Time Nick Message 11:09 jonadab Honestly, I still consider IPv6 to be a solution in search of a problem. Not specifically regarding Minetest, but _in general_ 11:12 jonadab What they actually needed to do, was just have ICANN charge a small fee per IPv4 address, and the regionals pass that along, etc. ISPs could decide whether to bundle the cost into their service or charge customers for it outright. But this would mean organizations sitting on huge blocks of unused addresses would be paying for that privilege. 11:31 Ingar weren't the IPv4 addresses sold out already ? 11:37 MTDiscord I bought them all off of aliexpress, very sorry about that. They were on sale 11:39 MTDiscord Happened in ?2015? apparently https://en.wikipedia.org/wiki/IPv4_address_exhaustion 13:18 sfan5 jonadab: that doesn't fix there being less IP adresses than humans 17:55 MTDiscord We don't need an address per human, we need one per device. Luckily we've got 48 bits to play with, given that we've got port numbers too, thanks to NAT. NAT was the solution we actually chose, for better and/or for worse, for the problem IPv6 was supposed to fix. 18:13 sfan5 who decides who is allowed to host a http server on port 443 and who isn't? 18:13 sfan5 pay to win or first come first served? 18:14 json I wonder when it will be announced which game won GameJam? 18:19 json it just seems like it should have been announced already 18:21 rubenwardy I think warr's point is that you don't need a IP address per person, as people can share IP addresses using NAT. But you do need one per service 18:22 sfan5 I know 18:23 sfan5 I'm bringing in a new assumption, which is "every human should be able to run a service on its default port", which is not solved 18:24 sfan5 hence NAT is not a "solution" that could replace IPv6 18:39 sfan5 cool project idea: minimal minetest-compatible server written from scratch with just enough to get a few nodes on the screen 18:40 MTDiscord IPv6 doesn't need to be replaced. Replacement is when you have a thing already deployed and need to remove it to put something in its place. There is nothing in IPv6's place right now, especially not IPv6 itself. NAT is a shitty works around that we're using for right now just because the official solution is apparently not up to the task. 18:40 rubenwardy sfan5: I think jordan is doing that right now 18:42 sfan5 I thought he wanted to rewrite everything (eventually)? 18:52 sfan5 approaching it with the intent to make a minimum viable product probably has a different result than planning to build the whole thing and taking the snapshot when you have the minimal features working 18:53 MTDiscord Only if your approach to planning to build the whole thing is wrong enough. 18:53 MTDiscord which, granted, it usually is. 18:54 sfan5 well, maybe 18:54 MTDiscord (using the generic everybody "you" there, not specifically calling out sfan5 or something 😆) 18:55 sfan5 doing what gets you results quickest and iterating from there is a valid project strategy 18:55 sfan5 as opposed to doing lots of things and the lights only go on once you put all finished parts together 18:56 MTDiscord There's a lot of risk in letting untested work pile up, so getting something that "works" quickly is generally really valuable. 20:44 MTDiscord Anyone remember that "entities disappear when shaders are turned off" bug? IIRC it was traced to some lighting calc issue and fixed in like 5.6 or something ... anyway, it's back again (or some form of it). Turn off shaders and all the entities in Citadel disappear. 20:47 sfan5 easy fix: drop non-shader support 20:49 MTDiscord If you can do that without performance loss, that could work. 20:49 Krock today's conclusions: 1. drop Windows support, 2. require shaders ON 20:49 Krock sounds like a perfect new year plan 20:51 MTDiscord It looks like it's a problem with use_texture_alpha=true. Which, apparently, as of 5.8.0 is still the way it's defined for entities, rather than supporting blend/clip. 20:53 MTDiscord You had me at drop windows support 20:53 MTDiscord Nah I'm just kidding, but why would we do that? 21:01 MTDiscord Hello yes, I finally lost my mind and started rebuilding the entire game engine from scratch 21:03 MTDiscord It took a week, but I figured out a sane way to implement the infrastructure of the engine. You can actually break it off into two separate projects the way I wrote it pretty easily if you so wish, it's one in the same, but completely uncoupled besides the master game struct optionally holding both of them 21:50 MinetestBot 02[git] 04sfence -> 03minetest/minetest: Method add_pos for object/player (#14126) 13d0753dd https://github.com/minetest/minetest/commit/d0753dddb112f717f5b636d194b2d7c3917ff0a8 (152024-01-01T21:48:56Z) 21:50 MinetestBot 02[git] 04appgurueu -> 03minetest/minetest: Comply with base64 license terms (#14199) 132c44620 https://github.com/minetest/minetest/commit/2c44620e5e344ca2b4acaaaa5408502332ca5aff (152024-01-01T21:49:12Z)