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IRC log for #luanti, 2025-04-22

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Time Nick Message
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09:20 * cheapie hmms at the keybinding discussion
09:21 cheapie Mostly pretty much the expected stuff, but every so often someone suggests shift for fast and I have to wonder what their hands are shaped like to make *that* work
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12:55 rubenwardy cheapie: pinky finger on shift
12:55 rubenwardy Thumb on space, other fingers on wasd
13:09 sfan5 thats not the most comfortable finger position if done for longer
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13:26 cheapie rubenwardy: That requires me to contort my hand... strangely
13:27 cheapie But since the discussion is mostly just about the *default* bindings and there is an option to change them, I guess I don't really care too much
13:28 cheapie Just so long as we don't randomly get another commit a few months from now removing the ability to change keybindings since it "shouldn't be player choice"
13:28 rubenwardy It is quite common to have left shift for sprint. But yeah, rebinding is very important for accessibility
13:29 rubenwardy The Witcher 3 has left shift for sprint and ctrl for toggling walk/run
13:29 rubenwardy Aux isn't just sprint though
13:29 rubenwardy In a lot of games, aux is E and is used to interact
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13:34 rubenwardy The Witcher 3 also has I for inventory 😅
13:35 whosit using shift is not new: https://www.bungie.net/en/Forums/Post/38134035?sort=0&page=0&path=1
13:36 cheapie FWIW if I was asked to pick the default binding for inventory I'd probably come up with ` or something, although at home I'm on a Dvorak keyboard so I is convenient enough that I just leave it on that
13:39 MTDiscord <csperson> minecraft, the game that "inspired" a lot of luanti's stuff, has shift to walk/crouch and ctrl to sprint. And considering the visual/gameplay parellels, people who've played minecraft first are probably going to have that muscle memory.  Also, might be worth noting not all keyboards are the same shape. Another thing: lots of games have different buttons in general. And tbh, i feel like if luanti's going to work more towards trying to make
13:39 MTDiscord itself an engine, it needs to let games/mods register a lot more inputs than just a single "aux" key.
13:41 whosit arbitrary keys + actual key up / key down events :p
13:43 cheapie whosit: I was joking with someone else elsewhere about the worst possible keybindings - make sure you include the power button in there so I can press *that* for inventory :P
13:43 MTDiscord <csperson> i like tab for inventory.
13:44 cheapie Another one I came up with is E for run, except it's actually the E key on a different keyboard across town
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13:53 whosit hold the key and select an emote: https://www.aadhu.com/2025/03/emotecraft-mod-1-21-4-1-20-1-emotions-for-servers/
13:54 whosit there also was a "ping" mod: hold the key, bring up a wheel menu, select different actions like placing a waypoint visible to other people - to bring their attention, etc
13:55 whosit basic stuff, but clunky and won't work with just one aux key...
13:56 MTDiscord <csperson> Also consider things like backpacks, or otherwise some form of seperate inventory.
13:57 MTDiscord <csperson> or: what if you want the player to be able to roll somehow, like flying in a zero gravity/space environment where there is no specific up or down
13:57 [MatrxMT] <y5nw> csperson: There is a feature request for allowing mods to define their own keybindings, but that is out of scope for the discussion about default keybindings
13:59 MTDiscord <csperson> sure, but since luanti is working towards being more of an engine  why have default keybinds in the first place? leave that stuff completely up to developers.
14:02 [MatrxMT] <y5nw> IMO there are higher priorities in terms of refactoring the input handler so mod-defined keybindings are quite unlikely to be implemented in the short term (at least the next two releases)
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14:03 [MatrxMT] <y5nw> Not to mention that removing built-in keybindings entirely is not a short-term option anyway because of compatibility issues
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15:05 sfan5 I think the most relevant short-term improvement we could make is to add aux2
15:05 sfan5 and bind it to tab
15:05 sfan5 (i noticed that E brings up the player menu on AES, which is strange, but the only option they have)
15:08 whosit I one-liner that causes a weird crash... can I post it here? :p
15:08 whosit *I've found a
15:09 whosit (//lua snippet)
15:09 sfan5 //lua error()
15:09 sfan5 but sure
15:09 whosit .//lua coroutine.resume(coroutine.create(loadstring("return core.get_connected_players()[1]:setpos()")))
15:10 whosit this crashes because setpos() is deprecated
15:10 whosit but with set_pos() it does not :p
15:10 whosit (as it should)
15:11 whosit also doesn't crash if you remove "return"
15:11 sfan5 src/script/lua_api/l_base.cpp:128: static int ModApiBase::l_deprecated_function(lua_State *, const char *, const char *, lua_CFunction): A fatal error occurred: lua_getstack() failed
15:11 sfan5 fatal erroring on lua_getstack always seemed suspicious to me
15:12 sfan5 mind filing a bug?
15:12 whosit what to I call it? X)
15:13 sfan5 Lua code triggers fatal error
15:13 sfan5 +unexpectedly
15:14 whosit ok
15:26 whosit https://github.com/luanti-org/luanti/issues/16068
15:27 whosit loadsring is not needed, just a function also works...
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17:54 pgimeno what is the per-world minetest.conf called these days?
17:55 Krock nil
17:56 Krock perhaps 'world.mt' is the most important conf file, but I wouldn't personally store mod data there
17:57 Krock correction: *'map_meta.txt'. The naming couldn't be less confusing.
18:07 pgimeno ahh never mind, I think that I stored minetest.conf in the world and pointed the server to it
18:09 pgimeno I mistakenly thought that it was supported as such, as a per-world configuration
18:17 MTDiscord <warr1024> per-world configuration isn't hard to do if you have per-world servers, I guess 🤔
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