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 ?? XD 00:41 mazes_80 so you mean: In Real life Chat ? 02:34 Sheriff_U3 Does no one get jokes anymore unless they're posted online everywhere? 02:35 user333_ probably 03:31 [MatrxMT] 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?" 14:52 MinetestBot 02[git] 04AFCMS -> 03luanti-org/luanti: Build Docker image for ARM (#15980) 131dd278c https://github.com/luanti-org/luanti/commit/1dd278cc138cde988bfa501adf31b97d81c253d8 (152026-02-12T14:51:14Z) 14:54 MinetestBot 02[git] 04cx384 -> 03luanti-org/luanti: Main menu: Add server list sort filter (#16801) 130dde503 https://github.com/luanti-org/luanti/commit/0dde50384e0d4eeb448c0d66b0acb90bcdaaf454 (152026-02-12T14:53:23Z) 14:54 MinetestBot 02[git] 04FreshAlacrity -> 03luanti-org/luanti: Add setting to disable damage flash (#16009) 133529750 https://github.com/luanti-org/luanti/commit/3529750670a1828e0dd3a97c6fed3117c59045de (152026-02-12T14:53:56Z) 14:56 MinetestBot 02[git] 04CrazyladMT -> 03luanti-org/luanti: Formspec: Make scrollbars scroll while holding down arrow buttons (#1… 130d995ae https://github.com/luanti-org/luanti/commit/0d995ae468cee845b2e278d6d84261d502ed4719 (152026-02-12T14:55:06Z) 14:58 MinetestBot 02[git] 04appgurueu -> 03luanti-org/luanti: Refactor: Move weights to vertex buffer 136c7d626 https://github.com/luanti-org/luanti/commit/6c7d626f0e4b4ecb7f83f0d2ea5ee483b71cd8cb (152026-02-12T14:56:19Z) 14:58 MinetestBot 02[git] 04appgurueu -> 03luanti-org/luanti: Refactor: Introduce HWBuffer 133a8274e https://github.com/luanti-org/luanti/commit/3a8274e6a9fb9f5e3fe4257c98ea486a8ebfc559 (152026-02-12T14:56:19Z) 14:58 MinetestBot 02[git] 04appgurueu -> 03luanti-org/luanti: Refactor: Merge interface and impl for BoneSceneNode 139dbf34f https://github.com/luanti-org/luanti/commit/9dbf34fe0de7701a20785645fae1c2fc6c7ff651 (152026-02-12T14:56:19Z) 14:58 MinetestBot 02[git] 04appgurueu -> 03luanti-org/luanti: Refactor: Rename OpenGLVBO -> OGLBufferObject 133777b4e https://github.com/luanti-org/luanti/commit/3777b4ead727005a4e109c3a9090e2093d9a0bf6 (152026-02-12T14:56:19Z) 14:58 MinetestBot 02[git] (5 newer commits not shown) 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 Can you share the build output in a pastebin or so? 15:31 MTDiscord 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 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 thanks for the report, i'll have a patch for you in a minute when my compile has finished 15:35 MTDiscord farofa: #16939 15:35 ShadowBot https://github.com/luanti-org/luanti/issues/16939 -- Remove redundant and broken SDL_opengl.h includes by appgurueu 15:38 farribeiro https://paste.centos.org/view/a05525dd 15:38 farribeiro flatpak freedesktop-sdk tooling 15:40 MTDiscord farribeiro: does my patch work? it should 15:42 farribeiro i dont see your patch 15:43 MTDiscord farribeiro: it's the commit in the linked pr, https://github.com/luanti-org/luanti/pull/16939/changes/6ce243dab0a58806182a1cfbad868336c3887306 15:44 MTDiscord (i made it a PR to get CI trial runs) 15:50 farribeiro lets wait CI 16:12 farribeiro my build passed 16:40 MTDiscord is that related? https://paste.debian.net/hidden/44fd6c08 16:42 MTDiscord 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 "active renderer: 4.6/opengl3/sdl 2.32.10" 17:09 MTDiscord merged 17:10 MTDiscord looks like the github feed in this channel died? 17:11 MinetestBot 02[git] 04appgurueu -> 03luanti-org/luanti: Remove redundant and broken SDL_opengl.h includes 13137fbc6 https://github.com/luanti-org/luanti/commit/137fbc65a07047a4a1680001b784781bd2cc0136 (152026-02-12T17:09:38Z) 17:30 farribeiro i dont think so 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 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...) 18:32 whosit weird part is no logs or stuff in dmesg when remotely connected 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 19:38 MTDiscord 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 yep! 19:40 MTDiscord 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 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 curb your enthusiasm 19:45 user333_ i've heard it's nearly impossible to do without a lot of rewriting 19:45 MTDiscord 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 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 There are multiple problems 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 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 zxy* 20:41 MTDiscord 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? 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 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 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 sounds reasonable 21:00 MTDiscord 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 already what i'm doing, but quaternions still need to and from euler angle conversions :p 21:21 MTDiscord 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 hehe yeah but we have had euler angles, so now people need to be able to convert 21:28 MTDiscord and euler angles are pretty convenient for thinking about some things 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 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.