Time |
Nick |
Message |
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11:07 |
longerstaff13-m |
Heh |
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13:01 |
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13:05 |
BakerPrime |
I keep forgetting to add this to my paste-list (a list of channel names I paste in to Hexchat every time I join), now I should remember. I hope. |
13:09 |
lumberJ |
BakerPrime, why not configure network list to autojoin? |
13:15 |
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13:15 |
IhrFussel |
There is a pic in the forum which leads to a Russian site full of ads when you click on it |
13:16 |
IhrFussel |
Not sure if that is the image hoster or some kind of scam |
13:16 |
IhrFussel |
https://forum.minetest.net/viewtopic.php?p=316090#p316090 |
13:18 |
IhrFussel |
In case it's really just the image hoster, it's a tedious one |
13:23 |
BakerPrime |
LumberJ: Tried that, it lost my networks for some reason, my network list is really glitchy, I just don't touch it if I can avoid it. xD |
13:35 |
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13:48 |
VanessaE |
BakerPrime: on the channel list at the left, righ-click, tick "autojoin". |
13:48 |
VanessaE |
(if you use tree mode, idk how it works in tab mode) |
13:51 |
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14:22 |
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14:36 |
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14:36 |
Krock |
hi imaginary tenplus1 |
14:38 |
JDCodeIt |
Thanks! |
14:39 |
JDCodeIt |
I'm looking for some documentation that describes how to change mods to conform to the new security model. Any good sources out there? |
14:39 |
rubenwardy |
new security model? |
14:40 |
rubenwardy |
do you mean the sandbox? In most cases you don't need to do anything |
14:40 |
rubenwardy |
that's also 2015 or before btw |
14:40 |
JDCodeIt |
Well, new to me anyway, yes |
14:41 |
JDCodeIt |
I'm looking to support the setting secure.enable_security = true and not have the mod choke. |
14:41 |
rubenwardy |
you don't need to do anything unless you use not-secure functions |
14:41 |
rubenwardy |
in which case you just use request_insecure_environment() and make sure not to leak it |
14:42 |
JDCodeIt |
...like manipulating files on the OS - I see a new directory in the world folder "mod_storage", for example? |
14:42 |
rubenwardy |
#minetest is the better channel for modding anyway |
14:43 |
rubenwardy |
that's get_mod_storage() - https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3681 |
14:44 |
JDCodeIt |
Oh, I thought #mintest was a general discussion - restricted to the engine and minetest_game |
14:44 |
rubenwardy |
no |
14:44 |
rubenwardy |
#minetest is the main discussion channel, for modding, general discussion, and such |
14:44 |
rubenwardy |
#minetest-dev is for engine and minetest_game technical development disccusion |
14:45 |
JDCodeIt |
OK, thanks I will look at that. There are still quite a lot of published mods that fail to initialize with security enabled. |
14:45 |
rubenwardy |
#minetest-hub is "A moderated channel for people who regularly improve Minetest by developing, modding, hosting servers and otherwise. " |
14:45 |
JDCodeIt |
I'll discuss over at #minetest if I need further details. Thanks for pointing me in the right direction. |
14:45 |
rubenwardy |
( https://www.minetest.net/irc/ ) |
14:45 |
rubenwardy |
cool, hope you enjoy modding :) |
14:47 |
rubenwardy |
an issue fixer will love #7222 |
14:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/7222 -- Increasing draw range |
15:02 |
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15:05 |
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15:12 |
Sokomine |
there are still issues with mod_security. the filebrowser for stored schematics which i wanted to include in handle_schematics is more or less impossible to do this way. but those limitations are quite special. regular mods usually don't hit them |
15:20 |
Krock |
What's the issue in particular? Not being able to list the files? |
15:20 |
Krock |
This smells like the open issue number 819 |
15:33 |
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15:36 |
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15:44 |
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15:54 |
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15:57 |
Sokomine |
krock: what i'd need is the ability to get a current directory listing and read files from a folder |
15:58 |
rubenwardy |
get_dir_list |
15:58 |
rubenwardy |
As for other mods: meh |
16:27 |
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16:44 |
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16:45 |
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17:01 |
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17:03 |
Sokomine |
rubenwardy: yes, useful, but also too limited. try writing a file browser for all (currently) existing schematics in one folder. the files may change while the server is running (people storing new schematics) |
17:03 |
rubenwardy |
add hooks to however you store schematics to update the formspecs or whatever |
17:03 |
rubenwardy |
or add a watcher using a time step |
17:04 |
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17:05 |
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17:09 |
Sokomine |
how could that help? the problem seems to be that getting a directory or reading a file from other mods is forbidden by mod security |
17:09 |
Sokomine |
i havn't really found a workaround for that either |
17:10 |
rubenwardy |
oh right |
17:10 |
rubenwardy |
heh |
17:10 |
Sokomine |
it is something that is rarely needed. i can understand that it doesn't have top priority at all. mod secuirty is a very good and valuable feature after all. i'm very glad it exists |
17:10 |
rubenwardy |
are the other mods depending on your mod? |
17:10 |
Sokomine |
yes, some |
17:10 |
rubenwardy |
could they expose their schematics to you? |
17:10 |
Sokomine |
hmmm |
17:10 |
rubenwardy |
like in Android, with file providers. Apps can give a handle to files to other apps |
17:11 |
Sokomine |
not if i want it to be a universal file browser for all stored schematics. that was my original intention |
17:11 |
rubenwardy |
yeah :/ |
17:11 |
Sokomine |
maybe. after all there's a limited amount of mods that store schematics. worldedit would be the most important contributor of them |
17:12 |
rubenwardy |
worldedit stores to the world |
17:12 |
rubenwardy |
If I had my way, mods would be readonly ;) |
17:13 |
rubenwardy |
too late now |
17:13 |
rubenwardy |
it makes version control a lot easier |
17:13 |
rubenwardy |
and you could still have a world-independent shared folder |
17:13 |
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17:13 |
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17:13 |
Sokomine |
maybe. with rolling releases on github there's just a very limited amount of version control |
17:14 |
rubenwardy |
the mod store won't be able to use git |
17:14 |
rubenwardy |
it'll have to extract a zip to a location |
17:14 |
Sokomine |
might work for some |
17:14 |
* Sokomine |
looks doubtful at her huge amount of diffrent mods |
17:15 |
rubenwardy |
the most efficient way would be to delete and then re-extract when updating |
17:15 |
rubenwardy |
as you won't end up with textures and such which were removed |
17:15 |
rubenwardy |
but this would delete any modifications |
17:15 |
rubenwardy |
maybe there should be a checksum API |
17:15 |
Sokomine |
anyway. a mod store is certainly very important |
17:21 |
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17:35 |
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18:53 |
shivajiva |
interesting report from my server...reporting : node named "unknow" moving with a direction, like a mob that would have been deactivate but not clear from the server |
18:54 |
shivajiva |
turns out it's a vehicle I removed from the server many months ago, question is why is it still travelling as an unknown node through the map? |
18:56 |
srifqi |
Maybe because Minetest still save velocity data? |
18:56 |
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19:02 |
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19:05 |
IhrFussel |
shivajiva, happens a lot on my server with removed birds |
19:15 |
paramat |
i always make sure vehicles slow down with no control input |
19:21 |
shivajiva |
anyway of removing them? |
19:22 |
paramat |
you removed the mod code and can't dig it? |
19:23 |
shivajiva |
catching them seems to be the issue, they are moving fast |
19:25 |
shivajiva |
even though they are detached from the player and shoudn't move or at least come to rest without any player to provide impetus |
19:25 |
shivajiva |
the engine for vehicles is still present I just disabled the majority |
19:26 |
shivajiva |
we need a LEM :) |
19:34 |
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20:18 |
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20:35 |
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21:27 |
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22:04 |
IhrFussel |
Someone wrote a spambot CSM |
22:04 |
IhrFussel |
Not public but they claimed it on my server |
22:06 |
* Shara |
doesn't even know what to say to that |
22:06 |
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22:27 |
paramat |
hm we tried to revert CSM chat sending but it was disapproved by 3 devs (not me) :] |
22:28 |
paramat |
2 for 3 against, so close |
22:40 |
IhrFussel |
They said it only took them 2 minutes to code it |
22:41 |
IhrFussel |
Probably just the same sentence every sec or so |
23:13 |
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23:15 |
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23:49 |
rdococ |
Game idea: Minetest Ultra Hardcoreâ„¢ |
23:49 |
rdococ |
trademark optionalâ„¢ |
23:54 |
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