Time Nick Message 02:13 kilbith why don't we have a `player:set_fog_distance()` function yet 08:13 MTDiscord view_distance you mean? 11:23 unexploredtest[m . 17:43 sfan5 posting reproduction code as a base64 encoded ZIP file instead of plaintext should be criteria for immediate issue closure 17:47 MTDiscord Seems reasonable 17:48 MTDiscord there's no reason to do that, especially since you can attach zip files like you can with images in github issues 17:48 rubenwardy yeah, GitHub allows you to upload a file by dragging it into the box 18:03 sfan5 apparently we have a test that checks for VoxelArea.getVolume() returning -184657133 in one case 18:03 sfan5 how does this make any sense? did someone blindly put the actual result there? 18:16 erlehmann sfan5 sorry, i wanted to attach the mod zip and github failed at processing it 18:16 erlehmann i did that with other issues so that ppl can just install the mod 18:16 erlehmann putting the file url in your browser address bar “downloads” it 18:25 erlehmann i am sorry for spamming the issue again, i did not think about it 18:25 erlehmann i am debugging this, since this can be used to hang/crash all servers that call the function with user-provided values 18:26 erlehmann (i.e. probably a lot of them) 18:44 sfan5 much more interesting is the question what the engine should do when given positions that are obvious not valid 18:45 Pexin corrupt the whole database, obviously 18:45 MTDiscord depends which part of the engine you look at for precedence, since some silently fail, others crash/error, and others return nil 18:56 sfan5 silently fail seems to be the most common case 18:58 MTDiscord Well, there are different reasonable interpretations here: 18:58 MTDiscord 1. It should crash on nonfinite numbers (NaN, +/-inf) 18:59 MTDiscord 2. In this specific case, it might silently clamp positions to world borders, as there are "no nodes" beyond world borders 19:42 Pexin would it be worth noting, that I had been thinking about a tiny extension to the api to identify a client as a "chat only" client which effectively places the player's location out of bounds? like 0,+Inf,0 or whatever the engine can handle? 19:49 appguru Pretty sure the engine can't handle infinite locations 20:05 jonadab 0,maximum-y-value,0 then. 20:05 jonadab The exact number used, isn't the part of that proposal to quibble over. 20:07 rubenwardy one of my games handles this by separating player (the client) from player (the object in the world) 20:07 rubenwardy not something that can be done in MT now 20:08 Pexin yeah, I tried to think of the least disruptive way to approach it for now 20:09 Pexin but something that allows the server to disable interactions and limit net traffic 20:31 erlehmann Pexin, rubenwardy, it is already possible to read chat before you are fully connected, can you write then too? 20:31 erlehmann i.e. before you have spawned 20:31 erlehmann i found it a funny bug. but i think so far it only allows surveillance of server chat without actually being there, right? 20:32 erlehmann by keeping it in the almost-connected state 20:32 erlehmann almost-fully-connected 20:32 erlehmann i mean 20:33 erlehmann Pretty sure the engine can't handle infinite locations 20:34 erlehmann it is possible to be pretty far out though, it is just that you have to make sure that none of those functions that explode when you look at them funny are called on the player pos or the surroundings 23:01 fluxionary o/