Time Nick Message 16:31 siliconsniffer RE positions of buttons: If the more common design choice is to place the confirmation button on the right side and it appears that the majority prefer this, can we then formally set this as our standard? 16:33 sfan5 if I had spare time I would redesign the error dialog before release at least 16:36 siliconsniffer I do have *some* spare time. Would switching the buttons be enough for now? 16:39 sfan5 I would welcome that 16:53 siliconsniffer Done! :-) 16:58 rubenwardy Our convention is current confirm on left but I would be in favour of moving it to the right 17:05 siliconsniffer That's not written down anywhere though, right? 17:18 rubenwardy no, it's what we do in practice though for most dialogs 19:34 MTDiscord sfan5: btw i just pushed a commit which doesn't add the empty tracks to meshes with no keys to #17390 19:34 ShadowBot https://github.com/luanti-org/luanti/issues/17390 -- Fix CAO anim handling regressions by appgurueu 19:38 sfan5 thx 20:01 MTDiscord Is this engine in a feature freeze yet? 20:03 sfan5 no 20:03 MTDiscord Excellent, thank you 20:15 sfan5 @luatic actually it looks like content_cao was shared meshes before? but it's not clear to me if it ever worked in practice 20:15 sfan5 the only fishy thing it does is setMeshColor(mesh, video::SColor(0xFFFFFFFF)); 20:16 sfan5 I suppose the driver transparently handles software skinning if needed? 20:29 MTDiscord sfan5: AnimatedMeshSceneNode::render() handles SW skinning. technically it might not be perfectly transparent because vertex buffers get modified, but the underlying positions and vertices saved in the weight buffer are constant, and every AMSN needs to reanimate so it works out fine. 20:29 sfan5 yeah I realized I don't need to touch what works at all