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15:51 |
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15:52 |
jwmhjwmh |
Merging #13073 and #13074 in 5m. |
15:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/13073 -- Fix join game tab being slightly shorter than the others by rollerozxa |
15:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/13074 -- Fully remove pageflip 3D mode by rollerozxa |
16:12 |
jwmhjwmh |
There is discussion in #13046 about whether to move client-provided CSMs to the SSCSM sandbox (a separate process.) Thoughts on this? |
16:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/13046 -- SSCSM execution proof of concept by TurkeyMcMac |
16:26 |
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16:32 |
jwmhjwmh |
It would increase code sharing between CPCSM and SSCSM, but it would decrease code sharing between CPCSM and the server script API (e.g. mod storage.) |
16:32 |
jwmhjwmh |
Code also executes slower in the sandbox. |
16:33 |
sfan5 |
code executes slower? |
16:33 |
Desour |
api calls are slower |
16:35 |
Desour |
(btw. related: there was already some discussion about putting SSCSM and CPCSM in same or different lua envs, see i.e. <https://github.com/minetest/minetest/issues/10594#issuecomment-720562520> (now it's about the process sandbox)) |
17:10 |
jwmhjwmh |
After thinking it over, I think CPCSMs should run in the sandbox. This will probably minimize code size, and all those APIs will have to be rewritten for SSCSM anyway. The execution speed isn't very important since CPCSMs are an afterthought anyway. |
17:13 |
sfan5 |
my opinion (like I said before): we should first do SSCSM that matches the needs that games have and then we can see which APIs can safely be exposed to the CPCSM |
17:17 |
jwmhjwmh |
I think I agree. |
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23:57 |
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23:58 |
lhofhansl |
Planning to merge #13075 soon. |
23:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/13075 -- Allow saturation to be controlled by the server. by lhofhansl |