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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 :) |
11:31 |
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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 |
13:36 |
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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 |
15:07 |
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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) |
15:15 |
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17:33 |
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17:46 |
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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 |
18:22 |
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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 |
18:34 |
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18:57 |
paramat |
merged! |
19:00 |
sfan5 |
so what was this problem with clouds being red(?) |
19:00 |
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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 :] |
19:13 |
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19:15 |
paramat |
well someone can colour sample screenshots or window captures to check colours |
19:16 |
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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/minetest_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 :) |
19:46 |
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20:06 |
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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 |
21:03 |
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21:17 |
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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 |
22:36 |
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22:58 |
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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 |
23:54 |
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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 :] |