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[MatrxMT] |
<Blockhead256> !tell Safea Use SkinsDB with the custom skin feature, see the README here https://github.com/minetest-mods/skinsdb |
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12:43 |
MTDiscord |
<redundantcc> Is there a comprehensive list of API that doesn't work after ServerStart, I'm trying to implement the strict mode that throws heirs if you try calling them |
12:44 |
sfan5 |
not really |
12:44 |
MTDiscord |
<redundantcc> Also is there anything special about the core meta table that requires me to preserve it, or I guess I'm asking how do I preserve the original meta table so I don't override it when I set it if it's set by some other mod. |
12:45 |
sfan5 |
the main thing is node/item registration, which has become stricter in 5.12 |
12:46 |
[MatrxMT] |
<Blockhead256> it's mostly stuff in core.registered_* |
12:47 |
[MatrxMT] |
<Blockhead256> redundantcc: Have you heard of or used strictest? https://github.com/appgurueu/strictest/ |
12:47 |
MTDiscord |
<redundantcc> I also experience that call backs like on_mods_loaded/ on_generate don't fire if registered after server start. from context it feels like that's designed behavior, but that's implied rather than documented? |
12:48 |
MTDiscord |
<redundantcc> Blockhead256: no but I can take a look, I'm developing my own framework and this might be useful |
12:48 |
[MatrxMT] |
<Blockhead256> on mods loaded just makes intuitive sense. on_generate not so much - I also wonder if you can change the functions in those tables later or not (probably not) |
12:48 |
MTDiscord |
<redundantcc> Wait does that constitute copying code, cause lars likes to use silly licenses |
12:49 |
[MatrxMT] |
<Blockhead256> is MIT that troublesome? |
12:49 |
MTDiscord |
<redundantcc> i use cc0, which is incompatible |
12:50 |
MTDiscord |
<redundantcc> Blockhead256: it's mostly an issue with cdb not having dual licensing yet. But yeah if I end up copying code, or being accused of copying code it could be troublesome. |
12:51 |
[MatrxMT] |
<Blockhead256> copyright law is so weird that I guess you might want to do independent research, feels like a waste though |
12:52 |
MTDiscord |
<redundantcc> It is, but by definition doing things the right way is usually harder. |
13:02 |
repetitivestrain |
respecting https://github.com/luanti-org/luanti/pull/16224 and in particular https://github.com/luanti-org/luanti/pull/16224#issuecomment-2939588226 |
13:02 |
repetitivestrain |
kno10 is correct: Minecraft does ensure that each thread has exclusive access to neighboring chunks before performing feature placement there, and similar asynchronous decoration placement is already possible in lua with core.handle_async |
13:03 |
repetitivestrain |
https://codeberg.org/mineclonia/mineclonia/src/commit/mineclonia_mapgen/mods/MAPGEN/mcl_levelgen/post_processing.lua |
13:03 |
repetitivestrain |
e.g. in my reproduction of minecraft's level generator |
13:04 |
repetitivestrain |
however, cave generation in minecraft is largely not produced by carvers but by noise functions, and carver caves don't require overgeneration, just for each thread also to execute carvers that originate in sufficiently close neighboring chunks (8) |
13:05 |
repetitivestrain |
e.g. see here: https://codeberg.org/mineclonia/mineclonia/src/commit/mineclonia_mapgen/mods/MAPGEN/mcl_levelgen/carvers.lua |
13:06 |
repetitivestrain |
only features (which are those decorations whose placement is contingent on neighboring terrain) must be deferred beyond proto-chunk generation |
13:10 |
repetitivestrain |
What would benefit mineclonia at the moment would be an option to disable overgeneration by singlenode so that our map generator may reliably post-process MapBlocks at the edges of the generated area of the map without running the risk of those contents being overwritten |
13:13 |
MTDiscord |
<redundantcc> Thinking about it it would also be nice if the menu had first class support for alternate World Generations. Internally they would all be treated as "single node", but to the end user it would seem like installing a world generation mod actually added an option for World Generation... |
13:14 |
MTDiscord |
<redundantcc> Alternatively the mod could just declare it's underlying dependency on another world generation type, while still benefiting from the automatic menu improvements and selection process. |
13:24 |
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13:28 |
repetitivestrain |
redundantcc: what we could really use is the ability to define a custom main menu |
13:28 |
repetitivestrain |
but the main menu lua API doesn't appear to be exposed to games |
13:28 |
repetitivestrain |
or rather, world creation menu |
13:30 |
[MatrxMT] |
<Blockhead256> it would be kind of cool to be able to put a [*Mapgen] section into your game's settingtypes.txt and have more options appear in the world creation menu |
13:31 |
repetitivestrain |
Hmm, well what we could really use would be some means of defining the process of converting textual seeds to integers, and of presenting a choice between ordinary, large biomes, and perhaps amplified presets |
13:32 |
[MatrxMT] |
<Blockhead256> are you trying to make it possible to use Minecraft's text to number algorithm so you can match their mapgen? |
13:33 |
repetitivestrain |
Blockhead256: why, i've already matched their mapgen |
13:33 |
repetitivestrain |
i only want the ability to define negative seeds and to derive integer seeds from md5 hashes of strings |
13:33 |
[MatrxMT] |
<Blockhead256> oic |
13:33 |
repetitivestrain |
https://codeberg.org/mineclonia/mineclonia/pulls/3419 |
13:33 |
repetitivestrain |
see |
13:33 |
repetitivestrain |
see here* |
13:33 |
repetitivestrain |
for a couple of screenshots |
13:34 |
repetitivestrain |
https://codeberg.org/attachments/7986a0e2-8ebb-4293-accb-38cf79074d8f |
13:35 |
[MatrxMT] |
<Blockhead256> ah, so your recent questions and requests about mapgen are not just hypothetical or early stage exploration |
13:35 |
repetitivestrain |
No |
13:36 |
repetitivestrain |
It's because I already have a largely functioning prototype that it would be gratifying to perfect |
13:40 |
repetitivestrain |
Blockhead256: see e.g. https://ibb.co/ZZ7Zq2C https://ibb.co/SZCxwHB |
13:42 |
repetitivestrain |
also it should be understood that i'm not attempting to guarantee identical feature placement with minecraft, since not even they guarantee consistency between minor versions or different data packs in this regard |
13:42 |
repetitivestrain |
just terrain, biomes, and eventually structures |
13:42 |
[MatrxMT] |
<Blockhead256> that's already fairly impressive |
13:43 |
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13:45 |
repetitivestrain |
Blockhead256: the real clincher is that it is 100% asynchronous, and slow though it is, it won't wedge a server for multiple seconds as the current on_generated structures and decorations do |
13:46 |
repetitivestrain |
and as it doesn't rely on the engine's overgeneration, it functions perfectly on a 64 processor (core) SMP with dozens of mapgen threads |
14:13 |
MTDiscord |
<nathan4220776> Excellent. |
14:14 |
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14:25 |
MTDiscord |
<redundantcc> repetitivestrain: if I remember there is API for that that the Lua built-in uses, but it's either overwritten or inaccessible from me instance that is used to load mods. |
14:26 |
MTDiscord |
<redundantcc> Besides mods are loaded at world old time, and if I'm choosing between cdb starting to manage csms or custom main menus I would take csms every time. The main menu is prerogative of distributor of the client. |
14:27 |
repetitivestrain |
redundantcc: surely it's not an unreasonable request to ask that games should be permitted to customize the world creation menu |
14:28 |
[MatrxMT] |
<Blockhead256> that's kind of moot speaking of CSMs when the current CSM environment is only loaded when entering a world |
14:29 |
[MatrxMT] |
<Blockhead256> what would the architecture of menu mods look like anyway? another subdir of ~/.minetest? |
14:30 |
MTDiscord |
<redundantcc> repetitivestrain: I don't think it's a crazy not to want, but aside from the security concern uploading arbitrary code in an unsandboxed main menu, which could be mitigated by only allowing the definition of form spec, there's also the issue of the sandbox not being instantiated until the world loads, the main menu doesn't actually provide any sandbox, which has been subjective very exploits and zero days over the years. |
14:30 |
MTDiscord |
<redundantcc> So I'm sure they're hesitant to avoid such API |
14:30 |
MTDiscord |
<wsor4035> the main menu is sandboxed now |
14:31 |
MTDiscord |
<wsor4035> > been subjective very exploits and zero days over the years. are you just making stuff up? |
14:31 |
MTDiscord |
<redundantcc> https://tenor.com/view/gordon-ramsay-finally-good-food-chef-gif-11616250 |
14:32 |
repetitivestrain |
redundantcc: what exploits? i've never heard of any |
14:32 |
MTDiscord |
<redundantcc> I can't look it up right now but there are a couple of past releases that I've seen in the security notes which explicitly patch is vulnerabilities to do with an unsigned boxed main menu |
14:32 |
[MatrxMT] |
<Blockhead256> is there any reason to object to allowing menu conf mods with extra formspec data that gets fed into world.mt and made available to mods? |
14:33 |
MTDiscord |
<wsor4035> so yes, your making it up. https://github.com/luanti-org/luanti/security/advisories |
14:34 |
repetitivestrain |
that instance where some MTG oil prospecting mod was backdoored (not with any downright malicious functionality, but with unfair gameplay perquisites) was the closest that minetest mods had ever approached to malware, afaik |
14:34 |
MTDiscord |
<redundantcc> Sorry I miss remembered, I was looking it up in the context of developing my own exploit https://github.com/luanti-org/luanti/security/advisories/GHSA-663q-pcjw-27cc |
14:34 |
repetitivestrain |
So what is the obstacle to sandboxing the main menu? |
14:35 |
MTDiscord |
<wsor4035> repetitivestrain: your refering to hybriddogs pr to techages author |
14:35 |
repetitivestrain |
Yes |
14:35 |
MTDiscord |
<wsor4035> it already is sandboxed |
14:35 |
repetitivestrain |
and ultimately it comes down to scout's honor: mineclonia will not include malware, and neither will any world creation UIs it eventually bundles |
14:36 |
[MatrxMT] |
<Blockhead256> contentdb will verify that |
14:36 |
sfan5 |
the obstacle to allowing mods into the main menu is that the main menu also has the settings menu, and the settings menu also decides what gets written into "secure.trusted_mods" |
14:36 |
MTDiscord |
<wsor4035> blockhead...... sure, totally. also people dont have to just get stuff from cdb |
14:37 |
repetitivestrain |
sfan5: is this prohibitively difficult to overcome? |
14:37 |
repetitivestrain |
or just a matter of writing code and having it reviewed |
14:37 |
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14:38 |
sfan5 |
ask yourself how you would effectively sandbox code that lives in the same lua space from each other |
14:38 |
sfan5 |
and if that's hard |
14:38 |
MTDiscord |
<redundantcc> wsor: They do if they'd like to install it on Android, since the modding directory is more difficult to get to on there |
14:38 |
[MatrxMT] |
<Blockhead256> wsor4035: I know you don't look at every update or anything, but Mineclonia getting as big an update as that? surely... |
14:38 |
MTDiscord |
<wsor4035> there is zero security once something is past initial approval on cdb |
14:39 |
[MatrxMT] |
<Blockhead256> like if a game is gonna get menu access on contentdb, in a hypothetical future of Luanti, then that would surely need another review |
14:39 |
MTDiscord |
<wsor4035> all one has to do is make a mod that passes, get it approved, and then next update fill it full of malware 🤷 |
14:39 |
MTDiscord |
<redundantcc> sfan5: setfenv? |
14:39 |
MTDiscord |
<redundantcc> Is that really not enough security |
14:40 |
[MatrxMT] |
<Blockhead256> well I'm suggesting that there should be for (a) adding trusted mod access and other hypothetical escalations |
14:40 |
[MatrxMT] |
<Blockhead256> that |
14:40 |
MTDiscord |
<jordan4ibanez> A man in lego city has had his main menu hacked |
14:40 |
[MatrxMT] |
<Blockhead256> that would need a system that we don't have in place, either pushing a load onto approvers or needing good static analysis. Of course. |
14:41 |
MTDiscord |
<wsor4035> honestly for that you would need mods to define persmissions they want in mod.conf, which might not be a bad idea for other reasons |
14:42 |
[MatrxMT] |
<Blockhead256> given the extensions with .cdb.json we've had, extensions to mod.conf just make complete sense |
14:43 |
MTDiscord |
<jordan4ibanez> So you made it to the main menu, you are now the code in the main menu. What can you do? |
14:44 |
[MatrxMT] |
<Blockhead256> im in ur menu exfiltratin all ur dataz |
14:45 |
MTDiscord |
<jordan4ibanez> No but like seriously, isn't the lua instance pointer sandboxed? |
14:58 |
repetitivestrain |
sfan5: can't main menu callbacks be run in a different lua_State? |
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15:35 |
MTDiscord |
<redundantcc> repetitivestrain: yeah but instantiating a new one for every mod loaded that declares one could get expensive, also it could become an issue of load order if two of mods are loaded that both declare control over the main menu. I think it's best just to have a setting exclusive to games like you do with first and mods loaded already. |
15:36 |
MTDiscord |
<redundantcc> Also if you guys are making alterations too the config declarations, could you add a setting that prompts the user for Advanced Permissions when they add a mod that requires it so modders don't have to have a section on how it's done which isn't version agnostic because you guys keep changing the menu. |
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16:01 |
matteobin |
What is your favourite Minecraft-like game for Luanti? Yesterday I played a bit of Mineclonia and I was very impressed. I've never played Minecraft though. :D |
16:03 |
matteobin |
Do you know if Mineclonia author accepts donations? |
16:08 |
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16:11 |
MTDiscord |
<wsor4035> i dont? think so. or if they do should fill out the field on cdb |
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17:25 |
MTDiscord |
<redundantcc> sfan5: is normalize_keycode undocumented depreciated or overwritten after the initialization step, and also does it do the thing that I think it does? |
17:27 |
MTDiscord |
<redundantcc> I need to get the key code from the settings configuration, and translate them into images that can be rendered... and I imagine oem3 isn't really intelligible for users, so I need to stabilize and translate to something that isn't keyboard specific |
17:28 |
rubenwardy |
reminder https://content.luanti.org/donate/ |
17:28 |
Krock |
you'd need the printable equivalent of the scancode (for version 5.12.0+). Main menu and Settings functions may change at any time. Only the mod API is kept stable. |
17:28 |
rubenwardy |
!title |
17:28 |
MinetestBot |
rubenwardy: Support Creators - ContentDB |
17:29 |
Krock |
s/printable/equivalent keycap letter/ |
17:29 |
Krock |
rubenwardy: why is the top package the top package? |
17:30 |
Krock |
in the table there's no indicator |
17:30 |
rubenwardy |
are you asking what top packages means? |
17:30 |
rubenwardy |
it's the same as the homepage: https://content.luanti.org/help/top_packages/ |
17:31 |
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17:31 |
Krock |
rubenwardy: ah I see. yes, I mostly wondered about the criteria they're sorted by. |
17:32 |
Krock |
I could not find that information on your donation page |
17:33 |
Krock |
also hey rubenwardy. while I got you on the hook - might you have time to look into my question about the 9-slice drawing as asked in https://github.com/luanti-org/luanti/pull/16161#issuecomment-2923155840 ? |
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19:55 |
[MatrxMT] |
<y5nw> redundantcc: core.normalize_keycode is only intended for internal use - it "normalizes" the keycode using KeyPress(str).sym() |
19:56 |
[MatrxMT] |
<y5nw> (which actually gives a scancode ... or a mouse button ...) |
19:59 |
[MatrxMT] |
<y5nw> redundantcc: Also you might want to check whether you are building with SDL or not. The SDL device does not produce OEM keycodes |
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21:13 |
MTDiscord |
<redundantcc> y5nw: thanks. |
21:15 |
MTDiscord |
<redundantcc> Is there any chance to get all of the experimental or internal functions documented, even just as a supplementary could change at any time document like CSM is right now. I'm doing some pretty advanced stuff, and it could also be useful for things like custom menus locked to a specific version/ custom client release. |
21:16 |
MTDiscord |
<redundantcc> Or even just someone nodding their head saying that it might be a good idea, so someone else can work on it without feeling like they might be wasting their time on an unacceptable/unpublishable feature |
21:17 |
[MatrxMT] |
<y5nw> Given (at least) my plans to work on the input handler I would prefer to not document core.normalize_keycode as it will likely break in the short term |
21:20 |
[MatrxMT] |
<y5nw> Also I'm a bit confused about your usecase. You want to translate the keycode setting into "images that can be rendered" but these also should not be "keyboard specific"? These sound like conflicting goals. |
21:27 |
MTDiscord |
<redundantcc> y5nw: Okay so two things. 1: key binds are stored in a settings file interpretable by the engine, since that's its primary use case and function. 2: I have images, I have file reader for the settings fike, I need a way to get a string from the file reader that matches one of the images as a finite subset of possibilities. 3: I am a being of chaos and disorder, and I do not always fully plan things out. 4: I have no idea which function |
21:27 |
MTDiscord |
I need, because all of the ones that I might need aren't documented and half of them aren't clear based on the name while the other half require specific arguments that I need to track down. |
21:28 |
MTDiscord |
<redundantcc> In short: hash table stored in a json file giving information on potential names descriptions and arguments, would be more useful than nothing I have right now. |
21:29 |
MTDiscord |
<redundantcc> So I was just wondering if I throw a small script to Auto generate something, would someone be willing to accept and populate the resulting file with descriptions and a list of potential arguments * warning do you not use in flux, version specific galore Etc..* |
21:29 |
MTDiscord |
<redundantcc> Like how client mods do > WARNING: The client API is currently unstable, and may break/change without warning. |
21:29 |
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21:30 |
MTDiscord |
<redundantcc> It would literally just be an auto-generated Json file containing a dump of current and past functions with a reference descriptions of what those functions do or used to do, no clean up no maintenance just a reference sheet that people can use if they want to dig out parts of the engine that they need to change. |
21:32 |
[MatrxMT] |
<y5nw> redundantcc: That function gives a scancode so you need a function that exposes KeyPress::name() instead. Also SDL does not guarantee that every key has a keycode |
21:32 |
[MatrxMT] |
<y5nw> (From my testing it seems like SDL does not report keycodes for dead keys, at least on Linux/X11) |
21:33 |
MTDiscord |
<redundantcc> Sure but in the use case a key that isn't accepted by the system won't end up being stored in the systems configuration file, so while it is negative possibilities manually adding your settings file to be corrupt isn't supported. |
21:35 |
MTDiscord |
<redundantcc> Which feels obvious, but if you're key bind is modified to be something ridiculous the engine should spit out an error or at least rectify it when it goes to save the file again which I should be able to cleanly ignore. But I can't have a default case unless I have a finite list of every key... |
21:35 |
[MatrxMT] |
<y5nw> SDL does report scancodes though and those are the ones that end up being saved into minetest.conf. The normalize_keycode function is primarily for converting old keycodes into scancodes |
21:36 |
MTDiscord |
<redundantcc> But are there any other functions I should look at, like that's the thing without a documented list I'm literally shooting in the dark hoping I hit the side of a bar in one of the built-in files. |
21:36 |
MTDiscord |
<redundantcc> *barn |
21:37 |
[MatrxMT] |
<y5nw> Like I said, KeyPress::name() from C++ (which you can expose to Lua) is the best you can have at the moment. Just be warned that it is not guaranteed to work _well_ if the key does not have a keycode (it then fallbacks to Luanti's internal scancode-based name) |
21:38 |
[MatrxMT] |
<y5nw> Otherwise you can use SDL's own API, which is documented quite well on this matter at least |
21:39 |
MTDiscord |
<redundantcc> All right sure I'll take a look, but I kind of wanted to have the code written by someone who actually knows how to write maintainable code... |
21:41 |
[MatrxMT] |
<y5nw> A list won't help if the issue is in the lack of understanding of the key configuration system |
21:44 |
[MatrxMT] |
<y5nw> Also at the moment I personally do not support the idea of using textures to show keys. Currently you would have to generate a lot of textures for different layouts/languages and it is hard to get them to work well across different games. |
21:44 |
[MatrxMT] |
<y5nw> s/work well/look well/ |
21:50 |
rubenwardy |
I forget the issue number but there's one about allowing mods to show binding names or images for informational purposes |
21:50 |
rubenwardy |
Like "sneak" -> Shift |
21:51 |
[MatrxMT] |
<y5nw> I know, but names as _strings_ are easier to implement than _textures_ |
21:51 |
rubenwardy |
from a name you can provide textures |
21:51 |
rubenwardy |
see kenney's asset pack for that |
21:52 |
rubenwardy |
https://kenney.nl/assets/input-prompts |
21:52 |
rubenwardy |
this is something for games though |
21:53 |
MTDiscord |
<the4spaceconstants2181> austria |
21:54 |
[MatrxMT] |
<y5nw> You would need more to cover different keyboard layouts, and you need to a way to showing different textures for certain keycaps (ctrl/alt/ins) based on the language |
21:55 |
[MatrxMT] |
<y5nw> (btw the issue is #14788) |
21:55 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/14788 -- Human-readable keybind names/interpolation for text. |
22:17 |
MTDiscord |
<redundantcc> Also as a related note, can we get a standardized cross context ( singleplayer+CSM / multiplayer sscsm) way to read settings from a given clients settings file, if for security reasons it's read only access or sent/updated only at the beginning of the client connection that's fine. I just hate limiting all the cool stuff with a "we only support singleplayer" tag. |
22:18 |
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22:28 |
MTDiscord |
<redundantcc> Just going to throw this here, since it's the icons I plan on using and they're also under cc0. https://thoseawesomeguys.com/prompts/ |
22:29 |
MTDiscord |
<redundantcc> Oh wow that did not expand like I thought it would, huh.. |
22:32 |
MTDiscord |
<nathan4220776> How did you make it NOT do that? |
22:32 |
MTDiscord |
<nathan4220776> I think links always expand when I post them... |
22:33 |
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22:33 |
MTDiscord |
<redundantcc> It's a passive, in that things will passively break around me... it's a perk for maxing out the red team class, trust me if I could turn it off I would. |
22:35 |
MTDiscord |
<nathan4220776> ( ͡° ͜ʖ ͡°) |
22:35 |
MTDiscord |
<redundantcc> Still better than the blue team one, that one makes things more likely to break around you and less likely to break otherwise. Great for having an engineer there to fix it, terrible if you rather things not be your problem. |
22:36 |
MTDiscord |
<nathan4220776> But those sound exactly the same... |
22:36 |
MTDiscord |
<nathan4220776> In the first one, things would also be less likely to break if you're not around... |
22:38 |
MTDiscord |
<redundantcc> Trust me they're different, one is designed for finding vulnerabilities and the other is designed around uptime... or there's no such thing as red and blue and it was purple team the entire time... really it can go either way. |
22:39 |
MTDiscord |
<redundantcc> I prefer to believe that I didn't waste my entire career making the uptime counter go up only for it to crash 4.2 seconds and completely reset my progress, because knowing that I wasted my entire life making a number go up makes me sad. |
22:39 |
MTDiscord |
<nathan4220776> In the grand scheme of things, it probably doesn't matter that much, but what do you mean by "red team" and "blue team"? You're probably not talking about tf2. |
22:40 |
MTDiscord |
<nathan4220776> Since you mentioned that, I just want to know... |
22:41 |
MTDiscord |
<redundantcc> Uh, well... sure yeah. tf2, red and blue has never been used in any other context. |
22:42 |
MTDiscord |
<redundantcc> https://tenor.com/view/rvb-red-vs-blue-red-vs-blue-red-team-red-team-rvb-red-team-gif-23514753 |
22:42 |
MTDiscord |
<nathan4220776> So it is a video game thing after all? I was thinking it was a hacker thing... |
22:45 |
MTDiscord |
<redundantcc> No but in seriousness, red and blue refers to the attacking and defending team of an asymmetrical game of capture the flag where hackers try to embarrass white hats by creating a security report on one monitor and playing solitaire on another. Purple team is more of a business terminology used for implying that asymmetric jobs of defending every single possible point of entry in your infrastructure, and finding esoteric loopholes or edge |
22:45 |
MTDiscord |
cases in the white hats logic and reasoning when designing that infrastructure is somehow the same job. |
22:45 |
MTDiscord |
<nathan4220776> So it is a hacker thing after all. |
22:45 |
MTDiscord |
<nathan4220776> That's kind of funny. |
22:45 |
MTDiscord |
<redundantcc> In a sense |
22:49 |
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23:39 |
MTDiscord |
<redundantcc> Let's go, it's almost here! |
23:39 |
MTDiscord |
<redundantcc> https://cdn.discordapp.com/attachments/749727888659447960/1379967886327545938/20250604_183125.png?ex=68422abe&is=6840d93e&hm=988fd6cb63e6498c87637df768dc5c1a8623658ae904f2787592d02b7233b3b0& |
23:44 |
MTDiscord |
<nathan4220776> Excellent. |