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IRC log for #luanti, 2026-07-29

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All times shown according to UTC.

Time Nick Message
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04:30 user333_ messing with PLAYERNAME_ALLOWED_CHARS, surprisingly nothing immediately apparent in the engine itself breaks (though lots of mods will) https://lounge.swee.codes/uploads/a4da48ac4c0fbd8a/Screenshot_20260729_012815.png
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07:26 sfan5 you can also name yourself 馬, probably
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09:38 guest312433221 dd
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09:51 pgimeno the chars that have special meaning when used in a Lua pattern are the most worrisome IMO, maybe someone is embedding the user name in a Lua pattern for matching without escaping
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10:32 MTDiscord <rollerozxa> the legacy player/auth backends also write files with the names of users, I assume this is where most of the username character set/casing limitations come from
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10:39 pgimeno excellent point, yes
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11:57 MTDiscord <luatic> UX wise player names should be typable for everyone especially admins and moderators
11:58 MTDiscord <luatic> good luck doing /kick 馬 if you have absolutely no idea what 馬 is or how to type it
11:59 MTDiscord <luatic> i think reasons like this are why many platforms that started out allowing arbitrary user names have returned to restricted ASCII subsets
11:59 MTDiscord <luatic> at least for a sort of "user id"
11:59 MTDiscord <luatic> display names can be whatever (though then again having display names and ids coincide is useful)
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13:18 MTDiscord <ggepic64> now if in the in-game chat the display name of a plauer is shown instead of the actual name or id, and the display name is made out of non-ascii characters, how to you point moderation chatcommands to this user? esay: make the admin and the moderators see the user id in brackets right after the display name (hoping this doesn't make a too long string)
13:22 user333_ kind of reminds me of IRC's username/realname/nickname
13:22 user333_ sfan5: https://lounge.swee.codes/uploads/eacab3077a7d89eb/Screenshot_20260729_101910.png
13:25 celeron55 normal players might need the ascii names too for chat commands or otherwise so maybe there should be a player list anyone can check (well, that's very easy to add as a mod)
13:25 MTDiscord <ggepic64> lol that evil utf-8 boi ate the > ascii character
13:26 celeron55 (whether something about this should be left for games to decide is of course a question)
13:27 MTDiscord <ggepic64> it would then make referring to players in chatcommands harder bc you have to check the actual id and that slows down the process or have to memorize the actual id
13:28 MTDiscord <ggepic64> there should be conventions, like transcribing a player's arabic display name to ascii in its id
13:29 MTDiscord <ggepic64> at least players who know how to read non latin alphabets and how to transcribe them to latin could smoothly use chatcommands involving players
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13:38 MTDiscord <bastrabun> Reminds me of the node name experiments. Back then we found even a tab would be a legit node name. If you are interested, I'll look up the list/issue/wherever we took notes
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17:14 user333_ okay, i made a (somewhat) sandboxed server that allows the usual characters (a-z, A-Z, 0-9, -, _) and (afaik) every other character IRC supports, so `, ^, [, ], {, }, |, and \ in playernames, if you want to try to break it
17:15 user333_ (should probably give the connection details, luanti.user333.sweeux.org:60000)
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22:30 MTDiscord <luatic> have the VE Building Creative rules always looked wrong?
22:30 MTDiscord <luatic> the lines are too densely packed, and the textlist[] rows that are highlighted when selected do not correspond with the lines...
22:30 MTDiscord <luatic> i just checked and this is the case for both 5.16.1 and 5.17-dev
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