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IRC log for #minetest, 2025-01-02

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All times shown according to UTC.

Time Nick Message
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01:41 ireallyhateirc Doors, toilet to scale: https://files.catbox.moe/wpc8lf.png
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02:42 Soni how does luanti handle scraping?
02:49 runxiyu Soni: what do you mean by scraping
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03:13 Soni like
03:13 Soni SHODAN
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03:37 runxiyu that doesn't make sense to me
03:55 cheapie If only this was my bank account balance IRL too: https://cheapiesystems.com/media/images/screenshot_20250101_215318.png
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11:51 Soni do you know what SHODAN is?
12:04 MinetestBot [git] sfan5 -> minetest/minetest: Disable failing unit test for the time being 0a67e61 https://github.com/minetest/minetest/commit/0a67e6180d22b73140e5efc89ee9eb6f583edd3c (2025-01-02T11:42:19Z)
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12:48 ROllerozxa I do know what SHODAN is
12:49 ROllerozxa I haven't seen it pick up on my luanti server though. admittedly it is on one port number off from the standard but I don't think it supports pinging with the luanti network protocol like the serverlist does
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14:01 MinetestBot [git] wrrrzr -> minetest/minetest: Rename getMapSettingNoiseParams to getNoiseParams a1b8d20 https://github.com/minetest/minetest/commit/a1b8d20f184ccc59d1c102fbc9b090d66c34e62a (2025-01-02T13:59:19Z)
14:01 MinetestBot [git] cx384 -> minetest/minetest: Main menu server tab search improvements 15f9d2e https://github.com/minetest/minetest/commit/15f9d2eaaea1efccbbff4f14d7269b67bda95885 (2025-01-02T13:59:33Z)
14:01 MinetestBot [git] cx384 -> minetest/minetest: Add filters tooltip 5ef41ba https://github.com/minetest/minetest/commit/5ef41badf1fbdc9f2ce8b53f8520e79d8f03447b (2025-01-02T13:59:33Z)
14:01 MinetestBot [git] cx384 -> minetest/minetest: Fixup e56abca https://github.com/minetest/minetest/commit/e56abca0a07f5bfdaaf3c494586ee4829e02ca5a (2025-01-02T13:59:33Z)
14:01 MinetestBot [git] (4 newer commits not shown)
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14:26 MinetestBot [git] cx384 -> minetest/minetest: Main menu server tab search improvements c4d6240 https://github.com/minetest/minetest/commit/c4d624083d3a907d73cbb1eb8f6501c6cf268b4d (2025-01-02T14:22:49Z)
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15:42 ireallyhateirc Hmmm apparently Minetest had (has?) a limit of 3x3 nodes for a mesh, autobox mod says so at least. On the other hand I just made a mesh that's 2x4 nodes
15:43 ireallyhateirc Is this info still accurate?
15:46 rubenwardy I believe it impacts selection and collision boxes but not the visual mesh
15:46 rubenwardy although cross mapblock might be weird
15:46 MTDiscord <csperson> iirc it was nodeboxes that had that limit, not meshes
15:55 ireallyhateirc hmmm can confirm, kinda lame but I guess there's a really good performance rationale for this
15:55 rubenwardy it's common to break bigger structures up into multiple nodes
15:59 ireallyhateirc there are several problems with that thoguh: extra work with 3D modelling (when done manually) or using the autobox mod which can produce ugly boxes for "non-watertight" 3D models
15:59 ireallyhateirc also callbacks are on multiple nodes instead of just one
16:01 ireallyhateirc in the end I may do an entity for doors
16:07 ireallyhateirc And on top of it unneeded nodes are created
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16:19 Soni ROllerozxa: maybe SHODAN itself doesn't, but you could make a script that probes IP addresses for luanti servers yeah?
16:21 MTDiscord <csperson> who the hell is recreating citidel station in luanti
16:21 Soni anyway just make the network protocol require a 128-bit token and that should prevent SHODAN-like scripts
16:47 ireallyhateirc And of course I got a bug when running boxgen and I had to report it
16:48 ireallyhateirc this is my punishment for using a voxel engine to implement a game with realistic-ish scale
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18:39 ireallyhateirc Entities don't have a collision/selection box size limit?
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18:55 Krock ireallyhateirc: there's surely a limit for entity <-> entity collisions. Node collision data is gathered from add_area_node_boxes, which does respect the bounding box.
18:55 Krock the larger the entity, the more CPU time your server will need. It's O(n³)
19:02 ireallyhateirc well but it won't explode if I make a door entity that's 2x4 nodes?
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19:11 Krock ireallyhateirc: I would recommend using a cooler for the server CPU in general. It should be fine.
19:14 MTDiscord <luatic> Krock: add_area_node_boxes must make assumptions about the other entity's size however
19:14 MTDiscord <luatic> which means large boxes won't work
19:15 MTDiscord <luatic> large node selection boxes will work (the server calculates what the largest possible bounding selection boxes may be) but will wreck performance
19:15 MTDiscord <luatic> large entity selection boxes will not work because there is prefiltering (and we will want to keep that, esp. when we introduce a spatial index)
19:18 ireallyhateirc what is considered "large"? I'm having a rough time trying to implement doors that are 2x4 nodes
19:20 Krock @luatic Huh? Oversized nodes are an issue, but the scanned node range is based on the entity collision box. Hence I think that oversized entity cboxes should be okay ...?
19:23 ireallyhateirc I'm at mercy of boxgen maintainer
19:27 MTDiscord <luatic> if you only care about entity - node collisions, sure. but if you care about entity - entity, you won't bump into large entities.
19:30 ireallyhateirc I'd like to have doors that can be opened under an arbitrary angle. And also so players and entities collide correctly with them
19:31 ireallyhateirc at least with the fully closed and fully open variants
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20:18 ireallyhateirc @luatic, so if I want "big" entities then I should be prepared to write my own collision code? Also is there any documented value for "big"?
20:20 ireallyhateirc in the end I could put placeholder barrier node where the door entity is
20:20 ireallyhateirc but that's still better than having 6 nodes for doors
20:20 ireallyhateirc or sorry, 8
20:22 ireallyhateirc 8 nodes times 10-15 types of doors gives 80-120 nodes just for doors (assuming each has unique mesh rather than just a different texture)
20:42 Soni can't you use one node per door and a handful of filler nodes shared between all doors
20:47 ireallyhateirc well, I can and that's probably the most sane solution (unfortunately). But I'm kinda abusing the engine with my game idea and that's my prize.
20:49 ireallyhateirc But I'll also make the nodes change into entities because I need a few horror features: doors shaking (monster behind), doorknob moving furiously (it tries to get inside D:) and the monster blocking the doors with its hairy dark hands
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