Time Nick Message 10:06 crazy_baboon celeron55_: Do you know at which point in the code those drawn mapblock meshes are added to the SceneManager ? 10:07 celeron55_ they aren't added to the scene 10:11 crazy_baboon ok, so they cannot be accessed via SceneManager->(...) ? 10:21 crazy_baboon also celeron55_: what is the name of mapblock meshes being drawn in class clientMap ? 10:43 celeron55_ they are stored in the mapblock instances 12:05 crazy_baboon thanks celeron55_ 12:52 crazy_baboon celeron55_: i think the MapBlockMesh instances would somehow have to be converted to IMesh so they could be added to the scene and rendered with phyisical lighting 12:53 celeron55_ i guess just try adding them there when they are created and deal with the memory management mess later 12:55 celeron55_ the meshes are created in a separate thread and then the final result is set in the mapblock in the main thread, don't really recall where exactly 12:56 celeron55_ but that's where you'll have the geometry ready and could (in theory) be converted to anything you need 12:57 crazy_baboon could the origin be content_cao.cpp? 13:25 crazy_baboon celeron55_: could the origin of these mesh geometries be content_cao.cpp? 13:31 rubenwardy no 13:31 rubenwardy Client Active Object 13:31 rubenwardy nothing to do with blocks 13:32 rubenwardy an Active Object is a loaded object 13:32 rubenwardy and an object is a player or entity 13:34 crazy_baboon thanks rebenwardy 13:34 rubenwardy reben??? 13:39 crazy_baboon rubenwardy, sorry :) 15:52 rubenwardy argh 15:52 rubenwardy so - I'm unsure as to what the secure require should do 15:52 rubenwardy in normal Lua, require will only run the module once and cache the result until the vm exits 15:52 rubenwardy which is fine, as everything is trusted 15:53 rubenwardy in sandboxed lua, this would result in a mod being able to get the returned value of another mod's include 15:53 rubenwardy as it would return the cached value 15:53 rubenwardy context #7621 15:53 ShadowBot https://github.com/minetest/minetest/issues/7621 -- Add secure require() function by rubenwardy 15:54 rubenwardy I mean 15:54 rubenwardy server-side modding is pretty insecure anyway 15:54 rubenwardy it's very easy to leak an insecure environment reference if you don't know what you're doing 15:56 rubenwardy having the cached values be per-mod introduces a lot of issues when multiple mods introduce the same library which modifies the global environment or has a resource handle 15:57 rubenwardy storing the path to the thing as well as the cached value and then checking it also has issues, as two mods may bundle the same library 15:57 rubenwardy so I'm not sure what to do 15:57 rubenwardy maybe have a big fat warning 15:59 rubenwardy also, do I need to add require() to CSM? 16:00 rubenwardy virtual filesystems are ew 16:02 sfan5 why csm? 16:02 rubenwardy can I take that as "you don't need to add require() to CSM, ruben" 16:03 sfan5 you can, but I'd like to know why you think CSM would need require() 16:04 rubenwardy ooh oh 16:04 rubenwardy I have an argument against it 16:04 rubenwardy it increases the surface area 17:05 paramat #7682 updated 17:05 ShadowBot https://github.com/minetest/minetest/issues/7682 -- Particles: Make collision with objects optional by paramat 17:27 Krock paramat: please re-get #7703 again. Fixed the dependency issue 17:27 ShadowBot https://github.com/minetest/minetest/issues/7703 -- Fix clipped content tab description by SmallJoker 17:30 paramat testing 17:38 Krock formspec adjusting is PITA.. why do textareas have a different scaling 17:39 Krock inb4 formspecs suck 17:45 Krock paramat: how's that box blue? is it a little bit opaque? 17:45 Krock https://github.com/minetest/minetest/pull/7703/files#diff-d327ed21d24d725d67e31904f7ace239R93 this looks pretty much like as black as possible to me 17:45 Krock cannot fix that without fixing the formspecs. Close the PR if black-black is totally necessary 17:47 paramat nuuu it's ok 17:50 paramat oh yeah it's also slightly translucent too, it's ok 17:58 paramat +1 18:01 paramat will merge in 5 mins 18:01 paramat #7703 18:01 ShadowBot https://github.com/minetest/minetest/issues/7703 -- Fix clipped content tab description by SmallJoker 21:24 crazy_baboon is there any disable_drawning flag? 21:24 crazy_baboon drowning, sorry 21:33 crazy_baboon I would like to revert commits 53066024f6a91d5f83241b379b94d8557d43a646 and 7b13d119ed917c137fc375eff790a7754fd93386 that added support for drowning 21:47 Shara Wouldn't the more sensible thing be adding an option? (assuming there isn't one already - it's at least possible to make a mod that resets breath). 22:02 crazy_baboon Shara, I couldnt find a switch in the code 22:02 crazy_baboon maybe there are mods for it, but I am only interested in the game itself (yes, not only the engine) 22:03 crazy_baboon C++ side of things 22:03 crazy_baboon there is a switch for shaders called 'enable_shaders' 22:04 crazy_baboon so I am wondering if there is something similar for drowning 22:05 Shara I don't know, but you have a better chance of asking for an option to be added than to remove a whole feature just because there isn't an option that suits you. 22:05 crazy_baboon ii would be fine with an option Shara 22:05 crazy_baboon that would be of course better 22:06 crazy_baboon but to add that option, it is necessary to know whether there is a switch for enable/disabling drowning 22:07 crazy_baboon which would be awesome if there is one 22:08 crazy_baboon on the other hand, it is possible that drowning is so hard baked into the code that it is difficult to disable it 22:08 crazy_baboon - which would not be so good 22:09 Shara I only know mods can disable it, but that's by resetting the value. I assume they'd use a switch instead if there was one, so you should probably post an issue on Github. 22:11 crazy_baboon thanks Shara, but I am probably the only minetest user that wants to disable the drowning feature 22:13 Shara You may be surprised. 22:16 crazy_baboon thanks Shara! 22:17 crazy_baboon I am going to try to find a way of disabling drowning, and if i get nowhere (likely scenario), i will post an issue about it on github 22:28 rubenwardy I think those commits should probably be recerted 22:28 rubenwardy It should be implemented in MTG instead 22:35 p_gimeno drowning? as in the bubble meter? 23:09 paramat !tell crazy_baboon just remove 'drowning = 1,' from the node definition? 23:09 ShadowBot paramat: O.K.