Time Nick Message 09:48 MTDiscord sfan5: set_nametag_attributes is presumably more efficient 09:49 MTDiscord considering it doesn't have to read the entire properties 10:58 Zughy[m] I was looking at #12367 : shouldn't we make a PR first to combine `gui_scaling` and `hud_scaling` into one parameter? 10:58 ShadowBot https://github.com/minetest/minetest/issues/12367 -- Add minetest.get_player_window_information() by rubenwardy 11:00 rubenwardy No, the GUI and HUD are different things. Being able to control them separately is good 11:11 Zughy[m] I know they're different, I just don't understand why someone would like to have GUIs at 1x and HUDs at 2x 11:16 rubenwardy GUIs will automatically scale down if they get too big, but HUDs won't - they will collide with each other 11:16 rubenwardy they work differently 11:25 MTDiscord i.e. HUD layouting is even more broken than GUI layouting 14:00 sfan5 the engine should provide a helper to parse those "foo, bar, baz, noqux, nobuz" strings settings have 14:05 rubenwardy yeah, trimming each one is annoying 14:11 sfan5 the format is flawed though 14:11 rubenwardy oh wait, flags 14:11 rubenwardy agreed 14:11 rubenwardy I believe nox exists for backwards compat reasons 14:12 sfan5 a human would say "nodedef" is {nodedef=true} while the API would say {dedef=false} 14:12 rubenwardy if you add a flag, you don't necessarily want it to default to false 14:12 sfan5 (and avoiding flags that start with 'no' is hard when working with nodes) 14:13 rubenwardy ahh yeah 14:13 rubenwardy you want a character that isn't possible in the flags, like ! or =false 14:25 MTDiscord inb4 we're escaping the flags 14:25 MTDiscord TBH I would prefer simply Lua tables, e.g. {flag1 = true, flag2 = false} 14:25 sfan5 was easy to solve in my usecase since the set of valid flags is known 17:03 rubenwardy Is there any news that any one wants to add to the June blog post?