--- Log opened Mon Jul 14 00:00:50 2014 20140714 00:07:32-!- prkc [~prkc@81.182.160.93] has quit [Remote host closed the connection] 20140714 00:12:18-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Read error: Connection reset by peer] 20140714 00:13:55-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20140714 00:14:59-!- trewe [~trewe@107.11.54.77.rev.vodafone.pt] has quit [Quit: quit] 20140714 00:16:46< shadowm> Gah. 20140714 00:17:01< shadowm> The Mushroom Grove fix is incomplete, it doesn't cover the lit variant. 20140714 00:17:43-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20140714 00:19:57< iceiceice> shadowm: i think the start of scenario saves bug thread is this: https://gna.org/bugs/index.php?22068 20140714 00:20:13< iceiceice> i have not followed the whole thing, it might only affect mp? i'm not sure 20140714 00:21:10< iceiceice> i think we have fixed in master but im not sure about 1.12 20140714 00:23:42< iceiceice> gfgtdf: do you know if this bug still affects us? https://gna.org/bugs/?18746 20140714 00:24:08< iceiceice> shadowm: too bad about the lit mushroom groves :/ 20140714 00:25:11< shadowm> "The scenario is invalid because it has no id." -- I mean, if this happened in single-player I think there would be an uproar of UMC maintainers. 20140714 00:25:49< iceiceice> the mp maintainers weren't pleased either 20140714 00:26:03< shadowm> Yep, it works in SP. 20140714 00:26:09< iceiceice> ok good, sorry for hte alarm 20140714 00:26:45< iceiceice> shadowm: in the planning mode mention, I think maybe should also mention that there were messed up animations for the unit ghosts, which coffee also fixed, that was a pretty serious bug imo 20140714 00:27:05< shadowm> Well, the difference is that the MP:SP campaigns ratio is strongly unbalanced in favor of SP. 20140714 00:27:17< iceiceice> yeah thats true 20140714 00:28:13< iceiceice> ok, about the start of scenario map previews: 20140714 00:28:23-!- Duthlet [~Duthlet@wesnoth/mp-mod/Duthlet] has quit [Quit: leaving] 20140714 00:28:36< shadowm> Yeah, I haven't gone over the changelogs yet, I just worked with R_N alone as a first step since I've been doing this on and off and it's easier. 20140714 00:28:49< iceiceice> for those, you cannot determine the map from looking at the save file, you have to actually go into the game_config for whatever classification you are in 20140714 00:28:55< shadowm> s/and it's easier\././ 20140714 00:29:26< iceiceice> i think its not manageable for the load game dialog to swap out / load different game configs, that's pretty expensive op that means scanning over the entire config cache 20140714 00:29:50< shadowm> Of course not, hence I proposed including the map_data in the save itself. 20140714 00:29:53< iceiceice> so it basically just uses whatever mode it happens to be in 20140714 00:30:09< iceiceice> so one thing is, it might be a randomly generated map or something 20140714 00:30:31< iceiceice> currently the way map previews works is: 20140714 00:30:42< iceiceice> (1) look for mapdata in the saveindex, first in mapdata, then in [map] 20140714 00:30:54< iceiceice> (2) if you don't find that, try to look up the scenario id in the config cache, and take the mapdata from that 20140714 00:31:39-!- gfgtdf [~chatzilla@f054173053.adsl.alicedsl.de] has joined #wesnoth-dev 20140714 00:31:45< shadowm> (2) probably explains why I went to such lengths to hide map previews for s-o-s saves. 20140714 00:31:46< iceiceice> i guess we could, not make a saveindex entry if we don't find map data? 20140714 00:32:06< iceiceice> and hope that eventually we look at it from the right classification setting? 20140714 00:32:10-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20140714 00:32:41< shadowm> So is there a reason against including the map_data in the save other than random maps? 20140714 00:32:51< gfgtdf> iceiceice: i think https://gna.org/bugs/?18746 is aonly about mp start-of-scenario saves ? 20140714 00:33:06< iceiceice> y i wasn't sure, thanks 20140714 00:33:10< iceiceice> shadowm has confirmed this also 20140714 00:34:04< shadowm> I don't know about the standard random map generators, but the cavegen one doesn't take any map data, so I presume in that case you'd just not record the map_data in the save since the scenario doesn't provide any. 20140714 00:34:06< iceiceice> shadowm: the saveindex is also supposed to check if shroud is on, and if so it doesnt give a preview 20140714 00:34:38< iceiceice> there's like multiple redundant code to do that, in the load game dialog and also when making the saveindex entry 20140714 00:35:30< gfgtdf> shadowm: start-of-scenario saved contain no info about the scenario, just the scenario id. When we reload them, then we reals teh scenario form the game config. It would be theorectiyla possible to read teh gamepdata from teh game config when writing a start of scenario save. 20140714 00:35:51< gfgtdf> shadowm: but ofc of those wouldnt be used for playing teh scenario then 20140714 00:36:13< iceiceice> shadowm: a link to the fix for OOS random generator scenarios: https://github.com/wesnoth/wesnoth/commit/6ff46ee046c31cf3e981e125695bc2e535eaf19e 20140714 00:36:43< shadowm> Yeah, that's the idea, since the whole point of s-o-s saves is that you can modify the scenario it targets and restart to see the changes. 20140714 00:37:16< iceiceice> yeah so how would the saveindex caching thing work 20140714 00:37:25< iceiceice> if you modify the scenario, when do the map previews get updated? 20140714 00:37:54< gfgtdf> shadowm: we do already read the target scenario when saving a s-o-s scenario (for the treanslated savefile name) 20140714 00:38:15< shadowm> iceiceice: *shrug* Good question. 20140714 00:38:21< iceiceice> yeah i think that's what kills it 20140714 00:38:35< iceiceice> idk i mean you could just say, you get whatever preview it would have been at the time the file was saved, 20140714 00:38:51< iceiceice> but if you try to "update" the preview, the only opportunity you have is when you are hovering over it in the load game dialog 20140714 00:39:21< iceiceice> i dont think its a good idea to reload the entire game config when you dot hat 20140714 00:39:58< iceiceice> we could say something like, whenever we update the config cache, we will also update the saveindex, but i think its unnecessary and not a good idea, if you have a ton of saves it might add noticeably to your load times 20140714 00:40:00< shadowm> I'd like to say "checksum the WML tree, ignore cached previews if the checksum changed", but that happens so often, the previews cache would be rendered completely pointless. 20140714 00:40:30< iceiceice> its a bit easier just to say "no previews for start of scenario save" 20140714 00:41:51< iceiceice> or just "you only get a preview if you are lucky and happen to have the right game config set up 20140714 00:42:20< iceiceice> idk i guess it could like, whenever you get lucky it writes that map to the saveindex to update the record 20140714 00:42:27< shadowm> It'd be good if that was a hard rule instead of what we have now, where the preview for the current scenario does appear under the right (non-evident) conditions. 20140714 00:42:41< shadowm> That being disabling previews for sos saves entirely. 20140714 00:43:20< iceiceice> i'm not sure, i would have to test again but i think it occasionally might work? maybe if you are looking at mp campaigns 20140714 00:44:11< shadowm> Oh well, I'm as usual thinking only about us the crazy SP loners. 20140714 00:46:30< shadowm> There is another factor that complicates all this (especially when looking at saves of my own campaign) and it is custom terrains. I kind of wish the map previews had their own format that was independent from the terrain WML loaded in memory at the time Load Game appears. 20140714 00:47:19< gfgtdf> shadowm: so just saving the image ? 20140714 00:49:13< shadowm> Maybe. I don't know what the underlying image looks like. If I have a 32x32 tiles terrain map, is the map preview built from a 32x32 pixels surface that's scaled up for display? 20140714 00:50:21< gfgtdf> shadowm: idk, i thought we use te minimap.cpp code 20140714 00:50:26< gfgtdf> the* 20140714 00:50:53< gfgtdf> which uses 6*8 pixels for each hex and then scales if i remembre correctly 20140714 00:50:55< shadowm> I haven't looked at it in probably years. 20140714 00:52:19< shadowm> Well, the issues are: 1) the preview shouldn't be larger than the original map data in data size; 2) the preview should be output format-indepedent in case we later decide to scale it up/down Load Game previews depending on the game resolution. 20140714 00:52:47< irker418> wesnoth: Chris Beck wesnoth:master 77e00157e8bf / src/ (5 files in 2 dirs): move dbus notifications to their own file http://git.io/vGr9_Q 20140714 00:52:50< shadowm> Or in case we decide tiles should be represented by bouncing voxels or something. 20140714 00:53:49< iceiceice> can someone check if i broke CMake compilation? i had to change the cmakelists, i think i did it right but I have never been able to get cmake to work with wesnoth on my machine 20140714 00:53:53< shadowm> The cheapest alternative is, of course, to just draw empty tiles in the preview for unrecognized terrains, but that'd make maps that consist almost solely of those look surreal. 20140714 00:54:24-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has quit [Quit: tomreyn] 20140714 00:55:35< shadowm> But yeah, I went on this tangent about Load Games and forgot I'm supposed to be reading the changelogs and finishing up the announcement. 20140714 00:57:12< shadowm> I'll later replace the Known Issues section in R_N with the contents of the announcement draft since that's evolving further. 20140714 00:59:13< irker418> wesnoth: gfgtdf wesnoth:master c3a5529e949b / src/teambuilder.hpp: add comments + log in teambuilder http://git.io/ymnhZQ 20140714 00:59:15< irker418> wesnoth: gfgtdf wesnoth:master e1a5ba1a2a6b / src/savegame.cpp: remove code dublication http://git.io/GfoQBQ 20140714 00:59:17< irker418> wesnoth: gfgtdf wesnoth:master ac01328f40ab / src/savegame.cpp: only use convert_ond_saves on old saves. http://git.io/1RKzNw 20140714 00:59:19< irker418> wesnoth: gfgtdf wesnoth:master f5f5099bddef / src/saved_game.cpp: preserve id= in scenario_generation http://git.io/V_PWFg 20140714 00:59:21< irker418> wesnoth: gfgtdf wesnoth:master 0aac94f43450 / src/saved_game.cpp: remove outdated comment http://git.io/rtr9TQ 20140714 00:59:23< irker418> wesnoth: gfgtdf wesnoth:master 986d78226b21 / src/saved_game.cpp: allow [lua] tags in modifications http://git.io/n2rbsg 20140714 00:59:42< shadowm> So... the fix for #22068 is not confirmed yet? Should I still include it under Known Issues? 20140714 01:01:41-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20140714 01:02:39< iceiceice> shadowm: i think its still possibly an issue for 1.12 20140714 01:02:43-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Client Quit] 20140714 01:03:00< iceiceice> i think thunderstruck fixed half of it but he asked me to look at the other half ... ? i might be making this up, would have to grep the logs 20140714 01:04:30-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has joined #wesnoth-dev 20140714 01:04:58< shadowm> Pft, Mushroom Grove has different stats on master. 20140714 01:05:37-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20140714 01:07:55-!- prophile [~alynn@oftn/member/prophile] has joined #wesnoth-dev 20140714 01:09:56< iceiceice> gfgtdf: do you know what's going on with 22068 on 1.12 branch? 20140714 01:10:30< gfgtdf> iceiceice: no sry i dont 20140714 01:11:04< iceiceice> the record i foudn is this: http://hastebin.com/eyiwojinas.vhdl 20140714 01:11:29< irker418> wesnoth: Ignacio R. Morelle wesnoth:1.12 35a48f29f913 / changelog data/core/terrain.cfg players_changelog: Make Lit Mushroom Grove stats identical to Mushroom Grove http://git.io/IZeVAw 20140714 01:13:26< shadowm> Why is it so hard to put this change into words. 20140714 01:17:17< irker418> wesnoth: Ignacio R. Morelle wesnoth:master 753ddabc4c2d / changelog data/core/terrain.cfg players_changelog: Make Mushroom Grove/Lit Mushroom Grove behave like forests, move-wise http://git.io/9U1yfg 20140714 01:20:35< irker418> wesnoth: gfgtdf wesnoth:master 843da23db92a / changelog: update changelog http://git.io/4n9AgA 20140714 01:28:36< shadowm> "Legend of Wesmere: Fix scenario 3 which was broken after a map change." 20140714 01:29:18< shadowm> I'm confused. Isn't this #22073? 20140714 01:31:07< shadowm> iceiceice: You added the entry about #22073 to the R_N. Do you know something about this? (The changelog entry claiming that a fix took place is from a month before.) 20140714 01:31:30< shadowm> Also, ISTR Turuk (who isn't here) was working on this. 20140714 01:32:42< iceiceice> hmm the bug report for 22073 is still open, so i assume its not fixed yet 20140714 01:32:59< gfgtdf> i think http://gna.org/bugs/?22073 was teh 1.13 only bug ? 20140714 01:33:15< shadowm> I don't know, perhaps he forgot to mark it as Fixed. I'll send him a forum PM later. 20140714 01:33:46< gfgtdf> no that wasnt fixed 20140714 01:34:52< gfgtdf> there are 2 bugs: 1) maps was shifted but units not (this effects both version) 2)LoW's [replace_map] doesnt work with new map this is 22073 ans 1.13 only 20140714 01:35:07< gfgtdf> 2) causes teh units to be even more shifted 20140714 01:41:37-!- wesbot changed the topic of #wesnoth-dev to: released 1.11.16, announcing "soon" | string+feature freeze active on 1.12 | 239 bugs, 344 feature requests, 29 patches | Logs: http://irclogs.wesnoth.org | Alternate logs: http://wesnoth.debian.net | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org 20140714 01:50:14< irker418> wesnoth: Chris Beck wesnoth:master 83eff32f48d1 / src/ (6 files in 2 dirs): add notification types, fixup growl/win32 mp game notifications http://git.io/NvA4dw 20140714 01:51:19< iceiceice> ancestral: i saw that you mentioned this thing on the forums about (1) OS X dock, (2) OS X notification system 20140714 01:51:29< iceiceice> do you know if we currently get an icon in the OS X dock? 20140714 01:51:37< ancestral> We already have an icon in the dock 20140714 01:51:39< ancestral> It’s the game icon 20140714 01:51:43< iceiceice> ok good 20140714 01:51:57< ancestral> If anything, we need a higher resolution icon 20140714 01:52:09< gfgtdf> iceiceice: i wonder why we always pass game_config around instead of using resources::config_manager->game_config() or passing the config_manager around ? 20140714 01:52:19< ancestral> Would be nice if something came of Sgt. Groovy’s efforts 20140714 01:52:53< iceiceice> gfgtdf: idk, if we are passing by reference then it probably doesn't make much difference? 20140714 01:53:13< ancestral> iceiceice: As far as notifications, there is a notification center in OS X, I don’t know what it would take to wire that up, but it’s theoretically doable. 20140714 01:53:36< iceiceice> do we get anything from the growl code we have? or is that broken 20140714 01:53:57< iceiceice> i think mattsc expressed some interest to look at it but it was a while ago, i dont have a mac so theres no way for me to debug it 20140714 01:54:01< gfgtdf> iceiceice: yes it doesnt, butwe currentl have references like const config& game_config, and then call ces::config_manager->load_game_config_for_game(...) which changes the game_config reference we have the local reference for 20140714 01:54:33< gfgtdf> (the reference we passed around) 20140714 01:54:40< iceiceice> i have done some work on and off to try to clean up the notifications code, it used to be like buried in game_display.cpp and have tons of ifdefs, im trying to make it so the different notification systems are in different files 20140714 01:54:57< iceiceice> hopefully if it is simpler then people will be more comfortable to help maintain it... 20140714 01:55:48< gfgtdf> why do we need to pass teh reference if we use resources::... anyway to change it? 20140714 01:56:17< iceiceice> hmm that is a bit odd 20140714 01:56:30< iceiceice> yeah for the code that actually changes it the manager is probably better to pass 20140714 01:57:46< iceiceice> idk the toher thing is, 20140714 01:58:08< iceiceice> the game_config manager is actually a legitimate static singleton object i guess... 20140714 01:58:24< iceiceice> idk maybe we would want to have several at once but it seems somewhat far fetched 20140714 01:59:46< iceiceice> so idk maybe the resources:: for that is ok, i think i dont have a strong opinion 20140714 02:01:19-!- ancestral [~ancestral@12.23.74.29] has quit [Quit: i go nstuf kthxbai] 20140714 02:02:40< iceiceice> mattsc: i was just grepping through to figure out how compilation with growl works currently, 20140714 02:03:07< iceiceice> it looks like scons and cmake never build with growl, the only reference is in the xcode project file: 20140714 02:03:07< iceiceice> ./projectfiles/Xcode/Wesnoth.xcodeproj/project.pbxproj: B5599B6A0EC62181008DD061 /* game_display.cpp in Sources */ = {isa = PBXBuildFile; fileRef = B5599A7E0EC62181008DD061 /* game_display.cpp */; settings = {COMPILER_FLAGS = "-DHAVE_GROWL"; }; }; 20140714 02:03:45< iceiceice> on master at least, that compiler flag won't do anything on game_display.cpp, the notifications got moved out of there 20140714 02:04:59< mattsc> iceiceice, ancestral: AFAIK, the growl code was set up by crimson_penguin 20140714 02:05:22< iceiceice> wesbot: seen crimson_penguin 20140714 02:05:22< wesbot> iceiceice: Queried user last spoke 7d 3h ago. crimson_penguin is currently in this channel. 20140714 02:05:32< mattsc> Also AFAIK, it works with 1.12 as long as one uses Growl 1.2 (I think) 20140714 02:06:00< mattsc> It does currently not work with Growl 2.whatever and on master (since I updated to the new framework) 20140714 02:06:27< mattsc> What I have said before is that it doesn’t work there, but that I don’t know anything about it. 20140714 02:07:22< mattsc> So it’s on my list of things to lok into “sometime”, but since I don’t know anything about it, it’s not very high up on that list. 20140714 02:11:56-!- StandYourGround [~Adium@CPE-24-209-146-0.wi.res.rr.com] has joined #wesnoth-dev 20140714 02:13:44< iceiceice> mattsc: so i can tell you right now, the way master is compiling right now growl won't even be compiled in 20140714 02:13:49< iceiceice> with xcode 20140714 02:14:23< iceiceice> because it seems the flag -DHAVE_GROWL, which defines the C++ symbol HAVE_GROWL, is only on game_display.cpp, and presumably not notifications/notifications.cpp 20140714 02:15:04< iceiceice> at least thats what i'm gathering from looking at the project file 20140714 02:18:30< mattsc> iceiceice: okay, thanks. I will keep that in mind. 20140714 02:19:00< mattsc> But if somebody else wants to beat me to this, I won’t put up much of a fight/race. :P 20140714 02:19:05< iceiceice> hehe ok 20140714 02:22:37< irker418> wesnoth: Chris Beck wesnoth:master 19a90b43c69f / src/notifications/ (growl_notification.cpp growl_notification.hpp notifications.cpp): move growl notifications to their own file http://git.io/fpC33w 20140714 02:24:40< StandYourGround> Any thoughts on supporting OS X notifications for 10.8 onward? 20140714 02:31:28< iceiceice> i'm sure it would be welcome but we need a OS X developer who can assemble the code to make that happen 20140714 02:32:11-!- Ivanovic_ [~ivanovic@frnk-d93305ce.pool.mediaWays.net] has joined #wesnoth-dev 20140714 02:32:11-!- Ivanovic_ [~ivanovic@frnk-d93305ce.pool.mediaWays.net] has quit [Changing host] 20140714 02:32:11-!- Ivanovic_ [~ivanovic@wesnoth/developer/ivanovic] has joined #wesnoth-dev 20140714 02:32:20< iceiceice> the growl C++ file is here, it's 55 lines 20140714 02:32:21< iceiceice> https://github.com/wesnoth/wesnoth/blob/master/src/notifications/growl_notification.cpp 20140714 02:32:35< iceiceice> we need something like that that includes whatever boilerplate is necessary to do OSX notifications 20140714 02:32:50< StandYourGround> gotcha 20140714 02:33:25< StandYourGround> If I can find the time to make Wesnoth build on my system (kinda new to building something THIS big), then maybe I can play around 20140714 02:33:37< iceiceice> that would be great :) 20140714 02:34:27< StandYourGround> I'm guessing the git repo is more likely to build than tarball? 20140714 02:34:54< iceiceice> i mean, they should both build 20140714 02:35:13< crimson_penguin> wait, isn't iceiceice the name of one of the competing DotA players? 20140714 02:35:22< iceiceice> hehe :) 20140714 02:35:30< crimson_penguin> is that you? 20140714 02:35:32-!- Ivanovic [~ivanovic@wesnoth/developer/ivanovic] has quit [Ping timeout: 240 seconds] 20140714 02:35:35< iceiceice> no, its not me lol 20140714 02:35:43< crimson_penguin> aw 20140714 02:36:00< StandYourGround> The next question would have been, DotA on MAC? SRYSLY? 20140714 02:36:07-!- Ivanovic_ is now known as Ivanovic 20140714 02:36:44< crimson_penguin> what? I play DotA on Mac... 20140714 02:36:58< crimson_penguin> DotA 2 20140714 02:37:44< StandYourGround> That's fine, really. I just get weird looks when playing games like that on my Mac from some PC hipster friends of mine. :P 20140714 02:40:07< crimson_penguin> What you should really give me weird looks for is playing it with a trackpad 20140714 02:41:50< StandYourGround> I used to play CounterStrike like that 20140714 02:42:35< mattsc> StandYourGround: I can (probably) help you get going with compiling Wesnoth on a Mac. But I can’t really help much with coding. 20140714 02:43:07< mattsc> crimson_penguin: ice^3 is not really a person. He (it) is an AI of a neutrino experiment at the South Pole. 20140714 02:44:24< crimson_penguin> heh 20140714 02:48:22< iceiceice> yep, i sure hope DK wins TI4, then I will be able to fund my existence as a neutrino experiment at the south pole indefinitely :) 20140714 02:52:44-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has quit [Ping timeout: 240 seconds] 20140714 02:54:29< StandYourGround> Should I clone master or 1.12? 20140714 02:55:34< iceiceice> i would suggest master, 20140714 02:56:00< iceiceice> because in 1.12 the notifications code is buried like 3000 lines into game_display.cpp and fairly painful 20140714 02:56:34< iceiceice> if you can get it to work on master we can probably backport to 1.12 without too much difficulty 20140714 02:56:57< mattsc> StandYourGround: note that for compiling with Xcode, you also need the “Mac Compile stuff”: http://sourceforge.net/projects/wesnoth/files/unofficial/Mac%20Compile%20Stuff/ 20140714 02:56:58< StandYourGround> cool. I'll check back when I have build issues I can't resolve 20140714 02:57:10< StandYourGround> Yeah, I'm reading the guide in the wiki 20140714 02:57:24< mattsc> oh, cool, was just going to send you the link for that :) 20140714 02:58:02< StandYourGround> and from my research elsewhere, adding notification center support doesn't look too hard. If I can do this, then maybe I'll try making the interface for browsing online replays in wesnoth too 20140714 02:58:21< StandYourGround> always wanted that 20140714 02:59:50< mattsc> StandYourGround: sounds great. I have to sign off now, but I’ll read the logs later. Also, you can always send me a PM if you run into any trouble. 20140714 03:00:11< mattsc> … with the compiling I mean. With the rest I’m probably not all that much help... 20140714 03:04:50-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: Bye for now] 20140714 03:15:12-!- gfgtdf [~chatzilla@f054173053.adsl.alicedsl.de] has quit [Quit: ChatZilla 0.9.90.1 [Firefox 30.0/20140605174243]] 20140714 03:23:19< irker418> wesnoth: Chris Beck wesnoth:master a39bfea9920c / src/ (3 files in 2 dirs): give a warning when notifications enabled but not available http://git.io/PMHdKA 20140714 03:34:29-!- StandYourGround [~Adium@CPE-24-209-146-0.wi.res.rr.com] has left #wesnoth-dev [] 20140714 03:39:21-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140714 03:40:28< irker418> wesnoth: Chris Beck wesnoth:master 778215df7d33 / src/ (6 files in 2 dirs): rename fcn notifications::send_notification -> notifications::send http://git.io/bhjDVg 20140714 03:52:54< shadowm> Is there so much to desktop notifications that they couldn't have gone into the pre-existing, uh, `desktop` namespace? 20140714 03:54:37< iceiceice> hmm... i think this is a facepalm on my part :/ 20140714 03:54:45< iceiceice> i didnt even notice desktop_util.?pp 20140714 03:59:49< iceiceice> shadowm: maybe the notifications folder and namespace should be renamed "platform" 20140714 03:59:59< iceiceice> and the desktop_util stuff should go in there 20140714 04:00:29< shadowm> Does anyone recall offhand when enemy orbs were first introduced in 1.11.x? 20140714 04:01:14< shadowm> Just a random guess would probably suffice so I can confirm with some variant of git log -p TAG1..TAG2. 20140714 04:02:00< shadowm> iceiceice: "platform" kind of implies a broader scope than what the desktop namespace is about (desktop environment integration). 20140714 04:02:35< iceiceice> i mean, its similar though 20140714 04:03:25< iceiceice> i guess the desktop_utils functions are supposed to abstract, "open a webbrowser to this url, in whatever platform appropriate way" 20140714 04:03:43< iceiceice> the notifications functions are supposed to give a notification in whatever platform appropriate way 20140714 04:04:39< iceiceice> i guess concievably we might put "filesystem" in a place like that also, not sure 20140714 04:05:31< shadowm> The operating assumption in desktop_utils is that the platform we're interacting with is a bit more featureful than a basic OS, which is why I ruled out 'platform' as a namespace name early on. 20140714 04:06:19< shadowm> Well, more specifically featureful. As in it's a desktop OS with high-level functionality and stuff. 20140714 04:06:48< shadowm> Wow I'm doing an awful job at explaining why 80% of the time I spent on that branch was deciding on a namespace name. 20140714 04:07:42< iceiceice> alright, i think you've convinced me 20140714 04:08:22< iceiceice> i think i will rename notifications folder to desktop, use that namespace in the notifications code, and move src/desktop_utils.?pp to src/desktop/utils.?pp 20140714 04:08:22< shadowm> When I hear 'platform' I think "oh, an operating system providing a kernel and a basic userland where programs can run", and when I hear 'desktop' I think "file manager, fancy application launcher menus, web browser, system configuration facilities [...]". 20140714 04:08:53< iceiceice> do you have any objections to that plan? it will require project file updates so i'd rather only do it once 20140714 04:10:15< shadowm> None. In fact, I had considered refactoring the notifications code around the time I prepared the branch, but then I decided that was way out of scope and that I didn't have any way to work with the OS X parts anyway since the only tester I had available at the time had already reported issues with Growl. 20140714 04:12:16< iceiceice> i see 20140714 04:12:29< shadowm> Sooooo, why am I seeing reinterpret_casts in desktop_util.cpp? I remember I replaced the original reinterpret_cast I had with a static_cast because somebody told me that static_cast was the way to do it. 20140714 04:13:05< shadowm> Or maybe that only took place in my imagination. 20140714 04:13:30< shadowm> There's no static_cast in the full log -p, never mind I guess. 20140714 04:16:03< iceiceice> do you plan to change it now? I can wait until you do so 20140714 04:16:48< shadowm> I'll change it later when I get the chance to build on Windows. 20140714 04:16:54-!- ancestral [~ancestral@12.23.74.29] has joined #wesnoth-dev 20140714 04:17:03< iceiceice> alright, sounds good 20140714 04:17:30< iceiceice> hmm, do you think it makes sense to make a little log file in projectfiles/ called "Xcode TODO" or something? 20140714 04:18:05< iceiceice> idk if that would be helpful to mattsc, he might just ignore it and click on things until it works 20140714 04:18:29< shadowm> If that's intended to be a log of project changes for the OS X maintainer(s) to catch up on, I don't think that's very practical, it'll just generate more git log noise IMO. 20140714 04:18:36< iceiceice> ok 20140714 04:20:47< shadowm> I don't know what mattsc uses to do Git, but Git itself with the default configuration tends to make it evident when something needs to be updated, e.g. `create mode 100644 src/notifications/dbus_notification.cpp` in my previous merge diffstat. 20140714 04:22:03< shadowm> When you see files being created/deleted/moved in src you just know something is going to break for somebody using a project that wasn't updated in the same merge. 20140714 04:24:18-!- knotwork [~markm@unaffiliated/knotwork] has quit [Ping timeout: 240 seconds] 20140714 04:25:12< shadowm> Huh, it looks like the underpinnings for enemy orbs first appeared in... version 1.1.1. 20140714 04:26:37< shadowm> Okay, the image was actually wired in for 1.11.5. 20140714 04:33:04< shadowm> iceiceice: Hm, src/desktop/open.?pp would be a suitable alternative if you would rather not see yet another util.?pp pair. 20140714 04:34:19< shadowm> I don't have any short term plans to add anything else there, so I'm not particularly sure myself. 20140714 04:40:15< iceiceice> yeah, i renamed it to open, i think thats good 20140714 04:40:39< iceiceice> do you think the warning message that is given when there is no notification support is okay? 20140714 04:44:25< shadowm> Haven't seen it yet, my tree is a little out of date. 20140714 04:49:56< irker418> wesnoth: Chris Beck wesnoth:master 31487bec2653 / / (34 files in 7 dirs): move notifications into desktop namespace, rename folder also http://git.io/31sxrg 20140714 04:53:50< iceiceice> alright, i'm out for now 20140714 04:53:52-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Quit: Leaving] 20140714 04:59:17< shadowm> vultraz: You have exactly one hour to give me the stuff I said I need for the wmllint GUI block in http://forums.wesnoth.org/viewtopic.php?f=16&t=40739 or I'll drop it entirely. 20140714 05:01:37< shadowm> I think I'm done. 20140714 05:01:41< vultraz> shadowm: what more do you want 20140714 05:02:31< shadowm> 18:49:37 So to sum it up: What is it? Who should use it and why? Where is it? How should they use it? 20140714 05:02:34< shadowm> 18:50:04 Four simple questions that Average Joe needs answered. 20140714 05:03:15< shadowm> What I included based on what little I know about this imaginatively-named script isn't particularly more helpful than telling people "run wmllint". 20140714 05:04:21-!- prophile [~alynn@oftn/member/prophile] has quit [Quit: The Game] 20140714 05:06:44< shadowm> Fffffuuuuuu what. 20140714 05:06:52< vultraz> It's a python tk gui app designed to run all three wmltools 20140714 05:07:02< shadowm> It seems I had a massive brainfart here and I only just found out while reviewing the announcement: 20140714 05:07:17< shadowm> "[...] data directory [...] --config-dir switch [...]" 20140714 05:07:36< shadowm> --data-dir is what I meant to put there. 20140714 05:08:02< vultraz> the gui runs on both latest python 2.7 and 3.1, but in order to run the tools it requires latest python 2.7 20140714 05:08:52< vultraz> all umc authors can use it 20140714 05:09:07-!- [Relic] [~relic@99-58-54-211.lightspeed.milwwi.sbcglobal.net] has quit [Quit: Leaving] 20140714 05:09:13-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20140714 05:09:15< shadowm> vultraz: You are not telling me anything Average Joe can parse. 20140714 05:09:33< iceiceice> shadowm: just pointing out again this link, which I think you wanted to add to the FIXME: under known issues 20140714 05:09:34< iceiceice> https://github.com/wesnoth/wesnoth/commit/6ff46ee046c31cf3e981e125695bc2e535eaf19e 20140714 05:09:43< shadowm> In fact, not even I know what all that stuff you just said would mean if I were on Windows without Python preinstalled. 20140714 05:10:08< iceiceice> i'm actually going now, bb 20140714 05:10:10-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Client Quit] 20140714 05:11:41< shadowm> I'm going to include that GUI.pyw block as-is and if anyone asks questions I'll just direct them to the... 20140714 05:11:50< shadowm> ... overly technical... thread... 20140714 05:11:57< shadowm> ... thingy. 20140714 05:12:10< shadowm> Where not even I know what's going on. 20140714 05:12:22< vultraz> If you want to run wmltools on windows you need to install python anyway 20140714 05:14:54< shadowm> Do people just double-click on it or what? 20140714 05:15:28< vultraz> Yes 20140714 05:15:37< vultraz> How do you not know dis 20140714 05:17:28< shadowm> Because I don't use Python on Windows, or use Windows very often for that matter. 20140714 05:17:53-!- knotwork [~markm@142.68.136.17] has joined #wesnoth-dev 20140714 05:17:53-!- knotwork [~markm@142.68.136.17] has quit [Changing host] 20140714 05:17:53-!- knotwork [~markm@unaffiliated/knotwork] has joined #wesnoth-dev 20140714 05:18:04< vultraz> .pyw files launch w/o a console on windows 20140714 05:18:22< shadowm> That I gathered from the comments in the file itself. 20140714 05:18:38< shadowm> Oh my god I can actually double-click it on Dolphin too. 20140714 05:19:23< vultraz> WTF is Dolphin 20140714 05:19:26< shadowm> The toolkit looks like crap, though. 20140714 05:20:05< shadowm> As to be expected from anything involving Tk, I guess. 20140714 05:20:12< vultraz> It looks better on python 3 20140714 05:20:18< vultraz> It looks like shit on python 3 20140714 05:20:23< vultraz> try running it with 3 20140714 05:20:29< vultraz> I mean it looks like shit on 2 20140714 05:20:31< vultraz> lol 20140714 05:20:38< vultraz> cannot type 20140714 05:22:06< shadowm> ImportError: No module named '_tkinter', please install the python3-tk package 20140714 05:22:19< vultraz> yeah well you do need that 20140714 05:22:27< shadowm> Later, when I finish dealing with my ridiculous screw-up. 20140714 05:27:20-!- _8680_ [~8680@2002:4404:712c:0:701f:7759:ee8f:d2b8] has quit [Ping timeout: 260 seconds] 20140714 05:28:11-!- _8680_ [~8680@2002:4404:712c:0:75a0:b798:7452:e5a7] has joined #wesnoth-dev 20140714 05:33:52-!- _8680_ [~8680@2002:4404:712c:0:75a0:b798:7452:e5a7] has quit [Ping timeout: 260 seconds] 20140714 05:34:46-!- _8680_ [~8680@2002:4404:712c:0:480d:1a0a:d3a4:dc8e] has joined #wesnoth-dev 20140714 05:35:38< irker418> wesnoth: Ignacio R. Morelle wesnoth:1.12 fe2189eae9dc / changelog src/game.cpp: Fix the warn_early_init_failure message http://git.io/6GO4bw 20140714 05:35:41< irker418> wesnoth: Ignacio R. Morelle wesnoth:master 9ddc04372346 / src/wesnoth.cpp: Fix the warn_early_init_failure message http://git.io/aY5bFQ 20140714 05:37:06< shadowm> Huh. 20140714 05:37:29< shadowm> I didn't realize Git cherry-picked that through the file rename. That's cool. 20140714 05:39:25-!- _8680_ [~8680@2002:4404:712c:0:480d:1a0a:d3a4:dc8e] has quit [Ping timeout: 256 seconds] 20140714 05:42:22-!- _8680_ [~8680@2002:4404:712c:0:c544:c44b:5a51:77db] has joined #wesnoth-dev 20140714 05:45:12< shadowm> iceiceice: Thanks (also for incidentally reminding me to check for remaining FIXMEs). 20140714 05:47:21-!- _8680_ [~8680@2002:4404:712c:0:c544:c44b:5a51:77db] has quit [Ping timeout: 256 seconds] 20140714 05:48:19-!- _8680_ [~8680@2002:4404:712c:0:6d70:8891:a027:f5d4] has joined #wesnoth-dev 20140714 05:52:09< irker418> wesnoth: ancestral wesnoth:master cc4ba783fccc / changelog players_changelog: Changelog update http://git.io/cSplUQ 20140714 05:52:10< irker418> wesnoth: Chris Beck wesnoth:master edaafcb1cf99 / changelog players_changelog: Merge pull request #250 from ancestral/master http://git.io/nyZT8Q 20140714 05:52:19< irker418> wesnoth: ancestral wesnoth:1.12 091eb251ee7d / changelog players_changelog: Changelog update http://git.io/sSnfnw 20140714 05:52:21< irker418> wesnoth: Chris Beck wesnoth:1.12 fe31cc0ff0b7 / changelog players_changelog: Merge pull request #249 from ancestral/1.12 http://git.io/js6rAw 20140714 05:53:34< shadowm> Hm. 20140714 05:54:13< shadowm> It just occurred to me that the Cores option in the titlescreen could be repurposed somehow to house the Game Paths option. 20140714 05:55:33< shadowm> I'll have to think about this later. 20140714 05:57:17< shadowm> Oh yeah, the OS X window scaling workaround thing... 20140714 05:57:36< shadowm> :P I kind of wish the changelog entry had existed 5 hours ago. 20140714 06:02:25-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Remote host closed the connection] 20140714 06:05:16-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20140714 06:13:02< irker418> wesnoth: Chris Beck wesnoth:master e28bda277aa9 / src/multiplayer_ui.cpp: check lobby_sounds preference for the GUI 1 lobby also http://git.io/H_ePnw 20140714 06:13:04< irker418> wesnoth: Chris Beck wesnoth:master 7d22ffb08970 / changelog: update changelog http://git.io/Sx3tqw 20140714 06:15:33< irker418> wesnoth: Chris Beck wesnoth:1.12 f47de95341c8 / src/multiplayer_ui.cpp: check lobby_sounds preference for the GUI 1 lobby also http://git.io/jsszOA 20140714 06:15:35< irker418> wesnoth: Chris Beck wesnoth:1.12 8d3a570a4817 / changelog: update changelog http://git.io/gE8i4w 20140714 06:17:02< shadowm> "Workaround for mouse tracking issues on OS X" section added to the draft. 20140714 06:22:56< ancestral> shadowm: Sorry, I forgot to update the changelog when I submitted my patch. 20140714 06:23:05-!- iceiceice [~chris@cpe-66-108-20-80.nyc.res.rr.com] has joined #wesnoth-dev 20140714 06:23:05-!- iceiceice [~chris@cpe-66-108-20-80.nyc.res.rr.com] has quit [Changing host] 20140714 06:23:05-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20140714 06:23:05< ancestral> (originally) 20140714 06:23:14< shadowm> "An issue with the mouse pointer being mapped incorrectly on the Wesnoth window on some Apple OS X systems, such as those equipped with Retina screens (bug #20332), was found to be caused by the window resolution being set to values larger than the actual amount of space available on the screen. Since this is directly tied to the screen resolution autodetection mechanism, Wesnoth defaults to 800x600 on OS X from now on as a stopgap ... 20140714 06:23:20< shadowm> ... measure. " 20140714 06:23:21< shadowm> ancestral: Does this describe the workaround accurately? 20140714 06:24:42< ancestral> Well 20140714 06:24:57< shadowm> I didn't want to point fingers at SDL in the announcement because I want to confirm something first. 20140714 06:25:04-!- prophile [~alynn@oftn/member/prophile] has joined #wesnoth-dev 20140714 06:25:30< ancestral> shadowm: I don’t know enough about SDL and how Wesnoth draws the window, but there are two issues. 20140714 06:28:05< shadowm> Welp, seems the only way to get the current window size is to inspect the framebuffer, and I'm pretty sure it'd be crashing if it wasn't the 2000x2000 pixels I requested, even if the window is actually smaller. 20140714 06:28:09< ancestral> One sec 20140714 06:28:25< ancestral> 1. If the game window is defined in the preferences to be larger than the desktop resolution, Wesnoth scales the defined resolution to fit inside the window fit on the screen. 20140714 06:28:40< shadowm> Only SDL-sanctioned way, of course. I could call Xlib and detect the problem on Linux but not OS X. 20140714 06:29:02< shadowm> ancestral: Yeah, I'm pretty sure that's SDL and not Wesnoth. 20140714 06:29:10< ancestral> Hang on 20140714 06:29:56< ancestral> (That is, if I have 1280x800 and I write 1280x800 in my preferences file, OS X will change the window size to whatever is viewable — as there’s a menu bar and dock which takes up some space — so, perhaps, 1280x696.) 20140714 06:30:50< shadowm> Yeah, that's a thing that my window manager does too by default. 20140714 06:30:56< ancestral> Is it SDL’s fault that Wesnoth is allowing resolutions larger than the display resolution? I mean to say, some simple error handling isn’t in order? 20140714 06:31:50< shadowm> No, but I guess the logic is that the window manager should figure it out, resize Wesnoth's window, and we are expected to receive an event that somehow we aren't receiving. 20140714 06:31:56< ancestral> 2. Wesnoth’s default resolution was set to 1024 x 768, which means on launch, anyone with not enough space will run into the problem. 20140714 06:32:16< ancestral> So I believe I was wrong originally. This isn’t specific to retina display Macs. 20140714 06:32:24< ancestral> mattsc confirmed this for me 20140714 06:32:41< prophile> SDL_GetClosestDisplayMode doesn't need a window does it? 20140714 06:32:56< ancestral> shadowm: When the window is resized, even one pixel, Wesnoth redraws itself correctly. 20140714 06:33:03< ancestral> Problem goes away. 20140714 06:33:16-!- zookeeper [zookeeper@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20140714 06:33:22< ancestral> If you can force a resize, that might solve the problem 20140714 06:34:29< ancestral> On a resize, the preferences file immediately changes the ywindowsize and xwindowsize 20140714 06:34:42< shadowm> Oooor we are receiving that event I alluded to at a time we aren't processing events. 20140714 06:35:01< shadowm> Like the loadscreen, which doesn't process *any* event. 20140714 06:35:08-!- _8680_ [~8680@2002:4404:712c:0:6d70:8891:a027:f5d4] has quit [Ping timeout: 240 seconds] 20140714 06:35:24< ancestral> But I’m curious why Wesnoth/SDL is bothering to scale the game. 20140714 06:35:30< shadowm> Then I can get to the titlescreen with a 2000x2000 framebuffer on a tiny window. 20140714 06:36:04-!- _8680_ [~8680@2002:4404:712c:0:c53f:6495:3c3a:f59a] has joined #wesnoth-dev 20140714 06:36:26< shadowm> https://dl.dropboxusercontent.com/u/21371130/screenshots/wesnoth-1.13.0-large-surface-small-window.png 20140714 06:37:12< ancestral> I keep wanting to look in the Preferences folder for the Wesnoth preferences 20140714 06:39:37< iceiceice> ancestral: btw, one thing which I guess we were supposed to ask you is to add yourself to data/core/about.cfg 20140714 06:39:42< ancestral> shadowm: http://imgur.com/RFgCPyZ and http://imgur.com/xC1cXxG 20140714 06:39:46< ancestral> At 2000x2000 20140714 06:40:53< shadowm> I rather doubt SDL would go through the hassle of scaling the framebuffer to fit the window, but again, I haven't checked the source. 20140714 06:41:12-!- tsniatowski [~tsniatows@2a01:1120:1:155:5943:e436:1101:4945] has joined #wesnoth-dev 20140714 06:42:49< ancestral> iceiceice: Oh, okay. Can I leave my real name off? 20140714 06:42:52< shadowm> The alternative of course is that the API SDL is using to communicate with the OS X window manager is responsible for the scaling. It doesn't really matter who does it anyway, since we have no way (on 1.2.x) to enable or disable scaling. 20140714 06:43:32< ancestral> Yeah, that’s very possible 20140714 06:43:33-!- RiftWalker [~nathan@ip98-163-252-45.no.no.cox.net] has quit [Ping timeout: 240 seconds] 20140714 06:44:33< shadowm> I still suspect we might be missing an essential event at the beginning of Wesnoth's lifetime, but it's not like I understand the events system enough to be able to properly wire it into the loadscreen. 20140714 06:45:41< shadowm> OTOH a way to test that theory would be to add a way to force a larger resolution while we *are* processing events. 20140714 06:47:13< iceiceice> ancestral: i think that is discouraged for a few reasons, but you wouldn't be the first to do it i think if you really wanted 20140714 06:47:32< iceiceice> you should know though that your name sort of is in the repo already, because your email is part of your commit: https://github.com/wesnoth/wesnoth/commit/cc4ba783fccc2e58cde1a580490da9776f74f929.patch 20140714 06:48:09-!- faabumc [~vcr@wesnoth/developer/faabumc] has joined #wesnoth-dev 20140714 06:48:35< ancestral> iceiceice: Probably true, originally 20140714 06:48:50< ancestral> Oh, maybe it’s on my native client. Grrr. 20140714 06:51:25< ancestral> Nah, I don’t see anything wrong there. 20140714 06:58:05< shadowm> CVideo::setMode() gets called when the window size changes. That's progress. 20140714 06:58:33< shadowm> CVideo::setMode(2000, 2000, 32, 0) <-- At the beginning. 20140714 06:58:52< shadowm> CVideo::setMode(1276, 673, 32, 0) <-- As soon as the window is resized by KDE while Wesnoth is processing events. 20140714 07:00:16< shadowm> So the question is if Wesnoth will get that event right after trying to set the window size by itself (rather than in response to an event). 20140714 07:01:47< shadowm> CVideo::setMode(2000, 2000, 32, 0) 20140714 07:01:48< shadowm> CVideo::setMode(1916, 1024, 32, 0) 20140714 07:01:54< shadowm> It does! 20140714 07:02:47< shadowm> So maybe the solution lies in making loadscreen (and storyscreens, but loadscreen is the first roadblock here) response to resize events correctly. 20140714 07:02:55< shadowm> respond 20140714 07:02:55< ancestral> Awesome! 20140714 07:03:02< ancestral> shadowm: That’s great 20140714 07:03:20< shadowm> Well, it's a theory. I don't even know if it'll go exactly like this on OS X. 20140714 07:05:23< ancestral> Let me know if I can test anything. 20140714 07:06:23< shadowm> Pffft, there are set_resolution() (the primary interface to CVideo::setMode()) calls everywhere. 20140714 07:10:09< shadowm> The GUI1 and GUI2 lobbies seem particularly suspicious. 20140714 07:14:23< shadowm> Okay, loadscreen doesn't even get the event. 20140714 07:15:44< shadowm> I suspect something between the initial video setup and loadscreen is catching and discarding the event first. Especially since I just verified I can throw a new event at the patched loadscreen and it'll process it. 20140714 07:16:22< shadowm> Which only really confirms that I seem to have the minimum required understanding of copy pasting from events.cpp^W^W^W^WSDL event processing. 20140714 07:17:27-!- tsniatowski [~tsniatows@2a01:1120:1:155:5943:e436:1101:4945] has quit [Ping timeout: 256 seconds] 20140714 07:18:23-!- tsniatowski [~tsniatows@91.241.2.251] has joined #wesnoth-dev 20140714 07:18:35< shadowm> No wait, loadscreen does catch my event but somehow my request to set_resolution() doesn't make it to CVideo::setMode(). 20140714 07:19:29< shadowm> Which means that uh. 20140714 07:19:47< shadowm> set_resolution() doesn't have a display to work with. 20140714 07:20:49< shadowm> Not that I can't brute-force it into CVideo::setMode(), but that's beside the point and I need to find out who is blocking the theoretical original event. 20140714 07:26:42< shadowm> events::pump() users ruled out. 20140714 07:28:11-!- EdB [~edb@85.69.242.6] has joined #wesnoth-dev 20140714 07:28:43< shadowm> events::discard() too. :\ 20140714 07:29:55< shadowm> This is more tricky than I expected, because I don't have more relevant callsites for SDL_PollEvent(), SDL_PumpEvents(), or SDL_WaitEvent(). 20140714 07:32:20-!- faabumc [~vcr@wesnoth/developer/faabumc] has quit [Ping timeout: 240 seconds] 20140714 07:36:59< ancestral> shadowm: Maybe there’s another possibility? 20140714 07:37:13< ancestral> Forget the loading screen. Can you force a resize at the main menu? 20140714 07:38:26< shadowm> Well, from what I'm observing there's a point at which asking SDL to resize the window (larger than what the WM allows) doesn't result in getting a resize event back with the actual size, and it's somewhere between the initial screen setup and some point after loadscreen initialization. 20140714 07:38:59< ancestral> Hmm, so what happens if I resize during the loading screen… 20140714 07:39:01< shadowm> I did force a resize previously (from the Preferences -> Paths dialog, though), where I did get the expected event back. 20140714 07:39:08< ancestral> Nothing I assume 20140714 07:39:30< ancestral> It scales. Okay, resize doesn’t get called. 20140714 07:40:29-!- faabumc [~vcr@wesnoth/developer/faabumc] has joined #wesnoth-dev 20140714 07:42:28< shadowm> Ugh, there's a GUI2 initialization step in the way that could well be interfering with my experiment. 20140714 07:43:46< shadowm> No, probably not. At least not as long as the WML load error report doesn't get summoned. 20140714 07:49:19< shadowm> I'm hijacking do_gameloop() to turn Wesnoth into the most heavyweight SDL hello world application ever seen. 20140714 07:52:13< shadowm> One that explodes into 2000x2000 once it receives a button down event... and it works and I receive the 1916x1024 resize event right afterwards. 20140714 07:52:42< shadowm> I forgot what I was trying to prove this way. 20140714 07:53:06< shadowm> Uh, that nothing special happens between init_video() and the loadscreen initialization and first event handling, I guess. 20140714 07:54:40< shadowm> Corollary of this messed up experiment: if Wesnoth tried to reset itself to the current "expected" resolution at the titlescreen, it'd become cognizant of its real resolution immediately afterwards since that's a place where window resize events are handled correctly. 20140714 07:55:25-!- aquileia [2edf50c1@gateway/web/freenode/ip.46.223.80.193] has joined #wesnoth-dev 20140714 07:56:29< shadowm> But that'd be the ugliest hack ever conceived and it'd be better to make sure we don't have to follow that specific path to reset the resolution (esp. since getting to the titlescreen doesn't always happen, and you may encounter the WML load error dialog first mid-loadscreen so you kind of need to be able to interact with it properly and yeah). 20140714 07:58:05< shadowm> What the hell. 20140714 07:58:46< ancestral> Anyway, I’m not convinced this behavior will “go away” with SDL2. 20140714 07:59:05< shadowm> OK, so I *do* get the reaction event between init_video() and the test event loop I placed immediately afterwards: http://pastebin.com/QeLqv2fB 20140714 07:59:28< aquileia> There's no direct option to tell a SLF to ignore the border/recall list, right? The bug in http://r.wesnoth.org/p493088 also affects https://github.com/wesnoth/wesnoth/blob/master/data/campaigns/The_Rise_Of_Wesnoth/scenarios/14_Rough_Landing.cfg#L275 20140714 08:00:59< aquileia> zookeeper fixed it for scatter unit, but thre are probably quite a few instances of unit placement in mainline where this is relevant 20140714 08:02:47< shadowm> But only if I actually call setMode() myself after init_video(). 20140714 08:03:16< iceiceice> aquileia: what about recall list and slf? 20140714 08:03:20< shadowm> It's the initial setMode() whose reaction event gets blackholed. 20140714 08:03:57< zookeeper> aquileia, i believe radius doesn't expand into border hexes, so it's probably not an issue there 20140714 08:04:01< zookeeper> not 100% sure 20140714 08:04:31< aquileia> iceiceice: IIUC, a SLF typically includes e.g. x=0 which is part of the recall list 20140714 08:05:20< aquileia> zookeeper: Then how would you explai this bug, then? http://forum.wesnoth.org/viewtopic.php?f=44&t=10617&p=573277#p573254 20140714 08:05:30< shadowm> OK, I'm starting to suspect I'm falling into a race condition situation. 20140714 08:06:05< shadowm> Having init_video() call setMode() twice doesn't yield the expected result and the reaction keeps getting blackholed. 20140714 08:06:23< aquileia> The serpent was recalled, so it had to be placed on the border before 20140714 08:06:32< zookeeper> aquileia, i wouldn't; i'd have to agree that i was wrong :p 20140714 08:07:44-!- enchilado is now known as ramienz 20140714 08:08:13< shadowm> iceiceice: "The wesnoth built-in timeout feature has been removed" -- wasn't this only present in master for a while? Do we really need to keep these compatibility bits aruond? 20140714 08:08:39< zookeeper> aquileia, i feel like that has to be a regression that happened at some point 20140714 08:09:39< aquileia> hmm, that'd explain how we get two reports in short succession 20140714 08:10:06< zookeeper> indeed, 1.10 doesn't have that problem 20140714 08:10:35< zookeeper> 1.11.0 changelog has this: 20140714 08:10:36< zookeeper> * Border hexes are included when using radius= in the SLF of [remove_shroud] 20140714 08:10:36< zookeeper> and [place_shroud] (they were already included for directly matched hexes). 20140714 08:10:47< zookeeper> might be related 20140714 08:12:34< zookeeper> 1.11.10 is the oldest 1.11 release i have installed, and it exhibits the same problem 20140714 08:13:03 * zookeeper wonders if summoning sapient still works 20140714 08:13:34< iceiceice> is that from the master changelog? 20140714 08:13:38< iceiceice> shadowm: ^ 20140714 08:14:51< zookeeper> aquileia, frankly, before i took a look at the SCATTER_UNITS bug, i thought we already had an SLF switch for whether to include border hexes or not 20140714 08:15:00< zookeeper> and it's super unfortunate that we don't 20140714 08:15:36< shadowm> iceiceice: No, it's from wesnoth.cpp. 20140714 08:15:44< aquileia> I agree it'd be nice, but who could implement it? 20140714 08:15:59< zookeeper> if border hexes are included then it's really annoying to workaround it when you want to store locations to put units in, and if they're excluded then it's impossible to store locations to do [terrain] changes to 20140714 08:16:27< zookeeper> or rather, impossible to store the border hexes you'd want to change along with non-border hexes 20140714 08:16:43< zookeeper> aquileia, i dunno, but it sounds like it'd be a pretty simple addition? 20140714 08:17:56< zookeeper> if it was confirmed that it'd be a simple addition, i'd suggest breaking the feature freeze for it because it's really at least half a bugfix :p 20140714 08:18:38< zookeeper> i'm not enthusiastic about having to proofread every [store_locations] in mainline 20140714 08:18:43< zookeeper> to say nothing of UMC breakage 20140714 08:19:46< zookeeper> 114 [store_location] matches in mainline campaigns -.- sure, the vast majority use a location range meaning they're not affected, but still... 20140714 08:20:00< aquileia> more than half if it wasbroken during 1.11 20140714 08:21:06< iceiceice> shadowm: we probably could remove it 20140714 08:21:08< shadowm> I believe I rely in several places on SLFs taking borders into account. 20140714 08:21:50< zookeeper> shadowm, but you've had to have started doing that during the 1.11 cycle, no? 20140714 08:21:52< shadowm> Not completely sure because that raises the question of how broken my campaign is in 1.10 in that case... it might be for purely cosmetic purposes. 20140714 08:23:05< shadowm> ancestral: Can you build with custom patches there? Are you on master or the 1.12 branch? 20140714 08:23:16-!- ramienz is now known as enchilado 20140714 08:24:12< ancestral> Uhhh… I can checkout any branch you want me to 20140714 08:24:30< shadowm> I have a proof-of-concept workaround that works for me, on KDE, on X11, on Linux, but which isn't guaranteed to work on other platforms and is certainly unfit for production as is due to the assumptions it makes (namely, that the GUI2 WML load error dialog doesn't pop up first). 20140714 08:24:46< shadowm> I don't believe it'll apply to the 1.12 branch, though. 20140714 08:25:07< ancestral> Well, I can try building in Xcode 20140714 08:26:17< shadowm> The patch: https://dl.dropboxusercontent.com/u/21371130/poop/sdl_bruteforce_resolution_reset.diff 20140714 08:26:54-!- mjs-de [~mjs-de@f048008212.adsl.alicedsl.de] has joined #wesnoth-dev 20140714 08:26:59< ancestral> So, create a local branch based off master and patch using the diff? 20140714 08:27:03< shadowm> It runs on nonsense magic and I am rather embarassed to even publish it, but if you feel inclined to try it... 20140714 08:27:13< shadowm> Yeah. 20140714 08:27:36< shadowm> Well, you don't really need to create a local branch from master since you aren't going to commit the patch. Probably. 20140714 08:27:58< ancestral> True 20140714 08:28:03< ancestral> Of course 20140714 08:28:12-!- EdB [~edb@85.69.242.6] has quit [Quit: Konversation terminated!] 20140714 08:28:54< shadowm> And now I'm going to announce 1.11.16. 20140714 08:28:57< aquileia> zookeeper: Might https://github.com/wesnoth/wesnoth/commit/156a07e8d6d5 be the cause? In that case - it internally uses a bool with_border 20140714 08:30:20< shadowm> I chose the wrong time of day to do this. 20140714 08:30:22< zookeeper> aquileia, i don't know, wesnoth code is for some reason always completely unreadable to me 20140714 08:30:23-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20140714 08:30:40< zookeeper> in any case, terrain_filter::get_locations takes a bool arg, and i didn't really manage to trace where the relevant call is 20140714 08:31:20-!- Kexoth [~kex@89.205.75.19] has joined #wesnoth-dev 20140714 08:33:06< zookeeper> the def of intf_get_locations in lua.cpp i suppose 20140714 08:33:27< zookeeper> (because [store_locations] is a lua tag, i believe wesnoth.get_locations is somehow mapped to that function) 20140714 08:37:38-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140714 08:37:41< zookeeper> so, the fix i'd suggest is to add a new SLF key to toggle whether to store borders too or not, but i think the default should be to _not_ store them (if for no other reason than to retain old behavior by default), and this would be the simplest testcase for that: 20140714 08:37:44< zookeeper> [store_locations] 20140714 08:37:44< zookeeper> x,y,radius,variable=1,1,1,foo 20140714 08:37:45< zookeeper> [/store_locations] 20140714 08:37:45< zookeeper> {DEBUG_MSG "stored $foo.length hexes, should have stored 3"} 20140714 08:37:45< aquileia> Ok, then https://github.com/wesnoth/wesnoth/blob/master/src/terrain_filter.cpp#L348 is probably unrelated... 20140714 08:38:43< zookeeper> well, the code i mentioned might only affect [store_locations], i dunno 20140714 08:39:54< aquileia> We could transform that snippet into a WML test 20140714 08:40:44< ancestral> Building 20140714 08:46:36-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20140714 08:50:15< aquileia> iceiceice: Would that be valid? http://pastebin.com/XBEGqGF3 20140714 08:51:04< aquileia> without the dollar sign, that is... 20140714 08:53:25< aquileia> In any case, I'm off, bye 20140714 08:53:30-!- aquileia [2edf50c1@gateway/web/freenode/ip.46.223.80.193] has quit [Quit: Page closed] 20140714 08:54:40< shadowm> Yup, wrong time of day for this. 20140714 08:55:26< ancestral> Library not loaded: @executable_path/../Frameworks/libpixman-1.0.dylib 20140714 08:55:38< ancestral> Reason: no suitable image found. 20140714 08:55:44< ancestral> (I’ll figure this out) 20140714 08:58:49-!- Kexoth [~kex@89.205.75.19] has quit [Remote host closed the connection] 20140714 09:00:22-!- shadowm changed the topic of #wesnoth-dev to: string+feature freeze active on 1.12 | 239 bugs, 344 feature requests, 29 patches | Logs: http://irclogs.wesnoth.org | Alternate logs: http://wesnoth.debian.net | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org 20140714 09:00:33-!- prophile [~alynn@oftn/member/prophile] has quit [Ping timeout: 240 seconds] 20140714 09:06:36-!- lobby [~wesnoth@wesnoth/bot/lobby] has joined #wesnoth-dev 20140714 09:06:36-!- Topic for #wesnoth-dev: string+feature freeze active on 1.12 | 239 bugs, 344 feature requests, 29 patches | Logs: http://irclogs.wesnoth.org | Alternate logs: http://wesnoth.debian.net | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org 20140714 09:06:36-!- Topic set by shadowm [~ignacio@wesnoth/developer/shadowm] [Mon Jul 14 08:59:21 2014] 20140714 09:06:36[Users #wesnoth-dev] 20140714 09:06:36[ _8680_ ] [ Crendgrim ] [ Fortescue] [ Jetrel_ ] [ patwotrik ] [ ToBeFree ] 20140714 09:06:36[ AI0867 ] [ crimson_penguin] [ Gambit ] [ knotwork ] [ Rhonda ] [ tsniatowski] 20140714 09:06:36[ Alkenrinnstet] [ DDR ] [ Haudegen ] [ lobby ] [ Samual ] [ vultraz ] 20140714 09:06:36[ ancestral ] [ DHost ] [ higgins ] [ loonycyborg ] [ shadowm ] [ wesbot ] 20140714 09:06:36[ apoi ] [ elias ] [ iceiceice] [ MaraJade ] [ shikadibot] [ yann ] 20140714 09:06:36[ Ardonik ] [ EliDupree ] [ irker418 ] [ matthiaskrgr] [ Smar ] [ zookeeper ] 20140714 09:06:36[ boucman ] [ enchilado ] [ Ivanovic ] [ mjs-de ] [ Soliton ] [ {V} ] 20140714 09:06:36[ c74d ] [ esr ] [ iwaim ] [ molgrum ] [ stikonas ] 20140714 09:06:36[ Coffee_irc ] [ faabumc ] [ janebot ] [ nurupo ] [ timotei ] 20140714 09:06:36-!- Irssi: #wesnoth-dev: Total of 52 nicks [0 ops, 0 halfops, 0 voices, 52 normal] 20140714 09:06:40-!- Channel #wesnoth-dev created Tue Jan 27 05:28:41 2009 20140714 09:07:35-!- Irssi: Join to #wesnoth-dev was synced in 66 secs 20140714 09:08:05< shadowm> ancestral: Rebased against 1.12 in case compiling master gives you too much trouble: https://dl.dropboxusercontent.com/u/21371130/poop/sdl_bruteforce_resolution_reset_1.12.diff 20140714 09:08:40< ancestral> Cool 20140714 09:09:11< ancestral> 400/516… 20140714 09:09:17< shadowm> Turns out the conflicts were small enough so I could quickly solve them in a few seconds. 20140714 09:11:35< ancestral> shadowm: I really should have built master first and run it before adding your patch 20140714 09:12:03< ancestral> I have Wesnoth opened but no window now 20140714 09:12:20< ancestral> Wait here we go 20140714 09:12:43< ancestral> Just a delay on launch. Maybe a one-time thing (First time running 1.13 maybe) 20140714 09:12:49< shadowm> I really can't predict exactly what will happen on Retina, actually. 20140714 09:12:58< ancestral> People are funny around here 20140714 09:13:11< ancestral> There shouldn’t be anything special about retina displays 20140714 09:13:39< ancestral> The only difference is being able to display content at twice the detail in the same resolution 20140714 09:14:07< shadowm> Yeah, that's what confuses me (and legacy software like SDL 1.2.x, I'd expect). 20140714 09:14:42< ancestral> I have a 2560 x 1600 resolution 20140714 09:14:46< ancestral> for my display 20140714 09:15:03< ancestral> My computer displays things like it’s at 1280 x 800 20140714 09:15:05< shadowm> Most software expects a WxH screen to have exactly W horizontal pixels and H vertical pixels, and IIUC that doesn't hold true for Retina? 20140714 09:15:35< shadowm> So it's instead uh. 2Wx2H? 20140714 09:15:37< ancestral> When I run apps without “retina” support it draws them 2x as if the screen was at 1280 x 800 20140714 09:17:03< shadowm> Anyway, I need to go. You can check if it helps when Wesnoth is requesting more space than available. 20140714 09:17:36< ancestral> Editing the preferences file now 20140714 09:18:15< ancestral> shadowm: Same issue, unfortunately 20140714 09:18:43< ancestral> Thanks for taking a stab at it 20140714 09:19:44< shadowm> Yep, platform differences. It would have been a miracle otherwise. 20140714 09:20:09-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20140714 09:21:17< shadowm> In fact, now that I think of it, the fact that the framebuffer gets scaled down in the first place ruins the plan, because *of course* Wesnoth can get the resolution it wants. It's just oblivious of exactly what that entails. 20140714 09:24:15< shadowm> Maybe the answer *is* in SDL 1.2.x's source, I'll need to check later. 20140714 09:28:11-!- Kexoth [~kex@89.205.75.19] has joined #wesnoth-dev 20140714 09:28:55-!- yann [~dwitch@nan92-1-81-57-214-146.fbx.proxad.net] has quit [Ping timeout: 240 seconds] 20140714 09:31:45-!- patwotrik [~patwotrik@nl118-171-98.student.uu.se] has quit [Ping timeout: 272 seconds] 20140714 09:33:06-!- patwotrik [~patwotrik@nl118-171-98.student.uu.se] has joined #wesnoth-dev 20140714 09:42:27-!- prophile [~alynn@oftn/member/prophile] has joined #wesnoth-dev 20140714 09:47:33-!- prophile [~alynn@oftn/member/prophile] has quit [Quit: The Game] 20140714 09:50:48-!- irker418 [~irker@fehu.ai0867.net] has quit [Quit: transmission timeout] 20140714 09:55:51-!- ancestral [~ancestral@12.23.74.29] has quit [Quit: End Transmission.] 20140714 09:58:13-!- Kexoth [~kex@89.205.75.19] has quit [Remote host closed the connection] 20140714 10:00:42-!- Kexoth [~kex@89.205.75.19] has joined #wesnoth-dev 20140714 10:04:32-!- faabumc [~vcr@wesnoth/developer/faabumc] has quit [Ping timeout: 260 seconds] 20140714 10:07:33-!- Kexoth [~kex@89.205.75.19] has quit [Remote host closed the connection] 20140714 10:09:46-!- ancestral [~ancestral@12.23.74.29] has joined #wesnoth-dev 20140714 10:10:26< ancestral> shadowm: I didn’t build correctly when I ran it last. Your patch does do something different. 20140714 10:10:44-!- prkc [~prkc@51B6A05D.dsl.pool.telekom.hu] has joined #wesnoth-dev 20140714 10:11:12< ancestral> The loading screen is the same, but the main menu does not scale the game. Instead, it’s drawn at the higher screen resolution (2000x2000) but aligned to the bottom left corner 20140714 10:12:11-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20140714 10:13:29< ancestral> What’s interesting is the title bar does disappear when the app is active, which is different too 20140714 10:14:17< ancestral> shadowm: http://imgur.com/V9ybjDz 20140714 10:18:14< ancestral> Also, resizing the window doesn’t cause Wesnoth to resize like it did before. It just clips the content. 20140714 10:19:06< ancestral> So it is still scaling (distorting) the loading screen, but it doesn’t scale the main menu, it just clips it 20140714 10:19:38< ancestral> Not necessarily better, but different anyway :-P 20140714 10:22:25-!- ancestral [~ancestral@12.23.74.29] has quit [Quit: End Transmission.] 20140714 11:06:04-!- yann [~dwitch@nan92-1-81-57-214-146.fbx.proxad.net] has joined #wesnoth-dev 20140714 11:17:57-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20140714 11:19:37-!- Duthlet [~Duthlet@wesnoth/mp-mod/Duthlet] has joined #wesnoth-dev 20140714 11:29:50-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20140714 11:44:13-!- Kexoth [~kex@89.205.75.19] has joined #wesnoth-dev 20140714 12:12:56-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Read error: Connection reset by peer] 20140714 12:14:06-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has joined 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#wesnoth-dev 20140714 15:03:13-!- riksteri [~riksteri@dsl-tkubrasgw3-54f96b-216.dhcp.inet.fi] has joined #wesnoth-dev 20140714 15:07:33-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140714 15:11:56-!- noy [~Noy@wesnoth/developer/noy] has quit [Client Quit] 20140714 15:13:54-!- Gambit is now known as Gambyt 20140714 15:15:57-!- Gambyt is now known as Gambit 20140714 15:16:29-!- Kexoth [~kex@89.205.75.19] has quit [Read error: Connection reset by peer] 20140714 15:16:59-!- Kexoth [~kex@89.205.75.19] has joined #wesnoth-dev 20140714 15:19:21-!- cib0 [~cib@132.231.178.73] has joined #wesnoth-dev 20140714 15:24:51-!- TC01_ [~quassel@c-71-206-31-113.hsd1.md.comcast.net] has joined #wesnoth-dev 20140714 15:29:48-!- cib0 [~cib@132.231.178.73] has quit [Read error: Connection reset by peer] 20140714 15:53:19-!- irker238 [~irker@fehu.ai0867.net] has joined #wesnoth-dev 20140714 15:53:19< irker238> wesnoth: Chris Beck wesnoth:master b8e726ea3f52 / src/desktop/dbus_notification.cpp: fixup error msg for when libdbus is not available http://git.io/a7o65A 20140714 15:53:21< irker238> wesnoth: Chris Beck wesnoth:master a7617accba6f / src/desktop/dbus_notification.cpp: switch dbus log to log channel 'desktop' http://git.io/vBQ1IA 20140714 15:53:23< irker238> wesnoth: Chris Beck wesnoth:master 4a20dd4dac14 / src/desktop/dbus_notification.cpp: fix a bug with the chat synposis generated by dbus notifications http://git.io/CgaouQ 20140714 15:53:25< irker238> wesnoth: Chris Beck wesnoth:master 29d52732a76a / src/desktop/dbus_notification.cpp: fixup notifications records data structure http://git.io/_QvRMw 20140714 15:53:27< irker238> wesnoth: Chris Beck wesnoth:master feb34af4ccfc / src/desktop/ (dbus_notification.cpp dbus_notification.hpp notifications.cpp): fixup to dbus notifications: only chat msgs have history synopsis http://git.io/rVPG6A 20140714 15:59:47-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140714 16:02:21-!- TC01_ [~quassel@c-71-206-31-113.hsd1.md.comcast.net] has quit [Remote host closed the connection] 20140714 16:06:17< irker238> wesnoth: Chris Beck wesnoth:master ab74410e6166 / src/desktop/dbus_notification.cpp: fix wesnoth icon not appearing with dbus notifications http://git.io/idt6Dw 20140714 16:06:48-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20140714 16:11:44-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20140714 16:16:56-!- riksteri [~riksteri@dsl-tkubrasgw3-54f96b-216.dhcp.inet.fi] has left #wesnoth-dev [] 20140714 16:26:18-!- sachith500 [~kvirc@112.134.73.222] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 20140714 16:31:58-!- cib0 [~cib@p508BC6E3.dip0.t-ipconnect.de] has joined #wesnoth-dev 20140714 16:33:44-!- prkc [~prkc@51B6A05D.dsl.pool.telekom.hu] has quit [Ping timeout: 260 seconds] 20140714 16:41:28-!- kex_ [~kex@89.205.75.19] has joined #wesnoth-dev 20140714 16:41:56-!- prkc [~prkc@51B6A05D.dsl.pool.telekom.hu] has joined #wesnoth-dev 20140714 16:42:35-!- Kexoth [~kex@89.205.75.19] has quit [Ping timeout: 264 seconds] 20140714 17:12:56< irker238> wesnoth: Chris Beck wesnoth:1.12 5fc02ca00357 / src/game_display.cpp: fixup wesnoth icon not appearing with dbus desktop notificiations http://git.io/Sx4E8w 20140714 17:12:58< irker238> wesnoth: Chris Beck wesnoth:1.12 e07f8e3787ae / src/game_display.cpp: fixup chat history synopsis system http://git.io/Mc6V6g 20140714 17:13:00< irker238> wesnoth: Chris Beck wesnoth:1.12 11ad7cfc0166 / changelog players_changelog: update changelogs http://git.io/LewyTA 20140714 17:16:10< irker238> wesnoth: Chris Beck wesnoth:master 80eca591946e / changelog players_changelog: update changelogs http://git.io/Xc6eOA 20140714 17:16:12< irker238> wesnoth: Chris Beck wesnoth:master 36327a4d0f53 / players_changelog: update players_changelog with note about the lobby_sounds fix http://git.io/zvAryA 20140714 17:18:32-!- mjs-de [~mjs-de@f048008212.adsl.alicedsl.de] has quit [Remote host closed the connection] 20140714 17:28:26-!- kex_ [~kex@89.205.75.19] has quit [Remote host closed the connection] 20140714 17:44:24-!- thunderstruck [~zaibotren@cpc7-lewi16-2-0-cust662.2-4.cable.virginm.net] has joined #wesnoth-dev 20140714 17:48:08< irker238> wesnoth: Chris Beck wesnoth:master 3ddea55e0085 / src/desktop/notifications.hpp: add doxygen comments for notifications functions http://git.io/O9m33A 20140714 17:54:41-!- c74d [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has quit [Quit: Updating IRC client.] 20140714 18:05:51< thunderstruck> iceiceice: https://github.com/thunderstruck/wesnoth/commit/59a31f26d0fe3aa19ab3aa8f5b18c576eb14f239 20140714 18:06:02< thunderstruck> I saw you were talking about #22068. 20140714 18:07:05-!- mjs-de [~mjs-de@wh.Uni-Dortmund.DE] has joined #wesnoth-dev 20140714 18:07:06< thunderstruck> shadowm: Thanks for the wiki edit. I did indeed forget it. 20140714 18:08:36< irker238> wesnoth: Nathan Walker wesnoth:master 5a9da1aeaf49 / / (10 files in 3 dirs): Integrate create_engine into sp campaign selection http://git.io/egpyWA 20140714 18:08:38< irker238> wesnoth: Nathan Walker wesnoth:master 0b3499cc66b8 / data/ (_main.cfg era_blank.cfg multiplayer/eras.cfg): Create a blank era for sp http://git.io/0zym1g 20140714 18:08:40< irker238> wesnoth: Nathan Walker wesnoth:master ccded6f752a8 / src/multiplayer_create_engine.cpp: Prevent config reload in create_engine ctor for sp http://git.io/-AetQQ 20140714 18:08:42< irker238> wesnoth: Nathan Walker wesnoth:master 2bb507383ed8 / src/ (9 files): Implemented multiplayer_configure_engine http://git.io/B6OHFw 20140714 18:08:44< irker238> wesnoth: Nathan Walker wesnoth:master 73a722e0b636 / src/ (multiplayer.cpp multiplayer_connect_engine.cpp): Implemented gui-less mp_connect for sp http://git.io/lm3I1g 20140714 18:08:46< irker238> wesnoth: Nathan Walker wesnoth:master 9f5c7261be60 / src/multiplayer.cpp: Changed the way play_game is called for sp http://git.io/r8jchQ 20140714 18:08:48< irker238> wesnoth: Nathan Walker wesnoth:master 33c717a505c4 / src/multiplayer_create_engine.cpp: Added hybrid campaigns to list of sp campaigns http://git.io/kBI0PQ 20140714 18:08:50< irker238> wesnoth: Nathan Walker wesnoth:master 381b0f1c33a2 / src/ (flg_manager.cpp game_launcher.cpp): Fix for campaign scenarios with no recruits http://git.io/TnbE3Q 20140714 18:08:52< irker238> wesnoth: Nathan Walker wesnoth:master 3dd10c15c883 / src/ (6 files): Move sp engine handlers to their own methods. http://git.io/fXpt_g 20140714 18:08:54< irker238> wesnoth: Nathan Walker wesnoth:master ebda2bc2cd4f / src/flg_manager.cpp: Fix "random" leader being added to no_leader sides http://git.io/EvjkMQ 20140714 18:08:56< irker238> wesnoth: Nathan Walker wesnoth:master 292b22f8595b / src/tests/gui/test_gui2.cpp: Fixed gui2 test for modified tcampaign_selection http://git.io/SiTu0g 20140714 18:08:58< irker238> wesnoth: Nathan Walker wesnoth:master d4c2710b3ea7 / src/flg_manager.cpp: a leader can now be chosen for no_leader sides http://git.io/xoxd5w 20140714 18:09:00< irker238> wesnoth: Nathan Walker wesnoth:master fe1c7fe30ab1 / src/ (multiplayer.cpp multiplayer.hpp): revert changes to enter_configure_mode scope http://git.io/cTwD7A 20140714 18:09:02< irker238> wesnoth: Nathan Walker wesnoth:master d06ec5c775fe / src/flg_manager.cpp: Fix for earlier changes to flg_manager. http://git.io/0EgLzA 20140714 18:09:04< irker238> wesnoth: Nathan Walker wesnoth:master efdea6573f8f / / (49 files in 5 dirs): Adjust namespaces for mp and sp http://git.io/UEHrQQ 20140714 18:09:06< irker238> wesnoth: Nathan Walker wesnoth:master c77be2489f6f / src/wesnoth.cpp: remove additional reload for sp campaigns. http://git.io/sDI8VA 20140714 18:09:08< irker238> wesnoth: Nathan Walker wesnoth:master ba71022027ae / src/ (mp_game_utils.cpp saved_game.cpp): fix campaign_type for sp http://git.io/dSLmrw 20140714 18:09:10< irker238> wesnoth: Andrius Silinskas wesnoth:master 35b9d5baa31b / / (58 files in 7 dirs): Merge pull request #242 from Rift-Walker/merge_sp_mp http://git.io/4lETJg 20140714 18:11:39-!- [Relic] [~relic@99-58-54-211.lightspeed.milwwi.sbcglobal.net] has joined #wesnoth-dev 20140714 18:17:23-!- riksteri [~riksteri@dsl-tkubrasgw3-54f96b-216.dhcp.inet.fi] has joined #wesnoth-dev 20140714 18:21:40-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20140714 18:26:34-!- c74d [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has joined #wesnoth-dev 20140714 18:31:38< iceiceice> thunderstruck: yeah i think i intended to take a look at that again but it fell off my radar screen 20140714 18:40:16-!- cib_ [~cib@p5DD2133C.dip0.t-ipconnect.de] has joined #wesnoth-dev 20140714 18:43:38-!- cib0 [~cib@p508BC6E3.dip0.t-ipconnect.de] has quit [Ping timeout: 240 seconds] 20140714 18:46:33-!- noy [~Noy@wesnoth/developer/noy] 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19:29:20-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20140714 19:34:01-!- TooLmaN [~TooLmaN@mail.thomsonplastics.com] has quit [Quit: Off to save the world!] 20140714 19:38:09-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has joined #wesnoth-dev 20140714 19:41:37-!- wesbot changed the topic of #wesnoth-dev to: string+feature freeze active on 1.12 | 242 bugs, 344 feature requests, 29 patches | Logs: http://irclogs.wesnoth.org | Alternate logs: http://wesnoth.debian.net | Don't paste on IRC! Use a pastebin: http://pastebin.com | http://imagebin.org 20140714 19:47:37< irker238> wesnoth: Chris Beck wesnoth:master 4b99454c2701 / src/ (desktop/dbus_notification.cpp game_config.cpp game_config.hpp): move notifiation icon path to game_config http://git.io/5p2rBA 20140714 19:47:39< irker238> wesnoth: Chris Beck wesnoth:master c4c1983f88c4 / src/desktop/notifications.cpp: fixup whitespace, comments in desktop/notifications.cpp http://git.io/J95oow 20140714 19:48:19-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140714 19:53:58-!- riksteri [~riksteri@dsl-tkubrasgw3-54f96b-216.dhcp.inet.fi] has left #wesnoth-dev [] 20140714 20:07:37-!- ancestral [~ancestral@17.114.45.200] has joined #wesnoth-dev 20140714 20:07:37-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has quit [Read error: Connection reset by peer] 20140714 20:20:47< shadowm> ancestral: Yeah, the patch causes the resolution to be re-set after the loadscreen stage right before the titlescreen, hence the loadscreen looks the same. 20140714 20:21:49< shadowm> The results in the titlescreen are rather unexpected, though. 20140714 20:22:57< ancestral> Are the patched files using the same call that the resize uses? 20140714 20:23:20-!- shadowm_desktop [ignacio@wesnoth/developer/shadowm] has joined #wesnoth-dev 20140714 20:23:27< ancestral> I’m guessing the answer must be no 20140714 20:23:38< shadowm> Yes. 20140714 20:23:42< ancestral> Really? 20140714 20:24:13< shadowm> But the assumption (which holds true here on X11 with kwin) is that the window manager will then signal the window to resize to its real size again. 20140714 20:24:57< shadowm> The patch doesn't take care of catching that signal, but the next event loop to run (the GUI2 titlescreen's event loop) does automatically, since it's part of how it normally handles user-driven window resizing. 20140714 20:26:20< ancestral> Well 20140714 20:26:27< shadowm> And that is normally handling by... switching the resolution to whatever the window manager says. 20140714 20:26:30< ancestral> xwindowsize and ywindowsize never changed their values 20140714 20:26:33< shadowm> Er, *handled. 20140714 20:26:39< ancestral> And they do when the window is resized 20140714 20:27:14< shadowm> So it's the same code path to change resolution in all cases. The only thing that differs from case to casse is the trigger and the dimensions. 20140714 20:27:20-!- noy_ [~Noy@24.244.23.51] has joined #wesnoth-dev 20140714 20:27:20-!- noy_ [~Noy@24.244.23.51] has quit [Changing host] 20140714 20:27:20-!- noy_ [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140714 20:28:50< shadowm> So yeah, I expected that other X11 window managers and non-X11 platforms might not work exactly the same, but I'm still confused as to why the initial resolution set is honored on OS X by scaling and later instances are done by cropping instead. 20140714 20:28:56-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20140714 20:29:46< ancestral> Yeah, and your patch, when I resize, does not fix the problem 20140714 20:29:48< shadowm> Hm, it might be because there is no window until the first time the resolution is set (via SDL_SetVideoMode). 20140714 20:30:02< ancestral> Whereas the unpatched code the resize does fix it 20140714 20:30:41< ancestral> It must think the window is larger than it is 20140714 20:30:55< shadowm> You said the titlebar disappears. Doesn't that mean you can't even resize the window yourself? 20140714 20:31:03< ancestral> Well, you can 20140714 20:31:25< ancestral> The edges of the window are still accessible, and you can resize from any of the sides 20140714 20:32:03-!- noy_ [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 240 seconds] 20140714 20:32:23-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-dev 20140714 20:35:02< shadowm> iceiceice: Yeah, I mean there shouldn't be a need to keep that warning, since nobody should rely on the existence of an unreleased feature and it was only intended for use by us anyway, AFAICT. 20140714 20:35:16-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Read error: Connection reset by peer] 20140714 20:35:26< shadowm> (It seems I missed your response earlier.) 20140714 20:35:31< iceiceice> i only put it because i announced the thing on the forums i think 20140714 20:36:55-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20140714 20:51:33< mattsc> ancestral: when I said that the OS X libs need to be recompiled on master, that’s only to provide support for 10.5. If you’re using 10.8 or later, that shouldn’t be necessary. 20140714 20:51:57< mattsc> Knowing full well that shouldn’t doesn’t always equal isn’t … 20140714 20:59:41< ancestral> mattsc: I spoke too soon last night 20140714 20:59:45< ancestral> I got it to work 20140714 21:00:01< ancestral> (I was up late) 20140714 21:00:20< mattsc> ancestral: oh, good. I haven’t had time yet to read through the entire log. 20140714 21:00:22< ancestral> I think cleaning fixed it 20140714 21:00:42< mattsc> Great 20140714 21:08:38-!- mjs-de [~mjs-de@wh.Uni-Dortmund.DE] has quit [Ping timeout: 240 seconds] 20140714 21:10:20-!- c74d [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has quit [Quit: c74d] 20140714 21:15:35-!- c74d [~c74d3a4eb@2002:4404:712c:0:76de:2bff:fed4:2766] has joined #wesnoth-dev 20140714 21:19:50-!- mjs-de [~mjs-de@wh.Uni-Dortmund.DE] has joined #wesnoth-dev 20140714 21:24:35< shadowm> Grrr, I suspect the Mushroom Grove change isn't the only commit fabi didn't forward-port to master. 20140714 21:25:06< shadowm> The Hotkey Settings dialog in 1.12 has icons for actions that have icons (as the 1.11.16 changelog mentions), but not so in master. 20140714 21:25:48< iceiceice> https://github.com/wesnoth/wesnoth/commits/1.12?author=fendrin 20140714 21:26:01< shadowm> Yes, I know I can git log --author=foo. 20140714 21:26:43< iceiceice> hmm do you remember if we did whatever unit orbs fix on master vs 1.12? 20140714 21:27:23< iceiceice> i think there was supposed to be an alternate plan for master, but that was more than a month ago, maybe should just forward port whatever is on 1.12 so they match and it's less confusing 20140714 21:27:24< shadowm> Was this one of his commits, or someone else's? 20140714 21:27:47< iceiceice> i think i made a PR, AI merged it, but there was subsequent fixup by fendrin iirc 20140714 21:27:56< shadowm> Oh, right, in master the user can choose which orbs they want enabled in Preferences -> Display -> COLORS. 20140714 21:28:04< shadowm> Colors. 20140714 21:28:27< iceiceice> is there a good way to ask git "was this commit cherry-picked" / 20140714 21:28:36-!- thunderstruck [~zaibotren@cpc7-lewi16-2-0-cust662.2-4.cable.virginm.net] has quit [Quit: leaving] 20140714 21:28:42< shadowm> The orb color selectors look funny when hovered if you launched Wesnoth with -d, apparently they refer to a nonexistent image on hover. 20140714 21:28:43< iceiceice> or like, "what would be the diff if i cherry-picked this?" 20140714 21:29:05< shadowm> Hm, no idea, but it seems he has less commits since the divergence that I thought. 20140714 21:29:31-!- thunderstruck [~zaibotren@cpc7-lewi16-2-0-cust662.2-4.cable.virginm.net] has joined #wesnoth-dev 20140714 21:29:56< iceiceice> ok, i guess maybe the closest thing is, use cherry-pick -n and it only stages the changes without committing 20140714 21:30:03-!- mjs-de [~mjs-de@wh.Uni-Dortmund.DE] has quit [Ping timeout: 240 seconds] 20140714 21:30:33-!- cib_ [~cib@p5DD2133C.dip0.t-ipconnect.de] has quit [Ping timeout: 240 seconds] 20140714 21:31:25< shadowm> I'm going to cherry-pick every commit of his to 1.12 that isn't on master and seems applicable. 20140714 21:31:41< shadowm> That excludes stuff like . 20140714 21:32:37< shadowm> Hm, I also hope nobody else is missing commits on master. 20140714 21:42:18< shadowm> iceiceice: Where do I find the notifications warning you wanted me to check? 20140714 21:42:55< iceiceice> https://github.com/wesnoth/wesnoth/blob/master/src/game_preferences_display.cpp#L1383 20140714 21:43:01< iceiceice> if you want to see how it looks in game, 20140714 21:43:06< iceiceice> go to src/desktop/notifications.cpp, 20140714 21:43:14< iceiceice> and put #undef HAVE_LIBDBUS at the top 20140714 21:43:30< shadowm> Hm, yeah, you are using gui::dialog, that's a bad start. 20140714 21:44:05< iceiceice> i think i just mimicked some similar code i saw 20140714 21:44:34< shadowm> In 1.5.x most (not all) code using gui::dialog was made to use gui2::show_transient_message(), gui2::show_transient_error_message(), gui2::show_message(), or gui2::show_error_message(). 20140714 21:45:41< iceiceice> hmm ok 20140714 21:46:11< shadowm> The reason is that gui::dialog is a GUI1 thing and as such it uses SDL_ttf, which limits its support for certain parts of Unicode needed by some translations. Not that we aren't still stuck with some major GUI1 dialogs, but the more code using GUI2 the better. 20140714 21:46:48< shadowm> Also, GUI1 and GUI2 dialogs have different notions of the default font size. 20140714 21:47:46< shadowm> Solving that would kind of be great for consistency, but I decided against it because that lets me recognize a GUI1 dialog without reading the code or using one of the translations that break with SDL_ttf. 20140714 21:48:02-!- thunderstruck [~zaibotren@cpc7-lewi16-2-0-cust662.2-4.cable.virginm.net] has quit [Quit: leaving] 20140714 21:49:15< shadowm> Welp, I managed to merge one of fabi's commits but it behaves wildly different on both branches. 20140714 21:50:31-!- mjs-de [~mjs-de@wh.Uni-Dortmund.DE] has joined #wesnoth-dev 20140714 21:52:17< shadowm> Even though the diff is nearly the same. 20140714 21:52:58< shadowm> Maybe I missed a prerequisite commit... 20140714 21:56:37< shadowm> Oh well, it'd have been a miracle if this turned out to be trivial anyway. 20140714 21:58:16< shadowm> There's this pair of commits that goes back and forth with a specific line in src/editor/editor_controller.cpp for no obvious reason: 20140714 21:59:04< shadowm> But perhaps the reason I'm not getting the expected behavior from fwd-porting 46299c6a110b09ebfa9f9e3044021ece2568ea4d is because I'm missing a *later* commit. 20140714 22:02:02-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: Bye for now] 20140714 22:12:56-!- mjs-de [~mjs-de@wh.Uni-Dortmund.DE] has quit [Quit: On the road again] 20140714 22:20:28< shadowm> The editor crashes when attempting to test one of the forward-ported commits, yay. 20140714 22:21:19< shadowm> Even on unmodified master, if you create a scenario, add a side, and attempt to place a unit, you get: `wesnoth: src/unit_abilities.cpp:301: bool unit::ability_active(const std::string &, const config &, const map_location &) const: Assertion `resources::units && resources::gameboard && resources::teams && resources::tod_manager' failed.` 20140714 22:25:03< shadowm> Okay, turns out I don't need the crashing functionality to test the commit I wanted. 20140714 22:25:21< shadowm> Now if the help system on master actually *worked*. 20140714 22:35:14-!- prkc [~prkc@51B6A05D.dsl.pool.telekom.hu] has quit [Quit: Leaving] 20140714 22:35:25< shadowm> Note to self: 498b9001def0c52e2d7f280d2ad7eebb037f2b56 is evil. 20140714 22:38:16-!- bumbadadabum [~bumbadada@d155109.upc-d.chello.nl] has joined #wesnoth-dev 20140714 22:42:51-!- mjs-de [~mjs-de@f048008212.adsl.alicedsl.de] has joined #wesnoth-dev 20140714 22:47:34-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20140714 22:51:03-!- zookeeper [zookeeper@wesnoth/developer/zookeeper] has quit [Ping timeout: 240 seconds] 20140714 22:54:51-!- Kexoth [~kex@89.205.75.19] has joined #wesnoth-dev 20140714 22:59:53-!- Kexoth [~kex@89.205.75.19] has quit [Ping timeout: 272 seconds] 20140714 23:09:24< irker238> wesnoth: fendrin wesnoth:master 22c702514881 / data/core/hotkeys.cfg: Resolved overlapping hotkey definitions. http://git.io/Pg6A0w 20140714 23:09:26< irker238> wesnoth: fendrin wesnoth:master 5a1a735ed82f / src/minimap.cpp: Made the classic minimap satellite view the default. http://git.io/vREiaA 20140714 23:09:28< irker238> wesnoth: fendrin wesnoth:master e10e0c6e96b0 / src/ (display.cpp minimap.cpp): Made the classic minimap color coding the default. http://git.io/xCX4eg 20140714 23:09:30< irker238> wesnoth: fendrin wesnoth:master 0d77516b620a / data/campaigns/Liberty/scenarios/ (5 files): Liberty: Put the DEFAULT_SCHEDULE_* macros in use. http://git.io/Tv0MrQ 20140714 23:09:32< irker238> wesnoth: fendrin wesnoth:master 1fc045a8a2c9 / data/campaigns/ (8 files in 3 dirs): EI, TSG, TB: Put DEFAULT_SCHEDULE_* macros in use. http://git.io/L39igA 20140714 23:09:34< irker238> wesnoth: fendrin wesnoth:master f0003e97e1eb / src/editor/palette/unit_palette.hpp: Disable the swap palette button when the unit palette is active. http://git.io/sqGSmw 20140714 23:09:36< irker238> wesnoth: fendrin wesnoth:master dc526f0459d9 / src/ (3 files in 2 dirs): Disable playlist and schedule menues for pure maps. http://git.io/vNP2XA 20140714 23:09:38< irker238> wesnoth: fendrin wesnoth:master 046a7b66ca88 / data/multiplayer/maps/2p_Hornshark_Island.map: Fix two border tiles. http://git.io/SyN27w 20140714 23:09:40< irker238> wesnoth: fendrin wesnoth:master ea3fd99a81bd / / (3 files in 2 dirs): Enabled the terrain description dialog in the editor. http://git.io/v1Klhg 20140714 23:09:42< irker238> wesnoth: fendrin wesnoth:master 12bad80fa656 / data/multiplayer/scenarios/ (2p_Dark_Forecast.cfg 9p_Merkwuerdigliebe.cfg): Put the DEFAULT_SCHEDULE_* macros in use. http://git.io/_S1wCA 20140714 23:09:44< irker238> wesnoth: fendrin wesnoth:master e826f8cabefc / src/hotkey/ (hotkey_command.cpp hotkey_command.hpp): 2x change from return by copy to return by reference on const strings. http://git.io/1vKLeg 20140714 23:09:46< irker238> wesnoth: fendrin wesnoth:master 51ebcda9871e / src/hotkey/hotkey_preferences_display.cpp: Display the tooltip for hovered hotkey actions. http://git.io/giWKkA 20140714 23:09:48< irker238> wesnoth: fendrin wesnoth:master 50ee046766c5 / src/hotkey/hotkey_preferences_display.cpp: Enabled the corresponding action icons to be shown in the list. http://git.io/RJ7ukw 20140714 23:09:50< irker238> wesnoth: fendrin wesnoth:master 5c4694c4082c / src/hotkey/hotkey_preferences_display.cpp: Repair the sorting of the hotkey list. http://git.io/D7SsOA 20140714 23:09:52< irker238> wesnoth: fendrin wesnoth:master e6256c28ee07 / data/core/hotkeys.cfg: Default hotkeys for editor brushes(1-5) and terrain description(ctr+t). http://git.io/zJpzDw 20140714 23:09:54< irker238> wesnoth: fendrin wesnoth:master 61ddf605f2d6 / src/editor/map/context_manager.cpp: Show the selected area changed status in the area menu. http://git.io/JO0C1Q 20140714 23:09:56< irker238> wesnoth: fendrin wesnoth:master fa341cc73d76 / data/themes/editor.cfg: Fix error message about missing ui elements. http://git.io/8NGaCA 20140714 23:09:58< irker238> wesnoth: fendrin wesnoth:master 426acf5a3533 / data/core/terrain.cfg: Fix for bug #21298: Minimap shows invisible overlays http://git.io/PS-EPQ 20140714 23:10:00< irker238> wesnoth: Ignacio R. Morelle wesnoth:master a7e14e2ffd0a / changelog: Update changelog http://git.io/uMy07A 20140714 23:10:03< irker238> wesnoth: Ignacio R. Morelle wesnoth:master 09379ca10c35 / / (29 files in 14 dirs): Merge branch 'staging/fendrin-fwd-port' http://git.io/_7zJBA 20140714 23:11:09-!- Jetrel_ [~Jetrel@c-75-73-180-126.hsd1.mn.comcast.net] has quit [Ping timeout: 256 seconds] 20140714 23:11:26-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Quit: Leaving] 20140714 23:20:12-!- Duthlet [~Duthlet@wesnoth/mp-mod/Duthlet] has quit [Quit: leaving] 20140714 23:20:15-!- Jetrel [~Jetrel@c-75-73-180-126.hsd1.mn.comcast.net] has joined #wesnoth-dev 20140714 23:36:04-!- ancestral [~ancestral@17.114.45.200] has quit [Quit: ancestral] 20140714 23:49:19-!- gfgtdf [~chatzilla@e177150194.adsl.alicedsl.de] has joined #wesnoth-dev 20140714 23:50:17-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has quit [Quit: tomreyn] 20140714 23:51:08-!- ancestral [~ancestral@17.115.177.242] has joined #wesnoth-dev 20140714 23:57:17< gfgtdf> RiftWalker: i somehow unhappy with renaming multiplayer_create -> create etc, simply becasue before we had those files in the same region if i order these files by name, do you know a good name for a folder to put those 'before game' files in ? --- Log closed Tue Jul 15 00:00:29 2014