--- Log opened Sun Nov 06 00:00:01 2016 --- Day changed Sun Nov 06 2016 20161106 00:00:01< vultraz> zookeeper: ok 20161106 00:00:06< vultraz> let me just fx this bug 20161106 00:00:09< shadowm> celticminstrel: man pages and the docbook (?) manual. 20161106 00:00:29< shadowm> The latter generates HTML and text versions that are part of the source tree for some stupid reason. 20161106 00:00:31< zookeeper> i could have added lordbob's TRoW intro images, but eh i think those can wait 20161106 00:00:44< celticminstrel> Hmm... 20161106 00:01:03< vultraz> zookeeper: he wanted us to wait 20161106 00:01:03< shadowm> https://wiki.wesnoth.org/WesnothManual 20161106 00:01:45< celticminstrel> zookeeper: Any particular reason you removed the different recruit lists based on difficulty? 20161106 00:02:38< vultraz> hmmmmmmm 20161106 00:03:25< zookeeper> celticminstrel, no particular one, no 20161106 00:06:56< zookeeper> vultraz, oh wait, i think it does work after all 20161106 00:09:37< celticminstrel> Looks like it just means the translated versions of the manual? The manpages were untouched by that commit. 20161106 00:10:36< irker147> wesnoth: ln-zookeeper wesnoth:master fd43c513bcd2 / data/core/ (terrain-graphics.cfg terrain-graphics/aquatic.cfg): Fixed glitches with aquatic castle keep and walls https://github.com/wesnoth/wesnoth/commit/fd43c513bcd2571dcd54a3a4369ad774969f6494 20161106 00:13:45< loonycyborg> probably because they didn't change 20161106 00:16:41< irker147> wesnoth: Charles Dang wesnoth:master c6f262a9fd46 / src/gui/dialogs/multiplayer/mp_create_game.cpp: MP Create Game: fixed crash when switching to game category with invalid games https://github.com/wesnoth/wesnoth/commit/c6f262a9fd46a04cfeba72d7c0dad9a0934e88c5 20161106 00:16:52< vultraz> not a perfect solution, but it will do for the release. 20161106 00:17:33< zookeeper> ah, one tiny commit still incoming... 20161106 00:19:20< irker147> wesnoth: ln-zookeeper wesnoth:master a7fd214908d5 / data/campaigns/Under_the_Burning_Suns/_main.cfg: UtBS: Prevent mishap with difficulty strings in load game menu https://github.com/wesnoth/wesnoth/commit/a7fd214908d5a9ad3734521750404ac5b651c008 20161106 00:20:02< zookeeper> oh crap 20161106 00:21:04< zookeeper> found stupid problem, will be fixed in a minute 20161106 00:21:30< zookeeper> i could have sworn that this didn't happen a while ago... 20161106 00:21:44< vultraz> alright, my test seems otherwise fine 20161106 00:22:13< zookeeper> namely, i can't change a unit's type with [modify_unit] without triggering the white flash 20161106 00:23:19< vultraz> is that bad 20161106 00:24:27< zookeeper> if it's a regression then yes 20161106 00:25:02< zookeeper> i mean, probably nothing of the sort that should block a dev release 20161106 00:26:59< zookeeper> as it's ultimately harmless 20161106 00:26:59< irker147> wesnoth: ln-zookeeper wesnoth:master f0695b200e8f / data/campaigns/Under_the_Burning_Suns/_main.cfg: UtBS: Fixed unnecessary levelup flash when switching unit type https://github.com/wesnoth/wesnoth/commit/f0695b200e8fcf9f185754ae6b1721d4d2724d03 20161106 00:27:45< vultraz> everyone has 30 minutes to do their own testing and/or commit fixes 20161106 00:31:34< celticminstrel> Hmm. So "regenerate doc files" really just means the translated versions of them? 20161106 00:32:06< celticminstrel> I see the 1.13.5 update touched man-pages for three languages, but didn't touch any manuals. 20161106 00:33:12< shadowm> If your list of translations includes English (US) then, yes. 20161106 00:33:30< celticminstrel> But that wasn't touched in either case... 20161106 00:34:00< shadowm> Because the source wasn't changed. 20161106 00:34:37< celticminstrel> So what's the source? 20161106 00:34:56< shadowm> Seems like it might be the text version but I am not sure. 20161106 00:35:28< celticminstrel> ... 20161106 00:35:56< shadowm> Dot dot dot. 20161106 00:36:10< shadowm> loonycyborg: I got this when trying to run my own pot update: http://pastebin.com/raw/QePvgD1c 20161106 00:37:04< shadowm> And also some warnings about empty translatable strings in UtBS. 20161106 00:37:08< shadowm> zookeeper? 20161106 00:37:27< zookeeper> oh right. sure i can get rid of those 20161106 00:37:43< shadowm> warning: data/campaigns/Under_the_Burning_Suns/units/quenoth/Moon_Shyde.cfg:27: found an empty translatable message 20161106 00:37:45< loonycyborg> for man pages, it feeds the english man page through po4a using translations from man text domain 20161106 00:37:46< shadowm> [ 0%] pot-update [wesnoth-ei]: Generated wml pot file. 20161106 00:37:48< shadowm> warning: data/campaigns/Under_the_Burning_Suns/units/quenoth/Moon_Singer.cfg:22: found an empty translatable message 20161106 00:37:51< shadowm> warning: data/campaigns/Under_the_Burning_Suns/units/quenoth/Warrior.cfg:18: found an empty translatable message 20161106 00:37:54< shadowm> warning: data/campaigns/Under_the_Burning_Suns/units/quenoth/Ranger.cfg:18: found an empty translatable message 20161106 00:37:57< shadowm> warning: data/campaigns/Under_the_Burning_Suns/units/quenoth/Champion.cfg:19: found an empty translatable message 20161106 00:38:00< shadowm> warning: data/campaigns/Under_the_Burning_Suns/units/quenoth/Druid.cfg:22: found an empty translatable message 20161106 00:38:03< shadowm> Didn't feel like making a paste for that. 20161106 00:38:11< celticminstrel> What is the command run to regenerate manuals? 20161106 00:38:33< celticminstrel> Wait, there's a man textdomain? 20161106 00:38:40< shadowm> make udpate-po4a-man <- man pages 20161106 00:38:44< shadowm> make udpate-po4a-manual <- manual 20161106 00:38:49< celticminstrel> I see. 20161106 00:38:59< shadowm> CMake of course. 20161106 00:39:08< loonycyborg> I was running scons update-po4a manual 20161106 00:39:13< irker147> wesnoth: ln-zookeeper wesnoth:master 9d8cc6ff0baa / data/campaigns/Under_the_Burning_Suns/units/quenoth/ (Champion.cfg Druid.cfg Moon_Shyde.cfg Moon_Singer.cfg Ranger.cfg Warrior.cfg): UtBS: Fixed empty translatable strings https://github.com/wesnoth/wesnoth/commit/9d8cc6ff0baa46aeca9cdb094c5ec102812f85e6 20161106 00:39:14< shadowm> The typos aren't intentional. 20161106 00:39:15< zookeeper> my bad, i forgot to remove those 20161106 00:39:42< shadowm> loonycyborg: So I want to know your pot update didn't end in errors and mine did. 20161106 00:40:06< loonycyborg> maybe because commit that introduced them was after pot-update 20161106 00:40:37< shadowm> error: data/gui-2/default/window/lobby_main.cfg:810: End of WML file reached, but some tags were not properly closed. 20161106 00:40:53< shadowm> Okay, I see. I have a duplicate of data/gui. 20161106 00:41:36< shadowm> celticminstrel: So why are you suddenly interested in the manual and man pages? 20161106 00:42:02< shadowm> warning: data/core/editor/help.cfg:282: found an empty translatable message 20161106 00:42:42< celticminstrel> Just trying to clarify which version is the authoritative one. Based on dependencies in the CMakeLists, it seems the en-us version is authoritative (ie, the others are generated from that). 20161106 00:43:04< shadowm> loonycyborg: You should do zookeeper et al a favor and watch for wmlxgettext's warnings in the future. 20161106 00:43:38-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has quit [Quit: ChipmunkV] 20161106 00:43:39< celticminstrel> The way you described it, it sounded like the en-us versions could get overwritten. 20161106 00:43:39< loonycyborg> hmm ok 20161106 00:44:09< shadowm> It's actually just en but yes. 20161106 00:44:22< loonycyborg> e.g. /usr/bin/po4a-translate -f man -L utf8 -m doc/man/wesnothd.6 -p po/wesnoth-manpages/it.po -l doc/man/it/wesnothd.6 20161106 00:44:39< celticminstrel> But CMakeLists lists them as the dependency for the po4a target. 20161106 00:44:51< loonycyborg> so sources are en man page and po file from wesnoth-manpages textdomain 20161106 00:44:59< shadowm> Then I am wrong and CMake is right. 20161106 00:45:00< celticminstrel> Which I'd assume to mean they aren't overwritten. 20161106 00:45:07< celticminstrel> Okay. 20161106 00:45:23 * celticminstrel has edited the man-pages before and wanted to make sure that those changes hadn't been undone at some point. 20161106 00:45:45< loonycyborg> and en man page isn't generated 20161106 00:45:49< loonycyborg> instead people edit it 20161106 00:45:53< shadowm> For the man pages, the wesnoth.6 and wesnothd.6 files are the source. 20161106 00:46:12< shadowm> The ones directly under doc/man/ rather than doc/man/ 20161106 00:46:19< loonycyborg> it's a bit more complex for html manual 20161106 00:46:35< shadowm> For those (I am still talking about the man pages) there's no explicit en translation. 20161106 00:47:22< loonycyborg> for manual the original source is doc/manual.txt 20161106 00:47:38< shadowm> You mean doc/manual/manual.txt, surely. 20161106 00:47:42< loonycyborg> yes 20161106 00:48:37< loonycyborg> this is fed to ascii doc utility that can generate pretty html from such text files 20161106 00:49:10< shadowm> Ah, yes, asciidoc. Not DocBook like I claimed some pages above. 20161106 00:51:09-!- boucman_work [~boucman@2a02-8428-034f-f800-9e32-0c7c-b391-6223.rev.sfr.net] has quit [Ping timeout: 260 seconds] 20161106 00:51:19< loonycyborg> first asciidoc is used to generate xml file in docbook format and call it manual.en.xml 20161106 00:51:57< loonycyborg> then po4a is used to generate translated xml from english one 20161106 00:52:08< loonycyborg> using po files from wesnoth-manual textdomain 20161106 00:52:53< loonycyborg> and then all of those are translated into html using xsltproc 20161106 00:53:53< celticminstrel> Hmm. 20161106 00:54:20< celticminstrel> Why are all these generated files source-tracked, anyway? 20161106 00:54:23< irker147> wesnoth: Charles Dang wesnoth:master d51d762385f1 / Doxyfile changelog players_changelog projectfiles/Xcode/Info.plist src/wesconfig.h: Pre-release version bump (to 1.13.6) https://github.com/wesnoth/wesnoth/commit/d51d762385f1b4ee98fc07b3b6a26e73d3f6f5da 20161106 00:54:34< celticminstrel> (Also, why is a txt the source for an HTML doc...) 20161106 00:54:52< shadowm> Because this project is run by lazy people and lazy people made that happen. 20161106 00:55:07< loonycyborg> txt file uses a markup format, kinda like markdown 20161106 00:55:14< celticminstrel> Hmm. 20161106 00:55:31< vultraz> does anyone have anything pending commit! 20161106 00:55:32< shadowm> And it's shorter to type than XML or HTML. 20161106 00:55:42< vultraz> you better not 20161106 00:56:27< shadowm> (Especially XML, since HTML still allows you to save some time not writing some closing tags if you don't care about writing an XML-parseable document.) 20161106 00:56:33< celticminstrel> Okay, so firstly, what is the markup format called? 20161106 00:57:00< loonycyborg> probably "asciidoc markup" :P 20161106 00:57:07< celticminstrel> Is asciidoc the name of the format or only the name of a tool? 20161106 00:57:10< vultraz> loonycyborg: anything pending? 20161106 00:57:26< loonycyborg> from me no, unless you want me to rerun pot-update 20161106 00:57:27< shadowm> vultraz: I have a commit pending that modifies about three dozen files. 20161106 00:57:34< celticminstrel> Looks like it's a format, okay. 20161106 00:57:43< shadowm> vultraz: It adds ponies and rainbows. pls let me push. 20161106 00:58:12< shadowm> (Nah, just kidding. I've not touched Wesnoth in over a week.) 20161106 00:58:26< celticminstrel> Except once or twice. :P 20161106 00:59:29< vultraz> i shall tag, then 20161106 00:59:43< zookeeper> well, i'm off to bed momentarily so if there's anything that i'm still needed for, let me know ASAP :p 20161106 00:59:54< shadowm> FWIW I've been on both ends of the last-minute breaking changes commit situation. 20161106 01:00:24< shadowm> Mostly on the committer end. 20161106 01:00:27 * celticminstrel assumes vultraz knows the proper annotated-tag or whatever command. 20161106 01:00:47< irker147> wesnoth: Vultraz wesnoth: d51d762385f1 tagged as 1.13.6 20161106 01:01:04-!- louis94 [~~louis94@91.178.241.199] has quit [Ping timeout: 260 seconds] 20161106 01:01:20< vultraz> perfectly on schedule, too :D 20161106 01:02:02< shadowm> I told my predecessor this, you don't need to say "tagging " in your tag message. 20161106 01:02:08< celticminstrel> You know, I don't think it's actually necessary to even have an empty string to start out that concatenation... 20161106 01:02:11< shadowm> We know you are tagging something because we can see it's a tag. 20161106 01:02:34< shadowm> Hence I'd just use "Wesnoth " instead. 20161106 01:03:11< loonycyborg> hmm 20161106 01:03:17< loonycyborg> was version bump done? 20161106 01:03:28< vultraz> yes :| 20161106 01:03:41< vultraz> I will now post-release version bump 20161106 01:03:55-!- vultraz changed the topic of #wesnoth-dev to: 1.13.6 tagged, announcing "soon" | Wesnoth Developers Channel | >>> Want to help? Go here: http://r.wesnoth.org/t42911 (and thanks!) <<< | Logs: http://irclogs.wesnoth.org | Bug tracker: http://bugs.wesnoth.org 20161106 01:04:07< zookeeper> how soon is soon? 20161106 01:04:24< zookeeper> like, can i edit the release notes in the morning? :p 20161106 01:04:37< celticminstrel> You can probably edit the draft post. 20161106 01:04:53< vultraz> we announce once the packagers are done 20161106 01:05:01< vultraz> which could be anywhere from 1 day to a week 20161106 01:05:09< shadowm> Back in the day, the policy was 24 hours minimum before announcing, 72 hours maximum. 20161106 01:05:11< celticminstrel> Also, "soon" is usually two days minimum, isn't it? 20161106 01:05:12< zookeeper> thought so 20161106 01:05:19< celticminstrel> Oh, okay. 20161106 01:05:28< shadowm> I just repeatedly made exceptions for one particular tier 1 platform because of the circumstances. 20161106 01:06:11< shadowm> So even if the T1 packagers somehow got things done within the first 30 minutes, I'd have had to wait 23:30 hours. 20161106 01:06:43< irker147> wesnoth: Charles Dang wesnoth:master 5e658b177454 / Doxyfile changelog players_changelog src/wesconfig.h: Post-release version bump https://github.com/wesnoth/wesnoth/commit/5e658b17745494078817b53a6b2e3ebf90970eee 20161106 01:07:01< vultraz> ok, time to break All The Things! 20161106 01:07:11-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20161106 01:07:29< vultraz> good job, people, btw 20161106 01:07:35< vultraz> we finally got the release tagged 20161106 01:07:37< shadowm> I believe celticminstrel already has a plan for that. 20161106 01:07:41< vultraz> after a month of delay 20161106 01:07:45< celticminstrel> btw is almost the acronym for Wesnoth. 20161106 01:07:48< vultraz> but it was worth it! 20161106 01:08:04< celticminstrel> All you need to get there is to vertically flip one letter. 20161106 01:08:11< celticminstrel> (Assuming your t has a tail.) 20161106 01:08:19< vultraz> we got the lua upgrade in, and had time to test it (rushing it in would have been a mistake) 20161106 01:08:31< vultraz> and fixed a bunch of stuff 20161106 01:08:56< vultraz> now we just need to find ancestral 20161106 01:09:02< vultraz> or celticminstrel will have to package 20161106 01:10:34< vultraz> now, I can begin the dropping of the gui1 mp stuff! 20161106 01:10:42< celticminstrel> ancestral has been in sporadically, and I cannot package. 20161106 01:11:08< celticminstrel> vultraz: Might want to wait for my rename first. 20161106 01:11:18< celticminstrel> It's about... maybe 40% done? 20161106 01:11:19< vultraz> alright 20161106 01:11:44< celticminstrel> Also if there's any other renames you want I could do them at the same time. 20161106 01:11:51< vultraz> Ih ope you're using widget and dialog namespaces 20161106 01:11:58< vultraz> and not widget_ and dialog_ name prefixes 20161106 01:12:18< celticminstrel> I was going to since no-one else offered any opinions. 20161106 01:12:39< vultraz> celticminstrel: you can rename taddon_list to dialog::addons_manager 20161106 01:12:54< celticminstrel> Uh sure. 20161106 01:13:02< celticminstrel> But I kinda meant non-GUI stuff when I said that. 20161106 01:13:07< vultraz> i tried to do that at some point but i ran into some naming conflicts, iirc.. 20161106 01:13:24< vultraz> nah i got nothing 20161106 01:13:26< celticminstrel> Naming conflicts? 20161106 01:13:40< celticminstrel> Like "taddons_manager addons_manager;"? 20161106 01:13:52< vultraz> there's an addons_manager class in gui1 20161106 01:13:58< celticminstrel> Ah. 20161106 01:14:03< vultraz> i can't remember what the problem was now, exactly 20161106 01:14:22< celticminstrel> Well, I still have to finish up a few more before I even start on gui/core... 20161106 01:14:31< shadowm> If it's gui2::dialog::foo then what is tdialog? 20161106 01:14:50< celticminstrel> Probably gui2::dialog::dialog? 20161106 01:14:50< shadowm> Or more precisely, what does it become? 20161106 01:15:09< shadowm> Perhaps gui2::dialogs would be better in that case. 20161106 01:15:11< celticminstrel> Alternatively, it could be left outside the dial... wait that won't work will it. 20161106 01:15:23< celticminstrel> Yeah, that makes sense, then it could be left outside the dialogs namespace. 20161106 01:15:30< shadowm> And keep widgets directly under gui2 rather than in a gui2::widgets namespace. 20161106 01:15:32-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 250 seconds] 20161106 01:15:36< celticminstrel> I dunno, which is better? 20161106 01:15:44< celticminstrel> You don't want a widgets namespace now? 20161106 01:16:01< celticminstrel> There's a fair bit of GUI2 that doesn't fall under either dialogs or widgets though. 20161106 01:16:06< shadowm> So e.g. gui2::dialog, gui2::widget, gui2::window, gui2::button, gui2::dialogs::file_dialog, gui2::dialogs::mp_create. 20161106 01:16:17< celticminstrel> Hmm. 20161106 01:16:38< shadowm> I mean, no-one's going to look at gui2::canvas and assume it's a widget, surely. 20161106 01:16:44< celticminstrel> True. 20161106 01:17:06< celticminstrel> I dunno. 20161106 01:17:06< shadowm> Mostly because if people do that then they should be able to tell that 1) it doesn't subclass gui2::widget; 2) its implementation and declaration aren't in the widgets dir. 20161106 01:17:15< celticminstrel> True, true. 20161106 01:17:49< shadowm> I had also proposed calling those two dialog_base and widget_base. 20161106 01:18:19< celticminstrel> widget_base definitely makes sense. 20161106 01:18:32< shadowm> That was to avoid confusion with the dialog namespace and the dialog::dialog class. 20161106 01:18:37< celticminstrel> tdialog could actually become modal_dialog, and tpopup would then be modeless_dialog. 20161106 01:18:41< shadowm> *and not have a 20161106 01:19:50< shadowm> Also, my bad, the file dialog is a terrible example because it kind of needs to have the dialog suffix. 20161106 01:19:59< shadowm> Otherwise it'd be gui2::dialogs::file. :\ 20161106 01:20:03< celticminstrel> Yeah, preferences_dialog is another such, possibly. 20161106 01:20:28< shadowm> Maybe I should've called it filechooser. 20161106 01:20:47< shadowm> Or file_browser, actually. 20161106 01:20:51< celticminstrel> I can rename it to that if you want. 20161106 01:21:08< shadowm> I don't know, I kind of like file_dialog better. 20161106 01:21:14< celticminstrel> Okay. 20161106 01:21:44< shadowm> Also, it occurred to me last night that I should add back/forward buttons to the dialog. 20161106 01:21:56< celticminstrel> Could be useful, sure. 20161106 01:22:15< shadowm> Should? Could. Although these days I can't take seriously any toolkit that doesn't have those in its file dialog. 20161106 01:22:53< shadowm> I believe vultraz would not believe that back in the day you weren't guaranteed to have those buttons. 20161106 01:23:02< vultraz> wha? 20161106 01:25:51< vultraz> man, I can't believe that after so long, that new lobby preference is finally going away 20161106 01:26:05< vultraz> who would have thought this would happen 20161106 01:26:20< celticminstrel> I seem to recall MacOS9 lacking back/forward buttons in the file browser. 20161106 01:26:36< vultraz> os...9? 20161106 01:26:41< celticminstrel> Yes. 20161106 01:26:47< vultraz> you used that? O_O 20161106 01:26:49< shadowm> vultraz: Are you people aware that scrolling the list of games in the lobby is really laggy, even when there's only a few? 20161106 01:26:58< celticminstrel> vultraz: I used MacOS7 tpp. :P 20161106 01:27:01< celticminstrel> ^too 20161106 01:27:09< vultraz> oh mah gawd 20161106 01:27:32< celticminstrel> I think I skipped over 8. 20161106 01:27:36< vultraz> shadowm: I've noticed it so some extent 20161106 01:27:40< celticminstrel> Assuming it existed. 20161106 01:28:05< shadowm> It did. 20161106 01:28:58< vultraz> I plan to simplify the lobby list view, for the record. 20161106 01:29:18< vultraz> relegating some stuff to a mouse-over popup 20161106 01:29:28< celticminstrel> BTW, does anyone have a better name for "ttext" other than just "text"? 20161106 01:29:36< shadowm> Which ttext? 20161106 01:29:41< celticminstrel> font::ttext 20161106 01:29:51< vultraz> pango_text? 20161106 01:30:28< shadowm> pango_text, pango_renderer, renderer. 20161106 01:31:16< shadowm> IIRC there's a ttext_ somewhere in the gui2 namespace that does something else. 20161106 01:31:23< vultraz> yes 20161106 01:31:26< vultraz> 2 of them :) 20161106 01:31:28< celticminstrel> Yeah, that's going to be renamed something like textbox_base. 20161106 01:31:28< shadowm> Maybe some canvas implementation detail. 20161106 01:31:34< celticminstrel> And the canvas one is text_shape. 20161106 01:31:39< shadowm> Oh, right, there's the textbox widget abstract. 20161106 01:32:02< shadowm> I should remember that since I was fiddling with it only a couple of weeks ago. 20161106 01:32:30< celticminstrel> Okay, so I want to undo the most recent sed. 20161106 01:32:42< celticminstrel> I know how to do it manually - a lot of mv xfile~ xfile 20161106 01:32:44< shadowm> Personally I don't like using namespaces and classes to force symbols to be unique. 20161106 01:32:56< celticminstrel> But I wonder if there's a way to do it all in one command... 20161106 01:33:05< shadowm> When you are using a namespace or are _in_ the namespace, that simply doesn't work. 20161106 01:33:29< celticminstrel> Yeah, there are several classes called "manager" in different namespaces... 20161106 01:33:33< celticminstrel> It gets annoying... 20161106 01:33:58< shadowm> So e.g. if you have a class Foo in the root namespace and then Foo in the Bar namespace, anything defined in Bar can see Foo and ::Foo. The compiler can tell which is which, but the programmer doesn't always remember that they're working on the Bar namespace. 20161106 01:34:48< shadowm> It's also not great for conversations to have to spell out the parent namespace or lackthere thereof. 20161106 01:35:02< shadowm> *lack thereof 20161106 01:39:11< loonycyborg> I've uploaded tarball/xdelta/checksum 20161106 01:40:06< loonycyborg> now I need to only mail packagers right? 20161106 01:40:28-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 252 seconds] 20161106 01:41:25-!- vultraz [~chatzilla@124.109.10.167] has joined #wesnoth-dev 20161106 01:41:25-!- vultraz [~chatzilla@124.109.10.167] has quit [Changing host] 20161106 01:41:25-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20161106 01:42:59< loonycyborg> hmm vultraz handled version bumps 20161106 01:43:09< loonycyborg> those were my least favorite steps anyway 20161106 01:44:47< vultraz> loonycyborg: you just need to handle the tarball and windows package 20161106 01:46:47< loonycyborg> And mailing packagers? I'm about to do it, just double checking in case you'll want to do it oo 20161106 01:46:49< loonycyborg> *too 20161106 01:47:02< vultraz> sure, you can handle that 20161106 01:55:08< loonycyborg> ok mail sent 20161106 01:58:10< loonycyborg> celticminstrel: -D_X11 define is added whenever config check for libX11 succeeds 20161106 01:58:25< loonycyborg> seems you have that lib 20161106 01:59:07< celticminstrel> Well yeah, I have it. 20161106 01:59:16< celticminstrel> But I don't think it should be using it. 20161106 01:59:37< loonycyborg> can't mac run x server too? 20161106 01:59:49< celticminstrel> It can, but Wesnoth doesn't need one. 20161106 02:00:11< celticminstrel> Maybe it doesn't hurt to link it though. 20161106 02:00:28< loonycyborg> probably 20161106 02:00:55< loonycyborg> also most likely clipboard code already has conditional comilation for macs 20161106 02:01:25< loonycyborg> *compilation 20161106 02:01:55-!- prkc [~prkc@46.166.137.238] has quit [Remote host closed the connection] 20161106 02:02:46< celticminstrel> Looks like it uses SDL for clipboard, so no conditionals needed. 20161106 02:03:35< loonycyborg> actually, I better grep everything for use of that define 20161106 02:03:48< loonycyborg> I could be misremembering 20161106 02:04:37-!- ancestral [~ancestral@75-168-80-79.mpls.qwest.net] has joined #wesnoth-dev 20161106 02:10:05 * vultraz pings ancestral 20161106 02:10:29< celticminstrel> Oh hi ancestral 20161106 02:10:45< celticminstrel> Are you aware that a tag happened? 20161106 02:17:12< ancestral> Hi 20161106 02:17:28< ancestral> I was anticipating it 20161106 02:17:42< ancestral> I’ll start building tonight 20161106 02:18:18< ancestral> vultraz: FYI I plan on working on game UI after this 20161106 02:18:31< ancestral> So maybe by 1.13.7 we can have some fixes 20161106 02:18:39< celticminstrel> As long as you wait a day for my mass rename. 20161106 02:18:49< celticminstrel> Well okay, you don't have to. 20161106 02:19:03< celticminstrel> But you'd have to resolve the conflicts if you don't. 20161106 02:19:30< celticminstrel> BTW, vultraz, are you agreed on widgets being just in gui2 rather than gui2::widgets? 20161106 02:19:37< vultraz> yah 20161106 02:19:41< celticminstrel> 'kay 20161106 02:35:36-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20161106 02:44:15-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth-dev 20161106 02:45:04-!- ancestral [~ancestral@75-168-80-79.mpls.qwest.net] has quit [Quit: End Transmission.] 20161106 03:00:01-!- tad_carlucci [~lundberg@173.217.65.103] has quit [Quit: Off to resolve a merge conflict between the wife and husband branches of my real life.] 20161106 03:14:08< vultraz> celticminstrel: so you plan to be done with the rename by tomorrow? 20161106 03:14:39< celticminstrel> I hope to be. 20161106 04:06:01-!- travis-ci [~travis-ci@ec2-54-159-108-250.compute-1.amazonaws.com] has joined #wesnoth-dev 20161106 04:06:02< travis-ci> wesnoth/wesnoth#11884 (1.13.6 - d51d762 : Charles Dang): The build passed. 20161106 04:06:03< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/173592004 20161106 04:06:03-!- travis-ci [~travis-ci@ec2-54-159-108-250.compute-1.amazonaws.com] has left #wesnoth-dev [] 20161106 04:50:20< Aginor> hmm 20161106 04:51:12-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Quit: Connection closed for inactivity] 20161106 05:02:16< vultraz> Aginor: yes? 20161106 05:14:30< Aginor> 15:18 < ancestral> vultraz: FYI I plan on working on game UI after this 20161106 05:15:02< Aginor> It'd be very good if the gameboard could be split up into multiple different components that are brought together in a big window 20161106 05:16:35< Aginor> vultraz: did you ever turn that stack into a full-blown class to keep track of windows? 20161106 05:17:09< vultraz> Aginor: no, because i don't know what you want me to do with it! 20161106 05:18:04< Aginor> first step: take stack, encapsulate in class that manages it. Have users of stack register and deregister with class 20161106 05:18:19< Aginor> ideally with a rectangle outlining its dimensions 20161106 05:18:31< celticminstrel> Can that mean simply inheriting from the class? 20161106 05:19:37< Aginor> second step: when a window is deregistered, notify all windows that previously were obscured by that window that they are partially dirty (or preferably just the top-most one) and needs to redraw that area 20161106 05:20:06< Aginor> celticminstrel: I'd say no, because of separation of concerns 20161106 05:20:54< Aginor> although tool-tips would probably have to count as windows for this as they will extend beyond the borders of the active window 20161106 05:20:56< vultraz> im imagining a class with a public struct and a vector of that struct. the class would be a singleton and be pushed/popped from the vector 20161106 05:21:21< vultraz> the struct would have a window pointer and a dimension rect 20161106 05:22:02< Aginor> yeah, something like that 20161106 05:22:04< celticminstrel> Tooltips already count as windows. 20161106 05:23:08< vultraz> and windows would be* 20161106 05:25:06< vultraz> or perhaps a map of window ptr and struct.. 20161106 05:27:25< vultraz> or maybe a set 20161106 05:37:07< vultraz> nah, probably want a vector for order 20161106 05:37:22< vultraz> last in, first out 20161106 05:38:10< celticminstrel> Didn't I mention earlier that it's theoretically possible for windows to close in a different order from the reverse order of opening? 20161106 05:38:24< vultraz> yes, but i forgot your example 20161106 05:38:50< celticminstrel> Assume for the moment that everything is GUI2. 20161106 05:39:37< celticminstrel> You could open a floating checkbox (eg, to type a command); then mouse over the sidebar, showing a tooltip; then close the textbox; and finally move the mouse away, closing the tooltip. 20161106 05:39:55< celticminstrel> s/checkbox/textbox/ 20161106 05:40:05< Aginor> celticminstrel: that's fine though 20161106 05:40:49< celticminstrel> It's fine, but if you assume the window being closed is always at the end of the vector, then you'll end up removing the tooltip from the vector when the textbox is closed and vice versa. 20161106 05:43:26< Aginor> there shouldn't be any assumptions about order of closing, but the order of displayed windows should be kept in sync with the remaining state 20161106 05:43:26< Aginor> s/remaining/global/ 20161106 05:43:31< Aginor> as for datastructures, they don't really matter too much as long as they're internal to the class 20161106 05:43:42< Aginor> we could call it a ... window_manager (!) 20161106 05:44:21< celticminstrel> Note that 90% of windows are modal, so usually the window being closed will be the last one that was opened. 20161106 05:44:40< celticminstrel> If I recall correctly, tooltips and the debug clock are currently the only modeless windows. 20161106 05:45:08< celticminstrel> That's why my example was more hypothetical rather than something you could reproduce right now. 20161106 05:45:14< Aginor> yeah, but that's enough reason to do it properly 20161106 05:45:18< celticminstrel> (Though you could probably apply my example using the debug clock.) 20161106 05:45:21< celticminstrel> Yes, it is. 20161106 05:46:00< vultraz> a thousand curses upon the debug clock 20161106 05:46:38< celticminstrel> Why? 20161106 05:46:48< vultraz> it's totally broken 20161106 05:46:52< Aginor> vultraz: that's not productive 20161106 05:46:56< celticminstrel> That's kind of irrelecant to the situation. 20161106 05:46:58< celticminstrel> ^irrelevant 20161106 05:47:35< vultraz> it's supposed to be tongue-in-cheek 20161106 05:47:41< vultraz> anyway, i'll implement that window stack 20161106 05:48:05< celticminstrel> ... 20161106 05:48:19< Aginor> it's not a stack at that point though 20161106 05:49:31< Aginor> dinner here now 20161106 05:50:12< celticminstrel> Well, it's sort of stack-like, but... 20161106 05:50:20< celticminstrel> Not quite a stack, yeah. 20161106 05:50:57< celticminstrel> Assuming you add windows with push_back, searching for a window being closed from the end makes the most sense. 20161106 05:52:13< vultraz> i could use a map 20161106 05:52:30< vultraz> or find_if backwards 20161106 05:52:39< vultraz> hm 20161106 05:52:57< vultraz> celticminstrel: can two objects of different types be compared as long as there's an operator for it? 20161106 05:53:17< celticminstrel> You can probably just use regular find backwards if the elements define operator==. 20161106 05:53:27< vultraz> yes 20161106 05:53:31< vultraz> that's what I'm asking 20161106 05:53:35< celticminstrel> Of course they can. 20161106 05:54:09< celticminstrel> Though you'd probably want to define two operator== for that. 20161106 05:54:33< celticminstrel> It might be easier for one type to be convertible to the other. 20161106 05:54:37< vultraz> so if i had a struct with a window pointer member, and a vector of that struct, i could do find(vec.begin(), vec.end(), ptr), if the struct had bool operator==(ptr* foo) { return (*this).window == ptr) }? 20161106 05:54:49< celticminstrel> Basically. 20161106 05:54:57< celticminstrel> (Why (*this). instead of this->?) 20161106 05:55:15< vultraz> (and you never answered me the other day when i asked if (*this) is needed for member access in member operators or one can do this-> or just (in this case) window == ptr) 20161106 05:55:28< vultraz> (because jyrki was saying (*this) was needed for some reason ) 20161106 05:55:39< vultraz> (so maybe I totally misunderstood what he was saying) 20161106 05:55:50< celticminstrel> But I'd prefer to see that as a non-member operator, because to be on the safe side you should also define operator==(window*, struct X&) 20161106 05:56:10< vultraz> I prefer member operators 20161106 05:56:17< celticminstrel> Oh shut up. 20161106 05:56:38< celticminstrel> Anyway, as far as I know, "this" is a totally ordinary variable of type "T*const" where T is the class you're in. 20161106 05:57:00< celticminstrel> So anything you can do with a pointer can be done with "this". 20161106 05:57:14< vultraz> :P 20161106 05:57:34< vultraz> whatever, I can use friend operators if you really think it's safer 20161106 05:57:38< celticminstrel> Look, the point is that if you're defining an operator== like this, you want it to be symmetric. 20161106 05:57:53< vultraz> what do you mean? 20161106 05:57:56< celticminstrel> So you need operator==(T*, struct X&) and also operator==(struct X&, T*)/. 20161106 05:58:05< vultraz> huh 20161106 05:58:09< vultraz> makes sense 20161106 05:58:33< celticminstrel> I'm not sure if std algorithms have any guarantees about order of comparison. It might work with just one of those, on some systems. 20161106 05:58:44< celticminstrel> But I wouldn't count on it. 20161106 05:59:19< vultraz> i guess that makes sense 20161106 06:00:00< vultraz> so what was jryki talking about (*this) for 20161106 06:00:18< Sirp> celticminstrel: yeah all the std algorithms expect operator== to be completely commutative 20161106 06:00:27< celticminstrel> I have no idea. 20161106 06:01:22< vultraz> if they're commutative why would I need two definitions :/ 20161106 06:01:26 * vultraz is confused 20161106 06:01:35< vultraz> or is that just because we're not comparing T and T 20161106 06:01:40< vultraz> but T and T2 20161106 06:01:54< celticminstrel> Yes. 20161106 06:02:16< vultraz> ahh 20161106 06:04:37< vultraz> so, IIRC, find just tests a == b? 20161106 06:04:41< vultraz> er 20161106 06:04:45< vultraz> IIUC* 20161106 06:04:54< vultraz> using operator== 20161106 06:05:07< celticminstrel> Pretty much. 20161106 06:05:09< vultraz> whereas find_if uses predicate(a,b) 20161106 06:05:17< celticminstrel> Something like that. 20161106 06:05:44 * celticminstrel distinctly recalls using asymmetric lambdas for something or other ... I think that was transform though... 20161106 06:05:57< celticminstrel> ...wait, I might've used them for find_if? I can't remember... 20161106 06:07:14-!- Kwandulin [~Miranda@p5DDD2B8F.dip0.t-ipconnect.de] has joined #wesnoth-dev 20161106 06:07:21< celticminstrel> Or accumulate maybe? 20161106 06:07:49< celticminstrel> I said transform, but I rarely if ever find a use for binary transform, so it's probably not that. 20161106 06:15:35< Aginor> vultraz: if you want to be efficient, maintain a list or map for keeping track of window pointers and then a k-d tree for finding the overlapping rectangles 20161106 06:15:52< vultraz> a what tree? 20161106 06:16:54< Aginor> http://lmgtfy.com/?q=k-d+tree 20161106 06:16:59 * celticminstrel didn't even know that one. 20161106 06:17:02< Aginor> to be passive agressive ;) 20161106 06:17:47< celticminstrel> I think we talking about this or something similar in one of my classes. 20161106 06:17:58< celticminstrel> The class where I had to work with OpenGL. 20161106 06:18:35< Aginor> celticminstrel: it's a useful datastructure when doing spatial searches and want to find overlapping areas 20161106 06:19:04< vultraz> oh deer 20161106 06:19:10< vultraz> now im out of my league :| 20161106 06:19:11< Aginor> it's useful for geometic algebra, ie graphics, gis, and also machine learning 20161106 06:19:27< vultraz> or should i say depth 20161106 06:20:07< Aginor> vultraz: as long as it's safely encapsulated in a class, it doesn't matter what the backing implementation is 20161106 06:20:31< Aginor> and we're realistically only going to have a very low number, like 20, so there's no point in bringing in the big guns 20161106 06:20:34< Aginor> just bruteforce it 20161106 06:20:49< Aginor> if it ever becomes a problem, change it then 20161106 06:21:02< Aginor> but as long as it's all abstracted away, it doesn't really matter 20161106 06:23:02< Aginor> I'd just use an ordered map 20161106 06:36:35-!- JyrkiVesterinen [~JyrkiVest@87-100-223-73.bb.dnainternet.fi] has joined #wesnoth-dev 20161106 06:40:23-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20161106 07:18:51< JyrkiVesterinen> 20161106 05:55:28< vultraz> (because jyrki was saying (*this) was needed for some reason ) 20161106 07:18:51< JyrkiVesterinen> 20161106 05:55:39< vultraz> (so maybe I totally misunderstood what he was saying) 20161106 07:19:04< JyrkiVesterinen> Yes, you did misunderstand. For reference, my message: 20161106 07:19:23< JyrkiVesterinen> 20161101 21:02:21< JyrkiVesterinen> As a member function, its declaration would be "bool operator<(const option_source& b)" and the object currently accessible as "a" would be "*this". 20161106 07:19:42< JyrkiVesterinen> In a non-member function, "a" and "b" are references. 20161106 07:19:42< vultraz> ...ohh 20161106 07:19:49< vultraz> :| 20161106 07:19:53< JyrkiVesterinen> In a member function, "this" is a pointer. 20161106 07:20:03< vultraz> I get it now. 20161106 07:20:05< vultraz> blagh 20161106 07:21:01< vultraz> I thought you were saying a would need to be accessed as "*this*" 20161106 07:21:57< JyrkiVesterinen> Well, it does if you need a reference for some reason (passing to another function, for example). 20161106 07:22:07< JyrkiVesterinen> But the -> syntax is perfectly functional as well. 20161106 07:22:59 * vultraz feels like an idiot 20161106 07:25:17< vultraz> JyrkiVesterinen: is the grid pr ready to go in, or is it pending stuff? 20161106 07:25:52< JyrkiVesterinen> It is pending a couple of fixes to tree_view_node. 20161106 07:26:03< vultraz> ok 20161106 07:26:24< JyrkiVesterinen> Travis builds are failing on that branch because the node is shrunk to a too small size which causes an assertion to fail. 20161106 07:27:00< JyrkiVesterinen> I plan to make tree_view_node to refuse to shrink below the minimum size, and increase the size of the fake window from 16x16 to 800x600. 20161106 07:27:17< vultraz> .... why is the fake window 16x16 :| 20161106 07:27:36< JyrkiVesterinen> I don't know. I think that size is just stupid. 20161106 07:27:55< JyrkiVesterinen> Travis builds are passing on master only because size reduction is completely broken there. 20161106 07:28:06< vultraz> also, tree nodes should always reflect the size of their contents. 20161106 07:29:07< JyrkiVesterinen> GUI2 can force widgets to shrink below the preferred size. 20161106 07:29:25< vultraz> true 20161106 07:29:47< JyrkiVesterinen> The problem is that tree_view_node doesn't override request_reduce_width() and therefore allows the containing grid to shrink the node to arbitrary width, even one pixel. 20161106 07:30:17< vultraz> well... 20161106 07:30:24< vultraz> that both makes sense and does not :/ 20161106 07:31:02< JyrkiVesterinen> There is also demand_reduce_width() that could be used to forcefully reduce the width even below minimum. 20161106 07:31:09< JyrkiVesterinen> It's not used at all for now, though. 20161106 07:32:14< vultraz> I don't know what the size of a node is when its parent node is folded.. 20161106 07:32:55< vultraz> anyway, I'll trust you yo figure it out 20161106 07:32:59< vultraz> to 20161106 07:33:14< JyrkiVesterinen> Well, I plan to only do enough to fix the assertion. 20161106 07:33:50< JyrkiVesterinen> Tree_view_node::place() asserts that the width is at least equal to indentation step size. 20161106 07:34:13< vultraz> but that can be 0 :/ 20161106 07:34:40< JyrkiVesterinen> An obvious fix is to clamp the width to indentation step size in request_reduce_width(). After that the assertion should no longer fail. 20161106 07:35:07< vultraz> that's certainly an option 20161106 07:36:50< vultraz> *god dammit* 20161106 07:37:03< vultraz> I've just found a custom unique_ptr implementation in our code :| 20161106 07:38:09< JyrkiVesterinen> If it is only used in few places, it should be easy to swap it to unique_ptr. 20161106 07:38:51< vultraz> yes, doing so 20161106 07:38:59< vultraz> (it's even called unique_ptr itself o_o ) 20161106 08:00:05< vultraz> this all looks very, very C-ish: https://github.com/wesnoth/wesnoth/blob/master/src/util.hpp#L497-L520 20161106 08:01:26< Aginor> hmm 20161106 08:01:42< Aginor> what do we have fixed arithmetics for? 20161106 08:01:55< vultraz> I don't know 20161106 08:01:57< Aginor> *fixed point 20161106 08:02:17< vultraz> and why is the stuff that looks more c++ish unused :/ 20161106 08:02:51< Aginor> speed 20161106 08:05:16< irker147> wesnoth: Charles Dang wesnoth:master 708df9914c34 / src/ (editor/action/action.cpp editor/map/context_manager.cpp util.hpp): Removed util::unique_ptr in favor of std::unique_ptr https://github.com/wesnoth/wesnoth/commit/708df9914c346f6ce354a4cd28d4c2d075073561 20161106 08:06:03< vultraz> Aginor: seems ftofxp is used a lot for alpha management 20161106 08:07:49< vultraz> Aginor: in fact, they all seem to be used for various things regarding color or alpha or generally drawing stuff... 20161106 08:08:02< vultraz> Aginor: why would such a thing be needed? 20161106 08:10:34-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Ping timeout: 256 seconds] 20161106 08:13:18< vultraz> (also I may be totally off-base, but couldn't the c++ versions be used and marked constexpr?) 20161106 08:22:05-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has joined #wesnoth-dev 20161106 08:27:30< irker147> wesnoth: Charles Dang wesnoth:master fdce6452e480 / src/util.hpp: Added a clamp utility function https://github.com/wesnoth/wesnoth/commit/fdce6452e4809a2d27a646a9d58ff7c00e166239 20161106 08:44:28< Aginor> no idea why they've done that the way they have 20161106 08:44:42< Aginor> not that I've come across that one before 20161106 08:58:55-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20161106 08:59:02-!- Bonobo [~Bonobo@2001:44b8:254:3200:4130:be71:1132:eff1] has joined #wesnoth-dev 20161106 09:06:20< irker147> wesnoth: Jyrki Vesterinen wesnoth:gui2-min-size-layout 227a12ba11a6 / src/gui/widgets/grid.hpp: Make tgrid a final class https://github.com/wesnoth/wesnoth/commit/227a12ba11a67ed072c4f7b3046c096298b9a79b 20161106 09:06:22< irker147> wesnoth: Jyrki Vesterinen wesnoth:gui2-min-size-layout dbe643c208ed / src/gui/widgets/ (grid.cpp grid.hpp): Lay grid out after size reduction https://github.com/wesnoth/wesnoth/commit/dbe643c208ed38173861d14773f1cccf3474c39b 20161106 09:06:24< irker147> wesnoth: Jyrki Vesterinen wesnoth:gui2-min-size-layout c300064cc0f2 / src/gui/widgets/grid.cpp: Demote the "failed to place a grid" message from error to info level https://github.com/wesnoth/wesnoth/commit/c300064cc0f2e5ae5c59cee4faee07d90f7c8822 20161106 09:06:26< irker147> wesnoth: Jyrki Vesterinen wesnoth:gui2-min-size-layout 494d9014e3d3 / src/gui/widgets/grid.cpp: Fix an assertion failure on opening gamestate inspector https://github.com/wesnoth/wesnoth/commit/494d9014e3d3c8a3ad7096950ef2053fc4e33020 20161106 09:11:25-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has quit [Quit: ChipmunkV] 20161106 09:19:06-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20161106 09:35:50< irker147> wesnoth: Jyrki Vesterinen wesnoth:master 7ad30a9cbbaa / src/attack_prediction.cpp: Combat simulation: replace custom limit() function with util::clamp() https://github.com/wesnoth/wesnoth/commit/7ad30a9cbbaa8f34c92e2aff84da0d8ac8eaeabd 20161106 09:40:33-!- mjs-de [~mjs-de@x4db6bb5f.dyn.telefonica.de] has joined #wesnoth-dev 20161106 09:43:12-!- travis-ci [~travis-ci@ec2-54-159-108-250.compute-1.amazonaws.com] has joined #wesnoth-dev 20161106 09:43:13< travis-ci> wesnoth/wesnoth#11888 (gui2-min-size-layout - 494d901 : Jyrki Vesterinen): The build was fixed. 20161106 09:43:14< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/173632169 20161106 09:43:14-!- travis-ci [~travis-ci@ec2-54-159-108-250.compute-1.amazonaws.com] has left #wesnoth-dev [] 20161106 09:52:34-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has joined #wesnoth-dev 20161106 10:59:16< zookeeper> oh, well. UtBS with the original difficulties doesn't work. 20161106 11:05:06-!- louis94 [~~louis94@91.178.241.163] has joined #wesnoth-dev 20161106 11:06:51-!- mkdroid [~null@unaffiliated/matthiaskrgr] has joined #wesnoth-dev 20161106 11:08:02-!- mkdroid [~null@unaffiliated/matthiaskrgr] has quit [Remote host closed the connection] 20161106 11:09:29< irker147> wesnoth: ln-zookeeper wesnoth:master d6b4ceff4545 / data/campaigns/Under_the_Burning_Suns/utils/character-definitions.cfg: UtBS: Fixed broken original difficulties https://github.com/wesnoth/wesnoth/commit/d6b4ceff4545ac6b421f5ded73d7db8c4f34c6a6 20161106 11:17:43< irker147> wesnoth: Charles Dang wesnoth:master daeaa479206b / src/ (12 files in 8 dirs): Convert cases of lexical_cast to std::stoi https://github.com/wesnoth/wesnoth/commit/daeaa479206b35723b3afbad80b5c99cbf015c2c 20161106 11:26:41< zookeeper> vultraz, in case it wasn't clear, the above means UtBS is half-broken in 1.13.6. 20161106 11:37:06-!- JyrkiVesterinen [~JyrkiVest@87-100-223-73.bb.dnainternet.fi] has quit [Quit: .] 20161106 11:37:52< vultraz> zookeeper: noted 20161106 11:55:53-!- Kwandulin [~Miranda@p5DDD2B8F.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20161106 11:57:38-!- Shiki [~Shiki@141.39.226.226] has joined #wesnoth-dev 20161106 12:03:57-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20161106 12:16:43-!- travis-ci [~travis-ci@ec2-54-159-108-250.compute-1.amazonaws.com] has joined #wesnoth-dev 20161106 12:16:44< travis-ci> wesnoth/wesnoth#11892 (master - daeaa47 : Charles Dang): The build was broken. 20161106 12:16:44< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/173647150 20161106 12:16:44-!- travis-ci [~travis-ci@ec2-54-159-108-250.compute-1.amazonaws.com] has left #wesnoth-dev [] 20161106 12:30:52-!- Bonobo [~Bonobo@2001:44b8:254:3200:4130:be71:1132:eff1] has quit [Ping timeout: 260 seconds] 20161106 12:33:34-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20161106 12:55:34-!- Kwandulin [~Miranda@p5DDD2B8F.dip0.t-ipconnect.de] has joined #wesnoth-dev 20161106 13:14:41-!- louis94 [~~louis94@91.178.241.163] has quit [Quit: Konversation terminated!] 20161106 13:14:56-!- louis94 [~~louis94@91.178.241.163] has joined #wesnoth-dev 20161106 13:30:04-!- JyrkiVesterinen [~JyrkiVest@87-92-11-170.bb.dnainternet.fi] has joined #wesnoth-dev 20161106 13:38:32-!- louis94 [~~louis94@91.178.241.163] has quit [Ping timeout: 260 seconds] 20161106 13:59:32-!- Kwandulin [~Miranda@p5DDD2B8F.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20161106 14:02:07-!- mjs-de [~mjs-de@x4db6bb5f.dyn.telefonica.de] has quit [Remote host closed the connection] 20161106 14:08:19-!- prkc [~prkc@gateway/vpn/privateinternetaccess/prkc] has joined #wesnoth-dev 20161106 14:17:56-!- irker147 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20161106 14:23:34-!- louis94 [~~louis94@91.178.241.163] has joined #wesnoth-dev 20161106 14:29:46-!- Kwandulin [~Miranda@p5DDD2B8F.dip0.t-ipconnect.de] has joined #wesnoth-dev 20161106 14:46:38-!- JyrkiVesterinen [~JyrkiVest@87-92-11-170.bb.dnainternet.fi] has quit [Quit: .] 20161106 15:02:58-!- tad_carlucci [~lundberg@173.217.65.103] has joined #wesnoth-dev 20161106 15:04:44-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20161106 15:07:46-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Client Quit] 20161106 15:08:08-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20161106 15:19:26-!- Shiki [~Shiki@141.39.226.226] has quit [Quit: Verlassend] 20161106 15:26:21-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Ping timeout: 260 seconds] 20161106 15:30:59-!- JyrkiVesterinen [~JyrkiVest@89-166-102-51.bb.dnainternet.fi] has joined #wesnoth-dev 20161106 15:38:43-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has joined #wesnoth-dev 20161106 15:56:00< celticminstrel> Jyrki, is my mass rename of GUI2 classes going to be a problem for your PRs? 20161106 15:56:25< JyrkiVesterinen> I'll need to update the size_lock PR for that. 20161106 15:56:32< celticminstrel> Yeah. 20161106 15:56:47< celticminstrel> The other might not be affected I guess, or at least not much. 20161106 16:20:14< tad_carlucci> celticminstrel, If you're renaming *.cpp or *.hpp files, I'll have to fix any conflicts in PR 863 20161106 16:22:00< celticminstrel> I wasn't planning on renaming files this time. 20161106 16:23:04-!- gfgtdf [~chatzilla@x4e369b2b.dyn.telefonica.de] has joined #wesnoth-dev 20161106 16:37:42< zookeeper> vultraz, so i haven't edited the release notes yet as i don't know whether my UtBS botch-up changes the plans in any way, so do tell. 20161106 16:50:59-!- mjs-de [~mjs-de@x4db6bb5f.dyn.telefonica.de] has joined #wesnoth-dev 20161106 17:09:34-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20161106 17:10:30< celticminstrel> There seems to be commented-out code using sdl::timage, which as far as I can tell no longer exists. 20161106 17:13:44-!- atarocch [~atarocch@93.56.160.28] has joined #wesnoth-dev 20161106 17:22:45 * celticminstrel nukes it, as well as the now-empty files that used to house the class. 20161106 17:23:34< celticminstrel> vultraz: Can you give me a name for tcanvas? I think "canvas" is good, but it's also used as variable and function names in some places. 20161106 17:23:57< celticminstrel> It's possible to leave it as "canvas", but might be better to have something longer to avoid that conflict. 20161106 17:24:32< gfgtdf> celticminstrel: i think timage was removed as part of the SDL_GPU code removal 20161106 17:24:42< celticminstrel> Yeah, that's why I'm nuking this. 20161106 17:25:00< celticminstrel> (The header file's comment mentioned that.) 20161106 17:30:24< celticminstrel> On the other hand, the function could be renamed get_canvas()... 20161106 17:34:53< DeFender1031> celticminstrel, just call it cowfish. 20161106 17:37:54< tad_carlucci> Already have cowfish, from yestrday. Needs to be catfish. 20161106 17:38:31< celticminstrel> I could just call it carlucci. 20161106 17:39:16-!- Kwandulin [~Miranda@p5DDD2B8F.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20161106 17:39:59< tad_carlucci> 'i' is used to much. Call it 'q' 20161106 17:41:37< tad_carlucci> It's all a name. So it doesn't really matter. But it might be good to start a glossary.md 20161106 17:42:13 * celticminstrel probably just going to rename canvas() -> get_canvas() and such. 20161106 17:42:26< tad_carlucci> Something akin to the taxonomy chart in the Lua proposal. 20161106 17:42:26< DeFender1031> that probably makes sense. 20161106 17:42:39< celticminstrel> There's also a variable called "canvas" somewhere... 20161106 17:42:44< celticminstrel> Not sure what I'll do there. 20161106 17:42:56< celticminstrel> Might just add the class keyword to disambiguate. 20161106 17:43:14< celticminstrel> Or a _ suffix if it's a member variable. 20161106 17:43:47< tad_carlucci> Orprefix it with ya_ (for yet another) 20161106 17:43:54< celticminstrel> Haha 20161106 17:44:18< DeFender1031> though, this wouldn't be an issue in the naming convention I typically prefer. I tend to use TitleCase for classnames and namespaces, camelCase for functions and variables, and UPPER_CASE_WITH_UNDERSCORES for constants and macros 20161106 17:44:46< celticminstrel> Yeah, if all the classes began with an uppercase letter, this problem wouldn't exist. 20161106 17:44:54< DeFender1031> hence Canvas would be the class and canvas() would be a variable of type Canvas, or a function that returns a Canvas. 20161106 17:45:09< celticminstrel> I think Wesnoth is conforming to C++ stdlib standards though. 20161106 17:45:14< DeFender1031> right 20161106 17:45:33< celticminstrel> Well canvas() is obviously a function, not a variable. 20161106 17:45:40< DeFender1031> this is Qt's standard, which I've adopted because it just makes more sense and makes things less problematic 20161106 17:45:56< DeFender1031> also easier to know what something is at a glance 20161106 17:46:03< celticminstrel> I think I usually use that standard in my own projects. 20161106 17:46:17< celticminstrel> I had a slightly different standard in BoE for some reason. 20161106 17:46:21< DeFender1031> celticminstrel, yes, i modified my statement without removing the ()... oops. 20161106 17:46:31< celticminstrel> Classes are cCamelCase, enums eCamelCase, etc. 20161106 17:46:44< DeFender1031> that's... icky. 20161106 17:47:02< celticminstrel> Well, it's not as bad as Hungarian notation in MS APIs though. 20161106 17:47:18< DeFender1031> i tend to use CamelCase for enum type names and UPPER_CASE_WITH_UNDERSCORES for the enum values. 20161106 17:47:40< DeFender1031> it's similar enough to hungarian notation to make my brain sad. 20161106 17:47:44< celticminstrel> I think I tend to use lowercase for my enum type names (but in BoE they're uppercase because they were originally macros). 20161106 17:48:01< celticminstrel> s/type names/constant names/ 20161106 17:48:18< celticminstrel> Sometimes I use a _t suffix instead of an initial capital for types. 20161106 17:48:33< celticminstrel> Especially typedefs of standard types. 20161106 17:48:50< DeFender1031> also, about functions, I prefer things like "idSet()" and "idGet()" rather than "setId()" and "getId()". Makes it easier to spot related functions that way. 20161106 17:49:09< celticminstrel> Interesting. That's something I think I've never seen before. 20161106 17:49:24-!- Shiki [~Shiki@141.39.226.226] has joined #wesnoth-dev 20161106 17:49:27< DeFender1031> _t is the standard C and C++ convention for typedefs, yes. 20161106 17:50:12< DeFender1031> celticminstrel, I can check where the idea about doing noun-verb rather than verb-noun comes from. It's the standard used at my day job as well, for the reasons I mentioned. 20161106 17:50:26< tad_carlucci> Identity-left, function-right. I've seen that. thisGet()->thatDelete() actually reads well. 20161106 17:51:17< DeFender1031> tad_carlucci, right, precisely 20161106 17:51:49< tad_carlucci> DeFender1031, You can look but you'll have to go back to Grace Hopper or thereabout for the original idea, I think. 20161106 17:52:51< tad_carlucci> Althought it may be more recent .. maybe 70s or even 80s 20161106 17:55:22< tad_carlucci> One nice thing about subject-verb is it refactors well. thisGet()->thatDelete() can become this.get()->that.delete() 20161106 17:55:39< DeFender1031> I actually tend to think that doing it any other way leads to confusion and disorganization... that said, i'm no elitist and I won't come barging into someone else's project and demand that they do everything my way. (You'll notice that my proposal to update the Lua API uses the same naming conventions that the Lua stuff is already using, for just this reason.) 20161106 17:56:04< DeFender1031> tad_carlucci, that's also true. I've had that a number of times. 20161106 17:57:58< tad_carlucci> DeFender1031, I'm hoping when the Lua is done the C++ can fall into line with it. It would be nice to use the same taxonomy on both so there's less confusion about meaning. 20161106 17:58:54< DeFender1031> tad_carlucci, in general, i'd like to see a convergence between what exists in C++ and what exists in Lua 20161106 17:59:11< DeFender1031> there's far too much missing in lua (and by extention, in WML) 20161106 18:00:40< tad_carlucci> One night falling asleep I wondered why we have to duplicate so much to cross the line. It should be possible for both Lua and C++ to change the SAME wesnoth.unit['Delfador'].name = _ "Delfador" 20161106 18:00:44-!- louis94 [~~louis94@91.178.241.163] has quit [Ping timeout: 260 seconds] 20161106 18:00:57< DeFender1031> for example, there is actually no decent way to determine a terrain's base type (the type or types used to calculate defense, movement, etc.) from its terrain string. 20161106 18:01:09< DeFender1031> tad_carlucci, not sure I understand your example 20161106 18:01:21 * celticminstrel wonders whether music loop-points would be worth adding support for. 20161106 18:02:11< tad_carlucci> see a lot of work shoving data back and forth across the Lua/C++ boundary. Seems to be it should just "be" and not have to be moved 20161106 18:02:16< DeFender1031> celticminstrel, that could be nice, but it could also be done more robustly with SPFs as have been discussed previously 20161106 18:02:33< celticminstrel> I think you can get the terrain config from its string. 20161106 18:02:36< celticminstrel> SPFs? 20161106 18:03:37< DeFender1031> tad_carlucci, ideally, yes, but unfortunately Lua is a somewhat terrible language which is not really suitable to C and C++ despite having been designed for them, and therefore there's a bunch of annoying fiddling that needs to be done to share data in any meaningful way. (Reindexing everything by one, anyone?) 20161106 18:03:46< DeFender1031> celticminstrel, like IPF but for sounds. 20161106 18:04:06< DeFender1031> celticminstrel, the terrain config does not seem to include that information though 20161106 18:04:07< celticminstrel> I don't see how that could possibly work. 20161106 18:04:18< DeFender1031> how what could possibly work? 20161106 18:04:25< celticminstrel> SPFs for loop points. 20161106 18:04:58< DeFender1031> easy, if there were an SPF for truncating a sound file, you'd truncate it to the loop point. 20161106 18:05:06< celticminstrel> I mean, you might want to set up a background track with loop points, and after some event, change the loop points. 20161106 18:05:09< celticminstrel> Ugh, seriously? 20161106 18:05:12< tad_carlucci> DeFender1031, I see that as a form of nominal realism. It's the same data. Fix the issue in the indexer in the metatable and you're done. 20161106 18:05:42< celticminstrel> SPFs might be nice, but I don't think they'd be good for loop points. 20161106 18:06:30< DeFender1031> celticminstrel, you think it'd be too annoying to write "music=sometrack.ogg~CROP(0,-5.32),sometrack.ogg~CROP(67,-5.32)"? 20161106 18:06:55< DeFender1031> celticminstrel, ah, change the loop points without a break in the music... yeah, SPF wouldn't work for that 20161106 18:07:04< DeFender1031> fair enough 20161106 18:07:18 * celticminstrel wonders if any games actually do that. 20161106 18:07:21< DeFender1031> tad_carlucci, fair enough 20161106 18:07:49< DeFender1031> celticminstrel, woul be cool... though in general i've noticed a lack of ability to nicely time things with music in wesnoth 20161106 18:08:09< celticminstrel> I'm pretty sure you can at least say "start this track right now", right? 20161106 18:08:30< celticminstrel> That might be the best you can do though. 20161106 18:08:37< tad_carlucci> celticminstrel, I think so. And I think you can do it wrong doing that and I've seen a console message about it recently. 20161106 18:08:40-!- Shiki [~Shiki@141.39.226.226] has quit [Quit: Verlassend] 20161106 18:09:00< DeFender1031> for example, there's a way to say that a [message] should stay on screen for AT LEAST x amount of time (which is measured in frames for some reason rather than MS like all other time attributes, but whatever), but no way to say "this [message] should be present for EXACTLY this amount of time and auto-dismiss itself after the time has elapsed" 20161106 18:09:06< celticminstrel> Particularly since everything is done at the user's convenience so you have no control over timing at any point during a cutscene. 20161106 18:09:16< DeFender1031> right, that's my point 20161106 18:09:37< DeFender1031> though I HAVE timed some animations to music, at least up until the first message. 20161106 18:09:41< celticminstrel> Even scroll-to depends on the user's accel setting. 20161106 18:09:48< celticminstrel> Oh, animations do have timing. 20161106 18:09:51< DeFender1031> (Though, that also doesn't hold up if accelleration is on) 20161106 18:10:02< celticminstrel> Ah, I guess it wouldn't, yeah. 20161106 18:10:20< DeFender1031> yeah, that's another thing i'd like, variable timing on [scroll_to] and [scroll] 20161106 18:10:51< celticminstrel> That's kinda opposite the idea to make [delay] adjust itself based on accel speed. 20161106 18:10:55< tad_carlucci> Just so you know how pissed off I'd be if I clicked End Scenario and ran to the bath, got distracted by the dogs wanting a go-out, and the wife wanting laundry advanced and came back to find the cut scenes had timed out and I was at the start of the following scenario ... 20161106 18:10:57< DeFender1031> I have a particular cutscene where I do a slow-pan across something, and I was forced to basically do a repeat of scrolling 5 pixels at a time to make it time properly 20161106 18:11:41< DeFender1031> celticminstrel, oh, i think the timing on the scrolls should respect (or at least be capable of being set to respect) the accelleration, just like delays. 20161106 18:12:02< celticminstrel> Hmm. 20161106 18:12:32< DeFender1031> tad_carlucci, story mode usually happens first. besides, you can always just reload the scenario... but yeah, i hear. 20161106 18:14:59< DeFender1031> anyway, celticminstrel, i essentially have the following in my code to make a nice, slow, panning scroll: {REPEAT 290 ( / [scroll] / x,y=5,1 / [/scroll] / )} 20161106 18:16:31< DeFender1031> would be nice if I could just do instead [scroll] / x,y=1450,290 / duration=1500 / [/scroll] 20161106 18:17:10< DeFender1031> then again, i'm basically abusing the engine to make cutscenes it was very much not designed for. 20161106 18:17:48< celticminstrel> I'm not sure I like the idea of the engine hijacking the scroll speed. 20161106 18:19:34< DeFender1031> why? 20161106 18:21:56< tad_carlucci> What I've always wished for is some sort of priority queue / invalid rect optimization so when I just change one tile I only have to pay the rendering time for that tile and if it's lagging the priority queue will merge deltas to reduce the future work. 20161106 18:23:06< celticminstrel> That's kinda pointless if you're aiming for hardware acceleration though, isn't it? 20161106 18:24:01< tad_carlucci> Depends on the optimization and whether it's a software fallback 20161106 18:24:46< tad_carlucci> Yea. My builds are finishing .. 1 done, 1 nearly done and 2 to go. 20161106 18:25:09< JyrkiVesterinen> The normal way to perform hardware rendering is to just redraw everything on every frame. 20161106 18:39:54-!- horrowind [~Icedove@2a02:810a:8380:10a8:21b:fcff:fee3:c3ff] has joined #wesnoth-dev 20161106 18:44:06< DeFender1031> celticminstrel, you never responded why don't you like the idea? 20161106 18:44:55< celticminstrel> Oh, sorry. 20161106 18:45:15< celticminstrel> I kinda forgot, but I'm also not sure exactly. 20161106 19:11:49-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [] 20161106 19:13:49-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20161106 19:26:09< Aginor> I'd just like to point out that I'm in the process of rewriting the canvas class... 20161106 19:26:43< Aginor> I'm still on my mission to kill the custom blitting methods 20161106 19:26:59< Aginor> and now also the custom surface-modifying functions 20161106 19:32:42< celticminstrel> I'm only changing names, so hopefully the conflicts shouldn't be too bad? 20161106 19:55:45< vultraz> celticminstrel: canvas is fine 20161106 19:58:04< vultraz> why the hell are the unit tests failing.. 20161106 19:59:06< celticminstrel> No idea. 20161106 19:59:24< celticminstrel> Since when are they failing? 20161106 19:59:44< celticminstrel> Oh you made a commit... 20161106 20:00:15< vultraz> Error (strict mode, strict_level = 1): wesnoth reported on channel error scripting/lua 20161106 20:00:17< vultraz> error scripting/lua: stoi 20161106 20:00:29< celticminstrel> So you did it again huh. 20161106 20:00:39< celticminstrel> Changed to stoi without regard for exceptions. 20161106 20:01:10< vultraz> oh wait, I forgot to chance a catch statement here 20161106 20:01:19< vultraz> still catching bad_lexical_cast 20161106 20:02:08< celticminstrel> lexical_cast actually isn't a no-op if the input and output types are the same. 20161106 20:02:29< celticminstrel> Or rather, isn't guaranteed to be. 20161106 20:02:35< celticminstrel> I think in practice it usually would be. 20161106 20:02:43< vultraz> that's rather odd :| 20161106 20:03:41< celticminstrel> Maybe I should start over. 20161106 20:03:56< celticminstrel> It's not a no-op but generally it shouldn't result in any change to the value. 20161106 20:04:17< celticminstrel> Basically it would result in it being converted to string and back. 20161106 20:04:38< celticminstrel> In other words, yay that it's gone I guess? 20161106 20:06:29 * celticminstrel is assuming it's not specialized for the same-type case, which I suppose it could be. 20161106 20:06:39< vultraz> as you can see, I changed the caught exception anywhere one was already being caught. 20161106 20:06:59< celticminstrel> If not, then there would be a good reason to do it though - as a test that the streaming operator for your custom type actually works correctly. 20161106 20:07:08< celticminstrel> Yeah, I saw. 20161106 20:07:23< celticminstrel> I'm still in src/gui/core for the renames... 20161106 20:07:42< celticminstrel> Partly because it takes time to rebuild between batches. 20161106 20:07:53< vultraz> I just realized one doesn't need stoi for attribute_values 20161106 20:07:56< celticminstrel> I'll probably do most of core as the next batch though. 20161106 20:08:00< vultraz> I should have used to_int 20161106 20:08:18< celticminstrel> Yeah, definitely. 20161106 20:09:25< celticminstrel> I should probably be tell scons to keep going after errors. 20161106 20:09:32< celticminstrel> ^-be 20161106 20:12:46< celticminstrel> Then I can fix all the errors at once, in most cases. 20161106 20:14:37< celticminstrel> Uh, why is gui2::tips in the gui2 namespace? 20161106 20:14:49< celticminstrel> It has nothing whatsoever to do with GUI. It's just a content manager. 20161106 20:20:23< celticminstrel> vultraz: I have at least ten, maybe as many as twenty commits for the rename (and it's not done yet), should I squash some of them together? 20161106 20:20:53< vultraz> if they're something like "wip" or "fixup", yes 20161106 20:21:36< celticminstrel> They're not WIP or fixup (I already squashed those ones). Some rename only a single class (which is used in many places) while others rename several classes all at once. 20161106 20:21:47< celticminstrel> Often classes only used in one file. 20161106 20:24:57-!- astrelyon [~astrelyon@78.134.230.190] has joined #wesnoth-dev 20161106 20:26:47 * celticminstrel poke vultraz 20161106 20:26:54< vultraz> uhh 20161106 20:27:00< vultraz> up to you, really 20161106 20:27:07< vultraz> number of commits doesn't matter 20161106 20:27:07< celticminstrel> I guess I won't bother, then. 20161106 20:29:10< celticminstrel> vultraz: Should I put "namespace gui2 { namespace dialogs {" on one line or on separate lines? 20161106 20:29:36< vultraz> it's usually done on separate lines, but at the same indentation level 20161106 20:29:41< celticminstrel> (BTW, C++17 would allow "namespace gui2::dialogs {".) 20161106 20:30:00< celticminstrel> Okay, separate lines then. 20161106 20:32:05< vultraz> yes, that can be used once we get c++17 :P 20161106 20:32:21< vultraz> but that's a long time coming 20161106 20:32:27< celticminstrel> Very long time. 20161106 20:32:39< vultraz> has the standard even been fully ratified or whatever they do to it? 20161106 20:32:40< celticminstrel> Even if everyone updated to the latest compiler right now, we'd only get C++14. 20161106 20:32:45< celticminstrel> I'm not sure. 20161106 20:33:02< celticminstrel> I seem to recall reading that it's basically finalized now? 20161106 20:33:05< celticminstrel> But again, not sure. 20161106 20:33:19< celticminstrel> (And incomplete C++14 at that - limited by MSVC 2015.) 20161106 20:33:40< vultraz> why does MSVC keep lagging behind :| 20161106 20:34:08< shadowm> Because Microsoft is like that. 20161106 20:34:13< JyrkiVesterinen> Microsoft largely ignored C++ earlier in favor of its own C# ecosystem. 20161106 20:34:24-!- irker528 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20161106 20:34:24< irker528> wesnoth: Charles Dang wesnoth:master 600dd9282671 / src/ (ai/composite/goal.cpp color_range.cpp): Small fixups to daeaa479206b https://github.com/wesnoth/wesnoth/commit/600dd92826715e6737e1500c1bc96d66ee21ce82 20161106 20:34:25< shadowm> They aren't too interested in things that do not benefit them (read: earns them money) directly. 20161106 20:34:50< shadowm> That's also why they have yet to finish support for C99 and C11. 20161106 20:34:53< JyrkiVesterinen> The company has more focus on C++ now, but they are still behind because they have needed to play catch-up. 20161106 20:35:06< vultraz> blah :| 20161106 20:36:50< shadowm> They also have a history of neglecting support of open standards and only recently (last 2 years) have worked towards increased interoperatibility with other platforms, mostly because of the market shift towards non-Microsoft platforms for mobile and server deployments. 20161106 20:37:01< shadowm> (I'd dare say solely because.) 20161106 20:43:33< vultraz> DeFender1031 (or is it celticminstrel?): I wonder if you should/could use github's new Projects feature for the lua API refactor. 20161106 20:44:27-!- prkc_ [~prkc@catv-89-133-39-230.catv.broadband.hu] has joined #wesnoth-dev 20161106 20:45:01< vultraz> zookeeper: it's not a major issue. If you want, you can give the packagers a patch (or a patched file) that they can drop in, but if not it's not major issue. I doubt many people will be playing utbs anyway :P 20161106 20:46:23< zookeeper> vultraz, well all they'd need to do is include d6b4ceff4545 ... 20161106 20:47:35< vultraz> or that 20161106 20:47:49< DeFender1031> vultraz, what's the Projects feature? 20161106 20:48:20-!- prkc [~prkc@gateway/vpn/privateinternetaccess/prkc] has quit [Ping timeout: 260 seconds] 20161106 20:48:37< pydsigner> DeFender1031: Basically a task board 20161106 20:49:21< pydsigner> Kinda like you might do with Asana, Taiga, or any other number of those sites 20161106 20:49:23< vultraz> zookeeper: in which case you'll have to mention it anyway 20161106 20:49:28< pydsigner> Except now built into GitHub 20161106 20:49:48< zookeeper> vultraz, i wouldn't know how i'm supposed to communicate with every packager 20161106 20:50:02< shadowm> vultraz is supposed to do that for you. 20161106 20:50:10 * vultraz flails 20161106 20:50:21 * vultraz runs for the hills 20161106 20:50:37< shadowm> And that's our release manager. 20161106 20:51:35< shadowm> Have the packagers been emailed for this release, even? 20161106 20:51:49< shadowm> I may want to be added to the list just to make sure. 20161106 20:52:36< vultraz> yes, loonycyborg did that 20161106 20:53:12< shadowm> loonycyborg: Add shadowm2006@gmail.com to the list of packager emails, please. I'll add myself to the doc on the server meanwhile. 20161106 20:53:20< loonycyborg> hope they'll enjoy that SDL_net dependency is dropped 20161106 20:53:31< loonycyborg> ok 20161106 20:55:19< celticminstrel> shadowm: Well even if they haven't finished C99 support, they didn't comletely neglect it either... pretty sure they added some stuff for that in VC12. 20161106 20:55:44< shadowm> celticminstrel: Only the stuff that overlapped C++11's preprocessor and C library compatibility requirements IIRC. 20161106 20:56:00< celticminstrel> I seem to recall C99 initializers being included. 20161106 20:56:11< celticminstrel> That might fall into the latter category though, not sure. 20161106 20:56:24< shadowm> Probably not. 20161106 20:56:58< celticminstrel> Admittedly I haven't actually tried it, because unlike clang/GCC they're not supported in C++ code as an extension. 20161106 20:57:57< DeFender1031> pydsigner, vultraz, i'm not sure how a taskboard would help at this stage 20161106 20:58:12< shadowm> I wonder how that doesn't make GCC non-compliant. 20161106 20:58:23< celticminstrel> Huh? 20161106 20:58:39< shadowm> It really shouldn't be allowing that kind of thing with -std=c++11, I mean. There's gnu++11 or so for GNU-specific extensions. 20161106 20:58:49< celticminstrel> I think it only applies with gnu++11. 20161106 20:59:04< shadowm> I'm pretty sure I tried with c++11 the other day and it still worked. 20161106 20:59:07< celticminstrel> Not quite sure though. 20161106 20:59:10< celticminstrel> You might be right. 20161106 21:04:28-!- JyrkiVesterinen [~JyrkiVest@89-166-102-51.bb.dnainternet.fi] has quit [Quit: .] 20161106 21:04:36-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20161106 21:05:08-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20161106 21:09:12-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20161106 21:09:34-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Client Quit] 20161106 21:14:09-!- travis-ci [~travis-ci@ec2-54-162-25-87.compute-1.amazonaws.com] has joined #wesnoth-dev 20161106 21:14:10< travis-ci> wesnoth/wesnoth#11896 (master - 600dd92 : Charles Dang): The build is still failing. 20161106 21:14:10< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/173736921 20161106 21:14:10-!- travis-ci [~travis-ci@ec2-54-162-25-87.compute-1.amazonaws.com] has left #wesnoth-dev [] 20161106 21:17:50-!- mjs-de [~mjs-de@x4db6bb5f.dyn.telefonica.de] has quit [Remote host closed the connection] 20161106 21:26:41< celticminstrel> vultraz: Still failing 20161106 21:37:33< vultraz> ;_;\ 20161106 21:38:40< vultraz> and the logs are, of course, eminently unhelpful 20161106 21:38:55< celticminstrel> What's it say? 20161106 21:40:07< vultraz> same thing 20161106 21:40:10< vultraz> Error (strict mode, strict_level = 1): wesnoth reported on channel error scripting/lua 20161106 21:40:12< vultraz> 20161106 21:06:56 error scripting/lua: stoi 20161106 21:40:13< vultraz> stack traceback: 20161106 21:40:14< celticminstrel> Ah. 20161106 21:40:15< vultraz> [C]: in local 'cmd' 20161106 21:40:17< vultraz> lua/wml-utils.lua:137: in field 'handle_event_commands' 20161106 21:40:39< celticminstrel> So where does it trigger? 20161106 21:40:45< celticminstrel> In a unit test? 20161106 21:40:59< vultraz> yeah 20161106 21:41:08< vultraz> test_move_fail_5 and test_move_fail_6 if I'm reading correctly 20161106 21:45:29< vultraz> yeah, seems to be those two 20161106 21:45:31< vultraz> but why 20161106 21:47:06< celticminstrel> Those two deliberately pass a non-numeric string. 20161106 21:47:14< celticminstrel> As the X or Y coordinate. 20161106 21:47:41< celticminstrel> In [do_command][move]. 20161106 21:48:10< celticminstrel> So it's probably something in or called by synced_command_handler.cpp (not quite sure if I got the filename right). 20161106 21:48:29< vultraz> wait, are they *designed* to fail? 20161106 21:48:49< gfgtdf> vultraz: afaik yes but not by that error 20161106 21:48:59< gfgtdf> vultraz: it also posible that onyl the replay shodul fail 20161106 21:49:02< gfgtdf> should* 20161106 21:49:08< vultraz> so wait, I've broken the tests by making it so the code cannot fail? 20161106 21:49:11< celticminstrel> It's specified that failing the test should be considered a pass. 20161106 21:49:43< Aginor> vultraz: it's common to have both positive and negative test cases 20161106 21:50:09< Aginor> a negative test case is specifically for testing a failure condition, where a pass of the test case means that the software fails in the correct way 20161106 21:50:13-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20161106 21:50:31< celticminstrel> vultraz: Line 414 of synced_commands.cpp is probably the point of throwing. 20161106 21:50:45-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20161106 21:51:18< vultraz> so I need to catch that? 20161106 21:51:24< celticminstrel> Presumably the solution is to catch it and throw a different exception. 20161106 21:51:33< gfgtdf> celticminstrel: unlikeley sicne thats pat of the debug :unit implementation 20161106 21:51:35< celticminstrel> Not entirely sure though. 20161106 21:51:36< gfgtdf> part 20161106 21:51:43< celticminstrel> Is it? Hmm... 20161106 21:51:47 * celticminstrel looks again. 20161106 21:52:38< celticminstrel> vultraz: Found it, it's the read_locations call on line 263. 20161106 21:52:38< gfgtdf> vultraz: its mostlikley the change in read_locations(_helper) which oreviously thowed bad_lexical_Cast in this case 20161106 21:52:58< celticminstrel> You need to change that to catch invalid_argument instead of bad_lexical_cast. 20161106 21:53:14< celticminstrel> (And search for any other places where read_locations is called, in case they also need that treatment.) 20161106 21:53:22< vultraz> what file? 20161106 21:53:40< vultraz> src/map/location.cpp? 20161106 21:53:45< gfgtdf> celticminstrel: note that currnelty read_locations ca thow both bad_lecical_cast and invalid_argument 20161106 21:54:04< celticminstrel> vultraz: Same file I mentioned before - synced_commands.cpp. 20161106 21:54:18< celticminstrel> gfgtdf: Uhh... maybe that should be changed then. 20161106 21:54:24< vultraz> ah 20161106 21:54:31< gfgtdf> vultraz: https://github.com/wesnoth/wesnoth/blob/master/src/map/location.cpp#L454 20161106 21:54:48< gfgtdf> i'm really suprosed that we cath have atest for thi serro though 20161106 21:54:59< vultraz> ok I'llchane that 20161106 21:55:02< vultraz> to invalid_argument 20161106 21:55:08< celticminstrel> Yeah, just do that. 20161106 21:55:19< gfgtdf> this error* 20161106 21:55:27< celticminstrel> gfgtdf: Then write one! 20161106 21:55:35< gfgtdf> celticminstrel: ? 20161106 21:55:38< celticminstrel> A test. 20161106 21:56:11< celticminstrel> I was assuming you were saying that you're surprise we don't have a test for it. 20161106 21:56:11< gfgtdf> "i'm really surprised that we have a test for this error though" 20161106 21:56:18< celticminstrel> Oh, okay then. 20161106 21:56:22 * celticminstrel shrugs. 20161106 21:56:30< celticminstrel> Well, I think it's good to have tests for errors though. 20161106 21:56:55< Aginor> +1 20161106 21:57:09< celticminstrel> Where are the tips of the day actually defined in WML... 20161106 21:57:16< celticminstrel> They're in core, right? 20161106 21:57:34< vultraz> oh..kay 20161106 21:57:51< vultraz> I need an argument for invalid_argument if I throw it manually 20161106 21:57:59< vultraz> :/ 20161106 21:58:18< celticminstrel> If I recall, it's just a string describing the problem. 20161106 21:58:22< vultraz> why is that code even throwing there.. 20161106 21:58:32< vultraz> like, that needs an error 20161106 21:58:36< vultraz> not a trow 20161106 21:58:38< vultraz> throw 20161106 21:58:48< vultraz> neither invalid_argument or bad_lexical_cast fit 20161106 21:58:56< celticminstrel> I think invalid_argument fits. 20161106 21:59:05< celticminstrel> Because the arguments are invalid due to being of different lengths. 20161106 21:59:23< celticminstrel> The function requires equal numbers of x and y coordinates in order to zip them. 20161106 21:59:39< vultraz> hm 20161106 21:59:42< vultraz> true 20161106 22:00:10< celticminstrel> So something like throw invalid_argument("mismatched number of x and y coordinates"). Reword however you want. 20161106 22:04:17< irker528> wesnoth: Charles Dang wesnoth:master eb9614aa05f1 / src/ (map/location.cpp synced_commands.cpp): Attempt to fix failing tests https://github.com/wesnoth/wesnoth/commit/eb9614aa05f1e97065a8b0847b55bee146cee974 20161106 22:05:16 * celticminstrel sighs 20161106 22:07:22< vultraz> hmm? 20161106 22:08:11< celticminstrel> Yet another "Attempt" commit. 20161106 22:08:50< vultraz> Isthat bad? 20161106 22:09:07< celticminstrel> Yes. 20161106 22:09:34< vultraz> shrug shrug 20161106 22:10:08< celticminstrel> Why are the tips of the day part of the GUI configuration... :| 20161106 22:10:31< celticminstrel> Well whatever, I don't care anymore. Need to get the renaming done. 20161106 22:10:34< vultraz> because they're only in the titlescreen? 20161106 22:11:05< vultraz> anyway, I need to finish this lexical_cast cleanup 20161106 22:11:15< vultraz> probably won't finish until later, though... 20161106 22:11:18< vultraz> I have work to do today 20161106 22:11:25< celticminstrel> So? They still have nothing to do with GUI anything. 20161106 22:11:34< celticminstrel> If anything, I'd classify them under help. 20161106 22:11:44< vultraz> probably, yes 20161106 22:11:55< Aginor> celticminstrel: you're doing your thing on a branch, right? 20161106 22:12:01< celticminstrel> Yeah, why? 20161106 22:12:55< Aginor> just checking 20161106 22:13:15< celticminstrel> Do you want me to open a PR for it when I'm done? 20161106 22:13:28< Aginor> I think it would be good to have it go through a round of review 20161106 22:13:45< vultraz> Aginor: btw, I think the problem with the incorrectly scaled background in your branch is because you don't need to scale the surface anymore. rendercopy automatically makes the texture fit dstrect 20161106 22:13:55-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20161106 22:14:00-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20161106 22:14:11< vultraz> Aginor: so essentially, the "stretch" resize mode doesn't need to be handled specilaly 20161106 22:14:14< Aginor> vultraz: I don't know what you're talking about, but I've fixed all issues locally 20161106 22:14:20< vultraz> Aginor: ok 20161106 22:14:30< vultraz> good 20161106 22:14:35< vultraz> just though I'd mention in case you hadn't 20161106 22:15:10< vultraz> wait, the alpha stuff too? 20161106 22:15:20< vultraz> you found a solution for that black crap around the logo? 20161106 22:15:46< Aginor> yes 20161106 22:15:52< vultraz> :O 20161106 22:15:55< vultraz> ermeghard 20161106 22:15:58< celticminstrel> Wasn't that an alpha blending issue? 20161106 22:16:05< celticminstrel> Why are you so shocked. 20161106 22:16:08-!- prkc_ [~prkc@catv-89-133-39-230.catv.broadband.hu] has quit [Ping timeout: 252 seconds] 20161106 22:16:12< Aginor> don't render to a separate surface, render directly to the screen 20161106 22:16:20< celticminstrel> I mean, just looking at it, alpha blending issue should be the first thing you think of, right? 20161106 22:16:29< vultraz> celticminstrel: yes, but I couldn't find a solution 20161106 22:16:38< vultraz> despite spending hours on it 20161106 22:16:41< celticminstrel> So basically the alpha was blending with the wrong background? 20161106 22:16:50< celticminstrel> Or something like that? 20161106 22:16:55< Aginor> so take out the existing code and render directly to the screen, which is what it should've been doing in the first place anyway 20161106 22:17:09< vultraz> Aginor: will you be pushing soon so we can test? 20161106 22:17:30< Aginor> vultraz: no, I need to tidy up my code, I'm basically forced to rewrite that class 20161106 22:17:41< vultraz> oh deer 20161106 22:18:01< Aginor> and go and muck around with the dirty flag stuff so that it doesn't redraw unless it's changed 20161106 22:18:29< vultraz> geez 20161106 22:19:01< Aginor> which is why I'm not a big fan of any changes causing a lot of code churn 20161106 22:19:40< vultraz> ah 20161106 22:19:45< vultraz> well, celmin's just renaming classes 20161106 22:19:47< vultraz> not files 20161106 22:20:12< Aginor> any large set of code churn to add language features or renaming or random refactoring for the sake of keeping it tidier eats into my small time budget, and if all my time is spent keeping up with other people's changes, I will not be able to finish anything 20161106 22:21:32< vultraz> I'm holding off on anything big. 20161106 22:21:49< Aginor> I'm not saying "don't do stuff" 20161106 22:22:14< Aginor> what I am saying is "code churn is bad, so make sure it adds value" 20161106 22:24:39< celticminstrel> If you want I can wait until your thing is done before merging this. 20161106 22:25:13< celticminstrel> If it's almost ready to merge, that is. 20161106 22:25:30< celticminstrel> Or, I could cut out the bits that affect canvas and apply them separately later. 20161106 22:25:46< celticminstrel> (It's mostly confined to a single commit, so not hard to do.) 20161106 22:28:50-!- prkc_ [~prkc@gateway/vpn/privateinternetaccess/prkc] has joined #wesnoth-dev 20161106 22:29:20< Aginor> celticminstrel: no, go ahead. I'll probably have to redesign the canvas class anyway 20161106 22:29:31< irker528> wesnoth: Charles Dang wesnoth:master 87fc1a8746dc / src/ai/composite/goal.cpp: Use config::attribute_value::to_double instead of lexical_cast https://github.com/wesnoth/wesnoth/commit/87fc1a8746dcc26de4d64122bfee72e447c042a1 20161106 22:32:04< celticminstrel> Does that mean the previous build passed? 20161106 22:32:20-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Read error: Connection reset by peer] 20161106 22:32:25< celticminstrel> Though I should probably hold off on the rebasing until I'm actually finished renaming things... 20161106 22:32:41< vultraz> still waiting 20161106 22:32:53-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20161106 22:34:49< irker528> wesnoth: Charles Dang wesnoth:master f81d51f6d3fc / src/units/ (attack_type.cpp unit.cpp): Convert a few cases of lexical_cast I missed https://github.com/wesnoth/wesnoth/commit/f81d51f6d3fca248ed3da151cdc1b75979292bc6 20161106 22:35:43< vultraz> I think lexical_cast or should be convertible to std::stoul, right? 20161106 22:36:01< celticminstrel> I dunno. 20161106 22:36:07< celticminstrel> Is there an stoui? 20161106 22:36:37< vultraz> no 20161106 22:36:56< celticminstrel> Well. I guess stoul could substitute... 20161106 22:37:07< vultraz> but std::stdoul and std::stoull handle unsigned values 20161106 22:37:14< vultraz> "Interprets an unsigned integer value in the string str." 20161106 22:37:23< vultraz> stoul* 20161106 22:38:05< celticminstrel> I hope f81d51 doesn't introduce more issues where lexical_cast is caught instead of invalid_argument... 20161106 22:38:54-!- Appleman1234 [~Appleman1@KD106161212097.au-net.ne.jp] has quit [Ping timeout: 250 seconds] 20161106 22:39:15< vultraz> we shall see! 20161106 22:39:30 * vultraz makes note to also convert abs/fabs to std::abs and std::fabs 20161106 22:41:59< vultraz> (the former are c functions, right?) 20161106 22:42:26< celticminstrel> Well, they're basically the same thing... 20161106 22:42:31-!- travis-ci [~travis-ci@ec2-54-162-239-60.compute-1.amazonaws.com] has joined #wesnoth-dev 20161106 22:42:32< travis-ci> wesnoth/wesnoth#11897 (master - eb9614a : Charles Dang): The build was fixed. 20161106 22:42:32< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/173753669 20161106 22:42:32-!- travis-ci [~travis-ci@ec2-54-162-239-60.compute-1.amazonaws.com] has left #wesnoth-dev [] 20161106 22:42:35< celticminstrel> (Is there even a std::fabs?) 20161106 22:42:36< vultraz> \ o / 20161106 22:42:38< vultraz> yes 20161106 22:42:43< celticminstrel> Huh. Weird. 20161106 22:42:54< celticminstrel> Wasn't std::abs a template? 20161106 22:43:40< vultraz> doesn't seem to be 20161106 22:44:26< vultraz> it seems to be overloaded for int, long, and long long, but there's also std::labs and std::llabs 20161106 22:44:28< vultraz> so.. 20161106 22:44:44< celticminstrel> Why... 20161106 22:45:00< celticminstrel> (labs and llabs might be just for C compatibility though?) 20161106 22:45:31< vultraz> llabs seems to be c++11 20161106 22:45:33< vultraz> but labs not 20161106 22:45:46< vultraz> abs(long long) is also c++11 20161106 22:45:59< celticminstrel> Could still mean it's for C99 compatibility. 20161106 22:46:02< celticminstrel> long long itself is c++11. 20161106 22:46:11< vultraz> (also I swear, long long is the most ridiculous type to say out loud) 20161106 22:46:16< celticminstrel> Maybe. 20161106 22:46:30< vultraz> except maybe terror :P 20161106 22:47:44< DeFender1031> labs, abs, tabs, gabs, cabs, rabs, dabs, habs, nabs, babs, jabs, fabs, pabs... 20161106 22:48:09 * celticminstrel babs DeFender1031. 20161106 22:48:39< DeFender1031> :) 20161106 22:51:31< irker528> wesnoth: Charles Dang wesnoth:master 5da9b18f4c2d / src/menu_events.cpp: Convert a stray boost::find_if to std::find_if https://github.com/wesnoth/wesnoth/commit/5da9b18f4c2df8e27b42ddea047116a2c097783a 20161106 22:54:14< zookeeper> vultraz, so i take it that you'll tell me before announcing what the deal with the packagers is, so i'll know what to write in the announcement regarding UtBS? 20161106 22:54:33< DeFender1031> what's with UtBS? 20161106 22:55:00-!- Appleman1234 [~Appleman1@KD106161212097.au-net.ne.jp] has joined #wesnoth-dev 20161106 23:00:09-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 250 seconds] 20161106 23:00:32< zookeeper> DeFender1031, the old version doesn't work in 1.13.6. 20161106 23:01:21< DeFender1031> interesting. I assume it's been updated though... Out of curiosity... what broke? 20161106 23:02:41< zookeeper> i foolishly forgot to ifdefize some stuff: https://github.com/wesnoth/wesnoth/commit/d6b4ceff4545ac6b421f5ded73d7db8c4f34c6a6 20161106 23:03:11< DeFender1031> (Incidentally, I've felt for a while as though UtBS never seemed quite up to the quality of the rest of mainline.) 20161106 23:03:15< zookeeper> and somehow failed to test it. i think i only tested the old version right before i changed the way i was splitting it, and then forgot that i hadn't tested the new method. 20161106 23:07:37-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20161106 23:08:30-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Read error: Connection reset by peer] 20161106 23:08:33-!- Appleman1234_ [~Appleman1@KD106161207002.au-net.ne.jp] has joined #wesnoth-dev 20161106 23:08:56-!- Appleman1234 [~Appleman1@KD106161212097.au-net.ne.jp] has quit [Disconnected by services] 20161106 23:09:02-!- Appleman1234_ is now known as Appleman1234 20161106 23:10:18-!- travis-ci [~travis-ci@ec2-54-158-207-63.compute-1.amazonaws.com] has joined #wesnoth-dev 20161106 23:10:20< travis-ci> wesnoth/wesnoth#11898 (master - 87fc1a8 : Charles Dang): The build was fixed. 20161106 23:10:20< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/173758063 20161106 23:10:20-!- travis-ci [~travis-ci@ec2-54-158-207-63.compute-1.amazonaws.com] has left #wesnoth-dev [] 20161106 23:16:06-!- Appleman1234 [~Appleman1@KD106161207002.au-net.ne.jp] has quit [Ping timeout: 256 seconds] 20161106 23:16:22-!- louis94 [~~louis94@91.178.241.163] has joined #wesnoth-dev 20161106 23:20:38-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20161106 23:21:10-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20161106 23:31:02-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has quit [Quit: ChipmunkV] 20161106 23:35:29-!- Appleman1234 [~Appleman1@KD106161207002.au-net.ne.jp] has joined #wesnoth-dev 20161106 23:41:30-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth-dev 20161106 23:41:55-!- travis-ci [~travis-ci@ec2-54-167-132-6.compute-1.amazonaws.com] has joined #wesnoth-dev 20161106 23:41:57< travis-ci> wesnoth/wesnoth#11899 (master - f81d51f : Charles Dang): The build was fixed. 20161106 23:41:57< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/173759069 20161106 23:41:57-!- travis-ci [~travis-ci@ec2-54-167-132-6.compute-1.amazonaws.com] has left #wesnoth-dev [] 20161106 23:43:14< shadowm> celticminstrel: Could you poke me when the mass-rename is finalized and merged so I can know it's safe to fiddle with GUI2 again? 20161106 23:43:22< celticminstrel> Sure. 20161106 23:43:36< shadowm> Cool, thanks. 20161106 23:43:42< vultraz> er...hm.. i did do 5da9b18f4c2d right, I think.. 20161106 23:44:38< vultraz> ah, yes 20161106 23:51:47< celticminstrel> GUI2 core mostly done... then need to do aux, widgets, and dialogs... 20161106 23:52:41< vultraz> can you move status label helper to aux? 20161106 23:53:15< celticminstrel> I'm not moving files. You can do it afterwards though. tips.?pp should probably be moved there too. 20161106 23:55:09< celticminstrel> There are a few other GUI files that are in strange locations. (Mainly ones in widgets/ and dialogs/.) 20161106 23:58:19< loonycyborg> I've uploaded windows binary too 20161106 23:59:55< celticminstrel> I suppose the UtBS thing should be mentioned in the known issues section in the announcement? --- Log closed Mon Nov 07 00:00:00 2016