Time |
Nick |
Message |
00:53 |
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01:37 |
sfan5 |
#10819 |
01:37 |
sfan5 |
phew |
01:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/10819 -- Rework use_texture_alpha by sfan5 |
01:43 |
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02:04 |
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03:30 |
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03:32 |
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03:52 |
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04:36 |
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05:00 |
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05:20 |
MTDiscord |
<Techy5> Just curiously, why is inventory serialization so verbose? It seems that it could easily be reduced to a single identifier byte for List/Item/Empty/EndInventory, etc., followed by string16s and binary integers as needed. Is it just too minor to warrant a version update? |
06:12 |
ryzenda |
Which cpp file handles placing/drawing the individual node blocks for a map/scheme? |
06:12 |
ryzenda |
or which file/function |
08:00 |
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08:03 |
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08:41 |
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08:57 |
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09:44 |
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11:44 |
sfan5 |
@Techy5 legacy reasons, this could've been replaced with version 5 but nobody bothered, there's many things like that |
11:44 |
sfan5 |
ryzenda: client/mapblock_mesh.cpp |
11:50 |
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12:37 |
Krock |
inventory serialization must be backwards-compatible to ensure player database compatiblity |
13:19 |
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13:25 |
MTDiscord |
<srinivas> would it not be possible to provide a one time upgrade script? |
13:26 |
MTDiscord |
<srinivas> or it can convert the old form into the new form as and when it "sees" it |
13:26 |
MTDiscord |
<srinivas> and be able to interpret both, but prefer the newer form? |
13:31 |
Krock |
if even, it would likely be incremental (load from old format, save to new format) |
13:33 |
MTDiscord |
<srinivas> but again, it is very much possible |
14:49 |
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15:21 |
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16:02 |
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16:03 |
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16:35 |
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17:05 |
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18:01 |
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18:12 |
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18:36 |
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20:39 |
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21:46 |
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22:21 |
lhofhansl |
Any more input on #10788 ? |
22:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/10788 -- Add zstd support. by lhofhansl |
22:27 |
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22:34 |
sfan5 |
I wanted to look at it but haven't had time yet |
23:22 |
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