Present: Kloot, jK, hoijui, Tobi
__ Agenda _____________________________________
- GameFrame question
- assimp merge?
- do we want librocket?
GameFrame question
<Tobi> jK, do you happen to know any reason why Lua GameFrame is executed *before* gs->frameNum is incremented, while everything else in a frame is done later?
<jK> because it expects a GameFrame==0?
<jK> duno
** Kloot joined the channel
<Tobi> well I'd say that is *because* it happens to start at 0 now

<Tobi> I want to change it to increment frameNum *before* calling Lua GameFrame (but still pass in the 0-based frameNum)
<jK> so you want to pass the zero gameframe before gamestart?
<Tobi> no
<Tobi> I want essentially to do frameNum++; GameFrame(frameNum - 1)
<Tobi> although I don't really care, but that seems like a good fix to my problem that doesn't break too much :)
<hoijui> woops... hello
<Tobi> hey
<Tobi> I just ask a sort of pre-meeting question (although I put it in agenda)
<hoijui> *** repeated what Kloot missed ***
<hoijui> abma will not come
<Tobi> the problem with the current behaviour is that any engine code called from within GameFrame will see the stale frameNum
<Tobi> so for example EmitSfx'ing a CEG in GameFrame has ttl 1 lower than specified
<jK> oh
<Tobi> possibly same for other things though I didn't really check
<hoijui> maybe just change it, and see what happens? :/
<Tobi> ya I will
<Tobi> not even sure it will really fix it, the EmitSfx thing might remain simply because GameFrame runs before PH
<Tobi> master is supposed to be quite broken right?
<Kloot> ya, there is a memory corruption bug somewhere in sound code
<Tobi> hmm I didn't even notice that yet :)
<Kloot> in that case I'm worried about what I didn't notice
<Kloot> if it qualifies as quite broken :]
<hoijui> :D
<jK> eh?
<hoijui> what is broken for you, Tobi?
<Tobi> first disclaimer: I didn't build spring in quite a few months, so some things might simply be broken on my end
<Tobi> or some things might be features :)
<Tobi> I noticed F11 doesn't pop up widget selector in S44 anymore, while it does in same S44 in latest release
<Tobi> actually LuaUI looked completely not present, but there wasn't any error in infolog
<Tobi> the other thing I noticed was way too bright lighting on Aquatic Divide (could be map bug?)
<hoijui> (i have not run master spring since some weeks either)
<jK> that's the dynsun bug mentioned in earlier meetings (possibly caused by another commit in the same timerange)
<Tobi> and imo the scrolling direction for middle click scroll is broken but I guess that was discussed long ago already <_<
<jK> was it?
<jK> don't remember to saw a commit with that change btw
<Tobi> really quite a while ago I think
<Tobi> also released iirc
<Tobi> but I'll figure how to set the speed to a negative value
<jK> was just the default value changed?
<jK> or was the code itself changed?
<Tobi> no clue, I just notice that its counterintuitive everytime I run spring
<Tobi> i.e. move mouse to right, camera moves to left
<Tobi> ofc map moves to right, so in that sense it could be considered correct

<Tobi> minor things tho compared to LuaUI not working.. although I suspect that is a configuration problem somewhere (assuming you don't have it)
<Tobi> so just ignore me for now and do the other parts of the meeting

main points:
- Tobi will make a change to Update gs->frameNum before calling GameFrame call-in; already done by now in: https://github.com/spring/spring/commit ... 2034298a16
assimp merge?
related forum thread: http://springrts.com/phpbb/viewtopic.ph ... 47#p477147
<jK> any volunteers?
<hoijui> abma and me tried it... it looks good for us. (it compiles, git history is ok, CMake stuff is ok, the test mod runs)
<jK> as long as it doesn't fail terribly, merge it imo
<hoijui> i cant say anythign abotu how the stuff is done, ..
<hoijui> mm ok
<jK> any smaller bugs can be fixed later
<hoijui> true yeah
<jK> making those commits know will make them sure more obfuscated
<hoijui> there are really few changes to already existing source files
<jK> *now
<hoijui> mm
<jK> -sure
<hoijui> i can do the merge
<hoijui> next?
<hoijui> should i ask spliff if he want to be an engine dev?
<hoijui> that would sure be ok with me
<jK> kloot might ask: "what happens with my obj loader code?" -> iirc in the froum thread it was noted that it's keeped atm (still deactivated)
<jK> spliff said already that he had enough of c++ for a while
<hoijui> yeah, he did not remove anything
<hoijui> ok :D
main points:
- hoijui will merge Spliff's assimp-rebuild branch into master
do we want librocket?
related forum thread: http://springrts.com/phpbb/viewtopic.php?f=21&t=25589
<hoijui> .. though he also siad he woudl probably do this

<jK> -1
<hoijui> +1
<hoijui> i guess you see no need for it, jK?
<jK> also the forum thread seems quite redundant to me, because 99.9% of the ppl there don't know _anything_ about chili
<jK> also I smell an anti-lua complot
<Tobi> lol
<jK> ^^
<hoijui> :D
<hoijui> well.. i know that if i want to write a simple GUI for a widget, and i dont want it to run in every mod, i have to write my own lua stuff to draw buttons and such
<jK> not true
<hoijui> i read that chilli can be made to run as widget
<jK> chili is done as an api and should work fine with any other GUI (lolUI, iceUI, ...) as long as they aren't doing strange stuff
<hoijui> but that is not what i want to do, and if the mod itsself uses somethign else hten chilli, it is also not good
<jK> only problem currently is that it needs a modified widgethandler
<hoijui> ok
<jK> but I am working on a new one for some while now
<hoijui> could librocket be integrated into chilli? :D
<hoijui> nonsense
<hoijui> but well ... you should try to explain it in the thread then
<jK> so with 0.83 widgets & gadgets should be game independent and work everywhere w/o modifying the handler
<Tobi> wrt librocket I think the reuse existing designers is a decent argument, although I don't know how well website design transfers to game ui design. doesn't really seem like the same domain to me :)
<hoijui> if everyone would be ok wiht widgets using chilli for GUI, even if they use other GUI stuff in theri mod, it would be a viable alternative to me
<Tobi> otoh I'd personally prefer less features at a higher quality
<Tobi> (i.e. in the engine project as a whole)
<hoijui> yeah.. that argument will probably always be a pro oof librocket over chilli, though to me personally it is not important...
<hoijui> does chilli have some sort of separation like HTML + CSS?
<jK> not yet, but planned
<hoijui> and is the HTML part similarly easy like HTML?
<hoijui> ok
<jK> and it near when not more flexible than css
<jK> +is
<jK> (for positioning gui elements)
<hoijui> mm
<hoijui> well... for my example, the guy writing the widgets Lua logic (non GUI) nad the one writing the GUI (HTML part, not CSS part) is the smae oen anyway, so he has to know Lua, and would only have to learn chilli
<hoijui> and i guess it is not muhc more complex then HTML, for basic stuff
<jK> adding xml support isn't a problem at all, still when I see all the xml implementations in WOW & unity ... wuah
<Tobi> xml implementations?
<Tobi> don't they just use stock xml libs?
<hoijui> meaybe he means the interfaces?
<jK> I mean their GUI structure format written in xml
<Tobi> ah
<hoijui> yeah.. i guess this can go on in the forum maybe, in spiffs thread
<hoijui> so we are done for today
<hoijui> would be
<Tobi> ah one other noob question: can one now give orders to units in GameFrame(0) ?
<jK> never encountered any problems like that, neither explicitly remind doing so
<Tobi> ok
main points:
- this needs reevaluation in the forum, due to new info given by jk that chilli will likely be extended in the future to overcome some of its shortcomings over the librocket approach