--- Log opened Wed Aug 03 00:00:15 2016 20160803 00:04:55< ancestral> celmin: http://mproud.com/wesnoth/Wesnoth_1.13.5-test.zip 20160803 00:11:23-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Quit: wedge009] 20160803 00:11:39-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160803 00:13:56< fabi> vultraz: I started implementing the joystick support with the controller that comes with the steam engine in mind. 20160803 00:14:08< vultraz> the Steam Controller? 20160803 00:14:12< fabi> Have you thought about that for 1.14 and the steam release? 20160803 00:14:20-!- travis-ci [~travis-ci@ec2-54-167-205-59.compute-1.amazonaws.com] has joined #wesnoth-dev 20160803 00:14:21< travis-ci> wesnoth/wesnoth#10085 (master - df84646 : Charles Dang): The build was fixed. 20160803 00:14:21< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/149339664 20160803 00:14:21-!- travis-ci [~travis-ci@ec2-54-167-205-59.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160803 00:14:25< fabi> Yeah, the Steam Controller. 20160803 00:14:38< vultraz> celmin: it's fixed ^ :D 20160803 00:14:58< fabi> s/steam engine/steam machine 20160803 00:15:17< vultraz> fabi: I don't think any of us have a Steam Controller, and for the record I think it should be called Controller support not Joystick support. But yes, I think it'd be nice to have 20160803 00:15:21< vultraz> but see first point 20160803 00:15:43< fabi> I already have one. 20160803 00:15:46-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160803 00:16:12< fabi> Still not used to it. 20160803 00:16:18< fabi> It is different than others. 20160803 00:16:23< vultraz> yes, it is 20160803 00:16:53< fabi> I have had a gamepad from Microsoft that I never got used to. 20160803 00:17:11< vultraz> I know you hate the W1 engine, but if you could get support for the Steam Controller working and in a non-goofy way for 1.14, that would be really appreciated. But if you're not interested, that's fine. 20160803 00:17:12< fabi> So that stuff can happen. 20160803 00:17:26< fabi> I guess if I can't be a friend with it coding the support is more hard. 20160803 00:18:22< fabi> vultraz: Most of the code is already in place and worked the last time I left. It was only gui support missing. 20160803 00:18:39< vultraz> well that's harder 20160803 00:18:47< fabi> yeah 20160803 00:18:55< fabi> In your silly gui2 cage. 20160803 00:19:09< vultraz> I'd love to have something other than GUI2 20160803 00:19:15< vultraz> but it's not that simple to replace 20160803 00:19:32< vultraz> seriously, I doubt anyone *loves* gui2 20160803 00:19:35< fabi> anyway 20160803 00:19:41< fabi> I guess it can be done 20160803 00:19:58< fabi> I mean implementing joystick gui in gui2 for 1.14 20160803 00:21:17-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has joined #wesnoth-dev 20160803 00:21:22< fabi> vultraz: Ask valve to support you promoting their hardware. 20160803 00:21:38< vultraz> what do you mean? 20160803 00:21:41< fabi> accept a fucking optimized for steam controller logo 20160803 00:21:47< fabi> and make some cash 20160803 00:22:34< vultraz> cash, you say? 20160803 00:22:35< fabi> pay an artist making animations with it 20160803 00:22:40< vultraz> I'm listening 20160803 00:23:06< vultraz> we'd need it to actually work with the SC firs, though 20160803 00:23:13< vultraz> and not just the joysticks 20160803 00:23:20< vultraz> which 20160803 00:23:23< vultraz> come to think of 20160803 00:23:26< vultraz> it dosn't actually have 20160803 00:23:28< vultraz> :P 20160803 00:23:30< fabi> Just an idea. I don't know if valve really offers something like that. 20160803 00:23:43< ancestral> Or front page visibility 20160803 00:23:56< ancestral> When Starbound was released, they got front page treatmenrt 20160803 00:23:57< fabi> ^ 20160803 00:24:02< vultraz> I'm sure they'd appreciate their controller promoted to a large oss audience 20160803 00:24:44< ancestral> celmin: So if you were to replace the pango and cairo libraries, I’m hoping the game runs 20160803 00:25:57< fabi> vultraz: Most joystick support related issues were not bound to the joystick or gamepad code but to gui1 or gui2 issues. 20160803 00:26:21< fabi> the gamepad needs to be able to controll those dialogs. 20160803 00:26:40< vultraz> hm 20160803 00:26:41< fabi> I had some talks to mordante about it. 20160803 00:26:52< fabi> at that time much gui1 dialogs were left 20160803 00:26:57< vultraz> well we use sdl2 now... maybe that will help deal with touch events. 20160803 00:26:59< fabi> but nowadays you seem to get rid of them 20160803 00:27:06< fabi> so it is more in reach now 20160803 00:27:10< vultraz> fabi: I'm converting as much gui1 to gui2 as I can 20160803 00:27:47< fabi> Well, in case of the 1.14 joystick support that is fine. But your effords will be lost with the old engine. 20160803 00:28:17< fabi> Anyway. You learn how to code by doing it :-) 20160803 00:28:45< fabi> The thing is that every button like widget needs to be mapped to a joystick button. 20160803 00:29:09< fabi> and the joystick needs to be able to controll lists and select items. 20160803 00:29:44< fabi> the gui needs to show which button on the joystick is mapped to the button in game to give hint about it. 20160803 00:30:07 * vultraz groans 20160803 00:30:13< fabi> all of that is no rocket sience 20160803 00:31:44< fabi> I mean the lists already listens to a keyboard press. Adding a joystick button event is easy. 20160803 00:31:59< fabi> I just did not touch it because Mordante didn't like other people touching his code. 20160803 00:32:04< fabi> Not because it is that hard. 20160803 00:32:27< vultraz> a lot of us have touched gui2 since he left 20160803 00:32:35< fabi> yeah 20160803 00:32:38< vultraz> and done a lot of stuff he'd probably dislike. 20160803 00:32:38< fabi> you can do that 20160803 00:33:58-!- Bonobo [~Bonobo@2001:44b8:254:3200:49c:fccb:a600:74e7] has joined #wesnoth-dev 20160803 00:37:22-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 260 seconds] 20160803 00:40:09< Aginor> I think the steam controller can actually emulate mouse and keyboard 20160803 00:40:22< Aginor> so to support that one there's nothing special needed 20160803 00:40:34< Aginor> an xbox controller or something on the other hand... 20160803 00:40:54< Aginor> but it'd require a completely different control scheme that's less gui driven 20160803 00:40:55< fabi> my older gamepad 20160803 00:41:02< fabi> is running in xbox controller mode 20160803 00:41:10< fabi> so I coded with that as target 20160803 00:41:20< fabi> but it is from logitech 20160803 00:41:31< fabi> but handled by the xbox gamepad linux driver 20160803 00:42:17< celmin> vultraz, fabi: Controller support was apparently disabled with the SDL2 port. 20160803 00:42:26< Aginor> celmin: no 20160803 00:42:33< celmin> No? 20160803 00:42:33< irker523> wesnoth: Charles Dang wesnoth:master 12601cc6e291 / / (8 files in 4 dirs): Convert several GUI2 dialogs to use the new sorting code https://github.com/wesnoth/wesnoth/commit/12601cc6e291ad71e197690f16734cfc10b8454d 20160803 00:42:40< celmin> You said something like that, right? 20160803 00:42:43< Aginor> celmin: I took out controller hotkey support earlier 20160803 00:42:46< vultraz> celmin: ^ behold how our new code has simplified things :D 20160803 00:42:51< celmin> Oh, before the SDL2 port? 20160803 00:42:55< Aginor> yes 20160803 00:42:58< fabi> yeah 20160803 00:43:00< fabi> well 20160803 00:43:04< fabi> It can be restored 20160803 00:43:04< Aginor> it's trivial to add back 20160803 00:43:07< vultraz> (especially with the gui2 addons manager) 20160803 00:43:10< celmin> Of course. 20160803 00:43:15< vultraz> (like holy crap, that is so much cleaner now) 20160803 00:43:36< Aginor> I just didn't bother because controller support wasn't finished and nobody had a plan 20160803 00:43:43< iceiceice> horray they fixed my bug 20160803 00:44:02< iceiceice> oops wrong channel :D 20160803 00:44:35< irker523> wesnoth: Charles Dang wesnoth:master 895774bb43e1 / src/addon/manager_ui.cpp: Accidentally enabled the GUI2 addons manager in 12601cc6e291. Oops https://github.com/wesnoth/wesnoth/commit/895774bb43e198a11766e79b7791d8dc313e6b90 20160803 00:45:26< vultraz> not functional yet :P 20160803 00:45:32< vultraz> can't be enabling that 20160803 00:45:41< celmin> ancestral: I'm getting lib not loaded for readline. Maybe it would work on the other computer. 20160803 00:46:00< ancestral> Okay, give me a second, I had some other libs bad 20160803 00:46:20-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Quit: Ex-Chat] 20160803 00:46:55< vultraz> loonycyborg: btw, do you plan on making the new addons manager functional? 20160803 00:47:28-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160803 00:47:37< ancestral> Oh I see readline is bad one sec 20160803 00:52:33-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 276 seconds] 20160803 00:57:40-!- mjs-de [~mjs-de@x4db54899.dyn.telefonica.de] has quit [Remote host closed the connection] 20160803 00:59:24< ancestral> Ugh, fixing more broken link shit 20160803 01:08:34< vultraz> ancestral: btw, i didn't get to say thanks for your help with the greenlight outreach 20160803 01:08:42< ancestral> Thanks! 20160803 01:08:45< ancestral> It was fun 20160803 01:08:48< vultraz> posting to reddit and hn, and replying to comments. 20160803 01:11:49-!- gfgtdf [~chatzilla@x4e368871.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.92 [Firefox 47.0/20160604131506]] 20160803 01:15:35< celmin> ancestral: If readline is problematic, you could disable it in the XCode project. 20160803 01:15:58< celmin> Someone said we should probably roll our own as well. 20160803 01:16:34< vultraz> gfgtdf did 20160803 01:17:26< celmin> Is it only used in that one place? (The Lua console) 20160803 01:17:49< vultraz> as far as I know 20160803 01:17:49< irker523> wesnoth: Charles Dang wesnoth:master bd9c915c0c83 / src/gui/dialogs/ (unit_create.cpp unit_recall.cpp): Use keyboard_capture() for filter boxes to trigger focused state https://github.com/wesnoth/wesnoth/commit/bd9c915c0c8355d10cc367ea0a888ace06f77dfa 20160803 01:17:51< celmin> It doesn't seem to work very well though. 20160803 01:17:51< vultraz> I don 20160803 01:17:53< vultraz> t build with it 20160803 01:18:41< celmin> vultraz: Why'd you change the ids from sort_name to sort_0? That feels like a step backwards. 20160803 01:18:57< vultraz> celmin: internal implementation detail of listboxes expects those ids 20160803 01:19:46< vultraz> celmin: gui/widgets/listbox.cpp:512 20160803 01:22:17< celmin> We should probably make a theme that uses the race/alignment icons, and make that the default. 20160803 01:22:28< celmin> (Also, they still need tooltips in the dialog IMO) 20160803 01:22:30< vultraz> ancestral is working on the theme stuff 20160803 01:22:40< vultraz> celmin: i set them, but for some reason they're not showing up 20160803 01:22:52-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160803 01:23:10< vultraz> ancestral: that does remind me tho, do try to incorporate the alignment/race icons into your theme. 20160803 01:23:14< vultraz> ah he left :P 20160803 01:24:32< vultraz> celmin: we have enum_to_string, right? 20160803 01:24:41< celmin> Yes? 20160803 01:24:46< celmin> Why do you ask? 20160803 01:24:49< vultraz> er, string_to_enum 20160803 01:24:54< celmin> Also yes. 20160803 01:24:58< celmin> We have both. 20160803 01:25:00< fabi> Is there any tool that can expand macros on demand. 20160803 01:25:06< vultraz> doing a minor code cleanup of tgame_load 20160803 01:25:07< celmin> Probably. 20160803 01:25:10< vultraz> came across this 20160803 01:25:13< vultraz> game_classification::CAMPAIGN_TYPE ct = lexical_cast(campaign_type); 20160803 01:25:28< fabi> ? Meaning only some of them and preserving the rest of the code including comments? 20160803 01:25:39< vultraz> can't it just be game_classification::CAMPAIGN_TYPE ct = game_classification::CAMPAIGN_TYPE ct::string_to_enum(campaign_type); or something? 20160803 01:25:57< celmin> That could be changed to string_to_enum, sure. It probably won't make any difference whatsoever though. 20160803 01:26:31< celmin> I don't remember if string_to_enum is the actual name. 20160803 01:26:48< vultraz> it is 20160803 01:27:50< celmin> Why'd you change Ret to T instead of Fnc? I realize it doesn't matter as parameter names in the header are meaningless, but it's weird when they differ from the names in the source file. 20160803 01:27:58< celmin> (Also, why Fnc instead of Fcn?) 20160803 01:28:15< vultraz> I changed it to T? 20160803 01:28:45< vultraz> I'm seeing Fnc 20160803 01:29:49< vultraz> Fnc is how I abbreviated FuNCtion. I guess FunCtioN would also work... 20160803 01:30:58< celmin> In the header 20160803 01:31:26< celmin> To me, Func and Fcn make sense but Fnc is a bit weird. 20160803 01:31:32< vultraz> which header? 20160803 01:31:33< celmin> Maybe it's just me though. 20160803 01:31:40< celmin> unit_recall.hpp or whatever 20160803 01:31:42< vultraz> Oh 20160803 01:31:44< vultraz> that one 20160803 01:31:48< vultraz> unintended 20160803 01:31:59< celmin> Not really important. 20160803 01:32:07< vultraz> I'll fix it when I'm done 20160803 01:32:42-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20160803 01:34:41< vultraz> celmin: string_to_enum doesn't crash if the string is a non-enum member, does it? 20160803 01:35:33< celmin> I don't know. Look in utils/make_enum.hpp, 20160803 01:36:04< celmin> What are the possible campaign types anyway? 20160803 01:36:15< vultraz> * In case of a bad string -> enum conversion from istream input, the istream 20160803 01:36:16< vultraz> * will have its fail bit set. This means that lexical_casts will throw a 20160803 01:36:18< vultraz> hm 20160803 01:36:25< vultraz> so do I still have to catch bad_lexical_cast? 20160803 01:36:30< celmin> Depends what you want here. 20160803 01:36:55< celmin> I think there's a version of string_to_enum that returns a default value on failure, so the question is, is there a sensible default, or should an error message be shown? 20160803 01:36:55< vultraz> I moved that line I was talking above directly into the switch statement 20160803 01:36:57< vultraz> switch(game_classification::CAMPAIGN_TYPE::string_to_enum(campaign_type).v) { 20160803 01:37:05< celmin> Ugh. 20160803 01:37:17< vultraz> do I wrap this in try{} 20160803 01:37:21< celmin> I think it's better to keep it separate. 20160803 01:37:39< celmin> That's what I'm trying to decide here, but I don't even know what a campaign type is or where it's used. 20160803 01:37:42< celmin> What are the enum values? 20160803 01:38:14< vultraz> SCENARIO, MULTIPLAYER, TUTORIAL, TEST 20160803 01:38:22< celmin> Ah, so it's the taf type. 20160803 01:38:24< celmin> ^tag 20160803 01:39:35< celmin> Give me a minute to look up the source. 20160803 01:42:01< celmin> Oh, it's already wrapped in a try. Convenient. 20160803 01:42:48< celmin> So I think the throwing one is best after all. (But also change the type of the catch clause appropriately.) 20160803 01:43:16< celmin> Or of course you could leave it as-is. It's not hurting anyone to use lexical_cast here. 20160803 01:44:51< vultraz> i thought string_to_enum threw bad_lexical_cast 20160803 01:45:24< celmin> I dunno, does it? Look in utils/make_enum.hpp 20160803 01:46:13< vultraz> oh, no, it's bad_enum_cast 20160803 01:49:12-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has joined #wesnoth-dev 20160803 01:49:15< vultraz> so, im curious, why do you sometimes see 20160803 01:49:26< vultraz> catch(excep &) 20160803 01:49:39< vultraz> and not just catch(excep) 20160803 01:50:01< celmin> You should always catch by reference when you're using exception base classes. 20160803 01:50:15< celmin> Otherwise, the exception will be … what was the word… clipped? 20160803 01:50:27< celmin> So you won't be able to access the error info from it. 20160803 01:50:31< vultraz> I see 20160803 01:51:04< celmin> It's probably better to catch by reference for any class types. 20160803 01:51:30< celmin> Otherwise there's an implicit copy. 20160803 01:51:46< celmin> Which the compiler may or may not actually optimize out. 20160803 01:58:24< ancestral> Alright, I think I’ve fixed everything 20160803 02:15:09< ancestral> Building and I’m going to prepare one more, this time hopefully it won’t need any changes in 10.7 20160803 02:15:21-!- travis-ci [~travis-ci@ec2-54-167-205-59.compute-1.amazonaws.com] has joined #wesnoth-dev 20160803 02:15:22< travis-ci> wesnoth/wesnoth#10088 (master - bd9c915 : Charles Dang): The build has errored. 20160803 02:15:22< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/149355765 20160803 02:15:22-!- travis-ci [~travis-ci@ec2-54-167-205-59.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160803 02:16:28-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20160803 02:17:09< mattsc> Hi celmin: next question :P 20160803 02:17:28< mattsc> Does [modify_side][ai]aggression=1 … not work any more? 20160803 02:17:36< celmin> It should work. 20160803 02:17:41< mattsc> The wiki claims that it does, but I can’t get it to work. 20160803 02:17:46< mattsc> I thought it should. 20160803 02:19:27-!- JyrkiVesterinen [~JyrkiVest@87-100-157-93.bb.dnainternet.fi] has joined #wesnoth-dev 20160803 02:19:38< mattsc> It doesn’t show up as a custom facet in the inspect dialog. 20160803 02:20:04< celmin> I'm pretty sure I had unit tests which should guarantee that that sort of aspect works... 20160803 02:20:05< mattsc> And I have (now) also added change to the gold amount, so I know the [modify_side] in general works. 20160803 02:20:25< celmin> They were tested on attack_depth, but aggression works the same way... 20160803 02:20:33< vultraz> mattsc: I made a small change to the key focus handling in those two dialogs from yesterday. If you have a chance, can you confirm again that they work as expected, and that the cursor shows up in the filter box? 20160803 02:20:50< celmin> Ah, so the issue is only in [modify_side][ai]. 20160803 02:20:53< mattsc> celmin: are you in a position to test this quickly? 20160803 02:20:55< celmin> Not in [side][ai]. 20160803 02:20:59< celmin> Hmmm. 20160803 02:21:05< celmin> Do you have a quick way to test? 20160803 02:21:15< mattsc> haven’t tried [side][ai]; I just asume that that will work. 20160803 02:21:24< celmin> Right, that's what all the testing was on after all. 20160803 02:21:55< mattsc> celmin: well, just, just put a modify_side tag into a start event 20160803 02:22:10< mattsc> first ‘just’ should be ‘yes' 20160803 02:22:55< mattsc> vultraz: I can do that in a little while. Which two dialogs (I only tested create_unit before)? 20160803 02:23:14< celmin> Probably recall. 20160803 02:23:18< vultraz> create and uh... recall 20160803 02:23:37< mattsc> okay; will do (just not right this moment) 20160803 02:24:05< celmin> side=1 goes directly in the [modify_side] right 20160803 02:25:02< mattsc> yes 20160803 02:25:12< mattsc> celmin: just tested, and it works in [side][ai] 20160803 02:26:24< celmin> Looks like you're right, it doesn't work. I'll investigate soon. 20160803 02:26:41< mattsc> thanks! 20160803 02:26:57 * celmin waiting on ancestral? 20160803 02:27:13< ancestral> I have a build and then hopefully you can test 20160803 02:27:17< ancestral> ~10-15 minutes 20160803 02:27:41< ancestral> Had to change a dozen library files 20160803 02:34:59< ancestral> Wow found a fast SF.net server 20160803 02:37:07< vultraz> Secret github gists can only be viewed with the link, right? 20160803 02:38:07< ancestral> celmin: In 10 minutes, please download: http://mproud.com/wesnoth/Wesnoth_1.13.5-test2.zip 20160803 02:38:17< ancestral> Let me know if you get an error at launch for a dyld 20160803 02:38:33< ancestral> I fixed the CoreText and CoreGraphics locations 20160803 02:39:11< celmin> I have to wait 10 minutes before downloading? 20160803 02:39:34< mattsc> celmin: I am just going to use [modify_ai] for the time being, but [modify_side][ai] is much more convenient to use, so hopefully that’s not too hard to restore. 20160803 02:39:55< celmin> Hopefully. 20160803 02:44:44< vultraz> celmin: is it just me or is this a bug https://github.com/wesnoth/wesnoth/blob/master/src/gui/dialogs/game_load.cpp#L323 20160803 02:45:02< vultraz> it creates a const pointer, then tries to assign to it... or is that allowed? 20160803 02:45:20< celmin> It's not a const pointer. 20160803 02:45:30< celmin> A const pointer would be config* const. 20160803 02:45:34< vultraz> oh 20160803 02:45:35< celmin> It's a pointer-to-const. 20160803 02:45:36< vultraz> then what is it? 20160803 02:45:43< celmin> So, the pointer is mutable, but it points at an immutable value. 20160803 02:46:07< celmin> You can change the pointer to point somewhere else, but you can't change what it's pointing at. 20160803 02:46:36< celmin> Incidentally, semantically a const pointer is identical to a reference. (Obviously it's different syntactically.) 20160803 02:48:34-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160803 02:50:03-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 244 seconds] 20160803 02:58:29-!- Bonobo [~Bonobo@2001:44b8:254:3200:49c:fccb:a600:74e7] has quit [Ping timeout: 250 seconds] 20160803 02:58:48-!- Bonobo [~Bonobo@2001:44b8:254:3200:684b:2de8:c8e7:cd10] has joined #wesnoth-dev 20160803 02:59:04-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20160803 03:33:28-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160803 03:35:22-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20160803 03:37:35-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 244 seconds] 20160803 03:39:44< irker523> wesnoth: Charles Dang wesnoth:master d05e1ff6eea5 / src/gui/dialogs/ (game_load.cpp game_load.hpp): tgame_load: code cleanup https://github.com/wesnoth/wesnoth/commit/d05e1ff6eea5539319fb38b85096a3776c9b3d16 20160803 03:39:47< irker523> wesnoth: Charles Dang wesnoth:master ba59cba0523e / src/gui/dialogs/ (7 files in 2 dirs): Formatting fixup from 12601cc6e291 https://github.com/wesnoth/wesnoth/commit/ba59cba0523e09a288ea3e255d0ffbcbd4a8e470 20160803 03:43:19< irker523> wesnoth: Charles Dang wesnoth:master f2825f8aacdf / src/gui/dialogs/addon/list.hpp: Consistency https://github.com/wesnoth/wesnoth/commit/f2825f8aacdf01b524af418e918ad769797ee409 20160803 03:45:07< celmin> ancestral: You must have messed up fixing references to Boost, because they all reference the Framework folder instead of Frameworks. Also, random is referenced as program_random, regex as program_regex, system as program_system, thread as program_thread. Once I fixed those, your build launched, but failed with a dyld error after the window appeared - missing symbol __sincos_stret in libSystem.8.dylib referenced from libcairo.2.dylib. 20160803 03:45:08< celmin> I'll try substituting by versions of cairo and pango and see if that fixes it. 20160803 03:48:47-!- celmin [~celticmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The minstrel departs, to spread the music to the masses!] 20160803 03:49:21< irker523> wesnoth: Charles Dang wesnoth:master 5b8a64405a95 / data/gui/window/game_load.cfg: Load Game: used a spacer to force space in the details area https://github.com/wesnoth/wesnoth/commit/5b8a64405a95bf352fa7ec1d5b8cd0065811789e 20160803 03:53:05< celticminstrel> ^ my versions 20160803 03:53:46< Aginor> bah, whoever claims that chrome isn't memory hungry is full of it... 20160803 03:53:58< Aginor> It was using around 12G here :( 20160803 03:55:35< celticminstrel> Totally memory hungry. 20160803 03:56:03< celticminstrel> I don't think I recall Firefox surpassing 5GB actually... so maybe it really is an improvement on Chrome... 20160803 03:56:33< irker523> wesnoth: Charles Dang wesnoth:master b3b6c143714e / src/gui/widgets/unit_preview_pane.cpp: tunit_preview_pane: some consistency between view modes https://github.com/wesnoth/wesnoth/commit/b3b6c143714e7b5f3e2108635d6a4e2313e0d6b0 20160803 03:58:04< celticminstrel> There are some functions in the Lua API that I think should probably be split up... 20160803 03:58:07< celticminstrel> Like modify_side. 20160803 03:58:30< celticminstrel> Did someone just lazily copy code from wml_actions.cpp to game_lua_kernel.cpp or what? 20160803 03:58:45< vultraz> likely 20160803 03:59:03< celticminstrel> Porting tags in general might be silly, but it's totally pointless if you just push the entire functionality into an API function. 20160803 03:59:25< celticminstrel> Admittedly I copied the fog code over, but at least the fog tags are not a simple wesnoth.modify_fog(cfg) or whatever. 20160803 04:01:40< vultraz> I believe it was iceiceice who did that 20160803 04:01:43< vultraz> sadly 20160803 04:01:49< celticminstrel> Bad iceiceice. 20160803 04:01:52< celticminstrel> Do it properly. 20160803 04:02:00< celticminstrel> :P 20160803 04:02:15< celticminstrel> Okay, breakpoints in place, now I can try debugging this issue. 20160803 04:05:34< celticminstrel> Why is gettext a prereq for pango, anyway. 20160803 04:07:25 * vultraz is figuring out a way to make sure the entire sprite is always drawn in the unit preview pane 20160803 04:07:40< vultraz> right now, since most sprites are 72x72, larger sprites get cut out of the space 20160803 04:07:42< celticminstrel> If it's larger than 72x72, scale it down. 20160803 04:08:07< celticminstrel> If it's smaller, maybe you could blit it centred, but that's an unlikely case so maybe there's no point. 20160803 04:08:07< vultraz> eh, I might give it a little more room 20160803 04:08:21< celticminstrel> You could, but I think scaling is probably necessary still. 20160803 04:08:41< celticminstrel> Eh? It stepped right over the call. 20160803 04:09:16< celticminstrel> I guess I can add another breakpoint... 20160803 04:11:37< celticminstrel> Really annoying how the executable is missing debug information for some functions. 20160803 04:12:42< vultraz> hm 20160803 04:13:04< vultraz> ok, so gui2 has a [drawing] widget that I can use to make the image always a certain dimension 20160803 04:13:16< celticminstrel> So basically it's passing a config with no [ai] children. It's probably passing the [ai] config directly rather than a config containing it. 20160803 04:13:25< vultraz> problem is, not all images have the same ratio... 20160803 04:13:31< vultraz> maybe I need to use ~SCALE_INTO instead 20160803 04:14:53-!- travis-ci [~travis-ci@ec2-54-205-149-106.compute-1.amazonaws.com] has joined #wesnoth-dev 20160803 04:14:54< travis-ci> wesnoth/wesnoth#10089 (master - ba59cba : Charles Dang): The build passed. 20160803 04:14:54< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/149372044 20160803 04:14:54-!- travis-ci [~travis-ci@ec2-54-205-149-106.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160803 04:24:56< vultraz> hm 20160803 04:25:08< vultraz> celticminstrel: ok, so scaling big sprites down to 72 is kinda too small 20160803 04:25:10< vultraz> like the dragon 20160803 04:25:25< vultraz> but scaling others up, even with SCALE_SURFACE_SHARP.... 20160803 04:25:26< vultraz> not sure 20160803 04:25:45< celticminstrel> Scaling up doesn't seem like that great an idea. 20160803 04:26:42< celticminstrel> You sure it's too small? 20160803 04:27:09< vultraz> i mean, it's visible, but it's a tiny dragon 20160803 04:27:18< celticminstrel> ...MacPorts is now installing pcre. Why. 20160803 04:27:48< celticminstrel> Is it a problem for it to be a tiny dragon? 20160803 04:29:32< vultraz> https://drive.google.com/file/d/0B-mR9s8FduLLbVRqSFgxSTYycWs/view?usp=sharing 20160803 04:29:34< vultraz> see for yourself 20160803 04:31:08-!- Kwandulin [~Miranda@p200300760F606259F90BD0E030DDA81B.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160803 04:33:54< celticminstrel> I suppose that link can only be viewed in a browser... 20160803 04:36:29-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Ping timeout: 244 seconds] 20160803 04:36:42< celticminstrel> mattsc: You know, using [modify_side][ai] a lot seems like it would bloat the config with inactive facets... 20160803 04:36:57< celticminstrel> Probably not much that can be done about that, but... 20160803 04:37:51< vultraz> i wish we had anura's scaling algorithm 20160803 04:37:54< vultraz> it looks really nice 20160803 04:38:01< celticminstrel> Meh. 20160803 04:39:24< Aginor> vultraz: implement it instead of complain 20160803 04:39:29< celticminstrel> BTW, we have three scaling algorithms. 20160803 04:39:46< vultraz> Aginor: I could 20160803 04:40:02< celticminstrel> Is Anura GPL? 20160803 04:41:07< vultraz> good question 20160803 04:43:14-!- travis-ci [~travis-ci@ec2-54-163-72-166.compute-1.amazonaws.com] has joined #wesnoth-dev 20160803 04:43:15< travis-ci> wesnoth/wesnoth#10090 (master - f2825f8 : Charles Dang): The build passed. 20160803 04:43:15< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/149372401 20160803 04:43:15-!- travis-ci [~travis-ci@ec2-54-163-72-166.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160803 04:45:06< shadowm> If only there was a way to find out: https://github.com/anura-engine/anura/blob/trunk/LICENSE 20160803 04:45:49< vultraz> was just looking at that 20160803 04:46:44< vultraz> shadowm: in your UX opinion, is that scaled dragon in my screenshot above too small? 20160803 04:46:51< celticminstrel> In other words, you cannot copy code from Anura. 20160803 04:47:04< shadowm> Ask me in 7 days. 20160803 04:47:09< celticminstrel> At least, that would be my interpretation. 20160803 04:47:55< shadowm> Your interpretation is a bit odd. 20160803 04:48:03< celticminstrel> Maybe. 20160803 04:48:18< celticminstrel> It's certainly not GPL. 20160803 04:48:20< shadowm> Its oddness factor is a fact. 20160803 04:48:25< shadowm> Not a possibility. 20160803 04:48:46< vultraz> XBRZ(2) looks great for smaller sprites 20160803 04:49:00< vultraz> but if you scale something down to 72 x 72 20160803 04:49:02< vultraz> then UP 20160803 04:49:03< shadowm> That's the zlib license, in case you haven't seen it before. It's very clearly an OSD-compliant license. 20160803 04:49:04< vultraz> it looks like shit 20160803 04:49:37-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20160803 04:49:53< vultraz> ah, zookeeper 20160803 04:50:02< shadowm> It's no less compatible with the GPL than the MIT license (which is what Lua's source is licensed under). 20160803 04:50:24< shadowm> So you can probably do the math. 20160803 04:50:26< celticminstrel> Oh, so that sort of license is GPL-compatible? 20160803 04:51:00< celticminstrel> I've seen a license similar to that before. I didn't know it was the zlib license. 20160803 04:51:59< vultraz> [15:44:34] Sirp by default to do scaling like that we just use naive/simple scaling 20160803 04:52:04 * vultraz ponders what this means 20160803 04:52:31< shadowm> celticminstrel: No. 20160803 04:52:42< shadowm> But that's the wrong question to be asking to begin with. 20160803 04:53:04< celticminstrel> Now you've lost me. 20160803 04:53:15< shadowm> We call Lua. 20160803 04:53:27< shadowm> Lua is not licensed under the GNU GPL. 20160803 04:53:46< shadowm> We also happen to distribute Lua with some modifications. 20160803 04:55:29< shadowm> The license allows for those modifications to be distributed. You aren't the copyright owner so you can't relicense it under some arbitrary license of your choice (including the GNU GPL). But that doesn't mean you can't use the code. 20160803 04:56:08< shadowm> The same principle would apply to zlib-licensed works like Anura. 20160803 04:58:11< celticminstrel> vultraz: I'd say the tiny dragon doesn't look too bad, but at the same time, there seems enough space to make it at least 1.5x bigger? Though that might be an illusion. 20160803 04:58:31-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has joined #wesnoth-dev 20160803 04:58:43< ancestral> celminstrel: Read your messages. Bah, probably messed up some of the library paths. 20160803 04:58:45< ancestral> celticminstrel 20160803 04:58:51< vultraz> celticminstrel: it scales the images. the image has a lot of whitespac 20160803 04:58:52< vultraz> e 20160803 04:59:20< ancestral> Easiest thing would be grabbing your libraries and throwing them in the package 20160803 04:59:45< ancestral> If you wouldn’t mind zipping/tarring them up somewhere I’ll build with them 20160803 05:00:04< celticminstrel> ancestral: You can probably fix the Boost issues though. 20160803 05:00:12< ancestral> That’s true, I still can 20160803 05:00:14< celticminstrel> I'm currently installing pango through MacPorts. It could take awhile. 20160803 05:04:25< zookeeper> vultraz, maybe write something to auto-crop empty space away first, and then scale down? 20160803 05:05:32< zookeeper> otherwise, direct complaints to art department :p 20160803 05:05:59-!- hk238 [~kvirc@t224.ip7.netikka.fi] has joined #wesnoth-dev 20160803 05:07:26< ancestral> Okay I fixed the paths 20160803 05:08:14< ancestral> I guess just pango and cairo is all I should need 20160803 05:14:39-!- travis-ci [~travis-ci@ec2-54-167-205-59.compute-1.amazonaws.com] has joined #wesnoth-dev 20160803 05:14:40< travis-ci> wesnoth/wesnoth#10091 (master - 5b8a644 : Charles Dang): The build has errored. 20160803 05:14:40< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/149373046 20160803 05:14:40-!- travis-ci [~travis-ci@ec2-54-167-205-59.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160803 05:18:18-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160803 05:22:59-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 260 seconds] 20160803 05:27:09< wedge009> celmin: What do I need to check? 20160803 05:28:27< celticminstrel> I think that situation was resolved in the end. I can't remember exactly which commit(s) I was talking about. (If you want to verify that master builds though, that'd be good. Not sure if the new dialog was added yet in MSVC either.) 20160803 05:36:44< JyrkiVesterinen> If it's the unit recall dialog, I added it to MSVC yesterday. 20160803 05:37:27-!- travis-ci [~travis-ci@ec2-54-163-72-166.compute-1.amazonaws.com] has joined #wesnoth-dev 20160803 05:37:28< travis-ci> wesnoth/wesnoth#10092 (master - b3b6c14 : Charles Dang): The build passed. 20160803 05:37:28< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/149373927 20160803 05:37:28-!- travis-ci [~travis-ci@ec2-54-163-72-166.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160803 05:37:36< celticminstrel> Oh yeah, I think I remember seeing the commit now. 20160803 05:38:05-!- mjs-de [~mjs-de@x4db54899.dyn.telefonica.de] has joined #wesnoth-dev 20160803 05:45:29-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160803 05:56:14-!- mjs-de [~mjs-de@x4db54899.dyn.telefonica.de] has quit [Remote host closed the connection] 20160803 05:58:16-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has joined #wesnoth-dev 20160803 06:07:44< wedge009> JyrkiVesterinen: celticminstrel: Build is okay, thanks. 20160803 06:10:13-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160803 06:11:40-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has joined #wesnoth-dev 20160803 06:37:07< celticminstrel> It feels like MacPorts has been building xorg-libxcb forever... 20160803 06:37:27< celticminstrel> I think I'm going to sleep and hope it's done by the time I wake up. 20160803 06:37:33-!- celticminstrel is now known as celmin|sleep 20160803 06:38:04-!- atarocch [~atarocch@194.127.9.108] has joined #wesnoth-dev 20160803 06:56:52-!- irker523 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160803 07:06:34-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160803 07:09:38-!- Kwandulin [~Miranda@p200300760F606259F90BD0E030DDA81B.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160803 07:10:52-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 240 seconds] 20160803 07:26:19-!- boucman_work [~boucman@229.29.205.77.rev.sfr.net] has joined #wesnoth-dev 20160803 07:27:28-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160803 07:31:55-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 250 seconds] 20160803 07:58:09-!- molt [~molt@37.122.170.190] has quit [Ping timeout: 260 seconds] 20160803 07:59:12< vultraz> zookeeper: do you think this is too small https://drive.google.com/file/d/0B-mR9s8FduLLbVRqSFgxSTYycWs/view 20160803 07:59:26< vultraz> it feels too small 20160803 07:59:28< vultraz> (the dragon) 20160803 08:03:17< vultraz> ill give gui1 props for allowing expandable image areas, in this case 20160803 08:07:10-!- molt [~molt@37.122.170.190] has joined #wesnoth-dev 20160803 08:18:28-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160803 08:36:55-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160803 08:41:32-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 258 seconds] 20160803 08:49:10< zookeeper> vultraz, well yes, it is very small 20160803 08:50:01< vultraz> blah 20160803 08:51:02< zookeeper> could be quite a bit bigger if the image was cropped first 20160803 08:51:13< zookeeper> (and i don't mean cropping the actual image file, of course) 20160803 08:51:52< vultraz> I'm going to compromise 20160803 08:51:58< vultraz> make every image 144x144 20160803 08:52:13< vultraz> (procedurally, of course) 20160803 08:53:06< zookeeper> uh..? 20160803 08:53:24< vultraz> ~SCALE_INTO_SHARP(144,144) 20160803 08:53:41< vultraz> this will scale standard sprites up 2x 20160803 08:53:54< zookeeper> so we'd have most sprites at 2x zoom? 20160803 08:53:58< vultraz> and large sprites down, maintaining aspect ratio. 20160803 08:54:00< vultraz> yes 20160803 08:54:16< zookeeper> please show screenshots of that first, i'm extremely sceptical 20160803 08:55:50< vultraz> https://drive.google.com/file/d/0B-mR9s8FduLLSGhQbDRWMGpPTjQ/view?usp=sharing 20160803 08:56:35-!- Duthlet [~Duthlet@dslb-178-005-055-087.178.005.pools.vodafone-ip.de] has joined #wesnoth-dev 20160803 08:57:04< zookeeper> hrhm. well it doesn't look bad in that case at least. what's the zoom level used in the unit help? 20160803 08:57:54< vultraz> 2x XBRZ 20160803 08:58:05< vultraz> this is 2x NN 20160803 08:59:28< zookeeper> right 20160803 09:00:16< vultraz> keep in mind, though, that in help it's explicitly scaled 2x 20160803 09:00:29< vultraz> this just happens to be 2x our standard size 20160803 09:00:39< zookeeper> oh and you can't just scale to 144,144 since images aren't always square 20160803 09:00:59< vultraz> SCALE_INTO_* maintains aspect ratio 20160803 09:01:06< zookeeper> oh? cool 20160803 09:01:16< vultraz> it was explicitly added for scaling non-square images 20160803 09:01:50< zookeeper> i guess it's worth a try then? 20160803 09:02:21< vultraz> this is what the dragon looks like under this system https://drive.google.com/file/d/0B-mR9s8FduLLQU5GNFFpeVpldGM/view?usp=sharing 20160803 09:02:22< zookeeper> can't say anything definite without seeing it in action i guess, but it seems like it might work well 20160803 09:02:30< vultraz> perfectly acceptable, I think 20160803 09:02:41< zookeeper> looks like it, yeah 20160803 09:03:09< vultraz> Alright, I'll commit this later along with some other improvements 20160803 09:38:12-!- Appleman1234 [~Appleman1@KD036012026062.au-net.ne.jp] has quit [Ping timeout: 244 seconds] 20160803 09:42:10< loonycyborg> vultraz: I'll look into it later. It would help if you pointed out the entry points where network stuff should be implemented 20160803 09:42:52-!- nurupo [~nurupo.ga@unaffiliated/nurupo] has quit [Ping timeout: 244 seconds] 20160803 09:44:58-!- nurupo [~nurupo.ga@unaffiliated/nurupo] has joined #wesnoth-dev 20160803 09:54:22-!- Appleman1234 [~Appleman1@KD036012024053.au-net.ne.jp] has joined #wesnoth-dev 20160803 10:02:43< vultraz> loonycyborg: what do you mean? 20160803 10:08:54< loonycyborg> vultraz: I mean point out exact locations in code where you expect networking calls to be done 20160803 10:08:59< loonycyborg> might save me some time 20160803 10:09:46< vultraz> ok 20160803 10:09:58< vultraz> I'll add some empty callbacks 20160803 10:10:22< vultraz> then you'll just need to fill them 20160803 10:12:16-!- PoignardAzur [~olivier@APuteaux-654-1-216-219.w86-217.abo.wanadoo.fr] has joined #wesnoth-dev 20160803 10:25:12-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160803 10:26:27-!- boucman_work [~boucman@229.29.205.77.rev.sfr.net] has quit [Excess Flood] 20160803 10:26:53-!- boucman_work [~boucman@229.29.205.77.rev.sfr.net] has joined #wesnoth-dev 20160803 10:29:12-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 244 seconds] 20160803 10:30:01-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth-dev 20160803 10:57:40-!- gfgtdf [~chatzilla@x4e368e00.dyn.telefonica.de] has joined #wesnoth-dev 20160803 11:02:28-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Quit: ChipmunkV] 20160803 11:25:05-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160803 11:45:40-!- molt [~molt@37.122.170.190] has quit [Ping timeout: 244 seconds] 20160803 12:11:39-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160803 12:14:35-!- molt [~molt@37.122.170.190] has joined #wesnoth-dev 20160803 12:15:43-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 252 seconds] 20160803 12:15:43-!- wedge010 is now known as wedge009 20160803 12:56:28< celmin|sleep> ...ugh, MacPorts build failed. 20160803 12:57:14< celmin|sleep> Why the helll does it need to install three different versions of Python? 20160803 12:58:19< Bonobo> One or two pythons alone would be lonely. 20160803 12:58:21< celmin|sleep> Hmm, well, it might've already installed the minimum stuff I need, so I'll check properly before recompiling. 20160803 12:58:36< celmin|sleep> Reinstalling. Retrying. Whatever. 20160803 13:02:06-!- irker340 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160803 13:02:06< irker340> wesnoth: Celtic Minstrel wesnoth:master 29ca22b5dafb / src/ai/manager.cpp: Fix [modify_side][ai] https://github.com/wesnoth/wesnoth/commit/29ca22b5dafbfc3f420cce6f3806a7c1bc3d582e 20160803 13:04:25-!- celmin|sleep is now known as celticminstrel 20160803 13:04:40 * vultraz curses gui2 20160803 13:07:46-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20160803 13:07:53< celticminstrel> Nice timing there. 20160803 13:07:53-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Read error: Connection reset by peer] 20160803 13:07:58< celticminstrel> Or not? 20160803 13:08:16 * celticminstrel does still need to investigate debug_ai... 20160803 13:08:56< vultraz> you really should fix that ai_algorithm bug 20160803 13:09:42-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20160803 13:09:50< celticminstrel> Which bug? 20160803 13:10:44< vultraz> that one where you can't modify it 20160803 13:11:06< vultraz> "[modify_side][ai]ai_algorithm= doesn't work" 20160803 13:11:09< celticminstrel> Ah. 20160803 13:11:11< vultraz> unless you just fixed it? 20160803 13:11:32< vultraz> (it's this one https://gna.org/bugs/index.php?16107) 20160803 13:11:37< celticminstrel> No, [modify_side][ai] was totally broken, so that's what I just fixed. 20160803 13:11:45< celticminstrel> I didn't address ai_algorithm specifically. 20160803 13:12:23< celticminstrel> Actually, [modify_side][ai] specifically only works for aspects at the moment. 20160803 13:12:30< celticminstrel> That's not documented as far as I know? 20160803 13:12:57< vultraz> dunno 20160803 13:13:15< vultraz> wasn't mattsc or someone redoing the ai wiki pages? 20160803 13:13:31< celticminstrel> He finished that ages ago, and then I updated them recently for the new stuff. 20160803 13:13:45< vultraz> yes 20160803 13:13:52< vultraz> but i mean wouldn't he then know 20160803 13:13:57< celticminstrel> Maybe. 20160803 13:14:00< vultraz> since he was working with them extensively 20160803 13:14:37< celticminstrel> Oh my, this is going to be a pain. MacPort's libs reference all their dependencies under the MacPorts dirs, except for core OSX libs. 20160803 13:15:08< celticminstrel> I wonder if it's safe to reference libX11 in /usr/lib or /usr/local/lib 20160803 13:15:25< celticminstrel> Though... 20160803 13:15:30 * mattsc doesn’t know much of anything 20160803 13:15:52< celticminstrel> It shouldn't need libX11. Ugh... how do I fix this... 20160803 13:16:26< mattsc> celticminstrel: yes, they do 20160803 13:16:37< vultraz> mattsc confirmed to be Jon Snow 20160803 13:16:39< celticminstrel> What? 20160803 13:16:51< mattsc> (reference in the mscport directory, I mean) 20160803 13:17:22< mattsc> and IIRC there’s an option to build pango without X11 support in macports 20160803 13:17:45< celticminstrel> Ugh... 20160803 13:17:50< celticminstrel> I see, you're right. 20160803 13:18:31< celticminstrel> Well, it probably doesn't need to rebuild all the dependencies for that... 20160803 13:19:08< mattsc> celticminstrel: I wrote a script to automatically change the internal references of all the libs in a directory 20160803 13:19:28< celticminstrel> The thing I dislike most about pango and cairo and harfbuzz is their glib dependency. 20160803 13:19:29< mattsc> I think I even sent that to you at some point (although that might have been ancestral) 20160803 13:19:42< mattsc> yeah, that’s a pita 20160803 13:20:11< celticminstrel> What? Why the hell does it say it wants to reinstall clang? 20160803 13:20:21< mattsc> vultraz: coming back to your question, at the time I updated that part of the wiki, I knew that ai_algorithm wasn’t working, but that was also an active bug (still is, as you pointed out). 20160803 13:20:47< celticminstrel> I think rather than fixing that bug I want to call it intended behaviour. 20160803 13:21:10< celticminstrel> But adding a different way of doing the same thing would be good. 20160803 13:21:14< mattsc> celticminstrel: sure; esp. since there are other ways to achieve that, right? 20160803 13:21:21< mattsc> oh, there aren’t yet? 20160803 13:21:23< celticminstrel> I mean, there's already switch_ai, admittedly. 20160803 13:21:31< mattsc> right 20160803 13:21:38< celticminstrel> It can get the effect but isn't quite as neat. 20160803 13:22:59< mattsc> I think that’s fine, unless the fix to [modify_side] is trivial 20160803 13:23:08< mattsc> s/fix/addition 20160803 13:24:20< mattsc> celticminstrel: concerning your earlier comment on bloating the config: yes, agreed (I think I even mention that in the comments of one of my AIs), but I think for just changing an aspect a couple times during a scenario, that’s fine 20160803 13:25:02< mattsc> also, I think that syntax is used so widely that we need to preserve it 20160803 13:25:29< celticminstrel> Which syntax? [modify_side][ai] or [modify_side][ai]ai_algorithm or something else? 20160803 13:25:40< celticminstrel> Huh, MacPorts is now installing libmagic. 20160803 13:25:41< mattsc> the former 20160803 13:25:59< mattsc> the latter should not be used at all since it isn’t working 20160803 13:25:59< celticminstrel> I was thinking about making [modify_ai][ai] also include goals. 20160803 13:26:15< mattsc> sure, that would be cool 20160803 13:26:45< celticminstrel> But not bother with stages and engines. (I doubt there's any reason to modify engines at runtime anyway.) 20160803 13:27:04< celticminstrel> (And [modify_ai] is far better for manipulating stages.) 20160803 13:27:48< celticminstrel> Actually, if [modify_side][ai] is run prior to the AI's first turn, I think it's equivalent to placing all that stuff in [side][ai], so stages would be included. 20160803 13:29:32< mattsc> ok 20160803 13:33:18-!- Kwandulin [~Miranda@p200300760F60626F4534647BB4A3EE3E.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160803 13:33:47< celticminstrel> Adding goals means I need to add a function to the AI context, which might be a pain since there are various subclasses, some of which are proxies. 20160803 13:33:57< celticminstrel> It's probably not a big deal, I guess. 20160803 13:34:05< celticminstrel> Maybe I'll do it, maybe not. 20160803 13:34:18< celticminstrel> [modify_ai] does work for that, after all. 20160803 13:34:19< mattsc> I don’t think it’s a big deal if it doesn’t get done either. 20160803 13:34:23< mattsc> right 20160803 13:35:07< mattsc> I’d much prefer somebody work on the [tunnel] issues, because that wreaks all kinds of havoc with AIs also 20160803 13:35:08< celticminstrel> It's kinda annoying how MacPorts can't re-use existing system software and needs to install its own versions (though I can kinda understand why). For example, now it's installing curl. 20160803 13:35:24< mattsc> … and I am not sure if I have the knowledge to do that myself. 20160803 13:36:13< mattsc> celticminstrel: when you mentinoned a problem with how to display a unit coming out of an occupied tunnel exit, were you talking about aesthetics or about a technical problem? 20160803 13:37:11< celticminstrel> I guess it was aesthetics. 20160803 13:37:47< celticminstrel> Do they run their teleport animation on top of the obstructor, or in the next free space along the path they're traversing? 20160803 13:38:00< mattsc> celticminstrel: okay, good (because I don’t care about that so much; and I don’t see much of a difference to a unit moving across an allied unit in a normal move) 20160803 13:38:10< mattsc> on top of the tunnel exit, of course 20160803 13:38:21< mattsc> ;) on the ‘of course’ 20160803 13:38:39< mattsc> HAPMA, after all 20160803 13:38:42< celticminstrel> ...now it's installing cmake. 20160803 13:39:02< celticminstrel> There was a thread saying about two miles. 20160803 13:39:19< mattsc> yeah, I even posted in that thread. About ninjas. Female ones. 20160803 13:39:25< celticminstrel> Huh? 20160803 13:39:32< celticminstrel> I don't remember that somehow. 20160803 13:39:42< mattsc> What I really wanted to say but refrained from though is: WINR 20160803 13:39:52< celticminstrel> Right. 20160803 13:40:13< mattsc> I pointed one of the newer forum members to Konrad and his female ninja bodyguards. 20160803 13:40:54< mattsc> Anyways, back to tunnels: I’d really like to see 3 things: 20160803 13:41:29< mattsc> 1. an option to the [tunnel] tag to turn on/off moving through an exit hex occupied by an allied unit. 20160803 13:41:40< mattsc> 2. find_reach to be consistent with the setting of that 20160803 13:41:55< mattsc> 3. the option to turn the teleport “light” off 20160803 13:44:22< mattsc> I think 1 and 2 are a must, or custom AIs will have a real hard time dealing with tunnels. 20160803 13:44:47< mattsc> *will continue to have 20160803 13:45:10< mattsc> 3 I don’t care so much about, but there are application of tunnels where the teleport animation does not make much sense. 20160803 13:51:34< mattsc> celticminstrel: your fix to [modify_side][ai] does not work for me :( 20160803 13:51:45< mattsc> I’m using it in a start event, if that makes a difference 20160803 13:51:47< celticminstrel> I did test it... 20160803 13:51:53< celticminstrel> Oh. Hmm. 20160803 13:52:23< celticminstrel> I was testing in prestart, so I guess the "pre-initialization" branch took effect. 20160803 13:54:18< mattsc> doesn’t work in prestart for me either 20160803 13:54:45< celticminstrel> ... 20160803 13:54:54< mattsc> and that would not work for what I need ayway 20160803 13:55:37< mattsc> celticminstrel: oh, hold on ... 20160803 13:56:19< mattsc> I’m just being my usual idiot 20160803 13:56:24< mattsc> it does work in prestart 20160803 13:56:28< mattsc> now let’s test start ... 20160803 13:57:17< mattsc> celticminstrel: it does work. 20160803 13:57:24< mattsc> grrr (growling at myself) 20160803 13:57:29< mattsc> thanks for the fix! 20160803 14:02:43< mattsc> vultraz: the create unit and recall dialogs (still) work as expected for me 20160803 14:02:49< vultraz> sweet :D 20160803 14:05:32< celticminstrel> Oh good. 20160803 14:12:24< irker340> wesnoth: Charles Dang wesnoth:master e7068e35d5d1 / src/gui/dialogs/unit_recruit.cpp: tunit_recruit: capture recruit list for the recruit list https://github.com/wesnoth/wesnoth/commit/e7068e35d5d12cc81397738ef26cc90228980d5b 20160803 14:12:27< irker340> wesnoth: Charles Dang wesnoth:master c2b09cbe5bfc / / (3 files in 2 dirs): tunit_preview_pane: general cleanup and functionality improvements https://github.com/wesnoth/wesnoth/commit/c2b09cbe5bfccbf5988010d9d2733182c2ff2dce 20160803 14:12:38< vultraz> wow i screwed up that commit message 20160803 14:12:47< vultraz> was supposed to say "capture keyboard focus" >_> 20160803 14:12:54< vultraz> oh well xD 20160803 14:14:33< mattsc> hmm, MESSAGE macro with “” or () for the caption does not display the unit name any more 20160803 14:19:27< vultraz> celticminstrel: still working on testing that package? 20160803 14:20:57< celticminstrel> vultraz: Still building the libs. MacPorts can take hours to install things. 20160803 14:24:38< vultraz> jesus 20160803 14:24:43< vultraz> well, try to get it done today. 20160803 14:33:08-!- PoignardAzur [~olivier@APuteaux-654-1-216-219.w86-217.abo.wanadoo.fr] has quit [Quit: leaving] 20160803 14:45:35< vultraz> oh, Advance Unit, also GUI1 20160803 14:48:04-!- travis-ci [~travis-ci@ec2-54-205-149-106.compute-1.amazonaws.com] has joined #wesnoth-dev 20160803 14:48:05< travis-ci> wesnoth/wesnoth#10094 (master - c2b09cb : Charles Dang): The build has errored. 20160803 14:48:05< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/149483353 20160803 14:48:05-!- travis-ci [~travis-ci@ec2-54-205-149-106.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160803 14:49:17< celticminstrel> That could be an interesting one. 20160803 14:49:33< celticminstrel> You probably need to make a copy of the unit for each possible advancement... 20160803 14:49:53< vultraz> hm 20160803 14:50:00< vultraz> yes, that will be more difficult.. 20160803 14:51:44< vultraz> Status and Unit List will be easy 20160803 14:52:19< vultraz> Statistics might be a little harder 20160803 15:00:25-!- JyrkiVesterinen [~JyrkiVest@87-100-157-93.bb.dnainternet.fi] has quit [Quit: .] 20160803 15:02:25< vultraz> i really need to purge that dedicated button from the preview pane :| 20160803 15:02:44< vultraz> dedicated profile 20160803 15:02:46< vultraz> button 20160803 15:03:35< vultraz> it's so jarring 20160803 15:05:52-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: mattsc] 20160803 15:22:54-!- Bonobo [~Bonobo@2001:44b8:254:3200:684b:2de8:c8e7:cd10] has quit [Read error: Connection reset by peer] 20160803 15:23:35-!- Bonobo [~Bonobo@2001:44b8:254:3200:684b:2de8:c8e7:cd10] has joined #wesnoth-dev 20160803 15:29:12-!- gfgtdf [~chatzilla@x4e368e00.dyn.telefonica.de] has quit [Remote host closed the connection] 20160803 15:30:12-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20160803 15:45:02-!- boucman_work [~boucman@229.29.205.77.rev.sfr.net] has quit [Ping timeout: 260 seconds] 20160803 15:57:22-!- JyrkiVesterinen [~JyrkiVest@87-92-54-152.bb.dnainternet.fi] has joined #wesnoth-dev 20160803 16:06:51-!- Bonobo [~Bonobo@2001:44b8:254:3200:684b:2de8:c8e7:cd10] has quit [Quit: Leaving] 20160803 16:10:12-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160803 16:10:34-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth-dev 20160803 16:11:00-!- Appleman1234 [~Appleman1@KD036012024053.au-net.ne.jp] has quit [Ping timeout: 276 seconds] 20160803 16:24:45-!- TC02 [~quassel@venus.arosser.com] has joined #wesnoth-dev 20160803 16:26:27-!- atarocch [~atarocch@194.127.9.108] has quit [Ping timeout: 260 seconds] 20160803 16:31:57-!- iceiceice [~chris@wesnoth/developer/iceiceice] has joined #wesnoth-dev 20160803 16:35:39-!- iceiceice [~chris@wesnoth/developer/iceiceice] has quit [Changing host] 20160803 16:35:39-!- iceiceice [~chris@unaffiliated/iceiceice] has joined #wesnoth-dev 20160803 16:39:55-!- Kwandulin [~Miranda@p200300760F60626F4534647BB4A3EE3E.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160803 16:40:35-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has joined #wesnoth-dev 20160803 17:06:56-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20160803 17:06:59-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Read error: Connection reset by peer] 20160803 17:09:01-!- Kwandulin [~Miranda@p200300760F60626FAC575ACFB7371147.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160803 17:12:27-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20160803 17:22:43-!- Duthlet [~Duthlet@dslb-178-005-055-087.178.005.pools.vodafone-ip.de] has quit [Quit: Lost terminal] 20160803 17:26:28-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160803 17:30:25-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: KABOOM! It seems that I have exploded. Please wait while I reinstall the universe.] 20160803 17:33:01-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160803 17:33:18-!- atarocch [~atarocch@ipbcc2d6b3.dynamic.kabel-deutschland.de] has joined #wesnoth-dev 20160803 17:34:30-!- gfgtdf [~chatzilla@x4e368e00.dyn.telefonica.de] has joined #wesnoth-dev 20160803 17:34:38< gfgtdf> vultraz: any progress on the 1.13.5 relesse? 20160803 17:36:41-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 258 seconds] 20160803 17:42:55-!- mjs-de [~mjs-de@x4e3020e4.dyn.telefonica.de] has joined #wesnoth-dev 20160803 17:45:20-!- Kwandulin_2 [~Miranda@p200300760F60626F917A39B010FA6CB2.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160803 17:47:10-!- gfgtdf [~chatzilla@x4e368e00.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.92 [Firefox 48.0/20160726073904]] 20160803 17:47:30-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20160803 17:48:10-!- Kwandulin [~Miranda@p200300760F60626FAC575ACFB7371147.dip0.t-ipconnect.de] has quit [Ping timeout: 250 seconds] 20160803 17:54:02-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Read error: Connection reset by peer] 20160803 17:58:00-!- Duthlet [~Duthlet@dslb-178-005-055-087.178.005.pools.vodafone-ip.de] has joined #wesnoth-dev 20160803 18:00:49-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20160803 18:01:25-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160803 18:02:28-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160803 18:07:02-!- horrowind [~Icedove@2a02:810a:83c0:404:21b:fcff:fee3:c3ff] has joined #wesnoth-dev 20160803 18:12:40< irker340> wesnoth: Fabian Müller wesnoth:master f7c48a022220 / data/campaigns/Legend_of_Wesmere/ (images/units/ogres/great-ogre.png units/ogres/Great_Ogre.cfg): LoW: Add Great Ogre unit. https://github.com/wesnoth/wesnoth/commit/f7c48a0222205cfde285cd8ac3c0f0befcb133c0 20160803 18:12:42< irker340> wesnoth: fendrin wesnoth:master 0fd792a67669 / data/campaigns/Delfadors_Memoirs/scenarios/01_Overture.cfg: Removed a silly use of [+unit]. https://github.com/wesnoth/wesnoth/commit/0fd792a6766947e760e43a27a8e91de402ab5acd 20160803 18:13:40< celticminstrel> Speaking of [+tags], do all the mainline campaigns still so [+units]? 20160803 18:13:47< celticminstrel> Those can drop the +, apparently. 20160803 18:13:52< celticminstrel> ^do 20160803 18:14:11< fabi> celticminstrel: oh 20160803 18:15:02< fabi> Yes, they do. 20160803 18:15:28< fabi> You implemented multiple [units]? 20160803 18:15:49< celticminstrel> I didn't. Apparently it's been that way for awhile. No idea how long. I think it's already in 1.12. 20160803 18:16:04< fabi> nice, that was on my todo as well 20160803 18:16:18< celticminstrel> Should probably double-check I'm right, even so. 20160803 18:16:38< celticminstrel> (Any particular reason why you committed under two different emails?) 20160803 18:17:03< fabi> I don't use the earlier one anymore. 20160803 18:17:17< fabi> The ogre commit is older. 20160803 18:17:38< celticminstrel> So it's an old commit that was sitting around for awhile? 20160803 18:17:52< fabi> yes 20160803 18:20:03< fabi> I have still to merge in the scenario changes were it is used. 20160803 18:20:34< celticminstrel> It's not really necessary, but if you want you could rebase or something and reset the author info. 20160803 18:21:08< fabi> yes, I should also replace all copyright appearances with the old email in it. 20160803 18:24:37-!- Espreon [~espreon@wesnoth/developer/espreon] has joined #wesnoth-dev 20160803 18:25:11< Espreon> Does trying to attack throw an error for anyone else? 20160803 18:25:22< Espreon> Sadly, I get this: https://pastebin.com/2ZRHLVMz 20160803 18:25:42< fabi> hi Espreon 20160803 18:25:51< Espreon> Yeah, the attack dialog doesn't even get to show up. 20160803 18:25:56< Espreon> Hey, fabi. 20160803 18:26:01< fabi> How are you? 20160803 18:26:07< Espreon> I'm doin' all right. How are you? 20160803 18:26:13< fabi> Fine, thanks. 20160803 18:26:24< fabi> Are you going to be more active in the project again? 20160803 18:27:09< Espreon> Uh... good question! 20160803 18:27:12< Espreon> Maybe. 20160803 18:27:16 * Espreon shrugs 20160803 18:27:16< fabi> :-) 20160803 18:27:41< Espreon> At the very least, I'm going to try to update that work I did on the Catalan translation a couple summers ago and get that in. 20160803 18:27:49< Espreon> ... 'cause it's been inspected, deemed good... it should be in. 20160803 18:27:50< fabi> cool 20160803 18:29:15< Espreon> What about you? Are you still working on that Lua rewrite thingy? 20160803 18:29:23< fabi> yes 20160803 18:29:53< fabi> The current subproject is a transcompiler from wml to the new content language. 20160803 18:30:16< Espreon> Ah. 20160803 18:30:23< Espreon> How far have you gotten with that? 20160803 18:30:40< fabi> The transcompiler is still in the planning phase. 20160803 18:30:49< fabi> The game server is already more advanced. 20160803 18:31:07< fabi> It already passes roughly half of the unit test suite wesnoth comes with. 20160803 18:31:41< Espreon> Hmmm, nice. 20160803 18:31:46< Espreon> This is all still on github, right? 20160803 18:31:55< celticminstrel> Espreon: Is that in master or 1.13.5? 20160803 18:32:00 * celticminstrel hopes the former. 20160803 18:32:58< Espreon> The former. 20160803 18:33:07< fabi> Espreon: Yes it is. Still it is not easy to use by anyone not me. 20160803 18:33:28< Espreon> Ah, oh well. 20160803 18:33:32< Espreon> Haha. 20160803 18:33:52< Espreon> Are you working on anything else these days, or...? 20160803 18:35:23< fabi> No, nothing else. 20160803 18:36:08< Espreon> OK. 20160803 18:36:56-!- mjs-de [~mjs-de@x4e3020e4.dyn.telefonica.de] has quit [Remote host closed the connection] 20160803 18:42:03-!- hk238 [~kvirc@t224.ip7.netikka.fi] has quit [Quit: http://www.kvirc.net/ 4.9.1 Aria] 20160803 18:47:17-!- travis-ci [~travis-ci@ec2-54-166-104-140.compute-1.amazonaws.com] has joined #wesnoth-dev 20160803 18:47:18< travis-ci> wesnoth/wesnoth#10095 (master - 0fd792a : fendrin): The build passed. 20160803 18:47:18< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/149547221 20160803 18:47:18-!- travis-ci [~travis-ci@ec2-54-166-104-140.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160803 18:48:07-!- celmin [~celticmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20160803 18:52:26< JyrkiVesterinen> Is anyone here using a debugger for Lua code? 20160803 18:52:38< JyrkiVesterinen> I was wondering if anyone can recommend a good debugger. 20160803 18:52:57< celmin> No idea. 20160803 18:53:03-!- iceiceice [~chris@unaffiliated/iceiceice] has quit [Ping timeout: 240 seconds] 20160803 18:53:33< celmin> It would be helpful if we could debug Lua code better. 20160803 18:54:13< celmin> If someone finds something good, I'd like to know too. 20160803 18:54:47< JyrkiVesterinen> I have used Decoda at the company where I worked earlier. 20160803 18:55:36< JyrkiVesterinen> We had an in-house fork with stability improvements, and later on Lua 5.3 support. 20160803 19:04:02< celmin> …so MacPorts just finished installing clang 3.7 a little while ago. Now it's installing clang 3.8. I suppose it's going to fail like it always has before, so I hope it's not really necessary for pango... 20160803 19:07:05-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20160803 19:09:39< fabi> celmin: It seems multiple [units] do indeed work. 20160803 19:36:52-!- Samual [~Samual@xonotic/core-team/Samual] has quit [Ping timeout: 250 seconds] 20160803 19:50:11< irker340> wesnoth: fendrin wesnoth:master bd5ff0e35f46 / data/campaigns/Legend_of_Wesmere/_main.cfg: LoW: [+units] -> [units] https://github.com/wesnoth/wesnoth/commit/bd5ff0e35f46945e834b7a386b7f4a87f446f986 20160803 19:51:34< irker340> wesnoth: fendrin wesnoth:master f5e22bf03afd / data/campaigns/Under_the_Burning_Suns/_main.cfg: UtBS: [+units] -> [units] https://github.com/wesnoth/wesnoth/commit/f5e22bf03afd82c2bb27c96e0c1fc4dc1b881e96 20160803 19:56:13< celmin> It's nice that you're doing it, but why separate commits? 20160803 19:56:23< fabi> indeed 20160803 19:56:26< celmin> Not really important, just seems silly not to group them all. 20160803 19:56:33< fabi> my next will cover all the rest campaigns at once 20160803 19:56:45< fabi> I just tested those two explicitly. 20160803 20:04:43-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Quit: ChipmunkV] 20160803 20:05:27< irker340> wesnoth: fendrin wesnoth:master 7e0c853f428f / data/campaigns/ (13 files in 13 dirs): Campaigns: [+units] -> [units] https://github.com/wesnoth/wesnoth/commit/7e0c853f428f3ee8f547bbecf6d9e488d2e1abb5 20160803 20:20:41< celmin> I wonder if MacPorts has something like scons's --jobs. 20160803 20:20:42< celmin> Ohhh, it's finally finished with clang? 20160803 20:20:42-!- mjs-de [~mjs-de@x4e3020e4.dyn.telefonica.de] has joined #wesnoth-dev 20160803 20:20:42< celmin> It crashed again, not on clang but on Python... 20160803 20:21:20-!- mjs-de [~mjs-de@x4e3020e4.dyn.telefonica.de] has quit [Remote host closed the connection] 20160803 20:22:05< celmin> The libcairo still depends on X11, so reinstalling that now. 20160803 20:22:39-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20160803 20:30:07-!- JyrkiVesterinen [~JyrkiVest@87-92-54-152.bb.dnainternet.fi] has quit [Quit: Going to bed] 20160803 20:47:45-!- Kwandulin_2 [~Miranda@p200300760F60626F917A39B010FA6CB2.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160803 20:51:19< shadowm> loonycyborg: The 1.13 wesnothd restarted three times in a row earlier... 20160803 20:51:28-!- gfgtdf [~chatzilla@x4e368e00.dyn.telefonica.de] has joined #wesnoth-dev 20160803 20:52:05< loonycyborg> shadowm: you mean 3 more after 2 that you showed? 20160803 20:52:28< shadowm> Earlier today it restarted three times in a row. 20160803 20:52:38< shadowm> This time it doesn't look like anyone was using ANL. 20160803 20:54:36< loonycyborg> it was the functionality that starts it again automatically? 20160803 20:54:57< loonycyborg> if it was a crash or assert shouldn't it appear in the log? 20160803 20:54:59< gfgtdf> vultraz: the odl recall dialog was sorted by level by defautl whne you opened it the firt time, this was somehow lost when porting to gui2 it seems 20160803 20:55:24< shadowm> loonycyborg: Yes, but apparently that doesn't happen anymore for some reason. 20160803 20:55:27< celmin> That's probably easily fixed. 20160803 20:55:41< gfgtdf> vultraz: i actuall think it'd be even better if the current sort was persistent, so that it remebers your sort even when you close wesnoth between. 20160803 20:55:47< shadowm> If it's due to a signal it's probably not getting logged. 20160803 20:55:58< shadowm> (Think SIGSEGV.) 20160803 20:56:00< loonycyborg> it could be in main syslog too 20160803 20:56:40< shadowm> It is not. 20160803 20:56:44< shadowm> 20160803 12:49:14 info server: xxxxxxxxxxxxx Voltaire007 started game: "Jeu de Voltaire007" (15) with: Voltaire007, FinnXwing, Gringe. Settings: map: multiplayer_The_Manzivan_Traps era: era_default XP: 30 GPV: 2 fog: yes shroud: no observers: no shuffle: no timer: no 20160803 20:56:49< shadowm> 20160803 12:50:59 info server: xxxxxxxxxxxxx Voltaire007 started game: "Jeu de Voltaire007" (1) with: Voltaire007, Gringe, FinnXwing. Settings: map: multiplayer_The_Manzivan_Traps era: era_default XP: 30 GPV: 2 fog: yes shroud: no observers: no shuffle: no timer: no 20160803 20:56:54< shadowm> 20160803 12:52:17 info server: xxxxxxxxxxxxx Voltaire007 started game: "Jeu de Voltaire007" (1) with: Voltaire007, FinnXwing. Settings: map: multiplayer_The_Manzivan_Traps era: era_default XP: 30 GPV: 2 fog: yes shroud: no observers: no shuffle: no timer: no 20160803 20:57:00< shadowm> These are the last lines for each of the crashed logs. 20160803 20:57:25< shadowm> After that point it seems they just gave up on creating that game. 20160803 20:57:57< shadowm> I can't really dedicate much time to this, so could you look into it? 20160803 20:58:08< gfgtdf> vultraz: also it'd be nice if the gui2 unit preview pane would show the traits and abilities details on mouseover like the game right side panel does, the old recall dialog had didnt have this eigher but i thungt maybe it's easier to implement now that it is ported to gui2? 20160803 20:58:12< loonycyborg> ok 20160803 21:00:59< vultraz> gfgtdf: the details section is one widget, so it might be diffcult 20160803 21:03:35< vultraz> gfgtdf: I haven't figured out yet how to set default sorting 20160803 21:05:03< vultraz> gfgtdf: as for the release I'm just waiting on the macOS package 20160803 21:09:56< irker340> wesnoth: Charles Dang wesnoth:master e2d48f448247 / / (3 files in 2 dirs): Cleaned up some unused code https://github.com/wesnoth/wesnoth/commit/e2d48f448247afa55db081a73a66da24e8f5892f 20160803 21:10:00-!- horrowind [~Icedove@2a02:810a:83c0:404:21b:fcff:fee3:c3ff] has quit [Quit: horrowind] 20160803 21:12:16< gfgtdf> vultraz: so you mena like the whoel details is just one big scroll_label ? 20160803 21:12:34< vultraz> gfgtdf: everything from HP to the end is, yes. 20160803 21:15:07< vultraz> I don't want to use a scroll label.. but there's no way to make the dialog consider every single option and make the dialog fit the biggest one 20160803 21:15:45< vultraz> shitty gui2 :( 20160803 21:16:40< gfgtdf> vultraz: isnt that exactl what multi_page does ? 20160803 21:16:54< vultraz> yes 20160803 21:17:08< vultraz> but I think it does that by pre-setting everything 20160803 21:17:14< vultraz> and then displaying only one 20160803 21:17:21< vultraz> shadowm has told me this is very inefficient 20160803 21:17:38< vultraz> and I should not use it 20160803 21:18:19< gfgtdf> vultraz: well i dont thik there is a differnt way, i mena if you want to know the biggest size for all the options you must calculate the size of each option. 20160803 21:18:28< vultraz> true 20160803 21:19:03< shadowm> I told you I suspected that's what it did, not that I actually checked. 20160803 21:19:24< shadowm> For the same reason gfgtdf just explained. 20160803 21:20:46< vultraz> I believe you're right 20160803 21:22:57< shadowm> The point at which it becomes noticeably inefficient depends on how many chunks of text you need to render at once, which is a function of the number of items on the list. 20160803 21:23:31< shadowm> It's also a function of hardware. 20160803 21:23:48< vultraz> for most dialogs, very few 20160803 21:23:58< vultraz> for Unit Create, over a hundred. 20160803 21:24:12< shadowm> It should come as no surprise that some aspects of the game are far more demanding for a lowly Intel Celeron compared to a Core i7. 20160803 21:24:25< shadowm> Other CPU brands are available. 20160803 21:24:27< vultraz> That's the case for any game. 20160803 21:24:33< shadowm> Exactly. 20160803 21:25:36< shadowm> Also, GUI1 had a trick to speed up things sometimes that I doubt anyone's bothered to implement into GUI2. 20160803 21:26:00< vultraz> What is this trick? 20160803 21:26:07< celmin> The text cache? 20160803 21:26:17< shadowm> Yes. 20160803 21:26:23< vultraz> What is this cache? 20160803 21:26:44< shadowm> http://shadowm.ai0867.net/blog/archives/296-The-state-of-font-rendering-in-Wesnoth.html right before the first subheading. 20160803 21:30:33< vultraz> On a positive note, some of the things you speak of there are no longer the case :D 20160803 21:30:55< vultraz> (ie, we can't have tabbed dialog, the state of gui1, and the non-dialog loading screen) 20160803 21:31:14< shadowm> Yes. I made tabbed dialogs possible. 20160803 21:31:19< shadowm> Praise me. 20160803 21:31:23< celmin> Well done. 20160803 21:31:27< vultraz> Are you the sun? :P 20160803 21:31:34< vultraz> (Dark Souls reference) 20160803 21:31:47< vultraz> But yes, much praise upon you. 20160803 21:32:07< vultraz> But I'm the perpetrator of the other two. 20160803 21:32:24< vultraz> (well, partly. gfgtdf gets the credit for implementing the threaded loading screen) 20160803 21:32:27< celmin> I wonder how cairo renders text. Is it faster than freetype? 20160803 21:32:46< vultraz> dunno 20160803 21:32:55< celmin> Does it support the font texture atlas trick? 20160803 21:32:56< vultraz> I believe Anura uses cairo. 20160803 21:33:08< celmin> Though that wouldn't help us since we're still on software rendering. 20160803 21:33:14< vultraz> and its font results are pretty good. 20160803 21:33:27< celmin> Freetype does support producing an atlas, I think… 20160803 21:33:39< celmin> Or maybe that was just SDL2_TTF. 20160803 21:33:58< celmin> (I mean, if you can render individual glyphs, you can build an atlas.) 20160803 21:33:59< vultraz> ironically, SDL_TTF still renders better than ttext 20160803 21:34:22< vultraz> yet we're determined to purge TTF 20160803 21:34:31< celmin> Wasn't the reason for switching to cairo something like better RTL support? 20160803 21:34:57< vultraz> rtl? 20160803 21:35:10< celmin> Right-to-left text, like Arabic for example. 20160803 21:35:17< vultraz> ah 20160803 21:35:41< celmin> (Though if I recall correctly the Arabic translation was incomplete?) 20160803 21:35:45< Espreon> (Too bad vertical text support will probably not be seen. Really drives away the Mongolians) 20160803 21:36:18< vultraz> Oh, yes, we're really losing all those Mongolian players 20160803 21:36:42< Espreon> (Well, who knows?) 20160803 21:37:28< celmin> Oh, cairo also has better Unicode support according to the post. 20160803 21:37:41< celmin> Though I wouldn't be surprised if freetype / SDL_ttf have improved on that. 20160803 21:37:49< celmin> (Well, SDL2_ttf) 20160803 21:38:01< vultraz> I'm not sure if you're saying the use of freetype below cairo is good or bad. 20160803 21:38:21< celmin> Cairo's integration with fontconfig seems to be the cause of all the OSX font bugs if I recall correctly. 20160803 21:38:36< vultraz> those were fixed 20160803 21:38:42< celmin> No. 20160803 21:38:52< celmin> From what I understand, that was a workaround, not a fix. 20160803 21:39:11< vultraz> I suppose 20160803 21:39:28< celmin> Honestly, there's no reason for Wesnoth to need something like fontconfig... 20160803 21:39:51< celmin> Because it only needs to load a fixed set of fonts. 20160803 21:40:00< celmin> But whatever. 20160803 21:41:15< celmin> Hmm, thinking about text caching, I wonder if a sorta priority queue type of structure would make sense… 20160803 21:41:52< celmin> Basically, track how many times a given text string has been requested and, when freeing a cache entry, choose the least-requested one. 20160803 21:42:07< celmin> I guess that could be problematic though... 20160803 21:44:29< Aginor> lru cache 20160803 21:44:35< Aginor> it's a common technique 20160803 21:44:46< celmin> LRU? 20160803 21:45:15< celmin> (For all I know, the currect text cache might already do such a thing. >_> ) 20160803 21:45:23< Aginor> https://en.wikipedia.org/wiki/Cache_algorithms 20160803 21:45:28< Aginor> :D 20160803 21:46:37< Aginor> celmin: I'm not sure it ever expunges anything from the cache 20160803 21:46:41< celmin> Ah, least-recently-used is probably better than what I described. 20160803 21:46:50< loonycyborg> shadowm: when I tried to connect with master build of wesnoth it redirected me to dev server 20160803 21:46:53< celmin> Aginor: Well, according to shadowm's post, it's limited to 50... 20160803 21:47:30< loonycyborg> isn't master server supposed to be used directly in that case?? 20160803 21:47:37< Aginor> I'm probably wrong then 20160803 21:51:32< loonycyborg> shadowm: so the log messages you cited were from dev server and not master? 20160803 22:05:18-!- Appleman1234 [~Appleman1@KD036012031015.au-net.ne.jp] has joined #wesnoth-dev 20160803 22:07:25-!- gfgtdf [~chatzilla@x4e368e00.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.92 [Firefox 48.0/20160726073904]] 20160803 22:08:25-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20160803 22:12:14-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20160803 22:14:04< shadowm> loonycyborg: I said dev, so yes. 20160803 22:14:20-!- atarocch [~atarocch@ipbcc2d6b3.dynamic.kabel-deutschland.de] has quit [Remote host closed the connection] 20160803 22:14:40< loonycyborg> well, I'm playing a game there atm, no crash yet 20160803 22:15:05< shadowm> Cairo can't use anything other than FreeType on the X11 platform, by the way. 20160803 22:15:40< vultraz> EVen itself directly? 20160803 22:15:51< shadowm> loonycyborg: Would it help to tell you something you can check yourself, which is that the host for that crashing game was using 1.13.4? 20160803 22:16:10< shadowm> vultraz: What do you mean? 20160803 22:16:48< vultraz> Eh, I meant can't cairo render things itself without using freetype. But perhaps I don't know what I'm talking about. 20160803 22:16:57< shadowm> Cairo is not a font rasterizer. 20160803 22:17:20< shadowm> Cairo is a portable graphics library that must use a font rasterizer to do its job. 20160803 22:17:45< loonycyborg> freetype is the only choice on unices atm 20160803 22:18:26< celmin> Cairo probably uses CoreText on Mac. 20160803 22:18:37< shadowm> On Windows the rasterizer sitting behind Cairo is either ClearType or the legacy GDI font rasterizer. On OS X it's whatever OS X's native font rasterizer is. 20160803 22:18:44< shadowm> On X11 it's FreeType. 20160803 22:18:45< celmin> So maybe in that sense it's better than SDL2_ttf, since it uses native capabilities. 20160803 22:19:03< celmin> Whereas SDL2_ttf uses freetype and only freetype. 20160803 22:19:09< shadowm> (The only widely-available alternative to FreeType on X11 only does bitmap fonts.) 20160803 22:19:16-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160803 22:20:37< shadowm> The thing is that Cairo takes care of some of the gritty details of font rendering for you, purportedly making things easier and, most importantly, instantly portable to all of Cairo's supported platforms with minimal modifications. IN THEORY. We know that's not the case because the Gnome devs apparently forget that platforms other than X11 (and in particular, Linux) exist. 20160803 22:21:14< shadowm> Using Pango on top additionally takes care of the trickier aspects like layout and RTL support. 20160803 22:21:44< shadowm> FreeType by itself only knows how to turn font code into raster shapes. 20160803 22:23:00< shadowm> For some mysterious reason I find myself having to write the same explanation with alarming regularity. 20160803 22:28:40-!- iceiceice [~chris@ip-64-134-99-46.public.wayport.net] has joined #wesnoth-dev 20160803 22:48:03-!- fabi_ [~fabi@176.7.56.172] has joined #wesnoth-dev 20160803 22:49:16-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Ping timeout: 250 seconds] 20160803 22:51:14-!- fabi [~fabi@176.4.89.68] has quit [Ping timeout: 260 seconds] 20160803 22:53:47< Aginor> shadowm: that probably means you need to document it better ;) 20160803 22:56:10< loonycyborg> shadowm: I think I just got it to crash 20160803 22:58:22-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 244 seconds] 20160803 23:03:58< loonycyborg> shadowm: It seems I know how to repro it: have a game with multiple network players and some slots set to local players 20160803 23:11:33< shadowm> Aginor: https://dl.dropboxusercontent.com/u/21371130/web/screenshots/blog/ftrender-summary.svg 20160803 23:12:15< shadowm> I guess I didn't precisely go into detail about the right half. 20160803 23:12:29< shadowm> loonycyborg: Good. Hopefully that'll be fixed before vultraz announces 1.13.5. 20160803 23:13:17< shadowm> Because, you know, having clients with the ability to crash the server isn't a thing we can afford. 20160803 23:13:39< shadowm> Unless you want us to land in one of those IT humor subreddits with a funny caption. 20160803 23:14:10< Espreon> vultraz: OK. Crisis averted. No need to worry about having broken the attack dialog. 20160803 23:14:12< celmin> So this time it's a server-side issue? 20160803 23:14:17< vultraz> good, good 20160803 23:14:39< iceiceice> shadowm, fwiw i usually can get a laugh out of a programmer anytime i tell them that "every time you click the end turn button in wesnoth, a C++ exception is thrown to signal to the rest of the engine that that happened" :p 20160803 23:15:28< vultraz> wait, that really happens? o_O 20160803 23:16:31< iceiceice> unless it was changed since i last worked on the project 20160803 23:17:02< vultraz> #JustWesnothThings 20160803 23:18:18< celmin> Now MacPorts is installing gcc5. Why!? 20160803 23:18:43< iceiceice> maybe it is changed, i can't find "end_turn_exception" in the code 20160803 23:18:52< celmin> All I want is cairo, why does it have reinstall all the compilers? 20160803 23:19:17< iceiceice> celmin, macports sometimes takes the scenic route :p 20160803 23:19:31< iceiceice> you could try homebrew if its not working 20160803 23:19:58< celmin> Pretty sure it's working. It's just excruciatingly slow. 20160803 23:20:22< celmin> I suppose it might be less of an issue if I ran updates more often, but that's pretty slow too. 20160803 23:21:53< Aginor> shadowm: nice :) 20160803 23:24:39-!- iceiceice [~chris@ip-64-134-99-46.public.wayport.net] has quit [Quit: Ex-Chat] 20160803 23:24:42< loonycyborg> I managed to repro it on my own local server too, it's a segfault 20160803 23:25:07< loonycyborg> server segfault 20160803 23:26:40< shadowm> iceiceice: Yeah that always seemed dodgy to me even before I found out what stack unwinding actually means. 20160803 23:27:17< shadowm> I wonder if Anura also throws exceptions for non-exceptional events. 20160803 23:33:39< Aginor> hmm 20160803 23:38:12 * vultraz ponders implementing the unit preview page with a multipage 20160803 23:40:18-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20160803 23:46:30< vultraz> actually, that could be beneficial 20160803 23:46:40< vultraz> right now I don't cache any of the results 20160803 23:46:58< vultraz> every time you select a unit, the entire details area is regenerated 20160803 23:48:11< vultraz> so I wonder if it'd not just be the same to generate everything when the dialog is opened --- Log closed Thu Aug 04 00:00:16 2016