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IRC log for #luanti-dev, 2026-07-25

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All times shown according to UTC.

Time Nick Message
00:00 MTDiscord <the4spaceconstants2181> no markdown in general afaik
00:00 MTDiscord <the4spaceconstants2181> that's client-dependent
00:01 MTDiscord <wsor4035> yes, but i kinda figured it would send ~~ at the start and end at least
00:02 MTDiscord <the4spaceconstants2181> is it treating each one as ~.....~?
00:18 user333_ i believe you can do strikethroughs, among other types of formatting
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08:08 sfan5 yeah that works here
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14:35 MTDiscord <wsor4035> for #10371, to prevent modders from locking in on one specific db, what if luanti where to provide a drizzle "orm" like api? i say orm in "" since if you know sql it takes all of 3 seconds to learn drizzle. obviously wouldn't have any type safety, etc, but it would be an api that could be wrapped over any db. sample query: const result = await db.select().from(users).where(eq(users.id, 1)); docs: https://orm.drizzle.team/
14:35 ShadowBot https://github.com/luanti-org/luanti/issues/10371 -- Lua API: Access to any DBMS
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17:07 sfan5 well who is going to invest time writing it
17:14 MTDiscord <wsor4035> The api itself? It's very much defined on both end spec, so one could probably trivially use an llm to create it and the check/test the output
17:15 sfan5 well uh
17:16 sfan5 I can't say I disagree with that approach in principle, but we are just about to define a policy that would ban this
17:17 MTDiscord <wsor4035> Actually no. With the changes its a might be closed
17:17 MTDiscord <wsor4035> Average luanti stupidity is what that pr is tho
17:18 Sheriff_U3 It's wasting core dev time more then a AI slop pr at this point I think.
17:19 MTDiscord <wsor4035> > Generating substantial amounts of code with AI is strongly discouraged and >   may result in immediate closure of the PR
17:19 MTDiscord <wsor4035> note the may
17:19 MTDiscord <wsor4035> yes
17:20 MTDiscord <wsor4035> also the only actual closed pr is someone trying to slop a bug bounty
17:20 MTDiscord <wsor4035> everything else has been a witch hunt
17:23 MTDiscord <wsor4035> anyways, back to sql things, i said two defined specs, technically its three, since you would need something to control which sql your mapping to under the hood. this probably is slightly less defined, as iirc (citation needed) luantis current support for multiple sql backends is just a glorifed kv wrapper
17:30 MTDiscord <wsor4035> the one thing to note is luanti currently has everything under core/minetest global.func. for something like this it might make sense to have it as its own thing that could be required, which would mean https://github.com/luanti-org/luanti/pull/16036 would have to be merged first. course doing this would mean more classic luanti politics/bikeshedding tho
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19:00 Krock For some reason, anisotropic_filter changes the appearance of the entire node regardless on the use_alpha_texture field. https://gcdnb.pbrd.co/images/FSBlHEytJ0aA.gif
19:01 sfan5 cool
19:04 Desour wow, it even rotates the node
19:04 Krock crazy indeed
19:07 Krock also when "mip_map = true"
19:20 Krock HUH it fills up the transparent pixels with whatever color is nearby
19:22 Krock sfan5: didn't you once post an image where you used the default_apple.png and filled its colors outwards? I remember seeing something like that .... it was a while ago.
19:22 sfan5 yes
19:22 sfan5 that's the imageCleanTransparent algorithm
19:23 Krock > if (m_setting_mipmap || m_setting_bilinear_filter ||
19:23 Krock m_setting_trilinear_filter || m_setting_anisotropic_filter) {
19:23 Krock now that explains the different outcomes! Good to know, thanks.
19:24 sfan5 we could simply state in the documentation that modders should not rely on alpha turning to any specific color (black) when using a transparent texture with a non-transparent node
19:24 Krock (for context: I was somewhat confused because I couldn't find any node which looked like this https://forum.luanti.org/viewtopic.php?p=451971#p451971 )
19:28 Krock is "blend" perhaps not supported on mesh nodes?
19:30 sfan5 should be
19:31 Krock sorry. typo in the nodedef field.
19:48 Krock will merge #16846, #17336, #17337 in 15 minutes
19:48 ShadowBot https://github.com/luanti-org/luanti/issues/16846 -- Formspec: Make inventory slots stay hovered on formspec update by CrazyladMT
19:48 ShadowBot https://github.com/luanti-org/luanti/issues/17336 -- Mainmenu: Progress bar show more media download details by cx384
19:48 ShadowBot https://github.com/luanti-org/luanti/issues/17337 -- Main menu: Mod sorting and display improvements by SmallJoker
20:05 Krock - done -
20:19 Sokomine tab name completition now adds a blank after the name. that's impractical. configurable?
20:23 Krock I suppose it's impractical when you'd like to add a punctuation character afterwards
20:25 Krock however I suspect you'd also be uncertain whether the autocompletion is actually done. If you'd like to have a setting for that, it could be implemented. Though I am not sure whether it will be more practical that way.
20:36 Sokomine i use it often to greet all players who are online. that does require a comma after each name. i also type the space automaticly after pressing tab so i end up with two
20:38 Krock noted. will write a PR tomorrow
20:50 Sokomine thanks!
21:15 sfan5 OBJ mesh parsing seems to be relatively slow https://x0.at/o5gL.png
21:15 sfan5 or alternative explanation: most meshes in this game session are obj
22:24 sfan5 is there any reason why we haven't defined std::min/max (or similar) for our vector types
22:24 sfan5 or am I missing these methods?
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23:13 MTDiscord <josiah_wi> It would be std::min/max_element for a container, right?
23:14 MTDiscord <josiah_wi> Oh, but it would be std::min/max for a mathematical vector type. Right.
23:14 Desour there is no obvious min/max of 2 vectors
23:16 sfan5 well there's (a < b ? a : b)
23:16 sfan5 but it turned out that I actually wanted componentwise_min
23:17 Desour there's also no obvious < on vectors ;)
23:17 Desour is defining std::min even allowed?
23:17 sfan5 no
23:18 sfan5 but we can have our own helper of course
23:19 Desour ah, that's how you meant it. I don't see a reason against adding a componentwise_min for vectors
23:20 sfan5 (that exists already)
23:21 Desour (but you could also add something more general: an `auto apply<F>(vector v1, vector v2, F func)`, so it would be `v3 = v3f::apply(v1, v2, std::min)`)
23:22 Desour s/apply/combine/
23:30 MTDiscord <luatic> engine vectors should have all the things lua vectors have, yeah
23:31 MTDiscord <luatic> btw sfan5 for your earlier question, static models that have set_animation() or play_animation() called on them will now produce warnings, yes
23:31 MTDiscord <luatic> i considered this a feature at the time but i'm fine if it's disabled for static models

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