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IRC log for #minetest-dev, 2017-05-01

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04:42 sofar submitting a coverity build again to the coverity server
05:08 sofar https://scan.coverity.com/​projects/minetest-official
05:08 sofar results available
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05:16 sofar nerzhul: cov claims a new leak in m_player_database
05:16 sofar not a big deal I think, but would still be nice to plug it
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10:49 Beerholder_ Hi all, quick C++ scripting engine question. Any Lua functions registered under InitializeClient are functions executed on the client only?
10:52 red-002 yes
10:53 red-002 We should probalay rename Initialize to InitializeServer
11:18 Beerholder_ Thanks :)
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11:38 josema Hi all!. Thank you
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13:26 kilbith it's me or the clouds are slightly red now?
13:27 kilbith especially the 2d clouds
13:32 nerzhul is this due to paramat fast merge on cloud API ? i think
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13:59 red-002 #5689 doesn't seem to even be minetest-related
13:59 ShadowBot https://github.com/minetest/minetest/issues/5689 -- Recebo erro de memória insuficiente ao tentar compilar esse arquivo
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14:50 Beerholder_ So ... Pretty much all the functions seem to be bound to core: lua_setglobal(m_luastack, "core") (and aliased via minetest = core in builtin). Is it generally considered a requirement that any function to be added to the API must be bound to the global variable core?
14:52 Beerholder_ Or is there room to define an additional global e.g. in which some functionality can be grouped together?
14:52 rubenwardy everything should be in core
14:52 rubenwardy unless it's a constructor
14:52 rubenwardy like ItemStack
14:52 rubenwardy or, vector.new()      (ew
14:52 rubenwardy )
14:56 Beerholder_ Okidoki :) This is re. the MinetestBrowser btw. I was considering whether to provide a different global in the Lua API so that you can e.g. do browser.create(name, url) or minetest.browser_create(name, url) and then pass the browser object.
14:56 Beerholder_ I think I'd only need create and delete, as other things (like load_url, back, forward, etc.) could be done on the browser object that the core function returns
14:57 Beerholder_ Looking for the cleanest solution from a Minetest perspective :)
14:57 rubenwardy Will you need to communicate with the C++ api when creating the browser?
14:57 rubenwardy if so, I'd do    minetest.create_browser
14:57 rubenwardy or    minetest.add_browser(Browser())
14:58 Beerholder_ Under the hood I will be calling the C++ code controlling the browser yes
14:58 rubenwardy that latter one is inconsistent with the API, but it would be nice if we could migrate to that
14:58 rubenwardy actually, forget that
14:58 rubenwardy I'd do   minetest.create_browser() which returns a user object
14:59 rubenwardy *userdata
15:03 Beerholder_ Ok :) I will have a look at the mainmenu code as an example as that hooks back into the GUIEngine and follow the approach you suggested. Thanks rubenwardy!
15:05 Beerholder_ P.s. I good chance that it will be named differently later as I am keeping other things besides the browser in the back of my mind (VNC like clients, Wayland, etc.)
15:06 Beerholder_ Then the other biggie is the V8 JavaScript engine that comes with Chrome
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15:08 Beerholder_ I will do a proof of concept where I will expose a single function e.g. place_node to the V8 JavaScript engine so that one can click on a button in the browser and it will place a node in the world
15:10 Beerholder_ I will for now hack it into the client but later on I think it should be placed under script in its own directory (e.g. script/javascript or script/v8)
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18:07 paramat #5675 is now well tested and good for merge +1
18:07 ShadowBot https://github.com/minetest/minetest/issues/5675 -- Sneak: Improve and fix various things by SmallJoker
18:09 Krock good to hear. thanks for testing :)
18:10 sofar Krock: too bad the sound fade pr has those fade issues :(
18:10 Krock the issues themselves are fading out, so no problem
18:12 sofar it completely locks up and crashes MT
18:13 Krock even with the most recent commit I pushed about 10 mins ago?
18:13 sofar hadn't seen those yet
18:14 Krock oh, I thought you started the discussion because you've seen it in the notifications :3
18:16 * sofar looks
18:17 sofar Krock: ok, I'll see if I can test tonight
18:17 sofar also, it is entirely unclear to me what are logical values for fade and step
18:17 Krock will do some tests aswell but rn the motivation isn't here :/
18:17 sofar e.g. if I want a 3 second fade out, what value do I use?
18:18 Krock if you have a volume of 1, then it would be.....
18:18 paramat celeron55 if possible could you check parts of #5672 ? the functionality in game.cpp, sky.cpp and sky.h is fine, i'm just not sure about the changes that add the bool to 'set sky', especially server / network / packet stuff
18:18 ShadowBot https://github.com/minetest/minetest/issues/5672 -- Set sky: Add bool for clouds with custom skybox by paramat
18:18 Krock 0.33, perhaps. ugh, I don't know either
18:18 sofar Krock: hehe, lmao
18:19 Krock yes right, 0.33
18:19 Krock and for volume 2 to 0 in 3 seconds it's 0.667
18:20 Krock basically volume/time = step value
18:20 Krock also, negative for fading out, positive for fading in
18:21 Krock I used this one to test it locally: https://hastebin.com/erevatepoz.lua
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18:25 paramat nore sofar Krock if i add correct sounds on merge what is your opinion on game#1668 ?
18:25 ShadowBot https://github.com/minetest​/minetest_game/issues/1668 -- add snow and ice stairs and slabs by timsoftgit
18:26 paramat i might merge that, chests and game#1387 in a few mins
18:26 Krock LGTM
18:26 ShadowBot https://github.com/minetest​/minetest_game/issues/1387 -- Gunpowder (and tnt.burn) will trigger the on_ignite of nodes by Ferk
18:26 sofar paramat: the snow sounds is just a minor thing, just add them and merge the footstep pr imho
18:26 paramat ok
18:32 paramat just realised the 'snow's should be 'snowblock' too
18:34 paramat ok will merge those 3 over the next few mins, will take a while
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18:57 paramat merged!
19:00 sfan5 so what was this problem with clouds being red(?)
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19:02 paramat are you referring to my screenshot in the clouds API PR?
19:02 sfan5 nah someone mentioned a problem here a few hours ago
19:02 paramat i see it
19:03 paramat i mean, the comment
19:07 paramat due to my 'fast merge'? PR opened 16 Sep 2016, 216 comments, 16 commits, 6 reviewers and multiple requested updates :]
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19:15 paramat well someone can colour sample screenshots or window captures to check colours
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19:20 sfan5 2017-05-01 21:20:47: ERROR[Main]: ModError: Failed to load and run script from /home/stefan/minetest/bin/../games/​minetest_game/mods/stairs/init.lua:
19:20 sfan5 2017-05-01 21:20:47: ERROR[Main]: ...minetest/bin/../games/minetes​t_game/mods/stairs/init.lua:613: unexpected symbol near ')'
19:20 sfan5 um
19:24 rubenwardy it's the comma. Oops paramat
19:24 sfan5 there's more wrong than the comma
19:24 sfan5 i've pushed a fix
19:24 rubenwardy erm no
19:24 rubenwardy https://github.com/minetest/minetest_game/​blob/master/mods/default/functions.lua#L18
19:25 rubenwardy node_sound_*_defaults can take a function
19:25 rubenwardy *table
19:25 rubenwardy :P
19:25 sfan5 woops
19:26 sfan5 fixed
19:37 paramat oops i thought that comma would not cause a problem, as it's correct to do this elsewhere
19:38 paramat thanks
19:39 sfan5 you can only do this in tables
19:39 sfan5 not in argument lists
19:39 paramat ok, just what i was going to ask
19:43 sofar luacheck ftw :)
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20:55 sfan5 ~tell paramat the cloud complaint does seem to have some validity https://kitsunemimi.pw/i/d74613f259b40ce1.png
20:55 ShadowBot sfan5: O.K.
20:56 kilbith it's more obvious on the flat clouds, on the mainmenu
20:57 sofar sorry, what's the difference?
20:57 sofar color?
20:57 kilbith it has a subtle red tit
20:57 kilbith *tint
20:57 sofar hahahaha
20:58 kilbith ?
20:58 sofar nobody would complain if there was a subtle red tit in the clouds, trust me
20:58 sofar any idea where the tint comes from?
20:58 kilbith please note I wasn't complaining, just sharing an observation
20:58 sofar oh it's fine
20:59 sofar I wonder if the whole sky has a subtle red tint too
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22:02 Fixer sofar: is it only me, or there is some slight delay when chest inv pop ups?
22:03 sofar there is
22:04 sofar there are actually 2 delays
22:04 sofar one is from lag
22:04 sofar the other is the formspec
22:04 sofar it's really short, though
22:04 sofar enough to render the chest open visually but nothing more
22:05 sofar before the formspec appears
22:08 Fixer could be
22:09 Fixer sofar: animation is independant of that?
22:09 sofar of what?
22:10 Fixer sofar: of percepted delay
22:11 sofar I don't understand, I just explained that the time that the formspec appears and the time that the chest shows open are directly related to (1) a general lag value and (2) a small delay in the code
22:11 sofar the chest opening is only related to server lag
22:11 Fixer sofar: so it is totally unrelated to chest animation, i see
22:12 sofar the length of the animation in time is 0
22:12 sofar mesh update, basically
22:12 sofar there is no animation, effectively
22:12 sofar it's just a node swap
22:31 Fixer nice
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22:59 paramat hmm
23:03 paramat yes gimp shows a change in hue and saturation
23:03 paramat much lower saturation and a magenta hue
23:03 paramat instead of blue
23:04 paramat i'll open an issue
23:05 paramat the PR did rework cloud colouring and i asked if it was identical, but no answer, wish i had tested it
23:06 paramat tested colours, that is
23:26 paramat #5692
23:26 ShadowBot https://github.com/minetest/minetest/issues/5692 -- Cloud colours have changed due to the clouds API
23:32 nore paramat: maybe try to change the cloud default color to #f0f0ffe5 (instead of #fff0f0e5 currently) and see what the result is?
23:33 nore (can't test right now)
23:41 paramat ok
23:42 sofar well that certainly explains that
23:42 paramat i see, RGB
23:42 sofar I wouldn't do that even
23:42 sofar #f0f0f0e5 seems better
23:43 sofar or even #ffffffe5
23:44 paramat thing is, does the blue tint come from fog taking the colour of the blue skybox, or were the clouds actually blueish?
23:44 sofar the old color is very blue
23:44 sofar the new color is pink/red
23:45 paramat as far as i know clouds have a fog colour that takes it's hue from the skybox colour
23:45 sofar if the clouds are no longer being corrected in color from fog we need to remove the indirect color correction
23:46 sofar V being lower means it's just (slightly) darker
23:46 sofar S is saturation, so interestingly the old clouds had much more color
23:47 sofar S 10 -> 3/4
23:47 paramat i hope they still have fog with hue taken from the skybox, that is necessary to make them blend into the horizon
23:47 sofar but the hue changed a lot
23:47 paramat for example with my moonrealm mod the skybox is black, and there is black cloud fog
23:48 sofar so what I think needs to happen is that we need to reverse correct for fog color
23:48 sofar or, alternatively, make clouds white and if it gets shaded with fog just say "oh well, that's part of the mechanic"
23:48 sofar which actually seems reasonable
23:48 sofar just look at the skybox mod - it modifies the fog color
23:48 sofar and rightfully so
23:51 paramat looking at the PR diff, it looks like a possible accidental swapping of RGB components ..
23:51 paramat need to check though
23:53 paramat new code has RGB 255 240 240, old code has RGB 240 240 255
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23:55 paramat i hope this is the cause anyway :]
23:55 paramat which is what nore suggests
23:56 nore paramat: yeah, that was what I guessed
23:57 paramat i will test, just tired
23:57 nore didn't look at the pr though, but it seems reasonable enough
23:57 nore sorry can't test, I'm at work :p
23:57 paramat no prob :]

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