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IRC log for #luanti, 2026-02-12

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All times shown according to UTC.

Time Nick Message
00:04 Sheriff_U3 IRC stands for In Real Life Chat :)
00:05 Sheriff_U3 except they leave out the L.
00:20 MTDiscord <raspberrypimaniac> ?? XD
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00:41 mazes_80 so you mean: In Real life Chat ?
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02:34 Sheriff_U3 Does no one get jokes anymore unless they're posted online everywhere?
02:35 user333_ probably
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03:31 [MatrxMT] <Blockhead256> any time you don't understand a joke, just ask ChatGPT to explain it, that will make it funny
03:31 Sheriff_U3 lol
03:33 user333_ "hey chatgpt, what's that joke about the seahorse emoji that's been going around?"
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14:52 MinetestBot [git] AFCMS -> luanti-org/luanti: Build Docker image for ARM (#15980) 1dd278c https://github.com/luanti-org/luanti/commit/1dd278cc138cde988bfa501adf31b97d81c253d8 (2026-02-12T14:51:14Z)
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14:54 MinetestBot [git] cx384 -> luanti-org/luanti: Main menu: Add server list sort filter (#16801) 0dde503 https://github.com/luanti-org/luanti/commit/0dde50384e0d4eeb448c0d66b0acb90bcdaaf454 (2026-02-12T14:53:23Z)
14:54 MinetestBot [git] FreshAlacrity -> luanti-org/luanti: Add setting to disable damage flash (#16009) 3529750 https://github.com/luanti-org/luanti/commit/3529750670a1828e0dd3a97c6fed3117c59045de (2026-02-12T14:53:56Z)
14:56 MinetestBot [git] CrazyladMT -> luanti-org/luanti: Formspec: Make scrollbars scroll while holding down arrow buttons (#1… 0d995ae https://github.com/luanti-org/luanti/commit/0d995ae468cee845b2e278d6d84261d502ed4719 (2026-02-12T14:55:06Z)
14:58 MinetestBot [git] appgurueu -> luanti-org/luanti: Refactor: Move weights to vertex buffer 6c7d626 https://github.com/luanti-org/luanti/commit/6c7d626f0e4b4ecb7f83f0d2ea5ee483b71cd8cb (2026-02-12T14:56:19Z)
14:58 MinetestBot [git] appgurueu -> luanti-org/luanti: Refactor: Introduce HWBuffer 3a8274e https://github.com/luanti-org/luanti/commit/3a8274e6a9fb9f5e3fe4257c98ea486a8ebfc559 (2026-02-12T14:56:19Z)
14:58 MinetestBot [git] appgurueu -> luanti-org/luanti: Refactor: Merge interface and impl for BoneSceneNode 9dbf34f https://github.com/luanti-org/luanti/commit/9dbf34fe0de7701a20785645fae1c2fc6c7ff651 (2026-02-12T14:56:19Z)
14:58 MinetestBot [git] appgurueu -> luanti-org/luanti: Refactor: Rename OpenGLVBO -> OGLBufferObject 3777b4e https://github.com/luanti-org/luanti/commit/3777b4ead727005a4e109c3a9090e2093d9a0bf6 (2026-02-12T14:56:19Z)
14:58 MinetestBot [git] (5 newer commits not shown)
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15:11 farofa hello folks! how are you? the latest commit failed to build. CI is running
15:14 farofa not found SDL_opengl.h
15:29 MTDiscord <luatic> Can you share the build output in a pastebin or so?
15:31 MTDiscord <luatic> so far it looks like i made a silly mistake where i failed to properly update my PR after _IRR_USE_SDL3_ was introduced, which uses a different header
15:31 MTDiscord <luatic> i should have just transitively gotten the header via Common.h, which it seems i already include, so i should have just dropped it
15:32 MTDiscord <luatic> thanks for the report, i'll have a patch for you in a minute when my compile has finished
15:35 MTDiscord <luatic> farofa: #16939
15:35 ShadowBot https://github.com/luanti-org/luanti/issues/16939 -- Remove redundant and broken SDL_opengl.h includes by appgurueu
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15:38 farribeiro https://paste.centos.org/view/a05525dd
15:38 farribeiro flatpak freedesktop-sdk tooling
15:40 MTDiscord <luatic> farribeiro: does my patch work? it should
15:42 farribeiro i dont see your patch
15:43 MTDiscord <luatic> farribeiro: it's the commit in the linked pr, https://github.com/luanti-org/luanti/pull/16939/changes/6ce243dab0a58806182a1cfbad868336c3887306
15:44 MTDiscord <luatic> (i made it a PR to get CI trial runs)
15:50 farribeiro lets wait CI
16:12 farribeiro my build passed
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16:40 MTDiscord <bastrabun> is that related? https://paste.debian.net/hidden/44fd6c08
16:42 MTDiscord <luatic> Bastrabun: Doesn't look related. On a hunch, this could be an issue unearthed by the recent texture-related changes that came with array textures.
16:42 MTDiscord <bastrabun> "active renderer: 4.6/opengl3/sdl 2.32.10"
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17:09 MTDiscord <luatic> merged
17:10 MTDiscord <luatic> looks like the github feed in this channel died?
17:11 MinetestBot [git] appgurueu -> luanti-org/luanti: Remove redundant and broken SDL_opengl.h includes 137fbc6 https://github.com/luanti-org/luanti/commit/137fbc65a07047a4a1680001b784781bd2cc0136 (2026-02-12T17:09:38Z)
17:30 farribeiro i dont think so
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18:23 whosit just running out of VRAM should not reboot linux, right? :p
18:24 Sheriff_U3 I don't think so, but I'm not sure.
18:25 Sheriff_U3 What distro?
18:25 whosit debian... testing?
18:26 whosit it's related to this issue: https://github.com/luanti-org/luanti/issues/16940
18:26 whosit we can't get a backtrace or even any logs, because system just dies, nothing even in journalctl...
18:27 Sheriff_U3 weird
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18:28 Sheriff_U3 I've likely maxed out my vram before (seeing as how I only have 1GB of it) but it's never crashed my system. (Linux Mint)
18:30 whosit I think when I run out of VRAM, only graphics can crash (I still have access to VT and can just restart it...)
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18:32 whosit weird part is no logs or stuff in dmesg when remotely connected
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18:59 ireallyhateirc hmm can we have world-aligned textures for entities?
19:04 Krock ireallyhateirc: entities have no world alignment
19:05 Krock though you could chop the texture using modifiers
19:06 Krock that'll eat your RAM very quickly but does work
19:07 ireallyhateirc I'm thinking about something that would look like this: https://tenor.com/view/sayonara-zetsubou-sensei-zetsubou-sensei-tsunetsuki-matoi-stare-gif-6914307518243861555
19:07 ireallyhateirc so a flowery patterns that'd stay aligned to world as the character moves
19:07 ireallyhateirc that would create some fancy artistic effects
19:08 Krock trippy
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19:38 MTDiscord <luatic> that sounds interesting and is not that hard to do, but realistically it's somewhat niche so probably more of a backburner thing.
19:39 ireallyhateirc yeah, let's focus on the basic stuff we don't have for now
19:39 ireallyhateirc so basic animation features...
19:39 ireallyhateirc and materials
19:40 MTDiscord <luatic> yep!
19:40 MTDiscord <luatic> now that hardware skinning is merged, i'll rebase #16653 soon
19:40 ShadowBot https://github.com/luanti-org/luanti/issues/16653 -- Support (combining) multi-track (glTF) animations by appgurueu
19:40 MTDiscord <luatic> and address desour's review on #16212
19:40 ireallyhateirc saw that, we'll test if that unlags Exile a bit
19:40 ShadowBot https://github.com/luanti-org/luanti/issues/16212 -- Add matrix & rotation Lua APIs by appgurueu
19:41 user333_ how about coloured lighting, it's been put off for yeaaars :p
19:44 crazylad YES
19:44 user333_ you want to do it?
19:44 MTDiscord <luatic> curb your enthusiasm
19:45 user333_ i've heard it's nearly impossible to do without a lot of rewriting
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19:45 MTDiscord <luatic> from what i've heard and seen so far, it is a big pain in the butt to do properly, yes
19:45 Sheriff_U3 ouch
19:46 crazylad I heard that is also requires rewriting node definition stuff or whatever to store the light color data
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19:46 ireallyhateirc there's colored light under my carpet
19:48 ireallyhateirc buy my book which explains how the devs were hiding colored lights under my carpet for the whole time
19:48 user333_ core.colorize("default:lava_source", "orange")
19:48 ireallyhateirc yeah, let's assume irrlicht works
19:50 MTDiscord <luatic> There are multiple problems
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20:28 pgimeno @luatic: about #16212, regarding rotation order: ZXY makes far more sense for at least two reasons. One, it's more intuitive if you want to create a rotation by hand or use a GUI or the like. Two, the gimbal lock is not in a horizontal axis. The second one is more important than it seems, from my experience with Second Life which also has a horizontal gimbal lock axis despite having a sane coordinate system.
20:28 ShadowBot https://github.com/luanti-org/luanti/issues/16212 -- Add matrix & rotation Lua APIs by appgurueu
20:29 pgimeno In SL you run into gimbal lock situations far too often.
20:36 pgimeno I successfully pushed for a sane set_rotation() method for objects in #7927, by the way
20:36 ShadowBot https://github.com/luanti-org/luanti/issues/7927 -- get/set_rotation and get/set_yaw problems
20:38 MTDiscord <luatic> pgimeno: thanks for the info. i don't think it affects my API design much though, does it? i have euler_[xyz|zyx] constructors and to_euler_[xyz|zyx] conversions.
20:38 MTDiscord <luatic> zxy*
20:41 MTDiscord <luatic> or put differently, how would you like the API or documentation to reflect this? are you suggesting we recommend zyx, or that we prescribe it as the "standard" euler format?
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20:45 pgimeno the latter would be better, I don't think anyone needs zyx or xyz
20:45 pgimeno just zxy suffices
20:46 pgimeno (extrinsic, of course)
20:58 MTDiscord <luatic> pgimeno: whether we need it or not, i'm pretty sure it has leaked as the standard for bone overrides because it's what irrlicht uses
20:58 MTDiscord <luatic> so we need to have it for easy migration purposes
20:59 pgimeno hm, then maybe the documentation should clarify that the zxy order is recommended
21:00 MTDiscord <luatic> sounds reasonable
21:00 MTDiscord <luatic> i'm happy as long as users are explicit about the conventions, otherwise it's easy to run into bugs because you assume that euler angles = euler angles which needn't be the case
21:10 pgimeno simply put, xyz order is not pitch/yaw/roll, it's something different
21:10 pgimeno and quite counter-intuitive at that
21:15 ireallyhateirc slap quaternions on it
21:20 MTDiscord <luatic> already what i'm doing, but quaternions still need to and from euler angle conversions :p
21:21 MTDiscord <luatic> pgimeno: so you would suggest we also rename the angles for xyz? what should i name them?
21:22 ireallyhateirc there's a funny case in blender where bone constraints are ruined by internal quaternion->euler conversions
21:23 ireallyhateirc which turns something seemingly intuitive (copy rotation constraint) into the unholy buggy wiggle machine
21:24 ireallyhateirc people who think they need euler angles are exactly the kind of people who shouldn't use euler angles
21:28 MTDiscord <luatic> hehe yeah but we have had euler angles, so now people need to be able to convert
21:28 MTDiscord <luatic> and euler angles are pretty convenient for thinking about some things
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21:29 pgimeno @luatic hm, are they now roll, pitch, yaw? I thought they were like x, y, z. I haven't looked at the patch, just at the comments.
21:33 pgimeno oh I see now, yeah, for xyz I'd rename them to (x, y, z) while for zxy I'd leave them as pitch, yaw, roll
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21:41 pgimeno a very common function in SL is one that takes a vector and returns a rotation that transforms the default forward vector (<0,0,1> in Minetest, I believe) into the given vector, while keeping the vertical pointing up. It will suffer from gimbal lock when the given vector points straight up though, but it's useful to make entities that point in the given direction.
21:42 pgimeno You don't even need eulers for that, just a couple cross products and normalization.
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