR to my PR's branch to get your changes included |
| 15:05 |
sfan5 |
alternatively tell me from where to cherry-pick a commit |
| 15:06 |
ZenonSeth |
I'll make a PR real fast to your branch |
| 15:23 |
ZenonSeth |
pr had to be made in your repo, afaik i can't do it on luanti's main repo |
| 15:25 |
sfan5 |
yes |
| 15:26 |
ZenonSeth |
it's there - pr 6 |
| 16:18 |
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| 16:18 |
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| 16:18 |
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| 16:18 |
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| 16:42 |
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| 16:45 |
Sheriff_U3 |
This comment in lua_api.md is incorrect: https://github.com/luanti-org/luanti/blob/master/doc/lua_api.md?plain=1#L12201 That position is actually in the center of the screen. |
| 16:53 |
rubenwardy |
The element, not the screen |
| 16:53 |
rubenwardy |
Not a very helpful comment though |
| 16:54 |
Sheriff_U3 |
position is used for the screen though. https://github.com/luanti-org/luanti/blob/master/doc/lua_api.md#HUD |
| 16:55 |
Sheriff_U3 |
I ran across this while creating a gui compass. |
| 16:55 |
Sheriff_U3 |
(in the hud) |
| 17:05 |
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| 17:06 |
rubenwardy |
The position is where the top left of the element is |
| 17:06 |
rubenwardy |
So (0.5,0.5) puts the top left of the element to the center of the screen |
| 17:07 |
rubenwardy |
But, as said, unhelpful comment |
| 17:08 |
ZenonSeth |
i can add it as a change in my doc improvement pr |
| 17:08 |
ZenonSeth |
try to improve the comment |
| 17:15 |
ZenonSeth |
er default alignment is (0,0) though so only if alignment was 1,1 would its top-left corner be centered? Sheriff_U3: can you try that with 1,1 to check im not going crazy? |
| 17:18 |
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| 17:20 |
sfan5 |
release on thursday? |
| 17:38 |
ZenonSeth |
sounds good to me |
| 17:45 |
Krock |
I'll be around. |
| 17:50 |
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| 18:51 |
sfan5 |
merging #17699, #17705 in 10m |
| 18:51 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/17699 -- Update credits for 5.18.0 by sfan5 |
| 18:51 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/17705 -- [no squash] Don't retry CDB update check + check response codes by sfan5 |
| 18:51 |
Krock |
currently compiling to test the latter. but fine :) |
| 18:51 |
Krock |
2026-10-28 19:51:31: ERROR[CurlFetch]: HTTPFetch for https://content.luanti.org/api/updates/?type=mod&type=game&type=txp&protocol_version=54&engine_version=5.18.0-dev returned response code 503 |
| 18:52 |
Krock |
this test was quite quick tbh |
| 18:58 |
ZenonSeth |
i didn't leave a comment but i also tested it in client before approving, its what i normally do anyway for approving |
| 19:11 |
sfan5 |
milestone is empty now |
| 19:11 |
sfan5 |
did we already bump the protocol? |
| 19:12 |
ZenonSeth |
looks like yes |
| 19:12 |
ZenonSeth |
LATEST_PROTOCOL_VERSION = 54 + the edit in misc_s.lua |
| 19:16 |
Krock |
yes it was. no formspec version bump, though. is that necessary? |
| 19:16 |
Krock |
might be helpful because there's a few new elements |
| 19:17 |
Krock |
but it's not strictly needed because the version is technically only required to increase when new args are added to existing elements |
| 19:18 |
sfan5 |
we have no rule on that |
| 19:18 |
sfan5 |
however https://github.com/luanti-org/luanti/commit/041a7a600 bumped it and it's in this release |
| 19:24 |
Krock |
thank you :) |
| 19:24 |
Krock |
seems like I missed or forgot about that |
| 19:48 |
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