--- Log opened Sun Mar 06 00:00:23 2016 20160306 00:02:34-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20160306 00:02:40-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20160306 00:04:26-!- gfgtdf [~chatzilla@f054140045.adsl.alicedsl.de] has joined #wesnoth-dev 20160306 00:04:52< gfgtdf> wedge009: well i dotn remember teh exact discusion but i am not sure whether there is anyone besied vultraz who wants to remove it 20160306 00:17:28-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20160306 00:18:53-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has joined #wesnoth-dev 20160306 00:23:34-!- mjs-de [~mjs-de@x4db64648.dyn.telefonica.de] has joined #wesnoth-dev 20160306 00:45:01-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20160306 00:46:04-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160306 01:01:03< celticminstrel> Alright, so I need to remember where to look for backstab code... 20160306 01:01:20< celticminstrel> I guess unit_attack_type is a good starting point. 20160306 01:05:52-!- mjs-de [~mjs-de@x4db64648.dyn.telefonica.de] has quit [Remote host closed the connection] 20160306 01:10:00-!- irker453 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160306 01:11:16< gfgtdf> celticminstrel: i think emeny filters in weapon specials should have a default=pass/fail attribute so that specifies whether the enemy filter shodul be assumed as active or not when showing the attack stats in the panel 20160306 01:13:59< gfgtdf> celticminstrel: so the teh backstab specialy coudl have defalt=fail 20160306 01:14:44< gfgtdf> celticminstrel: on the wesnoth.effects issue i think that at some point we shoudl change teh game to initilize the lua kernel before creatign the unit so that wesnoth.effect is also avaiable at unit initilisation 20160306 01:26:47-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 260 seconds] 20160306 01:39:58< shadowm> vultraz: Vertical alignment issue: https://dl.dropboxusercontent.com/u/21371130/Screenshots/zzzzz24.png 20160306 01:40:11< shadowm> (Look at the attack list entry.) 20160306 01:41:56< shadowm> Wesnoth crashed while I was attacking the quintain with the fighters. 20160306 01:42:21< shadowm> I'll get a backtrace as soon as the debug build I just started building is done. 20160306 01:42:56< shadowm> loonycyborg: You did play a test game by droiding yourself, right? 20160306 01:48:17< shadowm> vultraz: We need the default focus in the Load Game dialog to be on the listbox, not the filter textbox. 20160306 01:49:47< shadowm> Welp: https://gist.githubusercontent.com/shikadilord/68f9dc76c7f310b3c3dc/raw/ 20160306 01:49:58< shadowm> I believe this should be the same crash Elvish_Hunter experienced earlier. 20160306 01:51:30< shadowm> Ugh. 20160306 01:55:40< shadowm> I know what's wrong. 20160306 01:59:23< shadowm> Give me a while, though, it's a very tricky bug and since I'm starting at it in the face I want to figure out once and for all _why_ it's a bug. 20160306 01:59:28< shadowm> *staring 20160306 02:01:54< gfgtdf> shadowm: hmm i actualyl dont see whats wrong there right now 20160306 02:02:17< shadowm> const std::string& attw_name = !attacker_weapon.name().empty() ? attacker_weapon.name() : " "; 20160306 02:03:34< shadowm> if-value is a const t_string&, else-value is not a const t_string&. 20160306 02:04:07< shadowm> We've had this cause problems in the past and silene never really properly explained why, so I want to take a closer look at this. 20160306 02:04:39< gfgtdf> shadowm: hmm ok 20160306 02:04:49< shadowm> Well, looks like I can't compile witht the address or undefined behavior sanitizers for some stupid reason. 20160306 02:04:59< gfgtdf> shadowm: i somehow thought attacker_weapon.name() woudl return a const std::string& 20160306 02:05:07< shadowm> Probably a packaging issue in Debian. :\ 20160306 02:05:51< shadowm> class attack_type { /*...*/ const t_string& name() const { return description_; } /*...*/ }; 20160306 02:06:41< gfgtdf> shadowm: i think the point is that !attacker_weapon.name().empty() ? attacker_weapon.name() : " "; returns a t_string (instead of const t_string&) becasue you cannot convert the second one to a reference 20160306 02:07:09< gfgtdf> shadowm: and teh implciit t_string -> std::string conversion returns a refence to the private memeber of the tstring 20160306 02:07:15< gfgtdf> shadowm: and the tstring a it a teporary here 20160306 02:07:19< gfgtdf> temporary 20160306 02:07:35< shadowm> But how does it fool the compiler into binding the const std::string& reference to a temporary whose lifetime doesn't get extended? 20160306 02:09:30< shadowm> Oh, you said it. Because it's not a temporary. 20160306 02:09:32< gfgtdf> shadowm: the compiler doesnt knwo taht teh refence returned by t_string::operator const std::string&() is a temporary 20160306 02:09:44< shadowm> operator const std::string&() const { return get(); } 20160306 02:10:04< shadowm> It's just a reference. 20160306 02:10:29< shadowm> Okay then, I don't really need to mess with valgrind to certify that the fix is correct. 20160306 02:12:23< gfgtdf> this is exactly the type of bug that you dont have a in mamory managed languages (read as : every language except c/c++) 20160306 02:16:53< shadowm> Yeah. :\ 20160306 02:20:06-!- irker854 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160306 02:20:06< irker854> wesnoth: Ignacio R. Morelle wesnoth:master 6e19ec731eaf / changelog players_changelog src/gui/dialogs/unit_attack.cpp: gui2/tunit_attack: Fix non-deterministic crashes https://github.com/wesnoth/wesnoth/commit/6e19ec731eaf8018163a05a20844b7e442f71425 20160306 02:20:11< shadowm> vultraz, Elvish_Hunter: ^ 20160306 02:21:22< shadowm> vultraz: So you and loonycyborg get to release 1.13.4 now. Enjoy! 20160306 02:21:55-!- gfgtdf_ [~chatzilla@f050180105.adsl.alicedsl.de] has joined #wesnoth-dev 20160306 02:22:06< shadowm> Actually, if you can remember where else you might have used the same pattern (implicit t_string -> std::string conversion bound to a reference), please do check. 20160306 02:23:51-!- gfgtdf [~chatzilla@f054140045.adsl.alicedsl.de] has quit [Ping timeout: 246 seconds] 20160306 02:24:04-!- gfgtdf_ is now known as gfgtdf 20160306 02:25:02< shadowm> (Also, I'm fairly sure I mentioned this bug to you back when I was teaching you about references and scope, but yeah, why would you remember a crucial thing I mentioned like two years ago. <_<) 20160306 02:29:56< shadowm> Okay, used grep on src/gui/dialogs/preferences_dialog.cpp src/gui/dialogs/unit_attack.cpp src/gui/dialogs/unit_create.cpp to make sure. Did you write any other files? 20160306 02:30:03-!- louis94 [~~louis94@91.178.242.157] has quit [Quit: Konversation terminated!] 20160306 02:31:19-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20160306 02:36:28< shadowm> Yay, valgrind is broken too. :p 20160306 02:39:40< shadowm> Good to know that even my OS doesn't want me doing C++ anymore. 20160306 02:40:50 * shadowm only just noticed the Hotkeys tab icon. 20160306 02:46:38-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Ping timeout: 250 seconds] 20160306 02:48:05< celticminstrel> gfgtdf: I was planning to just make them fail by default if there's an adjacency filter, or something along those lines. Haven't looked at it yet though. On the wesnoth.effects thing, yeah, it does make more sense to ensure they're available at scenario initialization time. 20160306 02:56:46-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has joined #wesnoth-dev 20160306 02:57:24< vultraz> shadowm: can't reproduce the vertical alignment issue 20160306 03:02:29< irker854> wesnoth: Charles Dang wesnoth:master 1dedd10bd6bd / src/gui/dialogs/game_load.cpp: tgame_load: set initial focus to list not filter textbox https://github.com/wesnoth/wesnoth/commit/1dedd10bd6bd24d8089ad942fd857b2fa3bb87e8 20160306 03:03:06< vultraz> shadowm: and no, those are what I worked on 20160306 03:05:26< vultraz> (did work on widgets/group.hpp but I just checked, I don't do any string manipulation there) 20160306 03:05:27< shadowm> Nope, I missed an important one, game_load.cpp. 20160306 03:05:55< vultraz> not really 20160306 03:06:02< vultraz> that one was 98% done 20160306 03:06:05< vultraz> by other people 20160306 03:07:06< shadowm> Okay, there aren't even any conditional operators in use there so it's good. 20160306 03:07:29< shadowm> Well, actually, no, that's not a solid criterion. We just established it's not specific to the conditional operator. 20160306 03:08:11< vultraz> I didn't even know the line in unit_attack in question used a tstring 20160306 03:08:26< shadowm> Okay, the only two std::string references created in game_load.cpp are good. 20160306 03:09:40< shadowm> vultraz: Always check function signatures before calling people. Trust no-one. 20160306 03:09:54< shadowm> And question everything. 20160306 03:12:12< shadowm> It may sound extreme but it saves you a lot of time that you'll otherwise waste waiting for a compiler to (in the best case) tell you that you did something wrong. 20160306 03:13:01< shadowm> With large projects like Wesnoth, the trade-off is usually in your favor by a factor of 300% or more. 20160306 03:36:31< vultraz> BTW, we don't have to re-release just because of that crash, do we? 20160306 03:38:04-!- gfgtdf [~chatzilla@f050180105.adsl.alicedsl.de] has quit [Quit: ChatZilla 0.9.92 [Firefox 44.0.2/20160210153822]] 20160306 03:45:35< shadowm> vultraz: :| 20160306 03:46:27< shadowm> No vultraz you don't have to worry about pretty much everyone hitting a crash sooner or later whenever their units participate in a fight. 20160306 03:46:33< shadowm> Why would you even ask. 20160306 03:46:47< shadowm> Please think about what you just said. 20160306 03:48:04< shadowm> I should probably remind you that Wesnoth is a turn-based strategy game where units fight each other pretty much all of the time when they are not moving or capturing villages. 20160306 03:48:42< shadowm> I suppose we can do without the fighting aspect and make a game about capturing villages instead. 20160306 03:50:25< shadowm> Tell Aginor to not drop SDL 1.2 support until 7 days after a release that's passed pre-announcement testing is announced. 20160306 03:50:39< shadowm> I'm off. 20160306 03:50:52< vultraz> right 20160306 03:51:02< vultraz> 1.13.3a or .4? 20160306 03:58:10< Aginor> what's the precedent 20160306 03:58:12< shadowm> Reserve version suffixes for platform-specific revision packages. 20160306 03:58:29< shadowm> (With the obvious exception of -dev.) 20160306 03:58:48< Aginor> shadowm: not too worry, I'm not too eager to jump the shark on this one 20160306 03:59:34< shadowm> Attentive readers will notice that 1.6a is a general revision release, but it doesn't count because it's also a bad version number having two components instead of three. 20160306 04:00:09< shadowm> 1.1.2a doesn't count either because it was done by Ivanovic's predecessor. 20160306 04:01:19< shadowm> Aginor: I was until I realized that the fact that a bug like this slipped into the release means that the active devs haven't tested Wesnoth enough. 20160306 04:01:52< shadowm> The real Wesnoth, not this superfluous GUI engineering aspect of it. 20160306 04:02:35< shadowm> Wesnoth at its core is a game, and if that aspect of it is broken at any given time, the codebase should be considered unreleasable. 20160306 04:03:00< celticminstrel> I thought the releaser was responsible for some basic sanity testing. 20160306 04:03:11< Aginor> shadowm: that's why I was complaining that we need to have a proper feature freeze and testing yesterday 20160306 04:03:23< celticminstrel> ...but, if the crash is sporadic, it could've slipped through anyway. 20160306 04:05:36< shadowm> celticminstrel: So I asked loonycyborg earlier if he droided through at least one game during release testing, but then I realized it's a moot point because droiding obviously bypasses the Attack dialog. 20160306 04:06:33< shadowm> Issues with the aforementioned ought to be detected by people other than the release team well in advance. 20160306 04:06:56< shadowm> Unless absolutely nobody is playtesting anything with master, which raises a lot of questions. 20160306 04:07:54< celticminstrel> I'm pretty sure there are also a couple of non-developers periodically testing master. 20160306 04:10:00 * celticminstrel wonders if playing through the tutorial would be sufficient to make sure the game is not fundamentally broken. 20160306 04:11:00< shadowm> Any scenario is. 20160306 04:11:29< celticminstrel> So, pick any campaign, play through the first scenario? Or the tutorial. 20160306 04:11:38< shadowm> I'd say the tutorial is the worst possible test case because it's so heavily scripted and thus requires a special playing style. 20160306 04:11:58< shadowm> OTOH it's a great WML events engine test case. 20160306 04:12:00< celticminstrel> First scenario, probably, yeah. Second scenario, not so sure. 20160306 04:46:51< celticminstrel> Seems like Wesnoth lost my resolution preference after entering and exiting fullscreen mode and then quitting. 20160306 04:47:05< celticminstrel> Now the window is screen-size. 20160306 04:53:10< celticminstrel> And I have the spinning beachball, constantly. Trying to change the resolution. 20160306 04:55:38< celticminstrel> Wait, why is there separate "resolution" and "windowsize"? 20160306 04:56:07 * celticminstrel resorted to manually editing prefs. 20160306 05:00:25< vultraz> celticminstrel: I united those 20160306 05:00:28< vultraz> only resolution is used now 20160306 05:01:13< celticminstrel> Ah, that would explain why my resolution setting was forgotten. For whatever reason, resolution was at fullscreen size while windowsize was the correct value. 20160306 05:01:35< celticminstrel> Gah, accidentally activated my breakpoint before I was ready for it. 20160306 05:03:43< celticminstrel> Okay, so it's not [filter_adjacent] that can't be decided until the opponent is chosen. 20160306 05:03:53< celticminstrel> It's [filter_opponent] and [filter_defender]. 20160306 05:04:04< celticminstrel> I think [filter_attacker] is safe, and [filter_self] certainly is. 20160306 05:04:15-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Quit: Connection closed for inactivity] 20160306 05:07:23< vultraz> hmmmm 20160306 05:07:47< vultraz> I'm having trouble construing the gold cost string for the gui2 recruit dialog 20160306 05:07:49< celticminstrel> Unit create dialog should probably have tooltips on the race/alignment. 20160306 05:08:02< celticminstrel> vultraz: Show me? 20160306 05:09:10< celticminstrel> Is there a way to clear the selected unit in the sidebar? 20160306 05:09:30< vultraz> no 20160306 05:09:55< celticminstrel> Well okay, if I just make sure the right one is active before turning on breakpoints, I guess I can work with this. 20160306 05:14:12< vultraz> ahh 20160306 05:14:14< vultraz> I got it 20160306 05:14:17< vultraz> I needed a lexical cast 20160306 05:16:03< vultraz> Iforgot assigning an int to a string doesn't convert it to a string 20160306 05:16:46< celticminstrel> Heh. 20160306 05:17:10< vultraz> I wonder why it doesn't 20160306 05:17:33< celticminstrel> Because whoever designed std::string decided so. 20160306 05:18:24< shadowm> str_cast does the same thing FYI. 20160306 05:22:11< vultraz> ok, just need the details section 20160306 05:26:17-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160306 05:30:13< vultraz> hmm 20160306 05:30:16< vultraz> should I use icons, or not 20160306 05:30:33-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 276 seconds] 20160306 05:30:33-!- wedge010 is now known as wedge009 20160306 05:30:37< celticminstrel> I suppose set_specials(loc, false) is for when you select a unit, then mouseover another unit. 20160306 05:30:46< vultraz> celticminstrel: what do you think, icons or no icons 20160306 05:31:02< celticminstrel> Icons are good. Text is familiar. I dunno. 20160306 05:32:07< celticminstrel> Oh, it's not like that. It's based entirely on side. Well, that makes sense too though. Barring allies, but neither way makes sense for those so whatever. 20160306 05:50:51-!- Kwandulin [~Miranda@p200300760F0BD4D9C97A4F975462E66C.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160306 05:59:36-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20160306 05:59:42-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20160306 06:02:42-!- irker854 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160306 06:07:43-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Ping timeout: 250 seconds] 20160306 06:21:02< vultraz> celticminstrel, shadowm: https://drive.google.com/file/d/0B-mR9s8FduLLNDJkeUF5aG9GbHM/view?usp=sharing 20160306 06:22:28< vultraz> (I just copied the layout of the details from unit create. I really should move those to a generic function/widget...) 20160306 06:23:54< vultraz> but yeah, what do you think 20160306 06:25:51< Aginor> when do we do the critical-bugfix-release? 20160306 06:26:19< vultraz> as soon as people are ready 20160306 06:26:21< celticminstrel> I'm guessing when loonycyborg wakes up / gets home. 20160306 06:26:22< vultraz> maybe in 12 hours 20160306 06:26:27< Aginor> vultraz: having a common ancestor-widget for both is a good thing 20160306 06:26:52< vultraz> I'd like to do that, yes 20160306 06:26:58< Aginor> FYI, tomorrow is a work day for me, I will be unavailable for the majority of the day 20160306 06:27:02< celticminstrel> Something definitely feels a little off about it. 20160306 06:27:11< vultraz> celticminstrel: the dialog? 20160306 06:27:15< celticminstrel> Yeah. 20160306 06:27:20< vultraz> tell me more 20160306 06:28:21< celticminstrel> It's tiny. 20160306 06:28:37< vultraz> yes 20160306 06:28:46< celticminstrel> No separation between Help and OK/Cancel. 20160306 06:29:17< vultraz> dialog isn't wide enough to make that happen 20160306 06:30:42< celticminstrel> You could put a spacer to force it or something. 20160306 06:31:00< vultraz> Let's see what shadowm says 20160306 06:31:04< celticminstrel> But I don't understand why it's so much narrower when the basic content is the same... 20160306 06:31:29< vultraz> celticminstrel: the gui1 forced a lot of useless empty space 20160306 06:31:54< celticminstrel> Well, I think at least there should be a space between Help and Recruit. 20160306 06:32:10< celticminstrel> Other than that, I guess it's okay. 20160306 06:32:24< celticminstrel> I assume it's fine when a scrollbar appears, too? 20160306 06:33:00< vultraz> I guess I should test it as small size, yes.. 20160306 06:33:23< vultraz> I also wonder if I should work on the unit preview pane widget first or not 20160306 06:33:54< celticminstrel> No, I meant when there's more recruits. 20160306 06:33:58< celticminstrel> Try an MP game. 20160306 06:34:09< celticminstrel> But small size is good to test too. 20160306 06:34:18< celticminstrel> The smallest, preferably. 20160306 06:37:24< vultraz> celticminstrel: https://drive.google.com/file/d/0B-mR9s8FduLLbWpUM2xiVTVpdjQ/view?usp=sharing 20160306 06:37:50< celticminstrel> That actually looks better, to me. 20160306 06:38:00< vultraz> oh? 20160306 06:38:20< celticminstrel> I think it's probably the space between Help and Recruit. 20160306 06:38:34< celticminstrel> I guess because those units have longer names. 20160306 06:38:48< vultraz> yes 20160306 06:39:04< vultraz> thought now there isn't padding between the details and the list when that happens 20160306 06:39:08 * vultraz considered forcing some 20160306 06:39:58< vultraz> I'll see what shadowm says 20160306 06:40:29< celticminstrel> Just don't push anything to master until after the critical-bugfix release. 20160306 06:40:38< celticminstrel> (Unless of course it's another critical bugfix.) 20160306 06:41:44 * Aginor grins 20160306 06:42:03< Aginor> put that in the topic 20160306 06:42:12< Aginor> code freeze in place pending 1.13.4 20160306 06:51:29-!- vultraz changed the topic of #wesnoth-dev to: 1.13.4 hotfix release pending, code freeze in place | Wesnoth Developers Channel | >>> Want to help? Go here: http://r.wesnoth.org/t42911 (and thanks!) <<< | Logs: http://irclogs.wesnoth.org | Bug tracker: http://bugs.wesnoth.org 20160306 06:54:21< Aginor> follow-on question 20160306 06:54:41< Aginor> should we make a 1.13.4 branch what has a few cherry-picked commits on it? 20160306 06:56:29< celticminstrel> Why? 20160306 06:57:03< vultraz> Why? 20160306 06:58:59< Aginor> maybe there are no commits in there we don't want at this stage 20160306 06:59:30 * celticminstrel notes that that was a genuine question, not a way of implying it's a bad idea. 20160306 07:00:47< Aginor> ah 20160306 07:01:19< Aginor> it's simply to ensure that our emergency release only has the appropriate fixes added, not other random stuff 20160306 07:01:47< celticminstrel> Well, if someone ignores the code freeze and adds other random stuff, then sure. 20160306 07:02:10< Aginor> it basically comes down to risk management, by introducing as few changes as possible we limit the potential regressions 20160306 07:02:38< Aginor> celticminstrel: there's been a bunch of commits since the release, which is why I raised the branch question 20160306 07:02:47< Aginor> but looking over the history, they seem desirable 20160306 07:03:08< celticminstrel> I suspect I won't have the backstab fix ready. 20160306 07:03:21< celticminstrel> Which is fine. 20160306 07:03:31< celticminstrel> Since zookeeper temp-fixed it. 20160306 07:11:02-!- ancestral [~ancestral@97-116-184-84.mpls.qwest.net] has joined #wesnoth-dev 20160306 07:17:58< shadowm> Just have people not push off-topic commits in the meantime. And definitely, _don't_ create a branch with the same name that the tag will have. 20160306 07:18:25< shadowm> I still get nightmares from having to disambiguate 1.6 and 1.6 back in the day. 20160306 07:19:05< shadowm> vultraz: What do you need me for? 20160306 07:19:29< celticminstrel> If you need to create a branch, call it something like "hotfix-1.13.4". Then the tag can be called "1.13.4" without ambiguity. 20160306 07:20:19< Aginor> I agree that branches and tags should have different names :) 20160306 07:21:31< vultraz> shadowm: comment on the screenshot I posted 20160306 07:21:38< vultraz> should there be a space between Help and recruit? 20160306 07:21:52< vultraz> there isn't if the type names are to short enough 20160306 07:22:40< shadowm> It can't be helped. Just make sure it works properly when the dialog becomes sufficiently wide for whatever reason. 20160306 07:22:52< shadowm> Maybe ask LordBob to make a help icon to use on buttons. 20160306 07:23:07< celticminstrel> That'd be nice. 20160306 07:23:16< vultraz> a help icon? 20160306 07:23:21< vultraz> like a "?" 20160306 07:23:24< shadowm> A help icon, vultraz. 20160306 07:23:32< shadowm> I'm sure you've seen those everywhere in other applications. 20160306 07:23:41< celticminstrel> It's usually a ?, yes. Though I dunno if it has to be. 20160306 07:23:59< vultraz> Could remove the text 'help' altogether, even 20160306 07:24:07< shadowm> Huh, so we capitalize "Gold". Is that correct formatting? 20160306 07:24:23< vultraz> I suppose so 20160306 07:24:33< shadowm> vultraz: Obviously we wouldn't have the icon next to the label. :\ 20160306 07:24:34< celticminstrel> Yes vultraz, we could. 20160306 07:24:35< vultraz> I was considering making it the gold coins icon 20160306 07:25:29< shadowm> That might work. 20160306 07:26:14 * shadowm resists the urge to consider options for implementing non-gold resources for UMC. 20160306 07:26:54< vultraz> I also need to figure out how to make the details area a widget 20160306 07:27:00< shadowm> (I've always been of the opinion that even though recruiting undead with gold is beautiful in its simplicity, it's also ridiculously dumb.) 20160306 07:27:11< vultraz> right now I duplicated code from unit create 20160306 07:27:13-!- mjs-de [~mjs-de@x5ce48e82.dyn.telefonica.de] has joined #wesnoth-dev 20160306 07:27:57< shadowm> Yes, that's going to be a maintenance nightmare later on, since that will inevitably have to be adjusted in response to feedback. 20160306 07:30:23< Aginor> shadowm: zombie gold is also gold 20160306 07:30:47< vultraz> I think I know about GUI2 to make it a widget, so I'll try that before committing anything 20160306 07:32:02< shadowm> Oh it isn't too hard I think. It's just a bit of a chore because you need like four files per widget. 20160306 07:32:27< celticminstrel> Which is utterly crazy. 20160306 07:32:56< shadowm> Sort of. You could throw all the required classes into the same file but the Creator of GUI2™ would not be very impressed. 20160306 07:33:15< celticminstrel> That would be infinitely preferrable in my opinion. 20160306 07:33:44< shadowm> But if vultraz wants him to return he'll need to play by his rules. :p 20160306 07:35:07-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20160306 07:37:15< shadowm> Making a help icon ought to be a trivial task, you don't even need LordBob for that -- just patience and time. 20160306 07:38:09< shadowm> Remember how I got my About icon from a random nobody whom I came across on the street? 20160306 07:55:14-!- irker264 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160306 07:55:14< irker264> wesnoth: Ignacio R. Morelle wesnoth:master f24db0ae5136 / changelog src/gui/dialogs/unit_attack.cpp: gui2/tunit_attack: Remove trailing newline from attack list entries https://github.com/wesnoth/wesnoth/commit/f24db0ae513652555ab0b10421e27cb8fcc9b3e5 20160306 07:55:15< irker264> wesnoth: Ignacio R. Morelle wesnoth:master 4329adf0ecdd / changelog src/gui/dialogs/unit_attack.cpp: gui2/tunit_attack: Remove trailing newline from unit stats area https://github.com/wesnoth/wesnoth/commit/4329adf0ecdd20929224062db8a9753a1c57b64f 20160306 07:57:46< shadowm> Hm, so it's a bit inconvenient to have to click on the Filter box first to filter saves. 20160306 07:58:06< shadowm> I wonder if... I could connect a signal handler to it... and... 20160306 07:58:58< celticminstrel> Doesn't the textbox widget have some way to set it active from the code? 20160306 07:59:27< shadowm> Yes, but we don't want it active by default because being able to scroll through list entries without clicking is far more important. 20160306 07:59:35< celticminstrel> Oh. 20160306 07:59:56< celticminstrel> Forward slash seems to be a common filter hotkey. 20160306 08:00:10< shadowm> I wonder why. 20160306 08:00:11< Aginor> in unix land, yes 20160306 08:00:14< Aginor> not in windows 20160306 08:00:31< celticminstrel> True. 20160306 08:00:42< shadowm> Oh, ttext_box handles up/down arrows itself to implement that underused history feature. 20160306 08:00:56< celticminstrel> I don't know about any filter hotkeys on Windows. 20160306 08:01:19< celticminstrel> Eh... 20160306 08:01:26< celticminstrel> Most text boxes don't even need that. 20160306 08:02:00< shadowm> vultraz: I propose hiding the icon/map preview row in the Load Game dialog when neither is available for a save. 20160306 08:02:46< shadowm> Otherwise right now it looks like this: https://dl.dropboxusercontent.com/u/21371130/Screenshots/zzzzz25.png 20160306 08:05:22-!- ancestral [~ancestral@97-116-184-84.mpls.qwest.net] has quit [Remote host closed the connection] 20160306 08:08:05< celticminstrel> I wonder if it should be considered a bug that the changelog dialog appears when you quit. 20160306 08:08:12< celticminstrel> (This is Mac-specific.) 20160306 08:08:36-!- celticminstrel is now known as celmin|sleep 20160306 08:09:36< Aginor> anyone who happens to be a star wars fan and interested in a few of the classic games? - I just bought the humble bundle and it doubled up on a few games for me, I'm happy to give away keys 20160306 08:10:25< celmin|sleep> I like Star Wars, but I dunno... 20160306 08:10:49< Aginor> Star Wars™ Knights of the Old Republic™ II: The Sith Lords™ 20160306 08:10:56< Aginor> Star Wars™: TIE Fighter Special Edition 20160306 08:11:08 * Aginor goes to check is GOG account 20160306 08:11:18< shadowm> I found a couple of issues with TC handling in the Load Game dialog and I have a fix for one of them, but maybe I should wait until after 1.13.4. 20160306 08:11:38< celmin|sleep> I still have no TC whatsoever. 20160306 08:12:37< Aginor> hmm 20160306 08:12:40< Aginor> I think that's it 20160306 08:12:44< Aginor> any takers? 20160306 08:12:45< shadowm> Yes, it's an issue with the save_index generation, coupled with what I suspect is an intentional reduction in redundant unit WML. 20160306 08:13:06< Aginor> TC? 20160306 08:13:10< celmin|sleep> I think gfgtdf did do something like that. 20160306 08:13:21< shadowm> Okay, no, the data is there. 20160306 08:14:02< shadowm> The code is just overly optimistic about it and doesn't check to make sure it's non-empty (flag_rgb is an empty string for TC-less units like Konrad). 20160306 08:14:15< shadowm> Aginor: Team Color. 20160306 08:14:21< Aginor> ah 20160306 08:14:22< Aginor> thanks 20160306 08:14:38< shadowm> Very important, it's found everywhere. 20160306 08:15:02< celmin|sleep> Am I still the only one for whom it's broken? 20160306 08:15:04< shadowm> IIRC the image cache even has special knowledge of the TC and RC image path functions. 20160306 08:15:43< shadowm> Ugh, what the hell, now I don't get any unit icons. 20160306 08:16:22< celmin|sleep> So I managed to get backstab to show 5-3 instead of 10-3 (strong thief), but at the cost of the text being greyed out. 20160306 08:17:36< celmin|sleep> That's an improvement, but still less than ideal. 20160306 08:17:44< celmin|sleep> Will try more tomorrow. 20160306 08:17:49< shadowm> Okay, I'm postponing this bug fix. I don't understand how I managed to break it even tfurther. 20160306 08:21:10< shadowm> What the actual crap am I looking at. 20160306 08:21:40< shadowm> Writing a save made _some_ entries (for the same scenarios, even) get their icons back, the rest are still icon-less. 20160306 08:23:15< shadowm> Maybe some day someone will write a save index implementation that actually behaves according to the laws of logic and physics. 20160306 08:39:33< shadowm> Aginor: https://gna.org/bugs/index.php?24498 -- has_joined_global_ is not initialized in the class constructor. Should it be initially false? 20160306 08:40:26< shadowm> (events::sdl_handler's constructor, to be specific.) 20160306 08:43:04< shadowm> i.e. http://pastebin.com/raw/3N907Lza 20160306 08:43:12< shadowm> (Not sure if this had any practical consequences.) 20160306 08:47:28-!- Kwandulin [~Miranda@p200300760F0BD4D9C97A4F975462E66C.dip0.t-ipconnect.de] has quit [Ping timeout: 268 seconds] 20160306 08:55:34< shadowm> Well, I'm going to assume it's meant to be initially false. 20160306 08:57:19< irker264> wesnoth: Ignacio R. Morelle wesnoth:master 3159f738e874 / changelog src/events.cpp: Add member variable to initializer list (bug #24498) https://github.com/wesnoth/wesnoth/commit/3159f738e874131164089256271104b6cfc903be 20160306 09:01:03-!- Kwandulin [~Miranda@p200300760F0BD4D9C97A4F975462E66C.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160306 09:16:08< vultraz> ah, good to know it's not just me with the weird saves icon thing 20160306 09:20:13< vultraz> I have one bug fix I'd like to get in before the release 20160306 09:30:17< Kwandulin> Is someone in contact with Amorphous? It would be really sad to not see the swordsman in the game: https://forums.wesnoth.org/viewtopic.php?p=586360#p586360 20160306 09:32:44-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20160306 09:42:24-!- Appleman1234 [~Appleman1@KD106161148105.au-net.ne.jp] has quit [Ping timeout: 246 seconds] 20160306 09:42:36< vultraz> shadowm: visibility changes apparently invalidate layout 20160306 09:43:01< vultraz> so I can do what you ask, but.... it will cause window resizes 20160306 09:43:45< zookeeper> eh, why would one replace the "help" text on a help button with an icon? 20160306 09:44:26< zookeeper> i mean, it's not an interface design travesty, but seems rather unnecessary. 20160306 09:45:08< vultraz> Because Icons Are Good 20160306 09:45:55< irker264> wesnoth: Charles Dang wesnoth:master ce0d08963c36 / data/gui/default/window/game_load.cfg: tgame_load: fixed a misplaced border https://github.com/wesnoth/wesnoth/commit/ce0d08963c360b391b1442433734d5d60d926050 20160306 09:49:13< zookeeper> Aginor, still got that TIEFSE? i guess i should finally pull myself together and play it 20160306 09:54:32< Aginor> zookeeper: I do 20160306 09:55:58< Aginor> give me a moment to do stuff 20160306 09:56:23< zookeeper> sure. you just need my GoG username, right? 20160306 09:58:14< Aginor> zookeeper: it's the steam version 20160306 09:58:38< Aginor> finally got all the verification sorted on this computer 20160306 09:58:42< zookeeper> oh right, i just saw you mention GoG and assumed it was that 20160306 09:58:51< Aginor> still happy? 20160306 09:59:07< zookeeper> yeah 20160306 09:59:12< Aginor> coll 20160306 09:59:15< Aginor> cool even 20160306 09:59:23< Aginor> I've sent you a message with the key 20160306 10:00:06< zookeeper> great, thanks! 20160306 10:00:15< Aginor> np 20160306 10:01:06-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth-dev 20160306 10:01:32< zookeeper> now my ratio of bought vs gifted steam games is 1:3 20160306 10:02:26< vultraz> zookeeper needs to play more games 20160306 10:28:40< irker264> wesnoth: Nils Kneuper wesnoth:master bd305006db15 / changelog players_changelog po/wesnoth-tutorial/ru.po: updated Russian translation https://github.com/wesnoth/wesnoth/commit/bd305006db1575c8d57089cb200ab7705743ac88 20160306 10:28:42< irker264> wesnoth: Nils Kneuper wesnoth:master c292f1f1cf32 / / (9 files in 8 dirs): updated British English translation https://github.com/wesnoth/wesnoth/commit/c292f1f1cf321d8dba6f6fc9d9ad48560c5c241c 20160306 10:40:06-!- Appleman1234 [~Appleman1@KD106161146204.au-net.ne.jp] has joined #wesnoth-dev 20160306 11:19:27-!- Kwandulin [~Miranda@p200300760F0BD4D9C97A4F975462E66C.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160306 11:33:37< loonycyborg> vultraz: ok I'm active now, tell me when you want to release 20160306 11:34:42< vultraz> gimme a little bit 20160306 11:36:43< vultraz> hm 20160306 11:36:45< vultraz> actually 20160306 11:36:57< vultraz> no, this change I'm thinking of should be post-release 20160306 11:40:28< vultraz> loonycyborg: whenever you're ready, then 20160306 11:53:33< vultraz> zookeeper: what would you say to increasing the contrast of our cave floor images by, say 10-20%? 20160306 11:56:18< zookeeper> vultraz, i'd say max 10-15% for floor and path, none for flagstones 20160306 11:56:59< irker264> wesnoth: loonycyborg wesnoth:master a3f5d821e53a / Doxyfile changelog players_changelog src/wesconfig.h: Pre-release version bump to 1.13.4 https://github.com/wesnoth/wesnoth/commit/a3f5d821e53a14533dec406a9e635720a1452bdb 20160306 11:57:39< zookeeper> vultraz, but don't go and just do it right away 20160306 12:03:49-!- louis94 [~~louis94@91.178.241.37] has joined #wesnoth-dev 20160306 12:06:51< vultraz> what do you mean 20160306 12:08:04< zookeeper> i don't yet know how that'd work with earthy floor 20160306 12:08:58< zookeeper> i'd like to do the wall stuff i'm working on first 20160306 12:15:54< zookeeper> note to self: png's with a bg color of 0,0,0,0 compress better than ones with 255,255,255,0 20160306 12:16:11< vultraz> ah 20160306 12:16:19< vultraz> so you're working on adding doofus's walls? 20160306 12:16:48< vultraz> shadowm: I forgot, is there a reason we can't just have a font and use a text tool to draw a '?' for the help icon? 20160306 12:16:50< zookeeper> yes, but first fixing glitches in the current ones 20160306 12:16:55< vultraz> text tool in gimp/ps* 20160306 12:35:14< wedge009> Black compresses better than white? o.O 20160306 12:37:20-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has joined #wesnoth-dev 20160306 12:38:06< zookeeper> wedge009, slightly, yes. probably because it can just completely zero large blocks of the image. 20160306 12:38:21< zookeeper> whereas with 255,255,255,0 it can't 20160306 12:39:14< wedge009> I would have thought that large areas of the same colour would compress well regardless of the colour value, but come to think of it, I think I've observed that as well. 20160306 12:41:04< irker264> wesnoth: loonycyborg wesnoth: a3f5d821e53a tagged as 1.13.4 20160306 12:45:56-!- Kwandulin [~Miranda@p200300760F0BD491A596FB33E37AA917.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160306 12:57:04< vultraz> loonycyborg: post release version bump? 20160306 12:57:19< loonycyborg> will do it now 20160306 13:02:53< irker264> wesnoth: loonycyborg wesnoth:master c030abea0ba7 / Doxyfile changelog players_changelog src/wesconfig.h: Post-release version bump https://github.com/wesnoth/wesnoth/commit/c030abea0ba70df898502252abbe8ccb996e68ec 20160306 13:06:10< vultraz> er... 20160306 13:06:15< vultraz> loonycyborg: it should be +dev 20160306 13:06:18< vultraz> not +svn 20160306 13:06:26< vultraz> we're not on svn anymore 20160306 13:06:30< loonycyborg> dammit 20160306 13:06:34< loonycyborg> old habits 20160306 13:07:49< irker264> wesnoth: gfgtdf wesnoth:1.12 c1903e76ad6c / src/server/game.cpp: Mute most common case of mp illegal whiteboard data warning https://github.com/wesnoth/wesnoth/commit/c1903e76ad6cbbd2440781e13cec5e2717529b7e 20160306 13:08:07-!- gfgtdf [~chatzilla@f050180105.adsl.alicedsl.de] has joined #wesnoth-dev 20160306 13:08:33< gfgtdf> shadowm: ^ this requires a server restart/rebuild, no need to hury though 20160306 13:10:33< gfgtdf> 20160306 08:13:10< celmin|sleep> I think gfgtdf did do something like that. 20160306 13:11:04< gfgtdf> celmin|sleep: maybe you can repeat what this refered to? 20160306 13:11:08-!- travis-ci [~travis-ci@ec2-54-196-130-209.compute-1.amazonaws.com] has joined #wesnoth-dev 20160306 13:11:09< travis-ci> wesnoth/wesnoth#8775 (1.13.4 - a3f5d82 : loonycyborg): The build passed. 20160306 13:11:10< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/114038507 20160306 13:11:10-!- travis-ci [~travis-ci@ec2-54-196-130-209.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160306 13:15:13< loonycyborg> vultraz: you think it would be safe to use git commit --amend here? 20160306 13:15:27< vultraz> I'd say so 20160306 13:15:34< vultraz> but I think force pushing is disabled for master.. 20160306 13:15:36< vultraz> I'm not sure 20160306 13:15:43< vultraz> if it is you'll just have to push a fixup 20160306 13:17:54< irker264> wesnoth: ln-zookeeper wesnoth:master 0b1ab96b05e2 / data/core/images/terrain/cave/ (43 files): Fixed disjoined connections and stray pixels in rough cave walls https://github.com/wesnoth/wesnoth/commit/0b1ab96b05e28da5ac9a81f00ea7f7bf67d28ced 20160306 13:19:43 * zookeeper hopes someone would write an online tool (with developer-only access, most likely) to grep the add-on server for stuff 20160306 13:20:14< zookeeper> it's inconvenient to have to always ask someone with access to do that 20160306 13:20:54< irker264> wesnoth: loonycyborg wesnoth:master 653a62bc0369 / Doxyfile changelog players_changelog src/wesconfig.h: Fixed incorrect version strings https://github.com/wesnoth/wesnoth/commit/653a62bc03695f92caa13ceb515be64f426e744c 20160306 13:22:08< loonycyborg> I decided against messing with git like this 20160306 13:22:56< zookeeper> like, how often is earthy hewn cave wall used? if doofus's new one replaces the hewn cave wall, that leaves the earthy variant with the old tiles. remove, keep, make a most-likely-pointless earthy variant of the new walls? depends on how much the current one is being used. 20160306 13:23:23< vultraz> remove 20160306 13:24:08< loonycyborg> vultraz: well it seems I'm done with uploading and stuff 20160306 13:24:16< vultraz> alright 20160306 13:24:17< loonycyborg> mailed packagers too 20160306 13:25:19< zookeeper> ah, forgot that i can just hide the terrain. then it can be removed neatly without breaking anything. 20160306 13:25:39< vultraz> true 20160306 13:25:59 * vultraz can't wait to use the new walls 20160306 13:30:03< vultraz> zookeeper: 10 seems a good contrast bump for the floor tiles 20160306 13:30:07< vultraz> 15 is a tad too much 20160306 13:32:07< gfgtdf> we decided to skip wesnoth 1.13.3 ? 20160306 13:33:15< vultraz> gfgtdf: crash was discovered in the attack dialog 20160306 13:33:27< vultraz> gfgtdf: we had to make a hotfix release 20160306 13:34:41< irker264> wesnoth: gfgtdf wesnoth:master 5fbc903f3e0b / RELEASE_NOTES: Update RELEASE_NOTES https://github.com/wesnoth/wesnoth/commit/5fbc903f3e0b5ed056df13b36ede2144e41d33d5 20160306 13:36:45-!- prkc [~prkc@108.61.123.68] has quit [Ping timeout: 276 seconds] 20160306 13:48:03< zookeeper> i think i got the walls sorted out, will commit a bit later 20160306 13:49:21< vultraz> oh boy oh boy oh boy :D 20160306 13:51:04-!- prkc [~prkc@108.61.123.69] has joined #wesnoth-dev 20160306 13:51:45< irker264> wesnoth: gfgtdf wesnoth:master eeff37237f51 / src/gettext_boost.cpp: fix linking of wesnothd with msvc and boost 1.60 https://github.com/wesnoth/wesnoth/commit/eeff37237f51bab8be7f25a5bb65ec57a8efac60 20160306 13:54:55< irker264> wesnoth: Charles Dang wesnoth:master 9d7a55d43381 / data/gui/default/widget/label_default.cfg: tlabel: align text to top of available space https://github.com/wesnoth/wesnoth/commit/9d7a55d43381b82745cfb9f9e27c0455b0cff7a2 20160306 13:55:21< vultraz> Didn't want that ^ in the release in case it broke layout somewhere 20160306 13:57:41< vultraz> celmin|sleep: still no fix for the whole 'message highlighting shows movement range'? 20160306 14:03:04-!- mjs-de [~mjs-de@x5ce48e82.dyn.telefonica.de] has quit [Remote host closed the connection] 20160306 14:30:48-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Ping timeout: 250 seconds] 20160306 14:35:57-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20160306 14:36:03-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20160306 14:46:06-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20160306 14:46:12-!- janebot_ [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20160306 15:00:17< zookeeper> i'm inclined to say that the special castle-chasm transitions look nicer than the normal chasm edges. 20160306 15:02:06 * vultraz pings gfgtdf 20160306 15:02:14< gfgtdf> vultraz: ? 20160306 15:03:18< vultraz> gfgtdf: I'm trying to add a new widget to gui2. afaik I have to add the header/implementation in widgets/ and then one file each in auxiliary/widget_definition and auxiliary/window_builder. is that right 20160306 15:05:34< gfgtdf> vultraz: iirc yes 20160306 15:05:52< gfgtdf> vultraz: but this sometimes also depends on widgets 20160306 15:06:27< vultraz> well I'm just trying to create a generic container widget for a unit preview pane 20160306 15:06:55< gfgtdf> vultraz: for exaxmple there are afik some widgerts the reuse the auxiliary code from other widgets, or other widgets that dotn need auxiliary code baceu the have no correspnding wml tag (they are only used by the gui2 code internally) 20160306 15:07:12< gfgtdf> vultraz: you want to create a unit previoew pane widget ? 20160306 15:07:20< vultraz> yes 20160306 15:07:36< vultraz> right now I have to copy the same code over and over every time I want to have aunit preview pane 20160306 15:07:38< gfgtdf> vultraz: hmm yes i'd say you need to add all these files 20160306 15:07:50< vultraz> so I wanted to make it a widget 20160306 15:09:08< vultraz> it'd be a widget that uses other widgets, tho... I guess that's alright 20160306 15:09:10< vultraz> I'm not sure 20160306 15:09:19< gfgtdf> vultraz: you also need to add the widet into the list in auxiliary/window_builder.cpp 20160306 15:09:30< vultraz> maybe I shouldn't make it a widget and just make it a helper class 20160306 15:09:30< gfgtdf> vultraz: becasue otherwise travis gets linking errors 20160306 15:09:42< gfgtdf> vultraz: hmm wideget is good i think 20160306 15:10:27< vultraz> ok I'll see if I can figure this out 20160306 15:10:58< vultraz> it's so many damn files to work with >_> 20160306 15:11:13-!- louis94 [~~louis94@91.178.241.37] has quit [Ping timeout: 244 seconds] 20160306 15:15:48< vultraz> gfgtdf: do you think it should inherit from tcontrol 20160306 15:17:43< gfgtdf> vultraz: hmm not sure currently 20160306 15:18:04-!- gfgtdf [~chatzilla@f050180105.adsl.alicedsl.de] has quit [Quit: ChatZilla 0.9.92 [Firefox 44.0.2/20160210153822]] 20160306 15:47:04< vultraz> good god this is so arbitrarily complicated 20160306 15:47:54-!- ancestral [~ancestral@97-116-184-84.mpls.qwest.net] has joined #wesnoth-dev 20160306 16:04:49< irker264> wesnoth: ln-zookeeper wesnoth:master 0c6cdd5d5e1d / / (47 files in 4 dirs): Replaced hewn cave walls with doofus-01's new mine walls https://github.com/wesnoth/wesnoth/commit/0c6cdd5d5e1d05bfb38d7f32a12534783e1e59f4 20160306 16:04:54< zookeeper> now, i hope i didn't miss anything... 20160306 16:09:33-!- ancestral [~ancestral@97-116-184-84.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160306 16:10:11-!- prkc [~prkc@108.61.123.69] has quit [Ping timeout: 248 seconds] 20160306 16:18:29< vultraz> do you want me to do the contrast adjustment on the caves? 20160306 16:19:09< zookeeper> yeah, go ahead 20160306 16:19:26< zookeeper> make sure you do transitions too 20160306 16:19:46-!- louis94 [~~louis94@91.178.241.37] has joined #wesnoth-dev 20160306 16:20:53< celmin|sleep> [Mar 06@08:10:33am] gfgtdf: 20160306 08:13:10< celmin|sleep> I think gfgtdf did do something like that. 20160306 16:20:54< celmin|sleep> [Mar 06@08:11:04am] gfgtdf: celmin|sleep: maybe you can repeat what this refered to? 20160306 16:20:56< celmin|sleep> It was on the line right above that - a reduction in redundant unit WML in save files. BTW, why'd you remove that from RELEASE_NOTES? 20160306 16:20:57< celmin|sleep> [Mar 06@08:57:41am] vultraz: celmin|sleep: still no fix for the whole 'message highlighting shows movement range'? 20160306 16:20:57< celmin|sleep> Not yet. The problem is that the Lua API doesn't distinguish between multiple ways of highlighting. 20160306 16:21:04< celmin|sleep> So, is the code freeze listed? 20160306 16:21:10< celmin|sleep> ^lifted 20160306 16:21:19-!- vultraz changed the topic of #wesnoth-dev to: 1.13.4 hotfix released, announcing "soon" | Wesnoth Developers Channel | >>> Want to help? Go here: http://r.wesnoth.org/t42911 (and thanks!) <<< | Logs: http://irclogs.wesnoth.org | Bug tracker: http://bugs.wesnoth.org 20160306 16:22:15< vultraz> ah 20160306 16:22:23< vultraz> I thought you were going to add that 20160306 16:23:04< celmin|sleep> Well, the API for that was already deprecated once. 20160306 16:23:17< celmin|sleep> And this sort of change would seem to require deprecating it again. 20160306 16:23:29< celmin|sleep> So I was a little reluctant to just go and do it. 20160306 16:25:13-!- prkc [~prkc@gateway/vpn/privateinternetaccess/prkc] has joined #wesnoth-dev 20160306 16:27:06-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has joined #wesnoth-dev 20160306 16:28:01< irker264> wesnoth: ln-zookeeper wesnoth:master 2c201d8aad26 / data/core/about.cfg: Various credits updates https://github.com/wesnoth/wesnoth/commit/2c201d8aad26967bb9769819dfbfdd5e62868130 20160306 16:34:10 * celmin|sleep wonders if all the recently merged PRs have their names in the credits. 20160306 16:48:04< irker264> wesnoth: Charles Dang wesnoth:master b92d08ac869c / data/core/images/terrain/cave/ (46 files): Slightly increased contrast on Cave Floor (Earthy and Regular) and Cave path https://github.com/wesnoth/wesnoth/commit/b92d08ac869ce3692f63a0d783b98d47abd85879 20160306 16:48:12< vultraz> zookeeper: ^ 20160306 16:49:54-!- louis94 [~~louis94@91.178.241.37] has quit [Ping timeout: 250 seconds] 20160306 16:50:22< vultraz> zookeeper: are there any other terrains you want to get the same treatment 20160306 16:51:02< vultraz> chasms perhaps? 20160306 16:52:07-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160306 16:56:25< vultraz> yes, I think I will do chasms 20160306 17:01:23< vultraz> oh god so many images 20160306 17:02:29< vultraz> this'd be faster if I weren't doing each image by hand 20160306 17:05:02< vultraz> but it's worth it 20160306 17:05:22< vultraz> the 10-point increase in contrast really makes everything look better 20160306 17:06:20< vultraz> BY HAND IT IS 20160306 17:13:25-!- mjs-de [~mjs-de@x5ce48e82.dyn.telefonica.de] has joined #wesnoth-dev 20160306 17:24:35-!- travis-ci [~travis-ci@ec2-54-160-143-193.compute-1.amazonaws.com] has joined #wesnoth-dev 20160306 17:24:36< travis-ci> wesnoth/wesnoth#8785 (master - b92d08a : Charles Dang): The build has errored. 20160306 17:24:36< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/114068925 20160306 17:24:36-!- travis-ci [~travis-ci@ec2-54-160-143-193.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160306 17:26:59< irker264> wesnoth: Charles Dang wesnoth:master bf3e5b80bd23 / data/core/images/terrain/chasm/ (91 files): Slightly increased contrast on Chasms (all variants) https://github.com/wesnoth/wesnoth/commit/bf3e5b80bd2391c893f60bc1dd6b40a0714b18fc 20160306 17:27:04< vultraz> zookeeper: ^ do tell me what you think 20160306 17:28:39< vultraz> zookeeper: unfortunately I can't increase the contrast of the dwarven castle transitions without also getting the castle 20160306 17:56:46-!- louis94 [~~louis94@91.178.241.37] has joined #wesnoth-dev 20160306 18:01:02-!- Appleman1234 [~Appleman1@KD106161146204.au-net.ne.jp] has quit [Ping timeout: 248 seconds] 20160306 18:09:01-!- louis94 [~~louis94@91.178.241.37] has quit [Ping timeout: 248 seconds] 20160306 18:17:48< zookeeper> vultraz, i think you forgot unwalkable/lava-chasm-* ? 20160306 18:19:02< zookeeper> but some of them contain glowy bits so might require some extra fiddling 20160306 18:21:21< zookeeper> and yes of course you can do it for the castle ones too, it just requires a bit of masking by hand 20160306 18:22:21-!- gfgtdf [~chatzilla@f050180105.adsl.alicedsl.de] has joined #wesnoth-dev 20160306 18:22:45< gfgtdf> 20160306 16:20:56< celmin|sleep> It was on the line right above that - a reduction in redundant unit WML in save files. BTW, why'd you remove that from RELEASE_NOTES? 20160306 18:22:59< gfgtdf> celmin|sleep: l said teh reason in the commit message 20160306 18:23:14< celmin|sleep> Oh. 20160306 18:24:41< celmin|sleep> Ah, okay. 20160306 18:24:46-!- celmin|sleep is now known as celticminstrel 20160306 18:25:04< vultraz> zookeeper: could you do those, maybe 20160306 18:25:10< vultraz> the adjustment level is +10 points exactly 20160306 18:25:15< vultraz> not% 20160306 18:25:39-!- horrowind [~Icedove@2a02:810a:8380:834:21b:fcff:fee3:c3ff] has joined #wesnoth-dev 20160306 18:27:00< vultraz> zookeeper: either way, do you think they look better 20160306 18:28:56< zookeeper> i'm not very inclined to get dragged into doing those myself, but yes, to my eyes they look a bit more appealing. however, it also makes it a lot harder to tell cave floor apart from rockbound cave, so you'd need to do something about that. 20160306 18:29:22< zookeeper> i can tell big areas of each apart, but when they meet you really have to look closely to tell which hex is which 20160306 18:29:48-!- ancestral [~ancestral@63.92.240.233] has joined #wesnoth-dev 20160306 18:30:10< zookeeper> and if you put a hex of floor in the middle of lots of rockbound, it basically disappears entirely 20160306 18:30:24< vultraz> I did not bump contrast on rockbound 20160306 18:30:34< vultraz> I can, of course 20160306 18:30:36< zookeeper> i know 20160306 18:30:48< vultraz> btw, I was only wonderinf ig you could do the ones that involve masking 20160306 18:32:31< vultraz> wondering if* 20160306 18:32:38< vultraz> since I don't know how to do that 20160306 18:39:29< vultraz> bumping the contrast on hills helps 20160306 18:42:36-!- louis94 [~~louis94@91.178.241.37] has joined #wesnoth-dev 20160306 18:42:38< zookeeper> well, the way i'd do it is just that i'd duplicate the layer, apply the contrast on one of them, and then erasebrush the appropriate parts of each layer 20160306 18:44:34< zookeeper> the only thing you need to particularly watch out for is to not mess up a semi-transparent pixel by having it on both layers 20160306 18:54:39< loonycyborg> well, I tried python3 wmlxgettext 20160306 18:55:11< loonycyborg> it's compatible wrt command line options so pluggin it into pot-update wasn't a problem 20160306 18:55:58< loonycyborg> but it produced output that made msgcat barf 20160306 18:56:10< loonycyborg> seems it didn't escape "" properly 20160306 18:57:10< loonycyborg> Does elvish pillager read the logs? 20160306 18:57:18-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Ping timeout: 250 seconds] 20160306 18:58:12< zookeeper> i presume you mean elvish_hunter 20160306 18:58:19< loonycyborg> oh or him 20160306 18:58:27< loonycyborg> so confused :P 20160306 19:10:07-!- Appleman1234 [~Appleman1@KD106161146204.au-net.ne.jp] has joined #wesnoth-dev 20160306 19:12:03-!- louis94 [~~louis94@91.178.241.37] has quit [Ping timeout: 248 seconds] 20160306 19:19:33-!- gfgtdf [~chatzilla@f050180105.adsl.alicedsl.de] has quit [Quit: ChatZilla 0.9.92 [Firefox 44.0.2/20160210153822]] 20160306 20:07:51-!- Elvish_Hunter [~elvish_hu@wesnoth/developer/elvish-hunter] has joined #wesnoth-dev 20160306 20:08:25< Elvish_Hunter> Hi all 20160306 20:08:45< Elvish_Hunter> loonycyborg: yes, I read the logs :) 20160306 20:09:05< loonycyborg> cool 20160306 20:09:17< Elvish_Hunter> And thanks for your report, I'll send it to Nobun. 20160306 20:10:24< loonycyborg> kk 20160306 20:11:36< loonycyborg> actually I better pastebin error messages and diff 20160306 20:11:57< loonycyborg> if it fits there that is :P 20160306 20:14:41< Elvish_Hunter> The repository also contains a script which reorders the lines the same order as the Perl version. 20160306 20:14:56< Elvish_Hunter> You might want to use it before creating a diff. 20160306 20:19:58< loonycyborg> hmm ok 20160306 20:27:13-!- irker264 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160306 20:38:14< shadowm> 06:43:46 eh, why would one replace the "help" text on a help button with an icon? 20160306 20:38:38< shadowm> zookeeper: So the most unimportant function in a dialog doesn't take up as much space as the actual stuff. 20160306 20:39:45< vultraz> shadowm: oh, btw, can we add your earthy hills now? 20160306 20:40:00 * shadowm hits loonycyborg with the squeaky mallet. 20160306 20:40:06< shadowm> Why were you considering git commit --amend? 20160306 20:40:25< loonycyborg> that was a moment of weakness 20160306 20:40:30-!- ancestral [~ancestral@63.92.240.233] has quit [Quit: i go nstuf kthxbai] 20160306 20:40:41< celticminstrel> Earthy hills? Is that a thing that's in AtS or IftU? 20160306 20:40:45< shadowm> vultraz: Why are you asking this question? 20160306 20:41:10< vultraz> you said you couldn't add them because of color discrepancies 20160306 20:41:16< vultraz> But I've adjusted the color now 20160306 20:41:19< vultraz> As you can see 20160306 20:41:23< shadowm> No, I can't see. 20160306 20:41:38< vultraz> save floors and chasms are no longer so washed out 20160306 20:41:40< vultraz> cave 20160306 20:41:50< celticminstrel> Save floors. 20160306 20:41:54< shadowm> Did zookeeper approve of this? 20160306 20:42:11< vultraz> yes 20160306 20:42:18< vultraz> pull master and go look in the editor 20160306 20:42:28< shadowm> I don't want to do that right now. 20160306 20:43:24< zookeeper> shadowm, well, isn't that meaningful only if it would take up space _from_ the actual stuff? if that's the case then sure it makes sense. 20160306 20:44:22< shadowm> zookeeper: This screenshot by vultraz illustrates the point nicely: https://drive.google.com/file/d/0B-mR9s8FduLLNDJkeUF5aG9GbHM/view 20160306 20:44:44< shadowm> With this layout, Help looks like it's as important as the other dialog control buttons on the bottom row. 20160306 20:45:32< zookeeper> and yeah i did approve a slight contrast bump on the cave floors, but vultraz will still have to handle the consequences too (such as rockbound) 20160306 20:45:47< zookeeper> shadowm, yeah, fair enough, that would look really silly 20160306 20:46:40< shadowm> vultraz: I don't know why you are asking if we "can" add "my" earthy hills. You can make your own ones in the GIMP/Photoshop in a couple of minutes. 20160306 20:47:39< zookeeper> please no more hills 20160306 20:48:18< vultraz> alright 20160306 20:50:41< vultraz> anyway, I can make a help icon by using a size-20 Arial "? in gimp 20160306 20:51:08< celticminstrel> Is Arial "safe"? 20160306 20:51:16< vultraz> What do you mean 20160306 20:51:19< celticminstrel> Maybe you should use Deja Vu Sans instead, 20160306 20:51:25< celticminstrel> Like, open-source safe. 20160306 20:51:46< vultraz> for some reason gimp isn't loading dvs properly 20160306 20:51:50< zookeeper> you mean might someone sue wesnoth if we have an arial ? in a bitmap somewhere? 20160306 20:52:21< celticminstrel> I suppose that's one way of saying it. 20160306 20:52:41< zookeeper> well, the answer ought to be quite obvious 20160306 20:53:00< celticminstrel> When you say it that way, it sounds quite ridiculous. 20160306 20:53:11-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has joined #wesnoth-dev 20160306 20:53:22< celticminstrel> I have no idea what sort of license Arial has. 20160306 20:54:20-!- ancestral [~ancestral@96.93.236.121] has joined #wesnoth-dev 20160306 20:55:46< ancestral> vultraz: Looks like you guys have fixed a couple of last minute bugs 20160306 20:58:05< shadowm> It was a post-last-minute fix to a bug that must've been around for quite a while undetected. 20160306 20:58:16 * ancestral nods 20160306 20:58:45< shadowm> Oh, I guess there's a fix for story screens in the log too. 20160306 20:58:57< ancestral> I should be able to whip together a binary tonight. After I’ve tested it, I’ll update the Mac Compile Stuff 20160306 20:59:04< celticminstrel> Fun. 20160306 20:59:13< celticminstrel> So that includes SDL2 and updated Boost with unit tests? 20160306 20:59:18< ancestral> Once that’s out of the way, I need to get that trailer finished 20160306 20:59:29< ancestral> celticminstrel: SDL2, yes. Boost? I *should* be able to do that. 20160306 20:59:41< ancestral> celticminstrel: Unit tests, like in the Xcode project? 20160306 21:00:02< celticminstrel> No, I can handle that part of it. I mean the Boost.UnitTest libraries (and their dependencies). 20160306 21:00:16< ancestral> ah okay. Have you built Boost before? 20160306 21:00:19< ancestral> Are there any gotchas? 20160306 21:00:22< celticminstrel> (I've already done most of the work towards getting XCode to build the unit tests; the only thing lacking is the library.) 20160306 21:00:42< celticminstrel> I don't know if this is still the case, but last time I built Boost I had to dig around to force it to use clang and libc++. 20160306 21:00:55< celticminstrel> I think that was two or three versions back, so they might've finally made it the default. 20160306 21:01:13< ancestral> I’ll see if Homebrew or MacPorts has a formula 20160306 21:01:17< celticminstrel> At the time, clang wasn't listed on the Boost pages as being supported, but there was an option hidden away somewhere. 20160306 21:01:25< ancestral> Okay 20160306 21:01:39< ancestral> I’ll be right back 20160306 21:01:41-!- ancestral [~ancestral@96.93.236.121] has quit [Quit: i go nstuf kthxbai] 20160306 21:01:48< shadowm> loonycyborg, vultraz: The curse of .3 versions: https://raw.githubusercontent.com/wesnoth/wesnoth/1.11.4/changelog https://raw.githubusercontent.com/wesnoth/wesnoth/1.12.4/changelog 20160306 21:02:13< celticminstrel> Oh heh. 20160306 21:04:33-!- ancestral [~ancestral@209.181.254.220] has joined #wesnoth-dev 20160306 21:11:24-!- Elvish_Hunter [~elvish_hu@wesnoth/developer/elvish-hunter] has left #wesnoth-dev ["Ciao!"] 20160306 21:17:07< loonycyborg> 3 is almost like 13 20160306 21:22:51< shadowm> 06:42:36 shadowm: visibility changes apparently invalidate layout 20160306 21:22:51< shadowm> 06:43:01 so I can do what you ask, but.... it will cause window resizes 20160306 21:23:28< shadowm> vultraz: No, don't do it in that case. We really need a way to freeze layouts (or alternatively, auto-updating layouts should be opt-in). 20160306 21:32:25-!- ancestral [~ancestral@209.181.254.220] has quit [Quit: i go nstuf kthxbai] 20160306 21:37:05< loonycyborg> Elvish_Hunter: https://gist.github.com/loonycyborg/f5c3301023a2f7948408 20160306 21:37:06-!- irker065 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160306 21:37:06< irker065> wesnoth: ln-zookeeper wesnoth:master 4b5d0734e8b6 / data/core/ (61 files in 2 dirs): Renamed the "long" terrain masks https://github.com/wesnoth/wesnoth/commit/4b5d0734e8b618eddc3302c1a8a3125314bd4268 20160306 21:37:06< irker065> wesnoth: ln-zookeeper wesnoth:master 16b3cd612708 / data/core/ (terrain-graphics.cfg terrain-graphics/new-macros.cfg): Made NEW:GENERIC_CORNER_TRANSITION take arguments for mask and mask IPF https://github.com/wesnoth/wesnoth/commit/16b3cd612708848aa84db29c3cca94a3d6d21037 20160306 21:39:53-!- louis94 [~~louis94@91.178.241.37] has joined #wesnoth-dev 20160306 21:42:19< loonycyborg> Elvish_Hunter: https://gist.github.com/loonycyborg/b0b0f54a97aed90edf5b 20160306 21:42:41< loonycyborg> poreorder barfed on a non-ascii char 20160306 21:43:25< irker065> wesnoth: ln-zookeeper wesnoth:master 72b01c813a9d / data/core/terrain-graphics.cfg: Fixed river ford glitches by using generic corner transitions https://github.com/wesnoth/wesnoth/commit/72b01c813a9ddf7df891fac4f9af0c82a0476357 20160306 21:43:32< zookeeper> finally \o/ 20160306 21:44:57< loonycyborg> Elvish_Hunter: https://gist.github.com/loonycyborg/f803fc37df69056844b0 20160306 21:45:47-!- gfgtdf [~chatzilla@f050180105.adsl.alicedsl.de] has joined #wesnoth-dev 20160306 21:46:12< gfgtdf> loonycyborg: are our gettext tools also abkle to parse lua files ? 20160306 21:46:16< gfgtdf> able* 20160306 21:46:22< celticminstrel> Pretty sure they are. 20160306 21:46:53< celticminstrel> Provided you use the "local _ = wesnoth.textdomain('whatever')" idiom and also have a "#textdomain whatever" comment in the file. 20160306 21:47:18< loonycyborg> but it seems for now only cfg and cpp files are scanned 20160306 21:47:20< celticminstrel> (I think the examples omit the parentheses, though. I just use them out of habit most of the time.) 20160306 21:47:32< celticminstrel> It might not scan them by default. 20160306 21:47:42< celticminstrel> But if told to scan them, I'm pretty sure it does work correctly. 20160306 21:47:53< celticminstrel> I imagine you can even used magic "#po" comments. 20160306 21:48:38< celticminstrel> Does mainline have any Lua files that contain translatable strings, though? 20160306 21:48:57< gfgtdf> celticminstrel: hmm at lest the 2p drk forecast have some 20160306 21:49:16< gfgtdf> celticminstrel: wml-tags.lua sure also has them 20160306 21:49:17< celticminstrel> So that's a yes. 20160306 21:49:56< gfgtdf> celticminstrel: mostlikeley the message.lua you wrote implementation also uses them 20160306 21:50:23< gfgtdf> celticminstrel: hmm teh lua wiki page doesnt mention #textdomain "my-campaign" having a specialy meaing in some contents 20160306 21:50:33< celticminstrel> 'git grep 'textdomain' **/*.lua' yields 20 results. 20160306 21:50:42< loonycyborg> actually need to doublecheck this 20160306 21:50:49< celticminstrel> 'git grep -E '_\s*"' **/*.lua' yields 35 results. 20160306 21:50:59< loonycyborg> FINDCFG scripts could easily return lua files too 20160306 21:51:18< celticminstrel> The first is an approximation of how many files use it, the second estimates how many translatable strings are there. 20160306 21:51:56< loonycyborg> yup so I was wrong, FINDCFG scripts pot-update uses return .lua files too 20160306 21:52:41< celticminstrel> diff <(git grep -l '#textdomain' **/*.lua) <(git grep -l 'wesnoth.textdomain' **/*.lua) 20160306 21:52:45< celticminstrel> ^ interesting output 20160306 21:53:47< loonycyborg> I guess that means lua files are fed to wmlxgettext too 20160306 21:54:08< celticminstrel> Some files have #textdomain but no translatable strings, others have translatable strings without #textdomain. Does the strings gatherer recognize the Lua syntax /wesnoth\.textdomain\s*\(?\s*['"](.*?)['"]\)?"? 20160306 21:54:21< celticminstrel> Because if not, some #textdomain comments might need to be added. 20160306 21:56:25< gfgtdf> celticminstrel: hmm i think the gettextp parse might have a default textdomain "wesnoth" 20160306 21:56:47< gfgtdf> celticminstrel: not sure though 20160306 21:57:19< loonycyborg> celticminstrel: if you wish you can check it yourself too, it's in utils/wmlxgettext 20160306 21:57:28< celticminstrel> That would make sense, but the Dark Forecast strings really don't belong in the default textdomain. 20160306 21:58:10< celticminstrel> Ah, looks like it does have a special allowance for Lua. 20160306 21:58:16< celticminstrel> if (m/textdomain\s*\(?\s*"([^"]+)"(.*)/) 20160306 21:58:46< celticminstrel> Even allows for the possibility that someone localized the textdomain function (ie, "local textdomain = wesnoth.textdomain"). 20160306 21:59:33< celticminstrel> However, it doesn't allow for single-quoted strings. 20160306 21:59:45-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Ping timeout: 250 seconds] 20160306 21:59:47< celticminstrel> It also doesn't allow for bracketed strings, but I don't think that's a problem. 20160306 22:00:48-!- Kwandulin [~Miranda@p200300760F0BD491A596FB33E37AA917.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160306 22:05:22< irker065> wesnoth: Celtic Minstrel wesnoth:master 5bd0466069f8 / utils/wmlxgettext: wmlxgettext: Accept single-quoted textdomains in Lua https://github.com/wesnoth/wesnoth/commit/5bd0466069f88cee9a1d7c418a30861e3f58f2bb 20160306 22:11:46-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160306 22:14:19-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 260 seconds] 20160306 22:14:19-!- wedge010 is now known as wedge009 20160306 22:16:56< celticminstrel> zookeeper: Was there a bug report about the backstab issue? 20160306 22:17:48< zookeeper> celticminstrel, apparently not 20160306 22:21:10< irker065> wesnoth: ln-zookeeper wesnoth:master 20b5e84413dc / data/core/ (images/terrain/castle/sunken-ruin.png terrain-graphics.cfg): Applied the new shallow water on sunken ruined castle https://github.com/wesnoth/wesnoth/commit/20b5e84413dcb05217c7fda3bec160ef4774b130 20160306 22:21:12< irker065> wesnoth: ln-zookeeper wesnoth:master d3d63b6a4c21 / utils/wmlxgettext: Merge branch 'master' of https://github.com/wesnoth/wesnoth https://github.com/wesnoth/wesnoth/commit/d3d63b6a4c21bc45f1378ef145ee85dfc7b0a93c 20160306 22:21:23< zookeeper> 'twas a good wesnoth day 20160306 22:21:40< celticminstrel> I think I have a backstab fix which doesn't involve reverting to backstab= 20160306 22:21:50< celticminstrel> Just need to figure out one last detail. 20160306 22:22:04< celticminstrel> Of course, it's still possible that my theory is broken. 20160306 22:28:21-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth-dev 20160306 22:37:26-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Quit: ChipmunkV] 20160306 22:44:16-!- horrowind [~Icedove@2a02:810a:8380:834:21b:fcff:fee3:c3ff] has quit [Quit: horrowind] 20160306 22:48:53< celticminstrel> Hmm, the wmlxgettext support for Lua is actually a lot more broken than I thought. 20160306 22:49:04< celticminstrel> It supports only the most simple cases. 20160306 22:49:16< celticminstrel> It does not support single-quoted strings or bracketed strings. 20160306 22:49:53< celticminstrel> It does not support multiple textdomains in the same Lua file, because textdomains in Lua aren't a global-scope thing as they are in WML, and the implementation treats them as though they are. 20160306 22:58:16-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20160306 23:00:14< celticminstrel> reports.cpp:989 20160306 23:00:23< celticminstrel> What is that, should it be uncommented? 20160306 23:07:37-!- louis94 [~~louis94@91.178.241.37] has quit [Ping timeout: 252 seconds] 20160306 23:13:42-!- louis94 [~~louis94@91.178.241.37] has joined #wesnoth-dev 20160306 23:17:45-!- gfgtdf [~chatzilla@f050180105.adsl.alicedsl.de] has quit [Quit: ChatZilla 0.9.92 [Firefox 44.0.2/20160210153822]] 20160306 23:25:05-!- mjs-de [~mjs-de@x5ce48e82.dyn.telefonica.de] has quit [Remote host closed the connection] 20160306 23:30:46< irker065> wesnoth: Celtic Minstrel wesnoth:master c761a80bd53a / data/core/macros/abilities.cfg src/unit_abilities.cpp: Restore the new implementation of the backstab weapon special https://github.com/wesnoth/wesnoth/commit/c761a80bd53a9537e09a7008ad9c17031e7604ca 20160306 23:30:48< irker065> wesnoth: Celtic Minstrel wesnoth:master c7de7ce9d428 / src/ (reports.cpp unit_abilities.cpp unit_attack_type.hpp): Fix backstab always showing augmented damage in sidebar https://github.com/wesnoth/wesnoth/commit/c7de7ce9d428ed82f67a157b92b97cfd5608f54c 20160306 23:46:09< zookeeper> celticminstrel, i'll check it out tomorrow 20160306 23:46:18< celticminstrel> :) --- Log closed Mon Mar 07 00:00:24 2016