--- Log opened Fri Jan 02 00:00:12 2015
20150102 00:03:02< gfgtdf> iceiceice: i dont' think that this will fix teh problem in this case, even if we use that adapter that adapter would still be stored in some king of global variable, or member of a blobal variable and the threads will write to it simultanioulsy.
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20150102 00:15:44< irker542> wesnoth: gfgtdf wesnoth:master 440781c73cba / src/play_controller.cpp: remove duplicate information in savefiles http://git.io/Vg2VkQ
20150102 00:15:46< irker542> wesnoth: gfgtdf wesnoth:master 6f95e108b3c1 / src/play_controller.cpp: remove a useless copy. http://git.io/E3_Zyg
20150102 00:15:48< irker542> wesnoth: gfgtdf wesnoth:master 3ec831493f39 / src/ (game_state.cpp game_state.hpp play_controller.cpp): use void 'write(config&)' instead of 'config to_config()' http://git.io/8scA0Q
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20150102 00:19:43< iceiceice> gfgtdf: yeah i dont remember now if unit filter is based on vconfig or not
20150102 00:19:54< iceiceice> if it is then its hard to fix this i guess
20150102 00:19:59< iceiceice> at least at this moment
20150102 00:20:45< iceiceice> but ideally at least it should be possible to check a filter against a const gamedata, const gamestate etc.
20150102 00:21:09< iceiceice> and then the adapter can be a local scoped object just like scoped_xy_unit and the others
20150102 00:29:19< gfgtdf> iceiceice: this line is the one that currently causes the possible threadproblem
20150102 00:29:22< gfgtdf> https://github.com/wesnoth/wesnoth/blob/master/src/unit_filter.cpp#L333
20150102 00:29:41< gfgtdf> iceiceice: becase it writes to game_data::scoped_variables
20150102 00:30:01< gfgtdf> iceiceice: even if they dotn get activated and dont get written to the game variables this i currently a problem
20150102 00:31:52< iceiceice> why was it okay before?
20150102 00:32:14< iceiceice> i don't think i changed this behavior
20150102 00:37:24< iceiceice> brb
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20150102 00:40:42< gfgtdf> iceiceice: i don'T know whether it was before okay.
20150102 00:41:22< gfgtdf> iceiceice: vultraz said get got it when he compiled master, i personlly never had this problme since i dont use openmp.
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20150102 00:52:54< iceiceice> gfgtdf: yeah so here's what options make sense to me
20150102 00:53:04< iceiceice> 1) don't support openmp any more
20150102 00:53:25< iceiceice> 2) change the syntax of what is allowed in unit filters in unit animations so that only thread safe things are done
20150102 00:53:47< iceiceice> i think that's not a bad idea anyways because some stuff isn't a good idea anyways,
20150102 00:54:11< iceiceice> for instance if you make a unit filter that uses lua its potentially going to be very slow
20150102 00:54:37< iceiceice> realistically if we don't make a "safemode" for lua of some kind then this will always be a possible source of crashes
20150102 00:54:53< iceiceice> and that's a long ways off at least
20150102 00:56:40< iceiceice> actually i guess those are the only options i can think of atm
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20150102 00:59:05< iceiceice> i guess (3) is try to checkout random points in the past and see if openmp was ever working
20150102 00:59:52< iceiceice> i remember at some point in the last year someone claimed i broken openmp and wanted me to read all this stuff about openmp pragmas to fix it...
20150102 00:59:54< iceiceice> in display.cpp
20150102 01:00:14< iceiceice> i don't remember who that was, maybe they can check if openmp works worse now than it used to
20150102 01:02:48< iceiceice> vultraz-festive: do you also get assertions if you compile 1.12 with openmp?
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20150102 01:28:00< iceiceice> gfgtdf: i think the same code appears on 1.12:
20150102 01:28:00< iceiceice> https://github.com/wesnoth/wesnoth/blob/1.12/src/unit.cpp#L1251
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20150102 01:34:32< gfgtdf> iceiceice: yes i know, for me it also looks like that that bug was possible in 1.12 too, but it's still strange if noone gets that bug yet (use teh offical build openmp?). Or maybe some code was changed in master to take longer shorter so that race condition now appears mor often or something ?
20150102 01:35:05< iceiceice> i think its not used in official builds
20150102 01:36:53< iceiceice> i think its only used in the codeblocks projectfile
20150102 01:38:00< gfgtdf> iceiceice: the fourth option is to use threading lock mechanisms to make animation filters not run simultaniously.
20150102 01:38:17< iceiceice> i mean they have to also not run with the game thread
20150102 01:38:21< iceiceice> right?
20150102 01:38:52< gfgtdf> iceiceice: i dont understand.
20150102 01:39:25< iceiceice> i don't understand how it actually works wrt animations
20150102 01:40:03< shadowm> loonycyborg: Do we use openmp in official Win32 builds?
20150102 01:40:07< iceiceice> so what happens, the main thread runs, then it stops and spawns many animation threads?
20150102 01:40:11< iceiceice> and waits for them?
20150102 01:40:15< loonycyborg> yes
20150102 01:40:42< shadowm> iceiceice: loonycyborg is our Windows packager and he says we use openmp in the official builds.
20150102 01:40:43< gfgtdf> loonycyborg: 'yes' to iceiceices or to shadowms question?
20150102 01:40:51< iceiceice> shadowm: :(
20150102 01:40:58< iceiceice> i remembered an old discussion, i thought we didn't do this
20150102 01:41:35< shadowm> We don't for Apple OS X, which I believe I mentioned here before. Or at least that was the case back when Alarantalara was the packager, no idea if mattsc reenabled it.
20150102 01:41:53< gfgtdf> iceiceice: yes that more or less how it works, i dont know whether the main thread waits or also works
20150102 01:44:44< iceiceice> i think this is where the open mp stuff happen:s
20150102 01:44:47< iceiceice> https://github.com/wesnoth/wesnoth/blob/master/src/display.cpp#L3626
20150102 01:45:28< gfgtdf> iceiceice: yes that the line in vultrazs stacktrace
20150102 01:46:09< shadowm> The OS X OMP bug: https://gna.org/bugs/?18144
20150102 01:46:26< shadowm> If you asked me, I'd be in favor of dropping OMP support if nobody is willing to a) learn OMP and maintain code that may use it; b) test builds with OMP enabled on all platforms regularly and thoroughly; c) give us figures that prove that keeping OMP is worth the costs of (a) and (b).
20150102 01:47:15< shadowm> But that's just my opinion!
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20150102 01:48:31< gfgtdf> the reason why i never use openmp is teh openmp doesnt really work in vs2010 in teh way we use it. So i dont know about teh benefits of openmpo
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20150102 01:49:37< iceiceice> gfgtdf: re (4)
20150102 01:49:56< iceiceice> i think its worth thinking about,
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20150102 01:50:53< iceiceice> idk what exactly we would do, like put a SDL semaphore inside the unit filter code?
20150102 01:51:15< iceiceice> maybe theres some openmp way to do it,
20150102 01:51:31< iceiceice> if i remember correctly that code is happening right at the top of the unit filter call
20150102 01:51:43< iceiceice> so i think it would effectively block all the parallelism
20150102 01:51:56< iceiceice> but maybe not, or maybe only a small number of the threads use it
20150102 01:52:00< gfgtdf> iceiceice: mabye put a lock here: https://github.com/wesnoth/wesnoth/blob/master/src/unit_animation.cpp#L413
20150102 01:52:13< iceiceice> maybe most of the threads render where there are no units or something
20150102 01:52:19< gfgtdf> iceiceice: aroudn that loop i mean
20150102 01:52:59< iceiceice> i think i basically agree with shadowm,
20150102 01:53:19< iceiceice> if there's not a windows developer who wants to use it and maintain it we probably shouldn't use it on official builds
20150102 01:53:29< iceiceice> and at least atm it looks like its been broken for a while
20150102 01:53:50< iceiceice> also, just my opinion,
20150102 01:54:14< gfgtdf> iceiceice: i dont really have an opinion.
20150102 01:54:17< gfgtdf> about that
20150102 01:54:20< iceiceice> if we want to do tricks like this to try to speed up graphics, i think using OpenGL / SDL2 is a better way than trying to do this openmp stuff
20150102 01:55:43< iceiceice> i don't think realistically its ever going to be a good idea to put unit filter stuff in a parallel loop,
20150102 01:55:52< iceiceice> maybe we can split up this function that is being called
20150102 01:55:58< iceiceice> and put only the graphics part in parallel
20150102 01:56:11< iceiceice> and always do the parts that access the engine in series
20150102 01:57:45< iceiceice> my guess is thats the expensive part anyways
20150102 01:58:21< gfgtdf> iceiceice: the fitlering ?
20150102 01:58:34< gfgtdf> filtering*
20150102 01:59:16< gfgtdf> iceiceice: woudl you know hot to do that plitting ?
20150102 01:59:23< gfgtdf> how*
20150102 01:59:26< gfgtdf> splitting*
20150102 02:00:13< gfgtdf> iceiceice: i personally thought thread locks are just easier to implement than splitting a code that i don't know about.
20150102 02:01:11< iceiceice> i think i could figure it out, i looked at the animation code a little before
20150102 02:01:15< iceiceice> when i had to change the unit filter
20150102 02:01:25< iceiceice> i don't understand all the stuff about animation branches and such,
20150102 02:01:46< iceiceice> but i think thats not related to these two functions "invalidate" and "refresh"
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20150102 02:07:45< gfgtdf> iceiceice: something different: play_controller and several other objects currently have a const config& level_ member variable which contains the original level config, i wonder whether we coudl get rid of that one to reduce ram usage since mot of there configs are already copied to other member variables.
20150102 02:08:11< gfgtdf> iceiceice: i am not sure how much ram that object takes though
20150102 02:09:19< iceiceice> yeah thats a good idea
20150102 02:09:21< iceiceice> gfgtdf:
20150102 02:09:27< iceiceice> just looking at openmp stuff already,
20150102 02:09:31< iceiceice> i think maybe its already split basically?
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20150102 02:09:44< shadowm> > const config& level_
20150102 02:09:44< iceiceice> i think that refresh() is the part that selects the next animation based on unit filters
20150102 02:09:52< iceiceice> and invalidate() is the part that actually drws
20150102 02:09:54< shadowm> That's probably roughly pointer-sized.
20150102 02:10:06< iceiceice> so probably we can delete this line:
20150102 02:10:08< iceiceice> https://github.com/wesnoth/wesnoth/blob/master/src/display.cpp#L3624
20150102 02:10:11< gfgtdf> shadowm: yes but we can destroy the underlaying object
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20150102 02:10:24< iceiceice> and i doubt that there will be significant performance loss on openmp
20150102 02:10:33< iceiceice> someone could measure
20150102 02:10:37< gfgtdf> shadowm: which is usually the same as saved_game_.srarting_pos()
20150102 02:10:50< shadowm> Right, I took it as though you wanted to drop the reference, not the target.
20150102 02:11:27< iceiceice> shadowm: i thought reference is always pointer sized,
20150102 02:11:40< iceiceice> is this some C++ factoid i didn't know about?
20150102 02:12:00< shadowm> I'd like to say references are pointer-sized but I have no idea if the specification demands anything specific about their implementation.
20150102 02:12:53< gfgtdf> iceiceice: well yes i see no reason against it.
20150102 02:13:46< gfgtdf> shadowm: but i currently think that object won't be bigger than a savefile, which usually arent that bug compared to wesnoth memory usage.
20150102 02:18:43< gfgtdf> iceiceice: is see this commit: https://github.com/wesnoth/wesnoth/commit/34a745469667ef55ef5afd7ced080908be63c1fb
20150102 02:19:30< gfgtdf> iceiceice: but i cannot see whether the paramelisation of refresh was removed in teh commit that was pointed t in eth commit message
20150102 02:22:16< gfgtdf> s/whether/where
20150102 02:24:51< iceiceice> gfgtdf: this is the commit where i broke openmp:
20150102 02:24:51< iceiceice> https://github.com/wesnoth/wesnoth/commit/13155c4f41c7d60f9dec1e323eaa9477a54aaec3
20150102 02:25:17< iceiceice> aquileia reported the compilation problems after, that was in the referred commit from what you referenced
20150102 02:25:25< iceiceice> then i tried to fix
20150102 02:26:02< gfgtdf> iceiceice: well yes but even before taht comit teh "refresh" loop had no opm pragma
20150102 02:26:03< iceiceice> i should probably make a code comment about this part:
20150102 02:26:06< iceiceice> https://github.com/wesnoth/wesnoth/commit/fd9379e276faccafbaaa4c57def594ac7df8509c
20150102 02:26:42< iceiceice> its maybe not obvious that the fake units need to be added to list after the real units
20150102 02:27:05< iceiceice> also i don't think that in the 1.10 impl, that open mp guarantees that things like that will happen in order...
20150102 02:27:50< gfgtdf> iceiceice: how are fake units/real unit ordering relate to what we talk about ?
20150102 02:28:00< gfgtdf> related*
20150102 02:28:03< iceiceice> im' just remembering various pitfalls associated to this code
20150102 02:28:41< gfgtdf> iceiceice: i still say this commit https://github.com/wesnoth/wesnoth/commit/34a745469667ef55ef5afd7ced080908be63c1fb is wrong.
20150102 02:29:08< iceiceice> y so you think the refresh() was never parallelized?
20150102 02:29:29< gfgtdf> iceiceice: yes thats what i curently think
20150102 02:31:25< iceiceice> yeah i think you are right
20150102 02:31:44< iceiceice> i can't fix it right now, i don't have a clone,
20150102 02:32:00< iceiceice> my power cable broke 3 days ago, i am waiting on a new one
20150102 02:32:23< iceiceice> the machine i am using now is a cheap netbook i just bought...
20150102 02:32:35< gfgtdf> iceiceice: you could just remove the omp pragma in the github web interface.
20150102 02:32:43< iceiceice> i don't like to make C++ commits in github web interface
20150102 02:32:50< iceiceice> also i think the code has to change slightly,
20150102 02:33:10< iceiceice> probably the invalidate list should be moved to the later #ifndef block
20150102 02:33:15< iceiceice> idk
20150102 02:33:33< iceiceice> i tried to clone earlier, but i am in starbucks,
20150102 02:33:41< iceiceice> their network disconnected me constantly i think
20150102 02:33:47< iceiceice> because of bandwidth
20150102 02:33:48< iceiceice> hehe
20150102 02:34:08< shadowm> You don't have backups?
20150102 02:34:20< iceiceice> the other machine is not broken it just doesn't have power
20150102 02:34:32< iceiceice> and no i dont backup the wesnoth clone
20150102 02:34:37< iceiceice> i view that as the purpose of github
20150102 02:34:39< shadowm> Meh.
20150102 02:35:13< iceiceice> i will be back a bit later
20150102 02:35:14< shadowm> GitHub doesn't backup my local branches or stashes.
20150102 02:35:24< iceiceice> yeah, i dont use stashes,
20150102 02:35:32< iceiceice> my local branches if they are important are on my fork i think
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20150102 02:52:51< Necrosporus> How to see my abilities if their list is bigger than screen space and when you hover your mouse you only get description of first few?
20150102 03:00:45< shadowm> You can't, unless they are defined by the unit type itself can you can see its description in the help browser.
20150102 03:02:17< Necrosporus> Can hower tip be repositioned to stay not below the cursor but in right of it?
20150102 03:02:41< Necrosporus> Also same goes with tooltips in minimap, it would be better if you moved them to the left
20150102 03:02:47< Necrosporus> * s/right/left
20150102 03:02:57< Necrosporus> So they do not overlap with minimap itself
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20150102 03:48:40< Necrosporus> Is there a way to revert unit stats back to normal?
20150102 03:48:50< Necrosporus> In scenario
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20150102 05:23:47< mattsc> iceiceice, gfgtdf, shadowm: just to confirm, I did not reenable OMP for OS X.
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20150102 05:43:12< vultraz-festive> I dunno why I've never seen that bug before, if omp was enabled for official builds :/
20150102 05:43:56< vultraz-festive> loonycyborg: might I inquire why we have it enabled for windows builds?
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20150102 06:07:53< irker742> wesnoth: Charles Dang wesnoth:master 402ce37cc4d0 / src/savegame.cpp: Minor code cleanup http://git.io/AEjNNA
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20150102 06:16:11< vultraz-festive> shadowm: ^ guess you'll want to review that
20150102 06:18:28< shadowm> Yep, I have all the time of the world to do that.
20150102 06:18:56< shadowm> Already did, though. Seems fine.
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20150102 06:19:42< shadowm> Especially seeing as how check_overwrite() is now identical to my version save for an extra assignment.
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20150102 06:22:12< iceiceice> vultraz-festive: just to be clear, the best theory by far right now is that your openmp assertion bugs were caused by me parallelizing something that was not supposed to be parallelized 7 or 8 months ago on master
20150102 06:22:31< iceiceice> if its not happening on 1.12 then that suggests that even more,
20150102 06:23:03< iceiceice> after i patch it it would be really good if you can test it again
20150102 06:23:06< vultraz-festive> I have never seen it on 1.12
20150102 06:23:22< vultraz-festive> I really don't know how to test it since it happens at random
20150102 06:23:37< vultraz-festive> there's no specific circumstances I can reproduce it under
20150102 06:23:55< iceiceice> yeah idk, i mean just do vaguely what ever you were doing before and if you don't get annoying assertion failures we'll all forget about it
20150102 06:24:18< iceiceice> i think this thread stuff is inherently very difficult to test rigorously
20150102 06:25:22< vultraz-festive> yeah
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20150102 06:34:31 * vultraz-festive looks for [have_unit] impl
20150102 06:34:51< shadowm> Is there something wrong with [have_unit]?
20150102 06:37:10< vultraz-festive> i was thinking of expanding count= from filter_adjacent to global SUF
20150102 06:38:09< shadowm> What would the purpose of that be?
20150102 06:38:31< vultraz-festive> 'if you have 2 units of foo type' for example
20150102 06:38:51< shadowm> [have_unit] already supports passing only on a count.
20150102 06:39:32< vultraz-festive> it does?
20150102 06:39:40< shadowm> http://wiki.wesnoth.org/ConditionalActionsWML#Condition_Tags
20150102 06:39:51< shadowm> > count: (Optional) If used, a number of units equal to the value must match the filter. Accepts a number, range, or comma separated range. If not used, the default value is "1-99999".
20150102 06:40:05< vultraz-festive> oh. huh.
20150102 06:40:26< vultraz-festive> I guess it's specifically have_unit and not suf
20150102 06:40:41< shadowm> Yeah, I don't see the point of allowing that for general SUFs.
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20150102 06:42:58< vultraz-festive> ok
20150102 06:43:55< irker742> wesnoth: Charles Dang wesnoth:master 521154cee5d7 / data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg: T S1: use count= instead of a filter on roles http://git.io/JVTitQ
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20150102 06:52:57< irker742> wesnoth: Charles Dang wesnoth:master ef2771b9055c / data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg: T S1: instead of purging recruits' traits, explain traits http://git.io/o2jUiA
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20150102 06:57:37< irker742> wesnoth: Charles Dang wesnoth:master 6d91887e32e4 / data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg: T S1: removed useless, possibly problem-causing first_time_only=no key http://git.io/-tjh5Q
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20150102 07:13:16< vultraz-festive> shadowm: how does this sound to you http://pastebin.com/PEQWQDUx
20150102 07:15:37< shadowm> Does it pass the parser?
20150102 07:15:55< shadowm> And what aspect am I supposed to focus on?
20150102 07:16:06< vultraz-festive> the text
20150102 07:16:26< vultraz-festive> Is it informative enough?
20150102 07:16:27< shadowm> What aspect of the text am I supposed to focus on?
20150102 07:16:34< vultraz-festive> Should I make movement costs a second message?
20150102 07:17:12< shadowm> "Moving across different types of hexes, or terrains use up different amounts of movement points" Is this punctuation syntax valid?
20150102 07:17:30< vultraz-festive> oh, I missed a comma
20150102 07:18:22< shadowm> I guess it's fine? I'm not good at writing non-technical documentation.
20150102 07:18:44< shadowm> It may make sense to ask an actual noob.
20150102 07:19:07< shadowm> Oh, also, you have no idea how much I hate every time people use "right click" or "left click" in documentation.
20150102 07:19:17< vultraz-festive> Oh?
20150102 07:19:18< shadowm> Even if I do so as well.
20150102 07:19:27< shadowm> Your left click is my right click.
20150102 07:19:29< vultraz-festive> I don't really like it either
20150102 07:20:16< shadowm> It gets even smudgier if you factor in touch input.
20150102 07:20:20< vultraz-festive> Should I remove the term
20150102 07:20:26< vultraz-festive> and just say 'click'
20150102 07:20:29< shadowm> I decline to provide advise on the matter.
20150102 07:20:33< shadowm> advice
20150102 07:20:47< shadowm> 04:18:22 I guess it's fine? I'm not good at writing non-technical documentation.
20150102 07:22:31< irker742> wesnoth: Charles Dang wesnoth:master 29b76cbaf3e8 / data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg: T S1: better, more comprehensive explanation of movement http://git.io/McEA9A
20150102 07:22:47< vultraz-festive> I'll see if the keeper of zoos wants to make any changes later
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20150102 07:47:04< iceiceice> i think this computer is too slow to hope to compile...
20150102 07:47:12< iceiceice> travis is my only hope :(
20150102 07:48:01-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev
20150102 07:48:18< Nostromus> hm, can i help you?
20150102 07:52:36< irker742> wesnoth: Charles Dang wesnoth:master 29451963c191 / data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg: T: replaced 'left click' terminology with 'click' http://git.io/L_BKYQ
20150102 07:52:39< irker742> wesnoth: Charles Dang wesnoth:master 7625ece98f6a / data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg: T S1: moved message about the sidebar to the beginning http://git.io/n-Wbhg
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20150102 08:24:31< travis-ci> cbeck88/wesnoth#117 (fix_openmp - 7f4a6b8 : Chris Beck): The build passed.
20150102 08:24:31< travis-ci> Build details : http://travis-ci.org/cbeck88/wesnoth/builds/45661127
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20150102 09:13:25< iceiceice> vultraz: i think i'm going to merge fix_openmp ...
20150102 09:13:51< iceiceice> if you could report if at any later point you get still get the same assertions it would be appreciated
20150102 09:14:50< vultraz> ok
20150102 09:15:41 * vultraz pings zookeeper
20150102 09:16:07< irker742> wesnoth: Chris Beck wesnoth:master 5cf272f7dc33 / src/display.cpp: openmp: don't parallelize anim refresh() calls in display.cpp http://git.io/POpnwQ
20150102 09:16:09< irker742> wesnoth: Chris Beck wesnoth:master 7f4a6b80fbaa / src/display.cpp: display: add a comment about order of unit drawing http://git.io/QWRjng
20150102 09:16:11< irker742> wesnoth: Chris Beck wesnoth:master 4077896b55f1 / src/display.cpp: Merge pull request #357 from cbeck88/fix_openmp http://git.io/UBLXqA
20150102 09:16:14< vultraz> zookeeper: could you take a look at http://git.io/o2jUiA http://git.io/McEA9A and http://git.io/n-Wbhg
20150102 09:16:23< vultraz> see if you have anything to add
20150102 09:18:34-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy]
20150102 09:21:08< zookeeper> "under it’s race"?
20150102 09:23:09< irker742> wesnoth: Charles Dang wesnoth:master c688fd38aabb / data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg: T S1: fixup ef2771b9055c, its vs it's http://git.io/QTiaqg
20150102 09:25:13< vultraz> iceiceice: I did a preliminary run of the test scenario where I got the most asserts, not seeing any (and for some reason stuff is generally faster)
20150102 09:32:01 * iceiceice breaks out the rest of the champagne
20150102 09:32:40 * vultraz steals the champagne
20150102 09:33:33 * iceiceice iceiceice breaks out the rest of the belgian beer
20150102 09:34:51< irker742> wesnoth: Charles Dang wesnoth:master 717aff6a67c7 / data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg: T S1: fixup 7625ece98f6a, typo http://git.io/7jtxlA
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20150102 09:37:09< iceiceice> whoa
20150102 09:37:13< iceiceice> 59906 commits
20150102 09:37:18< iceiceice> pretty close to 60k
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20150102 10:04:19< vultraz> zookeeper: nothing else?
20150102 10:07:24< zookeeper> i guess not
20150102 10:08:31< vultraz> anything else I should mention at the beginning?
20150102 10:12:01< vultraz> oh, I thought of something
20150102 10:20:48< irker742> wesnoth: Charles Dang wesnoth:master dfabab80d3d5 / data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg: T S1: added an explanation of turns http://git.io/Ha-H6A
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20150102 10:24:05< nurupo> fabi: iceiceice: the url shortener seems to be trying to suggest something >QTiaqg :)
20150102 10:35:09< irker742> wesnoth: Charles Dang wesnoth:master 08c12fab856a / data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg: T S1: expanded explanation of crowns http://git.io/EiVNbQ
20150102 10:35:18< vultraz> zookeeper: ^
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20150102 10:50:43< irker742> wesnoth: Charles Dang wesnoth:master 57586a639441 / data/campaigns/tutorial/ (_main.cfg scenarios/01_Tutorial_part_1.cfg): T: cleaned up comments (general and wmltools) http://git.io/6T59JQ
20150102 10:55:39< irker742> wesnoth: Boldizsár Lipka wesnoth:master 6dd757defd41 / changelog players_changelog src/unit_drawer.cpp: Anchor unit health bar & orb to the topleft corner of the sprite. http://git.io/_mqa-A
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20150102 11:27:19< zookeeper> lipkab, random thought: if an animation is set to keep bars visible and the different frames have different sizes, will the bars jump around during the anim?
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20150102 11:30:35< irker742> wesnoth: Charles Dang wesnoth:master 9f7a9a896510 / data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg: T S1: light playlist instead of 'play ALL the music!' http://git.io/KNJIzg
20150102 11:30:46< vultraz> isn't that why we keep frame sizes consistent
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20150102 11:33:24< irker742> wesnoth: Charles Dang wesnoth:master ad1f4b964171 / data/campaigns/tutorial/scenarios/ (01_Tutorial_part_1.cfg 02_Tutorial_part_2.cfg): T: added em-dash before 'Part I/II' in scenario name http://git.io/9BMleg
20150102 11:33:58< zookeeper> we keep frame sizes consistent?
20150102 11:35:12< vultraz> hm...good point..
20150102 11:38:03< zookeeper> WRT crowns, does someone actually use those as the primary cue for noting which units cannot die? i know i don't, i barely notice them except for spotting enemy leaders
20150102 11:38:36< vultraz> uh...hm
20150102 11:38:44< vultraz> well they usually indicate IS_HERO units
20150102 11:39:01< vultraz> so uh...
20150102 11:39:03< vultraz> hm
20150102 11:39:06< vultraz> how would you word it
20150102 11:40:46< zookeeper> well, now that you mention it, i guess i'd not draw that much attention to it? like, i'd just say that konrad is your leader and you lose if your leader dies, and oh btw the gold crown indicates who the leader is
20150102 11:41:21< zookeeper> it's just a quick visual shortcut cue after all, not _the_ place to look for the information (the objectives are)
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20150102 11:42:30< irker742> wesnoth: Charles Dang wesnoth:master 6deb5a488311 / data/campaigns/tutorial/scenarios/ (01_Tutorial_part_1.cfg 02_Tutorial_part_2.cfg): T: hide dummy sides http://git.io/ZVX48Q
20150102 11:42:33< irker742> wesnoth: Charles Dang wesnoth:master ac2a6ac9fdc6 / data/campaigns/tutorial/scenarios/ (01_Tutorial_part_1.cfg 02_Tutorial_part_2.cfg): T: added proper team names for the good guys (internal and user-visible) http://git.io/P74r4g
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20150102 11:49:32< vultraz> zookeeper: so, remove all the reference to Delf and his crown?
20150102 11:49:48 * zookeeper shrugs
20150102 11:49:54< zookeeper> is it really important to teach the player that?
20150102 11:52:00< vultraz> not really, but it was there before
20150102 11:52:21< zookeeper> i'd be inclined to say that it's not worth it to spend time on it, especially when there's no way to actually utilize the information in the tutorial, and you can't expect the player to actually remember that sometime later when they start an actual campaign
20150102 11:52:49< zookeeper> i don't mind if it's there, but you asked :P
20150102 11:54:08< vultraz> ""The tiny metal crown above your leader (Konrad) indicates he is a side leader. In most scenarios, you will lose if your leader is killed. Be sure to keep him safe!"
20150102 11:55:03< vultraz> good?
20150102 11:59:45< lipkab> zookeeper: The base image is always used for reference, so nope.
20150102 11:59:46< vultraz> actually, i should say 'tiny golden'
20150102 12:00:31< irker742> wesnoth: Charles Dang wesnoth:master 5fd385d54279 / data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg: T S1: only talk about leader crowns http://git.io/Gjcl6Q
20150102 12:02:02< zookeeper> lipkab, ah, good then
20150102 12:02:15< zookeeper> vultraz, sure
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20150102 12:06:16< irker742> wesnoth: Charles Dang wesnoth:master 0a95afb13400 / data/campaigns/tutorial/scenarios/ (01_Tutorial_part_1.cfg 02_Tutorial_part_2.cfg): T: more logical order for [side] keys http://git.io/t5EHBw
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20150102 12:11:02< vultraz> note to self: attempt to redraw Lisar's sprite sometime
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20150102 12:13:39< travis-ci> wesnoth/wesnoth#5397 (master - 57586a6 : Charles Dang): The build has errored.
20150102 12:13:39< travis-ci> Build details : http://travis-ci.org/wesnoth/wesnoth/builds/45668938
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20150102 12:15:05< irker742> wesnoth: Charles Dang wesnoth:master 5772004b2cd3 / data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg: T S1: tweak quintain conjure sequences http://git.io/bUvaOQ
20150102 12:24:41< Ivanovic> shadowm: btw regarding releasing a bugfix release: i am currently not able to build wesnoth-1.12+git using cmake
20150102 12:24:47< Ivanovic> something is really broken somewhere
20150102 12:25:22< Ivanovic> and if someone did stuff only in scons it would have been nice to have some short "cmake needs fixing" mail to the dev-ml
20150102 12:26:00< Ivanovic> that is for 1.12 at least building wesnothd is broken
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20150102 12:38:40< travis-ci> wesnoth/wesnoth#5398 (master - 6dd757d : Boldizsár Lipka): The build was broken.
20150102 12:38:40< travis-ci> Build details : http://travis-ci.org/wesnoth/wesnoth/builds/45669239
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20150102 12:58:44< loonycyborg> vultraz: because boucman told me to enable it
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20150102 14:32:56< travis-ci> wesnoth/wesnoth#5402 (master - 5fd385d : Charles Dang): The build was broken.
20150102 14:32:56< travis-ci> Build details : http://travis-ci.org/wesnoth/wesnoth/builds/45673314
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20150102 14:48:30< irker742> wesnoth: mattsc wesnoth:master 1a58cf770692 / projectfiles/Xcode/Wesnoth.xcodeproj/project.pbxproj: Update Xcode project file http://git.io/S0swvA
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20150102 15:28:18< travis-ci> wesnoth/wesnoth#5404 (master - 5772004 : Charles Dang): The build passed.
20150102 15:28:18< travis-ci> Build details : http://travis-ci.org/wesnoth/wesnoth/builds/45674158
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20150102 16:07:49< travis-ci> wesnoth/wesnoth#5405 (master - 1a58cf7 : mattsc): The build is still failing.
20150102 16:07:49< travis-ci> Build details : http://travis-ci.org/wesnoth/wesnoth/builds/45685000
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20150102 16:15:26< vultraz> zookeeper: worth it? or not https://www.dropbox.com/s/2nciwihv8lpw6e4/charpick.PNG?dl=0
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20150102 17:35:37< zookeeper> vultraz, well, sure, that looks nicer than the current one for sure
20150102 17:36:46< vultraz> alright, i'll finish it up
20150102 17:36:51< zookeeper> it's a somewhat unusual choice anyway, so i don't think it hurts if it's visually different from all others
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20150102 17:37:18< zookeeper> i don't have much of an opinion either way i guess
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20150102 18:13:12< vultraz> shadowm: is there any way to make a gui2 button return a string value in addition to an int?
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20150102 18:37:58< gfgtdf> vultraz: i also like the gui2 version more.
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20150102 18:39:14< gfgtdf> vultraz: couldn't you wite a lua variable in an onlick event ?
20150102 18:39:21< gfgtdf> vultraz: and then read it after ?
20150102 18:43:24< zookeeper> onlick event?
20150102 18:43:33 * zookeeper thinks of SotBE and that odd "unlicked whelp" insult
20150102 18:49:06< gfgtdf> ofc i mean 'onclick'.
20150102 18:49:37< zookeeper> of course i know :P
20150102 18:50:26< gfgtdf> and of course i know that you know.
20150102 18:50:30< zookeeper> hmm!
20150102 18:50:40< zookeeper> the plot thickens
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20150102 19:34:49< irker712> wesnoth: Chris Beck wesnoth:master c62d53239ce7 / SConstruct src/SConscript: scons: remove boostfilesystem build option, replace with "libintl" http://git.io/TW2M_g
20150102 19:34:49< irker712> wesnoth: Chris Beck wesnoth:master f9a593fcb47f / SConstruct: scons: refactor, introduce fcn `have_i18n_prereqs()` http://git.io/tjTPSQ
20150102 19:34:50< irker712> wesnoth: Chris Beck wesnoth:master 66f69529b0fb / SConstruct src/SConscript: Merge pull request #351 from cbeck88/remove_bfs_option_ii http://git.io/OvfduQ
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20150102 19:43:56< irker712> wesnoth: Chris Beck wesnoth:master 43a136fac1cd / INSTALL: Update INSTALL http://git.io/8JMFWg
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20150102 20:00:49< library> could some1 cherry pick 65b273e to 1.12 b4 strfrz? I won't be able to do it myself before Monday.
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20150102 20:13:34< travis-ci> wesnoth/wesnoth#5406 (master - 66f6952 : Chris Beck): The build was fixed.
20150102 20:13:34< travis-ci> Build details : http://travis-ci.org/wesnoth/wesnoth/builds/45711367
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20150102 20:34:04< shadowm> !commit 65b273e
20150102 20:34:06< shikadibot> shadowm: Revision 65b273edb150 (Groggy Dice) on Wed May 14 08:37:16 2014:
20150102 20:34:09< shikadibot> shadowm: data/campaigns: correct "... then" to "... than"
20150102 20:34:12< shikadibot> shadowm:
20150102 20:34:14< shikadibot> shadowm: Inspired by seeing a spelling correction by Vultraz in the logs back in
20150102 20:34:17< shikadibot> shadowm: (+3 discarded lines)
20150102 20:34:20< shikadibot> shadowm: Web interface URL: https://github.com/wesnoth/wesnoth/commit/65b273edb150
20150102 20:34:33< shadowm> Was that iceiceice?
20150102 20:35:00< shadowm> vultraz: No.
20150102 20:36:14< shadowm> Okay, I guess it was groggy himself.
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20150102 20:37:41< shadowm> gfgtdf: "i also like the gui2 version more." Well, guess what, [message] is implemented using GUI2 too. :p (I know what you mean anyway.)
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20150102 20:43:40< travis-ci> wesnoth/wesnoth#5407 (master - 43a136f : Chris Beck): The build was fixed.
20150102 20:43:40< travis-ci> Build details : http://travis-ci.org/wesnoth/wesnoth/builds/45712300
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20150102 20:44:29< shadowm> Ivanovic: It's not that serious.
20150102 20:48:27< irker712> wesnoth: Ignacio R. Morelle wesnoth:1.12 b60437f1ce68 / src/CMakeLists.txt: cmake: Add missing object file target to fix wesnothd build http://git.io/pTp4jg
20150102 20:48:57< shadowm> It successfully builds for me now.
20150102 20:51:34< shadowm> I'd be more concerned about the fact that the cmake recipe can't detect fribidi (purportedly required for RTL language support on GUI1/SDL_ttf paths) on master.
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20150102 21:44:34< iceiceice> shadowm: thanks for fixing that
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20150102 23:17:06< irker712> wesnoth: Chris Beck wesnoth:master 6a3321d0dbd9 / / (4 files in 3 dirs): fix bug #23130 (xp modifier not working), add unit tests http://git.io/LrO1KA
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--- Log closed Sat Jan 03 00:00:25 2015