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Remove use_texture_alpha compatibility code for nodeboxes & meshes #13929

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merged 1 commit into from Dec 13, 2023

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sfan5
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@sfan5 sfan5 commented Oct 26, 2023

finishes what fff0393 started
compat code & warning has been in the engine for 3 releases (2+ years)

it means that: if you have a node with

  • drawtype nodebox or mesh
  • and use_texture_alpha unset

it will now always be opaque, just like the warning message used to say.

To do

This PR is Ready for Review.

How to test

Join ingame, look at a bunch of transparent, semi-transparent and opaque nodes.
Notice they are looking exactly as expected.

@sfan5 sfan5 added @ Client / Audiovisuals Maintenance Tasks to keep the codebase and related parts in order, including architectural improvements labels Oct 26, 2023
@erlehmann
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@rubenwardy would it be easily possible to scan ContentDB for mods that still trigger this warning? Has it been done maybe?

compat code & warning has been in the engine for 3 releases (2+ years)

To put this in perspective: fff0393 was committed on 2020-08-12.

This means that Minetest 5.4.0 was the first release containing the compat code and warning. Therefore:

This means some users (those who get Minetest from the package repositories) will never have seen the warning.

@sfan5
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sfan5 commented Oct 27, 2023

We can't be considerate of Debian's practice of shipping ancient software in the name of """stability""".
Neither is it our duty to figure out which mod authors have been ignoring the warning for the past 2 years and maybe even ping them.

Please stop creating work where there is none.

@erlehmann
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erlehmann commented Oct 27, 2023

Neither is it our duty to figure out which mod authors have been ignoring the warning for the past 2 years and maybe even ping them.

If it is easily possible, I volunteer to write some script to figure it out and ping those people myself.

It seems to me that figuring out if it is easy is also too much work, so I guess there is nothing to be done here.

Edit: Besides, I never said ”do not do the thing”. I just pointed to the consequences, you can do the thing regardless if you do not care.

Edit 2: I am well aware of shitty packaging practices myself – when I added Emoji to GNU Unifont, Ubuntu somehow managed to package a version where some where missing, resulting in users telling me some Emoji did not work until the next release fixed it. Debian is at least sometimes nice enough to ask upstream if they do want to do a new release before the Debian release freeze, whereas Ubuntu apparently just packages whatever they can find.

@sfan5 sfan5 added this to the 5.9.0 milestone Dec 10, 2023
@sfan5 sfan5 merged commit d1a55e9 into minetest:master Dec 13, 2023
13 checks passed
@sfan5 sfan5 deleted the uta branch December 13, 2023 12:16
siboehm added a commit to Astera-org/minetest that referenced this pull request Jan 17, 2024
Add ZMQ

Worlds shittiest minetest interface

CI MacOS install zmq

Handshakes, plus send Screenshots back

cleanup

Extract all command names

Move remote handler into own file

hook mouse

.

non-working protobuf commit

switch to capnproto

Send image with capnp

Send reward

Multi keypress in the client

support all possible keys

Add environment.yml

Commit unmodified eluther gym env

Fail to close the inventory

Minetester define action and obs space

Gymnasium basic work

gym env check bounds

switch dummy client to pygame

More work on gym client

more progress

First working gym client

Rm old client

Combine isRemote() and isRandom()

Make client port configurable

fix camera mode and sneak

.

fix remote cli flag

vscode

Add basic reward mod

Parse reward from HUD in C++

.

Cmake changes to get Linux building

README: add linux packages for capnp

minor linux changes

save png HACK

.

Linux CI deps

tri again

tri again

gitmodules

submodules

submodules

.

First draft

env start xvfb

more headless

fix screenshot startup issue

add handshaker for debugging

create a new world when starting a game

Now `minetest --gameid <foo> --go` should work.
Previously it would fail because a world was not specified, and the
default one did not exist.

Change-Id: Ic6001f73713d59930e96c3f2a30395f5b0b8cbb9

Improve Irrlicht instructions (minetest#14055)

Specify the version when cloning.
Move instructions from CMakeLists to docs/compiling/.

Check if liquid can flow into empty node before picking it as source (minetest#14057)

Fix unittest failure for release versions (minetest#14067)

GUIFormspecMenu: Fix race condition between quit event and cleanup in Game (minetest#14010)

To not instantly free GUIFormSpec upon close/quit, Game periodically
cleans up the remaining instance on the next frame.

When a new formspec is received and processed after closing the previous formspec
but before the cleanup in Game, the formspec would be closed regardless.
This now re-creates the formspec when the old one is already pending for removal.

Add sound volume when unfocused setting (minetest#14083)

This adds a new setting to set sound volume multiplier when Minetest window is unfocused/inactive (sound_volume_unfocused, located in Settings > Graphics and Audio > Audio > Volume when unfocused).

If the window is not focused, the sound volume will be multiplied by sound_volume_unfocused setting. The sound volume will be set back to sound_volume again when the window is focused.

Avoid movement jitter (minetest#13093)

This allows the client and server to agree on the position of objects and attached players even when there is lag.

Try to fix safeWriteToFile producing empty files on Windows (minetest#14085)

Use win32 APIs to write the temporary file before copying to the final
destination. Because we've observed the final file being empty, we
suspect that std::ostream::flush is not flushing.

Also add a test for it.

Remove use_texture_alpha compatibility code for nodeboxes & meshes (minetest#13929)

Warning: inform about entity name when bug detected about attachement (minetest#13354)

Clean up porting.h a bit

Improve clock_gettime usage

- correctly use value of _POSIX_MONOTONIC_CLOCK
- drop special path for macOS: it supports clock_gettime since macOS 10.12

Reduce test framework macrosity

Delete clang-format files and comments (minetest#14079)

Fix Windows architecture reporting in sysinfo

Upload artifacts in MinGW CI

Get rid of VERSION_EXTRA for buildbot

This is probably a leftover of when CMake didn't automatically
detect the revision from git.

Hash-check buildbot dependencies

Inventory: prevent item loss when stacking oversized ItemStacks (minetest#14072)

Remove usage of removed "PP" macro

This fixes a compilation error introduced by e7be135.

Allow running individual benchmarks

mirrors and reuses the option from 2f6a9d1

Try to benchmark common MapBlock usage

Allocate data seperately from MapBlock class again

This effectively reverts commit b3503e7.

Change MapBlock content cache to a vector

Get rid of parent pointer in MapBlock

Elide MapBlock::contents_cached

Reduce size of some MapBlock members

Also adds assertions to catch refcounting errors (on a debug build).

Reorder members of MapBlock for performance

Before and after as obtained via `pahole -C MapBlock bin/minetest`:
/* size: 336, cachelines: 6, members: 23 */
/* sum members: 329, holes: 4, sum holes: 7 */
vs.
/* size: 336, cachelines: 6, members: 23 */
/* sum members: 329, holes: 2, sum holes: 7 */

There is not much to be gained by packing but I made sure
to move the most important data (mainly for the client) into
the first cache line.

Update porting.h to fix build errors on macOS 14 / Xcode 15

Allow cheaper culling checks at a distance (minetest#14073)

* Allow cheaper culling checks at a distance
* Pick a random ray, so that far missing block will eventually be shown

Extract Game::drawScene from Game::updateFrame

Add `touch_controls` boolean to `get_player_window_information()` (minetest#14092)

MinGW toolchain refresh

Add dithering (minetest#9014)

Android: Pause rendering while the app is paused (minetest#14058)

Hand roll UTF-16 conversion in CGUITTFont (minetest#14121)

Extend bone override capabilities (minetest#12388)

Fix touch input on Linux

The code relied on touch IDs being consecutive. This is true on Android, but not on Linux.
Therefore, touch input on Linux was broken since 53886dc.

Enable segment heap on Windows

Fix TouchScreenGUI ignoring server-sent pitch changes

Manually configurable minimum protocol version (minetest#14054)

Partially address minetest#13483.  Server operators can set a minimum
protocol version to match the game requirements (or any other
restriction they may want), and it's applied as an additional
constraint on top of the baseline compatibility range, optional
strict_protocol_version_checking, and any kick-on-join used by
the game/mods.

Fix on_(grant|revoke) not being run by mods

Split windows from linux CI workflows

Fix set_bone_position regression (error on passing none)

Initial implementation of 'Godrays'

Make volumetric light effect strength server controllable

- Make volumetric light effect strength server controllable
- Separate volumetric and bloom shader pipeline
- Require bloom to be enable, scale godrays with bloom

Touchscreen: Make server-sent overrides of button textures work (minetest#14145)

Support specifying game in config

In minetest.conf:

```
game_dir = /path/to/game
```

Change-Id: I790cc6ea91aa988e82e0a1fda23ab4ae2f8026a3

Link with -latomic

Rework server stepping and dtime calculation

Address some clang-tidy warnings

Update clang-tidy workflow

Fix minor issue with log_deprecated()

Remove non-existent textures from texture_packs.md

These textures were removed 5 years ago by 326eeca.

Make the loading screen progress bar respect "gui_scaling"

MacOS: Add codesigning instructions to docs (minetest#14060)

Optimize and improve built-in PNG writer (minetest#14020)

Update CMakeLists.txt to fix MacOS build (minetest#14160)

Co-authored-by: sfan5 <sfan5@live.de>

Support both mouse and touch input in GUIs in a single binary  (minetest#14146)

Avoid short overflow with large viewing ranges (minetest#14175)

Rename `hud_elem_type` to `type` (minetest#14065)

Fix AsyncRunStep() skipping steps when dtime < 1 ms

Clean up OS-specific initialization

Clean up gettext initialization

Enable some runtime hardening on win32

Perform server occlusion check before a block is loaded or generated (minetest#14148)

Do not emerge blocks in the active_object_send_range_blocks range (minetest#14152)

The active object range is about active objects (not blocks). Activate blocks (and hence any object "in" them) in the cone define by the active object range (and fov) when they are loaded (i.e. visible), otherwise ignore them.

Extend sanity checks in ActiveBlockList::update

also fixes the space indentation

Add missing header for gcc-14

https://gcc.gnu.org/gcc-14/porting_to.html

Signed-off-by: Alfred Wingate <parona@protonmail.com>

Method add_pos for object/player (minetest#14126)

Comply with base64 license terms (minetest#14199)

Remove reference to defunct gitlab docker image

see minetest#14164

Fix tonemapping effect

Apply saturation even if tonemapping is disabled

Legible Lua profiler (minetest#14142)

Replace clientmap's MeshBufListList with a hashmap

Use AL_SOFT_direct_channels_remix extension for non-positional stereo sounds (minetest#14195)

Don't apply gui_scaling & DPI twice to table[] / textlist[] scrollbar (minetest#14206)

Remove server's address and port from pause menu (minetest#14082)

Touchscreen: Recognize double-taps as double-clicks  (minetest#14187)

Fix GameUI text staying visible during shutdown. (minetest#14197)

Don't run CDB update_detector more than once (minetest#14214)

Remove controls listed in the pause menu (no touchscreen) (minetest#13282)

Add "--needed" to Arch command to avoid reinstalling packages

Fix logic in porting::attachOrCreateConsole()

No functional change but now the comment is actually correct.

Add unittest to check thread_local destructor brokenness

Avoid unused argument spam with MinGW-clang

Fix native thread handle usage on win32

Fix some console window behavior on Windows

Ensure deterministic client occlusion culling and minor improvements (minetest#14212)

* Ensure deterministic client occlusion culling
* Increase culling optimize distance slightly
* More accurate culling when sampling

Android: Add selection dialog (drop down/combo box) (minetest#13814)

- The handling of IGUIComboBox uses the new setAndSendSelected() method.
- getDialogState() is now getInputDialogState() and returns the state of the input dialog.
- getLastDialogType() is added and returns current/last shown dialog's type.
- getInputDialogState() now returns an enum instead of int.
- getAndroidUIInput() now returns void instead of bool.
- New data types (enum) are added:
  (1) GameActivity.DialogType (Java) and porting::AndroidDialogType (C++)
  (2) GameActivity.DialogState (Java) and porting::AndroidDialogState (C++)
- When showing a text input dialog, there is no custom accept button text any more.
- showDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI().
- showInputDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI().
- getDialogValue()/getInputDialogValue() is now getDialogMessage()/getInputDialogMessage().

Co-authored-by: Gregor Parzefall <82708541+grorp@users.noreply.github.com>

Extend capabilities of Address class

Some minor cleanups for UDPSocket class

Rework client connecting and enable fallback address use

Fix dividing by zero crashes in texture modifiers

slimmer gitignore

Bit of cleanup

ruff

First ZMQ Req returns image

.

add a basic env test

Document env setup

ci

ci

ci

ci

.

ci

ci

ci

ci

ci

make build a bit faster maybe

ci

ci

ci

ci

pytest

pytest again

add channels

pytest

forgot to setup env

cleanup minetest env

pytest timeout & logging

.

doc

.

pytest

Rm wrong comment & stdout printing

ci

ci

Better macos instructions

rm android and windows ci

rm docker ci

try fix macos ci

try fix clang tidy

ci

macos submodules

macos submodules

macos submodules 1

macos submodules 1

macos submodules 1

macos submodules 1

macos submodules 1

Add test world

macos submodules 11

macos build again

move reward mod

move world

.

no mdofi
siboehm added a commit to Astera-org/minetest that referenced this pull request Jan 17, 2024
Add ZMQ

Worlds shittiest minetest interface

CI MacOS install zmq

Handshakes, plus send Screenshots back

cleanup

Extract all command names

Move remote handler into own file

hook mouse

.

non-working protobuf commit

switch to capnproto

Send image with capnp

Send reward

Multi keypress in the client

support all possible keys

Add environment.yml

Commit unmodified eluther gym env

Fail to close the inventory

Minetester define action and obs space

Gymnasium basic work

gym env check bounds

switch dummy client to pygame

More work on gym client

more progress

First working gym client

Rm old client

Combine isRemote() and isRandom()

Make client port configurable

fix camera mode and sneak

.

fix remote cli flag

vscode

Add basic reward mod

Parse reward from HUD in C++

.

Cmake changes to get Linux building

README: add linux packages for capnp

minor linux changes

save png HACK

.

Linux CI deps

tri again

tri again

gitmodules

submodules

submodules

.

First draft

env start xvfb

more headless

fix screenshot startup issue

add handshaker for debugging

create a new world when starting a game

Now `minetest --gameid <foo> --go` should work.
Previously it would fail because a world was not specified, and the
default one did not exist.

Change-Id: Ic6001f73713d59930e96c3f2a30395f5b0b8cbb9

Improve Irrlicht instructions (minetest#14055)

Specify the version when cloning.
Move instructions from CMakeLists to docs/compiling/.

Check if liquid can flow into empty node before picking it as source (minetest#14057)

Fix unittest failure for release versions (minetest#14067)

GUIFormspecMenu: Fix race condition between quit event and cleanup in Game (minetest#14010)

To not instantly free GUIFormSpec upon close/quit, Game periodically
cleans up the remaining instance on the next frame.

When a new formspec is received and processed after closing the previous formspec
but before the cleanup in Game, the formspec would be closed regardless.
This now re-creates the formspec when the old one is already pending for removal.

Add sound volume when unfocused setting (minetest#14083)

This adds a new setting to set sound volume multiplier when Minetest window is unfocused/inactive (sound_volume_unfocused, located in Settings > Graphics and Audio > Audio > Volume when unfocused).

If the window is not focused, the sound volume will be multiplied by sound_volume_unfocused setting. The sound volume will be set back to sound_volume again when the window is focused.

Avoid movement jitter (minetest#13093)

This allows the client and server to agree on the position of objects and attached players even when there is lag.

Try to fix safeWriteToFile producing empty files on Windows (minetest#14085)

Use win32 APIs to write the temporary file before copying to the final
destination. Because we've observed the final file being empty, we
suspect that std::ostream::flush is not flushing.

Also add a test for it.

Remove use_texture_alpha compatibility code for nodeboxes & meshes (minetest#13929)

Warning: inform about entity name when bug detected about attachement (minetest#13354)

Clean up porting.h a bit

Improve clock_gettime usage

- correctly use value of _POSIX_MONOTONIC_CLOCK
- drop special path for macOS: it supports clock_gettime since macOS 10.12

Reduce test framework macrosity

Delete clang-format files and comments (minetest#14079)

Fix Windows architecture reporting in sysinfo

Upload artifacts in MinGW CI

Get rid of VERSION_EXTRA for buildbot

This is probably a leftover of when CMake didn't automatically
detect the revision from git.

Hash-check buildbot dependencies

Inventory: prevent item loss when stacking oversized ItemStacks (minetest#14072)

Remove usage of removed "PP" macro

This fixes a compilation error introduced by e7be135.

Allow running individual benchmarks

mirrors and reuses the option from 2f6a9d1

Try to benchmark common MapBlock usage

Allocate data seperately from MapBlock class again

This effectively reverts commit b3503e7.

Change MapBlock content cache to a vector

Get rid of parent pointer in MapBlock

Elide MapBlock::contents_cached

Reduce size of some MapBlock members

Also adds assertions to catch refcounting errors (on a debug build).

Reorder members of MapBlock for performance

Before and after as obtained via `pahole -C MapBlock bin/minetest`:
/* size: 336, cachelines: 6, members: 23 */
/* sum members: 329, holes: 4, sum holes: 7 */
vs.
/* size: 336, cachelines: 6, members: 23 */
/* sum members: 329, holes: 2, sum holes: 7 */

There is not much to be gained by packing but I made sure
to move the most important data (mainly for the client) into
the first cache line.

Update porting.h to fix build errors on macOS 14 / Xcode 15

Allow cheaper culling checks at a distance (minetest#14073)

* Allow cheaper culling checks at a distance
* Pick a random ray, so that far missing block will eventually be shown

Extract Game::drawScene from Game::updateFrame

Add `touch_controls` boolean to `get_player_window_information()` (minetest#14092)

MinGW toolchain refresh

Add dithering (minetest#9014)

Android: Pause rendering while the app is paused (minetest#14058)

Hand roll UTF-16 conversion in CGUITTFont (minetest#14121)

Extend bone override capabilities (minetest#12388)

Fix touch input on Linux

The code relied on touch IDs being consecutive. This is true on Android, but not on Linux.
Therefore, touch input on Linux was broken since 53886dc.

Enable segment heap on Windows

Fix TouchScreenGUI ignoring server-sent pitch changes

Manually configurable minimum protocol version (minetest#14054)

Partially address minetest#13483.  Server operators can set a minimum
protocol version to match the game requirements (or any other
restriction they may want), and it's applied as an additional
constraint on top of the baseline compatibility range, optional
strict_protocol_version_checking, and any kick-on-join used by
the game/mods.

Fix on_(grant|revoke) not being run by mods

Split windows from linux CI workflows

Fix set_bone_position regression (error on passing none)

Initial implementation of 'Godrays'

Make volumetric light effect strength server controllable

- Make volumetric light effect strength server controllable
- Separate volumetric and bloom shader pipeline
- Require bloom to be enable, scale godrays with bloom

Touchscreen: Make server-sent overrides of button textures work (minetest#14145)

Support specifying game in config

In minetest.conf:

```
game_dir = /path/to/game
```

Change-Id: I790cc6ea91aa988e82e0a1fda23ab4ae2f8026a3

Link with -latomic

Rework server stepping and dtime calculation

Address some clang-tidy warnings

Update clang-tidy workflow

Fix minor issue with log_deprecated()

Remove non-existent textures from texture_packs.md

These textures were removed 5 years ago by 326eeca.

Make the loading screen progress bar respect "gui_scaling"

MacOS: Add codesigning instructions to docs (minetest#14060)

Optimize and improve built-in PNG writer (minetest#14020)

Update CMakeLists.txt to fix MacOS build (minetest#14160)

Co-authored-by: sfan5 <sfan5@live.de>

Support both mouse and touch input in GUIs in a single binary  (minetest#14146)

Avoid short overflow with large viewing ranges (minetest#14175)

Rename `hud_elem_type` to `type` (minetest#14065)

Fix AsyncRunStep() skipping steps when dtime < 1 ms

Clean up OS-specific initialization

Clean up gettext initialization

Enable some runtime hardening on win32

Perform server occlusion check before a block is loaded or generated (minetest#14148)

Do not emerge blocks in the active_object_send_range_blocks range (minetest#14152)

The active object range is about active objects (not blocks). Activate blocks (and hence any object "in" them) in the cone define by the active object range (and fov) when they are loaded (i.e. visible), otherwise ignore them.

Extend sanity checks in ActiveBlockList::update

also fixes the space indentation

Add missing header for gcc-14

https://gcc.gnu.org/gcc-14/porting_to.html

Signed-off-by: Alfred Wingate <parona@protonmail.com>

Method add_pos for object/player (minetest#14126)

Comply with base64 license terms (minetest#14199)

Remove reference to defunct gitlab docker image

see minetest#14164

Fix tonemapping effect

Apply saturation even if tonemapping is disabled

Legible Lua profiler (minetest#14142)

Replace clientmap's MeshBufListList with a hashmap

Use AL_SOFT_direct_channels_remix extension for non-positional stereo sounds (minetest#14195)

Don't apply gui_scaling & DPI twice to table[] / textlist[] scrollbar (minetest#14206)

Remove server's address and port from pause menu (minetest#14082)

Touchscreen: Recognize double-taps as double-clicks  (minetest#14187)

Fix GameUI text staying visible during shutdown. (minetest#14197)

Don't run CDB update_detector more than once (minetest#14214)

Remove controls listed in the pause menu (no touchscreen) (minetest#13282)

Add "--needed" to Arch command to avoid reinstalling packages

Fix logic in porting::attachOrCreateConsole()

No functional change but now the comment is actually correct.

Add unittest to check thread_local destructor brokenness

Avoid unused argument spam with MinGW-clang

Fix native thread handle usage on win32

Fix some console window behavior on Windows

Ensure deterministic client occlusion culling and minor improvements (minetest#14212)

* Ensure deterministic client occlusion culling
* Increase culling optimize distance slightly
* More accurate culling when sampling

Android: Add selection dialog (drop down/combo box) (minetest#13814)

- The handling of IGUIComboBox uses the new setAndSendSelected() method.
- getDialogState() is now getInputDialogState() and returns the state of the input dialog.
- getLastDialogType() is added and returns current/last shown dialog's type.
- getInputDialogState() now returns an enum instead of int.
- getAndroidUIInput() now returns void instead of bool.
- New data types (enum) are added:
  (1) GameActivity.DialogType (Java) and porting::AndroidDialogType (C++)
  (2) GameActivity.DialogState (Java) and porting::AndroidDialogState (C++)
- When showing a text input dialog, there is no custom accept button text any more.
- showDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI().
- showInputDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI().
- getDialogValue()/getInputDialogValue() is now getDialogMessage()/getInputDialogMessage().

Co-authored-by: Gregor Parzefall <82708541+grorp@users.noreply.github.com>

Extend capabilities of Address class

Some minor cleanups for UDPSocket class

Rework client connecting and enable fallback address use

Fix dividing by zero crashes in texture modifiers

slimmer gitignore

Bit of cleanup

ruff

First ZMQ Req returns image

.

add a basic env test

Document env setup

ci

ci

ci

ci

.

ci

ci

ci

ci

ci

make build a bit faster maybe

ci

ci

ci

ci

pytest

pytest again

add channels

pytest

forgot to setup env

cleanup minetest env

pytest timeout & logging

.

doc

.

pytest

Rm wrong comment & stdout printing

ci

ci

Better macos instructions

rm android and windows ci

rm docker ci

try fix macos ci

try fix clang tidy

ci

macos submodules

macos submodules

macos submodules 1

macos submodules 1

macos submodules 1

macos submodules 1

macos submodules 1

Add test world

macos submodules 11

macos build again

move reward mod

move world

.

no mdofi
BuckarooBanzay pushed a commit to minetest-mirrors/advtrains that referenced this pull request Feb 26, 2024
The use of textures with transparent pixels (for the default tracks: the
"features" on the track) without specifying use_texture_alpha (at least
for the mesh drawtype) has been deprecated in a PR from August 2020[1]
(i.e. since 5.4.0[2]) and removed in the latest dev version[3]. As a
consequence, regular tracks are now rendered with black markers at the
same position where e.g. the blue (Lua)ATC marker would be found.

This commit fixes the issue by enabling use_texture_alpha by default for
all tracks.

[1] minetest/minetest#10122
[2] https://dev.minetest.net/Changelog#5.3.0_.E2.86.92_5.4.0
[3] minetest/minetest#13929
taylorskalyo added a commit to taylorskalyo/protector that referenced this pull request Feb 27, 2024
After minetest commit [8461cce72a22ec5350f4d04626e021427c6853ec][1]
(i.e. in minetest 5.9.0-dev) nodes will have use_texture_alpha unset by
default. This causes some nodes to show as black/white instead of
transparent. Setting use_texture_alpha explicitly fixes this.

[1]: minetest/minetest#13929
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3 participants