--- Log opened Wed Aug 17 00:00:44 2016 20160817 00:01:20-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 265 seconds] 20160817 00:01:47-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has quit [Ping timeout: 244 seconds] 20160817 00:04:53< vultraz> you don't need to do any lobby tweaks, btw 20160817 00:08:50< gfgtdf> hmm cannot rproduce the crash now 20160817 00:09:01< gfgtdf> the assertion failure i mean 20160817 00:09:56< celmin> There's still the problem of the chat box not taking the entire height though. 20160817 00:10:02< vultraz> what? 20160817 00:10:08< vultraz> what are you talking about 20160817 00:10:10< celmin> That, and I thought I might move prefs up beside logout. 20160817 00:11:29-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 260 seconds] 20160817 00:11:47< vultraz> the chat box takes up all the space it has 20160817 00:11:53< vultraz> what are you talking about 20160817 00:12:05< celmin> http://celmin.pwcsite.com/wesnoth/lobby_bad_chatbox.png 20160817 00:12:43< celmin> That's latest master. 20160817 00:14:01< vultraz> what the hell o_O 20160817 00:14:42< gfgtdf> celmin: ater resizing during that dialog ? 20160817 00:14:49< celmin> gfgtdf: What? 20160817 00:15:14< gfgtdf> celmin: did you resize teh windor whiel the lobby is opened to get that issue? 20160817 00:15:23< celmin> No. 20160817 00:16:59< vultraz> resizing when the window is open is useless anyway 20160817 00:17:06< celmin> Huh? 20160817 00:17:08< vultraz> it does not select a new [resolution] 20160817 00:17:18< celmin> Oh, yeah, I did notice that. 20160817 00:17:51< vultraz> probabkly rekated to that spacer calculations issue 20160817 00:17:53< vultraz> probably related 20160817 00:18:06< celmin> I doubt it. 20160817 00:18:34< vultraz> well, it hink they both have the same cause 20160817 00:18:54< celmin> I assume the [resolution] is selected at build time and can't be changed afterwards. 20160817 00:19:09< celmin> To change it you'd need to rebuild the dialog, which can't really be done while it's open. 20160817 00:19:44< vultraz> i guess we need to refactor gui2's internals :D 20160817 00:21:47-!- tad_ [add94167@gateway/web/freenode/ip.173.217.65.103] has joined #wesnoth-dev 20160817 00:23:42< tad_> OK. I give up. Let WML variable new_turns=31, Let WML builtin turn_number=2. $($turn_number| + $new_turns|) gives "231" change turn_number to 3 and you get "331" does "+ 20160817 00:24:03< tad_> does "+" mean string concatenate or addition? 20160817 00:24:09< celmin> Depends on context. 20160817 00:24:14< celmin> In a formula, it means addition. 20160817 00:24:19< celmin> In WML, it means concatenation. 20160817 00:24:38< celmin> Thus when using a formula containing +, you need to quote the entire thing. 20160817 00:24:57< celmin> It's generally a good idea to put any formula in quotes anyway. 20160817 00:25:06< celmin> (ie "$(…)" instead of just $(…) ) 20160817 00:25:06< tad_> Oh geez. OK. 20160817 00:25:16< celmin> Yeah, I won't deny it's kinda annoying. 20160817 00:25:31< tad_> Talk about a not-obvious gotcha. 20160817 00:25:40< tad_> Thanks. 20160817 00:25:43-!- tad_ [add94167@gateway/web/freenode/ip.173.217.65.103] has quit [Client Quit] 20160817 00:26:37< vultraz> why don't we use .. for string concat 20160817 00:26:58< celmin> Well, we already do that in formulas. 20160817 00:27:08< celmin> Changing it in WML would be too big a compatibility break. 20160817 00:27:20 * vultraz grumbles 20160817 00:27:53< celmin> It might be acceptable to make the grammar for WML attributes more strict though... 20160817 00:28:04< vultraz> hmm 20160817 00:28:10< vultraz> ok, I see the chat area not resizing... 20160817 00:28:16< vultraz> but that's before the text appears 20160817 00:28:31< celmin> Trying to articulate what I mean here... 20160817 00:29:23< celmin> I think it should be either a sequence of possibly-translatable strings concatenated with + or an arbitrary sequence of characters where + has no special meaning. 20160817 00:29:45< vultraz> did you make local edits to the lobby? 20160817 00:29:56< celmin> In other words, if the first non-whitespace character is a double quote, then anything other than + or comments outside the quotes are a syntax error. 20160817 00:29:59< vultraz> I think you did 20160817 00:30:03< celmin> I did not. 20160817 00:30:16< vultraz> why is the gamelist border gone in your screenshot, then? 20160817 00:30:18< celmin> If the first non-ws character is an underscore and the second is a double quote, the same. 20160817 00:30:22< celmin> No idea. 20160817 00:30:47< celmin> Otherwise, + has no special meaning, and the attribtue value ends at the end of the line with no possibility of extending it. 20160817 00:30:55-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has joined #wesnoth-dev 20160817 00:30:59< celmin> It might be possible to implement that without breaking compatibility too much. 20160817 00:31:35< celmin> Why is the game list border gone… that's actually weird. 20160817 00:34:22< irker499> wesnoth: Charles Dang wesnoth:master 483fda8638a5 / data/gui/window/lobby_main.cfg: MP Lobby: few layout fixes for the low-res version https://github.com/wesnoth/wesnoth/commit/483fda8638a56661080f1e2414ef065029b048ec 20160817 00:34:25< vultraz> well now it's removed 20160817 00:34:31< vultraz> celmin: see if that fixes your problem 20160817 00:34:31< celmin> Eh? 20160817 00:34:51< vultraz> i have purged the gamelist border 20160817 00:35:06< celmin> Why? 20160817 00:35:21< vultraz> since the regular version removed it 20160817 00:35:28< celmin> What? 20160817 00:35:34< celmin> I think the border was important. 20160817 00:35:37< vultraz> Nope 20160817 00:35:40< celmin> Yes. 20160817 00:35:59< vultraz> Take a look at the mp lobby *full res* 20160817 00:36:44< vultraz> instead of the border, I have outlined the box with the spacer lines 20160817 00:40:13-!- travis-ci [~travis-ci@ec2-54-224-54-119.compute-1.amazonaws.com] has joined #wesnoth-dev 20160817 00:40:14< travis-ci> wesnoth/wesnoth#10426 (master - 6382660 : ln-zookeeper): The build has errored. 20160817 00:40:14< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/152831374 20160817 00:40:14-!- travis-ci [~travis-ci@ec2-54-224-54-119.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160817 00:40:40< vultraz> i feel this is a superior solution 20160817 00:40:43< vultraz> don't you agree 20160817 00:41:52< celmin> I don't know yet. 20160817 00:43:07< celmin> Hmm, no, I don't think it's superior. You mean the line above and below? 20160817 00:43:49< celmin> At the very least, I liked the gold colour better, but… I think a full outline is superior to just a line above and below. 20160817 00:44:08-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Read error: Connection reset by peer] 20160817 00:44:49-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20160817 00:44:58< celmin> That did fix the chat issue though, so yay. 20160817 00:46:22< vultraz> gud 20160817 00:46:47< vultraz> dunno why it was functioning differently on your system 20160817 00:47:04< celmin> Things tend to do that. 20160817 00:47:11< celmin> Function differently on different systems. 20160817 00:47:22< celmin> Especially if there's undefined or implementation-defined behaviour. 20160817 00:47:31< celmin> Like dereferencing an invalid pointer. 20160817 00:49:50< vultraz> anyway, we should be good with the lobby 20160817 00:50:03< celmin> Except maybe moving that button on low-res. 20160817 00:50:19< celmin> Not sure if that'll lose the scrollbar for gfgtdf, though. 20160817 00:56:03< celmin> Hmm, do tree views not have a concept of a selected node? 20160817 01:02:58-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160817 01:03:01< gfgtdf> celmin: ty hvae its for exampel used in the campaign list 20160817 01:03:12< gfgtdf> they* 20160817 01:03:14< celmin> What? 20160817 01:03:18< celmin> Oh. 20160817 01:03:39< celmin> Aha, no get_ prefix, okay. 20160817 01:03:55< celmin> This inconsistency can be kinda annoying... 20160817 01:04:04< celmin> Some things have a get_ prefix while others don't. 20160817 01:05:02< gfgtdf> celmin: the tfield_integer clss has also 'widget_set_enabled' and 'set_widget_value' 20160817 01:05:09< celmin> Huh? 20160817 01:05:16< celmin> What has that got to do with this? 20160817 01:05:22< celmin> Oh, right, I see. 20160817 01:05:29< celmin> set_ is not a prefix in the first case. 20160817 01:05:32< celmin> Yeah... 20160817 01:06:25-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 258 seconds] 20160817 01:06:25-!- wedge010 is now known as wedge009 20160817 01:11:52-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 250 seconds] 20160817 01:13:24-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160817 01:15:01-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20160817 01:16:35< vultraz> we should really fix that scroll label issue where it goes back to the top if it wraps 20160817 01:16:36< vultraz> i think it's probably in the same place as I edited code earlier 20160817 01:20:07-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has joined #wesnoth-dev 20160817 01:20:27< celmin> Oh? You have some inkling of the cause? 20160817 01:21:13< vultraz> I'm not sure 20160817 01:21:45< vultraz> tscrollbar_container::show_content_rect seems to be the cause of the scrollbar acting wonky in listboxes when a selection is chosen that triggers a redraw elesewhere... 20160817 01:21:59< vultraz> it stands to reason it might be the same problem for scroll labels 20160817 01:22:10< vultraz> but I'm really not sure 20160817 01:30:23-!- travis-ci [~travis-ci@ec2-54-224-54-119.compute-1.amazonaws.com] has joined #wesnoth-dev 20160817 01:30:24< travis-ci> wesnoth/wesnoth#10427 (master - 483fda8 : Charles Dang): The build has errored. 20160817 01:30:24< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/152846167 20160817 01:30:24-!- travis-ci [~travis-ci@ec2-54-224-54-119.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160817 01:33:08< celmin> I can't see a way to get the node's data. 20160817 01:33:16< celmin> ie, the map that was passed to add_node. 20160817 01:34:23< vultraz> ttree_view_node& node = parent.add_node("id", data); 20160817 01:34:33< vultraz> gives you the node and you can do whatever 20160817 01:34:43< vultraz> i don't think you can get the plain data 20160817 01:37:03< celmin> Well, selected_item() returns the node. 20160817 01:37:32< celmin> And from that I need to somehow determine what node it is. 20160817 01:38:25< vultraz> the lobby does something like that 20160817 01:38:31< vultraz> keeps pointers to the nodes and compares them 20160817 01:38:36< vultraz> well 20160817 01:38:39< celmin> Bleh 20160817 01:38:56< vultraz> it's an item of a struct that holds pointers to each toplevel player list node 20160817 01:39:40< celmin> Hmm… maybe I could manage with describe_path()... 20160817 01:42:29< celmin> Can I connect a callback to be called when a node is first expanded? 20160817 01:43:07< celmin> set_callback_state_change, huh. 20160817 01:43:29< gfgtdf> celmin: what yre your currently wroking on ? 20160817 01:43:36< celmin> Inspector window. 20160817 01:45:41< celmin> The MVC paradigm makes sense here, but it's still confusing how it'll apply when switching it to a treeview... 20160817 01:49:38-!- Bonobo [~Bonobo@2001:44b8:254:3200:bca7:16a9:52b1:2a77] has joined #wesnoth-dev 20160817 01:50:27< celmin> I think maybe the controllers should be collapsed into one? 20160817 01:50:37< celmin> Not sure... 20160817 01:52:01< celmin> Is this even a properly-implemented MVC? The model shouldn't have the references to the widgets, should it? 20160817 01:53:12< gfgtdf> celmin: i thougth the model is just the config object? done rally know how that dialgo works. 20160817 01:53:23< celmin> There's a model class. 20160817 01:54:01< gfgtdf> hm ok 20160817 01:54:09< celmin> Okay, so here I have a description of MVC saying that the controller uses the model to update the view, and the view and model know knothing of each other… but Wikipedia says otherwise... 20160817 01:54:47< celmin> In Wikipedia's diagram, the controller manipulates the model, which updates the view, and the view and controller know nothing of each other... 20160817 01:55:36< Aginor> celmin: the view knows how to represate the model, but not how to modify it 20160817 01:56:48< iceiceice> celmin, i didn't study the inspector widget, 20160817 01:56:54< iceiceice> or maybe i did but forgot 20160817 01:57:00< iceiceice> when i made the lua inteprreter dialog, i think i made it like, 20160817 01:57:04< iceiceice> the model holds all the data 20160817 01:57:09< iceiceice> the view basically holds all the pointers to the widgets 20160817 01:57:24< iceiceice> and the controller just like binds the buttons to various tasks 20160817 01:57:32-!- gfgtdf [~chatzilla@x4e363805.dyn.telefonica.de] has quit [Read error: Connection reset by peer] 20160817 01:57:38< iceiceice> i think maybe the controller owns the model and view, when i did it 20160817 01:57:49< iceiceice> idk if that's conventional 20160817 01:58:02< iceiceice> i think its sort of conventional in wesnoth, at least our controllers tend to own everything else it seems 20160817 01:58:17< iceiceice> but i guess "play_controller" is not really MV 20160817 01:58:19< iceiceice> *MVC 20160817 02:00:16< celmin> There are multiple controllers, but only one model and view... 20160817 02:10:04< celmin> Why is there only one model? What the heck is this model supposed to be anyway? 20160817 02:11:18< celmin> It holds a config which is never used, and a string which is used as a title. 20160817 02:11:58 * vultraz appreciates that fact you are also now mad at the use of MVC 20160817 02:12:24< celmin> I think it makes sense to use MVC here, but either it's used wrong or I'm just not getting it. 20160817 02:12:42< Aginor> it's easy to do it wrong so it's more likely 20160817 02:13:03< celmin> I feel like it might be easier to rewrite the entire thing. >_> 20160817 02:13:21< vultraz> \ o / 20160817 02:15:01< Aginor> was there a way to enable fps count from within the game? 20160817 02:15:11< Aginor> I normally just start it with --fps 20160817 02:15:17< irker499> wesnoth: Charles Dang wesnoth:master df6ee9263ac8 / data/core/images/misc/ (8 files): Improved lobby game status icons https://github.com/wesnoth/wesnoth/commit/df6ee9263ac8575c24ef37af95b7bb61a08903ef 20160817 02:15:28< vultraz> ;fps 20160817 02:15:29< vultraz> i think 20160817 02:15:44< Aginor> yup, thanks 20160817 02:16:25< Aginor> ok, my attempts to have accelerated the graphics appears to not have gone stellar 20160817 02:16:38< Aginor> I think we may be back to the nuclear option 20160817 02:18:07< celmin> Nuclear option? 20160817 02:18:34< Aginor> rewrite all rendering code 20160817 02:18:59< Aginor> although I think how it might be done in a manageable way 20160817 02:19:02< celmin> Oh wow. 20160817 02:19:24 * vultraz spittakes 20160817 02:19:36< Aginor> of course, that'll have to involve mucking about with gui1 and gui2 too 20160817 02:20:24< vultraz> im trying to make your job easier by removing as much of gui1 as possible 20160817 02:20:29< Aginor> for the last ~9 months, when I've been talking about removing the dependance on certain techniques and reshaping the way that we do things, it basically equates to rewriting the rendering code 20160817 02:20:46< Aginor> vultraz: unless you manage to convert the editor and gamescreen it won't matter 20160817 02:20:55< Aginor> they are the least tractable pieces of code anyway 20160817 02:21:06< vultraz> true :( 20160817 02:21:26< Aginor> anything that "unrender" itself is adding to the burden of changing things 20160817 02:21:59< Aginor> if it'd just signal to the things underneath itself that they were dirty and should be redrawn at the next opportunity everything would be so much easier 20160817 02:22:09< Aginor> and not relying on our own custom blit-function 20160817 02:23:41< aeth> Wesnoth's framerate is maxed at 50? 20160817 02:24:44< vultraz> I think so, but dunno 20160817 02:24:47< vultraz> it should be 60 20160817 02:24:54< Aginor> it's capped at 50 20160817 02:24:57< Aginor> always has been 20160817 02:25:03< aeth> wow I only get 30-40 when 50% zoomed at my city 20160817 02:25:04< vultraz> then we can say we run at S I X T Y F R A M E S P E R S E C O N D 20160817 02:25:05< vultraz> #memes 20160817 02:25:17< aeth> i7-4790k + GTX 1080 20160817 02:25:27< vultraz> o_O 20160817 02:25:29< vultraz> dat rig 20160817 02:25:30< Aginor> aeth: software rendering 20160817 02:25:31< aeth> I think the inability to render a hundred or so units is Wesnoth's fault not mine 20160817 02:25:52< Aginor> aeth: poor software rendering 20160817 02:26:05< aeth> right now it's worse in 1.13 unless it's changed 20160817 02:26:07< aeth> I think because of the water 20160817 02:26:14< aeth> I'll check 20160817 02:26:17< vultraz> yeah, likely 20160817 02:26:28< vultraz> I really wish we could have SOME sort of hw rendering for 1.14 20160817 02:26:59< Aginor> vultraz: nope 20160817 02:27:04< aeth> jumping all over the place from 6 to 50 20160817 02:27:07< aeth> mostly 50 20160817 02:27:16< aeth> so it's actually a better framerate but because it's not constant it looks worse 20160817 02:27:23< aeth> much worse 20160817 02:28:41< Aginor> aeth: I'm happy to review and accept all good PRs you submit 20160817 02:29:51< aeth> I haven't done any 2D stuff 20160817 02:32:01< vultraz> Aginor: at least, could you fix the bad behavior where tooltips cause map labels to draw over dialogs? 20160817 02:32:26< Aginor> vultraz: make tooltips not untrigger the "is in dialog flags" 20160817 02:32:44< vultraz> what..? 20160817 02:33:21< Aginor> if (!gui::in_dialog()) { 20160817 02:33:21< Aginor> labels().recalculate_labels(); 20160817 02:33:22< Aginor> } 20160817 02:33:36< Aginor> that's what determines if the labels get drawn or not 20160817 02:33:46< vultraz> and where does this need to go? 20160817 02:33:47< Aginor> tooltips make the check fail 20160817 02:34:29< vultraz> I see 20160817 02:36:51< Aginor> show_dialog.cpp:59 20160817 02:37:05< Aginor> presumably something funky is going on with the gui2 check 20160817 02:37:22< vultraz> dammit, the game has frozen again and is giving meconsole spam 20160817 02:37:27< vultraz> im not even controlling a side :| 20160817 02:37:32< vultraz> this is a serious bug 20160817 02:42:19< irker499> wesnoth: Charles Dang wesnoth:master 425ad0acd507 / data/gui/window/lobby_main.cfg src/gui/dialogs/lobby/lobby.cpp: MP Lobby: few small layout tweaks https://github.com/wesnoth/wesnoth/commit/425ad0acd507014c17d9c038c0579e261ae195b8 20160817 02:43:03< celmin> Not to mention pointless whitespace changes. 20160817 02:43:28< Aginor> aeth: eliminating all usage or src/sdl/utils.cpp::blit_surface would be a good start 20160817 02:45:08< aeth> what's the complication in 2D rendering, anyway? 20160817 02:45:28< aeth> terrain transitions and animations? 20160817 02:45:47< aeth> Wesnoth doesn't do anything complicated by modern 2D pixel art standards afaik, e.g. no 2D lighting 20160817 02:46:15< Aginor> aeth: the approach and the structure 20160817 02:46:35< aeth> (what Wesnoth does have is a stunning amount of detail and animations compared to a lot of pixel art) 20160817 02:46:45< aeth> (except some of the terrain, where the standards seem to be lower) 20160817 02:47:24< aeth> I get some really bad transitions so I have to avoid putting some types of hexes next to others. 20160817 02:47:41< aeth> e.g. most hexes next to the wall hex 20160817 02:48:01< aeth> and a lot next to caves 20160817 02:48:04< Aginor> aeth: did you know that most modern 2d games actually use hardware acceleration? 20160817 02:48:10< Aginor> especially for light maps 20160817 02:48:10< aeth> Aginor: of course 20160817 02:48:20< Aginor> aeth: did you know that wesnoth doesn't? 20160817 02:48:30< aeth> Aginor: I am very surprised it doesn't make any attempt 20160817 02:48:43< vultraz> it's hard and no one's gotten to do it yet :) 20160817 02:48:56< Aginor> aeth: it's very hard because of historic decisions 20160817 02:49:00< Aginor> and entails a lot of work 20160817 02:49:02< aeth> Of course, I only found out about Wesnoth because I had really, really bad drivers on an old computer (2 computers ago?) in 2006-2007 or so 20160817 02:49:11< aeth> So the lack of any sort of graphical acceleration is why I started playing it 20160817 02:49:15< Aginor> aeth: you're welcome to contribute if you want 20160817 02:49:15< vultraz> aeth: if you can magically make it happen, we'll accept your PR 20160817 02:49:24< celmin> "magically" 20160817 02:50:08< aeth> vultraz: doesn't sound like magic, 2D pixel art is probably the most overused indie style (obviously way after Wesnoth got its modern art styling mostly around versions 1.1-1.5) 20160817 02:50:16< aeth> s/modern art/current art/ 20160817 02:50:29< Aginor> aeth: if it's that easy, please go ahead 20160817 02:50:31< aeth> vultraz: so just like voxel art there should be a million tutorials 20160817 02:50:41< vultraz> please, go ahead and implement it :) 20160817 02:50:52< vultraz> we're not being sarcastic here, if you can do it, *please* do so 20160817 02:51:00< aeth> the hardest part is probably having to use C++, a language particularly full of landmines :-p 20160817 02:51:49< aeth> Aginor: what I can try to do is make a library that Wesnoth can then use 20160817 02:51:55< aeth> in C or C++ 20160817 02:52:14< Aginor> aeth: no. there's already plenty of libraries we can't use 20160817 02:52:30< Aginor> aeth: the problem isn't about libraries, the problem is the engine code 20160817 02:52:55< Aginor> aeth: you are welcome to help out improving it so we can use an existing library 20160817 02:53:40< aeth> Aginor: well, if it was a library it would be a high level library that would be written with replacing the Wesnoth rendering code in mind 20160817 02:53:47< aeth> Aginor: it wouldn't reinvent too much 20160817 02:55:09< Aginor> aeth: I'm highly sceptical, but if you say so 20160817 02:59:23< iceiceice> aeth: many people attempted 20160817 02:59:39< iceiceice> you can see an opengl branch still in the main repository i think from years ago 20160817 03:00:10< aeth> iceiceice: right, which is why instead of trying to start with the mess of Wesnoth's rendering code, I'd be going at it from the other direction. 20160817 03:00:14< aeth> afaik, that wasn't attempted 20160817 03:00:24< aeth> i.e. writing a 2D renderer and then trying to modify both it and Wesnoth to get along 20160817 03:00:40< iceiceice> i think you should examine carefully the wesnoth code first 20160817 03:00:52< iceiceice> because you are going to have to rewrite a lot of it 20160817 03:00:55< iceiceice> and the question is how much 20160817 03:01:25< iceiceice> if you just want to write an open source 2d renderer library for fun, i mean that sounds like a perfectly reasonable project 20160817 03:01:33< iceiceice> but i think aginor is right, i mean, 20160817 03:01:48< iceiceice> if you want to find a way to do this without massively breaking compatibility, it's a lot of work iwthin the wesnoth code base 20160817 03:02:17< vultraz> breaking compatibility of what? 20160817 03:02:27< iceiceice> like, breaking the way things are currently rendered 20160817 03:02:51< vultraz> i assume the point is to do that :P 20160817 03:03:04< iceiceice> i mean, like, making it look dramatically different in some scenes 20160817 03:03:15< iceiceice> wesnoth has a lot of rules about drawing layers and such 20160817 03:03:21< iceiceice> some units can clip others at different points 20160817 03:03:28< iceiceice> there's the "vertical" terrain graphics like castles 20160817 03:03:35< iceiceice> there's the haloes 20160817 03:03:35< iceiceice> etc. 20160817 03:03:45< vultraz> better to redesign such rules 20160817 03:03:47< iceiceice> "breaking compatilbity" means introducing subtle glitches to how that stuff owrks 20160817 03:04:01< aeth> iceiceice: well yes, the point is to massively break compatibility. 20160817 03:04:12< Aginor> like what I did for sdl2 and I am still trying to fix 20160817 03:04:28< aeth> iceiceice: ideally (and nothing ever happens ideally), the game would look different due to e.g. lighting. 20160817 03:04:36< iceiceice> yeah i mean, i worked on that too :p 20160817 03:04:39< aeth> as in, camp fires, lava, lit walls, etc., actually giving off light 20160817 03:04:42< iceiceice> i could show you a demo 20160817 03:04:49< iceiceice> with like pseudo-3d sprite lighting :) 20160817 03:05:02< iceiceice> i made up a silly heuristic to give each sprite pixel a "height" 20160817 03:05:14< iceiceice> so that it can be treated as a 3d surface and lighted using normals 20160817 03:05:30< iceiceice> i made it like a year ago... 20160817 03:05:48< iceiceice> aeth: i guess its like 20160817 03:05:53< iceiceice> the way wesnoth assembles castles and such 20160817 03:06:02< iceiceice> and does animations 20160817 03:06:09< iceiceice> idk it's like very software-rendering oriented 20160817 03:06:16< aeth> well, yeah, I said transitions and animations 20160817 03:06:21< aeth> iirc 20160817 03:06:25< iceiceice> alot of the code in this project was like, thrown together by dave in a weekend 20160817 03:06:29< iceiceice> and he didn't really expect it to get big 20160817 03:06:37< iceiceice> that was why we had all the janky "gui1" widgets 20160817 03:06:49< iceiceice> why WML is based on a C-preprocessor 20160817 03:07:00< iceiceice> and why all the graphics are based on undrawing i guess :p 20160817 03:07:19< Aginor> iceiceice: that last thing is causing so much trouble ;) 20160817 03:07:40< Aginor> if it wasn't for that we could just convert all surfaces to textures, done 20160817 03:07:59< Aginor> well, that and the custom blit function 20160817 03:08:14< iceiceice> yeah you probably know the problem better than i do :p 20160817 03:08:55< iceiceice> Aginor, in my engine i guess i tried to do it without really using like intermediate textures, just draw the whole thing on the framebuffer in one pass 20160817 03:09:09< aeth> wait, what stops sprite->texture? 20160817 03:09:10-!- travis-ci [~travis-ci@ec2-54-224-54-119.compute-1.amazonaws.com] has joined #wesnoth-dev 20160817 03:09:11< travis-ci> wesnoth/wesnoth#10428 (master - df6ee92 : Charles Dang): The build has errored. 20160817 03:09:11< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/152859967 20160817 03:09:11-!- travis-ci [~travis-ci@ec2-54-224-54-119.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160817 03:09:42< iceiceice> but i still have a lot of work to do esp. with terrain graphics 20160817 03:10:24< Aginor> aeth: it doesn't gain anything if you keep copying from the hw graphics to software still kills performance 20160817 03:11:27< iceiceice> aeth: when you mentioned SDL_gpu, 20160817 03:11:34< iceiceice> the earlier guy who worked on SDL2 transition, 20160817 03:11:35< iceiceice> lipka, 20160817 03:11:42< iceiceice> also saw SDL_gpu and got excited about it 20160817 03:11:45< iceiceice> and ported everything to that 20160817 03:11:50< iceiceice> and basically found that it was not any faster 20160817 03:11:56< iceiceice> and then abandoned the work 20160817 03:12:22< iceiceice> if Aginor didn't come back and salvage that, then we wouldn't really have gotten anything out of it i guess 20160817 03:12:53< Aginor> iceiceice: I never came back though, it was my first appearance ;) 20160817 03:13:05< iceiceice> yeah it was poor grammar :) 20160817 03:14:54< Aginor> just keeping the facts straight ;) 20160817 03:15:38< Aginor> aeth: hardware rendering doesn't help you at all unless you can also keep all of the data you're rendering in the rendering hardware 20160817 03:15:53< iceiceice> Aginor, i'll be very curious how you end up to do it 20160817 03:15:55< Aginor> otherwise you have to copy it across the very slow pci bus 20160817 03:16:10< Aginor> iceiceice: with a lot of swearing 20160817 03:16:15< iceiceice> hehe 20160817 03:16:20< Aginor> and a lot of intermediate breakage 20160817 03:16:34< celmin> Basically, drawing in one pass rather than undrawing things as needed. 20160817 03:17:24< iceiceice> i mean some stuff might get a lot simpler 20160817 03:17:39< iceiceice> in the src/image.cpp there is all this complex stuff about masking and tinting of sprites 20160817 03:17:43< iceiceice> and caching the results 20160817 03:17:55< Aginor> iceiceice: I'd like us to move to a different engine paradigm too 20160817 03:18:06< iceiceice> if that is done using shaders then you might be able to delete all that code 20160817 03:18:10< Aginor> separating out the rendering logic from state updates 20160817 03:18:30< Aginor> shaders and lightning would be within easy reach at that point 20160817 03:18:46< iceiceice> Aginor, i kind of wnat to make like 20160817 03:18:52< iceiceice> a wesnoth-renderer lib 20160817 03:18:55< iceiceice> that stands alone 20160817 03:19:09< iceiceice> and like, expects a "model" object in a certain format or something 20160817 03:19:25< iceiceice> and essentially creates the view 20160817 03:19:31< Aginor> iceiceice: yeah 20160817 03:19:44< iceiceice> it would be pretty cool if we had that i think 20160817 03:19:54< iceiceice> and it stood alone and were more approachable than the engine at large 20160817 03:20:00< iceiceice> b/c there are a lot of people who know their way around opengl 20160817 03:20:07< Aginor> I don't think we can get there without a lot of refactoring 20160817 03:20:16< iceiceice> yah i mean 20160817 03:20:58< iceiceice> wesnoth is really engineered as like a monolithic thing 20160817 03:21:18< Aginor> indeed 20160817 03:21:25 * Aginor sighs 20160817 03:21:31< iceiceice> but if you rewrite the rendering pathway you could try patching it in 20160817 03:21:34< iceiceice> and have like two modes 20160817 03:21:37< Aginor> I wish we could separate away dialogs more from gamestate 20160817 03:21:48< Aginor> and that we could separate gamestate from rendering 20160817 03:21:57< Aginor> and gamestate from event handling and rendering 20160817 03:22:06< iceiceice> yeah... 20160817 03:22:16< iceiceice> class unit is kind of the worst imo 20160817 03:22:22< Aginor> overall game loop could then be: process events, update state, render 20160817 03:22:31< iceiceice> its like, oh, clearly, this is object oriented, so there should be a class unit 20160817 03:22:36< iceiceice> that knows how to do everything that a unit does... 20160817 03:23:57< Aginor> iceiceice: you could start splitting it apart ;) 20160817 03:24:05< iceiceice> i did at one point :) 20160817 03:24:11< iceiceice> that is where unit_drawer came from 20160817 03:27:43< Aginor> fair enough ;) 20160817 03:28:23< iceiceice> you guys are the first developers that I remember that saw value in this kind of thing besides me 20160817 03:28:38< iceiceice> well, 20160817 03:28:40< iceiceice> maybe that's not fair to say 20160817 03:29:18< iceiceice> i remember rewriting a ton of play_controller code with gfgtdf 20160817 03:35:36< celmin> I'm still having trouble understanding how to apply MVC in the gamestate inspector... 20160817 03:36:03< vultraz> if it's so incomprehensible, redo it? 20160817 03:36:19< celmin> The MVC examples generally seem to be based around a specific data type to be displayed, but the inspector is displaying a hodgepodge of various data. 20160817 03:36:59< celmin> I could say the model is a config (though that fails for some AI things), but... 20160817 03:37:17< celmin> That still feels too generic. 20160817 03:38:20< vultraz> what's wrong with generic? 20160817 03:38:26< celmin> I don't know. 20160817 03:44:54< celmin> The view in the inspector is mostly methods that defer to the controller. That doesn't seem right. 20160817 03:45:13< celmin> All the "handle click" methods are in both the view and the controller. 20160817 03:45:33< iceiceice> yeah that sounds a bit broken i guess 20160817 03:45:54< iceiceice> maybe not 20160817 03:46:01< iceiceice> the controller should be thin, it should not really do any work 20160817 03:46:05< iceiceice> it should ask the model and view to do work 20160817 03:46:31< iceiceice> the view probably should not "handle a click" 20160817 03:46:50< iceiceice> it should like, update textboxes and whatnot 20160817 03:46:53< celmin> And shouldn't have a "handle click" method even if it sole action is to ask the controller to do it. 20160817 04:00:27-!- Kwandulin [~Miranda@p200300760F35BF9CB8E061FAFA3DB47D.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160817 04:02:52-!- JyrkiVesterinen [~JyrkiVest@87-100-194-70.bb.dnainternet.fi] has joined #wesnoth-dev 20160817 04:08:49-!- iceiceice [~chris@unaffiliated/iceiceice] has quit [Quit: Ex-Chat] 20160817 04:45:38-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160817 04:49:55-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 252 seconds] 20160817 04:57:43-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: KABOOM! It seems that I have exploded. Please wait while I reinstall the universe.] 20160817 05:00:10-!- celmin [~celticmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The minstrel departs, to spread the music to the masses!] 20160817 06:06:51-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160817 06:17:28< shadowm> Aginor: https://forums.wesnoth.org/viewtopic.php?f=6&t=44477 20160817 06:18:58< vultraz> (and everyone else) 20160817 06:19:39< shadowm> Go highlight everyone else yourself then. 20160817 06:19:51< shadowm> I don't know who else has joined since March. 20160817 06:26:49< JyrkiVesterinen> I already saw the email, no need to highlight me. 20160817 06:27:21< shadowm> Oh, there was an email. 20160817 06:27:41< shadowm> I forgot I set my client to not notify me on new messages to wesnoth-dev. 20160817 06:33:55-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160817 06:38:14-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 244 seconds] 20160817 06:42:13-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Remote host closed the connection] 20160817 06:50:40< Aginor> I too read the email 20160817 06:51:58< Aginor> thanks shadowm 20160817 06:52:44-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20160817 07:18:35-!- JyrkiVesterinen [~JyrkiVest@87-100-194-70.bb.dnainternet.fi] has quit [Quit: .] 20160817 07:22:32-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has joined #wesnoth-dev 20160817 07:27:02-!- Kwandulin_2 [~Miranda@p200300760F35BF32E13AB365C1C0E920.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160817 07:27:22-!- boucman_work [~boucman@229.29.205.77.rev.sfr.net] has joined #wesnoth-dev 20160817 07:28:35-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160817 07:28:58-!- Kwandulin [~Miranda@p200300760F35BF9CB8E061FAFA3DB47D.dip0.t-ipconnect.de] has quit [Ping timeout: 258 seconds] 20160817 07:32:45-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 250 seconds] 20160817 07:49:17-!- Kwandulin_2 [~Miranda@p200300760F35BF32E13AB365C1C0E920.dip0.t-ipconnect.de] has quit [Ping timeout: 258 seconds] 20160817 07:49:27-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160817 07:49:58-!- JyrkiVesterinen [~JyrkiVest@87-100-194-70.bb.dnainternet.fi] has joined #wesnoth-dev 20160817 07:53:39-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 244 seconds] 20160817 08:16:33-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20160817 08:16:38-!- Kwandulin [~Miranda@p200300760F35BF32E13AB365C1C0E920.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160817 08:28:08-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has quit [Quit: ChipmunkV] 20160817 08:34:19-!- horrowind [~Icedove@2a02:810a:83c0:404:21b:fcff:fee3:c3ff] has joined #wesnoth-dev 20160817 08:36:13-!- irker499 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160817 09:04:06-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160817 09:08:28-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 265 seconds] 20160817 09:11:16-!- Kwandulin [~Miranda@p200300760F35BF32E13AB365C1C0E920.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160817 09:13:29< loonycyborg> anyone know why that static assert happens? http://baldras.wesnoth.org:8080/job/Wesnoth/branch=master,compiler=mingw32,label=Debian7-32/851/console 20160817 09:13:44< loonycyborg> that's crocc-gcc 4.9 and boost 1.60 20160817 09:13:49< loonycyborg> *cross 20160817 09:32:03-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has joined #wesnoth-dev 20160817 09:40:12-!- Appleman1234 [~Appleman1@KD036012016147.au-net.ne.jp] has quit [Ping timeout: 250 seconds] 20160817 09:49:54-!- Kwandulin [~Miranda@p200300760F35BF3205169420E471EC5C.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160817 09:53:20< JyrkiVesterinen> loonycyborg: It's a known problem. Unfortunately no one knows why it happens. 20160817 09:53:42< loonycyborg> does it happen on particular combination of gcc/boost? 20160817 09:53:53< loonycyborg> what range of versions it affects? 20160817 09:54:49< JyrkiVesterinen> It happens to some developers, but not others. Earlier reports have been with clang on MacOS. 20160817 09:55:34< JyrkiVesterinen> I don't recall any dependency on the Boost version. 20160817 09:56:17< JyrkiVesterinen> One developer (PoignardAzur) has said that he gets the error with Clang but not with GCC. 20160817 09:56:38-!- hk238 [~kvirc@t224.ip7.netikka.fi] has joined #wesnoth-dev 20160817 09:56:54< JyrkiVesterinen> https://github.com/wesnoth/wesnoth/pull/723#issuecomment-238081683 20160817 09:58:37-!- Appleman1234 [~Appleman1@KD036012016147.au-net.ne.jp] has joined #wesnoth-dev 20160817 10:03:58-!- Appleman1234 [~Appleman1@KD036012016147.au-net.ne.jp] has quit [Ping timeout: 252 seconds] 20160817 10:10:14-!- Duthlet [~Duthlet@dslb-188-105-138-092.188.105.pools.vodafone-ip.de] has joined #wesnoth-dev 20160817 10:12:16< loonycyborg> zookeeper: http://baldras.wesnoth.org:8080/job/Wesnoth/branch=master,compiler=mingw32,label=Gentoo-64/ws/ 20160817 10:12:19< loonycyborg> try this one 20160817 10:13:24< loonycyborg> I got gentoo cross-build to work, while debian build fails with that mysterious static_assert :P 20160817 10:14:05-!- Appleman1234 [~Appleman1@KD036012016147.au-net.ne.jp] has joined #wesnoth-dev 20160817 10:26:51-!- gfgtdf [~chatzilla@x4e36a380.dyn.telefonica.de] has joined #wesnoth-dev 20160817 10:27:37< gfgtdf> 20160817 09:13:29< loonycyborg> anyone know why that static assert happens? http://baldras.wesnoth.org:8080/job/Wesnoth/branch=master,compiler=mingw32,label=Debian7-32/851/console 20160817 10:28:53< gfgtdf> loonycyborg: this is a knonw issue, we know that this goes away when you remkvoe the BOOST_CONSTEXPR keyword in the arg copyctor in boost/bind/arg.hpp which was added in boost 1.60 20160817 10:29:54< gfgtdf> loonycyborg: someone who is effected by this issue shodul file bugreport at boost 20160817 10:30:50< zookeeper> loonycyborg, trying... 20160817 10:31:00< gfgtdf> loonycyborg: well i guess i can also create a rpeort bug i can oynl tell waht i know not exact compler options etc. 20160817 10:31:42< zookeeper> loonycyborg, where do i get the .dll's? 20160817 10:33:43< loonycyborg> zookeeper: you have latest wesnoth release installed? 20160817 10:33:50< loonycyborg> you could from there 20160817 10:34:00< zookeeper> ah, yes. let's see... 20160817 10:34:58< vultraz> blah, wesnoth is crashing. 20160817 10:36:22< zookeeper> loonycyborg, crashes immediately, won't start 20160817 10:37:11< loonycyborg> hmm any interesting console output? 20160817 10:37:36< zookeeper> nope, ends right after Automatically found a possible data directory at C:\Games\Wesnoth-git 20160817 10:38:17-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth-dev 20160817 10:39:54< loonycyborg> maybe I'll be able to get debian vm build to work 20160817 10:41:45< vultraz> hmm 20160817 10:41:49< vultraz> why is the scrollbar breaking.. 20160817 10:44:09< gfgtdf> celmin, loonycyborg, ancestral: made a report about the boost cimplation issue https://svn.boost.org/trac/boost/ticket/12397 please check whether you know things that i forgot to mention there. 20160817 10:44:14< vultraz> hmmm 20160817 10:44:58< vultraz> hmm 20160817 10:45:03< vultraz> it's the sliders causing the problem.. 20160817 10:46:50< gfgtdf> vultraz: which sliders you mean ? 20160817 10:47:29-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160817 10:47:47< vultraz> trying to make custom options show for eras/mods but the sliders are breaking... 20160817 10:47:58< vultraz> assertion at scrollbar.cpp:207 20160817 10:49:43< loonycyborg> gfgtdf: seems fine to me, maybe could use elaboration of compiler versions and a test case.. 20160817 10:51:59-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 260 seconds] 20160817 10:53:35-!- irker825 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160817 10:53:35< irker825> wesnoth: Charles Dang wesnoth:master 306fa1744f37 / / (3 files in 2 dirs): MP Create: work on showing custom options for eras and mods https://github.com/wesnoth/wesnoth/commit/306fa1744f371883fd27e48cd5032f10a8d5121d 20160817 10:54:09< vultraz> gfgtdf: ^ asserts when trying to view options if a selected mod has them.. 20160817 10:55:20< gfgtdf> vultraz: hmm i also has a local commit to for that 20160817 10:56:13< gfgtdf> vultraz: for what you did i mean 20160817 10:56:34< gfgtdf> vultraz: does your comit also make the option work in the game ? 20160817 10:57:55< vultraz> oh, sorry :( 20160817 10:59:13< gfgtdf> vultraz: you now whichline exactly fails ? 20160817 10:59:23< gfgtdf> vultraz: whwe the assetion failure is i meant 20160817 11:00:32< gfgtdf> vultraz: when i was teing my commit i had assertion failures here: https://github.com/wesnoth/wesnoth/blob/master/src/gui/widgets/tree_view_node.cpp#L532 so i wonder whether its the same 20160817 11:01:36< loonycyborg> zookeeper: http://baldras.wesnoth.org:8080/job/Wesnoth/branch=master,compiler=mingw32,label=Debian7-32/ws/ 20160817 11:01:40< loonycyborg> try this one 20160817 11:02:04< loonycyborg> managed to make it work by removing BOOST_CONSTEXPR as per gfgtdf 20160817 11:02:33< zookeeper> loonycyborg, seems to work! 20160817 11:02:47< loonycyborg> cool 20160817 11:08:36< zookeeper> great, thanks. now i can actually test new stuff again :p 20160817 11:08:42< vultraz> gfgtdf: it asserts here for me https://github.com/wesnoth/wesnoth/blob/master/src/gui/widgets/scrollbar.cpp#L207 20160817 11:08:49< vultraz> gfgtdf: i dunno if it works in-game yet 20160817 11:11:23< vultraz> gfgtdf: probably not since i dont handle ids yet 20160817 11:12:07< gfgtdf> vultraz: i think your problme migth be the one of your addosn has step=0 no no step? attribtue at all 20160817 11:12:16< gfgtdf> vultraz: here https://github.com/wesnoth/wesnoth/blob/306fa1744f371883fd27e48cd5032f10a8d5121d/src/gui/dialogs/multiplayer/mp_create_game.cpp#L397 20160817 11:12:23< gfgtdf> vultraz: shodul the default value mostlikeley by 1 20160817 11:12:38< gfgtdf> vultraz: and you shouldnt ignor lisers with an invalid step= i'd say 20160817 11:12:44< gfgtdf> like step=-1 or step=0 20160817 11:12:48< gfgtdf> sliders 20160817 11:13:32< gfgtdf> vultraz: so first replace to_int() with to_int(1) 20160817 11:13:48< gfgtdf> vultraz: at that line 20160817 11:13:53 * vultraz tries 20160817 11:14:02< gfgtdf> vultraz: the documtation also say the defautl is 1 20160817 11:14:22< vultraz> hm.. no, still asserting :( 20160817 11:14:58< gfgtdf> vultraz: at the same place? 20160817 11:15:09< gfgtdf> vultraz: what addon are you testign with? 20160817 11:15:13< vultraz> XP mod 20160817 11:16:05< vultraz> also doesn't work with pyr npt either 20160817 11:16:21< vultraz> (I think that's your mod?) 20160817 11:16:38< gfgtdf> vultraz: yes it is 20160817 11:16:51< gfgtdf> hmm you have a tacktrace of your asertion failure ? 20160817 11:17:07-!- horrowind [~Icedove@2a02:810a:83c0:404:21b:fcff:fee3:c3ff] has quit [Quit: horrowind] 20160817 11:18:36< vultraz> http://pastebin.com/nvuDBn7R 20160817 11:18:50< gfgtdf> vultraz: maybe it cna be fixed by addns step_size = 1in the option_slider in mp_create_game.cfg ? 20160817 11:19:45< vultraz> i can try, but sliders worked when i tested with a scenario (dark forecast) 20160817 11:19:47< gfgtdf> vultraz: WAIT 20160817 11:19:52< gfgtdf> vultraz: wait* 20160817 11:20:06< vultraz> hm 20160817 11:20:08< vultraz> wait 20160817 11:20:10< vultraz> that does make it work o_O 20160817 11:20:26< gfgtdf> vultraz: here https://github.com/wesnoth/wesnoth/commit/306fa1744f371883fd27e48cd5032f10a8d5121d#diff-ea27ea3b153912f9580adad05b871af2L389 you moved the order win which get_step_side and set_maximum_value are called 20160817 11:20:34< gfgtdf> vultraz: i think that migth have casues this. 20160817 11:20:56< vultraz> yeah, if aluminum is first it asserts 20160817 11:20:59< vultraz> minimum 20160817 11:21:02< vultraz> (lol) 20160817 11:21:15< vultraz> i noticed that when i was working on prefs 20160817 11:21:28< vultraz> max should always be first, for some reason 20160817 11:21:43< vultraz> but yeah, adding step_size = 1 to the cfg file fixes my problem 20160817 11:27:08< vultraz> blah, tree views can shrink on a redraw event :| 20160817 11:27:14< vultraz> er, invalidated layout 20160817 11:27:19< vultraz> i wonder if that can be prevented 20160817 11:32:59< gfgtdf> vultraz: well invalidate layout basiball means reclaculte the size of all widgets 20160817 11:33:24< gfgtdf> vultraz: so no it cannot be prefernvtes, the correct fix is usulaly not to call invalidate_layout. 20160817 11:33:48< vultraz> well it seems like widgets should still grow to fit their space 20160817 11:33:56< vultraz> especially if horizontal_grow was specified as true 20160817 11:34:06< vultraz> since the initial layout would fill it 20160817 11:36:31< vultraz> anyway uh.. 20160817 11:36:43< vultraz> gfgtdf: do you get a 'Cannot find era' message if you cancel Create? 20160817 11:37:44< gfgtdf> vultraz: no i alread fixed that in my ocal patch 20160817 11:37:48< vultraz> ok 20160817 11:40:55< irker825> wesnoth: Charles Dang wesnoth:master a99e984f42a8 / data/gui/window/mp_create_game.cfg src/gui/dialogs/multiplayer/mp_create_game.cpp: MP Create: fixed some issues with displaying custom options https://github.com/wesnoth/wesnoth/commit/a99e984f42a8a4bd2645c5f746c06128df10b852 20160817 11:41:22< vultraz> gfgtdf: ^ options now display correctly 20160817 11:46:47-!- travis-ci [~travis-ci@ec2-54-242-68-98.compute-1.amazonaws.com] has joined #wesnoth-dev 20160817 11:46:48< travis-ci> wesnoth/wesnoth#10430 (master - 306fa17 : Charles Dang): The build has errored. 20160817 11:46:48< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/152936049 20160817 11:46:48-!- travis-ci [~travis-ci@ec2-54-242-68-98.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160817 11:58:02-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160817 12:02:20-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 250 seconds] 20160817 12:24:50-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has quit [Quit: ChipmunkV] 20160817 12:26:30< loonycyborg> gfgtdf: we dropped support for gcc-4.7 right? 20160817 12:27:16< gfgtdf> loonycyborg: well i wanst the one who did that but accordign to mailinglist https://www.mail-archive.com/wesnoth-dev@gna.org/msg05015.html we did that 20160817 12:27:53< loonycyborg> gfgtdf: http://baldras.wesnoth.org:8080/job/Wesnoth/ 20160817 12:28:07< loonycyborg> I'm making those older compiler builds work atm 20160817 12:28:21< loonycyborg> guess I need to remove gcc-4.7 from matrix then 20160817 12:29:00< gfgtdf> loonycyborg: are they all unsing the same boost version? 20160817 12:29:16< loonycyborg> yes, 1.60 20160817 12:29:28< gfgtdf> loonycyborg: mayb you coudl make on of the newer buidls a c++14 build sicne your travis c++14 build doesnt work yet? 20160817 12:29:37< gfgtdf> (becasue travis used a too old boost version) 20160817 12:29:58< loonycyborg> hmm I guess I could add an axis for c++14 20160817 12:30:06< loonycyborg> need to only think how to do it properly 20160817 12:30:17< loonycyborg> without making a combinatorial explosion :P 20160817 12:32:33< vultraz> gfgtdf: what other improvements have you made to the dialog? I don't want to redo something you've already done 20160817 12:33:01< gfgtdf> vultraz: i mdae toipions work ingame wait, ill commit soon im just doring the merge 20160817 12:33:10< vultraz> ok 20160817 12:36:51-!- travis-ci [~travis-ci@ec2-54-224-54-119.compute-1.amazonaws.com] has joined #wesnoth-dev 20160817 12:36:52< travis-ci> wesnoth/wesnoth#10431 (master - a99e984 : Charles Dang): The build has errored. 20160817 12:36:52< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/152945463 20160817 12:36:52-!- travis-ci [~travis-ci@ec2-54-224-54-119.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160817 12:42:51< irker825> wesnoth: gfgtdf wesnoth:master f124dd179c32 / src/ (6 files in 3 dirs): gui2 mp create improvements https://github.com/wesnoth/wesnoth/commit/f124dd179c32de4787f07463742514cc7b5119b0 20160817 12:43:26< gfgtdf> vultraz: ^ 20160817 12:45:03-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Quit: Connection closed for inactivity] 20160817 12:45:14< vultraz> sweet :D 20160817 12:46:06< vultraz> hm i get compile errors 20160817 12:46:34< vultraz> ah, simple fix 20160817 12:46:37< gfgtdf> vultraz: where= it compled fine for me 20160817 12:46:53< gfgtdf> s/=/ 20160817 12:46:55< gfgtdf> ? 20160817 12:47:01< vultraz> create_engine_.get_state().classification().campaign = current_campaign->data()["id"] 20160817 12:47:04< vultraz> needed to add .str() 20160817 12:48:30< gfgtdf> vultraz: the tmer settigns stillne to made function (config_engine_->set... 20160817 12:48:37< gfgtdf> ) in post_show 20160817 12:48:45< vultraz> ok 20160817 12:48:59< gfgtdf> vultraz: also pressng cancel on the ifficualy dialog for mp campaign doesnt work yet 20160817 12:49:06< vultraz> ah 20160817 12:49:16< gfgtdf> vultraz: thta is also currently dont in post_show 20160817 12:49:31< gfgtdf> vultraz: not sure whetehr its possible to abort the clising from within post_show 20160817 12:49:35< gfgtdf> closing* 20160817 12:49:46< vultraz> not sure 20160817 12:49:49< vultraz> i'll look 20160817 12:50:10< vultraz> i think i found a partial fix for treeviews getting smaller 20160817 12:50:56< gfgtdf> how do i eproduce treeviws getting smaller ? 20160817 12:51:15< vultraz> mostly just toggle mods and then select a scenario other than dark forecast 20160817 12:51:26< vultraz> mods with options* 20160817 12:51:33< vultraz> while looking at the options tab 20160817 12:51:48-!- Kwandulin [~Miranda@p200300760F35BF3205169420E471EC5C.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160817 12:52:43< vultraz> i think editing this function should work https://github.com/wesnoth/wesnoth/blob/master/src/gui/widgets/tree_view.cpp#L155 20160817 12:53:11< vultraz> i tried using root_node_->place(indention_step_size_, get_origin(), std::max(content_grid()->get_size().x, content_visible_area_.x)); 20160817 12:53:31< vultraz> which seems to stop the shrinking but the nodes go off the screen 20160817 12:58:16< gfgtdf> vultraz: another try coudl be in ttree_view::clear() to change the resize_content call onyl to resze vertically (0 in first paramter), but not sure 20160817 13:00:38< vultraz> gfgtdf: that actually seems to work 20160817 13:00:49< vultraz> :D 20160817 13:01:07< vultraz> will use that, thanks 20160817 13:01:12< gfgtdf> vultraz: please test whetehr the unitpreviw pane (recall dialog) stil work then 20160817 13:01:44< vultraz> it does 20160817 13:03:00-!- wedge010 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160817 13:04:56-!- travis-ci [~travis-ci@ec2-54-242-68-98.compute-1.amazonaws.com] has joined #wesnoth-dev 20160817 13:04:57< travis-ci> wesnoth/wesnoth#10432 (master - f124dd1 : gfgtdf): The build failed. 20160817 13:04:57< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/152958398 20160817 13:04:57-!- travis-ci [~travis-ci@ec2-54-242-68-98.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160817 13:05:14< vultraz> hm 20160817 13:05:20< vultraz> I really don't understand what you're doing here 20160817 13:05:21< vultraz> map[combobox_option["id"]] = [combobox, combo_values]() { return cav(combo_values[combobox->get_value()]); }; 20160817 13:05:32-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 240 seconds] 20160817 13:05:32-!- wedge010 is now known as wedge009 20160817 13:07:03< gfgtdf> vultraz: cav is just a helper to convert numbers/bools etc to attribute_Value objects 20160817 13:07:48< gfgtdf> vultraz: for every option i add f function in that map to get the curent value whichi is then used in post_show to set the game options 20160817 13:12:20< gfgtdf> vultraz: hmm the gui2 mp create currently has a bug that optiosn are reset when chanign the scneairo 20160817 13:12:29< vultraz> hm 20160817 13:12:45< vultraz> also the first time i select a mod i get a popup asking me to choose an era.. 20160817 13:13:10< gfgtdf> vultraz: hmm didnt happen to me 20160817 13:13:22< vultraz> s/select/toggle 20160817 13:13:33< gfgtdf> vultraz: maybe that mod was incppatible with the current era, then this soulnds liek teh epxected behaviour ot me 20160817 13:13:43< vultraz> i had default selected 20160817 13:13:56< vultraz> and default shows up in the list 20160817 13:19:38< vultraz> I think the scenario_ member can be removed now? 20160817 13:21:22< gfgtdf> vultraz: it ist not used then sure- 20160817 13:22:29< gfgtdf> if its* 20160817 13:25:02< vultraz> im not sure why the return statement in post_show causes wesnoth to close completely.. 20160817 13:26:10< gfgtdf> vultraz: well we dont wan tto return there (if the difficulcy dialog was aborted) we actuall want to 'go back to p create' that is, not clisng mp create 20160817 13:26:21< vultraz> yeah 20160817 13:33:01< vultraz> hm 20160817 13:33:13< vultraz> cannot change the retval from post_show 20160817 13:33:39< vultraz> i might need to hook an event into the Create button 20160817 13:34:54< gfgtdf> vultraz: note that currently the game is also started when you doubleclickon the listbox 20160817 13:35:04< vultraz> hm 20160817 13:35:08< vultraz> crap :| 20160817 13:35:43< gfgtdf> vultraz: you can diable the lostbox doubleclick behviour if you want 20160817 13:36:03< vultraz> nah, that'd be bad 20160817 13:44:42< loonycyborg> gfgtdf: I added a build for c++14: http://baldras.wesnoth.org:8080/job/Wesnoth/ 20160817 13:45:03< gfgtdf> loonycyborg: ok thx 20160817 13:45:04< loonycyborg> only it seems that current commit is bad :P 20160817 13:46:10< loonycyborg> those vms don't have own full git checkouts 20160817 13:46:24< loonycyborg> instead they share one from host 20160817 13:46:35< loonycyborg> and thus updating it isn't under their control 20160817 13:46:47< gfgtdf> loonycyborg: hmm to me th ouut looks like builds are failing becaseues boost thread is missing 20160817 13:46:48< loonycyborg> host updates it at regular intervals 20160817 13:47:02< loonycyborg> it seems you somehow are reading old logs 20160817 13:47:06< loonycyborg> I fixed it today 20160817 13:47:49< loonycyborg> here's a direct link to one of them: http://baldras.wesnoth.org:8080/job/Wesnoth/branch=master,compiler=4.8,label=Gentoo-64/858/console 20160817 13:48:10< gfgtdf> loonycyborg: hmm i see 20160817 13:48:37< gfgtdf> loonycyborg: but i dont understand why it fails, atribute_value has an operator std::string() to it shoudl just call that 20160817 13:49:33< loonycyborg> previous builds were successful, and suddenly this error appears 20160817 13:55:15< loonycyborg> it makes travis fail too: https://travis-ci.org/wesnoth/wesnoth/jobs/152958399 20160817 13:56:43< gfgtdf> loonycyborg: yes vultras said he already ha a fix locally 20160817 13:56:59< loonycyborg> gfgtdf: also anyone who has commit access to wesnoth repo can register on that jenkins via oauth 20160817 13:57:16< loonycyborg> which would allow actions like starting new builds 20160817 13:59:21< loonycyborg> basically jenkins can let you log in via github and if you in wesnoth org on github you can start jobs on jenkins 20160817 14:06:10-!- gfgtdf [~chatzilla@x4e36a380.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 20160817 14:11:14< irker825> wesnoth: Charles Dang wesnoth:master 89dd0e7f750e / src/gui/widgets/tree_view.cpp: ttree_view: don't shrink width when clearing https://github.com/wesnoth/wesnoth/commit/89dd0e7f750e0de57304ead209321b1b6dff72da 20160817 14:11:17< irker825> wesnoth: Charles Dang wesnoth:master 099109a8223d / src/gui/ (dialogs/dialog.cpp widgets/window.hpp): Allow post_show to override a window's retval https://github.com/wesnoth/wesnoth/commit/099109a8223d97a9931a0298608999ca65e34a29 20160817 14:11:20< irker825> wesnoth: Charles Dang wesnoth:master 5142613ed9da / src/ (3 files in 2 dirs): MP Create: progress and cleanup https://github.com/wesnoth/wesnoth/commit/5142613ed9da23321a1d4287186f270acd8589ff 20160817 14:11:25< vultraz> gfgtdf: it's a rather hacky solution ^ 20160817 14:11:39< vultraz> gfgtdf: basically, I reopen the dialog if you click cancel in the difficulty dialog :| 20160817 14:20:36< vultraz> gfgtdf: another solution would be to integrate the difficulty selection into the dialog, but that might not work since load game needs to call it too... 20160817 14:27:24< irker825> wesnoth: Charles Dang wesnoth:master b2f78104e6fb / src/gui/dialogs/multiplayer/mp_create_game.cpp: MP Create: make sure there's always an initial era/mod index set https://github.com/wesnoth/wesnoth/commit/b2f78104e6fb912ea44c06bd9af12d9437274ad8 20160817 14:28:11-!- boucman_work [~boucman@229.29.205.77.rev.sfr.net] has quit [Read error: Connection reset by peer] 20160817 14:29:07-!- boucman_work [~boucman@229.29.205.77.rev.sfr.net] has joined #wesnoth-dev 20160817 14:32:55-!- Kwandulin [~Miranda@p200300760F35BF32F05FD9EFC79A23BF.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160817 14:37:39< vultraz> hm, actually, load game can't go to the next screen immediately 20160817 14:37:44< vultraz> might be able to implement it here after all 20160817 14:52:11-!- JyrkiVesterinen [~JyrkiVest@87-100-194-70.bb.dnainternet.fi] has quit [Quit: .] 20160817 14:56:56-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20160817 15:02:27-!- gfgtdf [~chatzilla@x4e36a380.dyn.telefonica.de] has joined #wesnoth-dev 20160817 15:04:06< irker825> wesnoth: Charles Dang wesnoth:master aa1575f997e6 / src/gui/dialogs/multiplayer/mp_create_game.cpp: MP Create: fix combo options not showing https://github.com/wesnoth/wesnoth/commit/aa1575f997e6f143f50e0802d69b8079865e8def 20160817 15:05:20-!- travis-ci [~travis-ci@ec2-54-160-133-147.compute-1.amazonaws.com] has joined #wesnoth-dev 20160817 15:05:21< travis-ci> wesnoth/wesnoth#10433 (master - 5142613 : Charles Dang): The build has errored. 20160817 15:05:21< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/152983602 20160817 15:05:21-!- travis-ci [~travis-ci@ec2-54-160-133-147.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160817 15:07:55< irker825> wesnoth: Charles Dang wesnoth:master 803e668a220d / src/tests/gui/test_gui2.cpp: Remove video argument from MP Lobby tests https://github.com/wesnoth/wesnoth/commit/803e668a220dddeebe7c159c234f0a990e3b29e9 20160817 15:15:34< vultraz> oh, we still have to implement the filter 20160817 15:17:21< gfgtdf> vultraz: you implemented loading saved games alredy? 20160817 15:17:26< vultraz> not yet 20160817 15:33:39< celticminstrel> Why's the video argument no longer needed? 20160817 15:34:33< vultraz> twindow::video 20160817 15:34:38< celticminstrel> ? 20160817 15:34:54< celticminstrel> So it's only needed in preshow? 20160817 15:35:11< celticminstrel> And not at construction time? 20160817 15:35:47< vultraz> can't remember where exactly it was used, but it was only in one place 20160817 15:37:44< vultraz> i changed it to use window_.video() last night 20160817 15:42:15< vultraz> hmmmm 20160817 15:42:19< vultraz> how to implement filtering here.. 20160817 15:42:57-!- boucman_work [~boucman@229.29.205.77.rev.sfr.net] has quit [Quit: Leaving.] 20160817 15:53:33-!- travis-ci [~travis-ci@ec2-54-160-133-147.compute-1.amazonaws.com] has joined #wesnoth-dev 20160817 15:53:34< travis-ci> wesnoth/wesnoth#10434 (master - b2f7810 : Charles Dang): The build has errored. 20160817 15:53:34< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/152988587 20160817 15:53:34-!- travis-ci [~travis-ci@ec2-54-160-133-147.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160817 15:56:16-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160817 15:56:24-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20160817 15:56:35-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160817 16:02:54-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Ping timeout: 260 seconds] 20160817 16:03:03-!- JyrkiVesterinen [~JyrkiVest@78-27-126-144.bb.dnainternet.fi] has joined #wesnoth-dev 20160817 16:03:25-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20160817 16:07:49< gfgtdf> loonycyborg: in the boost report a they want a example on how to reproduce the erro, since it doesnt happen to me (since i'm msvc) unfortunateley cannot give that, mabye you can create one ? 20160817 16:08:56< vultraz> gfgtdf: so id like to expand the dropdown window to take more data (tooltip, icon, etc), but im not sure how best to change the combobox's set_values() function. right now it's a vector of strings. I could make a vector of tuples, or a map. thoughts? 20160817 16:10:23< loonycyborg> gfgtdf: uff ok, but it might take time for me to figure out 20160817 16:10:33< celticminstrel> vultraz: Don't worry about the combobox right now. 20160817 16:10:36< gfgtdf> vultraz: hmm i think varctor of tuples woudl make more sense 20160817 16:10:40< vultraz> celticminstrel: ? 20160817 16:10:53< celticminstrel> vultraz: Implement it in the dropdown window first. 20160817 16:11:37< celticminstrel> map is a pain, BTW, and a vector of tuples isn't very flexible. 20160817 16:15:42< vultraz> former is more consistent with other widgets, though 20160817 16:16:37< JyrkiVesterinen> loonycyborg, gfgtdf: IIRC, in earlier investigation the Boost issue used to happen whenever boost::bind() was used. Among other things, we replaced it with std::bind() where possible. 20160817 16:16:42< JyrkiVesterinen> For example here: https://github.com/wesnoth/wesnoth/pull/716/commits/3d140f988af6afce1b879f21e8377bdf5f9b87b2 20160817 16:17:14< JyrkiVesterinen> It should hopefully be possible to make a minimal example out of that. 20160817 16:18:12< celticminstrel> In other words, include both and Boost.Bind. 20160817 16:18:34< celticminstrel> Maybe also specialize std::is_placeholder to recognize Boost placeholders, as is done in functional.hpp. 20160817 16:19:02< gfgtdf> JyrkiVesterinen: i actuall dont remember any such issues whe we still used boost::bind. 20160817 16:19:34< JyrkiVesterinen> The problems didn't occur on MSVC. I didn't get compile errors either. 20160817 16:19:35< celticminstrel> gfgtdf: That's irrelevant. 20160817 16:19:45< celticminstrel> gfgtdf: You use cl.exe, we use clang. 20160817 16:19:54< JyrkiVesterinen> (I was involved mainly to verify that the changed code compiles on MSVC.) 20160817 16:20:12< gfgtdf> celticminstrel: stil hared report form other people 20160817 16:20:21< celticminstrel> (Mind you, I didn't get the errors either, but both ancestral and mattsc did.) 20160817 16:20:37< gfgtdf> celticminstrel: and the first report was sureleey after we replaces switched to std::bind. 20160817 16:21:14< JyrkiVesterinen> It's likely because Boost uses Boost.Bind internally as well. 20160817 16:21:37< celticminstrel> At least partly because of that. 20160817 16:22:36< gfgtdf> JyrkiVesterinen: you have a error report form someonw who got that wrror when we still used boost::bind? 20160817 16:23:01< JyrkiVesterinen> The error reports were linked in the IRC logs. 20160817 16:23:24< gfgtdf> JyrkiVesterinen: im quite sure i read them and none of the ones i read oused boost::bind 20160817 16:23:57< JyrkiVesterinen> I can just as well search for the logs now when I'm waiting for Wesnoth to build... 20160817 16:24:33< celticminstrel> The trouble might've been in using Boost placeholders with std::bind, then? 20160817 16:25:03< celticminstrel> What Boost libs depend on bind, again? 20160817 16:25:34< celticminstrel> Maybe a good minimal example would be to include one such lib and also include ; specialize std::is_placeholder for Boost placeholders; and bind a function with std::bind. 20160817 16:27:05< JyrkiVesterinen> Found one such a report from the logs. 20160817 16:27:06< JyrkiVesterinen> 20160724 00:59:57< ancestral> ban.cpp:553: std::remove_copy_if(bans_.begin(), bans_.end(), temp_inserter, std::bind(&banned::match_group,std::bind(&banned_ptr::get,_1),group)); 20160817 16:27:30< JyrkiVesterinen> Indeed, the problem was apparently caused by sending Boost placeholders to std::bind(). 20160817 16:28:10< JyrkiVesterinen> Not that it helps too much. If anything #includes boost/bind.hpp, the Boost placeholders end up in the global namespace... :/ 20160817 16:30:31< JyrkiVesterinen> celticminstrel, here's the Boost module dependency page: http://www.pdimov.com/tmp/report-develop-c3bb6eb/module-levels.html 20160817 16:34:47< irker825> wesnoth: Charles Dang wesnoth:master e33e9b1d322d / / (5 files in 3 dirs): MP Create: implemented a bunch more functionality https://github.com/wesnoth/wesnoth/commit/e33e9b1d322d33e34fe4c7f5219e09572e5aa95d 20160817 16:34:59< celticminstrel> Such a descriptive commit message. 20160817 16:35:45< vultraz> :D 20160817 16:35:52< vultraz> next one will be "Stuff" :D 20160817 16:35:53< celticminstrel> That's not something to be proud of. 20160817 16:36:02< vultraz> Followed by "things" 20160817 16:36:19< celticminstrel> I seriously hope you're joking. (It's not funny.) 20160817 16:36:34-!- travis-ci [~travis-ci@ec2-54-160-133-147.compute-1.amazonaws.com] has joined #wesnoth-dev 20160817 16:36:35< travis-ci> wesnoth/wesnoth#10435 (master - aa1575f : Charles Dang): The build has errored. 20160817 16:36:35< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/152999492 20160817 16:36:35-!- travis-ci [~travis-ci@ec2-54-160-133-147.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160817 16:37:10< vultraz> of course im joking 20160817 16:38:21< celticminstrel> loonycyborg, any idea what's up with the MP tests? 20160817 16:38:42< celticminstrel> vultraz: Random idea - if in debug mode, add a new category, which lists [test] scenarios. 20160817 16:40:02< vultraz> gfgtdf: im not sure how best to show the filtered results. there's get_levels_by_type, but listboxes need to use set_row_shown... i could iterate through the entire list and compare the lists with find_level_by_id or something 20160817 16:41:15< vultraz> celticminstrel: travis hasn't reached my test fixup commit yet 20160817 16:41:33< celticminstrel> vultraz: The MP lobby thing? 20160817 16:42:01< celticminstrel> That's not gonna help, I'm pretty sure. 20160817 16:44:07< zookeeper> is there a known issue with avira thinking the 1.13.5 windows installer has a trojan? 20160817 16:44:57-!- Kwandulin [~Miranda@p200300760F35BF32F05FD9EFC79A23BF.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160817 16:46:40-!- VultCave [~chatzilla@124.109.10.167] has joined #wesnoth-dev 20160817 16:47:15< gfgtdf> zookeeper: there was afaik a similar report on the maininglist but it was ignored 20160817 16:47:45-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Read error: Connection reset by peer] 20160817 16:48:12-!- VultCave is now known as vultraz 20160817 16:48:58< gfgtdf> vultraz: well yes i'D guess that you use create_engine_.get_levels_by_type and the filter those entried by the filter o to convert them toa vactor and then call rown_shown 20160817 16:50:11< celticminstrel> set_rows_shown takes a vector? 20160817 16:50:22-!- Bonobo [~Bonobo@2001:44b8:254:3200:bca7:16a9:52b1:2a77] has quit [Quit: Leaving] 20160817 16:50:33< gfgtdf> celticminstrel: i thought so but i didnt chack it again 20160817 16:50:52< celticminstrel> If so, you could probably use std::transform to get the vector from get_levels_by_type. 20160817 16:51:27< zookeeper> gfgtdf, this? https://mail.gna.org/public/wesnoth-dev/2015-11/msg00000.html it's the only one i can find 20160817 16:51:36< vultraz> how there's only set_row_shown not rows_shown 20160817 16:51:42< celticminstrel> vultraz: Did you move the filter box to its rightful place above or below the listbox yet? 20160817 16:51:54< gfgtdf> zookeeper: yes thats i one i meant 20160817 16:51:59< celticminstrel> vultraz: Ah, okay. Let me look this up quickly... 20160817 16:52:20< gfgtdf> zookeeper: seem to eba differnet scanner though 20160817 16:52:21< vultraz> could probably add rows_shown 20160817 16:52:31< vultraz> might simplify the existing filter code 20160817 16:52:42< zookeeper> gfgtdf, yeah. now someone's saying that they get this: https://www.avira.com/en/support-threats-summary/tid/4691/threat/TR.Crypt.XPACK.Gen2 20160817 16:53:23< celticminstrel> vultraz: Seems like set_row_shown is overloaded as a vector version which would be more accurately called set_rows_shown. 20160817 16:54:29< vultraz> oh, it is] 20160817 16:54:35< vultraz> yeah it should be renamed 20160817 16:54:46< vultraz> how does one use std::transform? 20160817 16:55:24< celticminstrel> I think that name issue is relatively minor and not really worth a rename. 20160817 16:55:51-!- boucman_work [~boucman@2a02-8428-034f-f800-9e32-0c7c-b391-6223.rev.sfr.net] has joined #wesnoth-dev 20160817 16:55:54-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20160817 16:55:55-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20160817 16:56:10< celticminstrel> Okay, so, you can get a list of scenarios which has the same number of elements as the listbox, right? 20160817 16:56:24< celticminstrel> And you have a filter function which takes a level (probably a config?) and returns bool? 20160817 16:56:26< gfgtdf> zookeeper: somtime ago there were problem related to our installer fraeform, that caused flse positive reports maybe that woudl be related 20160817 16:57:01< celticminstrel> If so, all you need to do is std::transform(scenarios.begin(), scenarios.end(), std::back_inserter(vec_bool), filter); 20160817 16:57:09< celticminstrel> (But don't call it vec_bool, pick a sensible name.) 20160817 16:57:40< vultraz> hm 20160817 16:57:59< celticminstrel> (The filter could be a lambda, of course.) 20160817 16:58:11< vultraz> i don't have a filter bool function.. 20160817 16:58:48< vultraz> you can get a list of internally filtered and one non-filtered, though.. 20160817 16:58:51< celticminstrel> Because something else handles filtering, or because it wasn't written yet? 20160817 16:58:54< celticminstrel> Huh? 20160817 16:59:10< vultraz> create_engine has get_levels_by_type_unfiltered and get_levels_by_type 20160817 16:59:23< vultraz> latter reflects the status of apply_level_filter, I think 20160817 16:59:33< vultraz> (which takes either an int or string) 20160817 17:00:24< vultraz> simplest solution here would be to clear and refill the list 20160817 17:00:53< celticminstrel> Hmm... 20160817 17:00:56< vultraz> but thats not optimal.. 20160817 17:01:24< celticminstrel> Do you clear and refill when selecting a different type? 20160817 17:01:31< vultraz> yes 20160817 17:01:33< loonycyborg> celticminstrel: eh no idea, it said "all tests gave correct results" and exited with status 127 :P 20160817 17:01:43< celticminstrel> Why on earth are you using an array as a map key? 20160817 17:01:55< vultraz> what? 20160817 17:02:06< celticminstrel> loonycyborg: That sounds more like WML tests... or regular unit test... 20160817 17:02:23< celticminstrel> loonycyborg: MP test is ./utils/travis/mp_test_executor.sh 20160817 17:02:45< celticminstrel> vultraz: Line 50 of mp_create_game.hpp 20160817 17:02:55< vultraz> ask gfgtdf 20160817 17:03:02< vultraz> he added that bit of code 20160817 17:03:04< vultraz> i dont understand it 20160817 17:03:12< celticminstrel> gfgtdf: Why on earth are you using an array as a map key? 20160817 17:03:42< loonycyborg> oh 20160817 17:04:02< gfgtdf> celticminstrel: i use paris to identyfy a option source, the first entry is the type (modification/era/multiplayer) the second is the id 20160817 17:04:36< celticminstrel> loonycyborg: When I run it, the server crashes. 20160817 17:04:45< celticminstrel> gfgtdf: So why not use pair instead of array? 20160817 17:05:03< zookeeper> gfgtdf, shadowm seems to have mentioned the problem before, looks like it's a well-known problem of the NSIS installer getting easily flagged 20160817 17:05:13< celticminstrel> gfgtdf: Any objections to changing it to pair? 20160817 17:06:00< gfgtdf> celticminstrel: hmm well i dont think thats a imporveoemnt but no 20160817 17:06:01-!- Kwandulin [~Miranda@p200300760F35BF32B8186881E08AED6B.dip0.t-ipconnect.de] has joined #wesnoth-dev 20160817 17:06:28< gfgtdf> celticminstrel: beter woudl be a cusotm stuct struct { string typren, string id} but then you'D ahve ti implene ntopoerator < == etc 20160817 17:06:46< celticminstrel> Only operator< is necessary. 20160817 17:07:40< celticminstrel> Equality is !(a celticminstrel: seems to still work here locally 20160817 17:08:26< celticminstrel> But something's clearly wrong on Travis. 20160817 17:08:34< gfgtdf> loonycyborg: here it doenst work the clent dont close and wnd with 'iding n game waiting for not game' 20160817 17:08:57< celticminstrel> That's the same thing happening on Travis. 20160817 17:09:15< celticminstrel> It seems to be caused by the server crashing. 20160817 17:09:29< gfgtdf> the server is still runiing here 20160817 17:09:37< celticminstrel> Hmm, okay, that's interesting... 20160817 17:09:53< loonycyborg> for me it runs a new server but forgets to shut it down 20160817 17:09:53< gfgtdf> last server output is 'debug server: game 1 recieved [init_side] from player 'host'(00AF40DC) during turn 0' 20160817 17:10:41< celticminstrel> I'm trying to fix the client not exiting, which should at least mean the Travis build reports failure instead of timing out. 20160817 17:11:05< celticminstrel> (Or maybe it's erroring because of flood, I dunno.) 20160817 17:12:11< loonycyborg> actually for me only the script itself is working 20160817 17:12:25< loonycyborg> clients crash because they trip up sanitizer 20160817 17:12:34< celticminstrel> Sanitizer? 20160817 17:12:46< loonycyborg> clang/gcc feature 20160817 17:13:01< loonycyborg> to detect invalid accesses 20160817 17:13:05< celticminstrel> Does the server not crash then? 20160817 17:13:10< loonycyborg> nope 20160817 17:13:15< loonycyborg> it reports clients logging off 20160817 17:13:30< celticminstrel> So I get server crash, you get client crash, and gfgtdf just gets... misbehaviour... 20160817 17:13:40< loonycyborg> I'll post the output 20160817 17:14:35< celticminstrel> Clients crashing should at least mean the script terminates though, because once the clients have terminated it kills the server. 20160817 17:14:44< loonycyborg> https://gist.github.com/loonycyborg/f58c371ae4e2e27e08b42d4a5adabe6c 20160817 17:15:12< loonycyborg> to get sanitizer you'd need to compile with particular flags 20160817 17:15:18< loonycyborg> so you won't have those errors 20160817 17:15:33< celticminstrel> Yeah, I'm not using -fsanitizer=address right now... 20160817 17:15:42< celticminstrel> And apparently don't have -fsanitizer=undefined. 20160817 17:16:14 * celticminstrel probably misspelled the option somehow 20160817 17:17:11< loonycyborg> -fsanitize=address is the option it's built with 20160817 17:17:26< celticminstrel> I tried it a little while ago, and considered asking ancestral if it should be enabled in all builds. 20160817 17:17:41< celticminstrel> No crashes occurred in my cursory tests, not that that means much. 20160817 17:18:02< celticminstrel> But since it's an edit to the XCode project, I reverted it at some point. 20160817 17:18:27< celticminstrel> It's a pain when the XCode project is changed when switching branches. 20160817 17:19:22< irker825> wesnoth: Jyrki Vesterinen wesnoth:master b15c9be4d598 / src/events.cpp: Fix delay before drawing menu content https://github.com/wesnoth/wesnoth/commit/b15c9be4d5980fac86e4fb90cdb3f39328a9e05a 20160817 17:21:44-!- travis-ci [~travis-ci@ec2-54-224-54-119.compute-1.amazonaws.com] has joined #wesnoth-dev 20160817 17:21:45< travis-ci> wesnoth/wesnoth#10436 (master - 803e668 : Charles Dang): The build has errored. 20160817 17:21:45< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/153000670 20160817 17:21:45-!- travis-ci [~travis-ci@ec2-54-224-54-119.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160817 17:23:40-!- mjs-de [~mjs-de@x4db58dca.dyn.telefonica.de] has joined #wesnoth-dev 20160817 17:26:06< celticminstrel> vultraz, gfgtdf: What's the map> mean? 20160817 17:26:40< gfgtdf> celticminstrel: it maps ever option a function that gets the vaue for that option 20160817 17:26:59< celticminstrel> So the key is the option, and the value is a getter. Got it. 20160817 17:29:45< celticminstrel> Anybody know if there's a way to prevent intermingled logs? 20160817 17:33:08< loonycyborg> I don't see server crash in the log 20160817 17:33:17< loonycyborg> on travis that is 20160817 17:33:30< celticminstrel> Huh, my logs were mysteriously not mingled this time... 20160817 17:33:40< loonycyborg> that infinite idling could be caused by resource starvation 20160817 17:33:57< vultraz> celticminstrel: if you have some cleanup feel free to commit it 20160817 17:34:04< celticminstrel> I'm now getting "Could not open 'join.lua' for reading" :| 20160817 17:35:24-!- boucman_work [~boucman@2a02-8428-034f-f800-9e32-0c7c-b391-6223.rev.sfr.net] has quit [Remote host closed the connection] 20160817 17:43:13< celticminstrel> Ugh, it's almost impossible to attach in time without XCode's auto-attach feature, which as far as I can tell requires a rebuild, which is impossible because I'm in the middle of the inspector thing. 20160817 17:43:21< celticminstrel> I guess I'll have to look at this again later... 20160817 17:44:21< celticminstrel> Huh? What's the null plugin messages and plugin not loaded messages in loonycyborg's log? 20160817 17:44:49< celticminstrel> Oh, wait, I guess it's the status of the plugin at various times. 20160817 17:45:06-!- travis-ci [~travis-ci@ec2-54-224-54-119.compute-1.amazonaws.com] has joined #wesnoth-dev 20160817 17:45:07< travis-ci> wesnoth/wesnoth#10437 (master - e33e9b1 : Charles Dang): The build has errored. 20160817 17:45:07< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/153025554 20160817 17:45:07-!- travis-ci [~travis-ci@ec2-54-224-54-119.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160817 17:45:17< celticminstrel> So fill_rect_alpha is a problem... :/ 20160817 17:45:32< celticminstrel> Or one one of the things that calls it, I guess. 20160817 17:49:19-!- hk238 [~kvirc@t224.ip7.netikka.fi] has quit [Quit: http://www.kvirc.net/ 4.9.1 Aria] 20160817 17:53:56-!- gfgtdf [~chatzilla@x4e36a380.dyn.telefonica.de] has quit [Read error: Connection reset by peer] 20160817 17:58:55-!- boucman_work [~boucman@2a02-8428-034f-f800-9e32-0c7c-b391-6223.rev.sfr.net] has joined #wesnoth-dev 20160817 18:00:11-!- tad_ [add94167@gateway/web/freenode/ip.173.217.65.103] has joined #wesnoth-dev 20160817 18:00:25< tad_> 20160817 12:56:34 error ai/engine/cpp: side 2 : UNKNOWN aspect[village_value*ai_default_rca::aspect_attacks] 20160817 18:01:03< tad_> Anyone know what that means? I get it on TSG S02 when the recruit list changes to undead and first undead is recruited 20160817 18:06:52< zookeeper> humm. 20160817 18:07:26< zookeeper> mattsc is the AI person, but he's not around right now... and i'm not familiar with that stuff myself 20160817 18:07:57< celticminstrel> It means it's not recognizing the village_value aspect.3 20160817 18:08:22< celticminstrel> Although there's something odd there as well... 20160817 18:08:47< zookeeper> why would it only complain when it's used in [modify_side]? the same thing is in [side] too 20160817 18:09:21< celticminstrel> It looks as though someone is trying to define the village_value aspect as an attacks aspect (ie with the two filters, rather than a value). 20160817 18:10:09< celticminstrel> I can't see any such thing in the TSG code though. 20160817 18:10:17< tad_> It's pure Greek to me. But, yes, the macro appears in [side] and [modify_side] both. And the recruitment lists are nearly the same, only the order is differnt. 20160817 18:10:32< celticminstrel> Nor can I see any use of the attacks aspect. 20160817 18:11:06< tad_> In TSG S02, macro URZA_NALMATH_AI_PARAMS 20160817 18:11:12< celticminstrel> Yeah, I see it. 20160817 18:11:27< celticminstrel> Oh wait, could it be {NO_SCOUTS}? 20160817 18:11:41< tad_> And note: the recruitment lists include scout 20160817 18:12:01< celticminstrel> Where is NO_SCOUTS defined and what does it do? 20160817 18:12:16< tad_> Which is 'Walking Corpse' IIRC 20160817 18:12:30< celticminstrel> ...how is WC a scout? 20160817 18:13:04< celticminstrel> Okay, so {NO_SCOUTS} is equivalent to villages_per_scout=0. 20160817 18:13:19< celticminstrel> Except done in full style. 20160817 18:14:04< tad_> Ignores ZOC? I dunno. I get a castle-full when the error appears. 20160817 18:15:09< celticminstrel> I don't understand, how can it possibly try to interpret village_value as an attacks aspect... 20160817 18:15:25< celticminstrel> Anyway, I also don't see why the macro is needed. 20160817 18:15:49< celticminstrel> As far as I know, [modify_side][ai] appends rather than replacing. 20160817 18:16:10< celticminstrel> So it shouldn't be necessary to repeat parameters that aren't changing. 20160817 18:16:18< tad_> Hope not because it want to replace the recruitment lists here 20160817 18:16:29< celticminstrel> Huh? 20160817 18:16:34< zookeeper> (WC is a fighter, not scout) 20160817 18:16:51< tad_> OK. 20160817 18:17:08< tad_> So list is originally (EASY): fighter,fighter,scout,fighter 20160817 18:17:15< celticminstrel> I think {NO_SCOUTS} doesn't affect recruiting, just prevents the AI from sending scouts specifically to capture villages, or something. 20160817 18:17:22< tad_> Wants to change to: fighter 20160817 18:18:02< tad_> But scouts appear for normal and hard 20160817 18:19:10< tad_> Oh .. because they add bats to the unit list for recruit. 20160817 18:19:38< zookeeper> celticminstrel, no, {NO_SCOUTS} is/was intended to not make the AI recruit "extra" scouts in the beginning on top of whatever the recruitment_pattern says 20160817 18:20:18< tad_> Anyway .. if the error is from the WML I'll need to know how to snub it. Otherwise we'll want to find it and fix it. 20160817 18:21:09< tad_> I was about to move on to S03 and spotted the error on my last check before moving on. 20160817 18:21:17< zookeeper> sounds like it isn't really the WML's fault 20160817 18:21:41-!- ancestral [~ancestral@173-11-40-137-Minnesota.hfc.comcastbusiness.net] has joined #wesnoth-dev 20160817 18:22:08< tad_> OK. Well, I've marked in in my issues and will proceed to S03. We can get back to it when reviewing the updated PR. 20160817 18:24:56< celticminstrel> I'm not really sure, but given that the WML does not have an [aspect] with id=village_value and name=ai_default_rca::aspect_attacks, I think it's mre likely an engine issue. 20160817 18:25:16< celticminstrel> (The name could be either in [aspect] or a [facet].) 20160817 18:26:47< tad_> Makes me think something is picking up a default/fallback value which isn't being set in TSG S02 because of the funky change. 20160817 18:32:00-!- travis-ci [~travis-ci@ec2-54-242-68-98.compute-1.amazonaws.com] has joined #wesnoth-dev 20160817 18:32:01< travis-ci> wesnoth/wesnoth#10438 (master - b15c9be : Jyrki Vesterinen): The build has errored. 20160817 18:32:01< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/153036905 20160817 18:32:01-!- travis-ci [~travis-ci@ec2-54-242-68-98.compute-1.amazonaws.com] has left #wesnoth-dev [] 20160817 18:33:03< tad_> OK, well, I'm off to code-read S03. If you forget the error message it's in https://github.com/GregoryLundberg/wesnoth/issues/28 20160817 18:33:15-!- tad_ [add94167@gateway/web/freenode/ip.173.217.65.103] has quit [Quit: Page closed] 20160817 18:33:17-!- ancestral [~ancestral@173-11-40-137-Minnesota.hfc.comcastbusiness.net] has quit [Ping timeout: 244 seconds] 20160817 18:36:22-!- gfgtdf [~chatzilla@x4e36a380.dyn.telefonica.de] has joined #wesnoth-dev 20160817 18:38:22< celticminstrel> If a widget doesn't have an ID, it'll be empty by default, right? 20160817 18:45:32-!- Kwandulin [~Miranda@p200300760F35BF32B8186881E08AED6B.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160817 18:54:33< celticminstrel> Was there a clamp utility function somewhere? 20160817 18:56:58< gfgtdf> i think the mp tests failing is related to ui code 20160817 18:57:11< celticminstrel> Even though it's running headless? 20160817 18:57:29< gfgtdf> somehow create::process_event isnt called it run in notgui mode 20160817 18:57:36< celticminstrel> The tests failing and Travis erroring are different though. 20160817 18:57:46< gfgtdf> the tests run file (at lest with >50 chance) withotu --nogiu 20160817 18:57:47< celticminstrel> The latter can be fixed in host.lua and join.lua somehow. 20160817 18:57:55< gfgtdf> yes i akled abotu the mp tests 20160817 18:57:59< gfgtdf> talked* 20160817 18:59:31< gfgtdf> JyrkiVesterinen: i think yor changes to events.cpp migth be related 20160817 18:59:49< gfgtdf> JyrkiVesterinen: somehow it semes like process_event() isnt called when in --nogui mode 20160817 19:01:15< JyrkiVesterinen> I can investigate the problem in the weekend. I may not have time before that. 20160817 19:03:53-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has joined #wesnoth-dev 20160817 19:46:36-!- tad_ [add94167@gateway/web/freenode/ip.173.217.65.103] has joined #wesnoth-dev 20160817 19:47:53< tad_> I'm syncing and waiting for make to finish rebuilding every single file, again, so I could not test the current master but .. has anyone else noticed the game menus (top bar) don't appear when you click on them until you wiggle the mouse a bit? 20160817 19:49:17< tad_> I'm thinking it's the event management change to fix the ';' problem and we're losing an event because it expected to be subscribed to the click and now is waiting until the mousemove to paint 20160817 19:50:17-!- prkc [~prkc@gateway/vpn/privateinternetaccess/prkc] has quit [Ping timeout: 244 seconds] 20160817 19:54:29-!- celmin [~celticmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20160817 19:55:04-!- celmin [~celticmin@unaffiliated/celticminstrel] has quit [Remote host closed the connection] 20160817 19:56:09-!- celmin [~celticmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20160817 20:04:54-!- prkc [~prkc@179.43.155.226] has joined #wesnoth-dev 20160817 20:05:33-!- tad_ [add94167@gateway/web/freenode/ip.173.217.65.103] has quit [Quit: Page closed] 20160817 20:19:34-!- irker825 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20160817 20:29:59-!- JyrkiVesterinen [~JyrkiVest@78-27-126-144.bb.dnainternet.fi] has quit [Quit: .] 20160817 20:47:44-!- mjs-de [~mjs-de@x4db58dca.dyn.telefonica.de] has quit [Remote host closed the connection] 20160817 21:10:37-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20160817 21:13:52-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 252 seconds] 20160817 21:16:31-!- tad_ [add94167@gateway/web/freenode/ip.173.217.65.103] has joined #wesnoth-dev 20160817 21:18:17-!- tad_ [add94167@gateway/web/freenode/ip.173.217.65.103] has quit [Client Quit] 20160817 21:41:02-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has quit [Quit: ChipmunkV] 20160817 21:44:18-!- Appleman1234 [~Appleman1@KD036012016147.au-net.ne.jp] has quit [Ping timeout: 244 seconds] 20160817 21:45:39-!- oldlaptop [~quassel@50-107-81-99.adr02.mskg.mi.frontiernet.net] has joined #wesnoth-dev 20160817 21:48:00< gfgtdf> loonycyborg: any porges on the bug example ? 20160817 21:48:21< loonycyborg> kinda busy with other stuff atm 20160817 21:52:44-!- Duthlet [~Duthlet@dslb-188-105-138-092.188.105.pools.vodafone-ip.de] has quit [Quit: leaving] 20160817 21:52:55< gfgtdf> loonycyborg: ok 20160817 22:00:40-!- gfgtdf [~chatzilla@x4e36a380.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.92 [Firefox 48.0/20160726073904]] 20160817 22:22:21-!- boucman_work [~boucman@2a02-8428-034f-f800-9e32-0c7c-b391-6223.rev.sfr.net] has quit [Remote host closed the connection] 20160817 22:31:56-!- boucman_work [~boucman@2a02-8428-034f-f800-9e32-0c7c-b391-6223.rev.sfr.net] has joined #wesnoth-dev 20160817 22:32:01-!- nurupo [~nurupo.ga@unaffiliated/nurupo] has quit [Quit: nurupo] 20160817 22:36:35-!- nurupo [~nurupo.ga@unaffiliated/nurupo] has joined #wesnoth-dev 20160817 22:42:15-!- Appleman1234 [~Appleman1@KD036012017069.au-net.ne.jp] has joined #wesnoth-dev 20160817 23:09:02-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [] 20160817 23:20:25-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20160817 23:20:31-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20160817 23:43:27-!- irker986 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20160817 23:43:27< irker986> wesnoth: Charles Dang wesnoth:master b8f09213f787 / src/gui/dialogs/multiplayer/ (mp_create_game.cpp mp_create_game.hpp): MP Create: hacky implementation of game filtering https://github.com/wesnoth/wesnoth/commit/b8f09213f787f1dc0678e75c2fadf36d497a443d 20160817 23:43:43< vultraz> might be better to use set_row_shown, but that works for now 20160817 23:50:49-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20160817 23:51:08-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Quit: wedge009] 20160817 23:53:55-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20160817 23:56:09< celmin> Oh yeah, I did have some cleanup that I forgot to push because I was in the middle of the inspector… 20160817 23:56:21< celmin> Speaking of the inspecter, I'd say the rewrite is about 70% done. 20160817 23:58:55< vultraz> good, good 20160817 23:59:02< vultraz> I have discovered another gui1 dialog :| 20160817 23:59:04< vultraz> faction selection --- Log closed Thu Aug 18 00:00:44 2016