--- Log opened Sat Mar 19 00:00:54 2016 20160319 00:02:20< vultraz> I have figured out how to do gui2 smooth scrolling. sort of. 20160319 00:02:40< celticminstrel> How smooth? 20160319 00:03:22< vultraz> pretty smooth. could be smoother 20160319 00:03:29< vultraz> also the text looks funny when you scroll 20160319 00:03:32< vultraz> so this is no-go 20160319 00:05:57< vultraz> need better implementation 20160319 00:11:09< vultraz> It was basically a workaround by making step sizes really small 20160319 00:11:48< vultraz> but that's not good. better to have a step size but scroll the list the step distance 20160319 00:12:53< vultraz> but 20160319 00:13:01< vultraz> there isn't an interface for that 20160319 00:13:17< vultraz> plus, there's something off about text if you scroll it too quickly 20160319 00:13:38< vultraz> no idea what, but it's slightly uncomfortable to look at 20160319 00:14:27< vultraz> (wesnoth text, not text in general) 20160319 00:15:36-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20160319 00:20:21< vultraz> Aginor: will you be around later to work on the flip() stuff? 20160319 00:20:57< vultraz> unrelated note to self: discover why sliders sometimes don't properly handle max value depending on window size 20160319 00:21:09-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 276 seconds] 20160319 00:22:59< vultraz> dialog size* 20160319 00:23:03-!- louis94 [~~louis94@91.178.242.151] has quit [Ping timeout: 240 seconds] 20160319 00:28:37-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20160319 00:28:43-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20160319 00:31:07< celticminstrel> vultraz: As long as you're looking at sliders, what about making them not smooth? 20160319 00:31:16< vultraz> ? 20160319 00:31:25< vultraz> ah 20160319 00:31:41< vultraz> sliders are actually scrollbars 20160319 00:31:42< celticminstrel> Currently the slider tab moves continously; it should snap into valid locations like the GUI1 version does. 20160319 00:31:44< vultraz> did you know 20160319 00:31:52< celticminstrel> That's fine. 20160319 00:33:14< vultraz> I'm sure it's possible to do what you say 20160319 00:33:23< vultraz> but im not sure how 20160319 00:46:52-!- louis94 [~~louis94@91.178.242.151] has joined #wesnoth-dev 20160319 01:03:41-!- louis94 [~~louis94@91.178.242.151] has quit [Quit: Konversation terminated!] 20160319 01:18:47< vultraz> celticminstrel: are you going to merge the effects PR? 20160319 01:18:52< vultraz> or did you 20160319 01:31:28< Aginor> vultraz: yes, later 20160319 01:31:32< vultraz> :D 20160319 01:31:38< Aginor> I still have stuff to deal with beforehand 20160319 01:31:57< Aginor> I've spent half the day looking at houses to buy it feels like 20160319 01:32:11< Aginor> and I still have a list of stuff to do 20160319 01:32:57 * vultraz wonders what's with the sudden influx of wesnoth related/formerly related people engaging in sales of real estate 20160319 01:33:13< Aginor> age groups 20160319 01:39:55< vultraz> well, I do hope I'm also rich enough by my mid-20's to buy a house 20160319 01:52:13< celticminstrel> vultraz: I will, but there's one change to make first. 20160319 01:54:22 * wedge009 is in mid-30s with no realistic prospect of buying a proper house in Sydney any time soon 20160319 01:54:43< vultraz> oh :| 20160319 01:55:00< wedge009> It's all right. Sydney real estate is known for being stupidly expensive. 20160319 01:58:36< vultraz> wouldn't mind an apartment, myself 20160319 01:58:47< vultraz> important part is having a place :P 20160319 01:59:03 * vultraz is hoping to end up in SF or some trendy west coast area 20160319 02:07:01-!- gfgtdf_ [~chatzilla@f054133067.adsl.alicedsl.de] has joined #wesnoth-dev 20160319 02:08:23< wedge009> vultraz: I was in an apartment with a friend before. It can be difficult - if I'm buying my own place, I'd prefer a proper house. 20160319 02:10:04-!- gfgtdf [~chatzilla@f054175005.adsl.alicedsl.de] has quit [Ping timeout: 260 seconds] 20160319 02:10:10-!- gfgtdf_ is now known as gfgtdf 20160319 02:13:05< vultraz> blagh. I cannot find the cause of this slider bug 20160319 02:17:59< vultraz> it seems to only affect the click-and-drag method of slider moving 20160319 02:20:52-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160319 02:23:39-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth-dev 20160319 02:25:03-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 264 seconds] 20160319 02:25:04-!- wedge010 is now known as wedge009 20160319 02:27:05< celticminstrel> I seem to recall that that's broken in multiple ways already. 20160319 02:27:33< celticminstrel> For example, responds to mouse movement rather than mouse location, possibly? 20160319 02:27:42< vultraz> what do you mean 20160319 02:27:42< celticminstrel> I suppose "delta" would be a better word than "movement". 20160319 02:28:01-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160319 02:28:16< vultraz> oh, you mean that you could keep scrolling even past the edge? 20160319 02:28:28< vultraz> like, you'd go past, then 'turn around' and it would still scroll? 20160319 02:28:45< celticminstrel> I don't remember whether it was GUI1 or GUI2, but I seem to recall someone saying that if you drag way off to the side of the slider and then move the mouse back, the slider starts moving before the mouse re-enters the slider's area. 20160319 02:28:54< vultraz> yes 20160319 02:28:57< vultraz> I fixed that 20160319 02:29:05< celticminstrel> Ah, really? That's great, then. 20160319 02:29:55< celticminstrel> I might ask you to point out where you fixed it later. 20160319 02:30:01< vultraz> I made it so scrolling only happens when the mouse is in the orthogonal range 20160319 02:30:20< celticminstrel> The proper way is to update the slider position based on the mouse position, rather than the mouse delta. 20160319 02:30:38-!- gfgtdf [~chatzilla@f054133067.adsl.alicedsl.de] has quit [Quit: ChatZilla 0.9.92 [Firefox 45.0/20160303134406]] 20160319 02:31:04< celticminstrel> If you made this fix prior to the prefs dialog, I suspect you didn't do it properly... 20160319 02:31:18< celticminstrel> I guess it's still better than previously though. 20160319 02:31:46< vultraz> https://github.com/wesnoth/wesnoth/blob/master/src/gui/widgets/scrollbar.cpp#L347 20160319 02:31:54-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 250 seconds] 20160319 02:32:38< celticminstrel> If I were deciding on widget classifications, I would say that scrollbars are sliders, rather than that sliders are scrollbars. 20160319 02:32:48< vultraz> though you just gave me an idea 20160319 02:33:05< celticminstrel> Oh/ 20160319 02:33:06< celticminstrel> ^ 20160319 02:33:08< celticminstrel> ... 20160319 02:33:09< celticminstrel> Oh? 20160319 02:33:15< vultraz> blagh, nope 20160319 02:33:31< vultraz> tslider's range check is: return static_cast(coordinate.x) < (get_width() - offset_after()); 20160319 02:33:33< celticminstrel> I'll look at that file more closely later. 20160319 02:33:38< vultraz> I thought changing it to <= would be better 20160319 02:33:44< vultraz> but that doesn't fix it 20160319 02:33:51< vultraz> it does improve behavior, though 20160319 02:33:53< celticminstrel> No reason for that to make any difference, honestly. 20160319 02:34:10< celticminstrel> How so? 20160319 02:34:21< vultraz> well, it should have been <= in the first place 20160319 02:35:09< vultraz> anyway, why do you say doing this before the prefs dialog would mean I did it wrong 20160319 02:35:26-!- iwaim [~iwaim@rasteenie.alib.jp] has quit [Remote host closed the connection] 20160319 02:35:39< celticminstrel> From memory of behaviour observed in the prefs dialog. 20160319 02:35:52< celticminstrel> The problem is that it stops moving when you leave the "orthogonal range". 20160319 02:36:03< celticminstrel> Instead, it should go to min or max. 20160319 02:36:09-!- iwaim_ [~iwaim@rasteenie.alib.jp] has joined #wesnoth-dev 20160319 02:36:18< celticminstrel> This makes a difference if you move the mouse fast enough. 20160319 02:36:54< vultraz> hm 20160319 02:36:56< vultraz> true, true.. 20160319 02:36:57< vultraz> I can fix that 20160319 02:37:30< celticminstrel> As I said before, you don't care about the mouse delta. 20160319 02:37:34< celticminstrel> Or shouldn't. 20160319 02:37:56< celticminstrel> The slider position should always be vertically aligned with the mouse, as long as the mouse is within the "orthogonal range". 20160319 02:38:05< vultraz> yes 20160319 02:38:13< vultraz> but that doesn't happen 20160319 02:38:14< celticminstrel> Thus, you want to set the slider's x position to the mouse's x position. 20160319 02:38:18< vultraz> there's a 'lag' 20160319 02:38:22< vultraz> due to the rendering 20160319 02:38:29< celticminstrel> (Or for vertical ones, substitute y for x.) 20160319 02:39:05< vultraz> my check simply stops scrolling once you move outside range 20160319 02:39:12< celticminstrel> What's with this get_length_difference... 20160319 02:39:17< vultraz> so, the rendering is supposed to keep in in check 20160319 02:39:19< celticminstrel> Why is this so complicated... 20160319 02:39:29< celticminstrel> Why can't it just say something like x = mouse.x... 20160319 02:39:36< celticminstrel> (Or y = mouse.y) 20160319 02:39:54-!- gfgtdf [~chatzilla@f054133067.adsl.alicedsl.de] has joined #wesnoth-dev 20160319 02:40:12< vultraz> what? 20160319 02:40:19< gfgtdf> is the buglist (https://www.mail-archive.com/wesnoth-bugs@gna.org/maillist.html) currently borken/slow or were there really no new bugs recently ? 20160319 02:40:21< celticminstrel> It shouldn't even be calling move_positioner in my opinion. 20160319 02:40:35< celticminstrel> move_positioner is for when you use arrows or scroll wheel, not for when dragging. 20160319 02:40:59< vultraz> uh 20160319 02:41:06< vultraz> this is scrollbar behavior 20160319 02:41:11< vultraz> of course you want to move when you drag it 20160319 02:41:34< celticminstrel> Hmmm... I suppose the scrollbars actually do make this more complicated than I'm thinking. 20160319 02:41:54< celticminstrel> Because unlike the sliders, they have a large thumb. 20160319 02:42:32< celticminstrel> It seems to be saving the old mouse position and calculating the difference to it. 20160319 02:43:01< vultraz> if you want sliders to snap to valid positions, we'd need to remove that behavior for sliders 20160319 02:43:12< celticminstrel> Which behaviour? 20160319 02:43:29< vultraz> movement on drag 20160319 02:43:36< vultraz> well, continuous movement 20160319 02:44:52< vultraz> anyway, I'd like to fix this issue first 20160319 02:45:47< vultraz> that specifically being that dragging the slider won't reach max value 20160319 02:45:57< vultraz> but only under specific dialog sized 20160319 02:46:38< vultraz> sizes* 20160319 02:46:58< vultraz> which leads me to think there's some rounding calculation going on that's getting screwed up 20160319 02:47:02< vultraz> but I can't find it 20160319 02:47:58< celticminstrel> Are you sure it's not the same thing I mentioned earlier? 20160319 02:48:10< celticminstrel> Will it reach max value if you move the mouse very slowly? 20160319 02:48:21< vultraz> no 20160319 02:48:26< vultraz> only if you use the arrow keys 20160319 02:48:38< celticminstrel> Well, that's weird. 20160319 02:48:41< vultraz> yes 20160319 02:48:49< vultraz> and it's completely reliant on dialog size 20160319 02:48:51< vultraz> and also 20160319 02:49:03< vultraz> this only occurred after I removed excess padding 20160319 02:49:12< vultraz> i thought i had fixed it 20160319 02:49:30< vultraz> now it's broken again after prefs grew bigger with the introduction of Hotkeys 20160319 02:49:40< vultraz> but it still works in, say, Resize Map 20160319 02:49:42< vultraz> :| 20160319 02:55:02< vultraz> maybe it's the positioner dimensions I need to tweak 20160319 02:55:05 * vultraz out, will work later 20160319 03:02:53-!- gfgtdf [~chatzilla@f054133067.adsl.alicedsl.de] has quit [Quit: ChatZilla 0.9.92 [Firefox 45.0/20160303134406]] 20160319 03:06:07< celticminstrel> There is no WFL syntax for defining functions with preconditions. 20160319 03:06:18< celticminstrel> I could add a syntax for it, but I have no ideas for one. 20160319 03:06:33< celticminstrel> (Functions with preconditions can currently only be defined in FormulaAI, using WML.) 20160319 03:06:57-!- Necrosporus_ [~Necrospor@unaffiliated/necrosporus] has joined #wesnoth-dev 20160319 03:07:27-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has quit [Disconnected by services] 20160319 03:07:31-!- Necrosporus_ is now known as Necrosporus 20160319 03:47:03-!- ancestral [~ancestral@75-168-27-21.mpls.qwest.net] has joined #wesnoth-dev 20160319 04:07:42< shadowm> vultraz: Do you still have room for new members in the "I hate crappy power distribution companies" club? 20160319 04:08:19< celticminstrel> ...huh? 20160319 04:11:17< shadowm> I think at this particular juncture I've no option left but to invest in a UPS like you suggested. 20160319 04:11:43< shadowm> I don't even remember what I was doing 4 hours 30 minutes ago when power went out. 20160319 04:12:08 * celticminstrel should probably be in that club too... though there actually haven't been any problems for awhile now, and normally the power's only out for a few seconds. 20160319 04:12:51< celticminstrel> For some bizarre reason I'm getting compile errors in the standard stream headers which don't seem to trace back to anywhere in my code. :| 20160319 04:14:14-!- ancestral [~ancestral@75-168-27-21.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160319 04:14:35-!- midzer [~quassel@p5B312EF2.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160319 04:17:35-!- ancestral [~ancestral@75-168-27-21.mpls.qwest.net] has joined #wesnoth-dev 20160319 04:17:44< celticminstrel> And it seems to be triggered by any Boost header... 20160319 04:18:01< shadowm> It's not linker errors, right? 20160319 04:18:23< celticminstrel> No, it's compile errors complaining about ios_base having a private constructor. 20160319 04:18:43< celticminstrel> I'm going to try a clean build. 20160319 04:18:55< celticminstrel> But I don't really expect it to help, since it's compile errors. 20160319 04:21:37< vultraz> shadowm: always room in the club 20160319 04:22:18< celticminstrel> It might not be literally any Boost header; it's specifically Boost.Assert, but I suspect most Boost headers include that eventually. 20160319 04:22:58< celticminstrel> Current file count is 590. I'm pretty sure that's around 100 more than when I started... o.o 20160319 04:23:31< vultraz> o_O 20160319 04:23:47< celticminstrel> (And that's just source files, it's not counting headers. 20160319 04:23:51< celticminstrel> ) 20160319 04:24:43< celticminstrel> Possible future project - go through GUI2 and combine all its triple-file-pairs into single-file-pairs. 20160319 04:25:33< celticminstrel> On the other side, I contemplated splitting some of the formula files... though I probably won't end up doing that... 20160319 04:25:56< celticminstrel> (Some general source dir reorganization would be nice too; I have a couple of things in mind.) 20160319 04:26:46< celticminstrel> (Only problem with me doing it is that XCode flattens the directory hierarchy, but MSVC, CB, scons, and CMake don't.) 20160319 04:27:30< vultraz> celticminstrel: random question: do you think it's ok to replace all relative includes (ie ../../foo.*pp) with regular ones (ie, foo.*pp) 20160319 04:27:37< vultraz> there are a lot of places using relative includes 20160319 04:27:53< shadowm> mv src/gui/auxiliary src/gui/extremelyvitalnonauxiliarystuff 20160319 04:27:59< celticminstrel> I think that would be great, but I'm not sure if it would break some people's builds. 20160319 04:28:08< celticminstrel> shadowm: Heh. 20160319 04:28:37< celticminstrel> I think it should be safe to make all includes relative to the root src dir, though. 20160319 04:28:39< shadowm> OR just src/gui/core. 20160319 04:28:58< celticminstrel> You might need to add a -I. flag to some builds to get that to work. 20160319 04:29:23< celticminstrel> Includes relative to the including file are also safe. 20160319 04:29:38< vultraz> I intend to make everything relative to src/ 20160319 04:30:49< celticminstrel> For example if src/ai/composite/aspect.cpp included src/ai/composite/ai.hpp, it would be safe to write #include "ai.hpp" instead of #include "ai/composite/ai.cpp". 20160319 04:31:03< celticminstrel> Wow, my build is going fast, it's already almost done. 20160319 04:31:16< shadowm> `-I.` is implicit for #include "foo". 20160319 04:31:38< celticminstrel> shadowm: Sorry, I think what I really meant there was -Isrc 20160319 04:31:48< shadowm> Ah yes, that makes more sense. 20160319 04:32:41< vultraz> ok I seem to have fixed the slider issue 20160319 04:32:47< celticminstrel> Fun! 20160319 04:33:05< vultraz> I restored the file to the state it was before I made any changes (ie, before I removed the extra space) and reapplied fixes on top 20160319 04:33:19< shadowm> If you look carefully you'll notice that _most_ places already assume -Isrc. It's just that some people didn't get the memo and used relative paths to be sure. 20160319 04:34:39< celticminstrel> I wish I could get XCode to not flatten the hierarchy. It would make it easier to avoid accidentally commiting something that has a non-fully-qualified include. 20160319 04:34:40< shadowm> I'm fairly sure the add-ons client module and at least 80% of GUI2 expect -Isrc, so presumably you won't break anything for people that already compiled for them by switching to src-relative paths. 20160319 04:34:56< shadowm> *that could already build Wesnoth 20160319 04:35:03< celticminstrel> Okay, the clean build did not fix this weird issue. 20160319 04:35:24< celticminstrel> In theory, I think -DBOOST_DISABLE_ASSERTS would, but that feels like a hack. 20160319 04:37:37< vultraz> hmm 20160319 04:37:50< vultraz> i still see the slider issue in one slider, though 20160319 04:44:22< celticminstrel> I might've introduced some ../ includes in the AI refactor. (Simply because copying what was already there. >_> ) 20160319 04:51:56< vultraz> I won't do such a cleanup until you merge the effects branch 20160319 04:58:05< vultraz> celticminstrel: what was the change you wanted to do with that? 20160319 04:58:40< celticminstrel> Minor refactoring. 20160319 04:58:58< vultraz> ah 20160319 04:59:00< vultraz> ok, I'll wait 20160319 04:59:20< celticminstrel> It's the AI branch that might include new ../ though. 20160319 05:13:55< vultraz> yeah, that will have to be resolved 20160319 05:14:13< celticminstrel> I still don't understand why my debugger can't set breakpoints in certain functions... 20160319 05:26:14< celticminstrel> Well okay, I did manage to figure out why the heck defining a formula function causes the AI to take over and recruit until out of gold. 20160319 05:26:50< celticminstrel> I think I actually removed the culprit code in the AI branch anyway, so I'm not going to fix it in the formula branch. 20160319 05:28:02-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160319 05:29:43-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Quit: ChipmunkV] 20160319 05:30:32-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth-dev 20160319 05:33:09-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 276 seconds] 20160319 05:43:19-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth-dev 20160319 05:51:47-!- fabi [~quassel@wesnoth/developer/fendrin] has joined #wesnoth-dev 20160319 06:02:15-!- ancestral [~ancestral@75-168-27-21.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160319 06:04:10< Aginor> lo 20160319 06:04:21-!- Jetrel [~Jetrel@c-73-228-139-39.hsd1.mn.comcast.net] has quit [Quit: "The highest possible stage in moral culture is when we recognize that we ought to control our thoughts." - Charles Darwin] 20160319 06:06:10< celticminstrel> Feel free to merge the unit effects PR whenever the Travis passes (or, possibly, if it errors). 20160319 06:06:41-!- celticminstrel is now known as celmin|sleep 20160319 06:12:09-!- Jetrel [~Jetrel@c-73-228-139-39.hsd1.mn.comcast.net] has joined #wesnoth-dev 20160319 06:15:54-!- Kwandulin [~Miranda@p200300760F7D7365F49762B377BAA84F.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160319 06:21:52< vultraz> dammit 20160319 06:21:55< vultraz> fix one slider, break another :| 20160319 06:27:15-!- Jetrel [~Jetrel@c-73-228-139-39.hsd1.mn.comcast.net] has quit [Quit: "The highest possible stage in moral culture is when we recognize that we ought to control our thoughts." - Charles Darwin] 20160319 06:28:13-!- Jetrel [~Jetrel@c-73-228-139-39.hsd1.mn.comcast.net] has joined #wesnoth-dev 20160319 06:29:15< Aginor> To git@github.com:wesnoth/wesnoth.git * [new branch] renderpath_redo -> renderpath_redo 20160319 06:29:29< Aginor> because I can't think of good names 20160319 06:30:00< vultraz> branch names don't really matter :P 20160319 06:30:16< shadowm> "Currently, the directory contains: . These include some old directories that are now deprecated. These are: ." 20160319 06:30:20< vultraz> Aginor: do you have any comment on removing set_volatile() from layout_buttons()? 20160319 06:30:25< shadowm> Thanks, Boost. 20160319 06:30:40< Aginor> vultraz: no, if it doesn't break anything, go for it 20160319 06:30:45< vultraz> ok 20160319 06:30:55< Aginor> I think I simply preserved it because I assumed they were there for a reason 20160319 06:31:10< vultraz> it makes them redraw every frame 20160319 06:31:26< vultraz> one would think their presence would mean this: https://gna.org/bugs/index.php?24530 doesn't happen, but that doesn't appear to be the case 20160319 06:31:33< vultraz> so I have to look elsewhere for a fix for that 20160319 06:31:59< vultraz> (I made the menu buttons "imageless" by using fully transparent images for them :P ) 20160319 06:32:09< vultraz> (since there's no mechanism in gui1 for 'no image') 20160319 06:32:22< Aginor> hmm 20160319 06:32:23< Aginor> fun 20160319 06:32:26< Aginor> someone's broken them 20160319 06:32:42< vultraz> doesn't happen in the editor, so it's something about the main game 20160319 06:36:30< vultraz> gaaahhhh this slider bug 20160319 06:37:51< Aginor> plugin_context.play slice, is that what's responsible for running a part of the game? 20160319 06:38:02< Aginor> where are animations updated from? 20160319 06:38:22< vultraz> not sure 20160319 06:39:41< vultraz> I think you want controller_base::play_slice though 20160319 06:39:44< Aginor> unit_display.cpp 20160319 06:39:49 * Aginor ponders 20160319 06:40:02< vultraz> "play_slice, which is essentially one pass of the "main loop" of 20160319 06:40:03< vultraz> * the application, pumping and dispatching SDL events, raising draw 20160319 06:40:05< vultraz> * events, handling scrolling, sound sources, and some joystick issues 20160319 06:40:06< vultraz> * It also handles displaying menus (Menu, Action)." 20160319 06:40:15< Aginor> this looks like it may be a lot bigger of a thing than I initially thought 20160319 06:40:36< vultraz> what is? 20160319 06:40:45< Aginor> killing the spurious flips() 20160319 06:41:02-!- irker653 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160319 06:41:02< irker653> wesnoth: Charles Dang wesnoth:master 91d0b54c50cd / data/gui/default/widget/slider_default.cfg: tslider: (default) positioner fixup and general cleanup https://github.com/wesnoth/wesnoth/commit/91d0b54c50cd19f4c3fc1d9597650065e89bb089 20160319 06:41:09< Aginor> because I'll have to change how the animations interact wth the display() class too 20160319 06:41:17< vultraz> oh dear D: 20160319 06:41:23< Aginor> animations appear to be outside the current fps-limited drawing 20160319 06:41:42< vultraz> eh?? 20160319 06:41:53< Aginor> I could be wrong 20160319 06:42:01< Aginor> I should get a whiteboard out 20160319 06:42:13< Aginor> and start to draw a flow diagram for this 20160319 06:42:24< Aginor> the call graphs are as crooked as a windy path 20160319 06:45:54< irker653> wesnoth: Charles Dang wesnoth:master a9ad2001513e / src/gui/widgets/slider.cpp: tslider: code cleanup https://github.com/wesnoth/wesnoth/commit/a9ad2001513e422c41882668991aefe1e1d338eb 20160319 06:50:17< irker653> wesnoth: Charles Dang wesnoth:master eaadf6fab106 / src/display.cpp: Remove set_volatile() calls from display::layout_buttons() https://github.com/wesnoth/wesnoth/commit/eaadf6fab10674b8e7a201a8d694c0718a433489 20160319 06:50:33< irker653> wesnoth: Celtic Minstrel wesnoth:master 0f1b21a5be0d / src/ (6 files in 2 dirs): Include built-in effects in wesnoth.effects and allow them to be overridden https://github.com/wesnoth/wesnoth/commit/0f1b21a5be0de8e29f8f2c9e4d2ac74feb194dd8 20160319 06:50:35< irker653> wesnoth: Celtic Minstrel wesnoth:master cad89effe8f6 / src/unit.cpp: Allow [effect]times= https://github.com/wesnoth/wesnoth/commit/cad89effe8f68c26ba81f59a6af99678e8232fe7 20160319 06:50:37< irker653> wesnoth: Charles Dang wesnoth:master df6bc8354363 / src/ (6 files in 2 dirs): Merge pull request #618 from CelticMinstrel/lua_unit_effects https://github.com/wesnoth/wesnoth/commit/df6bc835436317343d043a11a6df84a3ec234406 20160319 06:58:26< vultraz> Aginor: so, is the gui2 draw event dispatcher using the behavior we want globally? 20160319 06:58:35< vultraz> that's what I seemed to get from what you were saying 20160319 07:00:48-!- travis-ci [~travis-ci@ec2-54-204-134-202.compute-1.amazonaws.com] has joined #wesnoth-dev 20160319 07:00:49< travis-ci> wesnoth/wesnoth#8936 (renderpath_redo - b347d2b : mattsc): The build has errored. 20160319 07:00:49< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117071963 20160319 07:00:49-!- travis-ci [~travis-ci@ec2-54-204-134-202.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160319 07:01:18< Aginor> vultraz: not quite 20160319 07:01:33< Aginor> I may have missed some calls to flip though 20160319 07:01:46< Aginor> and I have no idea how much I've broken at the moment 20160319 07:27:27< irker653> wesnoth: Wedge009 wesnoth:master 6d03404785c2 / po/wesnoth-lib/ (26 files): Add missing language codes so that translated logo images can be used (bug #2435 https://github.com/wesnoth/wesnoth/commit/6d03404785c28a24012aefee6524b73121f53699 20160319 07:27:29< irker653> wesnoth: Wedge009 wesnoth:master 6e836969bb5a / changelog: Update change log. https://github.com/wesnoth/wesnoth/commit/6e836969bb5ae771e3adee40b7d706643eca4feb 20160319 07:27:31< irker653> wesnoth: Charles Dang wesnoth:master c36b96ae98bc / / (27 files in 2 dirs): Merge pull request #621 from Wedge009/bug_24357_fix https://github.com/wesnoth/wesnoth/commit/c36b96ae98bc7429246e8cbef5f4823f8a66af52 20160319 07:29:49-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20160319 07:29:50-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20160319 07:52:29-!- travis-ci [~travis-ci@ec2-54-224-170-98.compute-1.amazonaws.com] has joined #wesnoth-dev 20160319 07:52:30< travis-ci> wesnoth/wesnoth#8938 (master - a9ad200 : Charles Dang): The build has errored. 20160319 07:52:30< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117073524 20160319 07:52:30-!- travis-ci [~travis-ci@ec2-54-224-170-98.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160319 07:55:01-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160319 07:59:22-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 252 seconds] 20160319 08:16:15-!- EdB [~edb@89.193.129.77.rev.sfr.net] has joined #wesnoth-dev 20160319 08:33:33-!- zookeeper [~lmsnie@37.35.27.57] has joined #wesnoth-dev 20160319 08:33:38-!- zookeeper [~lmsnie@37.35.27.57] has quit [Changing host] 20160319 08:33:38-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20160319 08:35:44< irker653> wesnoth: Charles Dang wesnoth:master 83ee4f608776 / src/ (178 files in 27 dirs): Convert most includes to src/-relative https://github.com/wesnoth/wesnoth/commit/83ee4f60877619f8f18ddc14721d8ca44a15b742 20160319 08:35:58< vultraz> celmin|sleep: ^ 20160319 08:53:16-!- Kwandulin [~Miranda@p200300760F7D7365F49762B377BAA84F.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160319 09:01:39 * Aginor looks at wesnoth.cpp 20160319 09:13:06-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Quit: ChipmunkV] 20160319 09:19:16 * Aginor swears 20160319 09:19:26< Aginor> a terminal crash during a package upgrade is not what I wanted 20160319 09:25:46 * Aginor continues to try to recover the failed upgrade 20160319 09:29:12-!- EdB [~edb@89.193.129.77.rev.sfr.net] has quit [Quit: Konversation terminated!] 20160319 09:38:33-!- Kwandulin [~Miranda@p200300760F7D736565932B25C9994F84.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160319 09:39:22-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth-dev 20160319 09:40:53< zookeeper> "Auto packing the repository for optimum performance." when pulling... why does this coincide with gfgtdf and someone else doing some gc stuff (which i assume was local) just the other day? 20160319 09:41:19< Aginor> have I broken something or is multiplayer broken on master? 20160319 09:41:55 * zookeeper doesn't know 20160319 09:42:11 * Aginor starts a rebuild 20160319 09:42:25< Aginor> I was hoping not to because I've pretty much touched every single file 20160319 09:43:09< Aginor> mostly through messing with the very central headers 20160319 09:44:42< Aginor> ok, it's me 20160319 09:48:29< irker653> wesnoth: ln-zookeeper wesnoth:master 40d54877651a / data/core/terrain-graphics/new-macros.cfg: Decreased the amount of images placed by NEW:GENERIC_CORNER_TRANSITION https://github.com/wesnoth/wesnoth/commit/40d54877651a4f9f1516487587ea5ffa0ceb8b1c 20160319 09:48:31< irker653> wesnoth: ln-zookeeper wesnoth:master b7edf367c3b6 / data/core/terrain-graphics/new-macros.cfg: Made water overlay transitions use NEW:GENERIC_CORNER_TRANSITION https://github.com/wesnoth/wesnoth/commit/b7edf367c3b665ff9204ca1aef0cd5462b6a6333 20160319 09:48:33< irker653> wesnoth: ln-zookeeper wesnoth:master 03a2a5177a6b / data/core/terrain-graphics/new-macros.cfg: Changed * to . in small forest flag placing rule https://github.com/wesnoth/wesnoth/commit/03a2a5177a6b4e891d003cd4cfccf95958ebd37c 20160319 10:02:37-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20160319 10:02:43-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20160319 10:16:37< loonycyborg> zookeeper: autopacking is local thing your git client does whenever it fancies to. It isn't directly caused by stuff done to remote repo 20160319 10:17:04< zookeeper> loonycyborg, right. odd coincidence then, since i don't recall seeing it before, meaning that it must be pretty rare. 20160319 10:18:02< zookeeper> at this point, i've done almost as much as i can regarding terrain (meaning mostly water) performance. aside from a few individual tweaks i might be able to do, further improvements will pretty much have to come from (or be facilitated by) the engine side. 20160319 10:21:45-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160319 10:21:45-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Read error: Connection reset by peer] 20160319 10:22:13-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160319 10:26:24-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 244 seconds] 20160319 10:30:28< zookeeper> well, there is one pretty big tweak i still haven't done: merging the sand shore transitions into the beach waves, instead of drawing both separately. 20160319 10:34:45< Kwandulin> vultraz: You are working on the interface these days, aren't you? What do you think about putting status effect icons inside the unit box and displaying the unit's image modifications (e.g. the greenish poison colouring or the white colouring from a slow effect)? https://dl.dropboxusercontent.com/u/97230181/Wesnoth/unitboxstatus.png 20160319 10:36:06< zookeeper> that... doesn't seem like a bad idea 20160319 10:36:31< zookeeper> assuming the tooltips for each status icon can be made to work right, if they're inside another element like that 20160319 10:39:20 * zookeeper also thinks the box around the sprite should be restored. just like the boxes around most other things. 20160319 10:40:09< vultraz> zookeeper: https://stackoverflow.com/questions/8633981/what-does-auto-packing-the-repository-for-optimum-performance-mean 20160319 10:41:08< Kwandulin> And what about displaying the bob animation (in case the unit has one) and a small monochromatic base to show the shadows? https://dl.dropboxusercontent.com/u/97230181/Wesnoth/animatedunitbox.gif 20160319 10:41:27< vultraz> I would 100% like to do that 20160319 10:41:35< vultraz> but it's just not possible with our current framework 20160319 10:42:10< Kwandulin> ah, okay 20160319 10:42:29< vultraz> zookeeper: I hope these changes you're making allow better performance but not loss of quality 20160319 10:58:44< vultraz> zookeeper: what other boxes do you think should be restored? 20160319 10:58:58< vultraz> zookeeper: I'm considering the stuff in the right bar, but no the top bar 20160319 10:59:27< vultraz> not* 20160319 11:08:49< fabi> hi 20160319 11:14:19-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Quit: Connection closed for inactivity] 20160319 11:48:12-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has quit [Ping timeout: 276 seconds] 20160319 11:48:45-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has joined #wesnoth-dev 20160319 12:33:41< irker653> wesnoth: Charles Dang wesnoth:master 9c33f77de2c6 / src/ (12 files in 5 dirs): Cleaned up inclusions of display.hpp https://github.com/wesnoth/wesnoth/commit/9c33f77de2c6ba58d6e61de91060141c7b36dd75 20160319 12:33:44< irker653> wesnoth: Charles Dang wesnoth:master ec9995dc94cb / src/ (11 files in 6 dirs): Cleaned up inclusions of video.hpp https://github.com/wesnoth/wesnoth/commit/ec9995dc94cbcc02e46ab5473d20f213f8c2b3b2 20160319 12:33:54-!- Kwandulin_2 [~Miranda@p200300760F7D731B65932B25C9994F84.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160319 12:35:37-!- Kwandulin [~Miranda@p200300760F7D736565932B25C9994F84.dip0.t-ipconnect.de] has quit [Ping timeout: 240 seconds] 20160319 13:18:47-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20160319 13:18:53-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20160319 13:23:53-!- Kwandulin_2 [~Miranda@p200300760F7D731B65932B25C9994F84.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160319 13:30:06< vultraz> celmin|sleep: you might be interested https://gna.org/bugs/index.php?12098 20160319 13:56:22-!- louis94 [~~louis94@91.178.242.235] has joined #wesnoth-dev 20160319 13:58:47-!- mjs-de [~mjs-de@x4db61e34.dyn.telefonica.de] has joined #wesnoth-dev 20160319 14:12:06< irker653> wesnoth: Charles Dang wesnoth:master 6304cca22a29 / data/gui/ (253 files in 9 dirs): Moved data/gui/default to data/gui/ https://github.com/wesnoth/wesnoth/commit/6304cca22a29e4fdbcc407b6cd0437a36f3ad970 20160319 14:20:51-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160319 14:23:13-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 240 seconds] 20160319 14:23:13-!- wedge010 is now known as wedge009 20160319 14:26:49-!- Samual [~Samual@xonotic/core-team/Samual] has quit [Ping timeout: 260 seconds] 20160319 14:27:45-!- Samual [~Samual@xonotic/core-team/Samual] has joined #wesnoth-dev 20160319 14:28:51-!- Kwandulin [~Miranda@p200300760F7D731BE45E7A59CFFED857.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160319 14:30:34-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20160319 14:32:23< mattsc> Umm, something strange is going on (occuring when testing the Micro AIs). 20160319 14:33:06< mattsc> So, the MAIs have a whole bunch of test scenarios that can be started from the CL. They can either be started directly, or there’s a “switchboard” scenario from which you can go to all the other ones. 20160319 14:33:56< mattsc> When I start them directly, things seems to work. When I go to them from the switchboard, the sides are all screwed up. 20160319 14:34:55-!- louis94 [~~louis94@91.178.242.235] has quit [Ping timeout: 244 seconds] 20160319 14:34:57< mattsc> E.g. going to Protect Unit with ‘-t protect_unit’ gives the desired behavior. But going there from ‘-t micro_ai_test’, the sides have completely wrong recruit lists. 20160319 14:35:30< mattsc> In the guardians test scenario, the controller of Side 2 is set to human instead of ai when going there from the switchboard. Etc. 20160319 14:35:43< mattsc> I don’t even know where to start looking into this. 20160319 14:38:33< vultraz> ...weird 20160319 14:38:43< mattsc> Oh, nice. I can also get things to trigger an assert in play_single_controller… Independently of whether I go through the switchboard first. 20160319 14:39:09< mattsc> And there I was, naively thinking that testing the Micro AIs should be quick and easy. :P 20160319 14:41:20< vultraz> what is the assert? 20160319 14:41:36< mattsc> vultraz: cold do you do a really quick test to see if it happens for you as well? 20160319 14:41:43< vultraz> in dota 20160319 14:41:57< mattsc> ah, later then (or somebody else): 20160319 14:43:39< mattsc> Could you start Wesnoth with ‘-t protect_unit’, go (skip, if you want to) through the 3 dialog screens and choose to play one of the sides in the last screen (as opposed to letting the AI play both). 20160319 14:44:07< mattsc> That’s all I need to do to trigger the assertt. As soon as it’s the human-controlled side’s turn, it crashes. 20160319 14:49:20< mattsc> celmin|sleep: I’m glad I switched back to master, or I’d be blaming you for all this. ;) 20160319 14:50:21< vultraz> :P 20160319 14:57:17< vultraz> confirmed 20160319 14:59:39-!- ancestral [~ancestral@75-168-27-21.mpls.qwest.net] has joined #wesnoth-dev 20160319 15:00:44< mattsc> vultraz: thanks; I guess I need to do some more testing and then file some bug reports. 20160319 15:00:53< mattsc> ancestral: hi 20160319 15:01:01< ancestral> Hi 20160319 15:01:27< mattsc> ancestral: I need to run off, but have been meaning to ask you a question. 20160319 15:02:08< mattsc> I got the 1.13.4 Mac package, and it doesn’t start up giving me a cairo lib not found error. Let me get the exact message, 20160319 15:03:04< mattsc> “dyld: Library not loaded: /usr/local/opt/cairo/lib/libcairo.2.dylib” 20160319 15:03:39< mattsc> ancestral: that looks like one of the dylibs in the package as a wrong reference in it, doesn’t it? 20160319 15:03:58< mattsc> And I know how I could fix this, of course, but the official package shouldn’t do this. 20160319 15:04:06< ancestral> Right 20160319 15:04:47< mattsc> ancestral: sorry, I’ll be afk (on and off) now, but let me know if you want me to do/test something. 20160319 15:05:26< ancestral> mattsc: Sure, I might have to try another build. I don’t know when. I have a busy day ahead of me. 20160319 15:09:16< mattsc> ancestral: no worries; curious that nobody has reported this so far yet though. Maybe the only people who use 1.13 on a Mac are those who know how to fix this anyway? :P 20160319 15:13:36< ancestral> Yeah, I don’t know 20160319 15:26:09-!- ancestral [~ancestral@75-168-27-21.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160319 15:27:02< irker653> wesnoth: Wedge009 wesnoth:master c98bc798e73d / projectfiles/VC9/liblua.vcproj: VC Project Update https://github.com/wesnoth/wesnoth/commit/c98bc798e73dc3d7960151307709455c74ee8249 20160319 15:27:04< irker653> wesnoth: Celtic Minstrel wesnoth:master 9e7fc0eabee3 / projectfiles/VC9/liblua.vcproj: Merge pull request #632 from Wedge009/vc_update https://github.com/wesnoth/wesnoth/commit/9e7fc0eabee3bd7258883d7354d4b2267ae6bcc4 20160319 15:27:55-!- celmin|sleep is now known as celmin|away 20160319 15:33:26< mattsc> S!eekogel 20160319 15:37:00-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Read error: Connection reset by peer] 20160319 15:39:31< zookeeper> vultraz, the menu/actions buttons for starters. now they're just blank voids where the buttons used to be, and the boundaries blend into the dark brown background. 20160319 15:39:52< vultraz> zookeeper: yes, that's a bug 20160319 15:40:07< vultraz> also, they're deliberately no longer supposed to be buttons 20160319 15:41:53< zookeeper> then, everything in the right panel. what you've done is remove all outlines and element backgrounds which acted to visually group and separate different elements and accentuate them. it looks worse than in 1.12. 20160319 15:42:10< zookeeper> the ToD display in particular is horrible without those little elegant outlines it had 20160319 15:43:14< vultraz> alright, I'll restore the boxes to the sidebar 20160319 15:43:17< vultraz> but not the topbar 20160319 15:43:35< zookeeper> i don't know whether you think that it's "better UI design" because presumably some hip UI you like elsewhere looks like that, but it's not better, it's just a different visual style, and one i'd say works less well for us. 20160319 15:45:01< zookeeper> i don't have such a big problem with the top bar, although i don't think the new look is any better. the old one is a bit cramped and retro, but in the new one the different panels don't stand out from each other so clearly anymore. 20160319 15:45:42< vultraz> that's the point 20160319 15:45:47< vultraz> a clear line of information 20160319 15:46:11-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20160319 15:48:09< zookeeper> uh. the purpose is not to give you an overview all of which you just absorb whenever you look at it, it's to let you look at the particular bit of information you need. if you want to look at how many villages there's left, you want the villages counter be as easy as possible to locate and visually parse. 20160319 15:49:19< zookeeper> there's enough space that i don't think there's much risk of being confused which icon relates to which numbers, but it's still less immediately obvious than the old one 20160319 15:50:07< vultraz> dammit 20160319 15:50:35< vultraz> I hope you're at least ok with the button images leaving 20160319 15:50:59< zookeeper> well that depends on what they're being replaced with? 20160319 15:51:07< vultraz> Nothing 20160319 15:51:34< zookeeper> how is that different from the current blank voids which you said are a bug? 20160319 15:51:47< vultraz> full transparency 20160319 15:51:55< vultraz> so it'll be text over the background 20160319 15:52:16< vultraz> that's what it's supposed to be 20160319 15:53:53< vultraz> also, a thousand curses upon whoever designed themewml 20160319 15:54:16< zookeeper> ehh. even if the text "menu" might make it obvious that it's something you can click to bring up a menu, a clickable element still needs to somehow tell you that it's clickable, because everywhere else text that looks like nothing more than text is just text. 20160319 15:54:28< vultraz> :| 20160319 15:54:41< vultraz> I guess I can give it a hovered effect 20160319 15:55:03< zookeeper> well of course it needs at least that 20160319 15:56:23< vultraz> gaahhh seriously, who ever though this type of system was a good system.... 20160319 15:56:28< vultraz> I can't figure out where anything is >_> 20160319 16:02:48< zookeeper> also if you want the top bar to feel lighter than the old one but still get rid of the individual outlined boxes, you could insert simple vertical separators connected to the bottom edge between each element: https://dl.dropboxusercontent.com/u/63964618/wesnoth/top_bar_separators.png 20160319 16:03:51< vultraz> that's an idea 20160319 16:04:08< vultraz> right now im trying to remove that damn border between terrain info and terrain coordinates 20160319 16:04:16< vultraz> but it's much harder than one would think 20160319 16:06:34< vultraz> who invented this system >_> 20160319 16:45:39-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20160319 16:45:45-!- janebot_ [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20160319 16:54:58-!- gfgtdf [~chatzilla@f054133067.adsl.alicedsl.de] has joined #wesnoth-dev 20160319 16:56:00-!- gfgtdf [~chatzilla@f054133067.adsl.alicedsl.de] has quit [Client Quit] 20160319 16:56:19-!- ancestral [~ancestral@75-168-27-21.mpls.qwest.net] has joined #wesnoth-dev 20160319 16:58:03< vultraz> ah, ancestral! 20160319 16:58:31< ancestral> Ha, lartsecna! 20160319 16:59:11< vultraz> could you help me with something 20160319 16:59:16< irker653> wesnoth: Charles Dang wesnoth:master edc2fb7e9ded / data/themes/ (_initial.cfg default.cfg): Default theme: restore backgrounds to sidebar panels https://github.com/wesnoth/wesnoth/commit/edc2fb7e9ded134647da6603369ffad7fc08d969 20160319 16:59:21< ancestral> Possibly! 20160319 16:59:25< vultraz> I'm trying to remove that border between terrain coordinates and terrain info 20160319 16:59:28< vultraz> but it's two panels 20160319 16:59:36< vultraz> and i can't figure out how to adjust the rects to make it one panel 20160319 16:59:56< ancestral> Pic? 20160319 17:00:54< vultraz> pic of what happens when I try to adjust it? 20160319 17:02:10< ancestral> Yeah, show me what you mean 20160319 17:03:52< vultraz> https://www.dropbox.com/s/3hii088qr5m8kdl/bad%20rects.png?dl=0 20160319 17:06:24< ancestral> Okay… what line? 20160319 17:06:41< ancestral> I see terrain info, but the coordinates? 20160319 17:07:05< vultraz> data/themes/initial.cfg:379/389 20160319 17:07:05< ancestral> (Obviously the theme you’re using is messing up) 20160319 17:07:33< vultraz> then needs tobe adjusted at default.cfg:221 onwards 20160319 17:09:25< ancestral> Okay, so 20160319 17:09:31< ancestral> There’s [terrain] 20160319 17:09:40< ancestral> That’s the description 20160319 17:09:49< ancestral> [terrain_info] 20160319 17:10:30< ancestral> Which… that’s the hex coordinates? 20160319 17:14:16< ancestral> vultraz: I’m still not sure what “line” you’re referring to :-| 20160319 17:14:32< ancestral> Do you mean graphical line, or line of code? 20160319 17:15:11< ancestral> I think you mean graphical line, but I’m not sure which one you mean 20160319 17:15:37< vultraz> yes, graphicla line 20160319 17:15:42< vultraz> graphical 20160319 17:15:53< vultraz> under the minimap in the default theme 20160319 17:16:00< vultraz> there are two boxes on top of each other before the TOD 20160319 17:16:04< vultraz> I'd like to make it one box 20160319 17:18:18< ancestral> One moment 20160319 17:22:00< ancestral> vultraz: https://cdn.img42.com/7726500cd850a1f68f8fea3683280f49.png 20160319 17:22:13< ancestral> So basically, where the buttons are below the minimap, inside the border box 20160319 17:22:35< ancestral> You want the box larger, and include the terrain info in there? 20160319 17:24:29< vultraz> ya know that could work] 20160319 17:24:44< vultraz> then they wouldn't need their own borders and background 20160319 17:25:01< ancestral> I mean, is that what you want? 20160319 17:25:14< ancestral> You don’t have to do it that way 20160319 17:25:37< ancestral> vultraz: So the zoom slider, imo is useless 20160319 17:25:41< ancestral> Get rid of it 20160319 17:26:07< ancestral> If Wesnoth just had – and + zoom buttons, I think that would be enough 20160319 17:26:31< vultraz> the zoom slider is gone 20160319 17:26:37< ancestral> Yeah? 20160319 17:26:39< ancestral> Great 20160319 17:26:46< vultraz> i mean, there's some of it in the background image 20160319 17:26:49< vultraz> it will have to be drawn out 20160319 17:26:51< vultraz> but 20160319 17:26:58< vultraz> the slider is gone for some reason 20160319 17:27:03< vultraz> I didn't remove it, so no idea why 20160319 17:27:13< vultraz> but I'm not really inclined to fix it 20160319 17:27:32< ancestral> vultraz: The image I linked to you, that’s my theme I was working on 20160319 17:27:39< vultraz> yes, I know 20160319 17:27:45< vultraz> why is the tod count under the image not next to it? 20160319 17:28:02< ancestral> Well, ideally, the ToD image would take up the whole space 20160319 17:28:16< ancestral> That’s what I was trying to get LordBob to make larger ones 20160319 17:28:36< vultraz> ahh 20160319 17:28:47< vultraz> well, uhhh 20160319 17:28:48< ancestral> And then the 1/6 would be visible over it, in the bottom left corner 20160319 17:28:52< ancestral> I dunno, just experimenting 20160319 17:29:08< ancestral> (It still looks okay if scaled) 20160319 17:29:15< vultraz> the way I imagined the change was the "18,2" box and the "Forest (forest/flat)" box in one box 20160319 17:29:21< vultraz> without that line between the text 20160319 17:29:35< ancestral> Ohhh 20160319 17:29:36< ancestral> Okay 20160319 17:29:39< vultraz> but your suggestion does sound good 20160319 17:29:42< ancestral> I see the line you’re referring to 20160319 17:29:43< vultraz> so now im not sure 20160319 17:30:44< ancestral> vultraz: I think it may be STATUS_BOX 20160319 17:31:06< vultraz> yes, it is that macro 20160319 17:31:06< ancestral> Line 75? 20160319 17:31:20-!- Nobun [~nobun@host62-49-dynamic.12-79-r.retail.telecomitalia.it] has joined #wesnoth-dev 20160319 17:31:22< vultraz> the boxes in question are at [04:07:01] vultraz data/themes/initial.cfg:379/389 20160319 17:31:29< vultraz> but I wanted them in one STATUS_BOX 20160319 17:32:17< vultraz> but I couldn't get the rects adjusted 20160319 17:33:11< ancestral> I think you would just not call the second STATUS_BOX (389) 20160319 17:34:26< ancestral> And then where you would reference the first one 20160319 17:34:45< ancestral> Sorry, where you reference the second one, reference the first one instead 20160319 17:34:53< ancestral> And make the first box bigger 20160319 17:35:17< vultraz> that's what I was trying, but it didn't work :/ 20160319 17:36:09< ancestral> Okay 20160319 17:37:13< ancestral> I can monkey with it when I have time later 20160319 17:41:40< ancestral> Never heard from LordBob, btw 20160319 17:42:23< ancestral> Last time he was on the forums was Mar 1; my message (still unread) was sent Mar 2 (go figure :-P) 20160319 17:45:32-!- prkc [~prkc@192.40.89.11] has quit [Remote host closed the connection] 20160319 17:53:23-!- prkc [~prkc@catv-80-98-103-239.catv.broadband.hu] has joined #wesnoth-dev 20160319 17:54:31< vultraz> ancestral: last I heard from him he was very busy 20160319 17:55:06< ancestral> That’s fine 20160319 17:55:13< ancestral> I’ve been busy too 20160319 17:55:23< ancestral> Still moving stuff 20160319 17:55:33< ancestral> Eventually I’ll have time to finish the trailer :-\ 20160319 18:08:17-!- ancestral [~ancestral@75-168-27-21.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160319 18:19:04< mattsc> celmin|away: another problem with the new [message] implementation: 20160319 18:19:35< mattsc> If you have an [option] with only message= inside, this warning is triggered: 20160319 18:19:37< mattsc> error scripting/lua: The &image=col1=col2 syntax is deprecated, use new DescriptionWML instead. 20160319 18:31:32< mattsc> And I know that I can get rid of the warning by replacing message= with label=, but that’s not what the warning is telling me. 20160319 18:41:48< celmin|away> What's what the warning is telling you then? 20160319 18:41:53-!- celmin|away is now known as celticminstrel 20160319 18:42:54< celticminstrel> ...huh, vultraz, video.hpp was being included in files that didn't even use it? o.o 20160319 18:43:52< celticminstrel> BTW, I agree with zookeeper about the boxes being unnecessary but don't mind the removal of buttons for the menus; however, if you're doing that, I think a divider is needed between Actions and the first infobox. 20160319 18:44:57< celticminstrel> And display.hpp was too? 20160319 18:46:09< celticminstrel> mattsc: ^ 20160319 19:07:34< mattsc> celticminstrel: the warning is telling me that some syntax that I am not using is deprecated. 20160319 19:07:51< mattsc> empahsis on _not_ using 20160319 19:07:57< celticminstrel> Oh, I see what you mean. 20160319 19:08:12< mattsc> So it’s confusing, is what I’m saying. 20160319 19:13:28< celticminstrel> vultraz: Didn't you convert all the includes to not use ../? 20160319 19:13:52< irker653> wesnoth: ln-zookeeper wesnoth:master 81c284125ee1 / data/core/images/terrain/sand/ (24 files): Reduced images per hex by removing unnecessary feathering https://github.com/wesnoth/wesnoth/commit/81c284125ee12d2448d5782c09b702bbc316f607 20160319 19:15:13< celticminstrel> ...oh, wait, I see. Sometimes they're actually needed to disambiguate. >M 20160319 19:15:16< celticminstrel> ^ >< 20160319 19:16:38< celticminstrel> vultraz: Was it you who added all the "We want the file in src/" comments as well? 20160319 19:30:15-!- Ravana_ [~Ravana@unaffiliated/ravana/x-2327071] has quit [Disconnected by services] 20160319 19:30:39-!- Ravana__ [~Ravana@1-169-50-84.dyn.estpak.ee] has joined #wesnoth-dev 20160319 19:32:05-!- Ravana__ is now known as Ravana_ 20160319 19:32:07-!- Ravana_ [~Ravana@1-169-50-84.dyn.estpak.ee] has quit [Changing host] 20160319 19:32:07-!- Ravana_ [~Ravana@unaffiliated/ravana/x-2327071] has joined #wesnoth-dev 20160319 19:39:55-!- Nobun [~nobun@host62-49-dynamic.12-79-r.retail.telecomitalia.it] has quit [Quit: Salve a tutti] 20160319 19:48:16-!- travis-ci [~travis-ci@ec2-54-163-149-98.compute-1.amazonaws.com] has joined #wesnoth-dev 20160319 19:48:17< travis-ci> wesnoth/wesnoth#8950 (master - 81c2841 : ln-zookeeper): The build has errored. 20160319 19:48:17< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117153549 20160319 19:48:17-!- travis-ci [~travis-ci@ec2-54-163-149-98.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160319 20:11:19< celticminstrel> The AI branch is still failing because it can't find the operator<< for some reason... 20160319 20:11:48-!- trewe [~trewe@bl20-17-31.dsl.telepac.pt] has joined #wesnoth-dev 20160319 20:17:55< irker653> wesnoth: Celtic Minstrel wesnoth:master 021e77f96abe / changelog: Update changelog https://github.com/wesnoth/wesnoth/commit/021e77f96abe5efdef73f0d5d5fbf35201e3fd4f 20160319 20:21:53< mattsc> vultraz, btw, this is the assert you asked about: 20160319 20:21:57< mattsc> 20160319 13:20:45 error engine: Networked team encountered by playsingle_controller. 20160319 20:21:57< mattsc> Assertion failed: (end_turn_ == END_TURN_SYNCED), function sync_end_turn, file /mats/misc/Wesnoth/wesnoth/src/playsingle_controller.cpp, line 646. 20160319 20:21:58< mattsc> Abort trap: 6 20160319 20:25:45< irker653> wesnoth: Celtic Minstrel wesnoth:master c1d11cb6cc9a / RELEASE_NOTES changelog: Update RELEASE_NOTES with formula engine section https://github.com/wesnoth/wesnoth/commit/c1d11cb6cc9ae988f757ea7c1e86a9a7412fc7ce 20160319 20:26:07< irker653> wesnoth: mattsc wesnoth:master c4a34ebe2c78 / data/ai/micro_ais/scenarios/ (animals.cfg bottleneck_defense.cfg protect_unit.cfg wolves.cfg): Micro AIs: update syntax of [message][option] usages https://github.com/wesnoth/wesnoth/commit/c4a34ebe2c787f33de2611ef7d2aece5bdbda6a6 20160319 20:49:37-!- travis-ci [~travis-ci@ec2-54-163-64-3.compute-1.amazonaws.com] has joined #wesnoth-dev 20160319 20:49:38< travis-ci> wesnoth/wesnoth#8952 (master - 021e77f : Celtic Minstrel): The build passed. 20160319 20:49:39< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117161772 20160319 20:49:39-!- travis-ci [~travis-ci@ec2-54-163-64-3.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160319 21:02:04-!- gfgtdf [~chatzilla@f054133067.adsl.alicedsl.de] has joined #wesnoth-dev 20160319 21:02:29< gfgtdf> mattsc: from which commit is your build ? 20160319 21:03:01< gfgtdf> mattsc: do you use [side] current_player= in your sceanrio ? 20160319 21:11:27< mattsc> gfgtdf: it’s current master 20160319 21:11:42< mattsc> And no, I don’t. 20160319 21:11:53< mattsc> And just in case it makes a difference, these are test scenarios. 20160319 21:12:22< mattsc> gfgtdf: you can try the instructions I gave for vultraz above; it’s a 30-second test 20160319 21:12:25< gfgtdf> mattsc: like in [test] ? 20160319 21:13:08< mattsc> gfgtdf: yes 20160319 21:13:19< gfgtdf> mattsc: you start the game via commandline ? 20160319 21:13:28< mattsc> yes 20160319 21:13:44< gfgtdf> mattsc: you have a stacktrace of the asserion failure ? 20160319 21:14:18< mattsc> gfgtdf: could you just try it yourself quickly? that’d be much faster than trying to explain it here. 20160319 21:14:27< mattsc> start Wesnoth with -t protect_unit 20160319 21:14:49< mattsc> and when you get the choise of letting the AI play it or not, choose either of the human-controlled options 20160319 21:14:57< mattsc> *choice 20160319 21:15:34< celticminstrel> mattsc: Did you fix the image issue in [message]? 20160319 21:15:50-!- prkc [~prkc@catv-80-98-103-239.catv.broadband.hu] has quit [Ping timeout: 244 seconds] 20160319 21:16:00< mattsc> I fixed it locally, yes, but I did not commit it because I don’t know what you want for the commit message 20160319 21:16:09< mattsc> same with the put_unit error 20160319 21:16:21-!- travis-ci [~travis-ci@ec2-54-163-149-98.compute-1.amazonaws.com] has joined #wesnoth-dev 20160319 21:16:22< travis-ci> wesnoth/wesnoth#8953 (master - c1d11cb : Celtic Minstrel): The build has errored. 20160319 21:16:22< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117162638 20160319 21:16:22-!- travis-ci [~travis-ci@ec2-54-163-149-98.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160319 21:16:34< gfgtdf> mattsc: hmm -t protect_unit doesnt seem to do anythign here? is this feature that was added in the last few das ? 20160319 21:16:43< celticminstrel> mattsc: Uh, you can't decide on a commit message yourself? 20160319 21:16:49< celticminstrel> What was that about put_unit? 20160319 21:17:08< mattsc> gfgtdf: no, it’s been in Wesnoth since 1.11.something 20160319 21:17:19< mattsc> celticminstrel: not on the put_unit thing, no, because I have no idea what the error is 20160319 21:17:28< celticminstrel> Oh. 20160319 21:17:42< mattsc> other than “fix bug in put_unit”, which is kind of pointless 20160319 21:17:45< celticminstrel> Then go ahead and commit the [message] thing, I'll see if I can fix put_unit. 20160319 21:18:10< celticminstrel> Oh right, I remember. I told you exactly how to fix it. 20160319 21:18:15< celticminstrel> Still, I'll commit the change anyway. 20160319 21:18:33< mattsc> You did, otherwise I’d have had no idea what to do. 20160319 21:19:17< gfgtdf> mattsc: hmm i had to do -tprotect_unit it didnt wokr with the space between 20160319 21:19:27< mattsc> celticminstrel: FYI, there are also lots of trailing whitespaces in both files (message.lua and lua_kernel) 20160319 21:19:35< celticminstrel> That's weird. It definitely works for me with the space. 20160319 21:19:43< celticminstrel> mattsc: Huh? 20160319 21:19:48< mattsc> gfgtdf: huh, that must be a difference between our OSs then 20160319 21:20:08< celticminstrel> If it's lines containing only whitespace, that's my convention, so it's difficult to remember to explicitly override it for Wesnoth. 20160319 21:20:26< mattsc> celticminstrel: it is; which is against Wesnoth convention, I think 20160319 21:20:44< celticminstrel> Yeah, I've been trying to remember to specifically delete it, but sometimes I forget. 20160319 21:20:48< mattsc> It’s one of those things I have no personal opinion about, but I know people have complained about it before. 20160319 21:20:58< celticminstrel> I think XCode can be set to do it for me, but only globally, not per-project. Maybe I'm wrong though. 20160319 21:21:03< mattsc> So I just have TextWrangler set to purge them, and then they show up in the git diff 20160319 21:21:18< mattsc> don’t know either 20160319 21:21:29< mattsc> gfgtdf: where you able to reproduce the assert? 20160319 21:21:37< celticminstrel> I don't want it to do that for other projects. 20160319 21:21:45< gfgtdf> mattsc: yes 20160319 21:22:08< celticminstrel> mattsc: If you want to set up XCode to do it, it is indeed in preferences under Text Editing, at least in my version. 20160319 21:22:11< mattsc> gfgtdf: okay, cool (I guess). Anything else you need from me for that? 20160319 21:22:22< mattsc> celticminstrel: ok, thanks 20160319 21:22:31< celticminstrel> I have "Automatically trim trailing whitespace" checked, but "Including whitespace-only lines" is unchecked. 20160319 21:22:41< celticminstrel> I think it only applies to lines that the insertion point passes over, though. 20160319 21:22:50< celticminstrel> Rather than purging everything on save. 20160319 21:22:59< irker653> wesnoth: gfgtdf wesnoth:master f8e5a55a8372 / src/team.cpp: fix [modify_side] controller=human in sp https://github.com/wesnoth/wesnoth/commit/f8e5a55a8372a2f3272c94db3089b46bde0b8928 20160319 21:23:06< gfgtdf> mattsc: try that ^ 20160319 21:23:17< celticminstrel> So again, could you commit the [message] fix? 20160319 21:23:42< mattsc> celticminstrel: if you and gfgtdf weren’t constantly pinging me here, it would be done already. ;) 20160319 21:23:48< celticminstrel> Heh. 20160319 21:25:33< irker653> wesnoth: mattsc wesnoth:master bce1fae063a2 / data/lua/wml/message.lua: Fix portrait missing in [message] with empty image= key https://github.com/wesnoth/wesnoth/commit/bce1fae063a2024fd1d36e00e38a9c16f274ae02 20160319 21:25:38< mattsc> celticminstrel: ^ 20160319 21:27:17< irker653> wesnoth: Celtic Minstrel wesnoth:master 5eb9d80c2cbe / src/scripting/game_lua_kernel.cpp: Fix wesnoth.put_unit checking wrong arg for location https://github.com/wesnoth/wesnoth/commit/5eb9d80c2cbefe58fe5d007490319ae3c19ff7fc 20160319 21:27:50< mattsc> gfgtdf: twiddling my thumbs while recompiling (this needs almost a full recompiling; as I am sure you are well aware of) 20160319 21:28:04-!- prkc [~prkc@192.40.89.11] has joined #wesnoth-dev 20160319 21:28:45< celticminstrel> Was there something else I needed to do? 20160319 21:32:57< mattsc> celticminstrel: I don’t think so, since gfgtdf is taking care of the other bug(s) I found. 20160319 21:33:21< mattsc> I don’t know yet if the different behaviors I saw are all caused by the same problem or not. 20160319 21:34:25< mattsc> gfgtdf: yay! That fixes the assert. Thank you. 20160319 21:34:57< mattsc> Let me see if the other problems remain or not. 20160319 21:36:27< mattsc> gfgtdf: unfortunately, the other problems persist. 20160319 21:36:46< mattsc> Could you do another, similar test, please? 20160319 21:37:51< mattsc> If you do what you just did and choose the middle option (Langzhar’s side), the recruit list for side 1 has Bowmen and Spearmen, as it should. 20160319 21:38:06-!- travis-ci [~travis-ci@ec2-54-83-90-255.compute-1.amazonaws.com] has joined #wesnoth-dev 20160319 21:38:08< travis-ci> wesnoth/wesnoth#8954 (master - c4a34eb : mattsc): The build passed. 20160319 21:38:08< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117162688 20160319 21:38:08-!- travis-ci [~travis-ci@ec2-54-83-90-255.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160319 21:39:04< mattsc> Now, if you start from the switchboard scenario (-tmicro_ai_test), go to the “protect unit” signpost and then do the same, I get a very different recruit list. 20160319 21:39:49< mattsc> It looks like one of the default faction recruit lists, but not always the same. 20160319 21:41:12< mattsc> not always the same factionm, I mean. I’ve seen Rebels, Drakres, Undead … I stopped after that. 20160319 21:44:06< celticminstrel> There's only one R in drakes. 20160319 21:44:06< Aginor> hmm 20160319 21:44:17< Aginor> whoops 20160319 21:44:29< Aginor> I made the game limited to 33FPS :D 20160319 21:46:10< mattsc> celticminstrel: yes; I noticed that too; I figured I don’t need to correct every little typo I make. :) 20160319 21:46:40< mattsc> But, thanks for pointing it out anyway. (no sarcasm) 20160319 21:47:08< celticminstrel> Aginor: Maybe you can figure out why some dialogs (like the formula debugger, sometimes still the Lua console) are so slow and laggy? 20160319 21:47:39< Aginor> celticminstrel: I have no idea which dialogs you are talking about, or how to get to them :) 20160319 21:47:52< Aginor> I'm making a commit atm, I can bring it up after that 20160319 21:48:17< gfgtdf> mattsc: was afk 20160319 21:48:24< celticminstrel> Lua console: get there from gamestate inspector, or by pressing tilde (at least on US keyboards; the default binding is ` which is on the same key). 20160319 21:48:37< celticminstrel> I'm not sure, but it might only be slow when accessed from the inspector. 20160319 21:48:48< Aginor> and how does the slowness manifest itself, how do I use it? 20160319 21:48:52< celticminstrel> And when the window resolution is very low. 20160319 21:48:57< Aginor> how do I get to the inspector? 20160319 21:49:03< celticminstrel> ;debug 20160319 21:49:05< celticminstrel> ;inspect 20160319 21:49:11< mattsc> gfgtdf: no worries; btw, I can create bug reports too, if you prefer, but since the tests are so simple, I figured I ask here first 20160319 21:49:28< vultraz> [06:16:34] celticminstrel vultraz: Was it you who added all the "We want the file in src/" comments as well? <- yes 20160319 21:49:31< celticminstrel> Formula debugger: press F and type "debug(some formula)" where "some formula" is any valid formula. 20160319 21:49:42< celticminstrel> "debug(5)" would work but probably wouldn't exhibit the slowness. 20160319 21:49:51< celticminstrel> A random mathematical expression would do, I think. 20160319 21:49:54< irker653> wesnoth: Andreas Löf wesnoth:renderpath_redo 4ae13de2c30b / src/ (19 files in 9 dirs): Refactor calls to CVideo::flip() https://github.com/wesnoth/wesnoth/commit/4ae13de2c30b9739ce7e6f6bbc860e073deaa273 20160319 21:50:02< vultraz> celticminstrel: I know why the formula debugger closes and reopens 20160319 21:50:12< celticminstrel> vultraz: Oh, thanks for reminding me what I was thinking about doing. 20160319 21:50:32< celticminstrel> vultraz: I think I know why too. :) 20160319 21:50:46< celticminstrel> (It was your quoting me that reminded me though, not the debugger thing.) 20160319 21:51:25< celticminstrel> Aginor: Oh right, for the formula debugger you also need to do ;debug 20160319 21:51:31< gfgtdf> vultraz: is it intentional that the inspect dialof is now fullscreen ? 20160319 21:51:38< celticminstrel> It is intentional. 20160319 21:51:38< vultraz> yes 20160319 21:51:48< Aginor> celticminstrel: I apparently have to leave in 10 minutes 20160319 21:51:54< celticminstrel> Okay. 20160319 21:51:57< Aginor> going to go and look at yet another house 20160319 21:52:06< mattsc> IS it also intentional that you now get there using ; and not : ? 20160319 21:52:15< Aginor> mattsc: yes 20160319 21:52:31< vultraz> Aginor: ah, you've gotten flip() dealt with :D 20160319 21:52:32< mattsc> It threw me for a loop first time I encountered it :P 20160319 21:52:41< Aginor> vultraz: it's far from done 20160319 21:52:49< vultraz> is it broken? 20160319 21:53:03< Aginor> mattsc: if you're german, it's ö at the moment 20160319 21:53:08< celticminstrel> mattsc: That's a side-effect of the hotkey changes that Aginor made. 20160319 21:53:21< mattsc> Aginor: actually, I am German, but it’s still ; for me ;) 20160319 21:53:23< Aginor> I think we should look at binding that command to a different key altogether 20160319 21:53:32< gfgtdf> mattsc: hmm this sounds liek it could be something specific to [test] 20160319 21:53:35< Aginor> mattsc: that depends on your keyboard layout :D 20160319 21:53:36< celticminstrel> mattsc: It depends on your keyboard layout, not your nationality. :P 20160319 21:53:47< mattsc> Aginor: I know; just pulling your leg 20160319 21:54:04< Aginor> I figured :D 20160319 21:54:22< gfgtdf> mattsc: iir we had a similar issue in [tutorial] 20160319 21:54:52< gfgtdf> mattsc: the this report: http://gna.org/bugs/?24311 20160319 21:54:55< mattsc> gfgtdf: okay (I’ve been away so much the last 6 months that there are lots of things I missed) 20160319 21:55:03< Aginor> vultraz: all labels flicker on that branch 20160319 21:55:06< Aginor> and so does the console 20160319 21:55:16< Aginor> fixing that is the next order of business 20160319 21:55:19< vultraz> ahh 20160319 21:55:22< Aginor> and the fps counter is lying 20160319 21:55:39< Aginor> (it always has it looks like) 20160319 21:55:44< mattsc> gfgtdf: okay, I’ll try that (later today sometime). Thanks. 20160319 21:56:02< gfgtdf> mattsc: in that case i just added force_lock_settings=yes to the [turorial], i dont know how maybe [test] there are and whether this is an acceptable fix 20160319 21:56:24< vultraz> mattsc: crash from earlier no longer an issue 20160319 21:56:36< mattsc> vultraz: yes, fixed for me too 20160319 21:56:42< vultraz> Aginor: and cleaning out raise_draw_event()? 20160319 21:57:09< gfgtdf> mattsc: afaik in current master force_lock_settings= defaults to true for [scenario] and to false otherwise. 20160319 21:57:24< mattsc> gfgtdf: there are 18 or so, so it’s not a big deal; the question is more whether it’s going to cause other problems too 20160319 21:57:29< mattsc> (which I can’t answer) 20160319 21:57:41< celticminstrel> gfgtdf: Suggestion - make it default to false for [multiplayer] and true for all others. 20160319 21:57:56< mattsc> gfgtdf: ok; I don’t have time to test it now, but will do so later; I’ll let you know 20160319 21:58:23< vultraz> Aginor: also, I can rebase the branch if you'd like, since there are some big commits in master which will make switching a pain. 20160319 21:58:24< celticminstrel> [tutorial] and [test] are entirely internal/dev things, anyway, not something you'll expect UMC developers to use. 20160319 21:59:10< gfgtdf> celticminstrel: well yes that would make sense, the poroginal code was mostlikeley written with the assumtion that they are one 2 [tutorial] and ine [test] and then adding it there manually is no problem so it didnt think about those cases 20160319 21:59:32< celticminstrel> zookeeper: Any objection to "[effect]times=level" instead of "per level"? 20160319 22:00:17< gfgtdf> celticminstrel: well it woudl break compability for no visible gain 20160319 22:00:28< zookeeper> ^ 20160319 22:01:09< vultraz> celticminstrel: btw did you see that fr i linked you earlier 20160319 22:01:13< celticminstrel> "no visible gain" 20160319 22:01:29< celticminstrel> In fact, it would mean you can do things like "[effect]times=max_moves" 20160319 22:02:02< celticminstrel> Or [effect]times="1 + max_moves / 2" 20160319 22:02:02< gfgtdf> celticminstrel: how its taht related to whether its called "level" or "per level" ? 20160319 22:02:12< celticminstrel> Formulas. 20160319 22:02:58< celticminstrel> Or [effect]times="1 + level / 2" 20160319 22:03:10< celticminstrel> Or [effect]times="max_moves / level" 20160319 22:03:14< celticminstrel> etc 20160319 22:03:36< gfgtdf> celticminstrel: hmm any usecases for when you'd want to do that '? 20160319 22:06:14< zookeeper> i don't understand. 20160319 22:06:33< celticminstrel> I can't think of any, so I guess I'll stash it for now unless I do. 20160319 22:06:43< celticminstrel> ^unless/until 20160319 22:07:37< celticminstrel> The only thing I could think of that isn't weird is 2*level or similar, but I think you could get the same effect by just doubling any other numbers in the effect. 20160319 22:08:01< celticminstrel> (Though if you use percentages it'd be slightly more complicated; still possible though.) 20160319 22:12:08< celticminstrel> zookeeper: The idea was to make [effect]times= take a formula, but if you and gfgtdf can't think of good uses, I won't bother. 20160319 22:13:16< zookeeper> i had no idea that's what you suggested because that's not what you said 20160319 22:13:50< celticminstrel> Sorry, I jumped straight to how it would break compatibility without really explaining myself. 20160319 22:14:45-!- travis-ci [~travis-ci@ec2-54-163-64-3.compute-1.amazonaws.com] has joined #wesnoth-dev 20160319 22:14:46< travis-ci> wesnoth/wesnoth#8955 (master - f8e5a55 : gfgtdf): The build passed. 20160319 22:14:46< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117170606 20160319 22:14:46-!- travis-ci [~travis-ci@ec2-54-163-64-3.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160319 22:15:03< celticminstrel> How far behind is Travis right now? 20160319 22:15:27< celticminstrel> Seems to be a lot. 20160319 22:16:00< vultraz> 2 20160319 22:16:30< zookeeper> but yeah the whole times= key is incredibly rarely used AFAICT 20160319 22:16:39< celticminstrel> vultraz: ? 20160319 22:16:44< celticminstrel> zookeeper: So don't bother? 20160319 22:16:52< vultraz> 2 commits 20160319 22:16:59< celticminstrel> Currently its only use is "per level". 20160319 22:17:04< celticminstrel> It doesn't have any other values. 20160319 22:17:13< celticminstrel> (Well okay, I recently made it accept arbitrary integers.) 20160319 22:18:07< Ravana_> it is used rarely, simply because it couldnt be used for much 20160319 22:18:26< zookeeper> enabling some kind of unusual formula thingy for it... i just don't see the point. the integer support is good 20160319 22:18:48< celticminstrel> vultraz: Ah, huh, you're right. 20160319 22:19:04< celticminstrel> gfgtdf's commit was weirdly hard to find in the backlog. (Clearly I should've looked on github instead.) 20160319 22:20:46< vultraz> I should work on combining the gui2 six-files-per-widget thing into two files per widget 20160319 22:21:54< gfgtdf> celticminstrel: which comit you mean ? 20160319 22:21:59< celticminstrel> vultraz: I was contemplating doing that too. 20160319 22:22:11< vultraz> ah, I'll let you do it then 20160319 22:22:18< celticminstrel> gfgtdf: Not important, honestly. (But it was the one you did for mattsc.) 20160319 22:23:46< vultraz> random question: aren't you supposed to use std::cerr and not printf 20160319 22:24:02< celticminstrel> vultraz: Not quite. 20160319 22:24:19< celticminstrel> They do different things - cerr prints to stderr while printf prints to stdout. 20160319 22:24:26< gfgtdf> where did he use printf ? 20160319 22:24:33< celticminstrel> The C++ substitute for printf is std::cout 20160319 22:24:51< celticminstrel> The C equivalent of std::cerr is fprintf with STDERR passed as the file argument. 20160319 22:25:17< gfgtdf> actually in wesnoth you should use teh LOG_... << streams when possible 20160319 22:25:27< celticminstrel> Yes. 20160319 22:25:31< celticminstrel> You should. 20160319 22:25:39< celticminstrel> That reminds me of another thing. 20160319 22:26:10< vultraz> just noticed we ship a "standalone" attack prediction program 20160319 22:26:18-!- Kwandulin [~Miranda@p200300760F7D731BE45E7A59CFFED857.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160319 22:26:21< gfgtdf> vultraz: yes 20160319 22:26:27< vultraz> that uses printf generously 20160319 22:26:28< gfgtdf> vultraz: maybe this is for testing ? 20160319 22:26:41< gfgtdf> vultraz: i its mostlikeley quiet old code 20160319 22:27:30< vultraz> probably 20160319 22:29:21< vultraz> gfgtdf: btw did you manage to install vc2015 or still not enough space 20160319 22:30:16< gfgtdf> vultraz: hmm no im still tying upo my pc :), alos not that after i installed msvc 1015 i need to compile boost and maybe other dependencies for msvc2015 again 20160319 22:30:33-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Quit: ChipmunkV] 20160319 22:30:40< vultraz> ah, that's annoying 20160319 22:30:53< vultraz> though I think aquelia has libs somewhere? 20160319 22:30:56< gfgtdf> vultraz: i found an old version of my 'scenario with robots' addon where the robots have some energy bar on the right sid panel. 20160319 22:31:42< gfgtdf> vultraz: y but i want to compile thme myself ot be sure, also becasue aquelia repo dont contains all libs and i i mabye want other libs when i do other programms in c++ 20160319 22:31:50< vultraz> ah 20160319 22:32:40< gfgtdf> vultraz: not sure if my pango cairo libs compiled with msvc 2010 will work with msvc 2015 but since they are c libs i think they should 20160319 22:33:10< Aginor> ok, back 20160319 22:33:20< celticminstrel> Well, MSVC still doesn't fully support C99 in 2013... 20160319 22:33:30< celticminstrel> But Pango probably doesn't rely on that, so it should be fine. 20160319 22:34:43< Aginor> celticminstrel: where/how is performance in those things bad? 20160319 22:35:04< Aginor> vultraz: go for rebasing if you want 20160319 22:35:09< gfgtdf> celticminstrel: liek i said the version im currently using is compiled with msvc 2010 20160319 22:35:36< gfgtdf> celticminstrel: the paint was more whether i can just use teh dlls or whether i have to compile them again 20160319 22:35:41< gfgtdf> point* 20160319 22:35:53< celticminstrel> Aginor: In the Lua console, characters would take seconds to appear, and sometimes it was so slow that keystrokes were dropped. I'm not certain whether it's still an issue. 20160319 22:36:05< Aginor> celticminstrel: it seems snappy to me 20160319 22:36:11< celticminstrel> In the formula debugger, it takes a minute or so before I can click anything. 20160319 22:36:12< gfgtdf> celticminstrel: hmm this doesn't happeb to me 20160319 22:36:15< Aginor> I pulled and started a compile 45 minutes ago 20160319 22:36:20< celticminstrel> Hmm, I see. 20160319 22:36:23-!- travis-ci [~travis-ci@ec2-54-163-149-98.compute-1.amazonaws.com] has joined #wesnoth-dev 20160319 22:36:24< travis-ci> wesnoth/wesnoth#8956 (master - bce1fae : mattsc): The build has errored. 20160319 22:36:24< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117170923 20160319 22:36:24-!- travis-ci [~travis-ci@ec2-54-163-149-98.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160319 22:36:28< vultraz> celticminstrel: doesn't happen to me 20160319 22:36:33< celticminstrel> :( 20160319 22:36:53< gfgtdf> celticminstrel: what bothers me though is that when i open the lua console with a hotkey then theat cokey is added to the enter line on the console 20160319 22:37:07< celticminstrel> Hmm, that doesn't happen to me. 20160319 22:37:21< vultraz> I do have to force push on rebase right 20160319 22:37:30< celticminstrel> vultraz: Yes. 20160319 22:37:31< gfgtdf> vultraz: don't force pus on master 20160319 22:37:36< celticminstrel> I haven't had problems with the Lua console in the last couple of days. 20160319 22:37:38< gfgtdf> push* 20160319 22:37:43< vultraz> gfgtdf: not master 20160319 22:37:46< celticminstrel> gfgtdf: I think he'd be rejected if he did. 20160319 22:37:54< gfgtdf> celticminstrel: not sure 20160319 22:38:03< vultraz> plus master has force push protection 20160319 22:38:36< gfgtdf> celticminstrel: y but some people have owner right to the repor and i'm not aure wheter the pretoection still works then. 20160319 22:38:40< gfgtdf> repo* 20160319 22:38:44< vultraz> hm 20160319 22:38:53< vultraz> you raise a good point 20160319 22:39:27< celticminstrel> gfgtdf: I would assume it does, but I didn't think vultraz had that, either. 20160319 22:39:34< vultraz> I do 20160319 22:39:48< celticminstrel> gfgtdf: People with owner right could disable that if they wanted to force push, anyway. 20160319 22:43:02< irker653> wesnoth: Celtic Minstrel wesnoth:renderpath_redo 0f1b21a5be0d / src/ (6 files in 2 dirs): Include built-in effects in wesnoth.effects and allow them to be overridden https://github.com/wesnoth/wesnoth/commit/0f1b21a5be0de8e29f8f2c9e4d2ac74feb194dd8 20160319 22:43:04< irker653> wesnoth: Celtic Minstrel wesnoth:renderpath_redo cad89effe8f6 / src/unit.cpp: Allow [effect]times= https://github.com/wesnoth/wesnoth/commit/cad89effe8f68c26ba81f59a6af99678e8232fe7 20160319 22:43:06< irker653> wesnoth: Charles Dang wesnoth:renderpath_redo 91d0b54c50cd / data/gui/default/widget/slider_default.cfg: tslider: (default) positioner fixup and general cleanup https://github.com/wesnoth/wesnoth/commit/91d0b54c50cd19f4c3fc1d9597650065e89bb089 20160319 22:43:09< irker653> wesnoth: Charles Dang wesnoth:renderpath_redo a9ad2001513e / src/gui/widgets/slider.cpp: tslider: code cleanup https://github.com/wesnoth/wesnoth/commit/a9ad2001513e422c41882668991aefe1e1d338eb 20160319 22:43:12< irker653> wesnoth: Charles Dang wesnoth:renderpath_redo eaadf6fab106 / src/display.cpp: Remove set_volatile() calls from display::layout_buttons() https://github.com/wesnoth/wesnoth/commit/eaadf6fab10674b8e7a201a8d694c0718a433489 20160319 22:43:15< irker653> wesnoth: Charles Dang wesnoth:renderpath_redo df6bc8354363 / src/ (6 files in 2 dirs): Merge pull request #618 from CelticMinstrel/lua_unit_effects https://github.com/wesnoth/wesnoth/commit/df6bc835436317343d043a11a6df84a3ec234406 20160319 22:43:18< irker653> wesnoth: Wedge009 wesnoth:renderpath_redo 6d03404785c2 / po/wesnoth-lib/ (26 files): Add missing language codes so that translated logo images can be used (bug #2435 https://github.com/wesnoth/wesnoth/commit/6d03404785c28a24012aefee6524b73121f53699 20160319 22:43:20< irker653> wesnoth: Wedge009 wesnoth:renderpath_redo 6e836969bb5a / changelog: Update change log. https://github.com/wesnoth/wesnoth/commit/6e836969bb5ae771e3adee40b7d706643eca4feb 20160319 22:43:22< irker653> wesnoth: Charles Dang wesnoth:renderpath_redo c36b96ae98bc / / (27 files in 2 dirs): Merge pull request #621 from Wedge009/bug_24357_fix https://github.com/wesnoth/wesnoth/commit/c36b96ae98bc7429246e8cbef5f4823f8a66af52 20160319 22:43:25< irker653> wesnoth: Charles Dang wesnoth:renderpath_redo 83ee4f608776 / src/ (178 files in 27 dirs): Convert most includes to src/-relative https://github.com/wesnoth/wesnoth/commit/83ee4f60877619f8f18ddc14721d8ca44a15b742 20160319 22:43:28< irker653> wesnoth: ln-zookeeper wesnoth:renderpath_redo 40d54877651a / data/core/terrain-graphics/new-macros.cfg: Decreased the amount of images placed by NEW:GENERIC_CORNER_TRANSITION https://github.com/wesnoth/wesnoth/commit/40d54877651a4f9f1516487587ea5ffa0ceb8b1c 20160319 22:43:30< irker653> wesnoth: ln-zookeeper wesnoth:renderpath_redo b7edf367c3b6 / data/core/terrain-graphics/new-macros.cfg: Made water overlay transitions use NEW:GENERIC_CORNER_TRANSITION https://github.com/wesnoth/wesnoth/commit/b7edf367c3b665ff9204ca1aef0cd5462b6a6333 20160319 22:43:31< Aginor> sorry! 20160319 22:43:32< irker653> wesnoth: ln-zookeeper wesnoth:renderpath_redo 03a2a5177a6b / data/core/terrain-graphics/new-macros.cfg: Changed * to . in small forest flag placing rule https://github.com/wesnoth/wesnoth/commit/03a2a5177a6b4e891d003cd4cfccf95958ebd37c 20160319 22:43:34< irker653> wesnoth: Charles Dang wesnoth:renderpath_redo 9c33f77de2c6 / src/ (12 files in 5 dirs): Cleaned up inclusions of display.hpp https://github.com/wesnoth/wesnoth/commit/9c33f77de2c6ba58d6e61de91060141c7b36dd75 20160319 22:43:37< irker653> wesnoth: Charles Dang wesnoth:renderpath_redo ec9995dc94cb / src/ (11 files in 6 dirs): Cleaned up inclusions of video.hpp https://github.com/wesnoth/wesnoth/commit/ec9995dc94cbcc02e46ab5473d20f213f8c2b3b2 20160319 22:43:38< vultraz> not much of a flood 20160319 22:43:40< irker653> wesnoth: Charles Dang wesnoth:renderpath_redo 6304cca22a29 / data/gui/ (253 files in 9 dirs): Moved data/gui/default to data/gui/ https://github.com/wesnoth/wesnoth/commit/6304cca22a29e4fdbcc407b6cd0437a36f3ad970 20160319 22:43:43< irker653> wesnoth: Wedge009 wesnoth:renderpath_redo c98bc798e73d / projectfiles/VC9/liblua.vcproj: VC Project Update https://github.com/wesnoth/wesnoth/commit/c98bc798e73dc3d7960151307709455c74ee8249 20160319 22:43:45< irker653> wesnoth: Celtic Minstrel wesnoth:renderpath_redo 9e7fc0eabee3 / projectfiles/VC9/liblua.vcproj: Merge pull request #632 from Wedge009/vc_update https://github.com/wesnoth/wesnoth/commit/9e7fc0eabee3bd7258883d7354d4b2267ae6bcc4 20160319 22:43:47< irker653> wesnoth: Charles Dang wesnoth:renderpath_redo edc2fb7e9ded / data/themes/ (_initial.cfg default.cfg): Default theme: restore backgrounds to sidebar panels https://github.com/wesnoth/wesnoth/commit/edc2fb7e9ded134647da6603369ffad7fc08d969 20160319 22:43:50< irker653> wesnoth: ln-zookeeper wesnoth:renderpath_redo 81c284125ee1 / data/core/images/terrain/sand/ (24 files): Reduced images per hex by removing unnecessary feathering https://github.com/wesnoth/wesnoth/commit/81c284125ee12d2448d5782c09b702bbc316f607 20160319 22:43:52< irker653> wesnoth: Celtic Minstrel wesnoth:renderpath_redo 021e77f96abe / changelog: Update changelog https://github.com/wesnoth/wesnoth/commit/021e77f96abe5efdef73f0d5d5fbf35201e3fd4f 20160319 22:43:54< irker653> wesnoth: Celtic Minstrel wesnoth:renderpath_redo c1d11cb6cc9a / RELEASE_NOTES changelog: Update RELEASE_NOTES with formula engine section https://github.com/wesnoth/wesnoth/commit/c1d11cb6cc9ae988f757ea7c1e86a9a7412fc7ce 20160319 22:43:56< irker653> wesnoth: mattsc wesnoth:renderpath_redo c4a34ebe2c78 / data/ai/micro_ais/scenarios/ (animals.cfg bottleneck_defense.cfg protect_unit.cfg wolves.cfg): Micro AIs: update syntax of [message][option] usages https://github.com/wesnoth/wesnoth/commit/c4a34ebe2c787f33de2611ef7d2aece5bdbda6a6 20160319 22:43:58< irker653> wesnoth: gfgtdf wesnoth:renderpath_redo f8e5a55a8372 / src/team.cpp: fix [modify_side] controller=human in sp https://github.com/wesnoth/wesnoth/commit/f8e5a55a8372a2f3272c94db3089b46bde0b8928 20160319 22:44:00< irker653> wesnoth: mattsc wesnoth:renderpath_redo bce1fae063a2 / data/lua/wml/message.lua: Fix portrait missing in [message] with empty image= key https://github.com/wesnoth/wesnoth/commit/bce1fae063a2024fd1d36e00e38a9c16f274ae02 20160319 22:44:02< irker653> wesnoth: Celtic Minstrel wesnoth:renderpath_redo 5eb9d80c2cbe / src/scripting/game_lua_kernel.cpp: Fix wesnoth.put_unit checking wrong arg for location https://github.com/wesnoth/wesnoth/commit/5eb9d80c2cbefe58fe5d007490319ae3c19ff7fc 20160319 22:44:04< irker653> wesnoth: Andreas Löf wesnoth:renderpath_redo 70a9845511a6 / / (523 files in 52 dirs): Merge branch 'master' into renderpath_redo https://github.com/wesnoth/wesnoth/commit/70a9845511a6140a321faaae07237e2d184b2c78 20160319 22:44:23< gfgtdf> maybe we can somehow configure it to show oynl messages for master branch ? 20160319 22:45:15 * celticminstrel will be pushing a commit that (probably) forces everything to recompile. 20160319 22:46:21< Aginor> I should probably not be doing this in the main repo 20160319 22:46:29< Aginor> but I wanted to keep it accessible to vultraz 20160319 22:46:38< celticminstrel> I think it's fine to push branches to master. 20160319 22:46:41< Aginor> should I move it to my forked repo instead? 20160319 22:46:46< vultraz> no, it's fine 20160319 22:47:00< vultraz> im building the branch now 20160319 22:47:33< vultraz> hopefully there's something i can contribute 20160319 22:48:21< Aginor> I'm still pondering if this is taking things in a good direction 20160319 22:54:53-!- louis94 [~~louis94@91.178.242.7] has joined #wesnoth-dev 20160319 22:58:16< celticminstrel> Is rearranging GUI2 file structure a bad idea while Aginor's branch is active? Mostly I'm thinking about the widgets. 20160319 22:59:50< celticminstrel> And possibly renaming auxiliary to core. 20160319 23:02:44< Aginor> it depends on what you plan to do 20160319 23:04:23< celticminstrel> Mostly moving files around; also, merge files in auxiliary/widget_definition and auxiliary/window_builder with their counterparts in wdgets. 20160319 23:05:13-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 252 seconds] 20160319 23:05:15< Aginor> that should be safe 20160319 23:05:31< Aginor> I'm mucking about with event handlign and window.?pp in gui2 20160319 23:05:39< Aginor> apart from that it's mainly gui1 20160319 23:05:41< celticminstrel> Of course, moving files around means updating includes at the top of files. 20160319 23:05:55< celticminstrel> But hopefully that would merge cleanly. 20160319 23:06:01< celticminstrel> And if not, resolving the conflict shouldn't be hard. 20160319 23:06:03< Aginor> in fact, it looks like the main remaining parts is to try to mak the display class play nicer 20160319 23:06:16< celticminstrel> Alright. I'll do that once I finish this logging thing. 20160319 23:06:24< Aginor> ok 20160319 23:06:46-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160319 23:08:00< celticminstrel> This is going to conflict with my AI work. Oh well, I should be able to resolve the conflicts pretty easily. 20160319 23:08:08< vultraz> Aginor: looks like the loadscreen no longer goes to black at the end 20160319 23:08:16< vultraz> though that might be an improvement 20160319 23:08:25< Aginor> vultraz: what do you mean? 20160319 23:08:39< Aginor> is this a change you introduced that I wasn't aware of? :) 20160319 23:08:40< vultraz> before, the bar/logo was replaced with a black screen at the end 20160319 23:08:52< Aginor> ah... 20160319 23:08:56< Aginor> umm 20160319 23:09:10< Aginor> I modified that rendering logic there to always redraw everything 20160319 23:09:10< vultraz> on your branch it stays and then switches to the new framebuffer 20160319 23:09:22< Aginor> which new framebuffer? 20160319 23:09:28< vultraz> say, the titlescreen 20160319 23:09:28< Aginor> it's always the same framebuffer 20160319 23:09:38< vultraz> also, still noticing flickering in the editor D: 20160319 23:09:58< Aginor> vultraz: the flickering remains because the call to video.flip() in display.cpp() 20160319 23:10:05< vultraz> ahhh 20160319 23:10:13< vultraz> display::flip()? 20160319 23:10:29< Aginor> display needs more work in general 20160319 23:10:38< Aginor> it'd be nice to remove the need for volitile drawing in it 20160319 23:11:22< vultraz> there is only one place that uses set_volatile anymore 20160319 23:11:29< vultraz> the floating command textbox 20160319 23:11:31-!- mjs-de [~mjs-de@x4db61e34.dyn.telefonica.de] has quit [Remote host closed the connection] 20160319 23:11:46< vultraz> also, you made gui2 sliders *much* more responsive :D this is awesome 20160319 23:11:47< Aginor> and all map labels 20160319 23:11:53< celticminstrel> Only 433 files needed a rebuild. Not everything, as I'd thought. 20160319 23:12:00< celticminstrel> Still, it's almost everything. 20160319 23:12:20< Aginor> I am sorely tempted to go and try to rewrite the main game loop 20160319 23:12:59< vultraz> oh? 20160319 23:13:01< vultraz> in what way 20160319 23:13:06< Aginor> turn it into {events::pump(); play_slice(); } 20160319 23:13:13< Aginor> but that'll break all of the GUI 20160319 23:13:39< vultraz> :( 20160319 23:13:47< vultraz> damn gui1 20160319 23:13:53< vultraz> always making life harder 20160319 23:13:55< Aginor> GUI2 too 20160319 23:15:02< Aginor> the biggest problem with GUI1 is that nobody seems to have made sure to enforce code reuse and consistent (software) design 20160319 23:15:20< Aginor> making it have lots of functionality distributed across lots of places, leading to lots of duplication 20160319 23:15:34< gfgtdf> Aginor: i thought the mian part of play_slice was calling pump() ? 20160319 23:15:43< celticminstrel> What's gui/widgets/settings? 20160319 23:15:55< Aginor> gfgtdf: I may be mistaken about that, I haven't looked too carefully if it does 20160319 23:16:23< Aginor> I've also made drawing a part of the events handling, and I'm not particularily fond of that idea, I simply followed what gUI2 did 20160319 23:16:46< Aginor> and in all honestly, I feel that it's overloading the input handling to also trigger rendering 20160319 23:17:31< Aginor> which makes it harder to have a clear consistent gameloop (1. handle inputs 2. update state 3. render state) 20160319 23:17:36< celticminstrel> Would you consider ttext to be a core GUI2 class? 20160319 23:18:36< Aginor> I'd also like to kill all little loops in the GUIs that go and pump events until they are done (such as any window/dialog) 20160319 23:18:51< Aginor> and instead let the main gameloop worry about doing that 20160319 23:19:21< celticminstrel> Is that really viable? 20160319 23:19:51< celticminstrel> Personally, I think that's a natural way to implement modal dialogs, anyway. 20160319 23:19:58< Aginor> of course it is, the question is how much effort it is :) 20160319 23:20:11-!- louis94 [~~louis94@91.178.242.7] has quit [Quit: Konversation terminated!] 20160319 23:20:13< Aginor> celticminstrel: depends on if you want the rest of the game to freeze in the background or not 20160319 23:22:12< Aginor> I'd rather keep track on the modal dialog and not allow interactions with other parts of the game until it's closed 20160319 23:24:00< celticminstrel> I think it's natural for the game to pause while a modal dialog is up, though. That only applies to things like units that are in the middle of a move though, there are other things that it makes more sense to continue updating, like chat or even standing animations (if no other unit action is currently happening). 20160319 23:26:08< Aginor> celticminstrel: yes, but all of those things are part of the global game state. if your dialog goes and takes control of the gameloop until it's finished, it needs to either update the game state itself or you won't be able to do any of those things 20160319 23:26:37-!- travis-ci [~travis-ci@ec2-54-163-149-98.compute-1.amazonaws.com] has joined #wesnoth-dev 20160319 23:26:38< travis-ci> wesnoth/wesnoth#8958 (renderpath_redo - 4ae13de : Andreas Löf): The build failed. 20160319 23:26:38< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117174388 20160319 23:26:38-!- travis-ci [~travis-ci@ec2-54-163-149-98.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160319 23:27:01< Aginor> loading the test scenario and looking at the fires while the victory condition is up illustrates this nicely 20160319 23:27:30< Aginor> nothing is updated because the dialog is in a busy-loop until the right input events are received 20160319 23:27:43< celticminstrel> vultraz: BTW, when you changed to src-relative includes, did you only check ones that used ../? 20160319 23:27:53< vultraz> no 20160319 23:28:00< vultraz> or wait 20160319 23:28:09< vultraz> did you mean ones that referred to files in the same directory? 20160319 23:28:14< celticminstrel> Yeah. 20160319 23:28:15< vultraz> i did not check those 20160319 23:28:18< celticminstrel> Okay. 20160319 23:28:42< vultraz> Aginor: seems raise_draw_event() is still necessary :( 20160319 23:28:53< Aginor> vultraz: yes... 20160319 23:29:09< Aginor> it will always be 20160319 23:29:29< vultraz> always? 20160319 23:29:31< vultraz> in every case? 20160319 23:29:33< celticminstrel> One way to reproduce the "we missed events" message is to click and drag from within the window to outside of it. 20160319 23:29:47< Aginor> although I honestly think we should do some planning on how we want this to proceed 20160319 23:29:58< Aginor> and the architecture in general 20160319 23:30:06< vultraz> I think some cases can be removed 20160319 23:30:25< Aginor> if this was work, I'd pull you all into a meeting room with lots of whiteboards :D 20160319 23:30:30< celticminstrel> Did anyone get around to fixing preferences not recentering on resolution change? 20160319 23:30:31< vultraz> heh 20160319 23:30:36< vultraz> celticminstrel: no 20160319 23:33:23< zookeeper> Aginor, saw this? https://forums.wesnoth.org/viewtopic.php?p=595146#p595146 20160319 23:33:31< zookeeper> seems rather extreme 20160319 23:34:05< vultraz> a bit 20160319 23:34:13< Aginor> zookeeper: no, reading now 20160319 23:34:15< vultraz> not a dealbreaker, though 20160319 23:34:56< Aginor> I think that's a bit of a known problem 20160319 23:35:24< Aginor> SDL2 is doing everything on the CPU and in RAM, sdl 1.2 used video ram for some things, making blitting faster 20160319 23:35:58< celticminstrel> nuorc's comment is significant, about the fullscreen handling. 20160319 23:36:23< mattsc> gfgtdf: are you going to make the change to the default of force_lock_settings discussed earlier, or should I change it individually in each scenario? 20160319 23:36:27< celticminstrel> Supposedly SDL is supposed to choose the desktop resolution, but it looks like that doesn't always work. 20160319 23:37:19< gfgtdf> mattsc: hmm i am currently on another branch, still investgating why teh strcmp maded implemebntation of impl_get_unti is faster than mie 20160319 23:37:27< Aginor> As for the fullscreen handling, it feels worse than before. The game picks a resolution (1536x864), which is not the native resolution of my display (1920x1080). When 'Full screen' is ticked I can't do anything with the resolution list, when I un-tick it the game changes to windowed mode, I can select a resolution - and when I tick it again it goes back to 1536x864. I don't know if this behavior is caused by my set-up or the state of the developme 20160319 23:37:33< Aginor> that looks like a bug 20160319 23:37:35< mattsc> gfgtdf: I was unclear, I did not mean now. 20160319 23:37:36< Aginor> in SDL2 20160319 23:37:38< celticminstrel> Does beetlenaut go by a different name here, or is he an inactive dev? 20160319 23:37:40< gfgtdf> mattsc: i coudl try to make a comit via webpage but i cannot test it then 20160319 23:38:00< zookeeper> celticminstrel, inactive 20160319 23:38:04< mattsc> gfgtdf: it’s just that I don’t want to change it for 2-4 sides in 18 scenarios if it is not going to be necessary in the end. 20160319 23:38:08< gfgtdf> mattsc: did you already test whether addind locak_setting=true fixes that issue ? 20160319 23:38:11< mattsc> I don’t really care when it happens. 20160319 23:38:28< mattsc> No, but I can do so now in one of the scenarios. 20160319 23:38:39< gfgtdf> mattsc: this ia a attribute in [scenario]/[test] not in [side] 20160319 23:38:48< celticminstrel> mattsc: I can probably do the change. gfgtdf: Do you know which file I should look at? 20160319 23:39:07< mattsc> gfgtdf: ok 20160319 23:39:24< mattsc> celticminstrel: thanks, but let me test first if that’s actually the cause of the problem 20160319 23:39:29< gfgtdf> celticminstrel: curently its dont in game_config_mnanager after readng the gfame config, but i'd propably move it to saved_game::set_defaults 20160319 23:39:31< celticminstrel> Of course. 20160319 23:39:39< vultraz> Aginor: a benefit of your change is that gui2 is much snappier now 20160319 23:39:40< gfgtdf> done* 20160319 23:40:39< Aginor> vultraz: good, because it really wasn't before 20160319 23:40:54< Aginor> it should generally decrease cpu usage 20160319 23:42:51-!- travis-ci [~travis-ci@ec2-54-83-90-255.compute-1.amazonaws.com] has joined #wesnoth-dev 20160319 23:42:52< travis-ci> wesnoth/wesnoth#8959 (renderpath_redo - 70a9845 : Andreas Löf): The build failed. 20160319 23:42:52< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117181404 20160319 23:42:52-!- travis-ci [~travis-ci@ec2-54-83-90-255.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160319 23:44:58-!- trewe [~trewe@bl20-17-31.dsl.telepac.pt] has quit [Quit: quit] 20160319 23:46:04< mattsc> gfgtdf, celticminstrel: yes, that fixes that problem (I tested it in 2 scenarios). It’s an easy fix (even if I have to do it in 18 scenarios), so no problem if that’s what you’d prefer. But if you fix the default (whenever you get around to it), then there’s no point in me doing so. 20160319 23:46:08< vultraz> Aginor: I believe it's because events are being polled more often 20160319 23:46:30< mattsc> Especially since I have a way of testing it otherwise in the meantime by just starting the scenario directly from the CL. 20160319 23:46:52< vultraz> im trying to research the label issue 20160319 23:47:00< mattsc> s/fix the default/change the default 20160319 23:47:02< celticminstrel> I'll do it, unless gfgtdf gets to it first. 20160319 23:47:10< mattsc> Thanks. 20160319 23:47:31< mattsc> Then I still have another problem left afterwards, but let’s wait for this one first … 20160319 23:47:59< mattsc> I was hoping that that one would be fixed by this also but, alas, no such luck 20160319 23:50:03< Aginor> vultraz: the label issue? 20160319 23:50:06< vultraz> the flicker 20160319 23:50:10< Aginor> ah 20160319 23:50:23< Aginor> it's because there's two flips, one after drawing them and one after undrawing them 20160319 23:50:30< mattsc> Hmm, what does [side]controller= default to these days? 20160319 23:50:43< Aginor> you only want the one where it's drawn 20160319 23:51:00< Aginor> but undrawing at a different time will break scrolling 20160319 23:51:17< vultraz> do labels really have to be redrawn every frame? 20160319 23:51:21< mattsc> In one of the test scenarios, I have a side without controler specified. 20160319 23:51:31< vultraz> or 20 ms, I mean 20160319 23:51:52< mattsc> It has controller=ai when I start it directly; and it has controller=human if I go there frrom the switchboard test scenario. 20160319 23:51:53< vultraz> it appears so 20160319 23:52:05< mattsc> Again, the fix is easy, of course, but is that supposed to happen? 20160319 23:52:12< mattsc> gfgtdf, celticminstrel: ^ 20160319 23:52:41< gfgtdf> mattsc: hmm not sure 20160319 23:52:48< celticminstrel> Which is the expected controller? 20160319 23:52:57< gfgtdf> mattsc: i updated the wiki page 20160319 23:52:58< Aginor> vultraz: good question. I'd argue not, but that requires the label code to change 20160319 23:52:58< mattsc> ai, AFAIK 20160319 23:53:04< Aginor> which I'm not opposed to 20160319 23:53:08< gfgtdf> mattsc: so that controler=is now maditory 20160319 23:53:09< vultraz> blagh 20160319 23:53:17< vultraz> why can't things be simple D: 20160319 23:53:18< Aginor> but I'm thinking that we need to agree on a clear vision in what we strive towards 20160319 23:53:24< Aginor> as well 20160319 23:53:30< mattsc> gfgtdf: ah; so it’s unspecified if not given? 20160319 23:53:31< Aginor> so we work towards a common goal :) 20160319 23:53:39< Aginor> but that's for later 20160319 23:53:45< Aginor> I need to leave to look at the next house 20160319 23:53:46< celticminstrel> gfgtdf: If it's mandatory, there should be an error if it's missing, shouldn't there? 20160319 23:53:46< Aginor> laters 20160319 23:53:47< vultraz> we need whiteboards :P 20160319 23:53:57< mattsc> I would have, at least, expecyed consistent behavior ;) 20160319 23:54:01< gfgtdf> mattsc: wel i just nocied that the wiki said ai is default and the code didnt behave liek that so i canged the wiki in this case 20160319 23:54:34< mattsc> gfgtdf: it certainly used to be that way; but okay, I don’t mind 20160319 23:54:57< mattsc> However, I bet there are tons of scenarios out there in both mainline and UMC that rely on it defaulting to ai 20160319 23:55:41< gfgtdf> mattsc: hmm i'd actually be surprised by that, you know a case in mianline ? 20160319 23:56:27< mattsc> gfgtdf: not of the top of my head, no; and I don’t know for sure; but I know the default used to be ai, and I have used that in my campaigns over and over 20160319 23:56:37< mattsc> and, obviously, in the MAI test scenarios as well ;) 20160319 23:56:38< gfgtdf> mattsc: hmm 20160319 23:56:45< mattsc> those are in mainline 20160319 23:57:00< gfgtdf> mattsc: do you use the 'allow_player' attribute in those scenarios ? 20160319 23:57:09< mattsc> nope 20160319 23:57:20< mattsc> I am talking going back to Wesnoth 1.6 at least here ... 20160319 23:57:27< celticminstrel> That's only for [multiplayer] anyway. 20160319 23:57:50< gfgtdf> celticminstrel: y im invetigating why he has differen controlleR= values on those cases 20160319 23:58:53< mattsc> gfgtdf: e.g. HttT S1: controller is only set for the human side, not for any of the AI controlled sides 20160319 23:58:57< gfgtdf> celticminstrel: and it not completeley impossible that people add mp related attibutes like 'force_lock_settings' or 'allow_player' to work around some issues 20160319 23:59:11< vultraz> celticminstrel: what do you think about removing the sound tick for sliders? 20160319 23:59:58< mattsc> gfgtdf: do you want me to give you an easy test case with the MAI scenarios again? --- Log closed Sun Mar 20 00:00:04 2016