| Time |
Nick |
Message |
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| 12:15 |
sfan5 |
merging #15636, #15631 |
| 12:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/15636 -- Fix show_debug setting causing inconsistency between debug control and shown debug info by Desour |
| 12:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/15631 -- Rename getGameMinetestConfig to getGameConfig by wrrrzr |
| 12:47 |
Krock |
FYI: I'll be mostly absent for a few weeks starting from tomorrow. |
| 13:30 |
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| 15:05 |
sfan5 |
merging #15634 after I have turned on the laundry |
| 15:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/15634 -- [no sq] Use polygon offset to fix z-fighting for overlay tiles by sfan5 |
| 15:07 |
sfan5 |
and #15555 too |
| 15:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/15555 -- Add unit test for raycasts falsely skipping nodes by appgurueu |
| 15:08 |
sfan5 |
Krock: enjoy your vacation |
| 15:18 |
Krock |
sfan5: thank you! :) |
| 16:31 |
MTDiscord |
<grorp> The new raycast unittest failed: https://github.com/grorp/minetest/actions/runs/12621061165/job/35167475123 |
| 16:31 |
MTDiscord |
<grorp> [FAIL] test_raycast_noskip - 27ms |
| 16:31 |
MTDiscord |
<grorp> ...test/bin/../games/devtest/mods/unittests/raycast.lua:73: assertion failed! |
| 16:43 |
sfan5 |
looks like it's flaky |
| 16:53 |
sfan5 |
works locally for me |
| 17:02 |
Krock |
already the 2nd "works on my machine but randomly fails on CI" bug. That's not nice. |
| 17:07 |
sfan5 |
well this one uses math.random so it can be explained to some degree |
| 17:21 |
MTDiscord |
<exe_virus> Hurm.... Sounds like I/we need some stronger offline testing, besides the CI |
| 17:21 |
MTDiscord |
<exe_virus> Something that runs a lot more, on a lot more platforms (qemu?) |
| 17:22 |
sfan5 |
how would that have helped? |
| 17:24 |
MTDiscord |
<exe_virus> Anything where rand is involved typically takes a ton of test cases to catch edge cases |
| 17:34 |
Krock |
seed the rand beforehand so that it's a guaranteed sequence |
| 17:47 |
Krock |
Meeting in 13 minutes, if there's anything to discuss. |
| 18:00 |
MTDiscord |
<prolller> https://github.com/minetest/minetest/pull/12142 |
| 18:28 |
[MatrxMT] |
<Zughy> Thanks for the meeting haha |
| 18:32 |
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| 18:34 |
MTDiscord |
<luatic> Maybe I could gauge interest: Should I consider adding a way for the engine to automatically turn .gltf into .b3d (when possible)? Would someone be willing to review that? |
| 18:36 |
MTDiscord |
<luatic> And/or conversely a way to turn .b3d into .gltf (needs just a .gltf writer for SkinnedMesh essentially). |
| 18:37 |
MTDiscord |
<wsor4035> seems like something that would become legacy debt to support, and potentially be a source of issues |
| 18:38 |
MTDiscord |
<wsor4035> for the first one |
| 18:39 |
MTDiscord |
<exe_virus> Definitely push people away from .b3d, the format itself is a source of crashes in Luanti for large meshes |
| 18:39 |
MTDiscord |
<wsor4035> the latter seems like a good idea for an external tool, since you cant import (with animations) b3d into blender |
| 19:36 |
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| 19:39 |
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| 19:59 |
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| 20:01 |
Krock |
@luatic I could imagine having a conversion tool baked into Luanti by CLI. That could lower the entry barrier. However, how many releases do have sufficient gltf support? Players first need to update. |
| 20:03 |
Krock |
Servers need to be recent too. I don't think there's any errors raised by unknown media formats. Clients simply wouldn't receive the models. |
| 20:03 |
Krock |
that's however a concern for modders, or guides respectively. |
| 20:52 |
rubenwardy |
Converting gltf to b3d could allow more modders to adopt gltf. I feel like it may turn out to not be so easy in practice |
| 20:55 |
Desour |
@luatic: I'd review (after at most 1 month). gltf->b3d would be good to make adoption of gltf easier for modders. b3d/x->gltf would be useful to drop b3d,x from the protocol |
| 21:33 |
Desour |
I've been able to reproduce the failing devtest unittest locally. but unittests should really print their randomness seed |
| 21:58 |
Desour |
and it also depends on pos. works with `pos = vector.new(6, 32, -3); math.randomseed(1596190898)`, if someone wants to test. (sanitizers gave me nothing) |
| 22:00 |
MTDiscord |
<luatic> I'll look into fixing it |
| 22:01 |
MTDiscord |
<luatic> I'll also make devtest unittests seed random and print the seed while I'm at it. |
| 23:22 |
MTDiscord |
<luatic> It looks like the unit test is correct and there is an edge case bug with our raycasts |
| 23:33 |
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| 23:41 |
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