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| 01:16 |
[MatrxMT] |
<Blockhead256> an LLM would make up the values to put into the tables even if it didn't know them. Several times I've seen people say "AI told me this API/field exists" and I've said "nope" |
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user333_ |
Blockhead: yeah, AIs lie a lot, back in like ~2021 it told me to directly wire a microcontroller to 120VAC and use a non-existant getBusVoltage() function to test for power... great idea! |
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repetitivestrain |
sfan5: thanks! |
| 02:51 |
repetitivestrain |
(regarding #16634) |
| 02:51 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/16634 -- Automatically choose multiple emerge threads for singlenode by sfan5 |
| 03:16 |
repetitivestrain |
!tell lofhansl: regarding https://github.com/luanti-org/luanti/issues/15219: the client and server will be at variance anyway if the entity's physics are any more sophisticated than integrating velocity and engine-provided acceleration with respect to dtime, as the granularity afforded by their respective event loops will be inconsistent, the client cannot reproduce whatever physics routines exist on the server, and scarce few mods |
| 03:16 |
MinetestBot |
repetitivestrain: Do not put an : at the end of nickname |
| 03:16 |
repetitivestrain |
implement physics that maintain consistency of the adjustments they apply in the face of variable dtimes. for example, https://github.com/sorcerykid/mobs/blob/master/init.lua#L1276 does not account for dtimes at all, and others fail dismally to account for the most elementary derivative rule, x^n = nx: https://github.com/mt-mods/deltaglider/blob/master/init.lua#L529. c.f. |
| 03:16 |
repetitivestrain |
https://codeberg.org/mineclonia/mineclonia/src/branch/main/mods/PLAYER/playerphysics/elytra.lua#L206, https://codeberg.org/mineclonia/mineclonia/src/branch/main/mods/ENTITIES/mcl_mobs/physics.lua#L1318. what is problematic is when globalstep intervals are so protracted that it is no longer possible for an entity's correctly implemented physics routines to adjust its velocity in time to inhibit the engine from moving it an excessive |
| 03:16 |
repetitivestrain |
distance _on the server_ (e.g., by applying gravity after a jump, failing which mobs are liable to jump over fences), which i trust you'll agree is more catastrophic than temporary desynchronization between clients and the server, and this may be satisfactorily addressed by an upper bound on the dtime |
| 03:17 |
repetitivestrain |
!tell lhofhansl regarding https://github.com/luanti-org/luanti/issues/15219: the client and server will be at variance anyway if the entity's physics are any more sophisticated than integrating velocity and engine-provided acceleration with respect to dtime, as the granularity afforded by their respective event loops will be inconsistent, the client cannot reproduce whatever physics routines exist on the server, and scarce few mods |
| 03:17 |
MinetestBot |
repetitivestrain: I'll pass that on when lhofhansl is around |
| 03:17 |
repetitivestrain |
implement physics that maintain consistency of the adjustments they apply in the face of variable dtimes. for example, https://github.com/sorcerykid/mobs/blob/master/init.lua#L1276 does not account for dtimes at all, and others fail dismally to account for the most elementary derivative rule, x^n = nx: https://github.com/mt-mods/deltaglider/blob/master/init.lua#L529. c.f. |
| 03:17 |
repetitivestrain |
https://codeberg.org/mineclonia/mineclonia/src/branch/main/mods/PLAYER/playerphysics/elytra.lua#L206, https://codeberg.org/mineclonia/mineclonia/src/branch/main/mods/ENTITIES/mcl_mobs/physics.lua#L1318. what is problematic is when globalstep intervals are so protracted that it is no longer possible for an entity's correctly implemented physics routines to adjust its velocity in time to inhibit the engine from moving it an excessive |
| 03:17 |
repetitivestrain |
distance _on the server_ (e.g., by applying gravity after a jump, failing which mobs are liable to jump over fences), which i trust you'll agree is more catastrophic than temporary desynchronization between clients and the server, and this may be satisfactorily addressed by an upper bound on the dtime |
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| 09:40 |
sfan5 |
repetitivestrain: so https://github.com/luanti-org/luanti/issues/15219? |
| 09:41 |
repetitivestrain |
sfan5: yes, i was responding to lhofhansl's last comment in the issue |
| 09:44 |
sfan5 |
oh |
| 09:44 |
sfan5 |
he's more likely to see it if you can convince someone to copy-paste your text there |
| 09:45 |
repetitivestrain |
hmm, i'll try to persuade the person who's been reporting physics anomalies in mineclonia with high dtimes on the forums |
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| 12:10 |
MinetestBot |
[git] cx384 -> luanti-org/luanti: Remove unused EventReceiver 4cbe7b2 https://github.com/luanti-org/luanti/commit/4cbe7b2597b553bac5c457bdc8179b020557a6c4 (2025-11-14T12:09:39Z) |
| 12:10 |
MinetestBot |
[git] sfan5 -> luanti-org/luanti: More minor shader cleanups 00eea43 https://github.com/luanti-org/luanti/commit/00eea43131bec7afc8321b88e4fc77e80594ce8e (2025-11-14T12:10:24Z) |
| 12:10 |
MinetestBot |
[git] sfan5 -> luanti-org/luanti: Adjust shader test CI workflows 577fc44 https://github.com/luanti-org/luanti/commit/577fc44ea9fd3c0d2ae657c53cddeb06bb05abd6 (2025-11-14T12:10:24Z) |
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| 15:29 |
cheapie |
I should dig the HP t520 back out, see what Luanti runs like on there now that the array texture stuff all works, seeing as how that thing does do OpenGL 4.6 |
| 15:29 |
cheapie |
I would say t420 instead but that only has 2GiB of RAM (soldered), while in the t520 I can add enough RAM for VE-C |
| 15:30 |
[MatrxMT] |
<Blockhead256> the t520 in question: There's an OpenGL 4 now!!? |
| 15:30 |
cheapie |
It supports Vulkan 1.2 too, at least in Linux... actually both do |
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[MatrxMT] |
<birdlover32767> i think the maximum size for nametags is too big |
| 17:45 |
[MatrxMT] |
<birdlover32767> it gets too much in your face |
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| 17:45 |
MinetestBot |
lhofhansl: Nov-14 03:17 UTC <repetitivestrain> regarding https://github.com/luanti-org/luanti/issues/15219: the client and server will be at variance anyway if the entity's physics are any more sophisticated than integrating velocity and engine-provided acceleration with respect to dtime, as the granularity afforded by their respective event loops will be inconsistent, the client cannot reproduce whatever physics routines exist on the ser |
| 17:54 |
MinetestBot |
[git] lhofhansl -> luanti-org/luanti: Force highp precision for float and sampler2d on GLES, if supported (… 785042d https://github.com/luanti-org/luanti/commit/785042dc9ebde9a61e6989425ee4e7026833ea1f (2025-11-14T17:52:55Z) |
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| 18:15 |
MTDiscord |
<bastrabun> lua_api.md, line 4389 there's an example translated chatcommand "playtime". In the return it accesses a variable "minutes" instead of "playtime". Currently line 4396: minutes, tostring(minutes)) Should be playtime, tostring(playtime)) |
| 18:15 |
MTDiscord |
<bastrabun> (Or I don't understand translations. 50:50 chance) |
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| 19:33 |
[MatrxMT] |
<y5nw> It's a typo |
| 19:34 |
[MatrxMT] |
<y5nw> (Although I do recall testing said code when writing the documentation; idk what went wrong in the process) |
| 19:55 |
cheapie |
new billboard works great: https://cheapiesystems.com/media/images/screenshot_20251114_135500.png |
| 19:56 |
cheapie |
other side: https://cheapiesystems.com/media/images/screenshot_20251114_134713.png |
| 19:58 |
MTDiscord |
<et086> amazing |
| 20:00 |
cheapie |
Some other player built that, but didn't actually put anything on it, so it was just a blank screen... so I modified my "image2table" script to automatically split across digiscreen nodes and to output the boilerplate stuff for me, then I could just copy/paste a column at a time into a Luacontroller until all 11 columns were lit up |
| 20:01 |
MTDiscord |
<zeminori> It's some base64 images framework? |
| 20:01 |
cheapie |
It's a whole bunch of digiscreens, they take images as nested tables of hex color values |
| 20:01 |
MTDiscord |
<zeminori> Oh |
| 20:02 |
cheapie |
The digistuff GPU can accept base64 strings (cheaper to send) and convert them |
| 20:02 |
[MatrxMT] |
<birdlover32767> this seems like a usecase for a "texture screen" node |
| 20:02 |
[MatrxMT] |
<birdlover32767> so you can input a base64 image into it |
| 20:03 |
cheapie |
That's largely what these end up doing, those nested tables get turned into a base64-ed PNG for display |
| 20:04 |
cheapie |
Initially with compression level 1, then if the image doesn't change for 5 seconds they go back and recompress at level 9 (and throw out the uncompressed copy), async both times |
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cheapie |
This should be enough pixels for now: https://cheapiesystems.com/media/images/screenshot_20251114_163731.png |
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