Time Nick Message 18:16 sfan5 merging #7713 in 5 minutes 18:16 ShadowBot https://github.com/minetest/minetest/issues/7713 -- Make core.item_place_node return position of placed node. by BluebirdGreycoat 20:33 Exe_Virus Hello! Today's question pertains to animated meshes and how we render them. Reading through our minetest code, it looks like we do a lot of CPU processing to try to update animations. Why is this the case? (essentially, animated meshes are CPU limited, not GPU limited, the way they are currently implemeneted 20:33 Exe_Virus The reason I ask, is I am testing with 2 animated meshes. One has 700 faces and one has 240 faces. You would expect that the number of faces would effect it, but essentially, after 15 animated enitities are spawned (regardless of number of faces) the fps starts to drop. A lot. 20:33 Exe_Virus To go a step further, What I am asking is why do we do textureing (or skinning) CPU side and not GPU side? https://blogs.unity3d.com/2018/04/16/animation-instancing-instancing-for-skinnedmeshrenderer/ 20:34 Exe_Virus I realize that storing animations on the GPU side increases GPU memory requirements, but perhaps that is something we can look into? 20:35 sfan5 github might be better suited for this question 20:35 Exe_Virus want me to move it there? 20:36 Exe_Virus in an issue? 21:06 * Krock has zero clues on rendering 21:54 Exe_Virus Hello, can anyone tell me where to find the CSM mod api? 21:58 sfan5 doc/client_lua_api.txt 21:58 Exe_Virus ty! 22:12 paramat i will merge game#2549 and game#2550 in 1 hour, both trivial 22:12 ShadowBot https://github.com/minetest/minetest_game/issues/2549 -- Convert grass footstep sounds from stereo to mono by paramat 22:12 ShadowBot https://github.com/minetest/minetest_game/issues/2550 -- Add missing 'weather' mod documentation to minetest.conf.example by paramat 22:30 paramat actually i will merge those now 23:57 paramat merging game#2544 23:57 ShadowBot https://github.com/minetest/minetest_game/issues/2544 -- Remove floatland biome code by paramat