--- Log opened Sun Jan 03 00:00:38 2016 20160103 00:01:10< celticminstrel> I get EXC_BAD_ACCESS (aka segfault) in the loggers. 20160103 00:03:56< gfgtdf> celticminstrel: with sdl2 ? 20160103 00:04:18< celticminstrel> Yes, all my builds are SDL2. 20160103 00:07:20-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Ping timeout: 255 seconds] 20160103 00:09:59< celticminstrel> I'm going to do a bisect, but it'll probably take awhile. 20160103 00:10:50< Aginor> celticminstrel: yes 20160103 00:11:03< Aginor> celticminstrel: I've done it already 20160103 00:11:11< celticminstrel> Ah. 20160103 00:11:27< Aginor> 10:56 < Aginor> vultraz: 64a5ae6851bd64636f671584ecd688f0c20d5278 broke wesnoth for me 20160103 00:11:30< Aginor> 10:59 < Aginor> vultraz: http://pastebin.com/g8QgxYcn 20160103 00:14:18-!- Necrosporus_ is now known as Necrosporus 20160103 00:14:41< celticminstrel> For now I'll revert that and test. 20160103 00:14:53< Aginor> could it be that logging isn't initialised when it tries to grab the translation? 20160103 00:14:57< gfgtdf> Aginor: you can eigher revert thatcommit 20160103 00:15:10< gfgtdf> Aginor: or make default_title_string a function 20160103 00:15:25< celticminstrel> A function that returns a local static variable, right? 20160103 00:15:36< gfgtdf> celticminstrel: y 20160103 00:15:59< zookeeper> ah... it's so satisfying to be able to solve a problem you've been struggling for hours right before going to bed, as opposed to having to leave it for the next day. 20160103 00:16:13< iceiceice> arguably all those `extern std::string` in game_config should be changed 20160103 00:16:31< gfgtdf> iceiceice: the problrem is that its a strinslabe string 20160103 00:16:41< celticminstrel> What about changing them to t_string? 20160103 00:16:45< gfgtdf> iceiceice: and the code tried to translate it at static sinitilistion time 20160103 00:17:11< gfgtdf> iceiceice: which obviously don work because 1) no translations are loaded at that point, 2) it crashes 20160103 00:17:19< iceiceice> yeah 20160103 00:17:22< celticminstrel> Would changing them to t_string work, then? 20160103 00:17:31< iceiceice> i mean having an extern std::string is always kind of risky though 20160103 00:17:37< iceiceice> because you can have static init problems 20160103 00:18:09< iceiceice> ideally only trivial types are made extern variables like that 20160103 00:18:21< gfgtdf> celticminstrel: i don't know exactly when t_string trsnaltes its conetent but my guess would be no. 20160103 00:18:39< gfgtdf> iceiceice: for trivialtypes like in you usualy dont need extern if you want them to be const. 20160103 00:18:43< gfgtdf> like int* 20160103 00:18:45< celticminstrel> I'm pretty sure t_string doesn't translate its content. 20160103 00:18:56< celticminstrel> Until you request to convert to string. 20160103 00:19:17< iceiceice> gfgtdf: if its like a trivial struct 20160103 00:19:55< gfgtdf> iceiceice: i think string is rather simple, at lest its guranteed not to use other wesnoth resources. 20160103 00:20:00< iceiceice> like "struct some_configuration_info { const char string1[] = "foo"; const char string2[] = "bar"; };" or something 20160103 00:20:11< iceiceice> where it has no desrtuctor and you dont want it copied in every translation unit in the program 20160103 00:20:47< gfgtdf> iceiceice: but can't those be uninited aswell at static initilisation time? 20160103 00:20:52< celticminstrel> Well, string does have a destructor. 20160103 00:21:10< iceiceice> they can still cause static init fiasco but its less likely 20160103 00:21:16< celticminstrel> Though I'm not quite sure why that's relevant. 20160103 00:21:16< iceiceice> because you can't call a function to initialize them, 20160103 00:21:19< iceiceice> they dont really have a life time 20160103 00:21:28< Aginor> ok... 20160103 00:21:33< Aginor> const std::string& get_default_title_string() { 20160103 00:21:33< Aginor> static const std::string ret = _("The Battle for Wesnoth") + " - " + revision; 20160103 00:21:36< Aginor> return ret; 20160103 00:21:38< Aginor> } 20160103 00:21:43< celticminstrel> Yup. 20160103 00:21:52< iceiceice> hmmm 20160103 00:21:53< iceiceice> no because 20160103 00:21:57< iceiceice> if the language changes 20160103 00:22:00< iceiceice> the static variable wont update 20160103 00:22:22< celticminstrel> Well, yeah, it'd be better to use t_string than std::string. 20160103 00:22:30< celticminstrel> I think. 20160103 00:22:37< iceiceice> i think its just `std::string get_default_titel_string() { return _("...") + " - " + revision; } 20160103 00:22:53< celticminstrel> You could do that, sure. 20160103 00:22:54< iceiceice> but again i guess i dont know when this thing runs, does it run before we set the language? 20160103 00:23:14< iceiceice> maybe it was better the way it was 20160103 00:23:16< iceiceice> when it was in the ctor 20160103 00:23:19< celticminstrel> That does mean the translation is looked up every time the title string is requested, though. I dunno if that's a problem. It might not be. 20160103 00:23:40< Aginor> it's not, it happens very rarely 20160103 00:23:46< iceiceice> is there any other translatable strings in game_config.cpp ? 20160103 00:24:07< Aginor> iceiceice: one, an error message 20160103 00:24:30< Aginor> I'll just not make it static and make it not return a copy 20160103 00:24:41< Aginor> sorry, reference, but a copy instead 20160103 00:25:01< Aginor> const std::string get_default_title_string() { 20160103 00:25:01< Aginor> const std::string ret = _("The Battle for Wesnoth") + " - " + revision; 20160103 00:25:01< Aginor> return ret; 20160103 00:25:02< Aginor> } 20160103 00:26:01< iceiceice> Aginor: i guess in code review i would say, its better not to return const by value 20160103 00:26:18< iceiceice> because, it doesn't accomplish anything, the variable that it is stored in can be non const 20160103 00:26:24< celticminstrel> I wonder if I could just copy over my 10.6 SDK from the other hard drive and have it work with XCode 4.6. 20160103 00:26:26< iceiceice> also, in C++11 it prevents moving out of the return value 20160103 00:26:32< iceiceice> so it may be less efficient if you mark it const 20160103 00:26:46< Aginor> iceiceice: I agree with that. So turn it non-const? 20160103 00:26:50< iceiceice> y 20160103 00:28:01< celticminstrel> If it was a truly constant value I'd disagree, but it's a calculated value. 20160103 00:28:54< Aginor> ok... 20160103 00:29:00< Aginor> compiling to test now 20160103 00:31:37< Aginor> SDL2 build is good 20160103 00:32:04< Aginor> now to do it again with SDL1 to make sure I didn't miss anything 20160103 00:33:25< celticminstrel> I'm still getting the warning about SDLApplication being implemented twice, by the way. 20160103 00:33:48< celticminstrel> It says it's implemented both in SDL2 itself and in Wesnoth. 20160103 00:34:04< Aginor> celticminstrel: I haven't fiddled with that, I think ancestral did 20160103 00:34:17< celticminstrel> Yeah, that was ancestral. 20160103 00:34:31< celticminstrel> It's as if his copy of SDL2 is different from mine. 20160103 00:34:46< Aginor> I could try to look at it, but unless it's a higher priority I'd rather spend more time fixing some of the graphics bugs 20160103 00:34:56< celticminstrel> I don't think it's high priority. 20160103 00:35:04< Aginor> I'm back at work again soon and I'd like to make some more headway before then 20160103 00:35:23< Aginor> it's getting pretty good, but there's a couple of places that still need TLC 20160103 00:35:31< Aginor> then I get to chase glitches 20160103 00:35:40< Aginor> bah 20160103 00:35:42< gfgtdf> what is tlc ? 20160103 00:35:43< Aginor> SDL1 doesn't build 20160103 00:35:50< celticminstrel> TC still isn't working. 20160103 00:35:50< Aginor> gfgtdf: tender loving care 20160103 00:36:03< celticminstrel> Is it working for you in SDL2, Aginor> 20160103 00:36:06< celticminstrel> ^? 20160103 00:36:18< Aginor> celticminstrel: I don't even know what a TC is :) 20160103 00:36:24< celticminstrel> Team colouring 20160103 00:36:45< celticminstrel> I'm seeing the base magenta on the map. 20160103 00:37:18< Aginor> gfgtdf: I think it might be a kiwi-ism I've picked up. Searching for it on the internet gives all kinds of meanings, not all of them good 20160103 00:37:29< celticminstrel> I've heard it before. 20160103 00:37:50< celticminstrel> Not sure if it was here or in Britain. 20160103 00:37:57< iceiceice> it hought TLC was "the learning channel" 20160103 00:38:07< celticminstrel> It's that too. :P 20160103 00:38:22< Aginor> celticminstrel: where's "here"? :) 20160103 00:38:31< celticminstrel> So Aginor, is team colouring working for you? 20160103 00:38:47< Aginor> celticminstrel: I'm trying to fix SDL1 that vultraz broke, give me a moment 20160103 00:38:53 * celticminstrel also points at my email. 20160103 00:40:17< celticminstrel> I don't appear to have LOW_MEM defined. 20160103 00:41:36 * Aginor peers at celticminstrel's email to try to figure out what he's pointing at 20160103 00:41:57< celticminstrel> You asked where's here. 20160103 00:42:05-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20160103 00:43:11< Aginor> celticminstrel: I think we were talking across each other. I was wondering about your general geographic location in terms of what variant of English you speak :) 20160103 00:43:26-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 256 seconds] 20160103 00:43:36< celticminstrel> I got that. 20160103 00:48:06-!- irker660 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160103 00:48:06< irker660> wesnoth: Andreas Löf wesnoth:master 1f41eca6e137 / src/ (4 files in 2 dirs): Make the default title screen a getter function. http://git.io/vuqeT 20160103 00:48:06< irker660> wesnoth: Celtic Minstrel wesnoth:fix-message 10d94a4841a6 / data/lua/wml/message.lua: Deselect speaker after [message] http://git.io/vuqek 20160103 00:48:07< irker660> wesnoth: Celtic Minstrel wesnoth:fix-message 62596af2d743 / / (3 files in 2 dirs): Apply TC to unit sprites in [message] http://git.io/vuqeI 20160103 00:48:47< Aginor> celticminstrel: how do I best test team colours? 20160103 00:48:53< celticminstrel> ...why'd it go to the main repo? 20160103 00:49:22< celticminstrel> Aginor: You could start a random map and just look, I guess? 20160103 00:49:30< celticminstrel> ...oh, right, I mistyped. 20160103 00:49:35< celticminstrel> Sorry. 20160103 00:50:08< celticminstrel> Fixed, now it's on my repo, not the main repo. 20160103 00:52:24< iceiceice> Aginor: you could load the test scenario 20160103 00:52:30< iceiceice> like `wesnoth -t` i guess 20160103 00:56:17 * celticminstrel will wait for Aginor before opening the PR. 20160103 00:59:40< Aginor> ummm 20160103 00:59:49< Aginor> how do I bring up the team colours? 20160103 00:59:58< Aginor> I've never played wesnoth in multiplayer :) 20160103 01:00:24< celticminstrel> For me, the units have magenta bits on them where they should be red, green, blue, or whatever colour the team is. 20160103 01:00:35< celticminstrel> The orbs are also magenta. 20160103 01:01:06< Aginor> the team colouring is the oval around the base of the unit? 20160103 01:01:47< celticminstrel> Well yes, but also part of the unit sprite itself. 20160103 01:02:06< celticminstrel> And flags on captured villages. 20160103 01:02:49< celticminstrel> Basically, if you see magenta, there's a problem. If you don't, it's probably fine. 20160103 01:03:07< Aginor> no magenta for me 20160103 01:03:13< Aginor> uploading a screenshot right now 20160103 01:03:13< celticminstrel> (Though flags and ellipses will never be magenta since they're recoloured from red, not magenta.) 20160103 01:03:24< Aginor> http://imgur.com/7Qop6Wj 20160103 01:04:07< Aginor> assuming that's accessible 20160103 01:05:51< celticminstrel> I've never had problems with imgur. 20160103 01:07:59< Aginor> I just never use it 20160103 01:08:17< Aginor> so is it accessible or did I fail? 20160103 01:08:57< celticminstrel> The image loaded but it's too small to tell. 20160103 01:09:10< celticminstrel> I assume there's a way to zoom but I can't do anything right now. 20160103 01:09:42< Aginor> just click on it 20160103 01:10:00< celticminstrel> No, I mean I have a spinning beachball and it's not responding to clicks. 20160103 01:10:06< Aginor> ah :D 20160103 01:10:15< Aginor> http://i.imgur.com/7Qop6Wj.jpg 20160103 01:10:36< gfgtdf> y the imgur page is horribly slow 20160103 01:10:43< gfgtdf> i also had recently problems with uploading 20160103 01:10:45< gfgtdf> dont know why 20160103 01:10:50< gfgtdf> idnt happne before 20160103 01:12:12< celticminstrel> That won't help. 20160103 01:12:26< celticminstrel> Unless I force-quit Firefox. 20160103 01:12:44< celticminstrel> Which I might do if it's still hanging when XCode finishes working. 20160103 01:15:59< celticminstrel> Even without zooming it does look like that one elf has a red headband, which is a good sign. 20160103 01:16:44< celticminstrel> Firefox has finally noticed that something's wrong. 20160103 01:17:10< celticminstrel> Which only means it's trying to put up the "script not responding" dialog. 20160103 01:20:43-!- StandYourGround [~Adium@2602:30a:c02f:d050:c9a6:18ee:c74d:3d17] has joined #wesnoth-dev 20160103 01:21:57-!- travis-ci [~travis-ci@ec2-54-226-189-61.compute-1.amazonaws.com] has joined #wesnoth-dev 20160103 01:21:58< travis-ci> wesnoth/wesnoth#8120 (fix-message - 62596af : Celtic Minstrel): The build has errored. 20160103 01:21:58< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/99893724 20160103 01:21:58-!- travis-ci [~travis-ci@ec2-54-226-189-61.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160103 01:24:52< Aginor> can someone give me a nice example that's easy to get to that brings up a [message]? 20160103 01:25:03< Aginor> I want to look into https://gna.org/bugs/?24256 20160103 01:25:38< celticminstrel> What's the title of that bug? 20160103 01:25:54< celticminstrel> Oh wait, I might be able to actually load it myself now. 20160103 01:25:58< Aginor> bug #24256: Minimizing/unminimizing does not redraw [message] 20160103 01:26:08< celticminstrel> Ahhh. 20160103 01:26:12-!- gfgtdf [~chatzilla@f054161051.adsl.alicedsl.de] has quit [Read error: Connection reset by peer] 20160103 01:26:29< celticminstrel> I wonder if that's Windows-only. 20160103 01:26:33< Aginor> also, does anyone have any objections to https://github.com/wesnoth/wesnoth/pull/576? 20160103 01:26:40< celticminstrel> I'd bet it doesn't happen on OSX at least. 20160103 01:26:47< Aginor> that would be most annoying for me to test/fix 20160103 01:27:04< Aginor> so it's just any old message dialog with a unit portrait? 20160103 01:27:21< Aginor> I'm wondering if it's related to the music selecion 20160103 01:27:22< celticminstrel> Okay, so about your screenshot, it looks like TC works properly. 20160103 01:27:45 * celticminstrel doesn't know what you're talking about anymore. 20160103 01:28:24< celticminstrel> I dunno what's a good place to test bug 24256. I think most campaigns start off with some dialog, as does the tutorial. 20160103 01:28:37< Aginor> yeah 20160103 01:28:46< Aginor> I've tested that, and it's working... alright 20160103 01:28:49< celticminstrel> And PR576... 20160103 01:28:57< Aginor> not perfect, but there's no missing portraits 20160103 01:29:10< celticminstrel> I haven't really looked at it. 20160103 01:29:52-!- StandYourGround [~Adium@2602:30a:c02f:d050:c9a6:18ee:c74d:3d17] has quit [Quit: Leaving.] 20160103 01:31:04< celticminstrel> Those three prepare calls are no longer needed? 20160103 01:31:12< Aginor> they're moved 20160103 01:31:30< Aginor> they happen in the show method and the event handling 20160103 01:31:37< celticminstrel> Ah. 20160103 01:31:44-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Read error: Connection reset by peer] 20160103 01:32:07< Aginor> it allows the graphics to be re-layed-out based on the actual size when displayed instead of what it was when the component was created 20160103 01:32:25-!- iceiceice [~chris@50.245.222.235] has joined #wesnoth-dev 20160103 01:32:25-!- iceiceice [~chris@50.245.222.235] has quit [Changing host] 20160103 01:32:25-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20160103 01:33:18< celticminstrel> I can't see anything to object based on the code. 20160103 01:33:50< Aginor> thank you 20160103 01:34:09< Aginor> as I noted, it's still glitchy, but it's a lot better 20160103 01:34:45< celticminstrel> Glitchy how? 20160103 01:35:25< Aginor> if you mouse over where the menu buttons are, they will appear 20160103 01:35:47< celticminstrel> Are they functional? 20160103 01:35:51< Aginor> I need to tell the main game view to not do that 20160103 01:35:55< Aginor> good question 20160103 01:36:00< celticminstrel> Do they disappear when you move off? 20160103 01:36:04< Aginor> nope 20160103 01:36:14< Aginor> but it's less broken than current state of master :) 20160103 01:39:32< celticminstrel> All the story screen stuff still works then? Like the text fade-in and stuff. 20160103 01:39:38< Aginor> yup 20160103 01:39:49< celticminstrel> Sounds good to me. 20160103 01:40:04< Aginor> I spent a lot of time making sure it was working just as well as before if not better 20160103 01:40:22< Aginor> I realise this is rather important for the impression of the game ;) 20160103 01:41:36-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160103 01:42:23< Aginor> buttons show up but have no effect 20160103 01:42:35< Aginor> I will teach the buttons to not show up on a later commit 20160103 01:44:26-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 240 seconds] 20160103 01:44:26-!- wedge010 is now known as wedge009 20160103 01:52:54-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20160103 01:54:59< vultraz> Aginor: what did you do to get that crash? 20160103 01:55:10< celticminstrel> Just start Wesnoth. 20160103 01:55:19< celticminstrel> It crashes before even showing the window. 20160103 01:55:28< celticminstrel> But he fixed it, so don't worry about it. 20160103 01:55:31< Aginor> vultraz: I also fixed it 20160103 01:56:44< vultraz> ahh :D 20160103 01:56:46< vultraz> ty ty 20160103 01:57:00< Aginor> vultraz: it was a bit of a hard blocker for me ;) 20160103 01:57:22< vultraz> xD 20160103 01:57:29< iceiceice> i wonder why the CI didnt catch it 20160103 01:57:38< vultraz> Likewise 20160103 01:57:45< Aginor> or testing before committing :D 20160103 01:57:51< vultraz> I did test 20160103 01:57:52< iceiceice> that too :p 20160103 01:57:54< vultraz> It worked for me 20160103 01:57:56< vultraz> :P 20160103 01:58:00< irker660> wesnoth: Andreas Löf wesnoth:master 3b3320b5b6d3 / src/gui/dialogs/transient_message.cpp: Fix bug #24261: Area under Objectives not redrawn on resize http://git.io/vuqql 20160103 01:58:09< iceiceice> with static initialization stuff i guess its not always reproduceable 20160103 01:58:24< celticminstrel> I should check if the [item] problem is still there... 20160103 01:58:28< vultraz> Anyway - is window handling any better now? 20160103 01:58:30< iceiceice> maybe it depends on language settings also 20160103 01:58:31< vultraz> for you * 20160103 01:58:32< celticminstrel> iceiceice: Does the CI run wesnoth too>? 20160103 01:58:39< Aginor> it probably depends on how logging is set up 20160103 01:58:44< iceiceice> CI does a stupid amount of testing actually 20160103 01:59:04< celticminstrel> Oh yeah, it does run wesnoth for WML unit tests and stuff, doesn't it... 20160103 01:59:10< iceiceice> yeah 20160103 01:59:14< iceiceice> and it runs with xvfb 20160103 01:59:19< iceiceice> x virtual frame buffer 20160103 01:59:31< iceiceice> so if there is graphics stuff that causes it to crash i would expect it to crash in CI also 20160103 01:59:53< iceiceice> i guess this wasn't even graphics related 20160103 02:00:02< celticminstrel> Is it my imagination or is it no longer 800x600... 20160103 02:00:23< vultraz> celticminstrel: is what no longer 800x600? 20160103 02:00:32< celticminstrel> Window size. 20160103 02:00:40< vultraz> on os x? 20160103 02:00:44< celticminstrel> Yeah. 20160103 02:00:46< vultraz> http://git.io/vuLPw 20160103 02:01:13< Aginor> iceiceice: no, this wasn't graphics related at all 20160103 02:01:18< vultraz> ancestral said that bug was fixed 20160103 02:01:25< celticminstrel> It's 1024x768 according to prefs. 20160103 02:01:35< celticminstrel> Is that the default everywhere else too? 20160103 02:01:42< Aginor> yes 20160103 02:01:45< vultraz> That's the "default size" 20160103 02:02:48< Aginor> hmm 20160103 02:03:09< vultraz> I hope no crashes with the video commit :P 20160103 02:03:20< Aginor> whatever GUI2 does to kill the buttons in the display, I need to know what it is so I can apply it to the storyscreen, and so that I can undo it 20160103 02:04:32< celticminstrel> So TC still not working for me, but unit_image does work now in [message]. 20160103 02:04:44< celticminstrel> Well, that's misleading though. 20160103 02:04:53< celticminstrel> Units with profile=unit_image work. 20160103 02:05:29< celticminstrel> Hmm. 20160103 02:06:09< celticminstrel> It seems that wesnoth.select_hex doesn't do what I expected. 20160103 02:06:26< celticminstrel> So my fix for the second [message] issue is wrong. 20160103 02:08:49< celticminstrel> Okay, so, it seems that [item]s are not loaded from the saved game when replaying. 20160103 02:09:36< iceiceice> that does not surprise me 20160103 02:09:38< iceiceice> but good catch :) 20160103 02:09:54< celticminstrel> But it works fine if I don't check Show Replay. 20160103 02:13:33< celticminstrel> I'll probably file a bug later, now that I'm certain it's not caused by anything I did. 20160103 02:14:16-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Quit: Leaving] 20160103 02:16:08< vultraz> Aginor: but anyway, barring that crash, is state handling fixed for you after 3c5e6cbdb6d4 ? 20160103 02:17:05< Aginor> vultraz: it depends... 20160103 02:17:14< vultraz> oh? 20160103 02:17:21< Aginor> vultraz: if I fullscreen, exit, restart, de-fullscreens 20160103 02:17:32< Aginor> vultraz: the window is not the same size as before 20160103 02:17:46< vultraz> I.... cannot reproduce that :| 20160103 02:17:55< vultraz> gaaaah 20160103 02:19:29< vultraz> hm 20160103 02:19:32< Aginor> likewise, setting fullscreen and then changing the resolution doesn't give the window the size requested on restore 20160103 02:20:10< vultraz> that...partially works for me 20160103 02:20:23< vultraz> I get a borderless window of the specified size 20160103 02:20:44< Aginor> I think we're coming up against different window-manager behaviour 20160103 02:20:59< celticminstrel> I wonder if TC is broken in all OSX builds (or all XCode builds) or if it's something more specific to my computer. 20160103 02:21:22< vultraz> Aginor: oh, certainly - but how do we account for such things :| 20160103 02:21:25< Aginor> celticminstrel: I think you need to check with mattc or ancestral 20160103 02:21:31< celticminstrel> Yeah. 20160103 02:21:55< Aginor> vultraz: by not over-complicating our expectations of what it should do and trying to keep it simple 20160103 02:22:16< Aginor> vultraz: I don't think the "set resolution" button has any value while we have fullscreen desktop 20160103 02:22:47< vultraz> Yes, I was actually planning on disabling it in that mode 20160103 02:23:00< Aginor> vultraz: so I don't think it's time spent well to muck about with it until we've decided how to treat fullscreen 20160103 02:23:07< Aginor> or implemented it 20160103 02:23:25< Aginor> so maybe the only sensible thing to do right now is to raise a bug so we can discuss and record the result 20160103 02:27:23< vultraz> Aginor: you're on linux? 20160103 02:27:30< Aginor> vultraz: yes 20160103 02:27:48< Aginor> where's there's more window managers than you can shake a stick at 20160103 02:29:01< vultraz> alright, I'm filing about about inconsistent fullscreen handling 20160103 02:29:06< vultraz> Any issues with windowed mode 20160103 02:29:20< vultraz> that you observed? 20160103 02:29:31< vultraz> Primarily anything with maximized 20160103 02:31:06-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20160103 02:32:59< vultraz> Aginor: if your issues are just with fullscreen that makes the bug report more specific :) 20160103 02:32:59< Aginor> is still doesn't maximize if I quit while maximized 20160103 02:33:06< vultraz> hmmm 20160103 02:33:08< vultraz> ok 20160103 02:33:10< vultraz> will note 20160103 02:33:33< Aginor> window starts with Setting mode to 1680x974 20160103 02:33:41< Aginor> instead of being maximized 20160103 02:33:54< Aginor> that could be because of window manager issues 20160103 02:34:38-!- prkc [~prkc@catv-80-98-216-55.catv.broadband.hu] has quit [Remote host closed the connection] 20160103 02:35:22< vultraz> Bug filed 20160103 02:35:43< Aginor> thanks vultraz 20160103 02:36:24< Aginor> I think it's working pretty well at the moment though, these corner cases aren't that important (imho) 20160103 02:36:49< vultraz> Most important thing is that it's working, period 20160103 02:37:00< vultraz> That commit pretty extensively changed the code 20160103 02:37:16< Aginor> yup 20160103 02:38:20< vultraz> I think a benefit of it is that we can tell exactly what each codepath is calling 20160103 02:38:30< Aginor> yes 20160103 02:38:36< Aginor> I'm reviewing it at the moment 20160103 02:39:06< Aginor> vultraz: oh yeah, you did break sdl1 20160103 02:39:12< Aginor> (compile error) 20160103 02:39:15< vultraz> oh deer 20160103 02:39:20< vultraz> I thought i left that alone 20160103 02:41:24< Aginor> you did, but you changed code it calls 20160103 02:41:38< celticminstrel> Okay, so in game_display there's both select_hex and highlight_hex. 20160103 02:41:55< vultraz> ohh 20160103 02:42:00< vultraz> I think I know what I broke 20160103 02:42:29< Aginor> overall I think it's a good change, it simplifies things 20160103 02:42:37< celticminstrel> I guess highlight_hex is the correct option after all. 20160103 02:43:00< vultraz> And it removes reliance on static variables like is_fullscreen :D 20160103 02:43:09< Aginor> yes 20160103 02:43:20< Aginor> vultraz: good job 20160103 02:49:16-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Quit: Leaving] 20160103 02:59:10< irker660> wesnoth: Charles Dang wesnoth:master 3d8943e01bed / src/gui/widgets/window.cpp: Attempt to fix compilation on SDL1.2 http://git.io/vuqGL 20160103 02:59:13-!- esr [~esr@wesnoth/developer/esr] has joined #wesnoth-dev 20160103 02:59:27< vultraz> Aginor: ^ 20160103 03:03:32< vultraz> Someone should do the new year copyright commit 20160103 03:07:11< celticminstrel> I almost thought music was broken, but I guess it's just my laggy computer again. 20160103 03:07:35< celticminstrel> Though, isn't it supposed to start off with the theme song when you first start Wesnoth? 20160103 03:07:43< celticminstrel> It's playing some other song instead. 20160103 03:08:01< vultraz> we changed that months ago 20160103 03:08:15< celticminstrel> That was intentional? Why? 20160103 03:08:44< celticminstrel> It sounds really terrible right now. o.O 20160103 03:08:55< celticminstrel> It's skipping like every two seconds. 20160103 03:09:11< vultraz> ... well that's not what's supposed to happen 20160103 03:09:28< celticminstrel> VLC generally only skips every 5-10 seconds at worst when the computer's lagging. 20160103 03:09:44< celticminstrel> Anyway, turning it off again now. 20160103 03:09:49< vultraz> also, tfw Search "2015" (1259 hits in 1246 files) 20160103 03:10:11< celticminstrel> You probably only want hits in the first 5 lines or something. 20160103 03:10:50< vultraz> There aren't hits anywhere else 20160103 03:11:04< celticminstrel> Lucky. 20160103 03:11:42< celticminstrel> Apparently double-clicking a prefs category closes the prefs window. 20160103 03:12:19< celticminstrel> Eh? I lost colour cursors? 20160103 03:12:50< vultraz> celticminstrel: prefs wise or did they suddenly just stop showing up 20160103 03:13:00< celticminstrel> I deleted the prefs file. 20160103 03:13:15< vultraz> they're off by default 20160103 03:13:28< vultraz> once we drop sdl1.2 we can turn them on by default 20160103 03:14:23< celticminstrel> Is the speaker's reach supposed to be highlighted with [message]? 20160103 03:14:30< vultraz> np 20160103 03:14:31< vultraz> no 20160103 03:16:06< celticminstrel> wesnoth.select_hex doesn't seem to have an option to highlight the hex without highlighting the reach, so I'm just going to do that for now. 20160103 03:16:16< celticminstrel> wesnoth.select_hex is kind of terrible anyway. 20160103 03:16:33< vultraz> what about highlight hex? 20160103 03:16:36< vultraz> I think that's what we want 20160103 03:16:46< celticminstrel> That's what wesnoth.select_hex uses. 20160103 03:17:20< vultraz> :| 20160103 03:17:37< celticminstrel> That's part of why it's terrible - because it doesn't properly understand the distinction between highlighting a hex (with an outline as if you've moused over) and selecting it (with a unit there, reach shown, etc). 20160103 03:17:55< celticminstrel> If I tell it not to highlight the reach, it doesn't outline it. 20160103 03:18:30< vultraz> :| 20160103 03:18:36< vultraz> You have... refactoring to do :P 20160103 03:19:28< celticminstrel> Another part of why it's terrible is its use of trailing boolean arguments. 20160103 03:19:56< celticminstrel> Anyway, before I change wesnoth.select_hex I need to figure out just what how it should work, so for now I'm just fixing [message] as best I can with what I have. 20160103 03:20:50-!- travis-ci [~travis-ci@ec2-54-224-175-145.compute-1.amazonaws.com] has joined #wesnoth-dev 20160103 03:20:51< travis-ci> wesnoth/wesnoth#8121 (master - 3b3320b : Andreas Löf): The build has errored. 20160103 03:20:51< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/99899493 20160103 03:20:51-!- travis-ci [~travis-ci@ec2-54-224-175-145.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160103 03:23:52< celticminstrel> I've PR'd this now. 20160103 03:26:12< celticminstrel> And the [for] thing too. 20160103 03:29:31< celticminstrel> vultraz, do you want to sanity-check PR579? 20160103 03:31:54< vultraz> that code is getting complicated 20160103 03:34:52< irker660> wesnoth: David Carlier wesnoth:master d2bd67c5b8bd / src/preferences.cpp: missing unistd.h including for F_OK for non Linux oses. http://git.io/vuqCg 20160103 03:34:54< irker660> wesnoth: Andreas wesnoth:master ddf9d0bbd49c / src/preferences.cpp: Merge pull request #577 from devnexen/master http://git.io/vuqC2 20160103 03:35:15< irker660> wesnoth: Andreas Löf wesnoth:master 704564ae44e1 / src/storyscreen/ (controller.cpp render.cpp render.hpp): Make the story screen resize aware http://git.io/vuk7j 20160103 03:35:17< irker660> wesnoth: Andreas Löf wesnoth:master 337eeb00ba0b / src/storyscreen/render.hpp: remove unused function header http://git.io/vuk5W 20160103 03:35:19< irker660> wesnoth: Andreas wesnoth:master f304c36b852c / src/storyscreen/ (controller.cpp render.cpp render.hpp): Merge pull request #576 from wesnoth/resizestoryscreen http://git.io/vuqC6 20160103 03:41:24< Aginor> vultraz: I think you've broken redrawing when returning from a fullscreen window, I have to do something to trigger a redraw to not have a black window when exiting fullscreen 20160103 03:47:07< vultraz> Aginor: probably another WM difference, since that doesn't happen for me 20160103 03:47:17< vultraz> plus, setMode calls update_framebuffer() 20160103 03:47:23< vultraz> so.. no idea :/ 20160103 03:52:19< vultraz> Aginor: we should see if celticminstrel or ancestral get these issues on OS X 20160103 03:53:01< vultraz> celticminstrel: would you mind seeing if some of the things mentioned in https://gna.org/bugs/index.php?24270 happen for you on latest master? 20160103 03:53:11< vultraz> also that one above ^ 20160103 03:53:21< vultraz> So we can see if it's just Linux 20160103 04:00:59-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20160103 04:01:05-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20160103 04:07:04-!- Coffee_irc [~david@ppp121-45-0-213.lns20.adl2.internode.on.net] has quit [Quit: Konversation terminated!] 20160103 04:07:54-!- Coffee_irc [~david@ppp121-45-0-213.lns20.adl2.internode.on.net] has joined #wesnoth-dev 20160103 04:15:26-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20160103 04:33:56< Aginor> vultraz: update_framebuffer is crucial for not crashing 20160103 04:34:24< Aginor> whenever the size of the window changes we need to immediately get a new reference to the window surface 20160103 04:43:07< vultraz> Aginor: but isn't that handled internally -ie, not a WM problem? 20160103 04:43:16< Aginor> vultraz: it is 20160103 04:43:26< Aginor> vultraz: I was only commenting on it because you were :) 20160103 04:43:36< vultraz> Aginor: but then, it should break for me too, shouldn't it 20160103 04:43:52< Aginor> that's got nothing to do with redrawing 20160103 04:44:00< vultraz> oh 20160103 04:44:00< Aginor> well, not diorectly 20160103 04:44:15< Aginor> that simply ensures that we don't crash whenever something attempts to draw 20160103 04:44:57< vultraz> But again, how come you get the crash but I do not 20160103 04:45:14< Aginor> it doesn't crash for me, it doesn't refresh 20160103 04:45:22< vultraz> er 20160103 04:45:23< Aginor> s/refresh/redraw/ 20160103 04:45:29< vultraz> OH 20160103 04:45:31< vultraz> ok 20160103 04:45:33< vultraz> I see 20160103 04:45:39< vultraz> but i still don't get that behavior 20160103 04:45:50< vultraz> I did, during my work, but I fixed it : 20160103 04:45:52< vultraz> :/ * 20160103 04:46:00< Aginor> crashing was a separate issue that you introduced when you changed the title string 20160103 04:46:17< vultraz> right, right 20160103 04:46:19< vultraz> sorry 20160103 04:46:31< Aginor> no worries 20160103 04:46:36< vultraz> I fell asleep for a few minutes and I'm a little disoriented :P 20160103 04:46:53< Aginor> I'm about to go and cook dinner here 20160103 04:48:20< Aginor> then I think I'll be away for the rest of the evening 20160103 04:48:42< iceiceice> vultraz: do you mind if i do the copyright update? 20160103 04:48:54< vultraz> iceiceice: no, please do :D 20160103 04:48:56< iceiceice> hehe 20160103 04:49:03< iceiceice> ok, one moment :) 20160103 04:55:33< iceiceice> vultraz: hmm, just grepping around, looks like we forgot to update the copyright on the man pages since like 2013 20160103 05:00:10< irker660> wesnoth: Chris Beck wesnoth:master ba51524f6eb8 / / (1209 files in 58 dirs): update copyright to year 2016 http://git.io/vuquc 20160103 05:13:44-!- Appleman1234 [~Appleman1@KD119104006105.au-net.ne.jp] has quit [Ping timeout: 256 seconds] 20160103 05:35:20-!- travis-ci [~travis-ci@ec2-54-224-175-145.compute-1.amazonaws.com] has joined #wesnoth-dev 20160103 05:35:21< travis-ci> wesnoth/wesnoth#8126 (master - f304c36 : Andreas): The build passed. 20160103 05:35:21< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/99906989 20160103 05:35:21-!- travis-ci [~travis-ci@ec2-54-224-175-145.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160103 06:10:25-!- Appleman1234 [~Appleman1@KD119104007155.au-net.ne.jp] has joined #wesnoth-dev 20160103 07:12:23-!- ancestral [~ancestral@71-220-42-226.mpls.qwest.net] has joined #wesnoth-dev 20160103 07:56:11< ancestral> There is something different about drawing text on video or screen, versus on a surface 20160103 08:00:32-!- irker660 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160103 08:01:02 * Aginor blings 20160103 08:01:08< Aginor> blinks :D 20160103 08:01:28< Aginor> ancestral: tell me more 20160103 08:12:12-!- d4nf [~d4nf@ool-182ee6a9.dyn.optonline.net] has quit [Ping timeout: 265 seconds] 20160103 08:26:12-!- ancestral [~ancestral@71-220-42-226.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160103 08:49:21-!- Kwandulin [~Miranda@p200300760F250A2CC5FD7BF8712BB774.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160103 08:58:28-!- irker489 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160103 08:58:28< irker489> wesnoth: Charles Dang wesnoth:master 7b2fb5545837 / src/preferences.cpp: Small cleanup to preferences::resolution() http://git.io/vuqxT 20160103 08:58:29< irker489> wesnoth: Charles Dang wesnoth:master 8b31cc0b31a2 / src/preferences.cpp: Use getter method instead of static variable for color cursors http://git.io/vuqxk 20160103 09:35:10-!- Kwandulin [~Miranda@p200300760F250A2CC5FD7BF8712BB774.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160103 09:35:29-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20160103 09:57:42-!- celticminstrel is now known as celmin|sleep 20160103 10:08:52-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160103 10:22:19-!- Kwandulin [~Miranda@p200300760F250A2CECDC153C4E8DCD68.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160103 10:41:59-!- mjs-de [~mjs-de@p508C9640.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160103 11:52:49-!- Kwandulin [~Miranda@p200300760F250A2CECDC153C4E8DCD68.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160103 11:58:49-!- irker489 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160103 12:29:26< zookeeper> Coffee_irc, you around? 20160103 12:31:30< zookeeper> Coffee_irc, now that you're back, a question: does progressive frame syntax (fighter-attack[1~5].png) only trigger when the brackets are before the extension, or would for example fighter.png~NOP([1~5]) still internally create 5 frames? 20160103 13:11:57-!- trewe [~trewe@bl20-34-122.dsl.telepac.pt] has joined #wesnoth-dev 20160103 13:32:32-!- louis94 [~~louis94@109.129.245.154] has joined #wesnoth-dev 20160103 13:41:30-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160103 13:44:26-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 240 seconds] 20160103 13:44:26-!- wedge010 is now known as wedge009 20160103 13:59:59-!- Kwandulin [~Miranda@p200300760F250A2CE4A4EAC82E1BB5BA.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160103 14:14:58-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 250 seconds] 20160103 14:27:32-!- d4nf [~d4nf@ool-182ee6a9.dyn.optonline.net] has joined #wesnoth-dev 20160103 14:28:51-!- mjs-de [~mjs-de@p508C9640.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20160103 14:29:59-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Ping timeout: 255 seconds] 20160103 14:52:36-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20160103 14:59:11< zookeeper> Coffee_irc, nevermind, it looks like the latter does indeed create 5 frames... which is great. 20160103 14:59:11< vultraz> zookeeper: example usecase in IftU: halo="items/touchplate.png~O([5,10,15,20,25,30,35,40,45,50,55,60,65,70,75,80,85,90,95,100]%):[1600,10*18,640],items/touchplate.png~O([95,90,85,80,75,70,65,60,55,50,45,40,35,30,25,20,15,10]%):[10*18]" 20160103 14:59:44< zookeeper> uncanny timing. 20160103 15:00:30 * zookeeper high-fives vultraz 20160103 15:01:06< vultraz> :D 20160103 15:13:37< vultraz> Aginor: the SDL website now lists 2.0.4 as latest stable :D 20160103 15:15:39< vultraz> Aginor: time to update our libs, me thinks 20160103 15:40:08-!- louis94 [~~louis94@109.129.245.154] has quit [Ping timeout: 246 seconds] 20160103 15:50:32-!- prkc [~prkc@catv-80-98-216-55.catv.broadband.hu] has joined #wesnoth-dev 20160103 16:51:59< zookeeper> animation bug: ellipses disappear during sheathing anims (such as on merman hunter's ranged). dunno if it's fixable WML-side. 20160103 16:52:26< zookeeper> (happens on both drawing and sheathing, that is) 20160103 16:53:16< zookeeper> i don't see anything ellipse-related on the AnimationWML page so i guess it's an engine-side bug. 20160103 17:21:46< vultraz> Dammit. Trying to build wesnoth with Boost 1.60 but it's not working :| 20160103 17:42:32-!- grzywacz [~grzywacz@87-207-116-124.dynamic.chello.pl] has joined #wesnoth-dev 20160103 17:42:32-!- grzywacz [~grzywacz@87-207-116-124.dynamic.chello.pl] has quit [Changing host] 20160103 17:42:32-!- grzywacz [~grzywacz@wesnoth/developer/grzywacz] has joined #wesnoth-dev 20160103 17:49:09-!- iceiceice [~chris@ext-74.ias.edu] has joined #wesnoth-dev 20160103 17:49:09-!- iceiceice [~chris@ext-74.ias.edu] has quit [Changing host] 20160103 17:49:09-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20160103 18:01:12< vultraz> dammit dammit dammit 20160103 18:08:27-!- celmin|sleep [~celmin@unaffiliated/celticminstrel] has quit [Quit: KABOOM! It seems that I have exploded. Please wait while I reinstall the universe.] 20160103 18:20:36-!- mjs-de [~mjs-de@f049179202.adsl.alicedsl.de] has joined #wesnoth-dev 20160103 18:27:55-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20160103 18:28:01-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20160103 19:06:49-!- grzywacz [~grzywacz@wesnoth/developer/grzywacz] has quit [Quit: :wq] 20160103 19:08:38-!- Kwandulin [~Miranda@p200300760F250A2CE4A4EAC82E1BB5BA.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160103 19:14:37< vultraz> ya know I think I'll just switch to msvc 20160103 19:32:54< vultraz> .objs-release\src\addon\client.o:client.cpp|| undefined reference to `boost::system::system_category()'| 20160103 19:32:57< vultraz> t(-_-t) 20160103 19:33:07< vultraz> grrrr 20160103 19:33:14< vultraz> (still on cb ) 20160103 19:34:38< vultraz> I'm assuming no one else got this with boost 1.60? 20160103 19:40:34-!- horrowind [~Icedove@2a02:810a:8b00:1a54:21b:fcff:fee3:c3ff] has joined #wesnoth-dev 20160103 20:17:38-!- horrowind [~Icedove@2a02:810a:8b00:1a54:21b:fcff:fee3:c3ff] has quit [Quit: horrowind] 20160103 20:24:16-!- Elvish_Hunter [~elvish_hu@wesnoth/developer/elvish-hunter] has joined #wesnoth-dev 20160103 20:24:47< Elvish_Hunter> Hi, and happy new year :) 20160103 20:27:13< vultraz> hey Elvish_Hunter 20160103 20:50:29-!- ancestral [~ancestral@63.225.154.185] has joined #wesnoth-dev 20160103 20:56:21-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20160103 21:02:28< ancestral> Aginor, vultraz: I’m not sure what’s exactly different between video, screen and surface, but it seems surface is the SDL1 way of drawing to the screen? and… I think maybe the elements being drawn to surface are the ones that are causing font issues for me 20160103 21:03:11< ancestral> It’s a little tiresome jumping from function to function to function, file to file to figure out what element is being drawn in what way 20160103 21:03:52< celticminstrel> ancestral: Did you see what I said about PkgInfo? 20160103 21:03:53< ancestral> I did figure this out, though 20160103 21:04:00< ancestral> celticminstrel: When? 20160103 21:04:08< celticminstrel> I think it was yesterday. 20160103 21:04:23< celticminstrel> A warning in XCode. 20160103 21:04:24< ancestral> I see it now 20160103 21:04:29< ancestral> YEs 20160103 21:04:31< ancestral> I made a mistake 20160103 21:04:34< ancestral> It should be ???? 20160103 21:04:45< celticminstrel> Should it? 20160103 21:04:46< ancestral> Yes 20160103 21:05:00< ancestral> OS X doesn’t use creator/document codes anymore 20160103 21:05:03< ancestral> They are ignored 20160103 21:05:05< celticminstrel> I guess since PkgInfo is deprecated there may be little point in actually assigning a unique one. 20160103 21:05:11< ancestral> Correct 20160103 21:05:13 * celticminstrel shrugs. 20160103 21:05:15< ancestral> Instead they are using UTIs 20160103 21:05:21< ancestral> org.wesnoth.Wesnoth 20160103 21:05:39< celticminstrel> Whatever, I don't really care what the creator code is, but if the warning can be eliminated, that'd be great. :) 20160103 21:05:54< ancestral> So I was confused and put the UTI in the Bundle signature, when really, that signature is no longer relevant 20160103 21:06:00 * celticminstrel nods. 20160103 21:06:11< ancestral> I can push a fix 20160103 21:06:18< ancestral> Probably when I update the project file, which may be soon 20160103 21:06:31< celticminstrel> Are you also getting the missing SDK warning? 20160103 21:06:36< ancestral> The Mac Compile Stuff will follow soonish 20160103 21:06:39< ancestral> Yes 20160103 21:06:47< ancestral> And you can change that to latest 20160103 21:06:57< ancestral> Unimportant as we aren’t building for 10.4 anymore (thank god) 20160103 21:07:08< celticminstrel> It's asking for 10.6. 20160103 21:07:16< ancestral> Yes, that’s fine 20160103 21:07:21< celticminstrel> ...though I should still have a copy of even the 10.4 SDK. 20160103 21:07:32< ancestral> And from what I’ve been told, the latest SDK should work with 10.6 builds 20160103 21:07:49< ancestral> It just turns out PPC and 10.4/5 stuff needs the old SDK 20160103 21:08:01< celticminstrel> It's probably dangerous to use an SDK other than 10.6 if you want to support running on 10.6. 20160103 21:08:14< ancestral> From what I’ve been told, it doesn’t matter 20160103 21:08:21< ancestral> Mostly 20160103 21:08:24< celticminstrel> Though since we're not using Cocoa directly, it might not matter as much. 20160103 21:08:49< ancestral> Think of it like the libs you are using to build the software, like 20160103 21:08:56< ancestral> What version of Boost 20160103 21:08:58< celticminstrel> Basically if you were using a later SDK there'd be a danger that you use something that didn't yet exist in 10.6. 20160103 21:09:07< celticminstrel> Causing a crash when running on 10.6. 20160103 21:09:11< ancestral> To the person playing the binary, it shouldn’t matter how new your version is (as long as it’s new enough) 20160103 21:09:18< ancestral> (so the build compiles) 20160103 21:09:21< celticminstrel> But SDL should probably be equipped to deal with that. 20160103 21:09:31< ancestral> celticminstrel: I believe the target being 10.6 should take care of that 20160103 21:09:54< celticminstrel> Oh, wait, you can set the target separately from the SDK? 20160103 21:10:00< ancestral> Yes 20160103 21:10:11< celticminstrel> That's probably similar to how you support WinXP in MSVC with some #define steatement, then... 20160103 21:10:31< ancestral> It turns out we just had an unusual thing going on with PPC/10.4-5 stuff 20160103 21:10:49< ancestral> Aginor, vultraz: `draw_text_line` is what is used for all line-based text, like story and the tips in the main menu 20160103 21:11:26< ancestral> Hmm, I wonder if the game creation screen uses it too 20160103 21:11:39< ancestral> i.e. multiplayer 20160103 21:14:21< zookeeper> ehh. if i have, say, some WML as a lua table like this: mytable = { "defend", { foo="bar", { "dummy", { i=1 } } } } then how do i (later) add a new tag to it, as a sibling to dummy? i'm having trouble finding an example of that. 20160103 21:14:39< zookeeper> i've tried stuff like mytable[#mytable + 1] = { "newtag", { foo="bar" } } 20160103 21:14:49< zookeeper> and table.insert 20160103 21:16:00< Elvish_Hunter> zookeeper: my guess is that you'll have to specify the index of every nested table. 20160103 21:16:00< celticminstrel> I don't see the separate target version field. Just "Base SDK". 20160103 21:16:23< celticminstrel> Shouldn't both of what zookeeper said work> 20160103 21:16:25< celticminstrel> ^? 20160103 21:16:35< celticminstrel> Or wait... 20160103 21:16:42< Elvish_Hunter> So, you'll have to do something like table.insert(mytable[2][2][2], value) 20160103 21:16:48< celticminstrel> It's highly nested. 20160103 21:16:52< celticminstrel> I see. 20160103 21:17:00< Elvish_Hunter> But handling WML tables is a nightmare :P 20160103 21:17:40< zookeeper> humm. actually i have one set of missing brackets in one place, let me see if it was just because of that... 20160103 21:17:53< celticminstrel> Does helper.child_range allow mutation of the original table, I wonder? Obviously not if it;s a vconfig, but... if it's an ordinary table... 20160103 21:17:58< celticminstrel> ^it's 20160103 21:18:39< celticminstrel> In any case, it sounds like some new WML routines in helper would be useful. 20160103 21:19:06< Elvish_Hunter> Even if it does, in this case it'll require three nested for cycles... 20160103 21:19:17< celticminstrel> True, I guess. 20160103 21:19:17< zookeeper> ahh, it was my missing set of brackets 20160103 21:19:22< zookeeper> so nevermind, i think i got it now 20160103 21:19:45< zookeeper> namely, the direct assignment worked 20160103 21:19:52< celticminstrel> Maybe a helper routine that'll use a WML variable expression as an address to look up any arbitrary thing in a WML table. 20160103 21:23:00-!- ancestral [~ancestral@63.225.154.185] has quit [Quit: i go nstuf kthxbai] 20160103 21:30:05< Elvish_Hunter> Does anyone else have this weird artifact when starting a new campaign? http://www.tiikoni.com/tis/view/?id=d8ff319 20160103 21:32:23< Elvish_Hunter> Basically, after clicking to dismiss the objectives box, it didn't disappear, but was cleared (hex by hex) only when moving the mouse over it. 20160103 21:33:11< celticminstrel> Did anyone want to sanity-check PR579 before I merge it? 20160103 21:41:28< celticminstrel> Also, zookeeper, could you please test PR578? 20160103 21:41:50< celticminstrel> For the TC issue. 20160103 21:43:32< Elvish_Hunter> Also, I got twice this warning when starting TSG: warning unit: Unknown attribute 'is_local' discarded. 20160103 21:43:42< zookeeper> i dunno, i'll probably bork my clone and my work if i try to test PR's 20160103 21:43:42< celticminstrel> I have a log full of those. 20160103 21:44:45< celticminstrel> zookeeper: Well, I can't test it myself because for some reason TC is broken everywhere in my build. 20160103 21:45:07-!- Necrosporus_ [~Necrospor@unaffiliated/necrosporus] has joined #wesnoth-dev 20160103 21:45:20< celticminstrel> But it doesn't have to be you who tests it; I only asked you because you're the one who initially brought the issue up. 20160103 21:47:29< Elvish_Hunter> celticminstrel: it seems like the message is caused by the fact that [side] contains both a side's and a unit's attributes. 20160103 21:48:14-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has quit [Ping timeout: 256 seconds] 20160103 21:49:42< Elvish_Hunter> Maybe a way to solve it could be to move the leader's stuff inside the [leader] tag. 20160103 21:49:59< celticminstrel> Is the leader tag actually supported? 20160103 21:50:09< Elvish_Hunter> The wiki says so. 20160103 21:50:19< celticminstrel> Last time I tried to use it I got an error message. 20160103 21:50:27< celticminstrel> About missing ID or whatever. 20160103 21:50:53< celticminstrel> Mind you, that was probably in 1.12. 20160103 21:55:48< Elvish_Hunter> What. I just tested [leader] in the first scenario of TSG, and I got one additional random leader for each side. O_O 20160103 21:58:52< Elvish_Hunter> This is my diff: http://pastebin.com/gwXXJPeW 20160103 22:00:25< Elvish_Hunter> Some lines in the paste got cut due to the terminal. 20160103 22:12:31-!- mjs-de [~mjs-de@f049179202.adsl.alicedsl.de] has quit [Remote host closed the connection] 20160103 22:51:24-!- Elvish_Hunter [~elvish_hu@wesnoth/developer/elvish-hunter] has left #wesnoth-dev ["Ciao!"] 20160103 23:02:42-!- gfgtdf [~chatzilla@f054058151.adsl.alicedsl.de] has joined #wesnoth-dev 20160103 23:03:44< gfgtdf> 20160103 21:55:48< Elvish_Hunter> What. I just tested [leader] in the first scenario of TSG, and I got one additional random leader for each side. O_O 20160103 23:03:57< gfgtdf> this is likeley aused by spmp patch 20160103 23:04:01< gfgtdf> caused* 20160103 23:04:25< gfgtdf> it shoudol be hard to add code to disable this beahviour by default for campaigna 20160103 23:04:27< gfgtdf> s 20160103 23:05:35< gfgtdf> shouldn't 20160103 23:09:17< Aginor> 10:02 < ancestral> Aginor, vultraz: I’m not sure what’s exactly different between video, screen and surface, but it seems surface is the SDL1 way of drawing to the screen? and… I think maybe the elements being drawn to surface are the ones that are causing font issues for me 20160103 23:09:30< Aginor> they're all drawn to a surface 20160103 23:09:58< Aginor> a surface is just bitmap, including the "screen" is just a surface 20160103 23:10:28< Aginor> SDL2 does provide the surface as a compatability option, but that's another story 20160103 23:14:16-!- trewe [~trewe@bl20-34-122.dsl.telepac.pt] has quit [Quit: quit] 20160103 23:27:21-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20160103 23:33:58-!- TheJJ [~rofl@ipbcc36ea9.dynamic.kabel-deutschland.de] has quit [Ping timeout: 250 seconds] 20160103 23:43:01< celticminstrel> I guess I'll merge PR579 then. 20160103 23:46:14-!- louis94 [~~louis94@109.129.245.154] has joined #wesnoth-dev --- Log closed Mon Jan 04 00:00:03 2016