--- Log opened Sat Mar 07 00:00:11 2015
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20150307 00:07:06< iceiceice> gfgtdf: i noticed a wierd but minor bug in 1.12,
20150307 00:07:12< iceiceice> it looks that if a unit has "gotos" or whatever,
20150307 00:07:16< iceiceice> the moves planned over future turns,
20150307 00:07:34< iceiceice> then they get executed upon entering linger mode
20150307 00:08:19< iceiceice> if you continue the campaign, the server complains about them as illegal moves
20150307 00:08:34< iceiceice> it might only be for observer, (observer gets the gotos apparently)
20150307 00:08:50< iceiceice> it doesn't seem to cause oos or any major bug though
20150307 00:09:32< iceiceice> i guess i will make a report later, idk why i am mentioning this on channel
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20150307 00:15:46< gfgtdf> iceiceice: there shoudl be no muves executed in linger mode
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20150307 00:16:04< iceiceice> y its clearly a bug
20150307 00:16:12< aquileia> 20150301 13:17:09< Sulfur> How comes, that an arif (sword, chainmail and no pierce attack) with his "intense focus on swordplay" advances to a spear-wielding mudafi (no sword, no chainmail but a pierce attack)? Shouldn't the arif advance to the monawish (sword, chainmail, no pierce attack) and the jundi (no sword, no chainmail but a pierce attack) to the mudafi line? https://dl.dropboxusercontent.com/u/97230181/khali-switched
20150307 00:16:30< aquileia> happygrue: ^ Did you see that in the logs?
20150307 00:17:07< gfgtdf> iceiceice: you knwo whether that heppens in 1.13 too ?
20150307 00:17:14< iceiceice> i didnt test it
20150307 00:18:08< gfgtdf> iceiceice: ok i looked at teh code and it doesnt happen in 1.13
20150307 00:19:34< gfgtdf> iceiceice: in https://github.com/wesnoth/wesnoth/commit/fb68590637c766b7f19256d22559eb4849e2c71c i made that linger()not call play_human turns and add a new method play_linger_turn instead since teh differences were bigger than teh things tehy had in common
20150307 00:20:03< gfgtdf> iceiceice: maybe we shoudl do teh same in 1.12 :s
20150307 00:20:13< iceiceice> hmm i cant reproduce it consistently
20150307 00:20:21< iceiceice> only on first scenario of LoW once...
20150307 00:20:25< iceiceice> i need to test more to figure out what happened
20150307 00:20:33< iceiceice> it didn't happen on a different campaign
20150307 00:20:45< gfgtdf> iceiceice: or maybe ad d a !linger_ check here: https://github.com/wesnoth/wesnoth/blob/1.12/src/playmp_controller.cpp#L184
20150307 00:20:54< iceiceice> maybe they need to be the units of the player that won
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20150307 00:25:30< iceiceice> ok i'm not sure how to reproduce any more
20150307 00:25:54< iceiceice> i think that actually what happened was somehow the gotos did not get executed on my screen
20150307 00:25:58< iceiceice> when my turn started
20150307 00:26:06< iceiceice> and got delayed until a synced event happened...?
20150307 00:26:13< iceiceice> idk i am making it up, idk how it happened
20150307 00:26:18< iceiceice> i guess i should have saved a replay
20150307 00:27:43< iceiceice> y i guess what you said is the easiest thing
20150307 00:27:55< iceiceice> it cant hurt to add a !linger_ check there
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20150307 00:40:15< happygrue> no, thanks aquileia.
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20150307 00:41:15< irker256> wesnoth: gfgtdf wesnoth:master a15867e634eb / src/ (5 files): less coping of configs when loading saved. http://git.io/pUID
20150307 00:41:21< aquileia> There's no real khalifate feedback thread anymore, so he didn't post it on the forums AFAIK
20150307 00:42:11< happygrue> will look in a few, busy atm
20150307 00:43:36< aquileia> no problem, just wanted to point you to it
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20150307 01:03:14< irker256> wesnoth: Chris Beck wesnoth:1.12 f68b05cc631f / src/playmp_controller.cpp: add a safety check when executing gotos, make sure not lingering http://git.io/pUY0
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20150307 01:07:45< happygrue> yeah, thanks. This winter has been wild, so I've been pretty much inactive. I want to create an offical thread but I haven't really had time to wade into it so I was holding off until I could actually follow up on it.
20150307 01:07:56< happygrue> Long overdue, so maybe now is the time...
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20150307 01:15:48< travis-ci> wesnoth/wesnoth#5894 (master - a15867e : gfgtdf): The build was broken.
20150307 01:15:48< travis-ci> Build details : http://travis-ci.org/wesnoth/wesnoth/builds/53418482
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20150307 01:40:00< irker256> wesnoth: gfgtdf wesnoth:master b847cad549a2 / src/saved_game.cpp: fixup previous http://git.io/pUca
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20150307 02:16:26< travis-ci> wesnoth/wesnoth#5896 (master - b847cad : gfgtdf): The build was fixed.
20150307 02:16:26< travis-ci> Build details : http://travis-ci.org/wesnoth/wesnoth/builds/53422112
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20150307 02:17:09< iceiceice> i am glad that the "errored replay" unit tests were good for something :D
20150307 02:17:15< iceiceice> i think thats the first time i saw that catch a bug
20150307 02:17:35< iceiceice> gfgtdf: ^
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20150307 09:16:37< vultraz> "-1 increment" why not just say "1 decrement"
20150307 09:18:06< Necrosporus> vultraz, where?
20150307 09:18:25< Necrosporus> it might make sense to have single increment command for the sake of simplicit
20150307 09:20:22< vultraz> description of Aged trait
20150307 09:21:41< vultraz> also Weak
20150307 09:28:30< Necrosporus> Units with trait Aged get a 8 points HP decrease and have -1 movement and melee damage.
20150307 09:29:10< Necrosporus> [effect] apply_to=movement increase=-1
20150307 09:29:25< Necrosporus> vultraz, are you talking about this line?
20150307 09:30:06< vultraz> text= _"Units with trait text='aged' get a −8 increment in hitpoints and a −1 increment in movement and melee damage."
20150307 09:32:39< Necrosporus> it is in help.cfg, not traits.cfg
20150307 09:33:07< Necrosporus> There might be the cause, what if help.cfg wa generated automatically?
20150307 09:33:43< vultraz> ......
20150307 09:33:47< vultraz> what are you talking about
20150307 09:34:27< Necrosporus> By the way what if just write `Units with trait text='weak' get a −1 hitpoint and melee damage.`
20150307 09:34:59< Necrosporus> `Units with trait text='aged' get a −8 hitpoints and a −1 movement and melee damage.`
20150307 09:35:12< vultraz> whattt????
20150307 09:35:21< Necrosporus> vultraz, there is traits.cfg, which defines traits
20150307 09:35:27< vultraz> I know
20150307 09:35:32< Necrosporus> and also there is help.cfg which defines help
20150307 09:35:37< vultraz> Yes
20150307 09:35:54< Necrosporus> Latter might have been autogenerated from former perhaps?
20150307 09:35:57< vultraz> so I'm asking why we use the '-1 increment' terminology in help
20150307 09:36:24< vultraz> No it is not
20150307 09:36:35< vultraz> the traits don't even have a description= key
20150307 09:37:20< Necrosporus> vultraz, I think just was different person adding this two traits, compare with _"text='Slow' units have −1 movement but 5% more hitpoints." + _"
20150307 09:37:47< Necrosporus> That's strange, by the way. Why not to store trait description in the trait def like for units and stuff?
20150307 09:38:05< vultraz> I don't know
20150307 09:38:36< Necrosporus> What if I'm making an addon with custom traits?
20150307 09:38:52< Necrosporus> Seems like trait description is generated automatically
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20150307 09:59:20< vultraz> can't find how that works, TBH
20150307 09:59:52< vultraz> something to do with unit::add_modification
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20150307 10:37:58< zookeeper> "this might not fix all of the problems of this genre" :>
20150307 10:38:34< zookeeper> i'd be thrilled to see a commit labeled "fixes all of the problems of this genre" one day
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20150307 11:15:19< aquileia> vultraz, Necrosporus: The description in help.cfg is prose for the help menu, the one in trait.cfg is generated (https://github.com/wesnoth/wesnoth/blob/master/src/unit.cpp#L1986) for the tooltip
20150307 11:15:44< vultraz> I know it's for the help menu
20150307 11:17:35< vultraz> aquileia: I was questioning the wording
20150307 11:18:04< aquileia> I know, but I wanted to clarify a little because of the confusion
20150307 11:18:13< vultraz> I also have absolutely no idea how that loop works
20150307 11:18:40< aquileia> That said, as long as you don't fuzzy the translations, feel free to reword that
20150307 11:19:35< aquileia> because probably most translations worded it differently anyhow
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20150307 11:27:21< vultraz> "Units with the text='aged' trait receive a 8 point decrease in hitpoints and a 1 point decrease in movement and melee damage."
20150307 11:27:50< vultraz> "Units with the text='weak' trait receive a 1 point decrease in hitpoints and melee damage."
20150307 11:36:48< aquileia> perhaps "have 8 hitpoints less and receive"? Having that "point decrease" contruct twice in one desciption seems inelegant
20150307 11:37:41< aquileia> My suggestion would be "Units with the text='aged' trait have 8 hitpoints less and suffer from a 1 point decrease in movement and melee damage."
20150307 11:38:12< aquileia> vultraz: ^
20150307 11:38:44< vultraz> hm
20150307 11:38:45< vultraz> I like that better
20150307 11:46:56< vultraz> aquileia: what about for weak?
20150307 11:47:09< vultraz> mine, or yours? ('suffer from a [...])
20150307 11:47:37< aquileia> I think yours
20150307 11:49:47< vultraz> ok
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20150307 11:51:39 * vultraz goes to improve some others
20150307 11:51:48< vultraz> hm
20150307 11:51:56< vultraz> "text='Healthy' units have 1 HP plus 1 HP per level more than usual and rest heal the usual 2 HP after each turn they did not fight. They also suffer a quarter less damage from poison."
20150307 11:51:58< vultraz> what is this even saying
20150307 11:54:05-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has quit [Ping timeout: 264 seconds]
20150307 11:56:33< vultraz> "# Units with trait Healthy get 1 more HP plus 1 per level and always rest heal."
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20150307 12:15:20< Sulfur> Is there an elegant way to make 'sub-scenarios'? E.g. entering a tunnel which leads you to a new scenario (a cave with different scenario settings) and then leaving the tunnel again to return to the old scenario (and its settings, like positions of enemy units, turn limit etc.). Something like this: https://www.dropbox.com/s/a9jyuwlgj8mb478/sub_scenario.png?dl=0
20150307 12:15:57< Sulfur> One way to do this would be to put both scenarios together and just teleport scenarios to the specific map areas, but this doesn't feel right . . .
20150307 12:16:35< Sulfur> teleport the units to the specific map areas*
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20150307 12:27:35< vultraz> Sulfur: not really elegant
20150307 12:27:41< vultraz> but it's possible
20150307 12:27:43< vultraz> I think
20150307 12:27:52< vultraz> dunno about returning, though..
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20150307 13:59:39< vultraz> aquileia: "text='Healthy' units gain 1 additional hitpoint, as well a maximum hitpoint increase of 1 per level. They will also heal 2 hitpoints per turn, and suffer a quarter less damage from poison.""
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20150307 14:02:15< vultraz> how's that sound
20150307 14:02:24< aquileia> definitely better
20150307 14:03:14< aquileia> but perhaps "they do not need to rest to heal 2 hp per turn", to make clear it doesn't stack?
20150307 14:03:27< aquileia> have to go now, though, will be back in an hour
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20150307 14:10:17< iceiceice> vultraz: i saw you committed a font update,
20150307 14:10:40< iceiceice> do you know how to add like an italic form of DejaVu Sans?
20150307 14:10:46< iceiceice> shadowm mentioned here: https://gna.org/bugs/?22376
20150307 14:12:28< Ravana__> I wouldnt include the last sentence, about poison. Unless it actually does 8-2rest-2extra=4 damage.
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20150307 14:19:44< vultraz> iceiceice: no, I don't know. It seems the closest to italic would be dejavu sans oblique
20150307 14:23:58< vultraz> and I have absolutely no idea what to google to figure out how
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20150307 14:43:06< iceiceice> ok, i have no idea how to do it either
20150307 14:46:18< vultraz> shadowm would probably know...
20150307 14:46:31< vultraz> it's one of those things for which instructions dont seem to exist >_>
20150307 14:49:53< iceiceice> y either you have to already have some familiarity with wesnoth font system (which maybe you do?) or read src/font.cpp i guess
20150307 14:51:15< iceiceice> oh hmm maybe its here:
20150307 14:51:17< iceiceice> https://github.com/wesnoth/wesnoth/blob/master/src/font.cpp#L280
20150307 14:51:21< iceiceice> the thing is I don't actually know much about fonts,
20150307 14:51:26< iceiceice> like idk what true type font is,
20150307 14:51:47< iceiceice> is SDL ttf fonts distinct from what fonts we are shipping? etc.
20150307 14:54:12< aquileia> iceiceice: ttf is just a standard to define fonts (there are several, ttf is an open one IIRC)
20150307 14:54:59< aquileia> TrueType, Type1, ... are different formats to encode fonts
20150307 14:55:26< iceiceice> http://sdl.beuc.net/sdl.wiki/SDL_ttf_Functions_Attributes_TTF_SetFontStyle
20150307 14:56:30< iceiceice> i guess that what it means is, we should add more versions of Deja Vu Sans,
20150307 14:56:44< iceiceice> and change the C++ at the line I indicated to select the alternate font when it should be bold or italic?
20150307 14:57:40< aquileia> yes, that'd work (and in fact get rid of that underlining limitation mentioned in the code)
20150307 14:58:43< iceiceice> it looks that they commented out the "segfault checks"
20150307 14:58:53< iceiceice> maybe it only affected old versions or something?
20150307 15:00:59< vultraz> iceiceice: ok, well, then try dejavusansoblique for italic
20150307 15:01:00< vultraz> see how it looks
20150307 15:02:30< aquileia> the -bold and -oblique ones are what we need - I think the issue is mostly to find out how we wire them in
20150307 15:07:43< iceiceice> y i guess that we would need to rewrite some of the font.cpp code,
20150307 15:07:49< iceiceice> so that there is a concept of a font family
20150307 15:09:24< vultraz> Better you than me :P
20150307 15:16:58< aquileia> iceiceice: https://github.com/wesnoth/wesnoth/blob/master/src/font.cpp#L663
20150307 15:17:14 * vultraz wonders why show_endscreen is in storyscreen/interface.hpp
20150307 15:19:46< iceiceice> hmmmm
20150307 15:20:32< vultraz> what does this function even do
20150307 15:22:10< iceiceice> i guess we already have font families in text.cpp ...
20150307 15:23:06< iceiceice> wait doesn't the wesnoth help browser user pango?
20150307 15:23:23< vultraz> No
20150307 15:23:50< vultraz> it uses it's own EVIL EVIL EVIL custom formatting
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20150307 15:26:08< irker523> wesnoth: Charles Dang wesnoth:master 906ff65382bd / src/ (intro.cpp storyscreen/interface.hpp): Removed an unused function http://git.io/pIm4
20150307 15:28:49< vultraz> why is intro.cpp called intro when all it does is handle the outtro?
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20150307 15:34:35< aquileia> vultraz: https://github.com/wesnoth/wesnoth/commit/28ecafc9301b1ea
20150307 15:34:55< aquileia> the intro part was cut out
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20150307 15:35:44< iceiceice> ok... having read a bunch of this stuff i think my original idea was good
20150307 15:36:15< aquileia> I wonder whether a complete switch from SDL_ttf to pango would be rather "not so easy coding" or GSoC...
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20150307 15:41:51< iceiceice> its probably a good idea
20150307 15:42:21< iceiceice> ttf seems to be the worst of the SDL libs we use :D
20150307 15:42:42< vultraz> please do
20150307 15:42:48< vultraz> the help formatting is...
20150307 15:42:51< vultraz> evil
20150307 15:43:19< aquileia> I think most of the framework is already there... considering https://github.com/wesnoth/wesnoth/commit/4bf50066ff0b1 needed only ca. 150 lines
20150307 15:44:18< iceiceice> what needs to be switched?
20150307 15:44:21< iceiceice> it looks like, the help
20150307 15:44:23< iceiceice> and the gui1 widgets
20150307 15:44:42< iceiceice> mp screens i guess but that counts as gui1 imo
20150307 15:44:42< vultraz> that's it, I think
20150307 15:44:47< vultraz> yes
20150307 15:45:50< iceiceice> damn i forgot where the font cfg file is
20150307 15:46:19< aquileia> wesnoth/data/hardwired/fonts.cfg
20150307 15:46:23< vultraz> ^
20150307 15:46:25< iceiceice> hmmm
20150307 15:46:31< vultraz> damn codepoints >_>
20150307 15:47:01< iceiceice> ok this is how i'm planning to change it,
20150307 15:47:16< iceiceice> besides name="DejaVuSans.ttf"
20150307 15:47:19< iceiceice> there should also be optional
20150307 15:47:22< iceiceice> bold = "..."
20150307 15:47:25< iceiceice> and italic = "..."
20150307 15:47:29< iceiceice> in the font tags
20150307 15:47:52< vultraz> sounds reasonable
20150307 15:48:13< iceiceice> is there anything i'm missing about htis order_, family_order_ stuff at the top?
20150307 15:48:55< irker523> wesnoth: Charles Dang wesnoth:master 1591829b5da3 / src/storyscreen/interface.hpp: Cleaned up show_story documentation http://git.io/pIcR
20150307 15:49:09< vultraz> that's just the order the fonts are looked for, IIRC
20150307 15:50:12< aquileia> I think you might have to add the bold/italic ones to one of the lists, but that's it
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20150307 15:51:11< aquileia> "DejaVuSans.ttf,DejaVuSans-Bold.ttf,DejaVuSans-Oblique.ttf,...
20150307 15:51:43< aquileia> the family_order will stay the same, as they are one font
20150307 15:52:52< iceiceice> because they wont get loaded otherwise you fear?
20150307 15:53:42< aquileia> yes, I think the order list defines which are loaded (but you probably know more than me)
20150307 15:54:54< aquileia> https://github.com/wesnoth/wesnoth/blob/master/src/font.cpp#L1480
20150307 15:59:11< aquileia> vultraz: BTW, did you check that all fonts are still necessary after the update of DejaVu?
20150307 15:59:28< vultraz> what do you mean?
20150307 16:00:57< aquileia> if the additional codepoints in DejaVu already cover all codepoints for which we needed another font, that one will be unused
20150307 16:01:23< vultraz> I did not
20150307 16:02:08< aquileia> e.g. Andagii is only used for the 66640-66687 range because 32,183 are in DejaVu (that doesn't mean we don't need it, of course)
20150307 16:03:05< vultraz> yeah
20150307 16:03:10< vultraz> But I didn't
20150307 16:03:53< aquileia> I wish there was an easy way to do this...
20150307 16:04:40< vultraz> aquileia: BTW, these are all the trait description updates I have locally. anything you want to add? https://www.dropbox.com/s/764llpwlnawp01w/trait_description_updates.patch?dl=0
20150307 16:07:45< aquileia> I'd use the ", and gain 1 more per level." for both resilient as well as healthy, but besides that, it's a massive improvement!
20150307 16:09:04< aquileia> 'Healthy' units have 1 additional hitpoint, and gain 1 more per level. They will also heal 2 hitpoints each turn, regardless of whether they engaged in combat the turn before.
20150307 16:09:19< aquileia> vultraz: ^
20150307 16:10:41< vultraz> ok
20150307 16:11:05< aquileia> I check the codepoints, no fonts adre obsolete
20150307 16:11:13< aquileia> s/check/checked
20150307 16:12:51< irker523> wesnoth: Charles Dang wesnoth:master 4e6be2eab343 / data/core/help.cfg: Updated help descriptions for traits http://git.io/pIEI
20150307 16:13:08< vultraz> there we go
20150307 16:13:23< aquileia> we might want to use pofix for these
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20150307 16:13:55< aquileia> well, except healthy perhaps
20150307 16:16:57 * vultraz has no idea how to pofix
20150307 16:17:02< aquileia> vultraz: Totally changing the topic, I think nobody else will join in on the mailinglist discussion whether to change the orb colors... seems the consensus is 'I don't care'
20150307 16:17:21< vultraz> Agreed
20150307 16:17:27-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev
20150307 16:17:36< vultraz> We heard nothing, so let's just fix it
20150307 16:18:34< aquileia> wiki.wesnoth.org: pofix.py - A program to fix tiny spelling mistages over all textdomains. Ask esr for details (like how to add fixes and such).
20150307 16:18:36< vultraz> (why the hell is a file modified in master, appearing as modified when I switch branches...?)
20150307 16:18:40< aquileia> esr: ^
20150307 16:20:49< vultraz> shadowm knows to
20150307 16:20:51< vultraz> too*
20150307 16:22:18< aquileia> I think you add the changes to the list inside pofix.py, then run it on all .po files
20150307 16:24:12< irker523> wesnoth: Charles Dang wesnoth:1.12 70d3aa0657cc / images/icons/ (icon-addon-delete.png icon-addon-publish.png): Improved addon Publish/Delete icons http://git.io/pI2n
20150307 16:24:15< irker523> wesnoth: Charles Dang wesnoth:1.12 7ee481ca851b / images/icons/ (icon-addon-delete.png icon-addon-publish.png): Purged some transparent pixels I missed http://git.io/pI2c
20150307 16:24:37< vultraz> should have backported that when I did it in master ^
20150307 16:27:53< vultraz> aquileia: your copy of dejavusans.tff shows 2.34, right?
20150307 16:28:22< aquileia> the one in master shows 2.33
20150307 16:28:41< aquileia> but so does the one I downloaded today as 2.34
20150307 16:28:57< aquileia> they just forgot to update the internal version number
20150307 16:30:08< vultraz> ah
20150307 16:30:09< vultraz> ok
20150307 16:30:21< vultraz> I was wondering why master kept showing 2.33 for me
20150307 16:30:23< vultraz> heh
20150307 16:30:41< aquileia> I'll report it on #dejavu
20150307 16:50:23< iceiceice> does it happen that a font may have some code points when unstyled, but when it is styled they disappear?
20150307 16:50:36< iceiceice> the way i'm coding this right now, i guess it will assume that that doesn't happen
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20150307 16:54:39< vultraz> iceiceice: it seems unlikely
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20150307 19:14:11< iceiceice> vultraz, aquileia, shadowm: https://github.com/wesnoth/wesnoth/pull/382
20150307 19:15:23< aquileia> would we ever need bold-oblique?
20150307 19:16:10< aquileia> because it's probably rather easy to do it now, but quite a bit of work if someone wants to add it later
20150307 19:17:04< iceiceice> its probably not too hard now i guess
20150307 19:17:23< iceiceice> i didn't really aim for maximal extensibility...
20150307 19:17:45< iceiceice> you'd have to add antoher vector here like "bold_italic" https://github.com/wesnoth/wesnoth/pull/382/files#diff-2aaa5ba57b150041a2e74c625a51e663R90
20150307 19:18:31< iceiceice> and similarly at some other places
20150307 19:20:00< iceiceice> i think all that someone woudl have to do later is scan through fonts.cpp for occurences of "bold_name" and mimick it for bold italic
20150307 19:20:48< iceiceice> I guess probably we do use Bold Italic in the help thoguh?
20150307 19:21:35-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection]
20150307 19:22:32< aquileia> I honestly don't know, saw no case yet
20150307 19:23:38< iceiceice> for soem reason I thought the headers were italicized but now I see that they aren't
20150307 19:25:52< aquileia> I skimmed over the help strings and saw no bold italic markup, so I guess we're ok
20150307 19:28:14< iceiceice> ok thanks
20150307 19:31:41< aquileia> but... I think you can't do a default assert() if it's neither bold nor italic, we have underline as well
20150307 19:32:57< iceiceice> ok, good point
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20150307 19:36:41< travis-ci> cbeck88/wesnoth#136 (font_family - edbf551 : Chris Beck): The build failed.
20150307 19:36:41< travis-ci> Build details : http://travis-ci.org/cbeck88/wesnoth/builds/53479367
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20150307 19:58:48< aquileia> iceiceice: I'm writing a snippet on which to show a suggestion, please don't merge yet
20150307 19:59:36< iceiceice> ok
20150307 19:59:45< iceiceice> i'm going to go out, i will be back in an hour i think
20150307 19:59:57< aquileia> see you later
20150307 19:59:59< iceiceice> see you
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20150307 20:09:57< travis-ci> cbeck88/wesnoth#137 (font_family - 1209834 : Chris Beck): The build passed.
20150307 20:09:57< travis-ci> Build details : http://travis-ci.org/cbeck88/wesnoth/builds/53481304
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20150307 20:34:52< gfgtdf> is the "user_team_name" member of side a descripten of the single side or an desription of the alliance ?
20150307 20:35:53< gfgtdf> hm ok from treh scearios i see it seems ot be the later
20150307 20:36:16< gfgtdf> does aonyonw knows a scenarioa that uses teh sides 'name' attribute ?
20150307 20:42:46-!- irker523 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout]
20150307 20:43:57< aquileia> iceiceice: http://pastebin.com/bHGUXApA
20150307 20:49:56< aquileia> That way, we can SDL_TTF handle all styles (underline, bold italic, ...) where we have no corresponding subfont
20150307 20:51:32< aquileia> we'd need no recursion because SetFontStyle is always called (although it is passed a modified desired_style which usually will be TTF_STYLE_NORMAL)
20150307 21:02:56< fabi> gfgtdf: "Sides" do not have a name attribute.
20150307 21:03:44< gfgtdf> fabi: they have: https://github.com/wesnoth/wesnoth/blob/master/data/lua/wml-tags.lua#L1130
20150307 21:04:12< gfgtdf> http://wiki.wesnoth.org/InternalActionsWML#.5Bstore_side.5D
20150307 21:04:32< fabi> gfgtdf: The "name" is in fact the name of the leader.
20150307 21:04:54< gfgtdf> fabi: no its not
20150307 21:05:07< gfgtdf> fabi: if you rename teh leader the side wont be renamed
20150307 21:05:15< gfgtdf> fabi: same in teh other way
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20150307 21:05:52< fabi> Well, this is my point. The leader's name attribute gets used to name the side. This is a hack.
20150307 21:06:53< gfgtdf> fabi: but why do we need this? afaik teh c++ code never used with 'name' memeber of side
20150307 21:06:58< gfgtdf> uses*
20150307 21:07:37< fabi> It is new. Sadly I don't remember the name of the gsoc student who talked with me about it.
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20150307 21:09:07< fabi> The problem was that sides without leaders had no proper name in the status dialog.
20150307 21:09:11< gfgtdf> fabi: i dont think its new, in this commit there was already a "side" memeber in team.hpp: https://github.com/wesnoth/wesnoth/blob/ffa8b0bf4ef83ada1ac6c44b3f8510b9b82298be/src/team.hpp#L37
20150307 21:09:24< gfgtdf> a "name" memeber i mean
20150307 21:09:27< gfgtdf> member*
20150307 21:10:02< fabi> Yes. Taking "name" directly even if there is no leader defined at toplevel is the new thing.
20150307 21:10:21< fabi> Introduced by the gsoc student who worked with me on getting LoW ready.
20150307 21:10:45< fabi> MP support ready with LoW as test thing to be more precise.
20150307 21:11:09-!- Espreon [~espreon@wesnoth/developer/espreon] has joined #wesnoth-dev
20150307 21:11:25< gfgtdf> member ?
20150307 21:11:48< gfgtdf> fabi: so LoWs wml code reads teh "name" member?
20150307 21:12:06< Espreon> Hey, guys. The logo is, like pretty much everything else of ours, licensed under version 2 of the GPL, right?
20150307 21:13:08< gfgtdf> fabi: the c++ code uses "current_player()" for things like turn dialogs, overview window.
20150307 21:13:42< Espreon> Also, does anyone know who made it?
20150307 21:15:46< fabi> gfgtdf: I don't understand your question. My suggestion was to introduce a dedicated side_name attribute and only falling back to the leaders name if missing.
20150307 21:17:06< gfgtdf> fabi: my question is why do we have both "name" ancd "current_player" both do more or less the same, since the c++ endoinge never uses "name" i suggest to remove "name".
20150307 21:18:08< fabi> gfgtdf: At least the MP Create screen is using "name". When my knowledge is still up to date.
20150307 21:19:04< gfgtdf> fabi: ok i'll check that
20150307 21:22:11< fabi> gfgtdf: And at least the "status table" -> "scenario settings" dialog should also feature the name the scenario designer gave the side and not one of the leader's names.
20150307 21:22:19< fabi> Or the players name.
20150307 21:23:08< fabi> Some tooltip of the toplevel gui should do the same.
20150307 21:23:12< gfgtdf> fabi: afaik threy currently always use teh players name
20150307 21:23:14< fabi> If not this is a missing feature.
20150307 21:23:30< fabi> The player has no name in SP.
20150307 21:24:45< gfgtdf> fabi: afaik it uses "save_id" as a fallback, (which is bad)
20150307 21:25:12< gfgtdf> fabi: see this pull request: https://github.com/wesnoth/wesnoth/pull/278
20150307 21:25:15< fabi> Oh yes. Especially as it is untranslated.
20150307 21:26:13< gfgtdf> fabi: the suggestion there is to use "current_player" then falllback to the leaders name
20150307 21:27:22< fabi> gfgtdf: My suggestion is to seperate this stuff. We have a player and a side which deserves a name and has leaders.
20150307 21:28:14< fabi> Currently this is a huge mess and different depending if the game is sp or mp. Just confusing crap and difficult coding.
20150307 21:31:14< gfgtdf> fabi: so you want to replace the "name" with a "side_name" and use that for those dialogs?
20150307 21:31:24< gfgtdf> fabi: brb
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20150307 21:32:41< fabi> Yeah. I want a player name which is your login in mp and just "player" in sp. A side name used in the dialogs which can be different to leader names. And maybe the name of the "main" leader.
20150307 21:33:54< fabi> gfgtdf: In LoW SP the elves side is sometimes called "Cleodil" in some dialogs.
20150307 21:36:52< fabi> Or "Olurf"
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20150307 22:30:25< aquileia> Espreon: If you mean the current iteration, it's by sgt. groovy: forum.wesnoth.org/viewtopic.php?f=9&t=39516&p=563207
20150307 22:30:54< aquileia> I've no idea who designed it originally, though
20150307 22:31:06< iceiceice> aquileia: that was a good suggestion, I pushed out what I ended up with just now
20150307 22:32:05< iceiceice> maybe its more readable if I squash it ...
20150307 22:35:36< aquileia> Well, I can just look at the diff of the full PR, so it's no issue
20150307 22:36:28< aquileia> Why do you favor to bolden the italic version instead of slanting the bold version, BTW?
20150307 22:40:08< Espreon> aquileia: Yeah, no, I meant the one that we actually use. Thanks, though.
20150307 22:43:19< iceiceice> aquileia: idk i assume that its easier to bold things then to italicize them in a way that loks nice
20150307 22:43:36< iceiceice> my original bug report was based on how bad the italics looked
20150307 22:43:42< iceiceice> from sdl tt
20150307 22:43:43< iceiceice> f
20150307 22:46:45< aquileia> ok (the reason I had it the other way round seems only to apply to RenderSolid while we use RenderBlended, so that's no issue)
20150307 22:49:38< aquileia> I'd give the comment in https://github.com/wesnoth/wesnoth/pull/382/files#diff-2aaa5ba57b150041a2e74c625a51e663R275 a separate line
20150307 22:59:01< aquileia> iceiceice: font_table.find(id) - id only matches if the full style is registered in the table, so we'll have copies for every style?
20150307 22:59:25< iceiceice> y, the font_table will basically cache the entire get_font function
20150307 22:59:42< iceiceice> every font, every size that we mgiht have used that font, every style with which we used that font
20150307 23:00:02< iceiceice> it wont like, load the font 6 times,
20150307 23:00:25< iceiceice> b/c the extra entries are just pointers to the base entries
20150307 23:01:08< iceiceice> i think for sizes it might do repeated loading, but thats not new in my pr
20150307 23:02:25< aquileia> so we'll have several entries with the same "it->second.font" but different "it->second.style", but the font will in fact only be loaded once, right?
20150307 23:03:57< iceiceice> hmm
20150307 23:04:40< iceiceice> no i guess right now it will be opened multiple times... probably theres a memory leak here, i need to think about it some more
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20150307 23:05:22< travis-ci> cbeck88/wesnoth#139 (font_family - 1ae4f9d : Chris Beck): The build has errored.
20150307 23:05:22< travis-ci> Build details : http://travis-ci.org/cbeck88/wesnoth/builds/53497320
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20150307 23:06:08< iceiceice> i guess right now there is no memory leak, but fonts will be loaded repeatedly for each style and size
20150307 23:07:41< iceiceice> I guess the easiest way to fix is to just have a second table
20150307 23:08:47< iceiceice> otoh i'm not sure if it really matters that much
20150307 23:08:55< iceiceice> i dont think any of these fonts are that large
20150307 23:10:07< aquileia> 600kB ... 5MB
20150307 23:14:55< aquileia> iceiceice: If you hack the == operator for font_id's, that would work nicely...
20150307 23:16:09< iceiceice> i'm just going to make a simple cache for the open_font functions i think
20150307 23:16:13< aquileia> return subset == o.subset && size == o.size && style == o.style & mask;
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20150307 23:18:16< travis-ci> cbeck88/wesnoth#138 (font_family - 6fddce7 : Chris Beck): The build has errored.
20150307 23:18:16< travis-ci> Build details : http://travis-ci.org/cbeck88/wesnoth/builds/53495600
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20150307 23:18:43< irker915> wesnoth: gfgtdf wesnoth:master 1edeff4ee248 / src/saved_game.cpp: fix mid scenario saves http://git.io/ptpz
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20150307 23:44:25< iceiceice> aquileia: you see anymore problems?
20150307 23:44:52< iceiceice> i tested it and changed languages a few times, i didnt get any segfaults
20150307 23:45:14< aquileia> I built it and the italic text no longer has spacing issues, so it definitely fixes the problem
20150307 23:46:39< iceiceice> i got the two fonts from here: http://dejavu-fonts.org/wiki/Download
20150307 23:46:41< iceiceice> is that the right place?
20150307 23:47:19< aquileia> yes
20150307 23:48:19< aquileia> So really the only issue is that the == operator currently matches the ful style instead of only the bold italic subset
20150307 23:48:35< iceiceice> wait so why is that bad though
20150307 23:49:14< iceiceice> i mean the most straight forward way to cache results of some function is to key all of the input
20150307 23:49:33< aquileia> It's no issue in the sense of an error, it's only that you add additional cache entries with basically the same content
20150307 23:49:38< iceiceice> i guess the map could be like 4 times smaller but i think the time difference of that is really negliglbe
20150307 23:49:54< iceiceice> and also it could be that with more complicated styles you want to have a more complicated rule
20150307 23:54:37< aquileia> I just think a simple "& 0x03" or "& (TTF_STYLE_BOLD | TTF_STYLE_ITALIC) " would improve performance
20150307 23:56:42< iceiceice> sure it would,
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20150307 23:56:59< iceiceice> i think the benefit is outweighed by the cost of introducing an obscure pitfall for a future developer
20150307 23:57:27< iceiceice> the std::map we are talking about has like 5 entries
20150307 23:57:34< iceiceice> if you make it 5 instead of 25...
20150307 23:57:49< iceiceice> also it wont really be so many it hink
20150307 23:57:57< iceiceice> unless you are actually looking at a page with lots of formatting
20150307 23:58:13< iceiceice> idk i would want to see a measurable performance difference before i make an optimization like that
--- Log closed Sun Mar 08 00:00:42 2015