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IRC log for #minetest-hub, 2021-02-23

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All times shown according to UTC.

Time Nick Message
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10:26 celeron55 the MT server literally doesn't even have any image manipulation library linked into it
10:26 celeron55 the only thing it can do to images is transfer them as files
10:26 VanessaE makes sense
10:27 VanessaE so the issue is client-side and something's causing the image to gain an alpha channel with a particular amount
10:30 VanessaE though it bugs me a little that my client throws all those alpha warnings for images that definitely had alpha originally, while at the same time rendering them "properly".
10:32 VanessaE er
10:32 VanessaE that definitely did NOT have alpha originally.
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20:05 Jordach i've come to a critical impasse for my game development: it's as follows
20:06 Jordach 1) implement a server downloadable CSM that bootstraps a client to allow full clientside cosmetic objects
20:06 Jordach or 2) continue with the increasing load level of handling more entities in the server's on_step
20:06 Jordach (current bandwith for two clients connected is 0.05mbps)
20:07 Jordach what i wouldn't mind is servers *asking* clients of certain CSM mods exist
20:09 Jordach i can then shove all HUD update elements into a clientside thing and just have the server asyncronously send updates
20:09 Jordach thereby dramatically reducing the required number of packets
20:09 rubenwardy > what i wouldn't mind is servers *asking* clients of certain CSM mods exist
20:09 rubenwardy you can do that using mod channels
20:10 Jordach they still need to be enabled *beforehand*
20:10 Jordach i mean during the initial connection part
20:11 Jordach as long as the basic "enable CSM" is on, the server can selectively turn on client mods
20:11 Jordach rather than enable them globally
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