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11:54 |
kilbith |
that would be worth giving some attention to #4420 and #4926 at some point |
11:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/4420 -- Sqlite3 database concurrent use & possible speed improvement by Rogier-5 |
11:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/4926 -- Cache information about blocks not found in database by Rogier-5 |
11:55 |
kilbith |
and to implement the 'vertical' property to the Irrlicht particle spawner |
11:56 |
kilbith |
that's my TODO list for the week |
11:57 |
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rubenwardy |
Good to hear |
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14:23 |
p_gimeno |
why aren't commits echoed in this channel? is there so much public interest as to have them in the general channel? |
14:46 |
rubenwardy |
Probably historic reasons |
15:00 |
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18:55 |
Krock |
!tell DS-minetest Here's an idea on how to solve the formspec issue: collect the pointers of each element that will be sorted. std::vector<ElementData> where ElementData is a struct containing IGUIElement* (2x, if item_image_button). Sort by first ptr |
18:55 |
ShadowBot |
Krock: O.K. |
19:14 |
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19:19 |
Krock |
!tell DS-minetest (after PC crash) Each element seems to be registered in "m_fields", including its ID. You can also lookup that ID to get the IGUIElement pointer. Idea: Include "int priority" in FieldSpec which is only used for legacy sorting |
19:19 |
ShadowBot |
Krock: O.K. |
19:21 |
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19:21 |
Krock |
!tell DS-minetest Depending on the sorting algorithm it will be possible to let some buttons have the same priority as items (image buttons) and you won't need to do a type lookup to perform the sorting |
19:21 |
ShadowBot |
Krock: O.K. |
19:21 |
Krock |
just in case you're stuck |
19:54 |
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23:07 |
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23:12 |
DevyHeavy |
Is there any reason why a mod shouldn't or couldn't edit shader constants? |
23:12 |
DevyHeavy |
An example would be in the following link, but it's not done by a mod: https://github.com/minetest/minetest/search?q=setVertexShaderConstant&unscoped_q=setVertexShaderConstant |
23:14 |
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23:15 |
rubenwardy |
DevyHeavy: not implemented yet because mods are currently entirely server-side and adding any remote execution including in shaders is risky |
23:15 |
rubenwardy |
note that Minetest modding tends to be plugin-based not patch/reflection-based. This is why mods don't tend to break between versions |
23:15 |
rubenwardy |
but also means that what you can do is limited to what the engine exposes to you |
23:16 |
rubenwardy |
you can also do patch-based modding by editing the engine C++ code |
23:16 |
rubenwardy |
no one tends to do that though |
23:16 |
rubenwardy |
Also, are you literally just talking about modifying constands and not the shaders themselves? |
23:18 |
DevyHeavy |
Thanks for the info. In my case, I would edit the shaders to add variables/constants that would have then been edited like in the link. I'm new to shaders so perhaps that's not the best, not sure. |
23:19 |
rubenwardy |
it usually doesn't make sense to do that unless the shader itself it designed in such a way to allow it |
23:22 |
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23:24 |
DevyHeavy |
Also, if you're curious, the reason I asked is because I am working on a dynamic weather mod but I would like to portray rough weather by changing particle direction and speed which can be done already, but wind speed should affect the wave speed of plants and maybe water. However, plant speed is not implemented yet, but even for water wave speed it's not possible I guess for the reasons you stated above. |
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