Time Nick Message 02:11 est31 https://sourceforge.net/p/irrlicht/bugs/435 lets see what the irrlicht crowd sais 02:12 est31 if they fix it, we copy the fixed function into our codebase 02:49 est31 hmmmm, how can I create a singlenode water mapgen? 02:49 est31 I want to use valgrind to check for the leak 02:49 est31 but mapgen is too slow 02:49 est31 oh wait 03:01 sloantothebone Hi 03:02 sloantothebone What would I do if I wanted to add a hundred different types of nodes without defining every single one by hand? Forgive me i this question belongs in #minetest 03:07 est31 sloantothebone, make a loop 03:07 est31 also yes it belongs in #minetest 03:36 turtlejerky what exactly does adding "--depth 1" when git cloning minetest do? 03:37 asl97 iirc, make it clone only the head commit 03:38 Wayward_One interesting... further testing is to come, but after redownloading minetest and building the apk, the version tag reads 0.4.11-13e100e1 03:40 Wayward_One And the only thing I can think of that I did different was not use --depth 1 03:47 est31 if just paramat were here 03:47 est31 I've run a server with valgrind 03:47 est31 and found out that singlenode and v7 mapgen leak both the same amount 03:47 est31 so its either a client leak 03:48 est31 or the leak is somewhere else 04:32 sloantothebone How do I make a golem mod? 04:32 sloantothebone Like is it possible to replace a node structure with an entity 04:32 est31 --> #minetest 04:32 sloantothebone ok 04:33 asl97 on_place, check for the four node below it, remove the node if all is there and add entity 04:33 asl97 oh, and remove the head too 05:02 hmmmm est31, alias default:water_source to mapgen_singlenode 05:05 est31 ok 05:05 est31 hmmmm, you know more about paramat's leak? 05:06 Wayward_One so, after completely deleting minetest a second time, redownloading, and building the apk again, the version tag still reads 0.4.11-13e100e1 05:06 hmmmm i don't know anything about paramat's leak 05:06 est31 k 05:06 hmmmm i suggested he try looking at the noise functions since that's the only place where the mapgen allocates memory, and you just said it happens in singlenode where there is literally no noise at all 05:06 hmmmm and he mentioned it happens at least as far back as 0.4.9 05:06 est31 I dunno whether there is a leak 05:07 hmmmm me neither 05:07 est31 I just get the exact same number when I run valgrind 05:07 hmmmm there is a way to tell 05:07 asl97 Wayward_One: download using git? if so, check your remote and branch 05:08 hmmmm i.e. load a crapton of blocks, then look downward until all of the surrounding blocks unloaded due to inactivity timeout, and then compare the memory usage 05:08 est31 he sais its only happening when mapgen happens 05:08 hmmmm and do this several times 05:08 est31 lets first find out whether its on the server, or on the client 05:09 Wayward_One asl97: I always do. I've been making regular builds on the forum for a while, all built the same way, and never had this happen before 05:10 asl97 maybe someone mess up the tree 05:10 asl97 by using force push 05:10 est31 there has been a 0.4.11 bug on normal already 05:11 est31 perhaps it reappears on android 05:11 Wayward_One Could be 05:11 Wayward_One This is the first I've seen of it though 05:15 est31 hmmmm, I think the leak paramat observes is no mapgen leak 05:15 est31 I connected to a localhost game, and flew around a bit 05:15 est31 and got 200 MB at client, 40-60 MB at server 05:16 est31 at the start both processes had the same memory amount 05:16 est31 its a client leak 05:17 est31 when I disconnect from the server, the client doesnt deallocate those 200MB 05:18 est31 perhaps we don't drop the meshes I dunno 05:21 hmmmm you used separate processes for server and client? hmm 05:22 est31 yea, connected to localhost 05:22 est31 one instance with ---server 05:22 est31 other from client tab 05:29 hmmmm hrum 05:41 est31 where was that lua doc website with the beer mug again? 05:44 est31 thats the page with the best documentation what happens 05:44 est31 any ideas hmmmm ? 05:48 est31 ah its http://pgl.yoyo.org/luai/i/about 05:48 est31 thanks though 05:50 * VanessaE peeks in 06:02 hmmmm haa 06:02 hmmmm est31: i wouldn't have known anyway 06:11 est31 hmmmm, can I push this https://github.com/est31/minetest/commit/3514ac685fab28885f9e47cd9c3bc33f90e64eab 06:13 est31 its to make the checkbox work in real time 06:15 hmmmm is const std::string value the actual callback prototype? 06:15 est31 yes 06:15 hmmmm wth 06:15 est31 should be changed IMO 06:15 est31 can I push another commit that changes it 06:15 hmmmm probably a typo 06:15 hmmmm we should fix that sometime 06:15 hmmmm yes 06:15 est31 also its const std::string settingname 06:15 hmmmm also what's with the unix_lowercase_underscore_function_style_in_methods 06:15 est31 not value 06:15 est31 mistake by me 06:16 est31 ah you want it readSettings 06:16 hmmmm http://dev.minetest.net/Code_style_guidelines#Classes 06:16 est31 yea 06:17 est31 I keep forgetting it 06:26 est31 pushing the two commits then : https://github.com/est31/minetest/commits/master 06:26 est31 (if my make succeeds) 06:27 hmmmm hold on a minute 06:27 hmmmm you don't give even 5 minutes for people to look 06:27 hmmmm and besides, you haven't gotten a second +1 06:27 est31 yes 06:27 hmmmm so? i agreed to the idea that it should be changed. there's a difference between an idea and its implementation. 06:28 hmmmm what if you made a fatal typo or something in that implementation? that's the reason why code reviews exist 06:28 est31 ok then, can you look at it 06:28 hmmmm yes, i did 06:28 hmmmm it's fine 06:29 est31 can I push then? or do you believe I need a third (or second or whatever) +1? 06:29 hmmmm fine 06:29 hmmmm maybe the number of those in agreement should vary based on size/complexity 06:30 RealBadAngel anybody remember why BS was introduced? 06:30 est31 that would be a good rule change 06:30 hmmmm so that people don't get confused between map coordinates and irrlicht coordinates 06:30 est31 however question is who determines that number 06:30 RealBadAngel can it be that need for camera offset is caused by that? 06:31 hmmmm of course not, irrlicht coordinates are floating point numbers 06:31 VanessaE RealBadAngel: nah, camera offset (if you mean the every-200-nodes thing) is due to precision errors in irrlicht renbdering 06:31 VanessaE rendering* 06:32 VanessaE damn it, ninja'd 06:32 VanessaE shit used to get really glitchy out past around 1500-2000 nodes 06:32 hmmmm minecraft had the same problem 06:32 hmmmm heh 06:32 hmmmm that added to the mystique of the 'far lands' 06:34 hmmmm so does anybody volunteer to work on the remainder of what needs to be done on the minimap? 06:34 VanessaE yeah except farlands sometimes looks kinda nice in the pics I've seen, whereas minetest...er... has nothing out there :) 06:35 RealBadAngel minimap project is far from being complete, those are not "remainders" 06:36 RealBadAngel but im not sure if i know the minimap code good enough :P 06:36 hmmmm it's a decent basis 06:37 RealBadAngel theres API to be done, players markers, waypoints, creating map textures for use within mods, etc 06:37 hmmmm i have two more uses for the minimap: map previewer and an embedded minetestmapper that's officially supported and maintained 06:37 est31 "embedded"? 06:37 hmmmm yeah 06:37 hmmmm you know the functionality of minetestmapper? 06:38 est31 yes 06:38 hmmmm well I want that in minetest 06:38 est31 making png files 06:38 hmmmm to generate an image map as map is generated 06:38 hmmmm a couple things though 06:38 hmmmm it wouldn't be available immediately in minetestserver due to the *heavy* dependencies on irrlicht 06:38 est31 minetestmapper has far more maintained forks than minetest 06:39 est31 not sure whether to add another one 06:39 hmmmm minetestmapper is slow 06:39 est31 forks or compliant reimplementations 06:39 hmmmm if you map on the go, you could theoretically have a website with a near real-time map of your minetest server 06:39 hmmmm now that's sorta cool 06:40 est31 a person running a geo mapping tools company has even implemented a live mapper 06:40 est31 https://www.youtube.com/watch?v=8e6eCMXguu8 06:40 est31 dunno how he got that html into minetest 06:41 RealBadAngel hmmm, one of the things to do is moving image generation back to mapper thread 06:41 RealBadAngel without dep on driver 06:41 RealBadAngel just direct creating image in memory 06:42 RealBadAngel its trivial, we do need just own setPixel stuff 06:42 hmmmm generating the IMAGE is one thing 06:42 hmmmm creating a TEXTURE from the image is another 06:42 hmmmm the latter of the two is not thread-safe 06:42 VanessaE bear in mind that a full size detailed map of a server can run 50 MB in size (*after* pngcrush) 06:42 RealBadAngel that you can you make in main 06:43 hmmmm VanessaE, which is why it'd probably be a good idea to split it up into chunks 06:43 VanessaE and that would only be a fraction of the total map space. 06:43 RealBadAngel most time consuming is to create an image 06:43 hmmmm but otherwise do you think there's value in concept? 06:43 VanessaE hmmmm: right. est31 seems like your leaftest thing is apropos here? 06:43 est31 or to generate it in chunks the first place 06:43 hmmmm Leaftest? 06:43 VanessaE yes, I could see it being useful as long as the user is very clear on how to see the map 06:43 est31 VanessaE, thats his own leaflet implementation 06:43 VanessaE https://github.com/est31/leaftest 06:43 RealBadAngel you can save minimapmapblocks to the disk 06:43 RealBadAngel outside app can just read them 06:43 VanessaE est31: yeah I know, but it's similar to what hmmmm is talking about 06:44 hmmmm sloppy map? 06:44 est31 with many small tiles 06:44 hmmmm well 06:44 est31 ^ =: sloppy 06:44 hmmmm if there's no value in this then there's no value in this 06:44 hmmmm that makes less work for us 06:45 hmmmm i still want to use Mapper for map previews when selecting a seed 06:45 est31 preview is cool though 06:45 est31 for seeds and for world selection 06:45 est31 store the last despawned pos 06:45 hmmmm I wanted to add a map preview since I started coding on minetest 06:46 hmmmm never did it though because meh 06:46 hmmmm other things had higher priority 06:46 hmmmm in any case 06:46 hmmmm next up is client side scripting 06:46 hmmmm i'm officially starting on that now 06:46 Hunterz Im trying implement server console using readline alternate interface (callbacks), or will be better wait for keyboard events in the another thread ? 06:46 hmmmm also a minimap becomes a hud item that a script will be able to draw 06:47 hmmmm so you'd (in theory) be able to draw a minimap on the main menu as well as having multiple minimaps on the screen in game 06:47 est31 it should be a hud item as well as a formspec item. 06:47 hmmmm that's another thing 06:47 est31 perhaps even moveable and so on 06:47 VanessaE hmmmm: now THAT would be useful (map preview on create) 06:47 hmmmm you should be able to draw hud items on GUIs as well 06:48 est31 but yea thats another thing 06:48 hmmmm i need to sort out how HUD and GUIs are going to work 06:48 est31 perhaps that should even be server generated. 06:48 hmmmm and whether they should be separate at all 06:48 RealBadAngel mapper should just produce textures for use in mods 06:48 RealBadAngel then you could use them anywhere 06:48 hmmmm hunterz: a callback in which thread? 06:49 Hunterz in the main server thread 06:49 est31 the main difference between hud and gui is that once you have a mouse button, once your mouse is fixed 06:49 hmmmm hunterz: if I were writing that, I would handle the console interface in a separate thread and then queue commands to be executed in the server thread 06:49 est31 but that difference only shows up on non-android devices 06:49 Hunterz ok, thanks 06:50 hmmmm est31: alright how does this sound 06:50 hmmmm you can draw hud items ANYWHERE on the screen at any time 06:50 hmmmm i.e. in game, in the main menu, on a formspec 06:51 hmmmm well we call it formspec right now but 06:51 hmmmm the GUI elements 06:51 hmmmm GUI elements, however, can only be present in a GUI window 06:51 hmmmm a GUI window being opened will display the mouse and release the lock on mouse position 06:51 hmmmm s/mouse/cursor/ 06:51 RealBadAngel hmmmm, have you noticed what minimap on screen element code is? 06:52 est31 hrmm 06:52 hmmmm RealBadAngel: what? 06:52 RealBadAngel its modified IGUI element 06:52 est31 so one use case of drawing hud elements in gui is minimap 06:52 hmmmm what? 06:52 est31 any other usecase? 06:52 hmmmm I thought it was a mesh 06:53 RealBadAngel it uses to display the mesh 06:53 hmmmm est31: yea 06:53 hmmmm how about this 06:53 RealBadAngel but the code for it is IGUI element copy 06:53 hmmmm instead of having drawStatbar() and drawHotbar() and all these little doodads we treat them like pseudo-GUI widgets 06:53 est31 also, I think when drawing hud elements in gui, they should be somehow inside the gui's coordinate system 06:53 hmmmm each have a Draw 06:53 RealBadAngel all the matrices operations come from it 06:54 hmmmm the Mapper might be better renamed to Minimap or something 06:54 hmmmm and that'll inherit IHudElement 06:54 hmmmm or something..? 06:54 hmmmm class Minimap : public HudElement { 06:54 hmmmm void draw(); 06:55 hmmmm and I can't think of any other at the moment 06:55 hmmmm i'm sure i'll get a better idea once i start coding it 06:55 RealBadAngel hmmmm, my idea was to fully implement it as IGUI element, not our own 06:55 Hunterz generated image from the minimap can be used for map item like in the minecraft... 06:55 hmmmm RealBadAngel, please don't 06:55 hmmmm this is more flexible if it could be rendered anywhere 06:56 RealBadAngel the very same way we will be able to display actual cubes in formspecs 06:56 RealBadAngel instead of generated textures 06:56 hmmmm maybe you could have an IGUIElement for Minimap that does nothing but adds irrlicht GUI nonsense on top of a drawn minimap 06:56 est31 yea good idea 06:56 hmmmm yes 06:56 hmmmm okay 06:56 hmmmm so every HUD element will have a corresponding IGUIElement 06:57 est31 well it doesnt make much sense to render the inventory bar in gui 06:57 RealBadAngel this way we can say goodbye to lotsa old code incuding item previews 06:57 hmmmm est31: it doesn't make sense until you need it 06:57 RealBadAngel and have for example rotating cubes in selected inventory slot 06:58 hmmmm est31: okay, so maybe nevermind on that requirement. but using this infrastructure you should still be able to render an inventory bar on a gui 06:58 est31 hmmmm, I just say if there is additional effort from adding things like the inventory bar, we should only add a set for which we can construct use cases 06:58 hmmmm just that it won't necessarily need to be a GUI element 06:58 hmmmm but the point is 06:58 RealBadAngel indeed, just the way stays here 06:58 hmmmm no waid 06:58 hmmmm wait* 06:59 hmmmm the hotbar is a GUI element 06:59 hmmmm it's just that it doesn't use the official irrlicht GUI element interface 06:59 est31 its graphical and its a user interface 06:59 hmmmm I envision a GUI element where you have multiple boxes with images and some text on it that you can scroll through using the mouse wheel when it has focus (in the form of a gui element) 07:00 hmmmm so the hotbar is basically a radio button set 07:00 hmmmm except irrlicht doesn't have radio buttons 07:00 hmmmm here's our chase 07:00 hmmmm chance* 07:00 est31 well its a button bare 07:00 est31 bar* 07:01 RealBadAngel just replace images with children gui elements with the same code as minimap have, showing the cubes 07:01 hmmmm we might be able to generalize the hotbar to a radio button set 07:01 est31 if we give the flexibility to game creators, we should also give them tools to ensure portability 07:01 est31 e.g. what about android 07:01 hmmmm wait 07:01 hmmmm we're thinking too hard about all this 07:01 hmmmm let's code first and see what we come up with then continue this conversation 07:01 est31 take the voxus hotbar as example 07:02 hmmmm talk is cheap, code isn't 07:02 est31 its at the side 07:02 RealBadAngel i will code now something to show you something 07:02 RealBadAngel oops, too much of something ;) 07:02 est31 but on android we already have buttons on the side, no room for hotbar 07:03 hmmmm the flexibility of the second-gen hotbar means that you'd be able to select your own geometry 07:03 VanessaE est31: so move the buttons? 07:03 hmmmm when a hotbar is generalized into a set of buttons where only one can be selected at a time 07:03 est31 thats something I can agree with 07:03 VanessaE a hotbar down one side, control buttons + Dpad on the other side, seems reasonable? 07:03 hmmmm if it's implemented right then in theory you should be able to make a hotbar in the shape of a freaking triangle on the screen 07:03 est31 or circle like voxelands 07:03 hmmmm or maybe in bubbles on random coordinates 07:04 hmmmm that's my end-goal here 07:04 hmmmm i want to be able to do that 07:04 hmmmm i want to be able to transform the hotbar into something where I have random images all on the screen and I can scroll through them using the mouse wheel 07:05 hmmmm then I want to be able to use the same hotbar as a GUI element where I can click on them in addition to scrolling with the mouse wheel 07:05 est31 or click on them if you are on android 07:05 hmmmm wow 07:05 hmmmm this all sounds fantastic 07:05 hmmmm I need to get real-life work done though :9 07:06 hmmmm the past couple of days I've been wrestling with gmock 07:06 hmmmm what a shitty overcomplicated framework 07:07 hmmmm don't ever use it for your own projects 07:09 RealBadAngel btw, whos the mtgame team? paramat, pilzadam and ? 07:10 est31 its on the wiki somewhere 07:11 est31 number is 5 07:13 kahrl http://dev.minetest.net/minetest_game_Development 07:17 RealBadAngel theres no paramat in here? 08:46 est31 hrmm 08:46 est31 kahrl, I wonder why a pointer is 0, can you help? 08:46 est31 ah it isnt null 08:47 est31 still there is something fishy going on 08:47 est31 a bug I dont know the cause of 08:47 est31 when I store some data, everything is fine 08:47 est31 when I retrieve it... bam 08:49 est31 ah I have a suspicion 08:49 est31 yea 08:49 est31 has been my suspicion 10:52 Taoki RealBadAngel: :) 10:53 Taoki (subtle and probably dumb way of asking about that VBO pull request) 10:53 RealBadAngel lol 10:53 RealBadAngel not yet :) 10:53 Taoki ok :) 10:53 RealBadAngel still polishing shader issues 10:54 Taoki Aah, so it still has a few bugs? I thought you just didn't find the time to create the pull request itself, which is why I found it a bit odd. 10:55 RealBadAngel https://imgrush.com/i6v_pYBosH0s.png 10:55 Taoki Wow, cool :o 10:55 RealBadAngel i had to find a solution for nontileable textures 10:57 Hunterz grass block in the hand will be same as ground? 10:58 Taoki Hunterz: Shaders don't seem to work for wielded items yet, sadly. Nor players and Lua entities. 10:58 Taoki I wonder when that can be fixed 10:58 Hunterz ah 11:01 RealBadAngel i have code rdy for that but it have flaws 11:01 RealBadAngel sooner or later i will fix that 11:45 RealBadAngel est31, #2897 its wip 11:45 ShadowBot https://github.com/minetest/minetest/issues/2897 -- Fix relief mapping issues by RealBadAngel 11:46 RealBadAngel can you check it? 11:55 est31 looks good 11:56 est31 cheapie, you around? 12:10 est31 writing glue code feels so glue-y 16:06 est31 hmmmm, not polished yet and vast parts untested: #2898 16:06 ShadowBot https://github.com/minetest/minetest/issues/2898 -- Add AreaStore data structure by est31 16:06 est31 comments about concept would be great though 16:06 est31 I'll read the logs 16:09 hmmmm wow it looks really cool 16:09 hmmmm I'll have to take a better look sometime 16:09 hmmmm this is great 17:25 paramat yes i was wrong to state the memory leak was due to mapgen, i wasn't sure 17:28 paramat hi sfan5 can i push this fix for yesterday's mesh stair commit? game#561 RealBadAngel please can you check it is correct? 17:28 ShadowBot https://github.com/minetest/minetest_game/issues/561 -- Improved stairs model by kilbith2 18:50 VanessaE RealBadAngel: the screenshot looks good. 19:57 paramat okay thanks sfan will push game 561 later 20:06 paramat perhaps there is not a memory leak at all, but we are just seeing expected world and mesh data accumulating in the client? 20:09 est31 if you leave to main menu, the memory doesnt decrease 20:09 est31 that makes it a leak 20:10 VanessaE that's if you CAN leave to the main menu :P 20:10 paramat yes that behaviour is a bug 20:11 VanessaE (for me, the game hard-crashes pretty frequently when exiting to main menu) 20:11 est31 thats pretty bad 20:11 est31 even horrible 20:11 est31 I have it on a certain server 20:34 paramat now pushing game#561 20:34 ShadowBot https://github.com/minetest/minetest_game/issues/561 -- Improved stairs model by kilbith2 20:38 paramat complete 20:47 paramat so mesh stairs are now fixed. RealBadAngel the only problem with defining stairs as meshes is they appear dark as a wielditem, is there a fix for this? 20:48 VanessaE paramat: that seems to happen with any kind of mesh 20:48 VanessaE including extruded meshes and the ones you see from the wield3d mod 20:49 paramat okay, i know our wield is a bit buggy at the moment 21:06 est31 hmmmm, do you know something about templates https://github.com/est31/minetest/commit/6b85607215d70faf7ce8e58c0b51c83c66d6820c#diff-e5ab4d3af8e375631903ed35b243c3b4R312 21:07 est31 I want to implement a simple LRU cache 21:07 est31 with templates 21:07 est31 so I've chosen the simplest approach: direct definition in header 21:07 est31 but doesnt build 21:07 hmmmm don't use templates 21:08 est31 it sais a ton of errors 21:08 hmmmm generally they suck 21:08 est31 they do indeed 21:08 hmmmm yea 21:08 hmmmm and the errors are impossible to figure out 21:09 hmmmm I think the actual problem you have is that you can't have nested templated types 21:09 est31 templates do have their use though 21:09 est31 ? 21:09 hmmmm yeah, for language experts whose goal is to make a library and ugly code 21:10 est31 util/container.h is very library-ish 21:10 hmmmm you need to define std::list and so on along with the template definition 21:10 est31 like? 21:12 VanessaE paramat: what say you about adding other basic shapes to minetest_game's models selection? like slopes, slabs, other shapes as in my slope_test mod? 21:12 VanessaE i.e. things other mods can use instead of carrying their own copies 21:12 hmmmm template , class KeyValuePair = std::pair::iterator, V> > > 21:13 hmmmm ? 21:13 hmmmm I think 21:13 paramat only very basic diagonals, because Minetest already has diagonal plantlike drawtype as part of it's character 21:13 hmmmm every time I thought to myself, "gee, templates would really work nicely here" it ended up not working nicely and I trashed it 21:14 paramat so perhaps any shape that uses surfaces created from 45 degree diagonals between node vertices 21:15 paramat a bit like when LEGO added 45 degree roofing slopes =) 21:15 paramat (well not 45 degree actually) 21:16 VanessaE paramat: yeah, I was thinking the same 21:17 paramat basic slope, inner corner, outer corner 21:17 VanessaE like the three basic roof shapes in homedecor (they're all 45-degree angles) 21:17 VanessaE exactly that 21:18 VanessaE LEGO has 2:1 and 3:1 slopes yeah, but I think they also have 1:1 21:19 VanessaE paramat: there are a few shapes in Moreblocks that meet your criteria also btw 21:19 VanessaE (corner pyramids and the like) 21:20 VanessaE but that's overkill 21:20 VanessaE wait...don't I normally suggest overkill anyway? :D 21:20 paramat yes heh 21:21 VanessaE anyways, there are lots of primitives in slope_test, technic CNC machine, and moreblocks that you'll want to pull in, I'm sure 21:27 paramat weird, now i'm getting big drops in memory use when exiting a world, as if most (perhaps not all) world data is now being correctly deleted 21:27 paramat in very latest dev 21:30 paramat well i'm bemused and may have been doing something silly. i'll put this aside now i have other stuff to focus on 21:44 paramat uh-oh 21:45 VanessaE ? 22:07 est31 yaay it compiles 22:08 est31 or does it 22:08 VanessaE est31: "It compiles, ship it!" :) 22:08 est31 heh 22:09 est31 I wonder how the cache will affect the benchmarks 22:09 est31 wow it *actually* compiles 22:26 est31 so why does the cache crash? 22:28 est31 ah 22:28 est31 order :p 22:43 paramat sfan5 and all, game#562 22:43 ShadowBot https://github.com/minetest/minetest_game/issues/562 -- Default: New ice texture by Gambit by paramat 22:55 Taoki RealBadAngel: Are you still around? 23:12 VanessaE Taoki: so, when you gonna make the model's head able to yaw/pitch separately from the body when looking around? :) 23:12 Taoki VanessaE: When Irrlicht stops breaking models that enable manual IK control. 23:12 Taoki That's the right way to do it 23:12 VanessaE heh 23:12 est31 IK? 23:18 Taoki est31: Putting the armature in a mod which allows controlling bone positions manually 23:18 Taoki That breaks animations 23:49 est31 irrlicht has many bugs 23:50 est31 unfortunately 23:50 est31 age doesnt guarantee bug-freeness