| Time |
Nick |
Message |
| 00:05 |
|
Eragon joined #minetest-dev |
| 00:35 |
|
TheCoffeMaker joined #minetest-dev |
| 00:40 |
|
TheCoffeMaker joined #minetest-dev |
| 00:47 |
|
TheCoffeMaker joined #minetest-dev |
| 01:06 |
|
YuGiOhJCJ joined #minetest-dev |
| 02:30 |
|
YuGiOhJCJ joined #minetest-dev |
| 03:15 |
|
Sokomine joined #minetest-dev |
| 05:00 |
|
MTDiscord joined #minetest-dev |
| 06:30 |
|
SFENCE joined #minetest-dev |
| 07:49 |
|
hwpplayer1 joined #minetest-dev |
| 08:53 |
|
hwpplayer1 joined #minetest-dev |
| 09:22 |
|
Warr1024 joined #minetest-dev |
| 09:24 |
|
SFENCE joined #minetest-dev |
| 09:47 |
|
Warr1024 joined #minetest-dev |
| 11:54 |
|
hwpplayer1 joined #minetest-dev |
| 14:36 |
|
TheCoffeMaker joined #minetest-dev |
| 16:49 |
|
Desour joined #minetest-dev |
| 18:31 |
|
SFENCE joined #minetest-dev |
| 18:44 |
|
Desour joined #minetest-dev |
| 19:00 |
|
SFENCE joined #minetest-dev |
| 19:25 |
MTDiscord |
<luatic> rigid animation is a pain in my ass |
| 19:29 |
Krock |
maybe it's too rigid to move? |
| 19:33 |
MTDiscord |
<luatic> it does indeed not seem to be moving. i don't know if the .x code works to begin with. |
| 19:33 |
MTDiscord |
<luatic> in the gltf importer, i solved it by just treating it as a special case of skeletal animation with weights of 1. |
| 19:34 |
Krock |
did animations ever work in .x? |
| 19:34 |
MTDiscord |
<luatic> skeletal animations work, i've got tests for that |
| 19:34 |
Krock |
ah it might be .obj that don't/didn't support it. |
| 19:34 |
Krock |
I do remember there being some limitation |
| 19:35 |
MTDiscord |
<luatic> the .x code should correctly produce attached meshes |
| 19:35 |
MTDiscord |
<luatic> that is it correctly populates the CSkinnedMesh |
| 19:35 |
MTDiscord |
<luatic> but i doubt whether the CSkinnedMesh worked correctly |
| 19:35 |
MTDiscord |
<luatic> because when i applied a similar change to the gltf importer for testing, that didn't work |
| 19:36 |
MTDiscord |
<luatic> ultimately the problem is that i don't have a .x rigid animation test case to allow me to confidently make changes here |
| 19:37 |
MTDiscord |
<wsor4035> iirc geshin is probably the only one that uses .x to any sort of degree, could ask them. hecks if you can ifnd them |
| 19:38 |
Krock |
your fingers seem to lack a mutex |
| 19:39 |
Krock |
hecks appears and disappears at random |
| 19:39 |
|
SFENCE joined #minetest-dev |
| 19:42 |
Krock |
will merge #15491 and #15496 in 10 minutes |
| 19:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/15491 -- Add Minetest keyword to desktop file for backwards compatibility by KevinAtSesam |
| 19:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/15496 -- Cleanup ban by wrrrzr |
| 19:44 |
MTDiscord |
<siliconsniffer> Nice, that PR for the keyword is pretty useful =) |
| 19:52 |
MTDiscord |
<herowl> I'm pretty sure .obj does support some sort of animation, but I think shapekeys and no skeletal, and on top of that our importer doesn't support even those anyway. |
| 19:52 |
MTDiscord |
<herowl> Krock: the above |
| 19:54 |
Krock |
I see. Thanks for clarifying. |
| 19:56 |
|
SFENCE joined #minetest-dev |
| 20:03 |
MTDiscord |
<luatic> okay i think i got some samples |
| 20:03 |
MTDiscord |
<luatic> took me a bit though |
| 20:51 |
|
hwpplayer1 joined #minetest-dev |
| 21:29 |
|
SFENCE joined #minetest-dev |
| 21:46 |
|
SFENCE joined #minetest-dev |
| 23:33 |
|
panwolfram joined #minetest-dev |
| 23:52 |
|
SFENCE joined #minetest-dev |