Minetest logo

IRC log for #minetest-dev, 2024-12-27

| Channels | #minetest-dev index | Today | | Google Search | Plaintext

All times shown according to UTC.

Time Nick Message
00:05 Eragon joined #minetest-dev
01:13 YuGiOhJCJ joined #minetest-dev
04:26 hwpplayer1 joined #minetest-dev
05:00 MTDiscord joined #minetest-dev
06:48 MTDiscord joined #minetest-dev
07:32 SFENCE joined #minetest-dev
07:46 SFENCE joined #minetest-dev
09:04 Krock y5nw: "would need to be considered different keys even if they get the same keycode" << this is already the case now. The key processing priorities are specified by `KeyCache::populate`.
09:06 Krock event.KeyInput.Char is the printable character and event.KeyInput.Key is not dependent on modifiers from what I can see.
09:09 [MatrxMT] <y5nw> Krock: I know. My point is that you would need to support a new case in addition to the existing one.
09:13 SFENCE joined #minetest-dev
09:13 Krock y5nw: sorry, I do not understand what you mean by "a new case". In either way, it seems the only way to skip SDL_IME_ProcessKeyEvent would be to patch the program memory, which is beyond sanity.
09:14 Krock so going with scancodes is probably - after all - the best solution.
09:17 [MatrxMT] <y5nw> Krock: if we have / on shift-7 we would need to consider differentiating the "/"/Shift-7 key event from the event where you only press the "7" key (they would have different keychars but the same EKEY_CODE)
09:19 [MatrxMT] <y5nw> It's largely a secondary consideration though since it would be very hacky to work around IMEs already.
09:44 SFENCE joined #minetest-dev
09:58 SFENCE joined #minetest-dev
10:11 SFENCE_ joined #minetest-dev
11:04 SFENCE joined #minetest-dev
11:38 SFENCE joined #minetest-dev
11:52 SFENCE joined #minetest-dev
12:02 SFENCE joined #minetest-dev
13:17 SFENCE joined #minetest-dev
13:23 whosit joined #minetest-dev
13:46 SFENCE joined #minetest-dev
13:52 SFENCE joined #minetest-dev
14:23 SFENCE joined #minetest-dev
14:42 SFENCE joined #minetest-dev
15:56 SFENCE joined #minetest-dev
16:02 SFENCE joined #minetest-dev
16:35 SFENCE joined #minetest-dev
17:19 SFENCE joined #minetest-dev
17:22 sfan5 particle collision detection seems to be weirdly inefficient
17:23 sfan5 (8% of the client run loop)
17:28 Desour joined #minetest-dev
17:29 Farooq joined #minetest-dev
17:32 Farooq joined #minetest-dev
17:39 Farooq joined #minetest-dev
17:40 sfan5 add_area_node_boxes should really run block-wise
17:40 hwpplayer1 joined #minetest-dev
17:44 SFENCE joined #minetest-dev
17:45 SFENCE_ joined #minetest-dev
17:53 sfan5 might be costing 5-10fps
17:55 sfan5 (this is a scene with rain particles and it doesn't reach full fps even without, so any extra work is noticeable)
18:02 SFENCE joined #minetest-dev
18:04 SFENCE joined #minetest-dev
18:12 MTDiscord <josiah_wi> Particle collision detection could possibly be related to the incorrectly large particle bounding box, maybe?
18:16 sfan5 good idea, but it doesn't use that box
18:23 MTDiscord <luatic> doesn't particle collision detection have the same performance problems as entity collision detection
18:24 sfan5 yes
18:24 MTDiscord <luatic> okay, then it boils down to the fact that we're using an unnecessarily large bounding box rather than a ray with some margin and no spatial indexing for entities
18:25 MTDiscord <luatic> the former we have PRs for, implementing the latter could potentially reuse selectionbox raycast code
18:25 sfan5 the box is the particle size
18:26 sfan5 if it's small enough sure we can use a ray
18:26 Desour collision adds 1 node length in each direction
18:26 MTDiscord <luatic> hence why i'm saying "ray with margin"
18:26 Desour which is especially bad for small boxes, like particles
18:26 Desour (see `collisionMoveSimple`)
18:26 MTDiscord <luatic> we have to add this margin because we allow large collision boxes
18:27 MTDiscord <luatic> we could try to optimize for the common case of small boxes however
18:27 MTDiscord <luatic> similar to what was attempted for raycasts
18:27 MTDiscord <luatic> (but had to be reverted)
18:29 MTDiscord <josiah_wi> How come one of the glTF tests failed on MacOS for #15408?
18:29 ShadowBot https://github.com/minetest/minetest/issues/15408 -- Collision: more accurate computation with acceleration and long dtime by kno10
18:29 MTDiscord <luatic> are you sure it's a gltf test that's failing?
18:29 Krock @josiah_wi It's probably again the biome test
18:30 MTDiscord <luatic> yeah, most likely #15598
18:30 ShadowBot https://github.com/minetest/minetest/issues/15598 -- Random ARM macOS CI failures
18:30 Krock >  Test assertion failed: biome->name == expected.name
18:30 Krock the glTF errors are intentional and good
18:30 MTDiscord <josiah_wi> Yep, it's the biome test.
18:43 Farooq joined #minetest-dev
18:50 vorgzander joined #minetest-dev
18:50 Guest26 joined #minetest-dev
18:52 Farooq joined #minetest-dev
19:51 Farooq joined #minetest-dev
19:55 sfan5 there are definitely a bunch of mods misusing use_texture_alpha
19:56 sfan5 if you bind skipping the transparent ClientMap render pass to quicktune you can see some perfectly opaque rails, door disappearing. also some untinted glass panes
21:04 sfan5 there are like two or three nested maps inside ItemStackMetadata, man
21:06 MTDiscord <wsor4035> name and shame? if there mt-mods ones, can have those fixed pretty quickly
21:08 Sharpman joined #minetest-dev
21:11 sfan5 advtrains, homedecor, ilights, pkarcs_doors3
21:14 SFENCE joined #minetest-dev
21:14 MTDiscord <wsor4035> ilights uses clip, should it not? as for homedecor its used across 22 files, would have to go through all of those i guess
21:16 sfan5 server mods may be outdated, idk.
21:17 sfan5 ilights:lights_on is in the transparent render pass. for no reason.
21:31 YuGiOhJCJ joined #minetest-dev
21:42 SFENCE joined #minetest-dev
23:34 panwolfram joined #minetest-dev

| Channels | #minetest-dev index | Today | | Google Search | Plaintext