| Time |
Nick |
Message |
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| 13:50 |
[MatrxMT] |
<Tanavit> Hello. |
| 13:50 |
[MatrxMT] |
<Tanavit> Is there a way to forbid private messages (/msg command) or to limit their usage to a dedicated privilege ? |
| 13:51 |
user333_ |
you can make a mod to override the /msg command i believe |
| 13:51 |
MTDiscord |
<the4spaceconstants2181> what do you need disabling private messaging for;? |
| 13:51 |
MTDiscord |
<the4spaceconstants2181> s/;/' |
| 13:53 |
[MatrxMT] |
<Tanavit> On a server with young players, we would forbid innapropriate private messages. I know that they are logged. |
| 13:54 |
[MatrxMT] |
<Tanavit> Thanks. I was unaware that it is possible to override a built-in command. |
| 14:00 |
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| 16:16 |
Sheriff_U3 |
https://github.com/luanti-org/luanti/blob/master/doc/lua_api.md?plain=1#L404?plain=1 is no longer correct about GLTF animations I hope. |
| 16:59 |
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| 17:11 |
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| 17:25 |
MTDiscord |
<luatic> yes. this is what happens with redundant info 🙃 |
| 17:27 |
Sheriff_U3 |
I'll work on a pr for it then |
| 17:33 |
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| 18:00 |
Sheriff_U3 |
Done, #17369 for anyone interested. |
| 18:00 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/17369 -- .gltf multi-track doc fix by Sheriff-Unit-3 |
| 18:30 |
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| 18:49 |
Krock |
@luatic Where exactly is that redundant information? |
| 19:13 |
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| 19:17 |
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| 19:17 |
MTDiscord |
<luatic> Krock: in the glTF section, it is stated that glTF supports multiple animations; in the brief media section, it was stated that .b3d, .x and .gltf support a single animation. arguably i should've seen it because it's right nearby. |
| 20:05 |
MinetestBot |
[git] CrazyladMT -> luanti-org/luanti: Formspec: Make inventory slots stay hovered on update (#16846) efd2174 https://github.com/luanti-org/luanti/commit/efd21740ed6b118e10ee7c5a9e79bd60e83957ba (2026-07-25T20:04:27Z) |
| 20:05 |
MinetestBot |
[git] cx384 -> luanti-org/luanti: Mainmenu: Progress bar show more media download details (#17336) fe5c695 https://github.com/luanti-org/luanti/commit/fe5c6953514aea161c4d7cb9197d28b237417d62 (2026-07-25T20:05:01Z) |
| 20:05 |
MinetestBot |
[git] SmallJoker -> luanti-org/luanti: Main menu: Mod sorting and display improvements (#17337) 2d5b8a4 https://github.com/luanti-org/luanti/commit/2d5b8a48fa0121c3c5362b2c996adc82d2016df8 (2026-07-25T20:05:28Z) |
| 20:32 |
cheapie |
I think I found the elevator with the best view in the city: https://cheapiesystems.com/media/2026-07-25%2015-29-37.webm |
| 20:34 |
crazylad |
epic |
| 20:36 |
Krock |
freely flying cable car |
| 20:44 |
cheapie |
I also got one of these working again recently, this is an old techage movecontroller elevator using the Mineconic VM controller I did back before celevator: https://cheapiesystems.com/media/2026-07-24%2005-59-09.webm |
| 20:47 |
Krock |
cheapie: in this case, the eye height is not quite the same while travelling downwards |
| 20:47 |
cheapie |
Krock: On what, the techage one? |
| 20:47 |
Krock |
yes |
| 20:47 |
cheapie |
Yeah, techage isn't my mod, and I guess they decided to just.... not work around all of the attachment weirdness/bugs |
| 20:49 |
Krock |
shouldn't be difficult to fix. I suspect the center of the moving platform model is at -0.5 or so, which then attaches the player too deep. 3rd person view would show that |
| 20:50 |
cheapie |
I think that used to be the case. Newer versions of techage do actually offset the player based on where they were standing when it started, but because attachments are all sorts of weird and broken, offsetting the player doesn't offset the eyes |
| 20:50 |
cheapie |
celevator works around this by adding an extra entity in between, offsetting that, and attaching the player to *that* |
| 20:51 |
Krock |
hm. eye height should not be affected by attachments, at all. at least while writing boost_cart (which then was mostly integrated into MTG) was quite straight-forward |
| 20:51 |
cheapie |
I think it has something to do with the type of entity. wielditem is extra-broken and always has been |
| 20:51 |
Krock |
attachment chains did get funny, or when bones were involved. Though it's been a while since I've last seen any broken rotations |
| 20:52 |
Krock |
(rotations or offsets) |
| 20:55 |
cheapie |
celevator's extra entity in between is also how it doesn't make you tiny like attachments usually do, also as of somewhat more recently it uses the node visual instead of wielditem |
| 21:32 |
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| 22:35 |
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| 22:46 |
Izzy |
Delighted to report that updating SDL on my G5 fixed the mouse movement weirdness https://uranus.shadowkat.net/tmp/c9d2.png |
| 22:47 |
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| 22:47 |
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| 23:49 |
cheapie |
sfan5: I have some players that are curious what you're testing |
| 23:49 |
sfan5 |
loading performance |
| 23:49 |
sfan5 |
https://github.com/luanti-org/luanti/pull/17372 |
| 23:49 |
cheapie |
thanks |
| 23:50 |
cheapie |
I guess VE-C must just be the default slow-to-load server :P |
| 23:51 |
sfan5 |
I don't have any local worlds that are intensive to load |
| 23:51 |
sfan5 |
so it makes a good benchmark |
| 23:52 |
* cheapie |
nods, and we're fine with it being used as such |
| 23:53 |
cheapie |
Although that reminds me, I need to track down the source of that ~0.5s lag spike when players join sometime |