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IRC log for #minetest-dev, 2023-09-04

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All times shown according to UTC.

Time Nick Message
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08:29 [MTMatrix] <localhost> Solved. Is more complicated, table with a param2s[index_position] = number
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08:34 [MTMatrix] <localhost> out.webp
08:34 [MTMatrix] <localhost> hehe :D
08:34 [MTMatrix] <localhost> it's fun
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11:07 sfan5 note that this is the engine development channel, you might want to join #minetest
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11:12 appguru Merging game#3056 in 10m
11:12 ShadowBot https://github.com/minetest/minetest_game/issues/3056 -- New water textures. by Loppansson
11:31 appguru hmm maybe rebasing was a bad idea, should have squashed instead
11:36 appguru squashed and force-pushed
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22:08 lhofhansl Hi all. QQ: GenericCAO::step(...) calls CAnimatedMeshSceneNode::animateJoints(bool CalculateAbsolutePositions) on every frame. CalculateAbsolutePositions defaults to true, which is somewhat slow. When the mesh is finally rendered CAnimatedMeshSceneNode::getMeshForCurrentFrame() is called, which calculates the absolute bone positions anyway.
22:09 lhofhansl I think we can call CAnimatedMeshSceneNode::animateJoints(false) from GenericCAO. What do folks think?
22:32 erle lhofhansl is this a case where the externally observable effects are entirely the same?
22:33 lhofhansl erle: In my testing, yes, but I find it hard to prove to myself that there will never be any negative effects. Hence the question :)
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22:38 erle lhofhansl wait, how are you testing this actually?
23:15 lhofhansl With some animated entities, different bones attachments, etc.
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23:28 [MTMatrix] <localhost> Minetest does PRAGMA optimize; after close world?

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