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IRC log for #minetest-dev, 2017-01-20

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All times shown according to UTC.

Time Nick Message
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00:37 Wuzzy Hi. When I launch a subgame, I often get tons of warnings like “WARNING[Main]: Irrlicht: PNG warning: iCCP: known incorrect sRGB profile” in the console. Is this a known engine problem or is this maybe a problem with subgames/mods? Also, is this warning something I need to worry about?
00:38 rubenwardy you can mostly ignore that
00:38 rubenwardy there is a PR open to fix it
00:38 Wuzzy so, engine problem?
00:38 rubenwardy MTG problem
00:38 rubenwardy game#1515
00:38 ShadowBot https://github.com/minetest​/minetest_game/issues/1515 -- strip bad color profiles from textures by mdoege
00:38 Wuzzy oh.
00:39 Wuzzy oh crap, then I need to fix my subgame as well. :D Thanks.
00:40 sofar the reason is that upstream libpng has been marking more and more color profiles as broken
00:40 sofar so an OS upgrade can cause new errors
00:40 sofar even for fairly recently made images
00:41 Wuzzy so, the real issue is neither Minetest, subgame, mods or libpng, but rather bad image files?
01:17 sofar Wuzzy: essentially yes, although the "bad" image files could be in mtg, or even mt, or a subgame or a mod
01:20 octacian #5076
01:20 ShadowBot https://github.com/minetest/minetest/issues/5076 -- Add chatcommand unregister and override API by octacian
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06:10 sofar sfan5: for the website, you could just grab http://minetest-mods.github.io/mods.html
06:11 sofar it's slightly out of date
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12:53 shivajiva Hello, I see that 0.4.14 broke the message handled for minetest.register_on_chat_message. Did this get fixed in 0.4.15? I can't seem to find it being mentioned but that could be my search skills
13:45 nrzkt for Lua developpers => https://openresty.org/en/
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13:53 rubenwardy #4966
13:53 ShadowBot https://github.com/minetest/minetest/issues/4966 -- Use tree to list mods rather than textlist by rubenwardy
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16:50 red-001 should the engine detach players from entities on death so should that be something thats left up to the mods that use entities ?
16:50 red-001 or should*
16:50 rubenwardy updated #4805
16:50 ShadowBot https://github.com/minetest/minetest/issues/4805 -- Block spam messages before calling on_chatmessage callbacks by rubenwardy
16:57 crazyR has anyone ever attempted to make it possible to choose preffered texture size within the client. (then mods could provide diffrent size textures and let the client decide what is best..)  meaning people that want high res textures on servers can still play online with those that want/need lower res textures... (without having to install custom texture packs on the client?))
16:58 Calinou crazyR: possible, but not trivial, it could be a lot of work for not much benefit
16:59 Calinou those who want to send HD textures over a network should use remote_media, always
16:59 Calinou it's not hard to use and the benefit is huge - you can use any web server, Apache, nginx, lighttpd, Caddy, simplehttpserver...
16:59 crazyR well yes but then all users of that one server are stuck with either the high res or the low res textures...
16:59 crazyR if it was choosable from the client then both could play
17:01 Calinou perhaps multiple server packs could be used, and the client could choose in some way
17:01 Calinou (no idea how though)
17:01 Calinou downsampling textures will likely lead to a bad result though
17:01 Calinou (ie. delivering low-res textures automatically)
17:03 crazyR eg: <texture name>.<ext> <-- default normal texture..  but <texture name>_hd.<ext> <-- they would be provided to the clients that have high res textures enabled in there client settings
17:03 crazyR it wouldnt be a point of downsampling, it would be only availble where mods have added the extra textures
17:04 crazyR so the client tells the server what it prefers. then the server sends either the lower res texture or the hd texture
17:05 crazyR if the hd texture is not available then it send the lower res automatically
17:05 Calinou that naming convention is relatively fragile :P
17:05 Calinou also I don't think mods should offer official HD textures, you'll end with a very inconsistent result
17:05 crazyR well yes but its just the idea.... it very much unrefined
17:05 rubenwardy this is a lot of complexity for not much gain
17:05 Calinou some mods will use a cartoonish style, some a photorealistic style
17:05 Calinou there are other issues to focus on right now
17:07 crazyR was just an idea... no worries... quick thought thought.... can the lua settings api change the media url?? would it update without having to restart the server?
17:07 Calinou no, I doubt it
17:07 crazyR thats a shame... my idea could have worked slightly diffrently and would mean i could have created a mod to do a similar job.. haha.. thanks anyway
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18:48 nrzkt sfan5, can you look at #5072 , i wanted to merge it :)
18:48 ShadowBot https://github.com/minetest/minetest/issues/5072 -- Remove `mathconstants.h` and use the correct way to get `M_PI` in MSVC. by red-001
18:48 nrzkt merging #5076
18:48 ShadowBot https://github.com/minetest/minetest/issues/5076 -- Add chatcommand unregister and override API by octacian
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18:56 sapier #5041 @rubenward @nrzkt do the new changes honor your comments the way you meant them?
18:56 ShadowBot https://github.com/minetest/minetest/issues/5041 -- Improved texture modifier handling to be more usefull for mods by sapier
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19:11 nrzkt sapier, pr quality is good, but i'm not the best to talk about the feature used there :)
19:12 sapier well to be honest as broken as this feature was I don't believe anyone is best to talk to ;-)
19:13 sapier imho the most important thing to decide is "is it ok to immediatly remove temporary modifiers once a mod specified one is received"
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21:02 red-001 #5077
21:02 ShadowBot https://github.com/minetest/minetest/issues/5077 -- Detach the player from entities on death. by red-001
21:04 nrzkt red-001, you apply it not only on Player but also on LuaEntitySAO, are you sure ?
21:12 red-001 what do you mean by that>
21:13 nrzkt your detach function is in UnitSAO, then every Unit can detach entities, especially from Lua as it seems
21:14 sfan5 that was possible before
21:14 sfan5 the code is was just moved
21:15 nrzkt exact sfan5
21:15 nrzkt red-001, please remove the virtual function from server object
21:17 red-001 isn't that the correct way to add something to ServerActiveObject?
21:18 nrzkt does other ServerActiveObject needs to detach something or is this just related to Units ?
21:20 sfan5 why wouldn't lua saos need detaching capability?
21:20 sfan5 *not need
21:21 sfan5 or can you only attach players to lua entities?
21:21 red-001 you could already use a combination of getAttachment, setAttachment and removeAttachmentChild to do this
21:21 red-001 this just adds a new function to make it more readable and stop code duplication
21:21 nrzkt sfan5, attaching entities together could be useful to make complex structures like creatures with destructible armor for example
21:22 nrzkt then it make sense to permit it in LuaEntitySAO, then i'm okay
21:33 red-001 updated #5072
21:33 ShadowBot https://github.com/minetest/minetest/issues/5072 -- Remove `mathconstants.h` and use the correct way to get `M_PI` in MSVC. by red-001
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21:40 nrzkt sfan5, can you look at this, i think we can merge
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21:50 red-001 #4962
21:50 ShadowBot https://github.com/minetest/minetest/issues/4962 -- Save the name of the world in world.mt and remove invalid characters from the directory name by red-001
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22:19 nrzkt merging #5072
22:19 ShadowBot https://github.com/minetest/minetest/issues/5072 -- Remove `mathconstants.h` and use the correct way to get `M_PI` in MSVC. by red-001
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22:52 paramat no hmmmm again
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