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IRC log for #luanti-dev, 2026-07-09

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All times shown according to UTC.

Time Nick Message
00:02 turtleman joined #luanti-dev
00:20 MTDiscord <luatic> backwards compat. it's a planned breakage.
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09:42 MTDiscord <the4spaceconstants2181> backwards compat in what way? the meshes? well that can be kept (but still though why is the velocity limit in-code written in 10x)
09:57 celeron55 you're not going to believe this but luanti's internal coordinate system is such that 1 node = 10 units
09:57 celeron55 when it comes to physics and rendering
09:57 celeron55 or, at least it used to be
09:58 celeron55 i'm not sure how much of it has been changed from that so far, but if you see a factor of 10 anywhere, that's the one and only reason
09:59 celeron55 and the name for the 10x factor is "BS"
10:00 celeron55 or, to put it in another way, the dimension of a node is BS
10:00 celeron55 however, the modding API didn't adapt this convention and simplified it to node = 1
10:01 celeron55 adopt*
10:13 MTDiscord <the4spaceconstants2181> (are you addressing me or luatic) yeah I knew that about the codebase, I'm asking to change that while keeping it the same where there's an interface with mods
11:26 [MatrxMT]_ <Zughy> The dimension of a node is bullshit? Wow, what a joke of an engine
11:26 [MatrxMT]_ <Zughy> Well, game platform, whatever
11:26 rubenwardy this isn't uncommon but other engines do a better job of not leaking it
11:27 rubenwardy well, *unheard of
11:27 rubenwardy definitely should have been fixed with 5.0
13:44 loggingbot_ joined #luanti-dev
13:44 Topic for #luanti-dev is now Luanti (fka Minetest) core development and maintenance. Chit-chat goes to #luanti | https://dev.luanti.org/ https://irc.luanti.org/ https://github.com/luanti-org
14:44 MTDiscord <luatic> apparently going compat -> core means we can directly get OGL 3 on macOS, even without ANGLE
14:46 sfan5 its not a huge amount of work, too
14:48 MTDiscord <luatic> indeed. i just slopped a prototype with claude fable, diff came out to 20 files changed, 190 insertions, 268 deletions.
14:55 sfan5 who is paying for that? :D
14:58 MTDiscord <luatic> i have a personal claude code pro subscription and presumably as part of some marketing stunt anthropic lets mere pro users try fable a bit (until July 12th for me) so that's what i'm doing
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18:33 MTDiscord <.zenonseth> does your claude usage randomly reset sometimes? Mine's done it 4-5 weeks now, not the same day every week and 3 times (including just now) went back to 0% for the week, but once it went form like 40% to 20%
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21:12 MTDiscord <.zenonseth> has SSM<->SSCSM communication already been discussed?  I can do more of the low hanging fruit stuff, like particles API, but I'm curious if that was already discussed and/or ideas exist, because I can also have a go at it, even better if ideas already exist n any nuances
21:32 MTDiscord <luatic> Zenon Seth: i think the obvious solution would be extending mod channels (already a thing in CSM) to SSCSM, no?
22:19 MTDiscord <.zenonseth> I'm actually not that familiar with CSM mods to behind with, looking at the ModChannelMgr, that looks like subscribe/publish type of thing, that anyone can potentially write to - i assume we'd want to limit mods to only talk to their own SSCSMs?  That actually makes me wonder, is the plan to allow a mod to have multiple SSCSMs or just 1 per mod?
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22:26 MTDiscord <luatic> the current architecture is that there will be exactly one SSCSM per mod
22:28 MTDiscord <luatic> you do want multiple channels, in particular because you might want to map them to actual networking channels in the future, and then you don't want independent channels head-of-line blocking each other.
22:28 MTDiscord <luatic> so then you just end up with an API that lets you publish / subscribe to named channels and that's basically mod channels
22:29 MTDiscord <luatic> i'd recommend looking at the (brief) API documentation in [client_]lua_api.md to understand how they work from the modder's perspective rather than the verbose C++ implementation
22:29 MTDiscord <luatic> once you have named channels, it is no trouble to set up a named channel per-mod, if that's what you want
22:30 MTDiscord <.zenonseth> ok, I'll have a look at the docs - i'm assuming these channels aren't going to be directly modifyable by the mods themselves, otherwise they could send commands to other mods' sscsm -
22:31 MTDiscord <luatic> they could. i don't really see that as a big problem (yet).
22:31 MTDiscord <luatic> "private" channels could always be added later, if SSCSM ever gets some sort of "trust" system.
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22:34 MTDiscord <.zenonseth> yeah i guess there's already global shared namespace so mods can modify other ssms - i guess then the only thing here is the channel collision, if users can freely name them, maybe just auto-namespace mod channels with modname: prefix unless a mod specifically requests to send join othermod:something
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22:37 MTDiscord <.zenonseth> i think maybe this is also best left for later when sscsms can actually be sent by mods then, no need for me to rush, but good info to know!

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