Time Nick Message 00:00 MTDiscord thought that was some kind of "squint to see it" thing nope there's a hifi image in there 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) 05:07 user333_ it runs just fine with 3.1 on my RPi5 10:58 [MatrxMT] i would like to do command syntax highlighting on luanti but for now only highlighting commands is feasible 10:59 [MatrxMT] because highlighting arguments would need sscsm if you wanted to customized it (and nobody wants another mess of customization like `paramtype2`) 10:59 [MatrxMT] customize it* 11:45 MTDiscord you should look into how Minecraft do command autocomplete & highlighting 11:45 MTDiscord it's entirely server-controlled 11:45 [MatrxMT] it probably doesn't ask the server to list possible completions each letter though 11:46 [MatrxMT] maybe it's like a tree of possible params and other params that follow 11:46 [MatrxMT] ..which is possible because of certain client features that don't have comparable features in Luanti 11:48 MTDiscord wdym not in Luanti? 11:48 [MatrxMT] SSCSM is not implemented (yet) 11:49 MTDiscord waiting for SSCSM to implement a thing guarantees thing will never happen 11:49 [MatrxMT] 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] Luanti has no such advanced capability in its chat widget as Minecraft 11:49 [MatrxMT] imagine doing that per letter 11:49 [MatrxMT] extra lag 11:50 MTDiscord yeah, changing that to be a list is what is being talked about I thought 11:50 MTDiscord I'd do it upon spaces and manual tab requesting 11:50 [MatrxMT] it began with syntax highlighting actually 11:50 [MatrxMT] that is easy enough, what is hard is making an infinitely extensible params system 11:51 [MatrxMT] https://github.com/luanti-org/luanti/issues/9663 11:51 [MatrxMT] 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 Impl2 here is what I'd prefer 11:52 MTDiscord though being able to specify generic things like number as well sounds good 12:16 [MatrxMT] ok, i have come to the conclusion that the chatcommands are not sent to the client 12:16 [MatrxMT] which means either i have to do that or wait until sscsm 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 14:16 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 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 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 You dont 15:17 MTDiscord @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 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...