--- Log opened Mon Feb 22 00:00:18 2016 20160222 00:19:24-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20160222 00:20:23-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160222 00:26:11-!- louis94 [~~louis94@91.178.241.157] has quit [Ping timeout: 248 seconds] 20160222 01:16:31-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 250 seconds] 20160222 01:17:26-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160222 01:29:39-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 248 seconds] 20160222 01:29:50-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160222 01:50:46-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Quit: Leaving] 20160222 02:09:07-!- aidanhs [~aidanhs@81.4.110.234] has quit [Ping timeout: 248 seconds] 20160222 02:16:02-!- aidanhs [~aidanhs@81.4.110.234] has joined #wesnoth-dev 20160222 02:17:58-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Read error: Connection reset by peer] 20160222 02:18:21-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160222 02:33:16-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 255 seconds] 20160222 03:02:10-!- un214 [~un214@2602:306:cccf:b439:56a0:50ff:fe57:101d] has joined #wesnoth-dev 20160222 03:20:35-!- prkc [~prkc@gateway/vpn/privateinternetaccess/prkc] has quit [Remote host closed the connection] 20160222 03:21:36-!- ancestral [~ancestral@97-116-184-84.mpls.qwest.net] has joined #wesnoth-dev 20160222 03:22:58< ancestral> Is there a way I can turn off chat in a replay? 20160222 03:30:20-!- un214 [~un214@2602:306:cccf:b439:56a0:50ff:fe57:101d] has quit [Remote host closed the connection] 20160222 03:38:34< mattsc> hi ancestral 20160222 03:40:09< ancestral> mattsc: Oh hey! 20160222 03:40:41< mattsc> ancestral: I saw that you had an AI question. I didn’t have time to read all of the logs to see if you got your answer. 20160222 03:41:09< ancestral> I think I did 20160222 03:41:16< ancestral> I’m on a debug build, so I see more AI’s 20160222 03:41:20< ancestral> Well actually 20160222 03:41:43< ancestral> mattsc: What is the “recommended” AI to use when playing? 20160222 03:41:52< mattsc> Actually, it has nothing to do with debug or release build. What matters is whether debug mode is on or off. 20160222 03:41:53< ancestral> standard, normal, reliable, good 20160222 03:42:01< ancestral> Ah 20160222 03:42:36< mattsc> Well, the default is the RCA AI. The best AI in most circumstances these days is the Experimental AI. 20160222 03:42:47< ancestral> Do they both recruit well? 20160222 03:43:26< mattsc> Yes, but the Experimental AI is definitely better in that respect. 20160222 03:43:58< mattsc> https://wiki.wesnoth.org/Experimental_AI 20160222 03:44:59< mattsc> The so-called Strong AI is essentially the same as RCA, with very minorly modified recruiting. 20160222 03:45:39< ancestral> Cool 20160222 03:45:44< mattsc> And all the AIs that you only see in default mode are crap; they are anywhere from pointless to broken. ;) 20160222 03:45:48< ancestral> So is any of this changing for 1.14? 20160222 03:46:08< mattsc> Well, I don’t know off hand if that’s true for all of them, but definitely for most of them. 20160222 03:46:10< ancestral> as far as, the default default 20160222 03:46:24< mattsc> Probably not. 20160222 03:47:12< ancestral> Purely curious now… is that because the Experimental AI not mature enough? 20160222 03:47:22< ancestral> Or it hasn’t been tested thoroughly enough? 20160222 03:47:29< mattsc> the latter 20160222 04:37:18< Aginor> is anyone actively maintaining it? 20160222 04:37:31< celticminstrel> I would assume mattsc is? 20160222 04:38:03< celticminstrel> Though maybe not, if it's written in C++. 20160222 04:42:03< mattsc> The CAs that are additional to the dfault AI are all written in Lua. 20160222 04:44:18< mattsc> So yes, I can/do maintain it, if anything is needed. And Alarantalara is still available for help with it too, although he needs to be pinged about it. 20160222 04:46:31< Aginor> if the experimental AI is much better, would it be worthwhile to make it the default for the development next release then? 20160222 04:46:39< Aginor> *next development release 20160222 04:51:21< mattsc> I’m hesitating with my answer because, honestly, I’m not sure. 20160222 04:54:31< Aginor> it's one way to get it tested :) 20160222 04:54:47< Aginor> make the old AI an easy to use option instead 20160222 04:55:21< mattsc> yeah, maybe 20160222 04:55:35< mattsc> I mean, yes, it definitely is a way to get it tested :) 20160222 04:56:08< celticminstrel> Are the new CAs just recruiting, or some other stuff too? 20160222 04:56:46< mattsc> check out the link above, I just updated that page a few days ago 20160222 04:58:02< celticminstrel> Does the {EXPERIMENTAL_AI} macro contain the AI's entire definition? 20160222 04:58:33< celticminstrel> Unrelatedly, I've also been wondering if ai_algorithm or whatever is obsolete. 20160222 04:59:55< celticminstrel> Reading the summary makes me wonder whether I removed the village-grabbing CA in one of my campaign's scenarios. 20160222 04:59:55< mattsc> one your first question: https://github.com/wesnoth/wesnoth/blob/master/data/core/macros/ai.cfg#L542 20160222 05:00:08< mattsc> so that could be either a yes or a no, depending on how you mean it 20160222 05:00:35< celticminstrel> I suppose that macro is used when defining the AI for MP use, too. 20160222 05:00:49< mattsc> ai_algorithm is not obsolete, in principle, but the only AI it has to use is the idle AI; and it is buggy 20160222 05:00:50< celticminstrel> ie, the global [ai] tags. 20160222 05:01:01< celticminstrel> Idle AI is buggy? How so? 20160222 05:01:12< mattsc> sorry, no, ai_algorithm is buggy 20160222 05:01:19< celticminstrel> How so? 20160222 05:01:35< mattsc> I forgot the details, but once you use it, you cannot change back any more 20160222 05:01:38< mattsc> something along those lines 20160222 05:02:47< celticminstrel> The idle AI literally does nothing at all, right? 20160222 05:03:13< mattsc> right 20160222 05:03:54< celticminstrel> Maybe I should investigate what that does to the actual AI definition. 20160222 05:04:21< celticminstrel> Though I guess it might just be some hard-coded flag or something. 20160222 05:04:29< mattsc> it’s just and AI without CAs 20160222 05:04:41< celticminstrel> So, no CAs, but still has main_loop stage? 20160222 05:05:24< mattsc> Yes 20160222 05:05:32< ancestral> Cool, verified the system notifications do work in 1.13.x 20160222 05:05:36< ancestral> in OS X 20160222 05:05:37< mattsc> https://github.com/wesnoth/wesnoth/blob/master/data/ai/dev/idle_ai.cfg 20160222 05:05:48< mattsc> that’s cool 20160222 05:06:25< celticminstrel> There's no [stage] tag there. 20160222 05:07:10< mattsc> oh, true 20160222 05:07:57< mattsc> so, no main_loop stage either 20160222 05:08:14< celticminstrel> So no stage is implicitly added, then. 20160222 05:09:00< mattsc> I presume not 20160222 05:09:32< celticminstrel> I should probably know this, since I was fiddling with the code that loads AI definitions from configs. 20160222 05:09:32< mattsc> I vaguely remember something being hardcoded in the C++ code about the idle AI though 20160222 05:11:07< ancestral> Ugh 20160222 05:11:19< ancestral> I can’t load replays for the life of me in 1.13 20160222 05:11:54< ancestral> This is proving trailer-making to be a bit difficult 20160222 05:13:37< ancestral> Important or Blocker? 20160222 05:14:07< ancestral> I guess I should try to build newest 20160222 05:14:12< celticminstrel> I also had an issue with replays, but it wasn't completely broken. I wonder if it's just you or something recent. 20160222 05:14:26< celticminstrel> (My issue was pretty minor, really.) 20160222 05:14:36< ancestral> celticminstrel: Can you try creating a local game, saving a replay right away, and then loading it? 20160222 05:14:57< ancestral> I either get a OOS error, or I get a segfault 20160222 05:15:04< celticminstrel> Ugh. Yes, I can, but don't expect a timely response. 20160222 05:15:13< ancestral> Okay, fair enough 20160222 05:15:25< ancestral> celticminstrel: Don’t let me drag you away from whatever you’re up to 20160222 05:15:47< celticminstrel> The ugh is more about how XCode is sluggisher than a snail when it comes to Wesnoth. 20160222 05:16:05< celticminstrel> Rather than that I'm doing something important. 20160222 05:17:15< celticminstrel> Oh lovely. It crashed on launch. 20160222 05:19:33< celticminstrel> It's specifically a Wesnoth problem, as I have no trouble with any other XCode projects - probably something about the sheer size of the codebase. 20160222 05:24:06< celticminstrel> I also have a problem with the Copy Files stage - it feels like it's copying the entire contents of the data directory every time a single file changes. I was going to try to do something about that, actually. 20160222 05:24:27< ancestral> It shouldn’t have to 20160222 05:24:31< celticminstrel> (ie, it takes an extended period of time for Copy Files to complete.) 20160222 05:24:33< ancestral> Unless you’re cleaning 20160222 05:24:48< ancestral> I can’t speak for your version I guess 20160222 05:24:49< celticminstrel> I know it shouldn't, and maybe it's not, but that's what it feels like. 20160222 05:24:55< ancestral> Maybe just the older Xcode is like that 20160222 05:25:01< celticminstrel> Possibly. 20160222 05:25:08< celticminstrel> I'm really not sure. 20160222 05:26:28-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20160222 05:29:50< ancestral> Yeah this is a bad bug 20160222 06:18:56-!- kodomazer [62f86f38@gateway/web/freenode/ip.98.248.111.56] has joined #wesnoth-dev 20160222 06:35:56-!- ancestral [~ancestral@97-116-184-84.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160222 06:45:19-!- Kwandulin [~Miranda@p200300760F0BC5215D2EF423A3F68A03.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160222 06:47:41-!- ancestral [~ancestral@97-116-184-84.mpls.qwest.net] has joined #wesnoth-dev 20160222 06:55:35-!- iceiceice [~chris@ext-74.ias.edu] has joined #wesnoth-dev 20160222 06:55:35-!- iceiceice [~chris@ext-74.ias.edu] has quit [Changing host] 20160222 06:55:35-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20160222 07:01:19-!- ancestral [~ancestral@97-116-184-84.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160222 07:12:29-!- Necrosporus_ [~Necrospor@unaffiliated/necrosporus] has quit [Ping timeout: 240 seconds] 20160222 07:32:43-!- Alduin_ [~Alduin@p200300864450D200E29467FFFE0EE8C4.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160222 07:45:38-!- ancestral [~ancestral@97-116-184-84.mpls.qwest.net] has joined #wesnoth-dev 20160222 07:47:14-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20160222 07:48:10-!- ancestral [~ancestral@97-116-184-84.mpls.qwest.net] has quit [Client Quit] 20160222 07:55:01-!- ancestral [~ancestral@97-116-184-84.mpls.qwest.net] has joined #wesnoth-dev 20160222 07:55:37-!- boucman_work [~jrosen@bob75-2-81-56-46-209.fbx.proxad.net] has joined #wesnoth-dev 20160222 07:55:37-!- boucman_work [~jrosen@bob75-2-81-56-46-209.fbx.proxad.net] has quit [Changing host] 20160222 07:55:37-!- boucman_work [~jrosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20160222 07:57:41-!- ancestral [~ancestral@97-116-184-84.mpls.qwest.net] has quit [Client Quit] 20160222 08:14:59-!- Kwandulin [~Miranda@p200300760F0BC5215D2EF423A3F68A03.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160222 08:29:14< vultraz> Aginor: how close are we to fixing the whole 'gui2 dialog pause the game' thing? 20160222 08:29:22< iceiceice> lol 20160222 08:29:34< vultraz> iceiceice: what :| 20160222 08:30:05< iceiceice> idk its just a funny thing to ask 20160222 08:30:18< vultraz> not really 20160222 08:30:19< iceiceice> i mean... i'm not sure how it can easily be done actually 20160222 08:30:40< vultraz> elaborate 20160222 08:30:43< iceiceice> so, 20160222 08:30:56< iceiceice> the reason it is done this way is the following 20160222 08:31:17< iceiceice> sometimes you are writing some code, like, "okay, the user clicked network-something button" 20160222 08:31:23< iceiceice> "ok, actually i need some information" 20160222 08:31:28< iceiceice> "what server do they want to conenct to?" 20160222 08:31:34< iceiceice> "lets put up a dialog box and ask them" 20160222 08:31:37< iceiceice> so you write like 20160222 08:31:53< iceiceice> `std::string what_server = gui::launch_modal_dialog(...)` 20160222 08:32:09< iceiceice> now heres the thing, 20160222 08:32:16< iceiceice> that function CANNOT return until it has an answer 20160222 08:32:40< vultraz> yes, and? 20160222 08:32:46< iceiceice> so thats why the game pauses 20160222 08:32:56< vultraz> yes, obviously 20160222 08:33:04< vultraz> that's why some dialogs should do that 20160222 08:33:20< iceiceice> so, the usual way that you try to fix stuff like this is, you use something like a coroutine 20160222 08:33:24< vultraz> but if we ever want to reimplement themes 20160222 08:33:27< iceiceice> what happens in that idea is, 20160222 08:33:32< iceiceice> when you call "launch_modal_dialog" 20160222 08:33:39< iceiceice> it puts the current "thread of execution" on pause 20160222 08:33:44< iceiceice> and goes back to the regular main loop 20160222 08:33:54< iceiceice> and when that dialog produces an answer, it wakes this thread back up basically 20160222 08:33:55< vultraz> we want the toolkit to be able to not pause everything 20160222 08:33:59< iceiceice> yes but 20160222 08:34:01< vultraz> and exist alongside the display 20160222 08:34:05< iceiceice> the difference is that, 20160222 08:34:13< iceiceice> in c++ coroutines are very difficult to achieve 20160222 08:34:23< vultraz> plus like 20160222 08:34:27< iceiceice> andi somewhat doubt that that is what aginor had in mind 20160222 08:34:34< vultraz> gui2 message dialogs are dialog that shouldn't pause the game 20160222 08:34:40< vultraz> like [message] 20160222 08:34:41< iceiceice> but if that's not what he will do, then what, he will rewrite every line of code that launches a modal dialog? 20160222 08:34:53< iceiceice> vultraz, in my engine, the way it works is, 20160222 08:34:57< iceiceice> every dialog has a lua backend, 20160222 08:34:58< iceiceice> not C++ 20160222 08:35:08< iceiceice> and lua does have a proper model of coroutines 20160222 08:35:15< iceiceice> so its quite easy to achieve this 20160222 08:35:25< celticminstrel> [message] should pause the game. 20160222 08:35:37< iceiceice> but i dont see how you will easily do it in wesnoth engine 20160222 08:35:48< iceiceice> actually if aginor has a plan to do it, then i'm genuinely interested 20160222 08:35:55< celticminstrel> If it didn't pause the game, it would be really weird. 20160222 08:36:06< vultraz> celticminstrel: well perhaps I should have been more clear: it shouldn't pause EVERYTHING. the map should continue to animate 20160222 08:36:07< vultraz> so like 20160222 08:36:14< vultraz> standing animations 20160222 08:36:17< vultraz> terrain animations 20160222 08:36:18< iceiceice> yes like 20160222 08:36:24< iceiceice> this is also why wesnoth cannot have proper menus 20160222 08:36:26< vultraz> but not attack animations 20160222 08:36:34< vultraz> and menus, yes 20160222 08:36:35< iceiceice> because if you had a menu with a popup section, 20160222 08:36:39< iceiceice> i guess that popup section would be gui2 20160222 08:36:42< celticminstrel> Well, that's a completely different thing from not pausing the game. 20160222 08:36:43< iceiceice> and then the whole game map would stop moving etc. 20160222 08:36:52< celticminstrel> Pausing the game means game state does not update. 20160222 08:37:11< iceiceice> celticminstrel, yeah but i guess what he means is "gui2 should not monopolize the main loop" 20160222 08:37:26< iceiceice> but idk how you would actually change that at this point without rewriting the entire thing 20160222 08:37:32< celticminstrel> For animations, what you need is a way for GUI2 to pass update events down the event chain. 20160222 08:37:38< celticminstrel> Or something like that. 20160222 08:37:47< iceiceice> yeah but like, 20160222 08:37:58< celticminstrel> Which, honestly, is probably a lot easier than actually making the dialogs not pause the game. 20160222 08:38:04< iceiceice> all the dispatch code has already been written like "std::string what_server = gui2::launch_modal_dialog()" 20160222 08:38:25< iceiceice> so you either need to rewrite gui2 and all the client code, 20160222 08:38:32< iceiceice> or do something that would surprise me 20160222 08:38:54< celticminstrel> Like I said, you need to get the GUI2 event handling to pass update events on to whatever else is listening in on them. 20160222 08:39:23< celticminstrel> So, some kind of fiddling with the general event handling code, for the most part/ 20160222 08:39:41< celticminstrel> (If I'm not mistaken, everything hooks into the same event handling code, right?) 20160222 08:39:48< vultraz> I have no idea 20160222 08:39:51< vultraz> ask Aginor 20160222 08:39:58< vultraz> but gui2 implements its own event handling code 20160222 08:40:06< vultraz> which is also hooked to sdl events... 20160222 08:40:24< celticminstrel> I thought GUI2 built on the same event code as the rest of the game. 20160222 08:40:36< celticminstrel> The event code which is a wrapper around SDL events. 20160222 08:40:44< celticminstrel> In event.cpp or something. 20160222 08:41:20< celticminstrel> The code which keeps checking the event queue and calling registered handlers as necessary. 20160222 08:46:07< vultraz> well if it does it does it badly 20160222 08:46:39< celticminstrel> If I'm not mistaken, the event handling code only passes events to whichever handler is registered on the top of the stack. 20160222 08:46:56< celticminstrel> It was awhile ago that I looked at it though. 20160222 08:48:35< Aginor> hi 20160222 08:57:05< vultraz> allos 20160222 09:11:16-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20160222 09:12:33-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160222 09:19:31< Aginor> are there any specific event-related questions I can answer? 20160222 09:20:01< Aginor> 21:29 < vultraz> Aginor: how close are we to fixing the whole 'gui2 dialog pause the game' thing? 20160222 09:20:25< Aginor> I haven't worked at all at it, I haven't even thought about looking at it 20160222 09:21:34< Aginor> all of those problems come down to the event contexts, that there's a bunch of different ones and events are only routed to the last context. Make a new one and all other things stop. 20160222 09:21:43< Aginor> GUI2 runs in its own 20160222 09:21:55< Aginor> some of GUI1 runs in their own, but not all 20160222 09:22:22< Aginor> it's a bit of a mess, and ideally there should just be the one context, with component management on top instead 20160222 09:22:34< Aginor> but I'm not trying to add anything like that at this stage 20160222 09:28:33< Aginor> celticminstrel, iceiceice, vultraz: you could look at hooking animations into the global event scope I introduced instead of the local one 20160222 09:28:45< Aginor> there might be unforseen complications though 20160222 09:30:45< vultraz> Aginor: could the global event scope possibly be a precursor to the 'single event context' thing? 20160222 09:33:52< Aginor> I think we can get to a single event context as long as there's two GUI systems 20160222 09:34:03< Aginor> GUI1 relies on there NOT being a single context 20160222 09:34:50< vultraz> you mean cannot? 20160222 09:35:05< Aginor> I do 20160222 09:35:10< Aginor> it is late, I am tired 20160222 09:35:18< Aginor> I will disappear to bed soon 20160222 09:35:22< vultraz> well, I'm trying my best to phase out GUI1 20160222 09:35:30< vultraz> I've made significant progress, as you can see 20160222 09:36:46< vultraz> There are a few remaining bastions 20160222 09:37:02< Aginor> indeed 20160222 09:37:09< Aginor> game screen 20160222 09:37:11< vultraz> But I need someone to help me fix that label bug before I can fully finish 20160222 09:37:19< Aginor> which label bug? 20160222 09:37:44< vultraz> https://gna.org/bugs/index.php?24420 20160222 09:37:57< vultraz> This is a *huge* blocker for full GUI2 integration 20160222 09:40:17< Aginor> yeah, I can't help with that 20160222 09:40:20< vultraz> Were we to fix that 20160222 09:40:28< vultraz> and to implement relative widget sizes 20160222 09:41:00< vultraz> All remaining GUI1 dialogs (mp create, the addons manager, and the help browser) could be immediately converted to gui2 20160222 09:41:21< vultraz> (plus the few remaining game status dialogs) 20160222 09:41:32< vultraz> Not counting the UI 20160222 09:41:37< vultraz> in-game UI* 20160222 09:41:58< vultraz> but, sadly... I don't know how :( 20160222 09:43:20< vultraz> I mean, I've tracked down the code that's the problem 20160222 09:43:31< Aginor> in-game UI need to have a lot of custom widgets written 20160222 09:43:45< Aginor> you need to turn the map, mini map, etc into custom widgets 20160222 09:43:46< vultraz> but it's not as simple as just removing some lines 20160222 09:43:52< vultraz> the minimap is already a widget 20160222 09:44:00< Aginor> gui2 weidget 20160222 09:44:13< Aginor> maybe it is though 20160222 09:44:16< Aginor> I haven't looked 20160222 09:44:33< vultraz> well there is a minimap widget 20160222 09:44:35< vultraz> in gui2 20160222 09:44:38< vultraz> used in the load game dialog 20160222 09:47:51< Aginor> that could work as a base 20160222 09:48:03< Aginor> it won't be sufficient to provide minimap-functionality though 20160222 09:50:26< vultraz> I really don't know what to do, tbh 20160222 09:50:41< vultraz> There are just so many issues 20160222 09:50:54< vultraz> I don't even know where to start 20160222 09:51:14< Aginor> that's how I ended up tackling SDL 20160222 09:51:23< vultraz> Even the simplest bug such as https://gna.org/bugs/index.php?24411 requires so much refactoring 20160222 09:51:27< Aginor> start with a small place that makes sense :) 20160222 09:51:41< Aginor> hmm 20160222 09:51:46< Aginor> why is that assigned to me? 20160222 09:52:03< vultraz> And it's really frustrating, because I'm dealing with a lot of such things IRL right now, and then I come to program and I run into the same thing :P 20160222 09:52:14< vultraz> Aginor: I figured since you're dealing with events you might know the cause 20160222 09:52:41< Aginor> nobody has written the logic to updat the component 20160222 09:52:55< Aginor> it's probably not too hard to fix 20160222 09:53:31< vultraz> heh 20160222 09:53:34< vultraz> I looked into it 20160222 09:53:36< vultraz> it actually is 20160222 09:53:49< vultraz> the logic for even drawing that bloody thing is scattered across at least three files 20160222 09:54:06< Aginor> ah, that sounds like old gui code :) 20160222 09:54:29< Aginor> I have pondered the possibility of a hex-widget 20160222 09:54:41< vultraz> not to mention the editor/gamemap distinction... 20160222 09:54:48< vultraz> where similar things are handled differently... 20160222 09:55:52< vultraz> and any time you go near anything remotely related to the game map 20160222 09:55:58< vultraz> you run into the almighty display class 20160222 09:56:03-!- irker630 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160222 09:56:03< irker630> wesnoth: Andreas Löf wesnoth:guifixes 7565ae00d6a9 / src/widgets/widget.cpp: Ensure that GUI1 widgets are drawn on a DRAW_ALL_EVENT https://github.com/wesnoth/wesnoth/commit/7565ae00d6a9b4db24f5a8cb83b3dbcf3ad6e52a 20160222 09:56:13< Aginor> one bug left 20160222 09:56:30< Aginor> resizing of the menu and end-turn buttons 20160222 09:56:57< Aginor> the display class needs to be tackled at some point 20160222 09:57:17< vultraz> Personally I think the display class should be refactored out 20160222 09:57:31< vultraz> all related functionality should be delegated to specific smaller classes 20160222 09:57:33< vultraz> for example 20160222 09:58:24< vultraz> all things related to tod should be in the tod manager 20160222 09:58:39< vultraz> etc 20160222 09:58:54< Aginor> I disagree 20160222 09:59:17< Aginor> the display class should be kept, but it should be focused on the GUI only, not any game logic 20160222 09:59:24< Aginor> that should be handed over to other places 20160222 09:59:54< vultraz> GUI only as in, GUI1/GUI2, etc? 20160222 10:00:03< vultraz> or the sidebar? 20160222 10:00:49< Aginor> make the hex-game-map one widget, make the minimap another widget, and have the display class be the main widget responsible for containing those and the other things 20160222 10:01:18< Aginor> If there need to be any logic associated, go and put it into a controller class (MVC!) 20160222 10:01:40< vultraz> I'm not sure if the widget paradigm is best 20160222 10:02:03< Aginor> I'm talking about widgets as in generic GUI components 20160222 10:02:15< vultraz> ah 20160222 10:05:24 * Aginor sighs 20160222 10:05:38< Aginor> looks like I've broken the storyscreen on resize again 20160222 10:06:54< vultraz> :( 20160222 10:19:00 * Aginor swears 20160222 10:19:15< Aginor> the number of times I've inadvertedly broken something while fixing something else 20160222 10:24:18-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20160222 10:25:28-!- travis-ci [~travis-ci@ec2-54-163-218-95.compute-1.amazonaws.com] has joined #wesnoth-dev 20160222 10:25:29< travis-ci> wesnoth/wesnoth#8542 (guifixes - 7565ae0 : Andreas Löf): The build is still failing. 20160222 10:25:29< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/110912144 20160222 10:25:29-!- travis-ci [~travis-ci@ec2-54-163-218-95.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160222 10:26:56-!- mjs-de [~mjs-de@f049131231.adsl.alicedsl.de] has joined #wesnoth-dev 20160222 10:29:10< irker630> wesnoth: Charles Dang wesnoth:master 81389f4c880f / data/gui/default/widget/toggle_button_listbox_header.cfg: gui2: tweaked layout of listbox header toggle button definition https://github.com/wesnoth/wesnoth/commit/81389f4c880f3945d8cb96b8cee1789debf00563 20160222 10:29:13< irker630> wesnoth: Charles Dang wesnoth:master 34153effa85e / data/gui/default/window/ (game_load.cfg unit_create.cfg): gui2: removed borders from usecases of listbox_header type toggle buttons https://github.com/wesnoth/wesnoth/commit/34153effa85e135984bc84797c54ef2b5c979aff 20160222 10:29:19< vultraz> shadowm: ^ clever solution, if I do say so myself :D 20160222 10:35:58-!- horrowind [~Icedove@2a02:810a:8380:834:21b:fcff:fee3:c3ff] has joined #wesnoth-dev 20160222 10:38:27< irker630> wesnoth: Charles Dang wesnoth:master 710b1fc3afb3 / data/gui/default/window/game_load.cfg: tgame_load: very subtle layout fix https://github.com/wesnoth/wesnoth/commit/710b1fc3afb3f25d5e565e3a9a1fffe0b1f339ee 20160222 11:09:39< irker630> wesnoth: Charles Dang wesnoth:master 67cf95a5af3c / data/gui/default/widget/text_box_default.cfg: gui2: cleanup of the text box widget design https://github.com/wesnoth/wesnoth/commit/67cf95a5af3caefb3123da806126282997c1121d 20160222 11:10:25< vultraz> three pixel borders are heresy :D 20160222 11:34:39-!- prkc [~prkc@46.166.188.220] has joined #wesnoth-dev 20160222 11:35:24-!- louis94 [~~louis94@91.178.242.51] has joined #wesnoth-dev 20160222 11:40:26-!- Elsi [~Elsi@luwin.ulrar.net] has quit [Ping timeout: 240 seconds] 20160222 11:46:15-!- Elsi [~Elsi@luwin.ulrar.net] has joined #wesnoth-dev 20160222 11:49:03-!- mjs-de [~mjs-de@f049131231.adsl.alicedsl.de] has quit [Ping timeout: 240 seconds] 20160222 12:04:43-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth-dev 20160222 12:18:25-!- louis94 [~~louis94@91.178.242.51] has quit [Quit: Konversation terminated!] 20160222 12:22:36< irker630> wesnoth: ln-zookeeper wesnoth:master e85d504fbcca / data/core/ (31 files in 3 dirs): Replaced feathered beach wave masks with hard-edged ones https://github.com/wesnoth/wesnoth/commit/e85d504fbccac2aee80a1f24fe42351d5c51ac73 20160222 12:31:38< irker630> wesnoth: Charles Dang wesnoth:master 04d510a91cb9 / data/gui/default/macros/ (horizontal_scrollbar.cfg vertical_scrollbar.cfg): gui2: dropped repeating buttons from scrollbars https://github.com/wesnoth/wesnoth/commit/04d510a91cb9d9ff97a56b09690ca9499c82ab30 20160222 12:36:02< irker630> wesnoth: Charles Dang wesnoth:master 5aa86c42f004 / / (74 files in 3 dirs): Moved scrollbar images to their own folder https://github.com/wesnoth/wesnoth/commit/5aa86c42f004b1da191c645b9d79c5326b21b67e 20160222 12:49:26< irker630> wesnoth: Charles Dang wesnoth:master b57def51302d / data/gui/default/ (widget/label_title_screen_revision.cfg window/title_screen.cfg): ttitle_screen: use a standard label definition for version label https://github.com/wesnoth/wesnoth/commit/b57def51302d70220dfe7ecee5ca3e7254cdcfe8 20160222 12:53:22-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160222 13:16:22< vultraz> zookeeper: hey, could you do me a favor and commit this? https://forums.wesnoth.org/viewtopic.php?p=594106#p594106 20160222 13:37:46-!- boucman_2 [~jrosen@193.56.60.161] has joined #wesnoth-dev 20160222 13:39:21-!- boucman_work [~jrosen@wesnoth/developer/boucman] has quit [Ping timeout: 276 seconds] 20160222 13:41:08-!- mjs-de [~mjs-de@f049131231.adsl.alicedsl.de] has joined #wesnoth-dev 20160222 13:45:47-!- boucman_2 is now known as boucman_work 20160222 13:46:02-!- boucman_work [~jrosen@193.56.60.161] has quit [Changing host] 20160222 13:46:02-!- boucman_work [~jrosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20160222 13:52:43< irker630> wesnoth: Charles Dang wesnoth:master c0254f6bcae1 / src/gui/widgets/control.cpp: tcontrol: add text_alignment setter to set_members https://github.com/wesnoth/wesnoth/commit/c0254f6bcae1b4174a0a4bd5e3e39d1fcc11b7bb 20160222 13:52:45< irker630> wesnoth: Charles Dang wesnoth:master e8c3fdb2381c / / (2 files in 2 dirs): tcampaign_dialog: add support for setting alignment of description text from WML https://github.com/wesnoth/wesnoth/commit/e8c3fdb2381c2b2cf4dc83b3e7583268c8e36f0b 20160222 13:52:49< irker630> wesnoth: Charles Dang wesnoth:master 9cdc3bcbd2a3 / data/campaigns/Sceptre_of_Fire/_main.cfg: SoF: center description poem https://github.com/wesnoth/wesnoth/commit/9cdc3bcbd2a39c78fc2515af24810283763cb431 20160222 13:52:52< irker630> wesnoth: Charles Dang wesnoth:master 499cadc37b99 / src/widgets/scrollbar.cpp: Update GUI1 scrollbar image paths post-5aa86c42f004 https://github.com/wesnoth/wesnoth/commit/499cadc37b99934ec8352a337a5f55292efe0775 20160222 13:56:32< irker630> wesnoth: gfgtdf wesnoth:master cc5dc5b382ea / src/game_initialization/playcampaign.cpp: attempt to fix replays of mp games not beeing loaded correctly. https://github.com/wesnoth/wesnoth/commit/cc5dc5b382ea74aaff291de1fdc6e3e888c0f711 20160222 14:02:51< irker630> wesnoth: Charles Dang wesnoth:master 847ee990a31b / data/gui/default/window/campaign_dialog.cfg: Fixup e8c3fdb2381c https://github.com/wesnoth/wesnoth/commit/847ee990a31b88673c39df1f1ec1f0101dfd11a2 20160222 14:03:00 * vultraz dusts off hands 20160222 14:03:38< vultraz> SoF description looks sexy now 20160222 14:05:15< vultraz> Been considering that feature for ages 20160222 14:10:18< vultraz> Someone remind me to remove the repeating buttons from GUI1 scrollbars 20160222 14:10:26< vultraz> Too lazy to deal with all the code right now 20160222 14:18:46-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20160222 14:56:45-!- heirecka [~heirecka@exherbo/developer/heirecka] has quit [Quit: Bye] 20160222 14:59:50-!- heirecka [~heirecka@exherbo/developer/heirecka] has joined #wesnoth-dev 20160222 15:14:11-!- ToBeCloud 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crimson_penguin [~crimson_p@wesnoth/developer/crimsonpenguin] has joined #wesnoth-dev 20160222 20:32:55-!- _laco [~laco@static.95.25.4.46.clients.your-server.de] has joined #wesnoth-dev 20160222 20:34:19< Yaiyan> https://forums.wesnoth.org/viewtopic.php?f=9&p=594125&sid=7b971fe083326aa23b4df1066e2828cb#p594125 just checking these haven't been overlooked, if that's cool? 20160222 20:34:32< Yaiyan> Pretty sure Rhoders has wml for it too, if that makes it easier 20160222 20:50:31-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20160222 20:51:09-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160222 21:06:28-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20160222 21:07:11-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160222 21:09:18-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20160222 21:13:59-!- Alduin_ 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#wesnoth-dev 20160222 21:43:35-!- irker806 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160222 21:43:35< irker806> wesnoth: Charles Dang wesnoth:master 2b6566682386 / src/gui/dialogs/preferences_dialog.cpp: tpreferences: ensure all descriptions are shown https://github.com/wesnoth/wesnoth/commit/2b6566682386cb4e30d474765e8b5d3f8b26cab3 20160222 21:43:40< vultraz> celticminstrel: ^ you mentioned before, fixed 20160222 21:44:43-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20160222 21:44:51-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160222 21:44:59< zookeeper> vultraz, eh, bobbings aren't really my thing... 20160222 21:48:36-!- louis94 [~~louis94@91.178.242.51] has joined #wesnoth-dev 20160222 21:49:03< celticminstrel> Yayness. 20160222 21:49:38 * celticminstrel has no idea what zookeeper is talking about though. 20160222 21:50:40< celticminstrel> I still find it weird that boolean preferences have both a checkbox and a yes/no. It seems to me that the checkbox could be moved to where the yes/no currently is... 20160222 22:01:34-!- Appleman1234 [~Appleman1@KD119104017112.au-net.ne.jp] has quit [Ping timeout: 240 seconds] 20160222 22:08:39< irker806> wesnoth: Ignacio R. Morelle wesnoth:master 74973218b150 / data/gui/default/macros/ (horizontal_scrollbar.cfg vertical_scrollbar.cfg): Revert "gui2: dropped repeating buttons from scrollbars" https://github.com/wesnoth/wesnoth/commit/74973218b1502c78efc2cedfa256a5e0fdba25dc 20160222 22:09:15< celticminstrel> ...what's a repeating button? 20160222 22:10:04-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20160222 22:25:32< celticminstrel> A button that repeatedly triggers while the mouse is pressed? 20160222 22:29:15-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160222 22:31:23< vultraz> celticminstrel: no, it''s a button that you keep pressing and repeats the same action 20160222 22:31:52< celticminstrel> How is that different from a normal button? 20160222 22:32:03< vultraz> don't ask me 20160222 22:32:27< vultraz> in this case, it serves as those up/down arrows 20160222 22:32:37< vultraz> which *SOMEONE* thinks we need to keep, for some reason 20160222 22:32:52< celticminstrel> Uh, why on earth would you remove them? 20160222 22:33:33< vultraz> because why do we need them? 20160222 22:33:46< vultraz> they serve no purpose 20160222 22:33:52< celticminstrel> Do scroll wheels work? 20160222 22:33:59< vultraz> yes 20160222 22:34:05< vultraz> and you can click and drag the positioner 20160222 22:34:09< vultraz> and everything else 20160222 22:34:24< celticminstrel> But the arrows move by one step at a time. 20160222 22:34:52< vultraz> your point? 20160222 22:35:16< vultraz> If I had my way I would make all scrollbars act like Windows 10 scrollbars 20160222 22:35:30< vultraz> and we would not have 'steps' 20160222 22:35:46< celticminstrel> I don't see any reason to copy the trend towards unobtrusive scrollbars. 20160222 22:35:58-!- gfgtdf [~chatzilla@f050179066.adsl.alicedsl.de] has joined #wesnoth-dev 20160222 22:36:11 * celticminstrel will assume that Win10 copied it from OSX. 20160222 22:36:27< gfgtdf> zookeeper: you sw the discussion here: https://gna.org/bugs/index.php?24439 ? i think it maybe be casued by unt placed event, 20160222 22:36:43< vultraz> because scrollbars are, IMO, one of the least used ui components 20160222 22:36:52< vultraz> they're just a visual aid to how scrolled a list is 20160222 22:36:54< vultraz> nothing else 20160222 22:37:02< celticminstrel> They're not just a visual aid. 20160222 22:37:16< celticminstrel> In a touchscreen environment, sure, they serve no other purpose. 20160222 22:38:37< vultraz> How many times in a desktop environment have you ever dragged a scrollbar (not just in wesnoth), let alone clicked the up/down buttons 20160222 22:38:55< celticminstrel> Fairly frequently. 20160222 22:39:13< celticminstrel> I don't have up/down buttons anymore on OSX, but I did use them when they were there. 20160222 22:39:23< vultraz> "But vultraz, some people don't have scroll wheels", says *some people*. Indeed, which is why I didn't implement the superior minimal scrollbars 20160222 22:39:41< celticminstrel> (And still use them in game that implement their own scrollbars.) 20160222 22:41:06< vultraz> Minimal UIs are the future 20160222 22:42:05< vultraz> Apple knew this when it dropped that 'faux background' thing early iOS versions had 20160222 22:42:20< celticminstrel> Faux background? 20160222 22:42:24< vultraz> ya know 20160222 22:42:37< vultraz> like how newsstand had a bg that looked like a bookshelf 20160222 22:42:47< vultraz> or notes had a bg that looked like a note pad 20160222 22:42:55< celticminstrel> Ah, the skeuomorphism. They dropped that in OSX too. 20160222 22:44:59< zookeeper> gfgtdf, hrhm, no i didn't, will take a look 20160222 22:50:35-!- mjs-de [~mjs-de@wh.Uni-Dortmund.DE] has quit [Remote host closed the connection] 20160222 22:51:05-!- ypnos [~ypnos@lme51.informatik.uni-erlangen.de] has left #wesnoth-dev ["Quake"] 20160222 22:53:13< vultraz> my point is, Apple's UI philosophy has always been "we design, users learn to like", as opposed to "we'll design something vaguely in the general direction that the users might be indicating" 20160222 22:54:14< vultraz> shadowm: so, explain why you reverted that commit when A: it did not decrease the width of the scrollbars and B: it was not a 'stopgap' for the listbox header issue 20160222 22:58:59-!- Appleman1234 [~Appleman1@KD119104007069.au-net.ne.jp] has joined #wesnoth-dev 20160222 23:04:03-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 240 seconds] 20160222 23:04:10-!- VultCave [~chatzilla@124.109.10.167] has joined #wesnoth-dev 20160222 23:04:29-!- VultCave is now known as vultraz 20160222 23:05:38-!- vultraz [~chatzilla@124.109.10.167] has quit [Changing host] 20160222 23:05:38-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20160222 23:24:11-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Quit: Connection closed for inactivity] 20160222 23:44:47-!- mjs-de [~mjs-de@f049131231.adsl.alicedsl.de] has joined #wesnoth-dev 20160222 23:45:07< zookeeper> uhh... all labels and chat text disappear while the right-click menu is open. 20160222 23:45:38< zookeeper> (or any menu) 20160222 23:48:23< gfgtdf> zookeeper: well this is better than labels and chat text appearing o top of the dialog which is the case on some 1.12 dialogs. 20160222 23:49:44< zookeeper> it's... not the case 20160222 23:50:02< zookeeper> at least not with labels nor the chat text 20160222 23:51:12< zookeeper> nor do i recall ever seeing such a thing on 1.12 20160222 23:53:09< vultraz> gfgtdf: can you fix this? https://gna.org/bugs/?24429 20160222 23:55:58< gfgtdf> zookeeper: hmm im quite sure i saw wihc things before, soecially when using map editor with map labels 20160222 23:56:15< vultraz> zookeeper: is this expected behavior? https://gna.org/bugs/?24444 20160222 23:56:55< vultraz> zookeeper: if not I'll commit the fix 20160222 23:57:01< zookeeper> oh 20160222 23:57:25< zookeeper> i assigned it to myself already and was about to say that probably not, but yeah if you want to commit a fix, go ahead 20160222 23:59:25< vultraz> does speaker= filter on name or id? 20160222 23:59:46< celticminstrel> Isn't speaker synonymous with ID? --- Log closed Tue Feb 23 00:00:07 2016