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00:14 |
Helenah |
I don't know, I mean, things feel a bit scattered to me, for example, we have the engine's privilege system, which allows us to define privileges for chat commands, and then we have things like the areas mod where it seems like they've had to resort to their own privilege system for areas, now I know the these areas are a functionality of the areas mod and are not engine specific but the engine's |
00:14 |
Helenah |
privilege system could be used for soo much more, for granting/denying access to different features of peoples mods. For example, you could have a privilege system of structured hierachical identifiers, for example, lets say you have a mod called "taior", lets say mod taior has a feature called "balmor" which has an attribute "whahum", you could grant access to that mod, and that feature and that |
00:14 |
Helenah |
attribute by granting to a player "taior:balmor:whahum", or perhaps you want the player full access to the balmor feature (taior:balmor) or maybe you want me to have full access to the mod (taior). Privilges can be a hell lot more fine-grained than what you already have. |
00:17 |
Helenah |
The impression version 5.11 gave me is that you want to re-factor the Luanti codebase, not only did I read into a name change, and a reason for why, but I also read into you wanting to drastically revamp the UIs by coming up with an alternative to formspec, and I also read you wanted to totally revamp the main menu, etc. |
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02:16 |
[MatrxMT] |
<Blockhead256> Helenah: It sounds like what you are looking for is to copy Bukkit's permission system |
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11:04 |
[MatrxMT] |
<y5nw> Helenah: IMO access control can quickly become complex for e.g. area access. You would need a system where you can dynamically add/remove permissions (e.g. access to a specific area), dynamically grant them to/revoke them from players, and relate them to static privileges; depending on how you want to implement this you will potentially shift the "scatter" from scattering privilege/permission information across the engine/mods and scattering |
11:05 |
[MatrxMT] |
<y5nw> ... (not bridged to IRC, so continuing) and scattering area-related information across the engine and mods. |
11:15 |
[MatrxMT] |
<y5nw> Also depending on how you want to use certain mods you can also further complicate things with the modal/temporal aspect (e.g. how/when something is allowed): you might want to limit certain public facilities (e.g. farms) in a way that players can only place certain things there; players may only operate vehicles in certain areas; players may not leave their vehicles/train on a highway/rail line and must leave it when entering a building or w |
11:16 |
[MatrxMT] |
<y5nw> ... when entering a building or when the train reaches its destination. At some point the "universal" permission system becomes complex enough that it makes more sense to have custom logic. |
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20:33 |
cheapie |
Random luacontroller+noteblock nonsense I did a while ago: https://cheapiesystems.com/media/2025-03-09%2015-30-51.webm |
20:34 |
bdju |
nice |
20:35 |
cheapie |
Keypad version: https://cheapiesystems.com/media/2025-03-09%2015-33-44.webm |
20:39 |
cheapie |
I guess while I'm down there poking at my old stuff, more old Luacontroller shenanigans: https://cheapiesystems.com/media/2025-03-09%2015-37-14.webm |
20:51 |
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21:10 |
MTDiscord |
<aeshaedi> it'd be super cool to have an official method for exporting games into self-contained packages |
21:11 |
MTDiscord |
<aeshaedi> standalone games |
21:13 |
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21:44 |
MTDiscord |
<theidealist> yeah |
21:45 |
MTDiscord |
<wsor4035> https://docs.luanti.org/for-creators/distributing-games-outside-contentdb/ |
21:47 |
ireallyhateirc |
luanti documentation? |
21:47 |
ireallyhateirc |
first time seeing that |
21:52 |
cheapie |
We have docs now? |
21:54 |
sfan5 |
we do |
21:54 |
sfan5 |
replacing the wiki and dev wiki |
21:56 |
ireallyhateirc |
now that such a thing exists I could consider contributing |
21:57 |
MTDiscord |
<wsor4035> in addition to what sfan5 said, also replacing rollers performant wiki mirror/own documentation |
21:58 |
ireallyhateirc |
the API doc stays where it is? |
21:58 |
ireallyhateirc |
also what about the modding book? |
21:59 |
MTDiscord |
<wsor4035> those both stay where they are for now. no long term plans regarding either |
22:01 |
MTDiscord |
<aeshaedi> Linux users are usually more advanced |
22:04 |
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22:25 |
MTDiscord |
<greenxenith> (We do have long term plans for the api reference but they are very long term) |
22:28 |
ireallyhateirc |
the API reference ain't tragic |
22:29 |
ireallyhateirc |
it just needs some examples here and there |
22:31 |
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22:48 |
ireallyhateirc |
anyone knows if parenting to vertext will work in Luanti? |
22:48 |
ireallyhateirc |
vertex* |
23:02 |
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23:57 |
cheapie |
I've shared this before, but I was digging through old screenshots and this came up again: https://cheapiesystems.com/media/images/screenshot_20231010_131238.png |
23:58 |
cheapie |
The input is the horizontal row of switches (LSB left) and the output is on the vertical row of red lightstone (LSB at the far end) |
23:59 |
cheapie |
It's the only discrete logic machine I've ever built to work with floating-point numbers. You can probably guess /what/ it does to them... the vertical row of switches is set to the constant 0x5f3759df :D |