| Time | Nick | Message | 
        
	| 00:04 | est31 | sofar, https://forum.minetest.net/viewtopic.php?t=15336 | 
        
	| 00:10 | est31 | have fun, if you could report whether it works for you it would be cool | 
        
	| 00:15 | est31 | I think I'll go offline now | 
        
	| 00:30 | Hijiri | If someone was to add an "add_velocity" method to ObjectRefs for pushing players around, lua entities should respond similarly for consistency, right? | 
        
	| 00:32 | Hijiri | oh, there's already a PR with some discussion | 
        
	| 00:38 | Hijiri | What if entities had multiple "movement models" that could be used, with each one being predicted separately by the client side? | 
        
	| 00:38 | Hijiri | The current velocity + acceleration one we have now would be one | 
        
	| 00:39 | Hijiri | An example of another possible one is a "path movement model", where the entity has a set path along points, a velocity, and a start time | 
        
	| 00:39 | Hijiri | this model could be used for e.g. carts | 
        
	| 00:41 | Hijiri | using setvelocity or setacceleration (and maybe moveto) would switch to the default model we have now, and using path stuff could switch to the path one | 
        
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	| 11:44 | paramat | nore and all game#1238 | 
        
	| 11:44 | ShadowBot | https://github.com/minetest/minetest_game/issues/1238 -- Default: Optimise and simplify leafdecay ABM, remove cache by paramat | 
        
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	| 11:53 | Krock | so it wasn't possible to fix the decay cache? | 
        
	| 11:54 | Krock | the code looks good to me, simple and easy | 
        
	| 11:55 | paramat | the cache is possibly fixable, but has too many issues | 
        
	| 11:56 | paramat | as well as being insanely huge in size | 
        
	| 11:58 | paramat | #1249 is trivial i feel | 
        
	| 11:58 | ShadowBot | https://github.com/minetest/minetest/issues/1249 -- Minetest Slackware | 
        
	| 11:58 | paramat | ugh | 
        
	| 11:58 | paramat | game#1249 | 
        
	| 11:58 | ShadowBot | https://github.com/minetest/minetest_game/issues/1249 -- Faster find snow near sapling by tenplus1 | 
        
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	| 12:00 | Krock | is_snow_nearby must return either true or false. not nil and nodedef | 
        
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	| 12:01 | Krock | but this usually doesn't make a difference. | 
        
	| 12:01 | paramat | ah | 
        
	| 12:03 | paramat | hm, not sure if to be strict or faster | 
        
	| 12:05 | paramat | returns pos or `nil` | 
        
	| 12:05 | paramat | well it should work so let's be faster | 
        
	| 12:15 | paramat | nore sfan5 any opinions on game#475 ? | 
        
	| 12:15 | ShadowBot | https://github.com/minetest/minetest_game/issues/475 -- Have beds to depend necessarily on red dye? | 
        
	| 12:18 | Calinou | paramat: can you explain why -1 on https://github.com/minetest/minetest_game/issues/1235 ? considering I'm proposing a skin conversion tool | 
        
	| 12:18 | Calinou | we aren't going to stay on <1.7 format, it's too limited | 
        
	| 12:19 | Calinou | nearly all Minecraft skins use the new format already | 
        
	| 12:19 | Calinou | and there's already converters out there, we just need to mainline one in Minetest repo | 
        
	| 12:19 | Calinou | (Python script probably) | 
        
	| 12:19 | paramat | will add explanation | 
        
	| 12:19 | Calinou | ok | 
        
	| 12:19 | Calinou | also, 64×32 vs 64×64 is no real performance impact | 
        
	| 12:19 | Calinou | if you complain about skin file size, then use OptiPNG and reduce to 256-color palette | 
        
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	| 12:20 | paramat | hm maybe i'm neutral instead | 
        
	| 12:27 | paramat | i'm neutral, i misunderstood something sorry | 
        
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	| 13:42 | Fixer | paramat: have you thinked about ice lately? | 
        
	| 13:43 | Fixer | paramat: i remember glacial biome has ice, but snowy forest biome + river will not have icy in river, right? | 
        
	| 13:43 | * paramat | .oO(hmmm, cool, refreshing) | 
        
	| 13:43 | paramat | correct | 
        
	| 13:44 | Fixer | paramat: https://i.imgur.com/DSrbUEh.jpg like here, is it intentional that river does not have at least some icy blocks? | 
        
	| 13:46 | paramat | yes intentional. perhaps ice blocks are possible with decorations | 
        
	| 13:47 | paramat | my feeling was that ice doesn't form easily in a river so i chose no ice over solid ice | 
        
	| 13:47 | Krock | rivers dno't freeze easily | 
        
	| 13:47 | Krock | *don't | 
        
	| 13:48 | Krock | maybe the border would be a bit frozen | 
        
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	| 14:55 | APNG | does minetest have torrent downloads? | 
        
	| 14:58 | Krock | Why do you need that? It's not illegal | 
        
	| 15:07 | Fixer | Krock: maybe he likes to download faster | 
        
	| 15:08 | Krock | oh yes. Minetest ships thousands of kilobytes of data | 
        
	| 15:09 | Fixer | Krock: you can download 20mb of minetest much faster with torrents in certain conditions %) | 
        
	| 15:09 | Krock | oh yes. That's true. People don't want to wait long to finally play Minetest | 
        
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	| 15:25 | Calinou | Fixer: any decent server has good enough bandwidth for direct download | 
        
	| 15:25 | Calinou | provided you use remote_media | 
        
	| 15:34 | Fixer | Calinou: i mean not server, but game.zip itself | 
        
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	| 15:41 | Calinou | Minetest is like a 20 MB download… | 
        
	| 15:41 | Calinou | (at most) | 
        
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	| 15:51 | Krock | I squash my builds into a 6 MiB archive - without any subgame. The players must update it themselves | 
        
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	| 15:52 | Fixer | 20mb is very small by todays standards anyway | 
        
	| 15:58 | sfan5 | -rw-r--r-- 1 sfan5 sfan5 13M May 15 14:47 minetest-0.4.14-win64.7z | 
        
	| 15:58 | sfan5 | and that's with extra subgames included | 
        
	| 15:58 | Krock | 7z is your friend ;) | 
        
	| 16:06 | APNG | Krock, can minetest handle 1000s of concurrent downloads? | 
        
	| 16:06 | Krock | don't know about other players but my router keeps crashing sometimes when loading the media | 
        
	| 16:06 | APNG | hmm... | 
        
	| 16:06 | APNG | meh | 
        
	| 16:06 | APNG | why can't I just pack my own minetest... | 
        
	| 16:07 | Krock | you can. | 
        
	| 16:07 | APNG | exactly | 
        
	| 16:07 | APNG | I'm stupid .-. | 
        
	| 16:13 | Fixer | i doubt there will be 1000s of concurrent downloads | 
        
	| 16:39 | APNG | can I use zerobrane studio with minetest? | 
        
	| 16:40 | KaadmY | APNG: it should work, minetest doesn't have anything really specific in MT only | 
        
	| 16:40 | KaadmY | it's mods are lua, zerobrane handles that iirc | 
        
	| 16:42 | APNG | can I use the debugger? | 
        
	| 16:47 | Tesseract | I don't think there's anything blocking just switching to C++11 now.  It's supported with all but the stock compilers on the oldest LTS releases (and those probably aren't gaming desktops anyways). | 
        
	| 16:48 | Tesseract | Also: https://github.com/ShadowNinja/MC2MT  sofar: I finally got to publishing it :-) | 
        
	| 16:49 | Tesseract | ^ like nore's converter but something like 10-100x faster. | 
        
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	| 16:50 | Krock | Minetest was not only designed for gaming desktopis | 
        
	| 16:50 | Krock | *desktops | 
        
	| 16:50 | Tesseract | 16m0.8s vs 7s was one comparison (although it was on different computers). | 
        
	| 16:51 | Tesseract | Krock: I mean, those computers are probably headless servers. | 
        
	| 16:51 | Krock | could you do the test on the same machine? Different ones can't be compared anyway | 
        
	| 16:51 | Tesseract | Although the server would run on those. | 
        
	| 16:52 | Tesseract | You can just update your compiler, install a prebuilt package, or cross compile though, if you care about having a recent game but not a recent OS... | 
        
	| 16:52 | Tesseract | Krock: Moment. | 
        
	| 17:06 | Tesseract | Well, 14500 blocks and still waiting... | 
        
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	| 17:11 | Krock | heheh.. let the computer calculate, that's why they were built | 
        
	| 17:11 | Krock | hello est31 | 
        
	| 17:11 | est31 | hi Krock | 
        
	| 17:11 | KaadmY | hi Krockpot ;_; | 
        
	| 17:12 | Krock | Hi akaademy | 
        
	| 17:12 | KaadmY | :P | 
        
	| 17:12 | KaadmY | K, a dummy! | 
        
	| 17:12 | KaadmY | ^ don't call me that :P | 
        
	| 17:12 | Amaz | That's not the right way to address Krock! | 
        
	| 17:13 | Amaz | The proper salutation for him is: | 
        
	| 17:13 | Amaz | Hello Krockolony of the holy lands of Krocky island, first of the Sir Mc Krock family. | 
        
	| 17:13 | Amaz | :P | 
        
	| 17:13 | Krock | please, this is the wrong channel | 
        
	| 17:13 | KaadmY | Amazing | 
        
	| 17:13 | Amaz | Opps :P | 
        
	| 17:14 | Tesseract | Krock: 16m53.2s vs. 7.0s. | 
        
	| 17:14 | Krock | wow, that's really a difference. | 
        
	| 17:14 | Tesseract | 144.7x faster. | 
        
	| 17:15 | Tesseract | Part of that is threading.  My program's multithreaded and I have two cores (with hyperthreading). | 
        
	| 17:16 | est31 | nice | 
        
	| 17:16 | Krock | Sounds like cheating. | 
        
	| 17:16 | Tesseract | Something like 50% of the program's time is spent in zlib doing compression/decompression, so it's getting pretty close to the limit. | 
        
	| 17:17 | est31 | Tesseract, about requiring c++11: we currently still support 12.04 LTS | 
        
	| 17:17 | Tesseract | Krock: It's still very fast in simglethreaded mode. | 
        
	| 17:17 | est31 | (which PilzAdam is using) | 
        
	| 17:18 | Tesseract | est31: Just have them update their compiler.  C++17 is already rolling out. | 
        
	| 17:18 | est31 | Tesseract, on linux its not that simple especially with libraries with cpp interfaces | 
        
	| 17:18 | est31 | if irrlicht comes from the system, and you use a newer compiler you get in trouble | 
        
	| 17:19 | est31 | (or any other cpp library minetest is using) | 
        
	| 17:20 | Tesseract | Make PA update then :-P.  There's a newer LTS already. | 
        
	| 17:23 | est31 | Tesseract, do you have time for a PR review session | 
        
	| 17:24 | est31 | we review PRs and merge those we think are okay | 
        
	| 17:24 | est31 | there are > 150 open prs, a bad situation | 
        
	| 17:24 | Krock | with tendence to increase | 
        
	| 17:25 | Tesseract | est31: Eh, maybe.  I'll look through a few notifications. | 
        
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	| 17:28 | sofar | Tesseract: ah, nice! | 
        
	| 17:29 | * Krock | waits to rebase & build his local repo later | 
        
	| 17:29 | sofar | Tesseract: I'll have to look at your table layout but conversions.h seems self-explanatory enough | 
        
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	| 17:54 | Fixer | Tesseract: pr 3810, please decide what to do with it, i played with it for many weeks, found nothing else except minor issues I already described | 
        
	| 17:58 | Krock | #3810 | 
        
	| 17:58 | ShadowBot | https://github.com/minetest/minetest/issues/3810 -- Try to fix jumping at node edge again by ShadowNinja | 
        
	| 18:01 | Tesseract | Fixer: Well, I could merge it.  I don't think there's anything I can do about it seeking a bit more"jiggly" for you thought. | 
        
	| 18:01 | Tesseract | seeming* | 
        
	| 18:03 | Fixer | Tesseract: that jiggle thing, only masohists make those kinds of 2block stair shafts | 
        
	| 18:03 | Krock | damn it. | 
        
	| 18:05 | Krock | Fixer, but why the masochists? It's a free ladder | 
        
	| 18:05 | Krock | and ladders don't hurt ;) | 
        
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	| 18:22 | Tesseract | I'll merge it if I get approval from someone. | 
        
	| 18:24 | Tesseract | Also https://github.com/minetest/minetest/compare/master...ShadowNinja:check-float-not-nan fixes #4425 and #3326, and should probably be merged.  I just need an approval for that. | 
        
	| 18:24 | ShadowBot | https://github.com/minetest/minetest/issues/4425 -- Assertion failure: sanitize some values obtained from mods (yaw, velocity, etc.) by Rogier-5 | 
        
	| 18:24 | ShadowBot | https://github.com/minetest/minetest/issues/3326 -- Check that LuaEntitySAO::setVelocity's parameter and generally Lua's v3f inputs are not NaN by celeron55 | 
        
	| 18:28 | est31 | #4363 | 
        
	| 18:28 | ShadowBot | https://github.com/minetest/minetest/issues/4363 -- Call FATAL_ERROR() on lua panic, instead of exit(). by Rogier-5 | 
        
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	| 18:36 | Fixer | Krock: example: https://imgur.com/UmsgUPt (i made it, i admit) | 
        
	| 18:36 | Fixer | Krock: slight jiggle here | 
        
	| 18:40 | paramat | dungeons are filled with 2 block stair shafts. i should test 3810 | 
        
	| 18:41 | paramat | i'll try to test it soon | 
        
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	| 21:59 | sofar | est31: if you see this - perhaps adding installation instructions to the flatpak is needed | 
        
	| 21:59 | sofar | est31: I'm not sure how to get it to install myself on the cmdline | 
        
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	| 22:51 | APNG | can I encrypt node metadata? | 
        
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	| 23:02 | sofar | yes | 
        
	| 23:02 | APNG | can I set custom item names? | 
        
	| 23:02 | Hijiri | not from metadata | 
        
	| 23:02 | sofar | not currently, no | 
        
	| 23:02 | APNG | can you fix that? | 
        
	| 23:02 | sofar | you mean tooltip text, right? | 
        
	| 23:02 | APNG | because I kinda need it | 
        
	| 23:02 | Hijiri | there are some github issues/PRs for it, but nothing merged yet | 
        
	| 23:02 | APNG | yes | 
        
	| 23:03 | sofar | APNG: I've worked on several PRs with several folks, nothing conclusive yet | 
        
	| 23:03 | sofar | it's certainly possible, question is how | 
        
	| 23:03 | APNG | just replace the string metadata with a table metadata | 
        
	| 23:04 | sofar | https://forum.minetest.net/viewtopic.php?f=9&t=13732 | 
        
	| 23:04 | APNG | I need it to display metadata | 
        
	| 23:04 | sofar | there's a minetest PR open but unlikely to get merged | 
        
	| 23:04 | sofar | metadata is arbitrary, so, it needs a standard | 
        
	| 23:05 | sofar | that's the whole problem | 
        
	| 23:05 | APNG | yes | 
        
	| 23:05 | APNG | actually no | 
        
	| 23:05 | sofar | it also needs to get serialized into the player store | 
        
	| 23:05 | APNG | just add a "display name" field | 
        
	| 23:05 | sofar | there is no field | 
        
	| 23:05 | sofar | it has no structure | 
        
	| 23:05 | APNG | that's why I said "add" | 
        
	| 23:05 | APNG | it should be a string | 
        
	| 23:05 | APNG | associated with an ItemStack | 
        
	| 23:05 | sofar | can't add a structure without core change | 
        
	| 23:06 | sofar | the PRs open add a structure | 
        
	| 23:06 | sofar | they're not merged | 
        
	| 23:06 | APNG | then bump the version to 0.5 >.> | 
        
	| 23:06 | sofar | feel free to help out getting the problem solved | 
        
	| 23:06 | Hijiri | APNG: do you mean a new field completely separate from the existing metadata? | 
        
	| 23:06 | APNG | ok so | 
        
	| 23:06 | APNG | replace the metadata field | 
        
	| 23:07 | APNG | use a serialization lib like serpent to support tables in it | 
        
	| 23:07 | sofar | e.g. https://github.com/minetest/minetest/pull/3449 | 
        
	| 23:07 | APNG | (that's not really replacing) | 
        
	| 23:07 | sofar | https://github.com/minetest/minetest/pull/3984 | 
        
	| 23:08 | APNG | why max_stack=1 only? | 
        
	| 23:08 | sofar | don't duplicate another serialization lib, minetest already has code to serialize/deserialize | 
        
	| 23:08 | APNG | uh | 
        
	| 23:08 | sofar | can't stack items with different metadata | 
        
	| 23:08 | APNG | serpent can do cyclic references | 
        
	| 23:09 | sofar | you won't get it merged | 
        
	| 23:09 | APNG | sofar, I never said different metadata | 
        
	| 23:09 | sofar | sure, maybe some items can be stacked | 
        
	| 23:10 | APNG | but imagine 20 items with the same metadata, "function x() [20 opcodes]", and you wanna be able to stack them so you can carry them all at once to multiple places | 
        
	| 23:10 | sofar | sure, I'll allow that | 
        
	| 23:11 | APNG | meh :/ | 
        
	| 23:11 | sofar | congrats, you've spotted an improvement. have a cookie | 
        
	| 23:11 | APNG | I wish we had client mods | 
        
	| 23:11 | APNG | we wouldn't need any of this | 
        
	| 23:11 | Hijiri | someone was working on it, last I saw | 
        
	| 23:11 | sofar | Hijiri: orwell96 gave up | 
        
	| 23:11 | Hijiri | oh | 
        
	| 23:11 | Hijiri | rip | 
        
	| 23:12 | Hijiri | is duckbrain orwell96? | 
        
	| 23:12 | sofar | dunno | 
        
	| 23:12 | Hijiri | bottom of #3440 | 
        
	| 23:12 | ShadowBot | https://github.com/minetest/minetest/issues/3440 -- Client side Lua scripting | 
        
	| 23:12 | Hijiri | or near-bottom | 
        
	| 23:12 | Hijiri | it used to be the bottom | 
        
	| 23:13 | sofar | different person I think | 
        
	| 23:13 | sofar | APNG: client side mod modify tooltip text? possibly could work, yes | 
        
	| 23:13 | sofar | but then you can't hide node metadata and have to send it to all clients | 
        
	| 23:13 | APNG | sofar, client side mods (note the s) to implement all the things minetest takes too long to implement | 
        
	| 23:14 | sofar | I noted the "s"... | 
        
	| 23:14 | sofar | "(a) client side mod (to) modify the tooltip text" | 
        
	| 23:15 | APNG | I also don't get why minetest doesn't send only what's relevant to the client | 
        
	| 23:15 | sofar | (not that node metadata is secret right now) | 
        
	| 23:16 | sofar | APNG: what data does it send out that is not relevant? | 
        
	| 23:16 | APNG | (with the current system, making the server send only what the client should see would be trivial) | 
        
	| 23:16 | APNG | sofar, it sends the whole node metadata | 
        
	| 23:16 | APNG | instead of only the things that matter | 
        
	| 23:16 | sofar | it needs that for the formspec I think | 
        
	| 23:16 | APNG | then make it so the formspec is easier to parse | 
        
	| 23:17 | APNG | put a "params" element | 
        
	| 23:17 | APNG | or something | 
        
	| 23:17 | APNG | and bam, problem solved, it can just use that to decide what to send | 
        
	| 23:18 | APNG | (the server can strip the params element, which means it's a backwards compatible change) | 
        
	| 23:19 | APNG | or add a special field to hide things from the client | 
        
	| 23:20 | APNG | (a list of fields to hide, that is) | 
        
	| 23:20 | sofar | small problem, big solution | 
        
	| 23:21 | APNG | in other words I have to make my own voxel engine because you're too stupid to care about performance | 
        
	| 23:23 | APNG | (you're basically telling me I have to decrypt 1000s of nodes in as few ms as possible) | 
        
	| 23:24 | sofar | you're reading into things too much | 
        
	| 23:24 | sofar | I want what you want | 
        
	| 23:24 | sofar | don't Trump me by twisting my words | 
        
	| 23:25 | APNG | yes uh | 
        
	| 23:25 | APNG | you as in the developers | 
        
	| 23:25 | sofar | I don't represent the developers, I'm just one of them talking in here | 
        
	| 23:27 | * sofar | afk - commuting | 
        
	| 23:28 | APNG | yeah well ping the other devs or something :/ |