Time Nick Message 00:14 MTDiscord Okay, done driving for two days. On to the grocery... Looking around here you've all been busy bees 00:14 MTDiscord oh yes, lots has been done 00:15 MTDiscord I just "finished" the vector namespace PR (needs review and probably a couple revisions) and am about to start looking into the other PRs everyone else has opened 00:41 MTDiscord I don't have time today to review PRs, but tomorrow I'll check what I can review. 04:36 MTDiscord whats the point of reviewing WIP/marked as draft PR's? 04:36 MTDiscord obviously not complete 04:40 MTDiscord also if the client and the server has the same api, do i need to duplicate the explanations, or just refer to above? 04:52 MTDiscord well, duplicated for now 04:52 MTDiscord is there a way to link a specific header in asciidoc if two have the same name? 08:46 MTDiscord I've opened a megatracker issue for progress on matching lua_api.txt coverage https://github.com/minetest/minetest_docs/issues/16 08:47 MTDiscord I tried to condense it using dropdowns but now if you tick a box the issue hangs for 2 seconds and the dropdown collapses, so I may have to get rid of the dropdowns 08:48 MTDiscord Also, there are significant issues with the voxelarea documentation, and I foresee snowballing problems if we don't address how to actually write the documentation. 08:50 MTDiscord Ive written a bunch of notes on it here https://gist.github.com/GreenXenith/3a269c5511fee3afd4fbe23517a1c94c; I would have used highlights but github doesnt support them, so I've bolded the problem areas and footnoted everything. This is both notes for @Luatic and the doc team in general, as this kind of stuff needs to be prevented later. 08:52 MTDiscord Essentially, we need a guide on what "good documentation" looks like, what kind of jargon to avoid, and when to use certain amounts of detail. 08:53 MTDiscord As it stands, it looks like the vmanip documentation was written by an experienced developer for an experienced developer 08:55 MTDiscord The project goals, policies, and documentation requirements need to be moved from the proposal to the readme as well. 09:00 MTDiscord And on the note of requirements, point 1 (ironically) needs to be clarified, point 2 needs explanation (somewhere) on how to show and explain examples, point 3 needs to be reworded to be about specific sections being linkable, and point 4 needs to be adjusted/clarified with something of the idea "easy enough to understand for a beginner, useful enough for a developer". 09:56 MTDiscord does anyone actually know what the colors property in the object properties table does/the wanted value for it? 10:56 MTDiscord It's probably to assign a solid color to uv groups to support meshes of the same style 10:57 MTDiscord let's see who git blames 10:59 MTDiscord wow, this is a 9 year old feature I didnt know existed until now 10:59 MTDiscord wasnt someone asking about this recently 10:59 MTDiscord :hypereyes: 11:00 MTDiscord according to fleck, color is multiplied with texture 11:00 MTDiscord so i would assume, as it is a table of colors, the first colour would be multiplied with the first texture, the second with the second... ect 11:00 MTDiscord cuz textures is also a table 11:01 MTDiscord time for science 11:10 MTDiscord https://github.com/minetest/minetest/blob/master/src/script/common/c_converter.cpp#L322-L339 it used this function so from this i assume it allows: {a = ,r = , g = , b =} (between 0 and 255) a number a string so i guess it is colorspec 11:11 MTDiscord I already assumed that 11:12 MTDiscord lol 11:13 MTDiscord Doesnt appear to be a functional feature 11:13 MTDiscord GreenXenith: I feel basic terminology belongs somewhere else 11:13 MTDiscord reading the engine code isnt as bad as i imagined, as long as you are reading the right bit 11:13 MTDiscord Not sprinkled everywhere 11:13 MTDiscord Gonna need more context than that 11:13 MTDiscord https://gist.github.com/GreenXenith/3a269c5511fee3afd4fbe23517a1c94c 11:14 MTDiscord Still gonna need more context 11:14 MTDiscord I never said "include basic terminology", I said dont overload on useless information and technical jargon 11:14 MTDiscord Programming-related terminology like "OOP" and "imperative" as well as MT-related terminology like "emerged" 11:14 MTDiscord Anyway, according to the original color commit (e42eeec): "New object property which allows changing the color and alpha of mesh materials. Due to the current lighting systems it doesn't work yet, but the full implementation is there" 11:14 MTDiscord should i ask in dev irc? 11:15 MTDiscord has it still not been fixed from 9 years ago? lol 11:15 MTDiscord I wouldnt be surprised 11:15 MTDiscord To be blunt, I dont really care what you as a developer think, I care what an inexperienced user thinks when they read this for the first time 11:16 MTDiscord (re: terminology) 11:16 MTDiscord And when an inexperienced user reads this, they are going to leave 11:16 MTDiscord Feel free to rework it 11:16 MTDiscord I will take your PR as an example as how to do it better next time :) 11:17 MTDiscord I called for discussion on standardization, not throwing myself at an issue that may recurr 11:17 MTDiscord Take your snark elsewhere 11:17 MTDiscord That wasn't meant to be read in a snarky tone 11:17 MTDiscord Apologies then, I read it that way 11:18 MTDiscord IMO you could even directly commit small fixes for readability improvements 11:19 MTDiscord re: 9 year old broken feature; Honestly, even if it were functional, if its only for color multiplication its useless with texture mods 11:19 MTDiscord So id hope you can use it without textures 11:19 MTDiscord not exactly useless, texture mods have lots of downsides (such as filling up the cache) 11:20 MTDiscord re: fixing; I forgot to mention I excluded (most) grammatical notes since the main issues are with overall style and purpose 11:20 MTDiscord with a 9 year old feature, I wouldnt be surprised if it isnt hardware coloring and also fills up the cache 11:21 MTDiscord To cite the doc requirements, the current version is not accessible to all readers, regardless of skill level 11:23 MTDiscord The more pressing issue with the emerge thing is less "not knowing what it is", more not knowing where it came from since "emin" and "emax" dont exactly convey "emerged min" if you dont know what read_from_map returns 11:23 MTDiscord cpp // This allows setting per-material colors. However, until a real lighting // system is added, the code below will have no effect. Once MineTest // has directional lighting, it should work automatically. if (!m_prop.colors.empty()) { m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0]; m_spritenode->getMaterial(0).DiffuseColor = 11:23 MTDiscord m_prop.colors[0]; m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0]; } 11:23 MTDiscord >directional lighting 11:23 MTDiscord >2012 11:23 MTDiscord color me impressed 11:23 MTDiscord hehe 11:24 MTDiscord or dont, as the case may be 11:24 MTDiscord but it never happened, did it? 11:24 MTDiscord so it doesnt work?? XD 11:24 MTDiscord Even if it did happen, how would they know the implementation would use those properties in particular? 11:24 MTDiscord Wait lua // Set mesh color (only if lighting is disabled) if (!m_prop.colors.empty() && m_glow < 0) setMeshColor(mesh, m_prop.colors[0]); 11:25 MTDiscord See if meshes can be colored 11:25 MTDiscord thats .. .what I tested on 11:25 MTDiscord with a glow of 0? 11:25 MTDiscord is default glow not 0? 11:25 MTDiscord it is i think 11:25 MTDiscord yes, it is 11:26 MTDiscord well, it wants a glow less than 0 11:26 MTDiscord ah, indeed 11:26 MTDiscord mt PR time? 11:27 MTDiscord glow of -1 still nothing, I would assume the engine maxes the values somewhere 11:27 MTDiscord you can only get a glow < 0 at night 11:27 MTDiscord or wait 11:27 MTDiscord fun fact: glow < 0 makes glow max 11:27 MTDiscord so it underflows? 11:28 MTDiscord m_glow < 0 is impossible it seems 11:28 MTDiscord ded code 11:30 MTDiscord gotta love this engine 11:31 MTDiscord (derp, glow < 0 disables lighting) 11:31 MTDiscord and do the colors show then? 11:31 MTDiscord because it's still very much possible that our shaders don't give a heck 11:32 MTDiscord > glow of -1 still nothing 11:32 MTDiscord either way this "feature" is broken 11:32 MTDiscord should document it as such 11:32 MTDiscord or .. just remove the documentation 11:32 MTDiscord no 11:32 MTDiscord should probably open an issue to remove it, it never worked and therefore shouldnt be documented 11:33 MTDiscord its not even a deprecation 11:33 MTDiscord it's a "caution" or "warning: don't use 'colors'" IMO 11:33 MTDiscord i will just add a warning saying that it doesnt work 11:34 MTDiscord "caution: dont use the foobar key because it doesnt do anything" is stupid 11:34 MTDiscord because while the feature still "exists" (ie if they dump their props they will read "colors"), people will wonder why it's not documented by us 11:34 MTDiscord it does do something, it even gets sent to the client 11:34 MTDiscord you can set and get it 11:34 MTDiscord arent there other properties that get dumped that arent documented 11:34 MTDiscord now I wonder whether you could use it for colorspec to colorstring 11:34 MTDiscord WARNING: This is feature is not functional. 11:34 MTDiscord remove the first "is" 11:35 MTDiscord oh thanks 11:35 MTDiscord are there? 11:35 MTDiscord i really need to start coffee-ing 11:35 MTDiscord I really need to sleep 11:35 MTDiscord its 3:30AM 11:35 MTDiscord go sleep than 11:35 MTDiscord good night 11:35 MTDiscord gn 11:36 MTDiscord how the colors get documented doesnt really matter, what matters is we answered the original question: It does not work. 11:36 MTDiscord yes 11:37 MTDiscord Fun fact: You could abuse the object properties to convert a colorspec into an ARGB8 "colortable": lua object:set_properties{colors = "green#08"} local colortable = object:get_properties().colors[1] 11:38 MTDiscord that is disgusting 11:39 MTDiscord ^ 11:39 MTDiscord I know. Don't worry, I wouldn't use this in my mods as I already have modlib.minetest.colorspec. 11:39 MTDiscord Bedtime?* 11:39 MTDiscord ||inb4 "that's disgusting too"|| 11:40 MTDiscord good thing minetest.colorspec_to_bytes exists in 5.5 11:40 MTDiscord go sleep GX 11:40 MTDiscord dad instincts? 11:40 MTDiscord No, just genuine concern for anyone staying up what sounds like an extra 4 hours 11:40 MTDiscord ono this convo is gonna get out of hand 11:41 MTDiscord I woke up at noon, so ive only been up 9 hours. that doesnt mean im not tired though. 11:43 MTDiscord So yeah, goodnight. Ill see how much doc discussion I miss when I wake up ;p 11:44 MTDiscord gn! 11:53 MTDiscord i was just checking lua_api.txt and i noticed https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L7190 contradicts https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L7215 12:03 MTDiscord https://discord.com/channels/369122544273588224/747163566800633906/927532536962367538 btw 12:18 MTDiscord is there any point in having the approved column in the project board? after all, isnt one approval all we need? 13:26 MTDiscord ^ this 13:29 MTDiscord I feel like we should try to make the documentation at least a bit easier for inexperienced users (which currently lua_api.txt sorta lacks) 13:30 MTDiscord but at the same time, don't dumb it down too much 15:04 MTDiscord We do need to make some doc writing guidelines, as well as organization, and user presentation. 15:05 MTDiscord I think that we should try to get the current PRs finished so that we have some material to work with 15:12 MTDiscord the only thing left for #12 is expanding on the wielditem value for the visual property 15:16 MTDiscord Consider noting that it does support hardware colorization 15:17 MTDiscord wield3d doesn't take advantage of this which means my colored brushes don't get shown properly >:( 15:17 MTDiscord (and yes I have a WIP wield mod which does it properly) 15:18 MTDiscord Second what Benrob says, we have enough pending info we could define the style and look and guides etc. 15:18 MTDiscord https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2174-L2176 <- these two are supported 15:25 ROllerozxa it's a bit irritating that asciidoc doesn't support separately aligning headers to the cells themselves 15:37 MTDiscord Can you give an example? 15:48 ROllerozxa I want to left align a table column since it contains a sizable chunk of text, but this requires that column's header cell to be left aligned as well. There's an example for it in the PR I'm just about to open for my supported file formats page. 15:55 ROllerozxa oh, github's asciidoc preview automatically centers table headers... but asciidoctor-generated html doesn't for me 16:01 MTDiscord Try [.left]##Header## 16:02 MTDiscord 'scuse me, [.center]##Header## 16:02 MTDiscord With your header in place of Header 16:03 MTDiscord This kinda feels like an output style kind of thing though, not something we should set in the AsciiDoc 16:08 MTDiscord Oh wait, there's a thing to do this 16:09 MTDiscord https://docs.asciidoctor.org/asciidoc/latest/tables/format-cell-content/ 16:11 MTDiscord Try prefixing a ^ to the cell 16:11 MTDiscord (Mean literally the ^ character) 16:11 ROllerozxa yep, that works, thanks! 16:51 MTDiscord the wielditem value? 16:51 MTDiscord yes 16:52 MTDiscord should i do that in a TIP or a CAUTION? 16:53 MTDiscord Is this a helpful note, or a precautionary one? 16:53 MTDiscord Will things go wrong if they don't follow your advise? 16:53 MTDiscord they will waste time i guess 16:54 MTDiscord I'd say CAUTION then. 16:54 MTDiscord TIP 16:55 MTDiscord Generally think if it like this: "TIP: It's easier if you do this.", "CAUTION: It won't work unless you do this.", "WARNING: This will be a security vulnerability or a crash if you don't do this." 16:57 MTDiscord I need to change a few WARNINGs to CAUTUONs in my PR actually, I had forgotten we have CAUTION until I saw it in Luatic's PR 16:57 MTDiscord @josiah_wi what do you mean here? 16:57 MTDiscord https://cdn.discordapp.com/attachments/926231483155378176/927606674188013618/unknown.png 16:58 MTDiscord Ah, I meant that the field type could be a link to another documentation page, or another documentation section. 16:58 MTDiscord Everywhere I put something_def I'm assuming it will be a link to more documentation. 16:59 MTDiscord should i comment that out or leave it there? 17:00 MTDiscord Hmm, it doesn't really belong on the page, so I'd say comment it out. 17:01 MTDiscord ^ 17:01 MTDiscord This one is a tip which makes the user recall that meta controls an itemstacks appearance 17:18 MTDiscord :hypereyes: 17:18 MTDiscord https://cdn.discordapp.com/attachments/926231483155378176/927611972290232370/unknown.png 17:18 MTDiscord https://cdn.discordapp.com/attachments/926231483155378176/927611972520906803/unknown.png 17:20 MTDiscord i think #12 might be ready, can someone check? 17:24 MTDiscord Let me render it quick and make sure it all looks good. 17:24 MTDiscord sure 17:25 MTDiscord > Whether or not a model is backface culled. 17:25 MTDiscord Maybe modders normall know about this, but I happen to know about it just barely from seeing graphics discussions. 17:26 MTDiscord Since we're targeting an audience possibly including young modders etc. would a link to a definition, or some explanation be appropriate? 17:26 MTDiscord Lemme just put a review. 17:26 MTDiscord ok 17:35 MTDiscord j45, I highly recommend installing asciidoctor to preview stuff. 17:35 MTDiscord There are a couple places where you need a newline before a TIP etc. and this is easily noticed by looking at the HTML. 17:37 MTDiscord Review submitted. 17:38 MTDiscord i do have a previewer and it all seems to work 17:38 MTDiscord https://cdn.discordapp.com/attachments/926231483155378176/927617022332907530/unknown.png 17:38 MTDiscord https://cdn.discordapp.com/attachments/926231483155378176/927617022601359432/unknown.png 17:40 MTDiscord For HTML the newline before a TIP is necessary, as far as asciidoctor is concerned. ? 17:40 MTDiscord I marked the two places where I noticed it did not display correctly in my browser. 17:43 MTDiscord Generally if you use a technical term, either linking to further documentation or giving a brief explanation in parentheses is probably best. 17:44 MTDiscord > backface culled (the faces who's back is towards us aren't rendered). 17:44 MTDiscord For example. 17:46 MTDiscord Also @GreenXenith, so that you specifically see this too: The goal right now is (and has been) to rough in some docs and then agree on the good parts between them, and make everything more consistent. 17:46 MTDiscord Ah, I'll keep that in mind also. 17:46 MTDiscord So don't get too panicked that everything is a little haphazard right now. 17:47 MTDiscord Whether or not a model is backface culled (the faces who’s back is towards a player aren’t rendered). is this better? 17:47 MTDiscord I should probably make an issue or update the README with that info, but it didn't seem strictly necessary before. 17:47 MTDiscord @j45 Act like you're speaking to the reader 17:48 MTDiscord Whether or not the faces of a model that aren’t facing a player rendered. 17:49 MTDiscord You're getting more technical, not less 17:49 MTDiscord Whether bits of a model that a player cant see are loaded. 17:50 MTDiscord That's not always true though, and ignores transparent textures 17:51 MTDiscord maybe i should just link https://en.wikipedia.org/wiki/Back-face_culling 17:52 MTDiscord That seems like a horrible solution for what should have a brief explanation 17:53 MTDiscord "backface culled (the faces of the model who's back is towards you aren't shown)" 17:54 MTDiscord But then, if this is for the backface_culling option, why are you restating that it controls backface culling and not explaining what that means to begin with? 17:55 MTDiscord We need to avoid "the floor here is made out of floor" statements 17:59 MTDiscord Something like: asciidoc === `backface_culling`: `bool` When `true`:: Faces who's back is towards the camera aren't rendered. Otherwise:: Faces are rendered no matter their orientation. 17:59 MTDiscord i have pushed my last commit for today as i need to go, and school starts again tmr but i hope to make some more progress after school if i can 17:59 MTDiscord But then you have to go into detail about the normal-based definition of "backface" 17:59 MTDiscord and normal recalculation... 18:00 MTDiscord We need to here? 18:00 MTDiscord no 18:00 MTDiscord That seems like it deserves its own whole thing, this is just supposed to give a useful explanation of what this property does 18:01 MTDiscord Alright. 18:01 MTDiscord Stating the self-evident is not useful, but info vomiting isn't either 20:51 MTDiscord That's was links are for 22:07 MTDiscord I hope "some" is not a very big number, because I dont know about you but Id rather get things mostly right on the first try than have to go over all 700 entries again later 22:14 MTDiscord The currently slated docs is probably what "some" means 22:15 MTDiscord Currently, I'm trying to get Git to behave and let me fast forward the commits that don't touch mine at all but it doesn't want to let me without a merge commit 22:26 MTDiscord Rebase FTW. 22:27 MTDiscord rebases are still a PITA 22:28 MTDiscord especially when the merged PRs seem to be made up of 20 tiny commits 22:28 MTDiscord Hmm. 22:29 MTDiscord We may need to coordinate what files we work on better. 22:29 MTDiscord Well, it doesn't touch the file I wrote (vector.adoc) but git is still being picky 22:30 MTDiscord If it doesn't touch it, rebase should just fast forward. ? 22:31 MTDiscord The issue there is that you then would need to force push your branch I think. 22:31 MTDiscord Which is a pain. 22:31 MTDiscord eh, force pushing isn't bad 22:32 MTDiscord The best solution is probably to not merge master into your working branch. ? 22:46 MTDiscord Alright, got it 22:46 MTDiscord I was using entirely the wrong commands 22:47 MTDiscord If your branch falls behind master, run git rebase master and you should be good. 23:39 MTDiscord Do I remember correctly that it changes the commit refs of the new commits, though? 23:39 MTDiscord (Meaning you have to force push, which is something to keep in mind when collaborating.) 23:43 MTDiscord Yes, but for a PR branch that shouldn't matter much unless other people have local copies of your fork 23:58 MTDiscord https://github.com/minetest/minetest/issues/11927 if we care 23:58 MTDiscord (hardware coloring documentation)