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| 11:25 |
Krock |
Why does an insecure CPCSM env exist? |
| 11:26 |
sfan5 |
the original _G doesn't disappear as long as there's a reference to it |
| 11:26 |
Krock |
I meant - are there any use-cases for it? |
| 11:26 |
sfan5 |
no |
| 11:27 |
Krock |
also fair - it is needed for the secure wrappers.... |
| 11:28 |
sfan5 |
CSM only needs access to the original debug.getinfo IIRC, but that can easily be solved differently |
| 11:28 |
Krock |
I'll just propose a change for server mods and then adapt CSM once that concept is approved |
| 11:30 |
sfan5 |
before that we'll need to get the fix for https://github.com/orgs/luanti-org/discussions/157 in |
| 11:30 |
Krock |
that's what I'm currently doing, based on your feedback |
| 11:30 |
sfan5 |
because otherwise you get changes that cannot be individually be backported |
| 11:30 |
sfan5 |
(we want to backport the fix to a patch release obviously, but the other commits can stay for later) |
| 11:30 |
sfan5 |
ah, ok |
| 12:29 |
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| 17:34 |
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| 17:36 |
Guest34 |
Should the version scheme for openGL in the render info text always be major.minor? My NVidia driver seems to report an extra "patch" zero at the end. |
| 17:38 |
whosit |
I have 4.6.0 on windows and 4.6 on linux... |
| 17:39 |
Guest34 |
With a NVidia driver? |
| 17:39 |
whosit |
intel/amd |
| 17:41 |
Guest34 |
Hmm. Afaik openGL uses major.minor as their version scheme. |
| 17:42 |
Guest34 |
I already got a patch to cut the extra zero, if that's wanted. |
| 17:43 |
whosit |
I'm not an engine dev, but why cut it if driver reports it... |
| 17:45 |
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| 17:46 |
Guest34 |
Per https://wikis.khronos.org/opengl/History_of_OpenGL their last patch version was in 1998! Why? I was confused why the render info text was longer when starting Luanti with a dGPU and figured it might make sense to unify it on the client side. |
| 17:46 |
* user333_ |
's old laptop supports up to 1.4... |
| 17:47 |
Guest34 |
Woah, that's old! |
| 17:48 |
user333_ |
indeed |
| 17:48 |
Guest34 |
I guess for "accuracy" reasons, it shouldn't be cut - as you said. I just wondered :P |
| 17:49 |
user333_ |
integrated graphics of a 15+yo atom aren't great :p |
| 17:49 |
Guest34 |
I thought my Intel Core 2 Duo ThinkPads are old … |
| 17:49 |
user333_ |
at least they're x86_64 |
| 17:50 |
user333_ |
unlike mine |
| 17:50 |
sfan5 |
what the renderer text says doesn't really matter |
| 17:51 |
Guest34 |
So keep it as is? |
| 17:52 |
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| 18:21 |
[MatrxMT] |
<Zughy> is it normal that, whilst downloading dynamic media, mapblocks stop loading until it's done downloading? I've noticed entities movement and chat work as usual, it's just the map that freezes |
| 18:38 |
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| 18:39 |
lhofhansl |
Will merge #16945 in a few |
| 18:39 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/16945 -- Bring back low priority block events in a safe way. by lhofhansl |
| 18:40 |
lhofhansl |
Also would appreciate opinions on #16569. Happy to close if there's no interest. |
| 18:40 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/16569 -- Add movement smoothing to CAOs by lhofhansl |
| 19:10 |
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| 19:10 |
whosit |
does smooting works by making things move 2x slower, or I'm misunderstanding the code? |
| 19:11 |
whosit |
(I won't claim to understand it at all ;P) |
| 19:12 |
whosit |
(it kinda explains snapping/teleportation of falling item...) |
| 19:13 |
lhofhansl |
No, it is spreading out movement over more frames, but it's additive, so no information is lost (when there is a collision, it needs to be precise, and switches back to precise frames). |
| 19:14 |
whosit |
spreading movement over frames sounds like slowing down?.. |
| 19:20 |
whosit |
I probably need to learn more about how interpolation works... |
| 19:22 |
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| 19:23 |
lhofhansl |
Entities are not slowed down. Acceleration is spread over a few frames (which removes the jerkiness). When a collision is expected acceleration is precise again. |
| 19:25 |
lhofhansl |
Merged #16945 |
| 19:25 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/16945 -- Bring back low priority block events in a safe way. by lhofhansl |
| 19:32 |
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