Time Nick Message 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 08:03 sfan5 nvm that's easy to fix 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 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 14:35 nerzhul i hope someone can take a look before the weekend, i really want to do some code cleanups on client :)