Time Nick Message 00:06 jcm Should I rebase my branch onto master now that new commits have been merged? Also, do I need to squash the commits in my PR (#15799)? 00:06 ShadowBot https://github.com/luanti-org/luanti/issues/15799 -- Move `clickable_chat_weblinks` to Advanced > Miscellaneous by JamesCMorey 00:09 MTDiscord neither is necessary, it's good as-is. it'll be merged soon. 00:10 jcm Alright, thanks for letting me know. 17:08 Niklp How are admins supposed to bulk enable mods after #15758 ? Nobody wants to type 'mesecons_x...' 20 times when activating mesecons 17:08 ShadowBot https://github.com/luanti-org/luanti/issues/15758 -- Don't save `load_mod_* = false` lines in `world.mt` by appgurueu 17:14 MTDiscord Niklp: ls ~/.minetest/mods/mesecons | awk '/mesecons/ { printf "load_mod_"$1" = true\n" }' 17:31 sfan5 merging #15799, #15796 in 10m 17:31 ShadowBot https://github.com/luanti-org/luanti/issues/15799 -- Move `clickable_chat_weblinks` to Advanced > Miscellaneous by JamesCMorey 17:31 ShadowBot https://github.com/luanti-org/luanti/issues/15796 -- Basic camera control API (just the mode) by sfan5 17:51 Juri Given you host headless, the new workflow now is: If you want to enable a mod you have to manually type "load_mod_ = true" for every single mod. If you want to disable a mod you change the "true" to "false". But on the next server start the engine will delete the line, so you better not change it to "false", you better comment the line out, but you 17:51 Juri only know about that quirk if you have read the PR or when it already happened to you. That's neither convenient nor intuitive IMO... 17:51 Juri I wonder what is the reasoning behind this change, if you don't mind me asking? 17:52 MTDiscord read the linked pr/issue 17:52 MTDiscord honestly if your hosting a server should just be using worldmods tbh 17:54 Juri "false entries are not really useful at all" and to reduce "noise" is what I get from the original issue lol 19:30 MTDiscord also supposed "privacy" which in my opinion is complete nonsense there. its no different from if you send a stack trace and dont remove your path that has your name or something. also even then its just mods you have installed 19:53 sfan5 does anyone remember ever seeing the "YOUR CLIENT'S VERSION MAY NOT BE FULLY COMPATIBLE" chat message? it's in the code but I'm thinking it's broken 19:59 sfan5 yep looks like a commit from Jul 16, 2017 broke it 20:04 jonadab @wsor4035 Any time data are shared that can include user-generated data of any kind, there is always some way for that to compromise privacy or security. A bank password will be used as a filename, or something. You can't make it foolproof: fools are too ingenius. 20:04 jonadab At some point you just have to live with the fact that idiots *can* shoot themselves in the foot. 20:05 jonadab Granted, you try not to make it unnecessarily likely. 20:06 MTDiscord im not sure if your agreeing or disagreeing with me, it sounds like the first, but then im not sure why mention me 20:07 jonadab I think I'm mostly agreeing with you, yes. 20:24 MTDiscord I don't think the privacy argument is very strong, but it certainly isn't nonsense either. The set of mods you have installed is probably pretty decent for fingerprinting. 20:25 MTDiscord And it doesn't even have to be fingerprinting. Suppose I was sharing an innocent world and suddenly everyone knows that I have a "nsfw_kinky_fetish" mod you didn't need to know about installed. 20:26 MTDiscord The actually correct option, which I don't see why isn't on the table, is just to have MT never modify world.mt unless explicitly asked to by the user (e.g. via the mod selection menu UI) 20:27 MTDiscord It should just do what the user tells it to, not overwrite it with its own interpretation of what the user told it. 20:28 MTDiscord Not rewriting a file should also be easier ... and the logic for deciding whether it's one of the few cases where it's actually necessary really shouldn't be that complicated. 20:36 sfan5 I don't see how that differs from what we do now 20:56 MTDiscord #15796 made me think... would it take much work to allow making HUD exclusive to eg. 1st person camera? 20:56 ShadowBot https://github.com/luanti-org/luanti/issues/15796 -- Basic camera control API (just the mode) by sfan5 20:56 MTDiscord Because, you know, some HUD may make little sense in 3rd person 20:57 sfan5 making certain hud element exclusive to certain camera modes wouldn't be hard 20:57 MTDiscord But then, should we wait for a HUD API update? 20:58 MTDiscord Or the biggest things already came? 21:03 sfan5 i don't have any hud or camera api changed planned