Time |
Nick |
Message |
00:14 |
Trel |
Does anyone play the backrooms game for this? I have a question on one of the levels, is there only one way out of the ??? level? |
00:15 |
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03:28 |
[MatrxMT] |
<Blockhead256> colours alone can't be copyrighted, and they're difficult but possible to be part of a trademark |
03:34 |
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04:59 |
[MatrxMT] |
<Blockhead256> keeping a ForumSus bookmark folder coming in handy, just banned anothe two posts that were edited to have invisible spam links |
05:38 |
[MatrxMT] |
<Bracket> why would one post invisible spam links |
05:57 |
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06:16 |
[MatrxMT] |
<Blockhead256> some kind of vain hope that it feeds into search engines I think - even though the forums specifically mark URLs to not be followed from posts on the forums |
07:13 |
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07:44 |
sfan5 |
the people doing forum spam still think that pagerank/seo works like it did in 2012 |
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09:26 |
MinetestBot |
[git] sem-geologist -> luanti-org/minetest_game: Fix registering beds in other mods namespace 9321c26 https://github.com/luanti-org/minetest_game/commit/9321c265b6b834a5ca08aac61776dbf24a1a0546 (2025-06-13T09:26:05Z) |
09:50 |
repetitivestrain |
As regards https://github.com/luanti-org/luanti/issues/16229: all that treatment of byte buffers, FFI, and webassembly is really quite premature IMHO |
09:50 |
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09:51 |
repetitivestrain |
Something that would greatly benefit any map generator which generates broadly realistic vertical terrain (such as mine, which was discussed in the thread) will benefit from a feature I proposed on the forums weeks ago: https://forum.luanti.org/viewtopic.php?p=444783 |
09:52 |
repetitivestrain |
any broadly realistic terrain that is finite vertically, I mean |
09:54 |
repetitivestrain |
since my level generator is currently required to recalculate each vertical column's contents _five_ times with a chunksize of 5, it stands to reason that enabling it to generate an entire column at once will improve performance and might even bring it up to an acceptable degree |
09:55 |
sfan5 |
surely you could cache the result? |
09:55 |
repetitivestrain |
that requires too much memory |
09:55 |
repetitivestrain |
and doesn't really help with multiple mapgen threads |
09:55 |
repetitivestrain |
i have tried |
09:56 |
repetitivestrain |
to continue: not only is incremental vertical generation is not possible when attempting to maintain fidelity with minecraft, it is a Bad Thing in general, as it reduces determinism and correctness, as all of the lighting bugs around deep caverns intersecting the singlenode sea level will attest |
09:58 |
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09:58 |
repetitivestrain |
yeah, last i tried it was approximately 18 MB/MapChunk and per mapgen thread, and with multiple threads, the hit rate was actually exceedingly low as a single column would generally be assigned to separate threads |
10:01 |
MinetestBot |
[git] sfan5 -> luanti-org/minetest_game: Fix Docker CI test to run on new/old engine versions 05d5461 https://github.com/luanti-org/minetest_game/commit/05d5461a41c459031ec4fb76e4bf31f9a2f83256 (2025-06-13T09:57:55Z) |
10:14 |
MinetestBot |
[git] sfan5 -> luanti-org/minetest_game: Fix TileDef deprecation warning 844216c https://github.com/luanti-org/minetest_game/commit/844216cbb8a8647999ed3cb858e1f0fddafea01f (2025-06-13T10:11:19Z) |
10:14 |
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21:34 |
MinetestBot |
[git] Desour -> luanti-org/luanti: Fix some misinformation in `world_format.md` (#16256) f75d16c https://github.com/luanti-org/luanti/commit/f75d16c1e671222cae1bf9c0f1ad90a28363c790 (2025-06-13T21:32:55Z) |
21:34 |
MinetestBot |
[git] Xeno333 -> luanti-org/luanti: Make minimap respect `drawtype = "airlike"` (#16251) 225d2cf https://github.com/luanti-org/luanti/commit/225d2cf9166588477e3f8a4fcfe1ff4337558178 (2025-06-13T21:33:10Z) |
21:38 |
MinetestBot |
[git] j-r -> luanti-org/luanti: Detect mouse moving out of inventory slot (#16101) 81d62d0 https://github.com/luanti-org/luanti/commit/81d62d01d119a5d519b923b839ea4c08900e1d1f (2025-06-13T21:36:44Z) |
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