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[MatrxMT] |
<repetitivestrain> Sure, I'll fish it out of my computer in a bit |
01:21 |
repetitivestrain |
Krock: https://paste.debian.net/1382344/ |
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06:02 |
swift110-mobile |
hey all |
06:06 |
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08:37 |
repetitivestrain |
How would you compel MapBlocks surrounding a player to generate despite being occluded from view? |
08:37 |
repetitivestrain |
without disabling server-side occlusion culling altogether |
08:37 |
sfan5 |
emerge_area? |
08:39 |
repetitivestrain |
Hmm, I had some pretty unpleasant experiences with emerge_area a while ago |
08:39 |
repetitivestrain |
i'll give it another chance though |
08:44 |
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10:37 |
celeron55 |
i did write a PR which did something like that by using priorization. everything was generated and send eventually, but visible and nearby stuff first. but it was part of a bigger framework which was declined |
10:38 |
repetitivestrain |
For the present I intend just periodically to iterate over mapblocks in the active block range and generate them |
10:39 |
repetitivestrain |
https://github.com/luanti-org/luanti/issues/16229 |
10:39 |
repetitivestrain |
but the proposal here would be far more ideal |
10:39 |
sfan5 |
i dont see an immediate connection between deciding which map blocks get generated, and how the generation works |
10:40 |
repetitivestrain |
my map generator requires that a certain margin around each mapblock be available before it can undergo feature placement |
10:40 |
sfan5 |
then that has nearly nothing to do with how player presence loads mapblocks |
10:40 |
repetitivestrain |
since feature placement is contingent on existing terrain, and features are permitted to extend outside the mapblock where they originate |
10:41 |
repetitivestrain |
i'm relying on the engine to generate all mapblocks in a reasonable radius around the player |
10:42 |
repetitivestrain |
whereas occlusion culling prevents invisible mapblocks beneath the ground from generating, preventing features from being placed in them |
10:42 |
repetitivestrain |
s/invisible/occluded/g |
10:53 |
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12:41 |
Helenah |
celeron55: How come you opted to copyright luanti code, does this in combination with copyleft licensing help to protect it from anyone who may try and make it proprietary while allowing others freedoms? |
12:43 |
MTDiscord |
<luatic> what |
12:43 |
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12:43 |
MTDiscord |
<rollerozxa> copyright is not an option |
12:44 |
Helenah |
luatic, There is luanti code with copyright notice as well as using the LGPL 2.1 |
12:45 |
MTDiscord |
<luatic> that's just how licensing works? |
12:47 |
MTDiscord |
<rollerozxa> everything starts out copyrighted, and the copyright owner can then choose to put it under a free license to give users the freedoms to use, modify and share it |
12:51 |
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13:17 |
celeron55 |
"opted to copyright" is such an unhinged statement. yeah, the answer is, that's not how this world works |
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14:41 |
MinetestBot |
[git] sfan5 -> luanti-org/luanti: Refactor meshgen-related code 6545710 https://github.com/luanti-org/luanti/commit/6545710c8e087d073504d7dfc5eee1a5e6cfe2e5 (2025-06-26T14:39:26Z) |
14:41 |
MinetestBot |
[git] sfan5 -> luanti-org/luanti: Skip pointless meshgen updates for air blocks 2733df7 https://github.com/luanti-org/luanti/commit/2733df78c49fe00f47564f72e62e813e12f31129 (2025-06-26T14:39:26Z) |
14:41 |
MinetestBot |
[git] sfan5 -> luanti-org/luanti: Tune mesh generation interval and thread count 2d36d32 https://github.com/luanti-org/luanti/commit/2d36d32da842c9be2d2b322e86678a70b8c04f01 (2025-06-26T14:39:26Z) |
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23:03 |
Helenah |
I'm trying to code a mod that's intended to be an API for other mods to use, I wrote a test mod to test the API of the mod I'm coding, it's saying require() can't be used if mod security is on, what's the alternative? |
23:04 |
cheapie |
Just have the mod depend on the one providing the whatever, then it'll be loaded by the time the other one loads |
23:04 |
Helenah |
I forgot about that, thanks. |
23:05 |
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23:44 |
Helenah |
How come you have lua functions like "register_privilege()" and things like this, I have in my mod "register_race()", etc, and someone who codes in lua is telling me this is scruffy and done wrong because lua has its own register. |
23:45 |
Helenah |
I then look into registers and it doesn't look like its what I want... I'm trying to expose an MMORPG API I'm coding to mod developers. |
23:46 |
Helenah |
Example code that takes advantage of my API. https://termbin.com/5avj |
23:47 |
Helenah |
Seriously, it has resulted in me doing my API 3 different ways so far only to be met with it's wrong and scruffy. |
23:49 |
MTDiscord |
<luatic> Your example code looks about right except I don't see why "register" and "define" are two separate things. There's also not really a need for the "run_race_callback". |
23:50 |
MTDiscord |
<luatic> You could simplify it by straight up using a table instead of register / get functions, but that's mostly a matter of taste and if you start to need custom registration (or getter) logic, the function style will come in handy. |
23:50 |
Helenah |
Originally, I did not have the "run_race_callback", but being told I'm wrong and scruffy all the time caused me to re-write like 3 times... |
23:50 |
Helenah |
Yes, I think just having "register_race(name, table)" would be cleaner. |
23:50 |
MTDiscord |
<luatic> I don't see why their judgment of "wrong" and "scruffy" would be the one and only truth. |
23:51 |
Helenah |
I mean, that's why I came speaking to you guys, to see why you did the register functions in the luanti API, to get a second opinion or whatever because I wasn't sure if that guy was understanding or could just be being obnoxious or whatever it is. |
23:53 |
Helenah |
I suppose my thinking about a "register_race()" function AND a "define_race()" function is that "register_race()" function would apple race specifics and defaults to a race, while "define_race()" would allow for a race's defaults to be re-defined or extra attributes added to it. |
23:54 |
Helenah |
But then, I could still have some defaults anyway, I suppose, so that was flawed thinking, and just have such re-defined and extra attributes done with the register_race() function. |
23:54 |
MTDiscord |
<luatic> The only way to have a meaningful discussion about any API design is by understanding the requirements, by abstracting use cases. Then when you think a design is bad, you should be able to point out why, and how it can be improved. |
23:55 |
Helenah |
Yes, I've been laying down all that and you helped me without me disclosing that information, I think. |
23:56 |
Helenah |
I know I'm on the right path for what I want to do now, that guy was really confusing me. |