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[~mjs-de@x4db605f7.dyn.telefonica.de] has joined #wesnoth-dev 20160621 09:23:44-!- Kwandulin [~Miranda@p200300760F3B06B678B02163D0F2D2BC.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160621 09:34:27-!- boucman_work [~boucman@bob75-2-81-56-46-209.fbx.proxad.net] has joined #wesnoth-dev 20160621 09:38:48-!- boucman_work [~boucman@bob75-2-81-56-46-209.fbx.proxad.net] has quit [Ping timeout: 244 seconds] 20160621 09:51:03-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 246 seconds] 20160621 09:54:34-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Quit: Leaving] 20160621 10:00:05-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160621 10:14:08-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth-dev 20160621 10:18:49-!- Ravana_ [~Ravana@unaffiliated/ravana/x-2327071] has quit [Disconnected by services] 20160621 10:19:14-!- Ravana__ [~Ravana@1-169-50-84.dyn.estpak.ee] has joined #wesnoth-dev 20160621 10:19:20-!- Ravana__ is now known as Ravana_ 20160621 10:19:21-!- Ravana_ [~Ravana@1-169-50-84.dyn.estpak.ee] has quit [Changing host] 20160621 10:19:21-!- Ravana_ [~Ravana@unaffiliated/ravana/x-2327071] has joined #wesnoth-dev 20160621 10:33:57< zookeeper> duh 20160621 10:33:58< zookeeper> external\include\boost/bimap.hpp(13): fatal error C1083: Cannot open include file: 'boost/bimap/bimap.hpp': No such file or directory 20160621 10:34:45< zookeeper> so boost/bimap.hpp is trying to include boost/bimap/bimap.hpp 20160621 10:35:23-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160621 10:35:47< zookeeper> maybe i just need newer externals. i guess i'll just wait for that to happen. 20160621 10:38:44< Aginor> I think they're rather fond of that kind of structure 20160621 10:39:37< vultraz> ah, Aginor, you're here 20160621 10:39:55-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 252 seconds] 20160621 10:41:18< vultraz> Aginor: do you consider the loadscreen crashes a blocker for release? 20160621 10:49:39-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth-dev 20160621 10:58:47< Aginor> vultraz: what kind of release? 20160621 10:58:57< vultraz> next dev release 20160621 10:59:21< vultraz> I am assessing the situation and considering what needs to be done for 1.13.5 20160621 10:59:36< Aginor> good question. I'm inclined to say no, it's not the most common scenario and it was already a problematic error 20160621 10:59:48< Aginor> we should release-note it as a known issue though 20160621 10:59:53< vultraz> ok, good 20160621 11:00:04< vultraz> that simplifies things 20160621 11:00:21< vultraz> Do you think your render branch will make it into 1.13.5? 20160621 11:00:51< Aginor> what's the timeframe you're proposing? 20160621 11:01:19< vultraz> sometime next month. 20160621 11:01:39< Aginor> so in 2 weeks? 20160621 11:01:44< vultraz> 2 or 3 20160621 11:01:49< Aginor> that branch won't be done by then, there's likely to be niggles 20160621 11:02:00< Aginor> and it could really do with more optimising 20160621 11:02:03< vultraz> Ok 20160621 11:02:14< Aginor> run it and see what fps and cpu usage you get ;) 20160621 11:03:31< loonycyborg> Aginor: So I can already try it? 20160621 11:03:37< vultraz> Does your branch fix/will fix https://gna.org/bugs/index.php?24762 ? If so I'll mark it as Postponed. 20160621 11:04:55< Aginor> loonycyborg: you can try it, but there are a lot of issues still 20160621 11:05:23< Aginor> loonycyborg: I know of storyscreen buttons and all of theme ui in main game screen 20160621 11:05:33< Aginor> loonycyborg: and editor buttons 20160621 11:06:08< Aginor> vultraz: it should be fixed for the next release regardless of if I make a different fix in my branhc 20160621 11:06:16< vultraz> OK 20160621 11:07:41< vultraz> celticminstrel: can you finish your spiritpo work in the next 2 or 3 weeks? I think we should try it out next release 20160621 11:08:17< Aginor> vultraz: I'm often around, I don't type if I have nothing to add 20160621 11:08:35< vultraz> ah 20160621 11:10:25< vultraz> huh, looks like gfgtdf made a bunch of changes to the editor a few days ago and I didn't notice 20160621 11:10:37 * vultraz wonders where he was himself 20160621 11:21:18-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Quit: ChipmunkV] 20160621 11:24:07< Aginor> hmmm 20160621 11:24:16< Aginor> https://gna.org/bugs/index.php?24762 won't be fun to fix 20160621 11:24:41< Aginor> it'll probablly require extensive grottings 20160621 11:25:04< Aginor> hmm 20160621 11:25:12< Aginor> that word did not mean what I thought 20160621 11:27:03-!- Voda [86d6b60c@gateway/web/freenode/ip.134.214.182.12] has joined #wesnoth-dev 20160621 11:27:44-!- Voda [86d6b60c@gateway/web/freenode/ip.134.214.182.12] has quit [Client Quit] 20160621 11:28:33< Aginor> anyway, I shall look more into it in the coming dats 20160621 11:28:36< Aginor> days even 20160621 11:28:57< Aginor> it is late and I shall seek rest 20160621 11:32:19< loonycyborg> what does "grottings" even mean? Something kindky? :P 20160621 11:32:27< loonycyborg> *kinky 20160621 11:42:12-!- irker068 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160621 11:42:12< irker068> wesnoth: Charles Dang wesnoth:master 4a9626cb7b98 / src/gui/dialogs/lua_interpreter.cpp: Don't show the Lua Interpreter outside of debug mode (bug #24699) https://github.com/wesnoth/wesnoth/commit/4a9626cb7b98088888587b387d53653a718b6b75 20160621 11:43:04< vultraz> One blocker down 20160621 11:43:15-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160621 11:49:34< vultraz> gfgtdf: the Delete button in the starting position tool doesn't seem to work 20160621 11:54:59< vultraz> email sent regarding 1.13.5 20160621 11:56:57< irker068> wesnoth: Charles Dang wesnoth:master fc586ea796b7 / projectfiles/CodeBlocks/wesnoth.cbp: Updated CB projfile https://github.com/wesnoth/wesnoth/commit/fc586ea796b78abb21fe862b590475305d0e26fa 20160621 12:02:42-!- gfgtdf [~chatzilla@x4e32b344.dyn.telefonica.de] has joined #wesnoth-dev 20160621 12:03:06< gfgtdf> vultraz: it does work, i just sometimes happens that te map labvels arent updated immidiateley 20160621 12:04:56< vultraz> ahh 20160621 12:04:57< vultraz> ok 20160621 12:07:09< gfgtdf> vultraz: the shodul update as sonj as you lik another button or do somethign els 20160621 12:08:03< vultraz> gfgtdf: confirmed 20160621 12:08:46< vultraz> I noticed custom starting positions persist in the list after they're deleted but not through editor sessions 20160621 12:11:11< gfgtdf> vultraz: hmmyes that shoudl also be improves, but you can alsoways selcted starting pisitions by ctrl-leftclick on them 20160621 12:11:19< gfgtdf> vultraz: so i don't think tis that bad 20160621 12:14:57-!- mjs-de [~mjs-de@x4db605f7.dyn.telefonica.de] has quit [Remote host closed the connection] 20160621 12:16:23< irker068> wesnoth: gfgtdf wesnoth:master ff25170c2ba0 / src/gui/dialogs/lua_interpreter.cpp: add macro to always have lua console available. https://github.com/wesnoth/wesnoth/commit/ff25170c2ba02b2fac927100e39cfb88afd7eb5e 20160621 12:23:38-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160621 12:28:16-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 252 seconds] 20160621 12:34:20-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Quit: Connection closed for inactivity] 20160621 12:38:21-!- RatArmy [~RatArmy@om126212080015.11.openmobile.ne.jp] has quit [Ping timeout: 246 seconds] 20160621 12:38:26-!- Kwandulin [~Miranda@p200300760F3B06B678B02163D0F2D2BC.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160621 12:41:12< gfgtdf> vultraz: wonder whether we should use the special locatiosn feature to make the scepter of fr scenario in httt use map_gereneration= instead of scenario_generation. this woudl alo make it easier to move it to lua 20160621 12:42:06< vultraz> I don't know 20160621 12:42:12< vultraz> you can decide better than I 20160621 12:44:30< zookeeper> please don't move to lua anything that i'm supposed to maintain afterwards, without very good reason 20160621 12:47:22< zookeeper> if you have a good reason then i'm all ears 20160621 12:57:04-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20160621 13:26:11-!- hk238 [~kvirc@t224.ip7.netikka.fi] has quit [Quit: http://www.kvirc.net/ 4.9.1 Aria] 20160621 13:35:16-!- edgrey [~edgrey@178.204.87.111] has joined #wesnoth-dev 20160621 13:45:58< gfgtdf> zookeeper: you are mainline the mpa generators ? 20160621 13:46:11< gfgtdf> s/mainline /maintining 20160621 13:50:16-!- hk238 [~kvirc@t224.ip7.netikka.fi] has joined #wesnoth-dev 20160621 13:54:04< celticminstrel> vultraz: It should be done apart from build process work in the next few days. Also, 4a9626c looks slightly suspicious. 20160621 13:55:12< celticminstrel> vultraz: Try if(dynamic_cast(lk) && !game_config::debug) instead. 20160621 13:55:31< celticminstrel> Well, maybe in reverse order, since the first comparison is more expensive. 20160621 13:55:53< celticminstrel> The key is that you should be able to get the Lua kernel at the title screen. 20160621 13:56:09< celticminstrel> (Maybe also from the MP lobby?) 20160621 13:56:49< celticminstrel> Oh, also, if someone calls for the Lua interpreter from a script, should it maybe ignore the debug setting? It does for [inspect] after all. 20160621 13:57:06< celticminstrel> Speaking of which, if called from the inspector, maybe it should also ignore the debug setting. 20160621 13:57:21< celticminstrel> Maybe it would be better to just revert the change altogether. 20160621 14:00:06< zookeeper> gfgtdf, i'm maintaining HttT 20160621 14:01:23< gfgtdf> zookeeper: hmm my thought was to move the map gernator to lue (that was previously c++) not htts wml code. 20160621 14:01:37< zookeeper> oh, okay 20160621 14:01:52< celticminstrel> That would conflict with spixi's PR661. 20160621 14:02:22< zookeeper> gfgtdf, ok, so... what problem would that move solve? 20160621 14:02:23< celticminstrel> Since the map generator requires the name generator API which I installed in game_lua_kernel instead of lua_kernel_base. 20160621 14:02:35< celticminstrel> That's a good question, though. 20160621 14:02:52< celticminstrel> There's already an opportunity to use Lua for map generation (though I don't know if anyone has made use of it). 20160621 14:03:11< gfgtdf> celticminstrel: this is about the cave_map generator not about the default_map geenrator 20160621 14:03:34< gfgtdf> celticminstrel: but still the name gerneaor api shodul be avaiable for lua map gernators aswell 20160621 14:03:56< gfgtdf> celticminstrel: https://github.com/wesnoth/wesnoth/tree/master/src/generators 20160621 14:04:16< celticminstrel> Yes, you said that awhile ago. 20160621 14:04:28< celticminstrel> And I haven't gotten around to moving it yet. 20160621 14:15:35< vultraz> celticminstrel: you're confusing me 20160621 14:15:49< celticminstrel> vultraz: I think your Lua interpreter change is problematic. 20160621 14:15:57< vultraz> Why so? 20160621 14:16:10< vultraz> It doesn't show if you're not in debug mode 20160621 14:16:12< vultraz> How is that a problem 20160621 14:16:18< celticminstrel> Can you open the interpreter from the title screen? Can you open it from an inspector launched with debug mode off? 20160621 14:16:28< vultraz> You can from the titlescren 20160621 14:16:33< vultraz> screen* 20160621 14:16:45< celticminstrel> It's not possible to enable debug mode from the title screen, right? 20160621 14:16:53< vultraz> no 20160621 14:17:01< celticminstrel> But you can still open the interpreter?. 20160621 14:17:02< vultraz> we do not have a console 20160621 14:17:31< vultraz> the titlescreen has a specific function for opening the lua console because our gui is weird like that 20160621 14:17:45< celticminstrel> Okay, so what about the second question? 20160621 14:17:46< vultraz> it responds to the standard '`' 20160621 14:17:54< vultraz> which also works in game 20160621 14:18:06< vultraz> but with my change it will not work without debug mode 20160621 14:18:08< celticminstrel> Suppose debug mode is off and an [inspect] WML is executed. 20160621 14:18:15< celticminstrel> ... 20160621 14:18:16< vultraz> I don't know 20160621 14:18:22< vultraz> I forgot [inspect] was a thing 20160621 14:18:25< celticminstrel> Did you just contradict your entire statement? 20160621 14:18:30 * vultraz groans 20160621 14:18:36< vultraz> god dammit 20160621 14:18:38< celticminstrel> [Jun 21@10:18:06am] vultraz: but with my change it will not work without debug mode 20160621 14:18:43< celticminstrel> ^ At title screen? 20160621 14:18:46< vultraz> YES 20160621 14:18:58< vultraz> you need debug mode now ANY time you invoke the lua console 20160621 14:19:00< vultraz> ANY TIME 20160621 14:19:06< vultraz> no matter where you do it 20160621 14:19:16< celticminstrel> But that's a problem, because you can't enable it from the title screen. 20160621 14:19:27< celticminstrel> So that means you can no longer access the Lua console from the title screen. 20160621 14:19:36< vultraz> you CAN, if you go in game and enable it 20160621 14:19:39< vultraz> or start with --debug 20160621 14:19:59< celticminstrel> And why do you think that's an acceptable solution? 20160621 14:20:18< vultraz> the lua console is supposed to be a debug only feature 20160621 14:20:35< vultraz> why would you even WANT to use it at the titlescreen 20160621 14:21:01< celticminstrel> I have no idea, but I assume the ability exists for some not-terrible reason. 20160621 14:21:10< vultraz> I have absolutely no idea 20160621 14:21:32< vultraz> But it should be behind a debug wall in either case 20160621 14:21:39< celticminstrel> You could've added your conditional at the call site instead of in the constructor. 20160621 14:21:49< vultraz> There are many call sites 20160621 14:22:04< celticminstrel> But only one really needs to be behind the debug wall. 20160621 14:22:12< celticminstrel> Probably. I haven't looked. 20160621 14:22:16< vultraz> Why? 20160621 14:22:26< celticminstrel> When pressing ` during a game. 20160621 14:22:30< vultraz> How is this feature any less debug-y in certain situations? 20160621 14:22:54< celticminstrel> Well, if I recall correctly, [inspect] works without debug mode, right? 20160621 14:23:02< vultraz> I have no idea 20160621 14:23:14< celticminstrel> If not, you can ignore what I'm about to say. 20160621 14:23:43< celticminstrel> If you use [inspect] and then invoke the Lua console from there, that's debug-y regardless of whether debug mode is actually enabled. 20160621 14:24:17< celticminstrel> So it should work either way. 20160621 14:24:31< celticminstrel> There's also a Lua function to invoke the interpreter. 20160621 14:24:37< celticminstrel> Though I guess it's undocumented. 20160621 14:24:42< vultraz> ...whaaa?? 20160621 14:24:47< celticminstrel> Not sure how that should behave. 20160621 14:24:52< vultraz> holy fuck how many doors to we have to this thing 20160621 14:25:25< vultraz> it's like a colander in here 20160621 14:25:25< celticminstrel> That's... probably about all of them. Though again, I haven't looked. 20160621 14:25:45< vultraz> yes, [inspect] works without debug mode 20160621 14:26:14< vultraz> lua console button does not in that case 20160621 14:26:53< vultraz> what dost thou suggest 20160621 14:27:20< vultraz> if I had been designing [inspect] I would have made it debug only too 20160621 14:27:57< vultraz> (the lua console is honestly something that should be part of a proper debug console) 20160621 14:28:02< celticminstrel> Hmm. 20160621 14:28:14< vultraz> (I wonder how hard such a thing would be to create) 20160621 14:28:29< vultraz> (since I mean, the lua console *is* invokable in multiple places) 20160621 14:28:38< vultraz> (might be worth looking into making a global debug console) 20160621 14:28:50< celticminstrel> Making [inspect] debug only isn't entirely out of the question, but I think it's also helpful to allow it to open without debug mode on occasion (for example when debugging scenario startup). 20160621 14:29:27< celticminstrel> Maybe use [inspect]always=yes for that. 20160621 14:29:36< vultraz> (our gui might have problems with it, dunno) 20160621 14:29:45< vultraz> celticminstrel: there is no such key currently 20160621 14:29:46< celticminstrel> It's not like people will have left [inspect] in their addon code, so it's probably safe to arbitrarily change its behaviour. 20160621 14:29:54< celticminstrel> I know there is no such key currently. 20160621 14:30:17< celticminstrel> I'm not sure what you mean by "proper debug console" or "global debug console". 20160621 14:31:01< vultraz> instead of the shitty Command: line (literally, a line) we have now, replace it with a proper console-like interface akin to what other games have 20160621 14:31:52< celticminstrel> So basically make it not disappear when you issue a command? 20160621 14:32:13< celticminstrel> I honestly don't think the current design is a significant problem. 20160621 14:32:24< celticminstrel> I do however think that it should support history. 20160621 14:32:37< celticminstrel> (Plenty of other games also have just a single line - AoE2 for example.) 20160621 14:32:50< gfgtdf> vultraz: hmm but note that teh current 'command line' is not mainly used orf debug 20160621 14:33:00< gfgtdf> vultraz: for* 20160621 14:33:01< vultraz> but it disappears and you don't have history 20160621 14:33:30< vultraz> gfgtdf: perhaps "debug console" isn't the right term. I should just say "console" 20160621 14:33:50< gfgtdf> vultraz: when i use it is use it mostly for mp suff liek :droid, :controll etc 20160621 14:34:27< gfgtdf> vultraz: actually i use it for debug very rareley nowdays thaht we have the lua console, 20160621 14:34:39< vultraz> true 20160621 14:35:00< vultraz> but I think it'd be nice to have both things in one place. Just 'a console' 20160621 14:35:46< vultraz> I mean, the Command "line" already has 'lua' 20160621 14:35:52< vultraz> the 'lua 20160621 14:35:53< vultraz> command 20160621 14:35:58< vultraz> I should say 20160621 14:36:02< celticminstrel> That sounds like it would require people to learn Lua just to do MP stuff. 20160621 14:36:08< gfgtdf> vultraz: well i sueeley dont want to type :lua evrytime i use a lua command 20160621 14:36:33< vultraz> celticminstrel: why? 20160621 14:36:37< gfgtdf> vultraz: specially in mp it qute useful that the 'command line' i not implemented a agui2 dialog, meaing that you can for example see the chat while typing on it 20160621 14:36:51< gfgtdf> annd recevie new incoming messages 20160621 14:36:52< vultraz> celticminstrel: when I envision something like this I think of what skyrim has https://i.stack.imgur.com/oPmNx.jpg 20160621 14:36:54< celticminstrel> How else are you supposed to merge the command line with the Lua console? 20160621 14:39:19-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20160621 14:39:19-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Read error: Connection reset by peer] 20160621 14:40:11< vultraz> or something like this: https://drive.google.com/file/d/0B-mR9s8FduLLSkdZZ19mYThBeE0/view?usp=sharing 20160621 14:42:16< vultraz> gfgtdf probably raises the one point that would shut such an idea down, however 20160621 14:42:27< celticminstrel> That's the formula console. 20160621 14:42:41< celticminstrel> Which Wesnoth also has already, though it's a bit weird. 20160621 14:42:43< vultraz> unless it were non modal and that would probably just cause more problems 20160621 14:42:53< celticminstrel> (Because it's intrinsically linked to the AI code.) 20160621 14:42:56< vultraz> don't remind me of that abomination 20160621 14:42:57< vultraz> :| 20160621 14:43:21< celticminstrel> The point is, there are three consoles because there are three languages. How do you propose to merge that? 20160621 14:43:42< vultraz> I guess you have a point 20160621 14:43:53< vultraz> I don't know if it's possible to have one console environment take all three kinds of input 20160621 14:44:10< loonycyborg> Aginor: I tried your renderpath_redo branch, seems to work in general, and reproduced issues you mentioned too 20160621 14:44:22< vultraz> either that, or we somehow unify the console experience with tabs or something 20160621 14:44:29< vultraz> but that might also be more trouble than it's worth 20160621 14:44:47< vultraz> or maybe we just add a dedicated hotkey for debug mode at the titlescreen or something 20160621 14:45:06< vultraz> I dunno. I always found it ridiculous that you can't toggle debug mode from the titlescreen 20160621 14:45:39< celticminstrel> Well, doing that would satisfy me, I think. 20160621 14:45:54< vultraz> sorry if I seem grumpy 20160621 14:45:57< vultraz> it's 2 am 20160621 14:46:01< gfgtdf> celticminstrel: do you useteh tiltesceen lua console ? 20160621 14:46:09< vultraz> and it's frustrating to run into Wesnoth Walls 20160621 14:46:35< celticminstrel> gfgtdf: No. 20160621 14:46:51< vultraz> after smooth experience I've been having with anura 20160621 14:47:37< vultraz> celticminstrel: we got sidetracked and didn't decide what to do about [inspect 20160621 14:47:39< vultraz> [ 20160621 14:47:42< vultraz> ]* 20160621 14:48:10< celticminstrel> [Jun 21@10:28:50am] celticminstrel: Making [inspect] debug only isn't entirely out of the question, but I think it's also helpful to allow it to open without debug mode on occasion (for example when debugging scenario startup). 20160621 14:48:11< celticminstrel> [Jun 21@10:29:27am] celticminstrel: Maybe use [inspect]always=yes for that. 20160621 14:48:12< celticminstrel> [Jun 21@10:29:46am] celticminstrel: It's not like people will have left [inspect] in their addon code, so it's probably safe to arbitrarily change its behaviour. 20160621 14:48:38< vultraz> I see 20160621 14:48:55< vultraz> and you're ok with the lua console not opening without debug anyway? 20160621 14:49:39< celticminstrel> Conceptually I think it's generally reasonable for the Lua console to not open without debug. 20160621 14:50:19< celticminstrel> If the button does nothing in the inspector, it should be hidden. That's not ideal, mind you (it would be better for it to just work). 20160621 14:50:30< celticminstrel> But this would probably be an unusual situation anyway. 20160621 14:51:00< vultraz> if that were the case I'd have to add a condition testing if the inspector launched it :| 20160621 14:57:46< vultraz> I'll let you decide the final behavior 20160621 14:58:10-!- horrowind [~Icedove@2a02:810a:83c0:1c18:21b:fcff:fee3:c3ff] has joined #wesnoth-dev 20160621 15:16:43-!- Bonobo [~Bonobo@2001:44b8:254:3200:e9dd:7b87:630a:9aef] has quit [Ping timeout: 250 seconds] 20160621 15:16:45-!- irker068 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160621 15:20:59< Ravana_> I have [inspect] in my addon code 20160621 15:21:19< celticminstrel> Why? 20160621 15:21:26< Ravana_> testing mp scenario 20160621 15:21:47< Ravana_> made separate addon that only includes debug stuff 20160621 15:37:01-!- Kwandulin [~Miranda@p200300760F3B06B6407A3048B4077B58.dip0.t-ipconnect.de] has joined 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