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IRC log for #luanti, 2025-02-04

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All times shown according to UTC.

Time Nick Message
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01:47 repetitivestrain i must say that i am very dissatisfied with the manner in which https://github.com/luanti-org/luanti/issues/15692 has been treated, as it affects not only our piglin model but also the player model itself
01:59 MTDiscord <luatic> i am sorry about it, but sometimes you have to rip the bandaid off. the breakage lies in a clear bugfix, and there are proper ways (and some hacks) for mods to stop relying on this bug.
01:59 MTDiscord <luatic> it is possible in reasonable time to update your mods without dropping support for older clients. i've made sure to explain the problem and outline some options for workarounds in that issue.
02:00 MTDiscord <luatic> the solution can't always be that the engine swallows the responsibility and becomes an unmaintainable mess. the implementation of skeletal animation specifically is bad enough as it is.
02:03 MTDiscord <luatic> i've spent a decent amount of time on that not-a-bug regression and at some point enough is enough.
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03:35 MTDiscord <mark.wiemer> Stumbled across https://appgurueu.github.io/2023/02/21/minetest-rant.html, is it still relevant today? I know SSCSM hasn't been implemented yet, so my guess is "yes", but I haven't ever built a mod so it's hard to test
03:38 repetitivestrain probably, but mineclonia has supported a CSM that requires a modified client for some weeks and which has eliminated vehicle and bow lag by moving it to the client
03:38 repetitivestrain and it has received a number of satisfied users
03:39 repetitivestrain also, the mcls use a server step rate of 20 ticks per second, as in minecraft, and the singleplayer tick rate is much more rapid
03:40 MTDiscord <mark.wiemer> Good to know, thanks 🙂
03:41 repetitivestrain https://codeberg.org/halon/mcl_localplayer/src/branch/master/player.lua
03:41 repetitivestrain the repo is https://codeberg.org/halon/mcl_localplayer, sorry

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