Time Nick Message 08:29 [MTMatrix] Solved. Is more complicated, table with a param2s[index_position] = number 08:34 [MTMatrix] out.webp 08:34 [MTMatrix] hehe :D 08:34 [MTMatrix] it's fun 11:07 sfan5 note that this is the engine development channel, you might want to join #minetest 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 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 :) 22:38 erle lhofhansl wait, how are you testing this actually? 23:15 lhofhansl With some animated entities, different bones attachments, etc. 23:28 [MTMatrix] Minetest does PRAGMA optimize; after close world?