| Time |
Nick |
Message |
| 00:00 |
MTDiscord |
<the4spaceconstants2181> thought that was some kind of "squint to see it" thing nope there's a hifi image in there |
| 00:41 |
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| 01:05 |
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| 02:51 |
cheapie |
What are the minimum requirements for the opengl3 driver? I have a box here that reports OpenGL 3.2, but trying to run Luanti on it in opengl3 mode just results in it exiting before the menu gets rendered, no errors logged even in verbose mode |
| 02:51 |
cheapie |
I'm not sure if it doesn't meet the requirements or if I'm hitting a bug in the GPU driver (it has a lot of those) |
| 03:35 |
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| 03:53 |
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| 03:57 |
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| 04:00 |
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| 04:13 |
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| 04:31 |
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| 05:07 |
user333_ |
it runs just fine with 3.1 on my RPi5 |
| 06:05 |
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| 06:31 |
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| 06:47 |
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| 07:08 |
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| 07:30 |
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| 07:51 |
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| 08:19 |
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| 08:26 |
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| 09:00 |
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| 10:25 |
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| 10:58 |
[MatrxMT] |
<birdlover32767> i would like to do command syntax highlighting on luanti but for now only highlighting commands is feasible |
| 10:59 |
[MatrxMT] |
<birdlover32767> because highlighting arguments would need sscsm if you wanted to customized it (and nobody wants another mess of customization like `paramtype2`) |
| 10:59 |
[MatrxMT] |
<birdlover32767> customize it* |
| 11:33 |
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| 11:45 |
MTDiscord |
<goodclover> you should look into how Minecraft do command autocomplete & highlighting |
| 11:45 |
MTDiscord |
<goodclover> it's entirely server-controlled |
| 11:45 |
[MatrxMT] |
<birdlover32767> it probably doesn't ask the server to list possible completions each letter though |
| 11:46 |
[MatrxMT] |
<birdlover32767> maybe it's like a tree of possible params and other params that follow |
| 11:46 |
[MatrxMT] |
<Blockhead256> ..which is possible because of certain client features that don't have comparable features in Luanti |
| 11:48 |
MTDiscord |
<goodclover> wdym not in Luanti? |
| 11:48 |
[MatrxMT] |
<birdlover32767> SSCSM is not implemented (yet) |
| 11:49 |
MTDiscord |
<goodclover> waiting for SSCSM to implement a thing guarantees thing will never happen |
| 11:49 |
[MatrxMT] |
<Blockhead256> well if I recall correctly, Minecraft shows a list of valid completions when you hit tab in its chat widget. Tab in Luanti just asks the server to send back a new string |
| 11:49 |
[MatrxMT] |
<Blockhead256> Luanti has no such advanced capability in its chat widget as Minecraft |
| 11:49 |
[MatrxMT] |
<birdlover32767> imagine doing that per letter |
| 11:49 |
[MatrxMT] |
<birdlover32767> extra lag |
| 11:50 |
MTDiscord |
<goodclover> yeah, changing that to be a list is what is being talked about I thought |
| 11:50 |
MTDiscord |
<goodclover> I'd do it upon spaces and manual tab requesting |
| 11:50 |
[MatrxMT] |
<Blockhead256> it began with syntax highlighting actually |
| 11:50 |
[MatrxMT] |
<birdlover32767> that is easy enough, what is hard is making an infinitely extensible params system |
| 11:51 |
[MatrxMT] |
<Blockhead256> https://github.com/luanti-org/luanti/issues/9663 |
| 11:51 |
[MatrxMT] |
<birdlover32767> like if you wanted to do an int type you could either use "number" and call it a day or register a new "int" type with a custom checking function |
| 11:52 |
MTDiscord |
<goodclover> Impl2 here is what I'd prefer |
| 11:52 |
MTDiscord |
<goodclover> though being able to specify generic things like number as well sounds good |
| 12:16 |
[MatrxMT] |
<birdlover32767> ok, i have come to the conclusion that the chatcommands are not sent to the client |
| 12:16 |
[MatrxMT] |
<birdlover32767> which means either i have to do that or wait until sscsm |
| 12:30 |
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| 12:49 |
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| 12:58 |
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| 13:42 |
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| 13:59 |
sfan5 |
cheapie: opengl 3.2 with compatibility context |
| 14:07 |
cheapie |
sfan5: No extensions? |
| 14:08 |
cheapie |
That box is installing a bunch of Windows updates right now, I'll check what exactly it reports whenever that gets around to finishing |
| 14:11 |
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| 14:13 |
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| 14:16 |
erle |
is anyone of you „gefüllte taubenbrust” of endless sky fame? |
| 14:16 |
repetitivestrain |
? |
| 14:16 |
erle |
i think that person also contributed some shaders to minetest |
| 14:17 |
repetitivestrain |
oh, hmm |
| 14:17 |
erle |
maybe i misremember it |
| 14:17 |
erle |
but the name is evidently a bit long for IRC and contains a space, so … |
| 14:20 |
MTDiscord |
<rollerozxa> they're on discord, if you want me to ping them in here |
| 14:24 |
erle |
well what's the name |
| 14:24 |
erle |
i want to query them |
| 14:42 |
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| 15:02 |
sfan5 |
cheapie: no extensions |
| 15:13 |
erle |
rollerozxa so how can i query someone who is “here” on discord |
| 15:13 |
erle |
? |
| 15:14 |
MTDiscord |
<wsor4035> You dont |
| 15:17 |
MTDiscord |
<luatic> @gefulltetaubenbrust |
| 15:18 |
erle |
so if that gets the attention, let me write a quick off-topic message |
| 15:30 |
erle |
@gefulltetaubenbrust i have noticed that the lighting for spaceships in endless sky is always from one angle, since it seems to be baked in at rendering time. since the player always sees them from one angle and all lights are point lights, one could use normal maps here. so why isn't this done yet? |
| 16:57 |
MTDiscord |
<gefulltetaubenbrust> For one because the game was not originally made with that in mind, but also because of shadows and because a lot of ship sprites contain emissive materials, so it would require at least an additional normal, height and emissive map. Having the sprites pre rendered also allows artists to make full use of stuff like raytracing. There might be other reasons too, i havent really gotten envolved with the coding side of the game... |
| 17:31 |
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| 18:01 |
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| 18:42 |
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| 19:06 |
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| 20:21 |
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| 20:25 |
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| 20:34 |
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| 22:34 |
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