DS
DS
>I think it would be possible to avoid the fallback pipes in synchronous communication like so: [...] Nice idea. Btw. I've tried doing IPC channels with memfd (for execve): https://github.com/Desour/mt_futex_ipc/blob/master/mt_futex_ipc.cpp...
>How much time per frame does a Minetest client typically spend sleeping? On my computer I measured about 20ms under pretty ideal conditions with FPS capped at 30. At 60...
> What I was thinking of, was something among the lines of this: https://www.reddit.com/r/Minecraft/comments/wvl4cx/so_i_was_making_a_pathway_when_i_noticed/ Note that using flipped / non-mirrored uv coords on the backface has the disadvantages of looking...
> What does this mean? I don't really understand all the jargon. > > using flipped / non-mirrored uv coords on the backface = what was seen in the video...
Tested thoroughly, found no issues. :tada: Just one thing: Please modify the testtools (remover, branding iron, ...) in devtest to make them able to point the test entities. One limitation...
FYI, most of the overhead of `get_node` and `get_node_bulk` comes from reading vectors and pushing nodes, because that does C++->Lua calls. If you do something like this for example, you...
Rebase needed. Also, with #14384 merged, this feature is now somewhat obsolete. @sfence Thoughts?
It's quite hard to judge if I support this if there's no detailed description of what this actually does. Doc draft needed.
Ah, I see now. So for sunken nodes, you need to register a new node for each liquid x inner node pair. And this doesn't work if the inner node...
Tested. Somehow looks better in-game than in screenshots. One small issue though: The arrows in scrollbars are a little low contrast. I'm fine with using this in mainmenu. For mods/subgames...