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IRC log for #minetest-dev, 2022-12-25

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All times shown according to UTC.

Time Nick Message
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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
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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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23:58 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

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