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 |