Time |
Nick |
Message |
04:00 |
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06:18 |
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06:24 |
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06:27 |
sfan5 |
merging #11232, #11159 in 10m |
06:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/11232 -- Add helpful error messages if Irrlicht library or include dir are set incorrectly by sfan5 |
06:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/11159 -- Fix rotation for falling mesh degrotate nodes by Wuzzy2 |
06:46 |
nerzhul |
sfan5, what do i do for irrlicht#33 then ? restore ? keep it ? :) |
06:47 |
sfan5 |
i'll take a look at it again |
07:09 |
sfan5 |
nerzhul: restore the extra methods (e.g. toUTF16_s), delete inside of `#ifndef USTRING_CPP0X_NEWLITERALS` and keep functions outside |
07:16 |
nerzhul |
ok will do |
07:18 |
sfan5 |
pushing http://sprunge.us/RQUSM9?diff in 5m |
07:33 |
nerzhul |
sfan5: restored functions :) |
07:34 |
nerzhul |
mt compilation is fine |
07:51 |
nerzhul |
i'm thinking also on client performance improvement, especially if we add more logic on it. I know i introduced the RenderingEngine singleton, but it as more a easy win path to refactor our original 0.4 code. it's time to make it over i think |
07:51 |
nerzhul |
i will start to produce a MR about it |
07:58 |
nerzhul |
easy win PR #11234 to review :) |
07:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/11234 -- fix: drop old irrlicht <1.8 compat on Client::loadMedia by nerzhul |
07:59 |
sfan5 |
okay looks like toUTF16_s doesn't compile, then we can throw it away |
08:00 |
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08:03 |
sfan5 |
nvm that's easy to fix |
08:07 |
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08:13 |
nerzhul |
strange it compile on my side |
08:13 |
nerzhul |
what is your issue ? |
08:14 |
sfan5 |
core::string<>.c_str() returns a const T* and that cannot be written to |
08:15 |
sfan5 |
similar to that |
08:15 |
nerzhul |
i compiled with latest gcc and i have no issue :o |
08:15 |
sfan5 |
clang here |
08:15 |
nerzhul |
haha, this time it's the opposite :p |
08:19 |
nerzhul |
to continue on the removal on the RenderingEngine singleton, the removal will permit to define who can access to the rendering engine and permit to ensure caller are on the right thread. * |
08:19 |
nerzhul |
I'm thinking about decoupling the packet handler part from the rendering part, using event based model to perform irrlicht actions. This will drop frame drop when loading many mapblocks, or having many in memory which are processed by our events directly on packet receive |
08:20 |
nerzhul |
i will modify the previous PR if not already merged ('as it's pretty trivial to add a protection on the filesystem pointer to prevent permitting access to it from everywhere in the code first, and will continue commit by commit to protect other parts |
08:20 |
nerzhul |
i should find during the refactor some functions which should be moved, or some code parts, to better owners |
08:52 |
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14:06 |
nerzhul |
i enhanced #11234 refacto PR. We now have better separation and less global calls to the rendering engine. Some few are remaining, and pretty complex to think about currently. Fucntionnally, no change on this PR, but far more proper code, and rendering engine protection |
14:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/11234 -- refacto: don't permit to access to RenderingEngine::filesystem widely by nerzhul |
14:06 |
nerzhul |
i want to enhance our code to isolate it more and more from all our legacy fat Client, ClientLauncher, Game and other objects |
14:08 |
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14:25 |
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14:35 |
nerzhul |
i hope someone can take a look before the weekend, i really want to do some code cleanups on client :) |
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