Time Nick Message 07:36 paramat #5146 simple and seems good 07:36 ShadowBot https://github.com/minetest/minetest/issues/5146 -- Fix fog weirdness by numberZero 07:42 nrzkt paramat, i agree too, merging 07:43 paramat great 07:43 nrzkt paramat, what do you think about #5151 ? 07:43 ShadowBot https://github.com/minetest/minetest/issues/5151 -- Tell on_punch to expect a return value by duane-r 07:58 paramat not sure yet 08:01 kaeza it fixes broken API 11:25 red-001 !seen davisonio 11:25 ShadowBot red-001: I saw davisonio in #minetest-dev 20 weeks, 2 days, 20 hours, 31 minutes, and 23 seconds ago saying "Perhaps it can be solved by setting a maximum limit of 14 in the light source definition" 11:27 paramat ^v Darcidride your join / leave messages are spamming this channel, anything you can do to reduce? 11:28 paramat phew :P #5148 updated and seems to work 11:28 ShadowBot https://github.com/minetest/minetest/issues/5148 -- Mgvalleys: Fix missing decorations and incorrect function order by paramat 11:32 paramat #1475 updated any comments? this adds sand resources throughout the world instead of just near sea level 11:32 ShadowBot https://github.com/minetest/minetest/issues/1475 -- Client lag improvement by sapier 11:32 paramat game#1475 11:32 ShadowBot https://github.com/minetest/minetest_game/issues/1475 -- Ores: Add silver sand blob ore, relocate other blob ores by paramat 11:35 paramat input needed on game#1532 i'm unsure 11:35 ShadowBot https://github.com/minetest/minetest_game/issues/1532 -- Bushes: Add leafdecay to bush leaves by paramat 11:47 paramat game#1539 11:47 ShadowBot https://github.com/minetest/minetest_game/issues/1539 -- Creative: Cache creative mode setting by paramat 12:03 red-001 for CSM is isolating mods from each other really needed? 12:06 red-001 I mean if mods are written correctly and set all their internal functions to locals etc I don't see why having them share the environment is a problem 12:15 ^v paramat, sorry lol my VPS is having issues 12:36 nore updated #5143 12:36 ShadowBot https://github.com/minetest/minetest/issues/5143 -- Fix anticheat resetting client position after the client is teleported. by Ekdohibs 12:54 celeron55 red-001: most mods are not written correctly and never will be 12:55 celeron55 that's a silly presumption 12:55 red-001 still if the worst thing that can happen is a another mod breaking... 12:55 red-001 plus only the mods that are really badly written will break 12:56 nrzkt celeron55: the main problem with your approach is the callbacks 12:56 nrzkt and the fact that builtin should be instancied in every mod 12:56 nrzkt but it's possible to sandbox them in multiple Lua states 12:56 red-001 I mean it's not that hard to make sure your internal stuff is local 12:56 celeron55 assuming client-side mods never have any special privileges, even local ones if they run in the same environment, then there is no security benefit; mods will just break each other 12:57 celeron55 people will probably start to want to have client-side mods that aren't sandboxed; is there a plan for that? 12:57 celeron55 just say no? 12:57 red-001 I think so 12:58 celeron55 people will want client-side mods that interface with the menu; is there a plan for that? 12:58 celeron55 just say no to that too? 12:58 red-001 which menu? 12:58 red-001 main menu? 12:58 celeron55 yes 12:58 nrzkt main menu is already in its own lua state 12:58 nrzkt client state != main menu 12:58 red-001 thats already scriptable 12:59 nrzkt celeron55: i think not sandboxed mods is a good candidate for a modpack 12:59 nrzkt you want interaction with some mods, use a modpack, it's designed for 12:59 nrzkt but okay, we will think about sandboxing each mod, this should be too have for init, it just add complexity on callbacks 13:00 celeron55 i don't think we need to think about that 13:00 celeron55 we just need to decide what the security model is and if it involves that or not 13:01 nrzkt what do you want, it's not clear, 1 mod(pack) = 1 lua state or 1 state for all mods ? 13:02 Fixer on side note, modpack system is so bad, can someone redesign it? https://github.com/minetest/minetest/issues/4183 13:02 red-001 is one mod crashing suppose to just print an error to the console then? 13:03 celeron55 neither; i want that people don't just disregard these issues and assume everything will be fine 13:03 red-001 I mean if thats still going to cause the client to disconnect then this will be pointless 13:04 nrzkt red-001: absolutely not, if a mod is crashing it's user responsibility for CSM, like in many games 13:04 nrzkt if a mod is crashing and it's not in its own lua state it's nearly imposisble to recover safely from error 13:04 nrzkt ignoring it can trigger many bad things 13:05 red-001 I meant if sandboxing gets added 13:05 nrzkt i don't think it's a good idea, it's safer, because we can disable mod, but what about user experience ? mod suddenly disappear ? it's strange 13:06 red-001 surely if faulty code in one mod make other mods crash we are back were we started 13:06 nrzkt no, because user knows which mod failed and can disable it 13:06 nrzkt like in every game 13:07 celeron55 how about error reporting 13:07 nrzkt error is reported on screen and in logs 13:07 celeron55 currently mod errors end up in the server owner's hands and they are gnerally somewhat knowledgeable about how to go about fixing them 13:08 celeron55 csm errors end up in the player's computer unless a system is added that allows them to be sent to the server which provided them 13:09 nrzkt celeron55: CSM doesn't download anything from server it's not in the first mergeable version of the PR 13:09 celeron55 as the mods run in a sandbox, they shouldn't have access to anything that should be private so the errors can be sent without issues about what the data contains 13:09 celeron55 yes but this will surely happen in the future 13:10 nrzkt maybe, but reporting should be done in two parts, for CSM pure client maybe send the trace to modstore for reporting to modders, for CSM from server yes report to server owner 13:11 celeron55 well, in any case "send the trace to wherever the code came from" seems to make sense 13:11 nrzkt celeron55: yes 13:13 celeron55 people have had much hopes about having multithreaded mods on the client though given that the single environment on the server has problems keeping up with things 13:13 celeron55 i guess that's not happening 13:14 red-001 well that's a good reason for multiple lua states 13:14 nrzkt MT mods is not required client side atm 13:14 nrzkt MT mods = please use all client CPU 13:14 red-001 better then saving modders from their badly written code 13:15 nrzkt just optimize mods, it's mod, not a IA 13:15 nrzkt neither an heavy loaded server 13:15 nrzkt red-001: did you ahve some PR for CSM to review ? 13:16 celeron55 my opinion is that it probably doesn't make sense to multithread everything by default; however it might make sense to have multiple "micro-environments" for different things like my lua client-side physics thing and eg. lua map generators on the server possibly 13:17 celeron55 maybe even essential 13:17 nrzkt MT mods has sense server side yes, especially for lua mapgen, but it's not the CSM discussion 13:18 celeron55 well i try to think about the design generally 13:18 paramat would be nice to be able to multithread the main generation loop of a lua mapgen, which tends to be the processing of a lua voxelmanip 13:19 nrzkt paramat: it's not easy, and very dangerous to implement, you should be careful about that, the main problem will be the return callbacks, not the calls to lua state 13:19 nrzkt calls from lua to core when generating 13:20 paramat yes hmmmm was considering it but afaik ran into issues 13:20 celeron55 i don't have much reasons to be nitpicky about CSM details but i do have reasons to try to form an idea about what might happen in the future 13:22 red-001 well it might be a good idea to make all variables created by mods local by default 13:22 red-001 if thats possible 13:22 celeron55 the way to make lua mapgens is to completely decouple it from the regular lua environment (aside from some messaging system if needed) and run it in sync with the emergethread just like the C++ mapgen runs 13:22 nrzkt it's only possible mod side 13:22 red-001 and add some sort of supported way for mods to add public API's 13:22 nrzkt celeron55: this is a good and difficult idea 13:23 celeron55 which is exactly the same as with my lua physics demo 13:23 nrzkt red-001: we can only write guidelines to help modders 13:23 celeron55 it's not very difficult at all, you just have to live with the limitations 13:24 celeron55 which are the same limitations that the C++ mapgen has 13:25 celeron55 i probably could implement a demo of that in a day if i wanted to 13:26 celeron55 i might want to if someone else would like to seriously try using it 13:28 paramat if anyone coded threaded lua mapgen i would use it heavily 13:29 paramat i have so many lua mapgens that are problematic to use due to the lag they create, especially on servers 13:29 celeron55 also connecting a fast path from farmap to it would be interesting 13:30 nrzkt personnaly i have many things to do on the CSM, modstorage and player management server side :p 13:30 paramat if you consider that a lua mapgen is running in 'on generated' and only modifies the current chunk, maybe it's easier to thread 13:31 paramat maybe only if no other mod is doing stuff in 'on generated' 13:31 celeron55 it wouldn't work in that way 13:32 celeron55 we are talking about a separate file not loaded in to the regular environment with no other APIs than on_generated, probably not even get_node or such 13:32 celeron55 just the VM 13:32 celeron55 and noise things 13:33 celeron55 and anything else that i forget that is absolutely necessary 13:35 red-001 node ids? 13:37 red-001 #5152 13:37 ShadowBot https://github.com/minetest/minetest/issues/5152 -- [CSM] Add `get_wielded_item` by red-001 13:53 nrzkt red-001: you are very active :) 13:53 red-001 well this is mostly adding lua bindings to c++ stuff 13:54 nrzkt red-001: can you give me the variable output printed by your example ? 13:54 nrzkt the PR is trivial and looks great, porting is easy as it seems 13:55 red-001 { 13:57 red-001 { 13:57 red-001 metadata = "" 13:57 red-001 count = 1 13:57 red-001 name = "default:sword_steel" 13:57 red-001 wear = 15232 13:57 red-001 } 14:06 nrzkt okay nice 14:06 * red-001 starts working on porting meta-data stuff to client 14:07 nrzkt red-001: warning, metadata is only server side, it's possible to have an interface client side, but it will not be persistent 14:07 red-001 STHGOM, You need to fix your connection 14:07 nrzkt red-001: can you fix the style on 5152 it's trivial i can merge it 14:07 red-001 nrzkt, I only want to add meta-data reading 14:08 nrzkt but metadata is not send from server to client ? 14:08 nrzkt sent* 14:08 red-001 I'm pretty sure it is 14:09 est31 it is sent 14:09 est31 all formspecs for chests are in metadata 14:09 est31 and more thing 14:09 red-001 the chest formspec is made using metadata 14:10 est31 in fact, good thing to add would be a client side function that autogenerates formspecs so that in future it doesnt have to be stored in the metadata 14:10 est31 (but I guess some people want to eliminate formspecs entirely) 14:10 est31 its quite funny, some mods store passwords in metadata 14:11 nrzkt est31: it's not like if we store password in memory during client object lifetime :( 14:11 est31 lol 14:11 est31 I think we do 14:12 est31 I more refered to mods like ones where you can add a password so that you can access a chest 14:12 nrzkt yeah 14:12 red-001 well thats a pretty bad way to do it 14:13 est31 you have to store them *somewhere* 14:13 est31 a good way would be to store a hash 14:13 est31 and have a server side secret 14:13 nrzkt est31: maybe having it in modstorage when merged ? :) 14:13 nrzkt storage.get("vault_x_y_z_password") 14:13 nrzkt :D 14:14 est31 you compute the hash via hash(server side secret, password) 14:14 est31 then it can still be stored in metadata 14:14 nrzkt est31: we don't have a password type ? could be good to generalize this model 14:14 est31 as you cant do a brute force attack, since you dont know the server side secret 14:15 est31 nrzkt: perfectly it would be stored outside of metadata, in some file or database 14:15 red-001 nrzkt, updated the PR 14:15 est31 or we introduce a server side only metadata concept 14:15 est31 but idk 14:16 est31 other than for passwords there are no good use cases 14:16 celeron55 how about a proposal from 2012 :D http://c55.me/minetest2/wiki/doku.php?id=roadmap:nodemetadata_proposal#todo 14:17 est31 :) 14:18 celeron55 well also other things that are supposed to be hidden inside a node, like inventories of locked chests 14:20 est31 https://github.com/ac-minetest/basic_machines/commit/fb5aca17487ccd3f5bf41dfc3385a4b051f4f70f 14:21 est31 hash makes it at least non-brute forceable 14:21 est31 err 14:22 est31 hashing makes it at least non trivial 14:22 est31 but easy passwords still can be brute forced 14:22 est31 and yeah, probably some people don't want inventories of locked chests to be sent 14:22 * red-001 wonders what sort of person would brute force a password for a chest 14:24 est31 maybe the chest contains an admin pick, which doesnt check for server privilege because "I never lose it" 14:26 red-001 good point 14:31 est31 with inventories of nodes in fact its quite hard because some players do need them while others dont 14:31 est31 so you need to dispatch the per node check to a mod 14:32 est31 or have a whitelist of players allowed to access in the metadata 14:32 est31 neither is a good solution i think 14:34 est31 but idk 14:35 paramat game#1540 14:35 ShadowBot https://github.com/minetest/minetest_game/issues/1540 -- Trees: Add 'snowy' group for pine sapling snow detection by paramat 14:54 nrzkt red-001: there is one remaining issue on 5152 14:56 red-001 fixed 15:17 VanessaE I'd like to suggest a feature (or rather, an API change): if drawtype is set to framedglass, this forces param2 to create a "leveled" appearance to one of the node's textures. If paramtype2 is set to "color", I'd like this to override the leveled behavior and make it behave like any other node (but the "leveled" part of the node would always be "full") 15:20 VanessaE also the infill of that drawtype needs shifted inward slightly, to eliminate Z-fighting. 15:39 paramat currently they 'level' like liquid in a tank afaik, is this levelling a useful feature? always seemed weird to me 15:39 paramat well i guess it can't be removed now 15:40 VanessaE I find it a useless feature as well 15:40 VanessaE however, I'm just proposing an override if paramtype2 is set to "color". 15:41 VanessaE that way one can apply param2 coloring to the central part of the node. 15:41 VanessaE (or whatever) 15:41 VanessaE (as I recall, RBA created that feature with Pipeworks' water tanks in mind, but it was never put to use) 15:55 red-001 what sort of minimap handlers would be useful for the client? 16:01 VanessaE I imagine being able to enable it only when the user wields a certain node, maybe a similar function for the radar mode 16:02 VanessaE s/node/item/ 16:02 nore red-001: #3747 could give you some ideas 16:02 ShadowBot https://github.com/minetest/minetest/issues/3747 -- Moddable Minimap by est31 16:04 red-001 thanks for the link 16:19 nrzkt red-001: position size, type 16:24 nrzkt red-001: maybe change the texture around it, permitting to customize it from mod 16:44 VanessaE paramat: bug in mt_game, 16:44 VanessaE local dir = minetest.facedir_to_dir(param2) 16:44 VanessaE local p = {x = bed_pos.x + dir.x / 2, y = bed_pos.y, z = bed_pos.z + dir.z / 2} 16:44 VanessaE this occasionally returns dir = nil (like 90, mt_game/mods/beds/functions.lua) 16:44 VanessaE line* 16:45 VanessaE I think it falls over if the target bed isn't normal facedir 16:45 VanessaE (as opposed to colorwallmounted, in this case) 17:02 nore sfan5, sofar, could you please recheck #5143 and approve the last commit, so it can be merged? 17:02 ShadowBot https://github.com/minetest/minetest/issues/5143 -- Fix anticheat resetting client position after the client is teleported. by Ekdohibs 17:02 sfan5 sure 17:03 paramat perhaps colorfacedir is causing the problem 17:03 paramat facedir_to_dir may now need to only look at the first 5 bits 17:05 paramat it's an engine issue 17:05 sfan5 nore: you could use MYMAX instead of the if(lag_pool_max < LAG_POOL_MIN) 17:05 sfan5 also that particular if is missing spacing 17:05 nore sfan5: ah, indeed 17:05 paramat please open an issue :] 17:05 nore fixing that 17:07 VanessaE paramat: consider this my open issue ;) 17:07 paramat #5148 is simple and tested, can anyone +1? 17:07 ShadowBot https://github.com/minetest/minetest/issues/5148 -- Mgvalleys: Fix missing decorations and incorrect function order by paramat 17:07 paramat reporting a bug in IRC will get forgotten 17:08 VanessaE too lazy to open an issue :) 17:08 paramat ok 17:09 nore #5153 17:09 ShadowBot https://github.com/minetest/minetest/issues/5153 -- Fix facedir_to_dir and wallmounted_to_dir for coloured nodes. by Ekdohibs 17:09 paramat i'll quickly do it 17:09 nore paramat: no need :p 17:09 paramat heh 17:09 VanessaE heh 17:09 paramat thanks 17:10 sfan5 lua has modulo operators? 17:10 sfan5 i guess it does 17:10 sfan5 ¯\_(ツ)_/¯ 17:10 paramat then there's this #5109 which is simple, well tested, but maybe a reviewer would want to test (that's the boring part) 17:10 ShadowBot https://github.com/minetest/minetest/issues/5109 -- OpenAL sound: Use a simpler distance model by paramat 17:11 nore sfan5: yep, it does, but it doesn't have bitwise operators :'( 17:11 paramat no rush i guess 17:13 nore sfan5: done the change to use MYMAX 18:00 red-001 could some give #5152 a WIP tag? 18:00 ShadowBot https://github.com/minetest/minetest/issues/5152 -- [CSM] Add `get_wielded_item` by red-001 18:00 red-001 Turns out I need to fix some stuff as l_item.cpp uses getServer often 18:07 sofar nrzkt: how often does the lua client sandbox run? 18:07 sofar nrzkt: does it have the same concept of server_step? 18:07 sofar client_step? 18:07 nrzkt yeah it's already implemented, but i seem you don't read preview mod 18:08 nrzkt red-001, and me add each functional feature to preview mod permitting user to see them 18:08 sofar nrzkt: no time to test, sorry 18:08 nrzkt just read the mod 18:08 sofar in between one mt project I'm working on now and the house building design work, 0 free time left 18:08 sofar :P 18:09 nrzkt and you also have client_doc_api.txt 18:09 sofar where's the mod? :D 18:09 nrzkt everything is documented 18:09 sofar minetest-mods? :P 18:09 nrzkt no 18:09 nrzkt in the branch itself in clientmods 18:09 nrzkt https://github.com/minetest/minetest/blob/47574ac72e53c3a45a9ed4c4eeabfeb6fd6488de/clientmods/preview/init.lua 18:10 sofar found it 18:11 sofar question again 18:11 sofar can I run something every step and get player controls? e.g. mouse down? 18:11 sapier Imho clientstep should be removed lua handling in serverstep is one of the major design errors of server 18:12 nore sapier: what do you mean? 18:12 sapier if you need somesthing asynchronously to be done create a separate lua thread but don't allow broken mods to cause rendering to be delayed 18:13 sfan5 yes rendering should never be delayed by an client side mod stuff 18:13 sofar rendering should never be affected by lua execution period 18:13 nore ah yes 18:13 sapier yes but exactly this happens if you implement on_clientstep 18:13 nore I thought you meant removing on_serverstep 18:14 nore (hm, on_globalstep actually) 18:14 sofar hell first test I want to do is make a lua client mod that spins in a loop for 1 second 18:14 nrzkt sapier, the problem is the rendering itself as it's not, it should be threaded 18:14 nrzkt client should have its life and renderer too 18:14 sapier that one too but it's way more hard there then not implement it client side at all 18:14 nore though, can we really do that without having map concurrency access problems? 18:15 nore *concurrent map access 18:15 sapier nrzkt: of course but right now rendering is mixed to ui control adding lua to it too wont make things better 18:15 sapier client doesn't have map access 18:15 sapier at least not writeable 18:15 nore hmm 18:15 nrzkt we already know that 18:15 nrzkt client should not modify the map 18:15 nrzkt but lua should have access to control, can be interesting 18:15 sapier client MAY NOT modify map 18:16 nore yes, but couldn't there be concurrent free or things like that? 18:16 nore I mean, let's say that sector of the map hits unload time limit and is unloaded 18:16 nore couldn't it cause problems if the map is accessed at the same time? 18:17 sapier right now we're talking about on_clientstep and imho adding it is a very bad idea because there WILL BE broken mods and modders will claim "but you made the interface available" 18:17 sofar #define will be broken 18:17 sapier nore map access is not topic here 18:17 nrzkt sapier, i got an idea, participate on #5088 and add your comments 18:17 ShadowBot https://github.com/minetest/minetest/issues/5088 -- Client side scripting/modding by nerzhul 18:17 nrzkt this permit to prevent repeating things everytime :p 18:18 nore sapier: the thing is, we *can't* execute lua asynchronously in that case 18:18 nore like, every callback can take 1s 18:18 nore so the thing is, adding on_clientstep will not break more things than can already be 18:19 sapier serverside globalstep is a continous source of lag for about 5 years now I'm absolutely against doing same error clientside once again ;-) 18:19 sapier of course there are other callbacks causing lag too (doesn't make the main step thing better) 18:20 nrzkt sapier, the server source of lag is ABM not globalstep 18:20 sapier nrzkt: only for very very very bad written mods 18:21 nrzkt in fact no 18:21 sapier and abm lag is quite easy to track down the global or entitystep lag is extremely hard to find 18:21 nrzkt just use a valgrind on a classic server modpack and you will see 70% server time spent is on ABM 18:21 sapier un fact yes because noone reads the important message "ABM's have to be one line functions" 18:22 nrzkt but they solve many things 18:22 sapier doing fancy stuff in abm is stupid (sorry if this offends someone) 18:22 nrzkt with a lag cost, yes 18:22 nrzkt dirt replacement, flowers , fields etc 18:22 sapier abms are only supposed to do small stuff or trigger things 18:23 sapier and the triggering is where globalstep comes in ... as it's not separated from main step there's no good way to do asynchronous things 18:23 nrzkt in majority of case yes, but the problem is... algorithm is huge, looping on everynode consume some time 18:23 sapier imho we shouldn't do same mistake once again 18:23 nrzkt sapier, maybe you can participate on this PR 18:24 nrzkt just IRC is not sufficient 18:24 sapier nrzkt: yes but if there's only a one line action in abm it's not that bad (compared to functions reading whole map for each abm) 18:24 sapier ppl do that especaly those who abuse abm for spawning 18:25 nrzkt it's normal there is no other mechanism to do it 18:25 nrzkt the problem is here, ABM are the only way to do things and it consume many time 18:25 nrzkt globalstep is not very used, except for after functions 18:25 nrzkt and it's load is tiny 18:26 nrzkt it's not the problem 18:28 sapier yes it's normal but not because there's no other mechanism to do it. It's because it's easiest way to do it. See I wrote "advanced spawning" mod exactly to do the spawning. There's no need to use abm's for spawning at all 18:29 nrzkt then why it's not used ? 18:30 sapier I guess because of well known "not invented here" syndrom ;-) 18:30 nrzkt or less documented ? and can you proof it's lightweight ? also don't forget one thing with global step, async = many locking issue, in fact everytime, the benefit is not here client side 18:30 sapier well documentation is a little bit short too yes but it'd be enough to start 18:30 sapier it's not lightweight, but it's lag free 18:31 sapier basicaly adv_spawning impelments it's own scheduling 18:31 sapier it ensures there (usually) won't be consumed more the a couple of ms per server step and delays any other work to be done to future steps 18:33 sapier sadly there's no preemption in lua so user can break the delayed work mechanism in adv spawning too ... but you have to break it on purpose 18:33 sapier https://github.com/sapier/adv_spawning 18:35 sapier but back to client on globalstep Imho there's no reason to run async thread within main client thread 18:35 sapier on server it's required to have map r/w access but that's not required in client anyway 18:37 sapier same for core.after that one could be run in a separate thread too (well I quess it'd be automaticaly there anyway) 19:05 celeron55 is anyone in the current csm developers willing to try those? 19:11 nrzkt no not actually 19:39 red-001 ok fixed all the issues I could find with the get_wielded_item pr but it will need to be reviewed again and it's a way larger change now 19:48 rubenwardy I'm currently working on meta data. I've made NodeMetadata inherit from Metadata, and made item metadata mostly work (I'm just working on serialisation atm) 19:48 sapier metadata? clientside? 19:50 rubenwardy see my shared_metadata branch 19:50 rubenwardy gtg now 19:51 sapier ahh paramat merged the multiply pull ;-) thanks 19:53 * red-001 was working on client-sided metadata 19:56 sapier red-001 what are client side metadata supposed to do? 19:57 red-001 it's a copy of the server-sided metadata 19:57 red-001 for use by mods 19:57 sapier but there's no way back to server? 19:57 red-001 no 19:57 red-001 there isn't even a way to change it localy 19:57 red-001 just a read-only copy of the server metadata 19:58 sapier hmm well you'll have a usecase for it for sure as you spend time on it 19:58 red-001 easy stop the digging of a chest if it has items in it 19:59 sapier wouldn't that be better done in core instead of csm? 19:59 red-001 stops the chest from disappearing and reappearing as soon as the server catches up to the client 20:00 red-001 why so? 20:00 sapier seems like exactly same usecase as protection 20:01 red-001 well that could also be improved my client-sided modding 20:01 red-001 by* 20:01 sapier no 20:01 red-001 why not? 20:01 sapier protection is nothing to be done in mods as protection has to be enforced by server 20:02 red-001 yes server enforces it, but the client can make it seem less laggy by not digging nodes that are protected 20:02 sapier of course everything can be done in mods ... but question is always does it make sense to do it in mods 20:03 sapier basicaly this is check a flag "can node be digged" ... it#s quite simple to check in c++ but a lot of overhead in lua 21:32 red-001 closed #4798 as it should be done using client-sided modding 21:33 ShadowBot https://github.com/minetest/minetest/issues/4798 -- Allow overriding and disabling the death formspec. by red-001