Time Nick Message 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 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 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 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 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 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 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 Also consider things like backpacks, or otherwise some form of seperate inventory. 13:57 MTDiscord 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] 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 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] 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) 14:03 [MatrxMT] Not to mention that removing built-in keybindings entirely is not a short-term option anyway because of compatibility issues 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... 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 per-world configuration isn't hard to do if you have per-world servers, I guess 🤔