--- Log opened Sun Mar 20 00:00:04 2016 20160320 00:00:57< gfgtdf> mattsc: sure 20160320 00:01:45< mattsc> gfgtdf: start the guardians scenario directly (-tguardians): controller of Side 2 is ai, as it should be. 20160320 00:02:15< gfgtdf> mattsc: hmm form looking at the code it seems like it defaults to human unless allow_player is explcitly set to false 20160320 00:02:17< mattsc> Go there from the switchboard scenario (-tmicro_ai_test) and it’s human controlled 20160320 00:02:44< mattsc> gfgtdf: that’s new though, right? 20160320 00:02:52< mattsc> Because it does not behave that way in 1.12. 20160320 00:03:23< celticminstrel> gfgtdf: If that was true, wouldn't you be playing the enemy in HttT? :P 20160320 00:03:30< gfgtdf> mattsc: yes that most likeley rlated to spmp unification 20160320 00:03:42< mattsc> gfgtdf: and I would still expect consistent behavior. 20160320 00:03:56< mattsc> okay, yes, that makes sense. 20160320 00:04:08-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Read error: Connection reset by peer] 20160320 00:04:46< mattsc> gfgtdf: and as with the previous issue, I am just bringing it up; if you tell me this is how it is supposed to be, I’ll just add the controller for those sides explicititely. 20160320 00:05:00< mattsc> Either way’s fine with me, 20160320 00:05:07-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160320 00:05:19< celticminstrel> Aginor, vultraz: Would you consider ttext to be a core GUI2 class? 20160320 00:05:27< vultraz> no 20160320 00:05:50< gfgtdf> mattsc: hmm if we really have many sceanreios relying on default ai then we shoudl at lest add a backwards compability code 20160320 00:06:12< gfgtdf> mattsc: you know whether it also defaults to ai in [multiplayer] in 1.12 ? 20160320 00:06:19< mattsc> gfgtdf: yeah (at least if it’s an issue in SP also) 20160320 00:06:51< mattsc> I did a grep on ‘controller’ for HttT scenario: the first 6 scenarios do not specify controller=ai. 20160320 00:07:12< mattsc> However, if it were a problem, we’d have heard about that by now. 20160320 00:07:24< celticminstrel> I suspect it's not an use in SP, since when I tried HttT a little while ago the enemies were AI-controlled. 20160320 00:07:28< celticminstrel> ^issue 20160320 00:17:32< gfgtdf> celticminstrel: ok this seems to be the line that sets the default controller to 'ai' : https://github.com/wesnoth/wesnoth/blob/master/src/game_initialization/connect_engine.cpp#L901 20160320 00:17:40< gfgtdf> mostlike i even wrote that line myself 20160320 00:18:10< gfgtdf> so we have to wonder why it doesnt work in the other case 20160320 00:20:12< gfgtdf> hmm no wait 20160320 00:20:41< gfgtdf> that code clearly has a 'if campaigns_type == scenario' so i wonder why it applies to test at all 20160320 00:20:41< celticminstrel> Besides wesnothd, wesnoth, and unit tests, how many other programs are there in the repo? 20160320 00:20:50< celticminstrel> eg, campaign_serverd or whatever it's called. 20160320 00:21:19< gfgtdf> celticminstrel: there is also a porgramm called schema_generator 20160320 00:21:28< vultraz> attack_prediction 20160320 00:21:29< gfgtdf> celticminstrel: i only comple wesnoth and wesnohd usually 20160320 00:21:55< gfgtdf> compile* 20160320 00:21:56< celticminstrel> I just want to make sure that my logging changes didn't break any other programs that XCode doesn't compile. 20160320 00:24:52< gfgtdf> mattsc: can i also start the test scenario qithout restarting wesnoth ? 20160320 00:25:05< gfgtdf> without commandline that is 20160320 00:25:15< mattsc> gfgtdf: not that I am aware of 20160320 00:25:28< gfgtdf> mattsc; becasue i dont wannt to attach the debugger each time i resert the asceanrio. 20160320 00:28:05< celticminstrel> gfgtdf: Where is schema_generator in the src dir? 20160320 00:28:39< gfgtdf> celticminstrel: src/tools/schema 20160320 00:30:07< celticminstrel> Ah, looks like there's several others in there, too. 20160320 00:31:29< celticminstrel> ...what's wesmage? 20160320 00:31:52< vultraz> Who Knows 20160320 00:32:49< gfgtdf> celticminstrel: you coudl come it run it and see what it does :) 20160320 00:33:07< celticminstrel> Meh. 20160320 00:33:19< celticminstrel> As long as it doesn't include log.hpp, I really don't care that much. 20160320 00:34:11< vultraz> "This tool in intended to make it easier to test SDL image manipulation 20160320 00:34:13< vultraz> functions and thus make it easier to test changes to the algorithms." 20160320 00:35:38< vultraz> (what the initial commit message said) 20160320 00:35:43< vultraz> so probably invalid at this point 20160320 00:36:00< celticminstrel> I dunno, might still be valid until moving to shaders. 20160320 00:36:10< vultraz> shaders <3 20160320 00:42:54< celticminstrel> Looks like campaign_server is the only one I need to worry about. 20160320 00:43:08< celticminstrel> (And unit tests, of course.) 20160320 00:43:32< vultraz> what are you doing? 20160320 00:43:42< vultraz> and can I commit an encompassing change 20160320 00:44:06< celticminstrel> What kind of encompassing change?. 20160320 00:44:07< celticminstrel>  20160320 00:45:21< vultraz> I want to include sdl files as system headers 20160320 00:45:26< vultraz> <> instead of "" 20160320 00:45:38< celticminstrel> Probably better to wait a bit first. 20160320 00:45:47< vultraz> ok 20160320 00:46:43< celticminstrel> Hmm, src/tests/test_map_location includes log.hpp but doesn't seem to use it...? 20160320 00:47:33< celticminstrel> vultraz: Does that look accurate to you? 20160320 00:48:07< vultraz> yes 20160320 00:48:28< celticminstrel> I might've missed something. Maybe I'll do a more thorough search in a few minutes after fixing the main points, just to be completely sure. 20160320 00:49:05< celticminstrel> s/few minutes/few seconds/ 20160320 00:52:01< celticminstrel> Yeah, looks like it really doesn't. 20160320 00:54:25< vultraz> BTW, I think that, collectively, display.hpp and video.hpp are now in fewer than half a dozen headers 20160320 00:54:33< celticminstrel> Excellent. 20160320 00:54:50< celticminstrel> I noticed several of the files you removed them from actually didn't use them. 20160320 00:55:07< vultraz> yup 20160320 00:55:24< vultraz> in one or two cases I moved the include where it was actually used 20160320 00:55:41< vultraz> as opposed to via inclusion inheritance 20160320 00:55:45< celticminstrel> Was that a header included by the header that formerly included it? 20160320 00:56:02< vultraz> ...wha? 20160320 00:56:08< celticminstrel> Sounds like it was. 20160320 00:56:20< vultraz> I'll say "yes" 20160320 00:56:33< celticminstrel> ie, header X included display.hpp and also header Y; you changed it so that header Y includes display.hpp instead. 20160320 00:56:58< celticminstrel> That won't help compile times if you can't do a forward declaration, but I guess it's still good. 20160320 00:57:38< vultraz> well the case I'm thinking had video.hpp in header A and header B included header A 20160320 00:57:50< vultraz> so I moved video.hpp to header B 20160320 00:58:34< celticminstrel> Oh, that could help compile times then, I think. Maybe. 20160320 01:09:21-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 244 seconds] 20160320 01:12:01< celticminstrel> Almost done now. 20160320 01:36:21< celticminstrel> I think src/utils/enumerate.hpp would break if you used it for more than one enum. 20160320 01:36:38< celticminstrel> I think I'll try removing it. 20160320 01:37:30< celticminstrel> MAKE_ENUM does provide a stream operator, doesn't it? 20160320 01:37:42 * celticminstrel will check shortly if no-one answers. 20160320 01:38:00< vultraz> no idea 20160320 01:38:31< vultraz> yes 20160320 01:40:38 * celticminstrel gave up on the idea of removing all the ../ includes, because most of them are GUI2. 20160320 01:42:40< celticminstrel> That file appears to be mordante's work. 20160320 01:44:21-!- irker653 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160320 01:46:18< gfgtdf> celticminstrel: why do you want to use teh stream operator ? 20160320 01:47:05< celticminstrel> gfgtdf: I'm just cleaning out some redundant stuff; there's a thing that defines stream operators for an enum, so I thought I'd replace it with MAKE_ENUM. 20160320 01:47:23< gfgtdf> celticminstrel: ok that makes sense 20160320 02:02:39< celticminstrel> vultraz: Okay, go ahead with the SDL system includes once I push this; I'll work on the two small things until you're done, then move on to GUI2 directory reorganization. 20160320 02:02:50< vultraz> ok 20160320 02:03:01< celticminstrel> Just committing now. 20160320 02:05:11-!- irker281 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160320 02:05:11< irker281> wesnoth: Celtic Minstrel wesnoth:master 8e588972f4ae / src/ (48 files in 18 dirs): Ensure logging objects are constructed on first used https://github.com/wesnoth/wesnoth/commit/8e588972f4aeae27b1077918f46b60fc6611f2e9 20160320 02:05:11< irker281> wesnoth: Celtic Minstrel wesnoth:master 8122039707de / / (128 files in 14 dirs): Rename .tpp -> .hpp https://github.com/wesnoth/wesnoth/commit/8122039707de5fc9467cea62c92de31a88b593b6 20160320 02:05:12< irker281> wesnoth: Celtic Minstrel wesnoth:master d0c716a22d0e / / (5 files in 4 dirs): Remove utils/enumerate.hpp https://github.com/wesnoth/wesnoth/commit/d0c716a22d0e5612b3ed33581a00d778c8f1a866 20160320 02:06:07< celticminstrel> Ack, typo in the commit message. :( 20160320 02:06:10< celticminstrel> Oh well. 20160320 02:06:18< celticminstrel> vultraz: Go ahead now. 20160320 02:06:50-!- gfgtdf_ [~chatzilla@f054050061.adsl.alicedsl.de] has joined #wesnoth-dev 20160320 02:07:10-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160320 02:09:09-!- gfgtdf [~chatzilla@f054133067.adsl.alicedsl.de] has quit [Ping timeout: 260 seconds] 20160320 02:09:16-!- gfgtdf_ is now known as gfgtdf 20160320 02:12:38 * vultraz builds 20160320 02:12:57< celticminstrel> Already done? 20160320 02:13:28< celticminstrel> gfgtdf: What was the issue with the tutorial that adding force_lock_settings fixed? 20160320 02:13:51< vultraz> no, I just started 20160320 02:13:53< gfgtdf> celticminstrel: ? 20160320 02:14:18< celticminstrel> You said earlier that you fixed something by adding force_lock_settings to the tutorial's second scenario. 20160320 02:15:03< gfgtdf> celticminstrel: yes 20160320 02:15:12< vultraz> xp 20160320 02:15:12< celticminstrel> What was it? 20160320 02:15:16< vultraz> he fixed xp 20160320 02:15:30< gfgtdf> celticminstrel: the same bug that mattsc had: random recruits beeing added to the recruitlist 20160320 02:15:41< vultraz> oh 20160320 02:15:45< vultraz> i thought it was xp 20160320 02:15:46< gfgtdf> celticminstrel: in the second scenario 20160320 02:16:18< celticminstrel> Ah, okay. 20160320 02:19:52-!- gfgtdf [~chatzilla@f054050061.adsl.alicedsl.de] has quit [Quit: ChatZilla 0.9.92 [Firefox 45.0.1/20160315153207]] 20160320 02:28:37< celticminstrel> Isn't there a new Li'sar sprite? Or was that only for the higher-level version? 20160320 02:29:29< vultraz> baseframe 20160320 02:29:31< vultraz> i think 20160320 02:29:35< vultraz> for both 20160320 02:29:38< vultraz> but no anims 20160320 02:29:43< celticminstrel> Hmm, I can't seem to move. 20160320 02:30:22< celticminstrel> After attempting to move next to Delfador, nothing happens, and then I can no longer select the leader. 20160320 02:34:09< celticminstrel> There are no animations for the quintain, yet I feel like I remember seeing some somewhere... 20160320 02:35:18-!- travis-ci [~travis-ci@ec2-54-83-90-255.compute-1.amazonaws.com] has joined #wesnoth-dev 20160320 02:35:19< travis-ci> wesnoth/wesnoth#8960 (master - d0c716a : Celtic Minstrel): The build was broken. 20160320 02:35:19< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117201795 20160320 02:35:19-!- travis-ci [~travis-ci@ec2-54-83-90-255.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160320 02:35:41< celticminstrel> ...what's the difference between "was broken" and "has failed"... 20160320 02:37:10< celticminstrel> Whoops, missed a case in the log thing. 20160320 02:37:43< celticminstrel> src/tests/gui/iterator.cpp:272, add () after lg::debug 20160320 02:37:54< celticminstrel> (Saying this in case someone else wants to fix it before I get to it.) 20160320 02:41:38< celticminstrel> The tutorial has some translation issues... 20160320 02:44:50< celticminstrel> Or does it... 20160320 02:45:11< celticminstrel> I'm not sure if there are languages where the word for "you" depends on the gender of the addressed, but it wouldn't surprise me. 20160320 02:45:41< celticminstrel> There are definitely some where the word for "I" depends on the gender of the speaker, though. 20160320 02:49:59< celticminstrel> Can anyone confirm the tutorial bug? 20160320 02:50:19< celticminstrel> I should probably check it's just the tutorial, too... 20160320 02:52:59-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20160320 02:54:06< celticminstrel> Okay, so, it seems like it's impossible to move units in master. 20160320 02:54:29< celticminstrel> Whose fault is this. :( 20160320 02:56:46< vultraz> not mine 20160320 03:02:27 * celticminstrel hasn't tested in detail, it might still be possible to move as part of an attack. 20160320 03:03:15< vultraz> random thought of something that would be cool once we have ogl 20160320 03:03:19< vultraz> parallax map scrolling 20160320 03:06:30-!- Necrosporus_ [~Necrospor@unaffiliated/necrosporus] has joined #wesnoth-dev 20160320 03:07:16< celticminstrel> I don't understand how that makes sense in Wesnoth. 20160320 03:07:51< vultraz> not sure either 20160320 03:07:57< celticminstrel> Okay, so the reason I can't move units seems to be that it has gotten stuck in the animation loop... 20160320 03:08:02< vultraz> but im sure we could make it work 20160320 03:08:13< vultraz> give the map a bit of a 3d feel 20160320 03:10:39< celticminstrel> So why is it getting stuck in the animation loop? 20160320 03:11:12-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has quit [Ping timeout: 276 seconds] 20160320 03:11:23-!- Necrosporus_ is now known as Necrosporus 20160320 03:18:35< shadowm> Random thought of something that would be cool once we have OpenGL: something that we can actually use. 20160320 03:19:03< shadowm> I don't think parallax scrolling would be useful for mainline and most non-TLU-style add-ons. 20160320 03:19:11< celticminstrel> TLU? 20160320 03:19:54< shadowm> To Lands Unknown. 20160320 03:21:22< shadowm> I can think of _one_ very specific use for a feature like that in a very specific add-on and in a very limited context, where it might as well not exist. 20160320 03:22:02< shadowm> So I guess it's one of those features no-one should seriously spend time on unless they really absolutely have nothing better to do with their time. 20160320 03:23:07< vultraz> granted 20160320 03:23:20< vultraz> much morepressing is smooth scrolling 20160320 03:23:29< shadowm> For convenient reference, if you gave me the choice between multihex ranged and parallax, I'd choose the former. 20160320 03:23:40< celticminstrel> Smooth scrolling isn't really that important. 20160320 03:23:46< vultraz> celticminstrel: for the map 20160320 03:23:48< shadowm> OTOH if you gave me the choice between smooth scrolling and parallax terrain graphics, I'd choose the latter. 20160320 03:23:48< vultraz> not the ui 20160320 03:23:54< celticminstrel> Even for the map. 20160320 03:23:55< shadowm> We already have smooth scrolling. 20160320 03:23:59< shadowm> For the map. 20160320 03:24:06< celticminstrel> It does seem pretty smooth to me. 20160320 03:24:21< vultraz> yes 20160320 03:24:34< vultraz> but it's not 100% smooth since it's using software rendering 20160320 03:24:41< celticminstrel> But it's good enough. 20160320 03:24:44< shadowm> No, that's called performance issues. 20160320 03:24:53< vultraz> plus, it doesn't have the graphical flair of 'slowing down' at the end 20160320 03:24:56< vultraz> it just ... stops 20160320 03:25:14< shadowm> It doesn't take OpenGL to implement scrolling inertia. 20160320 03:25:32< vultraz> it would look ugly with what we have 20160320 03:25:46< shadowm> We already have scrolling inertia when autoscrolling, that's the thing. 20160320 03:26:12< shadowm> Maybe you haven't realized because you tend to play in accelerated mode. 20160320 03:26:36< shadowm> We don't have it when performing user-controlled scrolling, which is a completely different matter. 20160320 03:27:02< shadowm> But that's not because the code and technology don't exist, it's just because they aren't used for that purpose in that context. 20160320 03:27:41 * shadowm looks at the words again. 20160320 03:28:03< shadowm> s/inertia/acceleration (?)/ 20160320 03:28:23< shadowm> Scrolling inertia would actually be something completely different altogether and a bit beyond the scope of "smooth scrolling". 20160320 03:28:43< shadowm> And also mostly irrelevant unless middle-click-scrolling. 20160320 03:28:59< celticminstrel> I think I've possibly discovered the cause. 20160320 03:29:18< vultraz> ok, we should extend such effects to user-controlled scrolling 20160320 03:29:23< celticminstrel> vultraz: How's the SDL header stuff coming? 20160320 03:29:25< vultraz> but map scrolling is still far sub-par 20160320 03:29:29< vultraz> celticminstrel: will commit soon 20160320 03:31:45< vultraz> scrolling is fine, but when you add terrains like water, it becomes not fine 20160320 03:31:54< vultraz> once wehave hw acceleration that will be fixed 20160320 03:33:24< shadowm> The point is, if you want to get the scrolling to behave the way you want modulo framerate issues, you could get to work on that already and leave the code disabled (at least by default) until the engine performs better. 20160320 03:33:58< shadowm> Though I maintain that most performance issues are actually regressions from 1.12.x. 20160320 03:34:09< shadowm> (Introduced in 1.13.3.) 20160320 03:34:20< celticminstrel> Due to SDL2? 20160320 03:34:46< shadowm> It sounds like that's the issue, yes, since Aginor claims in a forum post that SDL 1.2 still did some hardware-accelerated operations behind the scenes. 20160320 03:35:58< shadowm> Although I'm not entirely sure whether he was referring to 1) the microarchitecture-oriented blitters; 2) the fact that SDL 1.2 could use DirectDraw instead of GDI by default on Windows (but then again, surely SDL 2.0 wouldn't use GDI either, would it?); 3) something else entirely. 20160320 03:36:28< shadowm> (Plus 2 obviously had no X11 equivalent, and the performance drop I noticed here was pretty big.) 20160320 03:40:37< shadowm> When we get OpenGL support, though, I suggest looking into implementing procedurally rendered water ASAP. 20160320 03:41:33< vultraz> I agree 20160320 03:41:36< shadowm> That will almost invariably look better and consume less resources than prerendered water if done right. 20160320 03:41:37< vultraz> along with lightbeams 20160320 03:42:08< vultraz> once we finish fixing the flip() calls and we get c++11 we can start worj on hw/ogl 20160320 03:51:45< celticminstrel> It's kinda weird (though convenient) how XCode saves changes almost as you type. 20160320 03:53:31< celticminstrel> /me does that unit test fix mentioned earlier. 20160320 03:53:35< celticminstrel> ... 20160320 03:53:44 * celticminstrel sighs. 20160320 03:59:46< irker281> wesnoth: mattsc wesnoth:master 6f57ee846bc9 / data/ai/micro_ais/cas/ (3 files): Micro AIs: update to new syntax of wesnoth.put_unit() https://github.com/wesnoth/wesnoth/commit/6f57ee846bc966ce9938e26f784dbc900e2103d4 20160320 04:08:12< irker281> wesnoth: Charles Dang wesnoth:master 37d9b102b753 / src/ (44 files in 15 dirs): Include SDL files as system headers https://github.com/wesnoth/wesnoth/commit/37d9b102b753cdd15cd738fd439bc948bb56fe8e 20160320 04:08:12-!- ancestral [~ancestral@75-168-27-21.mpls.qwest.net] has joined #wesnoth-dev 20160320 04:08:14< vultraz> celticminstrel: ^ 20160320 04:09:45< celticminstrel> Alright. 20160320 04:10:05< celticminstrel> I'll push my fix for broken movement asap. I just need to solve this link error. 20160320 04:13:12< celticminstrel> I wonder what translators for eg Japanese did in the tutorial. It's currently impossible to correctly translate it to some languages. 20160320 04:19:07< mattsc> Uh, what? “Can’t droid a local ai side: ‘1’.” 20160320 04:26:31< irker281> wesnoth: Celtic Minstrel wesnoth:master 2900f1cb38de / src/scripting/lua_gui2.cpp: Better deprecation message for new DescriptionWML https://github.com/wesnoth/wesnoth/commit/2900f1cb38dec22322552f6a9a2d93b8add18d1d 20160320 04:26:33< irker281> wesnoth: Celtic Minstrel wesnoth:master 333a97b42634 / src/animated.tpp: Formatting https://github.com/wesnoth/wesnoth/commit/333a97b426347f7f6d22590c0f2774173f787ecc 20160320 04:26:35< irker281> wesnoth: Celtic Minstrel wesnoth:master 856242143484 / src/ (animated.tpp animated_game.cpp): Fix animations never terminating https://github.com/wesnoth/wesnoth/commit/8562421434843a7c0e931b5f76c48e9ea9f72c00 20160320 04:26:37< irker281> wesnoth: Celtic Minstrel wesnoth:master 3992f08338ff / src/tests/gui/iterator.cpp: Fix unit test https://github.com/wesnoth/wesnoth/commit/3992f08338ff400bff19b7088f92d7c0b0249941 20160320 04:27:06< celticminstrel> mattsc and vultraz and anyone else who pulled after my last push should pull again right now. 20160320 04:27:46< vultraz> "already up to date" 20160320 04:27:48< vultraz> what happened? 20160320 04:28:32< celticminstrel> 8122039707de broke everything, that's what happened. 20160320 04:28:50< celticminstrel> Basically animations got into an infinite loop, so you couldn't do anything. 20160320 04:28:59< vultraz> ahh 20160320 04:29:05< celticminstrel> Possibly only unit animations. 20160320 04:29:10< vultraz> I thought you meant this batch of pushes and you had somehow force pushed 20160320 04:30:23-!- travis-ci [~travis-ci@ec2-54-83-90-255.compute-1.amazonaws.com] has joined #wesnoth-dev 20160320 04:30:24< travis-ci> wesnoth/wesnoth#8961 (master - 6f57ee8 : mattsc): The build is still failing. 20160320 04:30:24< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117210215 20160320 04:30:24-!- travis-ci [~travis-ci@ec2-54-83-90-255.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160320 04:30:52< celticminstrel> The build will continue to fail until my latest batch, presumably. 20160320 04:31:59< celticminstrel> Since the logging commit broke that. 20160320 04:33:10< celticminstrel> Hmm. I probably don't need a female variant of "This quintain fights back!" since it doesn't use a first person pronoun. 20160320 04:41:46< shadowm> One thing doesn't lead to the other, but you can assume it's unneeded until someone files a bug report about it. 20160320 04:41:58< celticminstrel> ? 20160320 04:42:16< celticminstrel> Oh, right. 20160320 04:42:24< shadowm> You are assuming that language X does not require explicitly referencing the speaker with gendered syntax in order to translate that statement. 20160320 04:42:43< celticminstrel> Yeah, it's possible there could be other reasons besides first person pronouns that a female variant is needed. 20160320 04:43:00< celticminstrel> Or something. 20160320 04:43:13< celticminstrel> It's not a place where it's obviously needed, anyway. 20160320 04:43:14< ancestral> Maybe “quintain” has genders in other languages? 20160320 04:43:26< celticminstrel> ancestral: The issue is the gender of the speaker, not of the quintain. 20160320 04:44:04< ancestral> Well, I guess it’s possible 20160320 04:44:15< celticminstrel> Whoa, italics. o.o 20160320 04:44:30< shadowm> I only get inverted text, sadly. 20160320 04:44:35< celticminstrel> I suggest using underline instead, since some will see that as shadowm said. 20160320 04:44:42< celticminstrel> In fact, probably most will. 20160320 04:44:45< ancestral> For example, in Japanese, sometimes women when speaking will use certain particles, and men others 20160320 04:44:48< shadowm> Not because my client doesn't support italics, mind you. 20160320 04:45:12< vultraz> we don't have underlined text 20160320 04:45:16< celticminstrel> Japanese is kinda the reason I'm doing this in the first place, since I happen to know they use different first person pronouns. 20160320 04:45:21< shadowm> My IRC client supports italics, but uh, there are several things between it and the screen that get in the way of that. 20160320 04:45:27< celticminstrel> vultraz: IRC supports underlined and bold text. 20160320 04:45:43< celticminstrel> As well as coloured text which I will not demonstrate. 20160320 04:45:45< shadowm> IRC doesn't support text formatting. ;) 20160320 04:45:54< celticminstrel> shadowm: Close enough. 20160320 04:46:02< ancestral> (Like “ii wa” would be yes, the ‘wa’ would be feminine) 20160320 04:46:20< shadowm> mIRC came up with its own non-standard formatting syntax, and several other clients followed suit. 20160320 04:46:22< vultraz> oh, i thought you meant wesnoth 20160320 04:46:23< celticminstrel> What's the masculine version? 20160320 04:46:28< ancestral> Hmm 20160320 04:46:35< celticminstrel> vultraz: No, we were talking about IRC because ancestral suddenly used italics. 20160320 04:46:55< vultraz> he did? 20160320 04:46:59< vultraz> i saw nothing 20160320 04:47:01< ancestral> https://en.wikipedia.org/wiki/Gender_differences_in_spoken_Japanese 20160320 04:47:24< celticminstrel> shadowm: I'm not so sure mIRC is at fault here, given how the de facto standard excludes italics but mIRC includes it. 20160320 04:47:29< ancestral> Maybe i yo 20160320 04:47:33< ancestral> *ii yo 20160320 04:47:52< celticminstrel> vultraz: Maybe you saw it as inverted text? 20160320 04:48:10< vultraz> I saw everything as regular text 20160320 04:48:16< ancestral> celticminstrel: So basically, if the speaker is very masculine, you would see more masculine particles 20160320 04:48:22< shadowm> (Note: inverted as in inverted background/foreground colors, not upside down text.) 20160320 04:48:31< ancestral> And if they’re very femmy, then more feminine particles 20160320 04:48:36< celticminstrel> vultraz: So you didn't see my underline and bold either? 20160320 04:48:42< vultraz> I did see that 20160320 04:48:48-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20160320 04:48:50< vultraz> for me, /this/ is italics. 20160320 04:48:54< ancestral> Konrad, for example, is very adolescent 20160320 04:48:56< vultraz> (see "this") 20160320 04:49:00< shadowm> (IOW it looks like someone slapped on my terminal.) 20160320 04:49:03< ancestral> So yeah, he couldn’t get away with it 20160320 04:49:20< ancestral> (This is something Espreon knew scarily well of.) 20160320 04:49:31< shadowm> vultraz: That looks like normal text to me. 20160320 04:49:41< ancestral> Same ^ 20160320 04:49:42< shadowm> ancestral: He was studying linguistics. 20160320 04:49:50< vultraz> he still is 20160320 04:49:52< celticminstrel> Yeah, IRC doesn't use plaintext markup like that for formatting. 20160320 04:49:53< ancestral> shadowm: And anime 20160320 04:49:53< shadowm> was/is, I don't know, it's been too many years. 20160320 04:50:10< shadowm> lol 20160320 04:50:35< ancestral> Wow, shadowm laughs? That may make my night ;-) 20160320 04:50:43 * celticminstrel studies linguistics too sometimes. 20160320 04:51:10< ancestral> I am very rusty with my Japanese. Haven’t studied in 10 years. 20160320 04:51:26 * celticminstrel wonders if the tutorial first scenario is rigged so that your leader can't die in the first turn. 20160320 04:51:31< ancestral> Haven’t studied Spanish in roughly 15 years. 20160320 04:52:08< vultraz> shadowm laughs a bitter, cold laugh that echos the deep, inevitable failing of human endeavor. 20160320 04:52:20< ancestral> But I got fairly good at it. Tested out for college (hence why studied Japanese; one of the choices available that was, I felt, the furthest from Spanish). 20160320 04:52:59-!- travis-ci [~travis-ci@ec2-54-163-64-3.compute-1.amazonaws.com] has joined #wesnoth-dev 20160320 04:53:00< travis-ci> wesnoth/wesnoth#8962 (master - 37d9b10 : Charles Dang): The build is still failing. 20160320 04:53:00< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117210924 20160320 04:53:00-!- travis-ci [~travis-ci@ec2-54-163-64-3.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160320 04:53:15< celticminstrel> Whoa, the options are empty. 20160320 04:55:52< celticminstrel> I've discovered another possible problem with [message]. It seems to deselect your unit. 20160320 04:55:56< celticminstrel> Or something. 20160320 04:57:38< celticminstrel> Did I fix the deprecation warning wrong? :( 20160320 05:00:03< celticminstrel> Hmm. Seems not. Must be something about the {GENDER} macro then... 20160320 05:00:52< celticminstrel> So yeah, it's ActionWML, so of course it won't work here... 20160320 05:01:15< vultraz> need [show_if] 20160320 05:01:28< celticminstrel> Oh, yeah, that would do it. 20160320 05:01:52-!- Kwandulin [~Miranda@p200300760F7D731B2CDA62400220B67B.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160320 05:01:56< celticminstrel> Means I need to insert the gender-checking code manually, but that should be fine for a single use. 20160320 05:05:08< celticminstrel> I guess the deselecting unit is actually expected behaviour in general, so really a bug specifically with the tutorial. 20160320 05:07:25< celticminstrel> Works, yay! 20160320 05:10:58< celticminstrel> Yup, I have the full Rebels recruit list now in scenario 2. 20160320 05:18:36-!- travis-ci [~travis-ci@ec2-54-163-149-98.compute-1.amazonaws.com] has joined #wesnoth-dev 20160320 05:18:37< travis-ci> wesnoth/wesnoth#8963 (master - 3992f08 : Celtic Minstrel): The build was fixed. 20160320 05:18:37< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117212556 20160320 05:18:37-!- travis-ci [~travis-ci@ec2-54-163-149-98.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160320 05:20:19< celticminstrel> I kind of want to replace all uses of BOOST_FOREACH with FOREACH, but I guess that's pretty pointless. 20160320 05:26:32< celticminstrel> It's just a bit more convenient, because auto. 20160320 05:26:48< shadowm> I hope the plan isn't to use auto for every single loop variable. 20160320 05:26:59< celticminstrel> Why not? 20160320 05:27:11< celticminstrel> Though, I'd probably mostly just use it for complicated ones like iterators or pairs. 20160320 05:27:22< shadowm> It helps a lot when dealing with template code, but otherwise it's detrimental to code readability. 20160320 05:27:39< shadowm> "Okay, let's see, what type will the compiler choose for this variable?" 20160320 05:35:32< celticminstrel> vultraz still hasn't given the race/alignment icons a tooltip... :| 20160320 05:36:21< vultraz> broken 20160320 05:41:22< celticminstrel> Why is it broken? 20160320 05:41:26< vultraz> no idea 20160320 05:42:04< irker281> wesnoth: Charles Dang wesnoth:master ad01dfc6bf61 / images/editor/brush.png: Improved editor brush image https://github.com/wesnoth/wesnoth/commit/ad01dfc6bf6151782ad44a1eb142088b487d962a 20160320 05:42:52-!- _laco [~laco@static.95.25.4.46.clients.your-server.de] has quit [Remote host closed the connection] 20160320 05:44:02< vultraz> could look better still but I can't do better right now 20160320 05:44:58< celticminstrel> :/ 20160320 05:45:33< vultraz> celticminstrel: don't bother changing BOOST_FOREACH to anything, since some of the cases can probably become range-for in c++11.. I think 20160320 05:45:44< celticminstrel> All of them can. 20160320 05:45:49< celticminstrel> 100% 20160320 05:45:56< celticminstrel> Some might be a bit harder than others. 20160320 05:46:34< vultraz> ah 20160320 05:46:35< vultraz> ok 20160320 05:46:39< celticminstrel> The ones operating on iterator pairs probably need to have begin() and end() functions defined. 20160320 05:46:40< vultraz> well even better then 20160320 05:46:47< celticminstrel> Though that's not that hard... I think. 20160320 05:47:14< vultraz> lot of changes we can make with c++11 20160320 05:47:41< celticminstrel> Mostly we won't want to just go through the code and wantonly apply C++11 though. 20160320 05:47:53< celticminstrel> For example, there's absolutely no reason to change any old code to use lambdas. 20160320 05:48:02< vultraz> why? 20160320 05:48:05< vultraz> It looks nicer 20160320 05:48:36< celticminstrel> That's debatable. 20160320 05:48:48< celticminstrel> And depends on the case. 20160320 05:48:58< vultraz> though again, the changes I really want are initializer lists a standard library functions 20160320 05:49:10< celticminstrel> The nice thing about lambdas is convenience, not prettiness. 20160320 05:49:26< vultraz> lexical_cast or str_cast -> std::to_string 20160320 05:49:37< celticminstrel> Boost.Assign does a pretty good job of making up for the lack of initializer lists, at least for standard containers. 20160320 05:49:49< celticminstrel> There's also config_of for WML configs. 20160320 05:52:49< vultraz> I'm suddenly reminded 20160320 05:52:54< vultraz> I need to remove small_profile 20160320 05:53:09< celticminstrel> I thought you already did. 20160320 05:53:15< vultraz> No 20160320 05:53:19< vultraz> the key still exists 20160320 05:53:23< vultraz> just removed any use of it 20160320 05:53:33< celticminstrel> Uh. 20160320 05:53:41< celticminstrel> Wait a minute, didn't removing it make help look terrible? 20160320 05:54:07< celticminstrel> I think it's better to leave it. 20160320 05:54:15< vultraz> I disagree 20160320 05:54:23< vultraz> It only looks bad on small screens 20160320 05:54:30< celticminstrel> Which is important. 20160320 05:54:47< vultraz> But I can fix that 20160320 05:55:12< celticminstrel> Also, I think it's beneficial to allow a separate key for specifying the help profile. 20160320 05:55:26< vultraz> Why? 20160320 05:55:29< vultraz> Especially when it's not used 20160320 05:55:45< celticminstrel> Like zookeeper said, some of the small profiles are more clipped relative to the large ones. 20160320 05:55:55< vultraz> Matters not 20160320 05:55:59< celticminstrel> For example, missing the tip of a spear that reaches above the unit's head. 20160320 05:56:19< celticminstrel> Allowing help to clip like that seems like a good idea. 20160320 05:56:24< vultraz> That was done to make it fit nicely into the 205x205 box 20160320 05:56:32< celticminstrel> That might be so. 20160320 05:56:35< celticminstrel> But. 20160320 05:57:00< vultraz> Now that we don't have that, it serves 0 purpose 20160320 05:57:27< celticminstrel> How do you plan to make it look fine on smaller screens without fittng it into a 205x205 box? 20160320 05:57:59< vultraz> I shall scale them down 20160320 05:58:19< vultraz> using ~SCALE(w-200, h-200) or something 20160320 05:58:23< vultraz> to maintain aspect ratio 20160320 05:59:07< celticminstrel> So you're still scaling them, so it's beneficial to allow individual portraits to be clipped differently. 20160320 05:59:36< celticminstrel> Uhh, what's with this line: 20160320 05:59:38< celticminstrel> {TALK_ABOUT_LOC 19,5 ( _ "Don’t forget about that last village near the channel. The orcs will capture it if they try to sneak around via the ford! It will be hard to dislodge them if they do.")} 20160320 05:59:55< celticminstrel> It seems to be talking about the village by the ford, yet it scrolls to the village in the forest at the top left. 20160320 06:00:55< vultraz> [16:59:03] celticminstrel So you're still scaling them, so it's beneficial to allow individual portraits to be clipped differently. 20160320 06:00:58< vultraz> no, no, no 20160320 06:01:04< vultraz> and do fix that line 20160320 06:01:14< celticminstrel> Why not? 20160320 06:03:23< ancestral> Yeah, why no? 20160320 06:03:45< ancestral> Why not scale 50% anyway 20160320 06:03:58< vultraz> Because it doesn't conform with my future design for the help browser 20160320 06:04:07< ancestral> At least the interpolation might look a little better at 50% 20160320 06:04:18< celticminstrel> Okay, that requires far more elaboration. 20160320 06:04:29< ancestral> Instead of 51% or whatever it happens to be 20160320 06:04:41< ancestral> I mean, most portraits are 400 x 400 20160320 06:04:48< ancestral> But not all 20160320 06:05:59< vultraz> This is a good layout design 20160320 06:06:07< vultraz> It looks a lot better than the tiny scaled black box 20160320 06:06:33< celticminstrel> "tiny scaled black box" -- What? 20160320 06:06:41< ancestral> From what I knew, generally, if you are scaling images by true fractions, this would yield a better interpolated picture. If it’s exactly ½ then essentially the renderer is evenly taking the information from pixels 20160320 06:06:48< vultraz> 205x205 black background box 20160320 06:07:22< vultraz> that design is gone 20160320 06:07:24< vultraz> out the window 20160320 06:07:26< celticminstrel> vultraz: Okay, how about 205x205 with transparent background? 20160320 06:07:39< vultraz> still too small 20160320 06:07:57< celticminstrel> I think it might have to be that small. 20160320 06:08:16< vultraz> no! 20160320 06:08:19< vultraz> that's the point 20160320 06:08:37< celticminstrel> It has to work on 600x480 or whatever it was. 20160320 06:10:44< vultraz> the box has to go 20160320 06:10:52< vultraz> that is one point I am adamant about 20160320 06:10:58< celticminstrel> That has nothing to do with the question of clipping. 20160320 06:10:59< Aginor> vultraz: did you get anywhere with your fiddles with the display class? 20160320 06:11:10< vultraz> Aginor: I did not 20160320 06:11:14< celticminstrel> I agree the black box is silly. 20160320 06:11:20< Aginor> ok 20160320 06:11:28< vultraz> apologies 20160320 06:11:34< Aginor> none needed 20160320 06:11:38< celticminstrel> But I think allowing separate small_profile is still useful because it allows clipping in help. 20160320 06:12:40< celticminstrel> I also thing it's silly to have two versions of every generic portrait. 20160320 06:12:59< vultraz> hmm 20160320 06:13:05< vultraz> wait I think there's some misunderstanding here 20160320 06:13:10< vultraz> let me finish my game and I'll come back to this 20160320 06:13:15< celticminstrel> Possibly. 20160320 06:13:16< vultraz> I can't talk to you and play 20160320 06:24:32< Aginor> hmm 20160320 06:25:04< Aginor> my branch has a 66% unscientifically measured drop in CPU usage 20160320 06:25:10< Aginor> possibly even higher 20160320 06:25:25< Aginor> I just need to fix that flickering 20160320 06:25:34< Aginor> because these changes really ought to be mainlined :D 20160320 06:26:21< vultraz> 66%?! 20160320 06:26:24< vultraz> how! 20160320 06:26:38< celticminstrel> "unscientifically measured" 20160320 06:26:47< celticminstrel> I read that as "picked a number from a hat". 20160320 06:28:14< Aginor> no, I just clicked around and compared with a baseline of 65% cpu usage of one core 20160320 06:28:23< Aginor> saw it was roughtly a third of that 20160320 06:28:50< Aginor> I haven't taken the time/effort to establish a proper baseline 20160320 06:29:15< Aginor> nor have I developed repeated test scenarios, run it repeatedly in insolation to establish my measurement errors 20160320 06:29:15< ancestral> 66.66 percent repeating? 20160320 06:29:28< Aginor> or done any significant analysis of the results 20160320 06:32:56< Aginor> the interesting thing is that there's probably a bit more low-hanging fruit to be done there 20160320 06:33:22< Aginor> I did not expect there to be much impact from there changes, so I'm a bit surprised 20160320 06:33:28-!- ancestral [~ancestral@75-168-27-21.mpls.qwest.net] has quit [Quit: End Transmission.] 20160320 06:35:37< vultraz> i did expect it would improve gui2 handling 20160320 06:36:21< Aginor> hmm 20160320 06:36:31< Aginor> my measurements were when no animations were enabled 20160320 06:36:38< Aginor> which is expectedly low 20160320 06:36:47< vultraz> try with them 20160320 06:36:54< Aginor> enabling animations puts us at 40% 20160320 06:37:20< Aginor> rebuilding master now 20160320 06:41:00< Aginor> meh, I think my initial celebration isn't worth celebrating 20160320 06:41:06< Aginor> no discernable difference 20160320 06:41:15< Aginor> also, who broke the menu buttons? 20160320 06:41:21 * Aginor looks at vultraz 20160320 06:41:36< celticminstrel> I think he did that on purpose or something. 20160320 06:41:51< vultraz> Yes 20160320 06:42:10< vultraz> the behavior you observe in-game (black background on hover) is not, howeever 20160320 06:42:40< celticminstrel> They're not drawn properly at all. 20160320 06:42:41< Aginor> the buttons mostly look like black squares 20160320 06:42:51< celticminstrel> I get weird light brown artifacts. 20160320 06:42:53< Aginor> I do not think this is a good change 20160320 06:43:53< vultraz> Aginor: it's just supposed to be a fully transparent button 20160320 06:43:58< vultraz> but it doesn't work in-game 20160320 06:44:01< vultraz> does ine ditor 20160320 06:44:02< vultraz> see bug report 20160320 06:44:20< Aginor> vultraz: and there's a difference between whether the game is maximized or run in a low resolution 20160320 06:44:24< celticminstrel> Hmm, it looked bad in campaign mode but looks a lot better in MP. 20160320 06:45:40< vultraz> celticminstrel, Aginor: for some reason it draws the back framebuffer 20160320 06:48:14< Aginor> which framebuffer? 20160320 06:48:26< Aginor> there's only one framebuffer 20160320 06:49:10< vultraz> it draws what was last on the screen if you mouse over it 20160320 06:49:24< Aginor> don't use that 20160320 06:49:42< Aginor> that pattern needs to be removed, not used more 20160320 06:49:52< vultraz> I'm not using it 20160320 06:50:16< vultraz> that's simply what happens 20160320 06:50:25< vultraz> I don't know why 20160320 06:50:27< Aginor> ok 20160320 06:50:46< vultraz> only the menu buttons in-game have this issue 20160320 06:57:19< celticminstrel> I guess my GUI2 rearranging waits for tomorrow. 20160320 07:03:15-!- celticminstrel is now known as celmin|sleep 20160320 07:03:35< irker281> wesnoth: Celtic Minstrel wesnoth:master 9d3ea7ad9438 / data/campaigns/tutorial/scenarios/ (01_Tutorial_part_1.cfg 02_Tutorial_part_2.cfg): Tutorial: Female variants of most student messages and some generic https://github.com/wesnoth/wesnoth/commit/9d3ea7ad943821c54e020cde009de805c6508261 20160320 07:03:37< irker281> wesnoth: Celtic Minstrel wesnoth:master 09d40339168e / / (4 files in 3 dirs): Fix some issues with recruit lists changing unexpectedly https://github.com/wesnoth/wesnoth/commit/09d40339168e322e4a1ab5dda3273db9ecfdb07b 20160320 07:03:39< irker281> wesnoth: Celtic Minstrel wesnoth:master 1c27cafa747b / changelog data/lua/wml-tags.lua data/lua/wml/message.lua: Add highlight=yes|no to [scroll_to], [scroll_to_unit], [message] https://github.com/wesnoth/wesnoth/commit/1c27cafa747b59ff2e3faeac2536452a2f577f1b 20160320 07:03:41< irker281> wesnoth: Celtic Minstrel wesnoth:master dcdac2fe7f61 / data/campaigns/tutorial/ (scenarios/02_Tutorial_part_2.cfg utils/utils.cfg): Tutorial S2: Highlight talked-about locations https://github.com/wesnoth/wesnoth/commit/dcdac2fe7f61a70d5f5e933ec8ca0cd49cce42fd 20160320 07:03:43< irker281> wesnoth: Celtic Minstrel wesnoth:master 308cd8b34f02 / data/campaigns/tutorial/scenarios/01_Tutorial_part_1.cfg: Tutorial S1: Fix deselecting your unit after the select event message https://github.com/wesnoth/wesnoth/commit/308cd8b34f02ef2397a5bcc881b86eec2640130f 20160320 07:09:35-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20160320 07:57:07-!- travis-ci [~travis-ci@ec2-54-163-64-3.compute-1.amazonaws.com] has joined #wesnoth-dev 20160320 07:57:08< travis-ci> wesnoth/wesnoth#8965 (master - 308cd8b : Celtic Minstrel): The build has errored. 20160320 07:57:08< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117224922 20160320 07:57:08-!- travis-ci [~travis-ci@ec2-54-163-64-3.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160320 09:06:54-!- Nobun [~nobun@host62-49-dynamic.12-79-r.retail.telecomitalia.it] has joined #wesnoth-dev 20160320 09:25:33-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has quit [Ping timeout: 240 seconds] 20160320 09:26:53-!- mjs-de [~mjs-de@x4db604b6.dyn.telefonica.de] has joined #wesnoth-dev 20160320 09:29:59-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20160320 09:31:59-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has joined #wesnoth-dev 20160320 09:36:51-!- mjs-de [~mjs-de@x4db604b6.dyn.telefonica.de] has quit [Remote host closed the connection] 20160320 09:45:10< Nobun> is there a complete (and updated) dependency list? 20160320 09:45:29< Nobun> (i mean obviusly dependencies required to build wesnoth) 20160320 10:04:12-!- irker281 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160320 10:10:13-!- Elvish_Hunter [~elvish_hu@wesnoth/developer/elvish-hunter] has joined #wesnoth-dev 20160320 10:10:35< Elvish_Hunter> Hi all 20160320 10:12:56-!- irker778 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160320 10:12:56< irker778> wesnoth: Elvish_Hunter wesnoth:master 256dd1e3daff / data/tools/ (hexometer.py hexometer/alphamask.png hexometer/hexometer): Ported hexometer for Bash to Python3 https://github.com/wesnoth/wesnoth/commit/256dd1e3daffb4ae93614b96fb7debd9e877ebae 20160320 10:12:56< irker778> wesnoth: Elvish_Hunter wesnoth:master 2ba445dbef6d / data/tools/ (hexometer.py hexometer/alphamask.png hexometer/hexometer): Merge pull request #630 from Elvish-Hunter/hexometer-python https://github.com/wesnoth/wesnoth/commit/2ba445dbef6d7589edf895ad13a190e9485961b6 20160320 10:14:55< zookeeper> Aginor, what branch is that? 20160320 10:15:44< zookeeper> not on github, i take it? 20160320 10:20:29-!- Nobun [~nobun@host62-49-dynamic.12-79-r.retail.telecomitalia.it] has quit [Remote host closed the connection] 20160320 10:20:34< zookeeper> the hotkeys assignment has some kind of bug. if i assign a hotkey to something that doesn't have one, and then clear it, and try to assign it again, it claims the key already belongs to "unrecognized command". 20160320 10:20:51< irker778> wesnoth: Elvish_Hunter wesnoth:master 803c54daccae / changelog: changelog entry https://github.com/wesnoth/wesnoth/commit/803c54daccae92ddc892c2d2e3890f115d64a51f 20160320 10:24:25-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth-dev 20160320 10:32:37-!- Nobun [~nobun@host62-49-dynamic.12-79-r.retail.telecomitalia.it] has joined #wesnoth-dev 20160320 10:42:06-!- Kwandulin [~Miranda@p200300760F7D731B2CDA62400220B67B.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160320 10:50:21-!- travis-ci [~travis-ci@ec2-54-163-64-3.compute-1.amazonaws.com] has joined #wesnoth-dev 20160320 10:50:22< travis-ci> wesnoth/wesnoth#8967 (master - 2ba445d : Elvish_Hunter): The build has errored. 20160320 10:50:22< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117241273 20160320 10:50:22-!- travis-ci [~travis-ci@ec2-54-163-64-3.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160320 11:00:54-!- Nobun [~nobun@host62-49-dynamic.12-79-r.retail.telecomitalia.it] has quit [Read error: No route to host] 20160320 11:05:19-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160320 11:08:33-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 240 seconds] 20160320 11:08:34-!- wedge010 is now known as wedge009 20160320 11:12:41-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Quit: ChipmunkV] 20160320 11:18:16-!- travis-ci [~travis-ci@ec2-54-163-64-3.compute-1.amazonaws.com] has joined #wesnoth-dev 20160320 11:18:17< travis-ci> wesnoth/wesnoth#8968 (master - 803c54d : Elvish_Hunter): The build has errored. 20160320 11:18:17< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117241996 20160320 11:18:17-!- travis-ci [~travis-ci@ec2-54-163-64-3.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160320 11:44:13-!- mjs-de [~mjs-de@x4db604b6.dyn.telefonica.de] has joined #wesnoth-dev 20160320 11:51:23-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth-dev 20160320 11:59:11-!- Kwandulin [~Miranda@p200300760F7D731B71D4D71E85ADE89A.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160320 12:35:56-!- Kwandulin [~Miranda@p200300760F7D731B71D4D71E85ADE89A.dip0.t-ipconnect.de] has quit [Ping timeout: 250 seconds] 20160320 13:18:33< vultraz> zookeeper: small terrain request: make Mine Rails not overlap Wooden Floors 20160320 13:19:55< vultraz> that is, if the rails are adjacent 20160320 13:20:09< vultraz> the transition won't go over the floor 20160320 13:21:00-!- irker778 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160320 13:22:01< zookeeper> i'm not sure how possible that is to do, without making them get drawn under the floors everywhere 20160320 13:22:05< zookeeper> i can take a look 20160320 13:31:52-!- gfgtdf [~chatzilla@f054050061.adsl.alicedsl.de] has joined #wesnoth-dev 20160320 13:32:11< gfgtdf> celticministrel: i tink you forgot to change the default 'force_lock_Ettings' here: https://github.com/wesnoth/wesnoth/blob/master/src/game_initialization/multiplayer_wait.cpp#L339 20160320 13:58:49-!- Kwandulin [~Miranda@p200300760F7D73269D83B101D0C0A99C.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160320 14:06:43-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20160320 14:15:55-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160320 14:17:47< zookeeper> ...github doesn't have a search box anymore? so you could, like search for a project by name or something? 20160320 14:24:52< mattsc> zookeeper: when I go to my github page (as in github.com/mattsc), the search box is right there at the top for me. 20160320 14:25:18< zookeeper> yeah, looks like it is 20160320 14:26:01< zookeeper> and the github frontpage looks completely different now that i'm logged in 20160320 14:26:14< zookeeper> (and the box is there too) 20160320 14:27:31< mattsc> celmin|sleep, gfgtdf: the force_locking_change worked as expected for the MAI test scenarios. 20160320 14:27:57< mattsc> gfgtdf: I forgot if we decided what to do about the controller default 20160320 14:28:15< gfgtdf> zookeeper: yes i notices thjis aswell 20160320 14:28:24< mattsc> gfgtdf: also, do you know why I cannot switch a side that started as ai back to human with droid? 20160320 14:28:25< gfgtdf> zookeeper: it seems liek you have to log in to be able to searh 20160320 14:28:37< gfgtdf> zookeeper: its quiet annyoing 20160320 14:28:55< gfgtdf> mattsc: hmm no it shoudl be possible 20160320 14:28:58< zookeeper> i guess i just have to set it to auto-login 20160320 14:29:10-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20160320 14:29:37< gfgtdf> zookeeper: yes but sometimes i'm on another pc and cannot search then (withotu explicitly tyoing the srearch url). 20160320 14:29:52< gfgtdf> mattsc: what exactly fails ? 20160320 14:30:15< gfgtdf> mattsc: you are talking about 1.13 right ? 20160320 14:30:44< gfgtdf> mattsc: are you trying to switch the side during it durn or during your turn ? 20160320 14:31:00< vultraz> why would you ever log out 20160320 14:31:04< mattsc> gfgtdf: error message: “Can’t droid a local side” 20160320 14:31:18< mattsc> gfgtdf: either way 20160320 14:31:25< mattsc> and yes, master 20160320 14:31:47< mattsc> gfgtdf: Start up HttT and try to droid one of the AI sides during Konrad’s turn. 20160320 14:31:51< mattsc> Doesn’t work for me. 20160320 14:33:12< gfgtdf> mattsc: i think its related to this commit: https://github.com/wesnoth/wesnoth/commit/5732ed504dbf585c2dad0a8cd16f27755be40c35 20160320 14:34:08< mattsc> Wow, that’s been a while. Am I the only one who does this kind of crazy stuff? ;) 20160320 14:34:33< mattsc> Not an accusation, I’m just amazed that this has not been found before. 20160320 14:34:47< mattsc> Unless it’s intended, but then I’d argue strongly against it. 20160320 14:35:19< mattsc> Also, obviously, I haven’t done much myself in a while. Sigh. 20160320 14:37:20< Ravana_> I believe I complained about this change some time ago 20160320 14:38:44< gfgtdf> mattsc: well the commit mesage said teht its not possible to change ai sides to human during the game anymore 20160320 14:38:58< gfgtdf> mattsc: note that's still possible by using [modify_side]contorller=human 20160320 14:39:15< gfgtdf> mattsc: just not with droid= 20160320 14:39:59< mattsc> gfgtdf: oh, right; I had not read the meassge all the way to the end. 20160320 14:40:10< mattsc> Hmm, I don’t like that ... 20160320 14:40:17< mattsc> I use droid a lot in AI testing. 20160320 14:40:36< gfgtdf> mattsc: also this afiak didnt work in 1.12 eigher, when youuse :droid in 1.12 it will just end the ai sides turn and cause OOS, afaik there is also a bugerort about this 20160320 14:41:06< mattsc> gfgtdf: I don’t really care about OOS, this is just for testing 20160320 14:41:48< Ravana_> any change control causes oos, if you do it while actions are being executed 20160320 14:41:56< gfgtdf> mattsc: yeseven withotu the OS it currently doesn't work as it just ends that sides turn insteadof letting you controll it 20160320 14:42:18< mattsc> Ravana_: yeah (sorry, missed your comment; I’m trying to multi-task, unsuccessfully) 20160320 14:42:50< gfgtdf> Ravana_: at lest for :droid this shouldn't be the case anymore in 1.13 20160320 14:42:54< mattsc> gfgtdf: but you get control the next time it’s the sides turn 20160320 14:42:59< mattsc> so that’s fine 20160320 14:43:41< gfgtdf> mattsc: well for the norla (mp) usewcase this is sureley not fine 20160320 14:43:45< gfgtdf> usecase 20160320 14:44:24< mattsc> gfgtdf: right; I was just talking about my own usecase 20160320 14:44:43< mattsc> gfgtdf: how hard is it to do what the last sentence in that commit message says? 20160320 14:48:34< Ravana_> with 1.13.4 I get the vision of the droided side, even when I have my own side too 20160320 14:48:52< gfgtdf> Ravana_: yes this is intentioal 20160320 14:49:19< mattsc> gfgtdf: also, I seem to be too stupid to understand that commit message. It says there’s no way to change between human and ai with droid, but in some cases it is possible, and in others it is not? 20160320 14:49:24< gfgtdf> mattsc: i think it'd be easier to implement the 'although in principle it could be changed to affect AI sides also.' part in the middle of the commitmessage 20160320 14:49:47< gfgtdf> mattsc: it possible iff te side was originally a human 20160320 14:50:23< mattsc> Oh, so between ai and human means from AI to human, rather than back and forth. Okay, got it (I think). 20160320 14:50:41< Ravana_> I fail to see how making people use rightclick menu to change sides control is better than having it work from command 20160320 14:50:51< mattsc> gfgtdf: I’m trying to come up with other ways of accomplishing this. 20160320 14:51:08< gfgtdf> Ravana_: the intention is that :droid is mostly used when you want ai to make moves for you fo example becasue you think that its no easy to wind and the ai coudl to it aswell. So you usually want the vision of that side 20160320 14:51:14< mattsc> I could set up a right-click option to change, but then I need to have that form the scenario start ... 20160320 14:51:20< gfgtdf> s/wind/win* 20160320 14:51:27< mattsc> As in, I cannot do it ad hoc for any scenario. 20160320 14:51:50< mattsc> I guess I could call [modify_side] from the Lua console. 20160320 14:52:02< Ravana_> gfgtdf: if it was the side from the team I controlled, then sure. but there is was enemy 20160320 14:52:03< gfgtdf> mattsc: hmm yes althought this was never tested 20160320 14:52:25< celmin|sleep> gfgtdf: Well, sort of. I noticed that place, but wasn't quite sure how to get at the is_normal_mp() function from there and thought it might not be necessary since it looks like it'll definitely be MP anyway. Was I wrong? 20160320 14:52:26< gfgtdf> Ravana_: hmm usualyl you cannot do 'droid' for enemy sides 20160320 14:52:33< mattsc> It’s also more typing than I like, but it could be done by copy-and-paste, I think 20160320 14:52:59< gfgtdf> celmin|sleep: bno it wond definiteley be mp it cam also be campaoigns liek Legen of wesmere played as mp 20160320 14:53:13< celmin|sleep> Hmm, I see, 20160320 14:53:24< gfgtdf> mattsc: well you can make a custom function. and use that then 20160320 14:53:48< mattsc> gfgtdf: right; and I guess that could be global. 20160320 14:53:57< gfgtdf> lika droid = function() wesnoth.wml_actions.modify_side { controller = "ai" } end 20160320 14:54:02< gfgtdf> in aprester event of lua tag 20160320 14:54:09< gfgtdf> preload* 20160320 14:54:33< Ravana_> It also seems that droid x on and droid x off do same thing 20160320 14:54:34< mattsc> gfgtdf: something like that; I’ll try that later 20160320 14:55:16< mattsc> gfgtdf: what’s your current take on the controller default? 20160320 14:55:26< mattsc> I forgot where we left that off yesterday. 20160320 14:55:51< Ravana_> I thought main intention of droid command was the take control of ai when needed 20160320 14:55:59< gfgtdf> mattsc: i still didn't find the code that makes it default ot ai= in [test] 20160320 14:56:21< gfgtdf> Ravana_: well it actualyl never really worke din that scenario so i don't think this was its main usecase 20160320 14:56:50< gfgtdf> that makes controler defalt to "ai" i mean 20160320 14:56:53< Ravana_> I certainly used it when ai blocked my only way to attack 20160320 14:57:21< gfgtdf> mattsc: wait ti have an idea 20160320 14:57:35< Ravana_> (with 1.8 I think) 20160320 14:57:46< Ravana_> haven't played campaigns more recently 20160320 14:58:04< gfgtdf> mattsc: i think that the [test] may not run though the connect_engine code at all. 20160320 14:58:53< gfgtdf> mattsc: when started first i mean, subsequent scanreios al run through the connecT_engine code 20160320 14:59:59 * celmin|sleep doubts that "droid" was intended to take control of AI. To me, the name obviously implies the opposite, letting AI take control of your side. 20160320 15:00:27< mattsc> gfgtdf: okay; also, I didn’t mean whether it has been done, only whether it was decided that it should default to ai? 20160320 15:00:49< mattsc> gfgtdf: the alternative being that I add the controller specifically in those scenarios. 20160320 15:01:05< mattsc> gfgtdf: also, I am being called away, I’ll be back … later 20160320 15:02:32-!- irker976 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160320 15:02:32< irker976> wesnoth: gfgtdf wesnoth:master c37c5d6434dc / src/game_initialization/connect_engine.cpp: remove old code handling controller=network/network_ai https://github.com/wesnoth/wesnoth/commit/c37c5d6434dcc5c92e6f280395d8b398df22e480 20160320 15:04:11-!- celmin|sleep is now known as celticminstrel 20160320 15:23:53-!- gfgtdf [~chatzilla@f054050061.adsl.alicedsl.de] has quit [Quit: ChatZilla 0.9.92 [Firefox 45.0.1/20160315153207]] 20160320 15:40:50-!- travis-ci [~travis-ci@ec2-54-144-82-39.compute-1.amazonaws.com] has joined #wesnoth-dev 20160320 15:40:51< travis-ci> wesnoth/wesnoth#8970 (master - c37c5d6 : gfgtdf): The build has errored. 20160320 15:40:52< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117273213 20160320 15:40:52-!- travis-ci [~travis-ci@ec2-54-144-82-39.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160320 16:02:56< irker976> wesnoth: ln-zookeeper wesnoth:master 6fa2c2ddf08f / data/core/ (28 files in 2 dirs): Added doofus-01's updates to the ruined sand castle https://github.com/wesnoth/wesnoth/commit/6fa2c2ddf08f6e5063898183cd1b136d0122909b 20160320 16:33:17< vultraz> zookeeper: any objection to me removing the c++ code for [portrait] 20160320 16:37:08< zookeeper> what does it do? 20160320 16:37:09< irker976> wesnoth: mattsc wesnoth:master 11e1917d21af / data/ai/micro_ais/scenarios/guardians.cfg: Guardians Micro AI test scenario: update an image path https://github.com/wesnoth/wesnoth/commit/11e1917d21af78b151ce141e6648a3cebe5cb844 20160320 16:37:31< vultraz> nothing 20160320 16:37:49< vultraz> It was some WIP thing mordante was working on, I believe 20160320 16:37:59< vultraz> I removed all the cases from the unit type WML like a year ago 20160320 16:38:00< vultraz> maybe more 20160320 16:38:15< zookeeper> i don't see why not, then 20160320 16:39:55-!- travis-ci [~travis-ci@ec2-54-163-64-3.compute-1.amazonaws.com] has joined #wesnoth-dev 20160320 16:39:56< travis-ci> wesnoth/wesnoth#8971 (master - 6fa2c2d : ln-zookeeper): The build has errored. 20160320 16:39:57< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117281446 20160320 16:39:57-!- travis-ci [~travis-ci@ec2-54-163-64-3.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160320 16:47:25< irker976> wesnoth: Charles Dang wesnoth:master 33a04c32e235 / / (7 files in 2 dirs): Removed old code for [portrait] https://github.com/wesnoth/wesnoth/commit/33a04c32e235efaf6000e8de787a9f50eee20474 20160320 16:47:58< mattsc> Another stupid question revealing how far behind things I am … 20160320 16:48:52< mattsc> In the setup of the MAIs, when I do a std_print(side) while ‘side’ is not defined, I get this: 20160320 16:48:54< mattsc> variable 'side' must be assigned before being used 20160320 16:49:15< mattsc> In 1.12, it prints ‘nil’. 20160320 16:49:21< celticminstrel> std_print? 20160320 16:49:22< vultraz> Back before 1.13.0, iceiceice added 'strict' lua support 20160320 16:49:26< vultraz> I think 20160320 16:49:35< vultraz> unless you're talking about c++? 20160320 16:49:38< vultraz> in which case I don't know 20160320 16:49:40< mattsc> vultraz: is that what it is? 20160320 16:49:41< celticminstrel> In the Lua console, you're not permitted to reference non-existing variables. 20160320 16:49:51< vultraz> mattsc: lua or c++ 20160320 16:49:51< mattsc> no, I am talking Lua 20160320 16:49:53< vultraz> ok 20160320 16:49:54-!- gfgtdf [~chatzilla@f054050061.adsl.alicedsl.de] has joined #wesnoth-dev 20160320 16:49:55< vultraz> then yes 20160320 16:50:02< vultraz> all variables must be assigned before use 20160320 16:50:11< vultraz> it's a PITA to deal with 20160320 16:50:23< mattsc> Hmm; I’ll have to see what how many things that breaks in my code ... 20160320 16:50:26< celticminstrel> It can be disabled. 20160320 16:50:30< vultraz> celticminstrel: no 20160320 16:50:31< vultraz> it can't 20160320 16:50:36< celticminstrel> Yes, it can. 20160320 16:50:38< vultraz> I've tried and it doesn't disable 20160320 16:50:46< mattsc> I do remember this vaguely, but had forgotten until now. 20160320 16:51:01< gfgtdf> well iirc we found multiple bugs in minaline code after enabing strict mode so its sure useful 20160320 16:51:19< gfgtdf> mainly typos 20160320 16:51:23< vultraz> Yes, but addons should be able to disable it 20160320 16:51:25< vultraz> and they can't 20160320 16:51:28< mattsc> In this case it’s actually good, as it revealed a bug. But I think I have other occurences (in my add-ons) where it might cause problems. We’ll see. 20160320 16:51:56< gfgtdf> well in any cae you can do rawget(G_, "name") to get it 20160320 16:52:12< celticminstrel> vultraz: What did you try? I'm pretty sure "ilua.strict = false" will disable it. 20160320 16:52:29< mattsc> gfgtdf: thanks; I don’t want to do anything “fancy”, just making sure I understand what’s going on 20160320 16:52:31< vultraz> I believe that's what I tried, yes 20160320 16:52:55< mattsc> does something like “local side = side or 1” still work? 20160320 16:52:59< celticminstrel> Looking at the code, it should disable it... 20160320 16:53:27< celticminstrel> mattsc: I assume that would require that side is already defined. 20160320 16:53:31< gfgtdf> mattsc: you can also add a code like: 20160320 16:53:32< gfgtdf> globals = {}; 20160320 16:53:34< gfgtdf> setmetatable(globals, { 20160320 16:53:35< gfgtdf> ["__index"] = function(t, k) return rawget(_G, k) end, 20160320 16:53:37< gfgtdf> ["__newindex"] = function(t, k, v) _G[k] = v end, 20160320 16:53:38< gfgtdf> } 20160320 16:53:56< gfgtdf> mattsc: wchil will then give a you a varaible 'globals' that will give you unchecked access to the global namespace 20160320 16:54:17< gfgtdf> mattsc like in std_print(globals.side) 20160320 16:54:24< mattsc> gfgtdf: ok 20160320 16:54:40< mattsc> It’s really sad how far behind I am on things … :( 20160320 16:54:49< mattsc> *on keeping up with things 20160320 16:55:02< celticminstrel> I don't think I would recommend that unless you really need it, though... 20160320 16:55:56< mattsc> Not planning to at the moment. 20160320 16:56:19< celticminstrel> I wonder if we should had a defined() function to the global namespace to check if a global name is defined... 20160320 16:56:45< celticminstrel> ^add 20160320 16:58:09< vultraz> celticminstrel: I'm doing some more cleanup of includes that trigger large rebuilds 20160320 16:58:28< celticminstrel> I hope that doesn't conflict with me... :/ 20160320 16:59:02< vultraz> found a unit_types.hpp include in fake_unit_ptr.hpp that causes a 2 minute build after I removed that 20160320 16:59:36< vultraz> wasn't even used in that file 20160320 17:00:11< irker976> wesnoth: mattsc wesnoth:master 3d01dabce633 / data/ai/micro_ais/micro_ai_wml_tag.lua: Protect Unit Micro AI: fix bug in AI setup https://github.com/wesnoth/wesnoth/commit/3d01dabce6337c76c99efa7a12b072b850529653 20160320 17:00:13< irker976> wesnoth: mattsc wesnoth:1.12 c567a6bfcfc3 / data/ai/micro_ais/micro_ai_wml_tag.lua: Protect Unit Micro AI: fix bug in AI setup https://github.com/wesnoth/wesnoth/commit/c567a6bfcfc3b58fd7511afd74c521a4aaf88013 20160320 17:00:59< mattsc> that ^ just silently failed in 1.12, but was caught by the strict Lua mode. 20160320 17:01:04< mattsc> So that’s good. 20160320 17:01:34-!- louis94 [~~louis94@91.178.241.89] has joined #wesnoth-dev 20160320 17:03:33< vultraz> celticminstrel: are you doing a similar cleanup 20160320 17:03:53< mattsc> celticminstrel: I am done testing and updating the MAIs in master now. So you can rebase the AI PR now and then I’ll test them again there. 20160320 17:03:59< celticminstrel> vultraz: No, just moving a few files around. 20160320 17:04:07< vultraz> Should I wait? 20160320 17:04:10< vultraz> Or can I commit this 20160320 17:04:19< celticminstrel> How many files does it change? 20160320 17:04:57< celticminstrel> git diff --stat 20160320 17:05:00< vultraz> 14 20160320 17:05:07< vultraz> 14 files 20160320 17:05:15< celticminstrel> Okay, might as well go ahead then. I'll solve conflicts if they occur. 20160320 17:05:52< irker976> wesnoth: Charles Dang wesnoth:master e1d003f488f1 / src/ (14 files in 8 dirs): Cleaned up inclusions of unit_types.hpp https://github.com/wesnoth/wesnoth/commit/e1d003f488f14d840cea0d9e35abcb1e7554cc1c 20160320 17:06:30< vultraz> next up is team.hpp, but that's much more intrusive 20160320 17:06:31< vultraz> so I'll wait 20160320 17:08:34< vultraz> then I'd like to go through the gui2 dialogs and forward declare widget includes in the headers 20160320 17:09:06< gfgtdf> vultraz: hmm you removed #include "unit_types.hpp" from play_controller whihc used a expereience_modifer which is defined in that file. 20160320 17:09:58< vultraz> well it builds for me... let's see what travis says 20160320 17:12:36< vultraz> celticminstrel: about the small profile stuff, how's this sound: We remove all the small, 205x205 portrait versions from core/images/portraits/* and move all the 'transparent' portraits into those directories from core/images/portraits/*/transparent. We then remove the code that translates portrait paths from core/images/portraits/*/foo.png to core/images/portraits/*/transparent/foo.png.... 20160320 17:12:37< vultraz> ...Then we rename small_profile to help_profile (or we could leave the key the same, I guess). The help browser will check if help_profile is empty, and if so, use the default portrait. 20160320 17:13:24-!- gfgtdf_ [~chatzilla@x55b191d6.dyn.telefonica.de] has joined #wesnoth-dev 20160320 17:13:28-!- travis-ci [~travis-ci@ec2-54-146-28-124.compute-1.amazonaws.com] has joined #wesnoth-dev 20160320 17:13:29< travis-ci> wesnoth/wesnoth#8972 (master - 11e1917 : mattsc): The build has errored. 20160320 17:13:29< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117286103 20160320 17:13:29-!- travis-ci [~travis-ci@ec2-54-146-28-124.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160320 17:14:13-!- gfgtdf [~chatzilla@f054050061.adsl.alicedsl.de] has quit [Ping timeout: 252 seconds] 20160320 17:14:19-!- gfgtdf_ is now known as gfgtdf 20160320 17:14:25< celticminstrel> vultraz: Sounds good, but would you mind allowing me to do the removal of images? Go ahead and make the other code changes first, if you like (like changing key name or using default if it's not specified). 20160320 17:14:52< vultraz> Ok 20160320 17:15:04< vultraz> First I'll let you deal with whatever cleanup you're doing 20160320 17:15:32< celticminstrel> vultraz: Is there actually code that translates portraits/*/foo.png to portraits/*/transparent/foo.png? I thought all the units actually directly referenced the image in the transparent folder. 20160320 17:15:40< vultraz> Yes there is 20160320 17:15:55< vultraz> Right now, unit type profiles basically refer to the help images 20160320 17:16:07< vultraz> and the engine translates that to the transparent, regular images 20160320 17:16:34-!- louis94 [~~louis94@91.178.241.89] has quit [Ping timeout: 244 seconds] 20160320 17:17:50-!- louis94 [~~louis94@91.178.241.89] has joined #wesnoth-dev 20160320 17:24:24-!- louis94 [~~louis94@91.178.241.89] has quit [Ping timeout: 260 seconds] 20160320 17:31:32< gfgtdf> vultraz: hmm yes but the reaosn why it build for you is most likeley that some of the other headers included by play_controller.cpp include unit_types 20160320 17:32:05< vultraz> possibly :/ 20160320 17:33:29< gfgtdf> any opinion about https://github.com/wesnoth/wesnoth/commit/665c9e815db82df4ee08aecdaf53322c9cc072e1 ? 20160320 17:38:10-!- louis94 [~~louis94@91.178.241.89] has joined #wesnoth-dev 20160320 17:38:54< vultraz> hmm 20160320 17:38:56< vultraz> not really 20160320 17:42:18-!- travis-ci [~travis-ci@ec2-54-145-124-147.compute-1.amazonaws.com] has joined #wesnoth-dev 20160320 17:42:19< travis-ci> wesnoth/wesnoth#8973 (master - 33a04c3 : Charles Dang): The build has errored. 20160320 17:42:19< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117287719 20160320 17:42:19-!- travis-ci [~travis-ci@ec2-54-145-124-147.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160320 17:46:54< gfgtdf> updated version: https://github.com/gfgtdf/wesnoth-old/commit/f3a22f6956b82aafb13ab2dfd816a89d563b3db4 20160320 17:49:39< celticminstrel> What's wrong with the build recently? :| 20160320 17:49:45< celticminstrel> Travis broken? 20160320 17:49:52< matthiaskrgr> it hangs 20160320 17:50:05< matthiaskrgr> something with some gui tests iirc 20160320 17:50:13< celticminstrel> I see... 20160320 17:50:16< celticminstrel> That's not good. 20160320 17:50:54< matthiaskrgr> https://travis-ci.org/wesnoth/wesnoth/jobs/117287720#L2367 20160320 17:53:40< gfgtdf> celticminstrel: yes afaik agnor knows about these gui test issues 20160320 17:53:48< gfgtdf> celticminstrel: but i dont think tehy are the reason why the build fails 20160320 17:54:28< gfgtdf> celticminstrel: note that teh passing test also have thes eissues 20160320 17:56:44< gfgtdf> celticminstrel: anothe rpossiblity is that the changes to "force_lock_settings" broke the mp play test 20160320 17:59:27< vultraz> gfgtdf: looks good to me 20160320 17:59:39< celticminstrel> I was under the impression that the MP play test hasn't been working properly for awhile now. 20160320 18:02:24< gfgtdf> celticminstrel: afaik they did work 20160320 18:04:35< irker976> wesnoth: gfgtdf wesnoth:master 6e37603538c6 / data/test/multiplayer/macros/mp_unit_test_macros.cfg: Attempt to fix travis mp tests https://github.com/wesnoth/wesnoth/commit/6e37603538c6f2af6fb2424be036e414677f8764 20160320 18:13:22-!- travis-ci [~travis-ci@ec2-54-146-28-124.compute-1.amazonaws.com] has joined #wesnoth-dev 20160320 18:13:23< travis-ci> wesnoth/wesnoth#8974 (master - 3d01dab : mattsc): The build has errored. 20160320 18:13:23< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117289379 20160320 18:13:23-!- travis-ci [~travis-ci@ec2-54-146-28-124.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160320 18:21:50< vultraz> celticminstrel: actually, looking at this code, it looks like the small_profile key is automatically filled out by the engine... 20160320 18:22:27< vultraz> I think it works like this: if you specify portraits/foo.png, then that will become small_profile, and profile will become portraits/transparent/foo.png 20160320 18:32:59-!- janebot_ is now known as janebot 20160320 18:38:21-!- travis-ci [~travis-ci@ec2-54-145-124-147.compute-1.amazonaws.com] has joined #wesnoth-dev 20160320 18:38:22< travis-ci> gfgtdf/wesnoth-old#620 (master - f3a22f6 : gfgtdf): The build has errored. 20160320 18:38:22< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth-old/builds/117295582 20160320 18:38:22-!- travis-ci [~travis-ci@ec2-54-145-124-147.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160320 18:50:58-!- travis-ci [~travis-ci@ec2-54-145-124-147.compute-1.amazonaws.com] has joined #wesnoth-dev 20160320 18:50:59< travis-ci> wesnoth/wesnoth#8976 (master - e1d003f : Charles Dang): The build has errored. 20160320 18:50:59< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117290344 20160320 18:50:59-!- travis-ci [~travis-ci@ec2-54-145-124-147.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160320 18:57:05< Aginor> zookeeper: https://github.com/wesnoth/wesnoth/tree/renderpath_redo 20160320 18:57:18< Aginor> zookeeper: there's only the 1 commit in it at the momen 20160320 18:57:33< Aginor> I'm trying to figure out how to best approach the huge display class 20160320 18:57:42< zookeeper> oh right, it's in the main repo. 20160320 18:58:08< Aginor> yes :) 20160320 18:59:26-!- louis94 [~~louis94@91.178.241.89] has quit [Ping timeout: 250 seconds] 20160320 19:04:08< Aginor> zookeeper: keep in mind that my unscientific measurements were really unscientific and that I'm not sure at all that they're panning out 20160320 19:04:23< Aginor> in fact, I suspect they're not 20160320 19:06:23< zookeeper> yeah... it would be nice though :p 20160320 19:15:25< Aginor> it would 20160320 19:15:42< Aginor> but I think I concluded I was wrong 20160320 19:16:02< Aginor> and now I shall go to work 20160320 19:16:10< Aginor> 4 more days at this job :) 20160320 19:32:06-!- travis-ci [~travis-ci@ec2-54-146-28-124.compute-1.amazonaws.com] has joined #wesnoth-dev 20160320 19:32:07< travis-ci> wesnoth/wesnoth#8977 (master - 6e37603 : gfgtdf): The build has errored. 20160320 19:32:07< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117298223 20160320 19:32:07-!- travis-ci [~travis-ci@ec2-54-146-28-124.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160320 19:32:39< gfgtdf> hmm seems leik ym attempt to foix travis didnt work 20160320 19:40:45< celticminstrel> Yup. 20160320 19:43:51< gfgtdf> celticminstrel: another things thats strange is thats the c++11 builds that pass 20160320 19:43:56< gfgtdf> celticminstrel: although that might be unrelated 20160320 19:46:58-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has left #wesnoth-dev [] 20160320 19:47:50-!- Kwandulin [~Miranda@p200300760F7D73269D83B101D0C0A99C.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160320 19:48:44-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth-dev 20160320 19:51:51-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth-dev 20160320 20:19:00-!- gfgtdf [~chatzilla@x55b191d6.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.92 [Firefox 45.0.1/20160315153207]] 20160320 20:20:19< irker976> wesnoth: Celtic Minstrel wesnoth:master 2682b679cb32 / src/game_initialization/multiplayer_wait.cpp: Add force_lock_settings default to missed case https://github.com/wesnoth/wesnoth/commit/2682b679cb329c7f3a6044701ef84fe7b5bcd410 20160320 20:20:21< irker976> wesnoth: Celtic Minstrel wesnoth:master fe0df4594724 / / (173 files in 28 dirs): Consolidate formula and hotkey files in corresponding dirs https://github.com/wesnoth/wesnoth/commit/fe0df4594724ac08abce79b011e948500dda1411 20160320 20:20:23< irker976> wesnoth: Celtic Minstrel wesnoth:master bc711f5f4327 / / (321 files in 40 dirs): Consolidate related files into subdirectories https://github.com/wesnoth/wesnoth/commit/bc711f5f432797eda0d6372a0cd2175bf7df0f2f 20160320 20:20:33< celticminstrel> vultraz, gfgtdf, please fix your project files if necessary (hopefully it's not since I made the effort to update them). 20160320 20:20:49< celticminstrel> (Or wedge009 could handle checking the VC project if he's around.) 20160320 20:33:02< zookeeper> what the hell... 20160320 20:33:13< zookeeper> i guess i won't be pulling anytime soon 20160320 20:33:57< zookeeper> i take it that that was ok'd by someone? 20160320 20:36:32-!- travis-ci [~travis-ci@ec2-54-145-124-147.compute-1.amazonaws.com] has joined #wesnoth-dev 20160320 20:36:33< travis-ci> wesnoth/wesnoth#8978 (master - bc711f5 : Celtic Minstrel): The build failed. 20160320 20:36:33< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117317156 20160320 20:36:33-!- travis-ci [~travis-ci@ec2-54-145-124-147.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160320 20:39:49< irker976> wesnoth: Celtic Minstrel wesnoth:master 3b9806204871 / src/gui/widgets/unit_preview_pane.cpp: Fixup https://github.com/wesnoth/wesnoth/commit/3b980620487177dcc3d5d3a20a4ba2bdc043b502 20160320 20:45:27< zookeeper> even if someone updates the project file, porting all my local changes is going to be a big hassle... i doubt git will do that for me 20160320 20:58:54-!- travis-ci [~travis-ci@ec2-54-145-124-147.compute-1.amazonaws.com] has joined #wesnoth-dev 20160320 20:58:55< travis-ci> wesnoth/wesnoth#8979 (master - 3b98062 : Celtic Minstrel): The build is still failing. 20160320 20:58:55< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117320594 20160320 20:58:55-!- travis-ci [~travis-ci@ec2-54-145-124-147.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160320 21:20:25-!- Necrosporus [~Necrospor@unaffiliated/necrosporus] has quit [Quit: Leaving] 20160320 21:26:10-!- louis94 [~~louis94@91.178.241.89] has joined #wesnoth-dev 20160320 21:34:55-!- louis94 [~~louis94@91.178.241.89] has quit [Ping timeout: 244 seconds] 20160320 21:52:44-!- louis94 [~~louis94@91.178.241.89] has joined #wesnoth-dev 20160320 21:55:36-!- gfgtdf [~chatzilla@x55b191d6.dyn.telefonica.de] has joined #wesnoth-dev 20160320 22:03:03-!- louis94 [~~louis94@91.178.241.89] has quit [Ping timeout: 240 seconds] 20160320 22:11:06-!- louis94 [~~louis94@91.178.241.89] has joined #wesnoth-dev 20160320 22:11:53< vultraz> It's amazing just how many source files we have 20160320 22:23:23-!- mjs-de [~mjs-de@x4db604b6.dyn.telefonica.de] has quit [Remote host closed the connection] 20160320 22:26:04< vultraz> celticminstrel: I wonder if terrain/ should be under map/terrain 20160320 22:26:10< vultraz> but it doesn't really matter 20160320 22:26:11< gfgtdf> vultraz: you recently cleared the right click menu abit right ? 20160320 22:26:26< vultraz> gfgtdf: not really recently, but yes 20160320 22:26:57< gfgtdf> vultraz: was there a reason to leave the 'delayshroud,updateshroud' in ? I mean its not really related to the current location. 20160320 22:27:12< gfgtdf> vultraz: specially if 'wbtoggle' was removed 20160320 22:27:24< vultraz> convenience, I think.. 20160320 22:27:28< vultraz> I'm not sure why I did that 20160320 22:29:17< irker976> wesnoth: Charles Dang wesnoth:master 465f1b27d42d / src/units/types.cpp: Removed dead inclusion https://github.com/wesnoth/wesnoth/commit/465f1b27d42d65111c35c7facb4b250dcc98dc79 20160320 22:29:20< irker976> wesnoth: Charles Dang wesnoth:master 15db95f05e45 / projectfiles/CodeBlocks/wesnoth.cbp: Update CB projfile https://github.com/wesnoth/wesnoth/commit/15db95f05e452ef32c09812af1b4080507e353dd 20160320 22:34:03-!- louis94 [~~louis94@91.178.241.89] has quit [Ping timeout: 264 seconds] 20160320 22:39:54-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20160320 22:42:15< vultraz> gfgtdf, Aginor: do you know if we still always need to check if display::get_singleton() is not null before using it? 20160320 22:43:12< gfgtdf> vultraz: well this depends on when you are using it 20160320 22:45:15< vultraz> I was trying to see if the prefs display manager could be removed by using display::get_singleton() instead of a local static pointer set up when initializing the manager 20160320 22:46:58< gfgtdf> vultraz: display object are onyl present while a game or the editor is running 20160320 22:47:15< gfgtdf> vultraz: to get_singleton will return null during titelscreen or mp screens 20160320 22:47:29< gfgtdf> hmm im lookking at my projectfiles 20160320 22:47:48< gfgtdf> i sonder how a hpp file can be 'excluded from build' 20160320 22:50:00< vultraz> hmm what do you mean? 20160320 22:50:49-!- travis-ci [~travis-ci@ec2-54-145-124-147.compute-1.amazonaws.com] has joined #wesnoth-dev 20160320 22:50:50< travis-ci> wesnoth/wesnoth#8980 (master - 15db95f : Charles Dang): The build is still failing. 20160320 22:50:50< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117336274 20160320 22:50:50-!- travis-ci [~travis-ci@ec2-54-145-124-147.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160320 23:04:39-!- louis94 [~~louis94@91.178.241.89] has joined #wesnoth-dev 20160320 23:05:12-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160320 23:09:02-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 250 seconds] 20160320 23:09:03-!- wedge010 is now known as wedge009 20160320 23:12:25< irker976> wesnoth: Charles Dang wesnoth:master d2bec9ec9d39 / src/ (6 files in 2 dirs): Refactored out preferences display manager https://github.com/wesnoth/wesnoth/commit/d2bec9ec9d39b783f9a7a5029916baafa30b811e 20160320 23:20:55-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Quit: ChipmunkV] 20160320 23:23:40 * vultraz pings celticminstrel 20160320 23:29:49 * celticminstrel pongs vultraz 20160320 23:30:28< vultraz> I'm working on the small profile change thing 20160320 23:30:46< vultraz> But I think that will break portraits unless they're moved soon after. 20160320 23:31:55< zookeeper> ("break portraits unless they're moved"?) 20160320 23:32:41< vultraz> zookeeper: we're removing the 'small profile' portraits and promoting 'regular' portraits out of transparent/ 20160320 23:33:07< celticminstrel> Maybe I can get the move done before you push... not sure though... 20160320 23:33:45-!- travis-ci [~travis-ci@ec2-54-145-124-147.compute-1.amazonaws.com] has joined #wesnoth-dev 20160320 23:33:46< travis-ci> wesnoth/wesnoth#8981 (master - d2bec9e : Charles Dang): The build is still failing. 20160320 23:33:46< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/117343177 20160320 23:33:46-!- travis-ci [~travis-ci@ec2-54-145-124-147.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160320 23:34:10< zookeeper> unless you have something which alleviates the obvious concerns, then no you're not going to break all portrait references just like that without proper prior discussion 20160320 23:35:48< celticminstrel> I'm not sure if this is what zookeeper is talking about, but I just realized that other addons may reference the core portraits, so you'll need to hack in a fallback - if a portrait under transparent/ is requested and does not exist, try removing "transparent/" from the path. 20160320 23:36:17< zookeeper> uh huh, yeah obviously add-ons reference core portraits, and yes that'd be the right fallback 20160320 23:36:33< vultraz> I can do that easily 20160320 23:36:37< zookeeper> perfect, no problems then 20160320 23:38:54< vultraz> 24 profile= paths use transparent/ in core, will fix those 20160320 23:43:55< vultraz> celticminstrel: I forgot, what's the best way to remove pieces of a string again? :| 20160320 23:44:45< celticminstrel> str.replace(start_index, one_past_end_index, "") is one way. You could probably also do something with str.erase(). 20160320 23:45:26-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Excess Flood] 20160320 23:46:47-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth-dev 20160320 23:51:11< vultraz> celticminstrel: how's this look http://pastebin.com/SVTjYTSX 20160320 23:56:12< zookeeper> (remember to do it only if the image was not found, otherwise you'd break all add-on images in transparent/ dirs) 20160320 23:57:04< vultraz> right 20160320 23:57:32< celticminstrel> vultraz: I recommend declaring your constant static. Overall looks good though. --- Log closed Mon Mar 21 00:00:27 2016