--- Log opened Wed May 31 00:00:40 2017 20170531 00:18:22< celmin|sleep> Something amazing has happened on GitHub. :O 20170531 00:18:55< vultraz_iOS> hm? 20170531 00:19:05< vultraz_iOS> what happened on github 20170531 00:19:37< celmin|sleep> PR1742 20170531 00:19:49< vultraz_iOS> ah yes 20170531 00:19:57< vultraz_iOS> we must review this thoroughly 20170531 00:20:43< celmin|sleep> I wonder how you distinguish pinch motions from parallel motions. 20170531 00:20:48-!- celmin|sleep is now known as celticminstrel 20170531 00:21:31-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170531 00:25:57-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 240 seconds] 20170531 00:38:05-!- louis94 [~~louis94@95.129-200-80.adsl-dyn.isp.belgacom.be] has quit [Ping timeout: 240 seconds] 20170531 00:42:13-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Quit: Connection closed for inactivity] 20170531 01:15:55-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170531 01:20:48-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 260 seconds] 20170531 01:39:56-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20170531 01:44:34< celticminstrel> Hmm, I see some potential for a custom flow control keyword. 20170531 01:45:03< celticminstrel> Instead of { wb::future_map_if_active raii; code } 20170531 01:45:30< celticminstrel> Wouldn't it be nicer to just write planned_unit_scope { code } 20170531 01:45:31< celticminstrel> ? 20170531 01:45:54< celticminstrel> Could be done via #define planned_unit_scope if(wb::future_map_if_active raii) 20170531 01:46:07< celticminstrel> Plus adding an operator bool to planned_unit_scope that always returns true. 20170531 01:46:35< celticminstrel> Although that method allows an else to be attached, so it's not ideal... hmm... 20170531 01:47:13< celticminstrel> I guess you'd really need the for(wb::future_map_if_active raii; once; ) trick. 20170531 01:47:48< celticminstrel> Obviously don't do any such thing before PR 1742 is merged. Don't want to step on his toes. 20170531 01:57:26< vultraz_iOS> i have no idea what you're talking about 20170531 01:58:24< celticminstrel> The whiteboard. 20170531 01:59:08< celticminstrel> It frequently uses a scoped variable whose sole purpose is to run a destructor upon scope exit. (And probably something in the constructor as well.) I think the variable is never accessed. 20170531 01:59:41< celticminstrel> I think it might look nicer to write the second variant rather than the first (see the two lines just after "custom flow control keyword"). 20170531 02:09:24< vultraz_iOS> custom flow control keyword? 20170531 02:40:53-!- irker574 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20170531 02:40:53< irker574> wesnoth: Charles Dang wesnoth:accelerated_rendering 828b04cae293 / src/font/text.cpp: Hack to get text to render right https://github.com/wesnoth/wesnoth/commit/828b04cae29332c576198992734a8d09c3932802 20170531 02:58:23< celticminstrel> vultraz_iOS: Basically a macro that looks like a flow control keyword. 20170531 03:05:22< vultraz_iOS> ok, now I should probably get that OGL context setup 20170531 03:18:24-!- shiki [~Shiki@p548551D1.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170531 03:18:24-!- sevu [~Shiki@p548543C0.dip0.t-ipconnect.de] has quit [Disconnected by services] 20170531 03:27:18< celticminstrel> vultraz_iOS: Just to be quite sure before I possibly make a fool of myself... we prefer "} else {", right? 20170531 03:27:42< vultraz_iOS> yes 20170531 03:29:54< celticminstrel> I am now deleting most of my comments. >_> 20170531 03:30:06< vultraz_iOS> oh dear 20170531 03:30:32< celticminstrel> Some because he already fixed the issues, but I'm also summarizing some of the ones I'm deleting in the final comment. 20170531 03:34:29< celticminstrel> Aaaand review submitted. Probably time to sleep now. 20170531 03:34:39< celticminstrel> Or soon at least. 20170531 03:41:05-!- RatArmy [~ratarmy@133.15.175.65] has joined #wesnoth-dev 20170531 03:41:16< vultraz_iOS> celticminstrel: IYO, do you think I should work with OGL from here or fully commit to SDL only? 20170531 03:45:38< celticminstrel> I have no idea what you're even asking. 20170531 03:46:21< vultraz_iOS> SDL rendering != OGL rendering 20170531 03:46:32< vultraz_iOS> do you think we'll need OGL down the road 20170531 03:46:39< vultraz_iOS> so should i work with OGL 20170531 03:46:53< vultraz_iOS> because it will be difficult if i write everything for SDL and then have to change it to OGL 20170531 03:47:47-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170531 03:48:07< celticminstrel> I don't know. 20170531 03:48:21-!- inky_ [32a08761@gateway/web/freenode/ip.50.160.135.97] has joined #wesnoth-dev 20170531 03:48:33< celticminstrel> I think that if it can be done with just SDL, that would be preferable. 20170531 03:48:34< inky_> hi, just reporting another spambot on the forums. 20170531 03:48:39< celticminstrel> But I don't know if it can be done with just SDL. 20170531 03:49:05< vultraz_iOS> well there's stuff like texture tiling 20170531 03:49:15< vultraz_iOS> which might be easier with ogl? 20170531 03:49:20< vultraz_iOS> and ogl gives us shaders 20170531 03:49:29< celticminstrel> Well, you literally get tiling for free in OGL. 20170531 03:49:44-!- inky_ [32a08761@gateway/web/freenode/ip.50.160.135.97] has quit [Client Quit] 20170531 03:49:58< celticminstrel> I bet image path functions could actually be compiled into a shader (not sure if that's a good idea, mind you). 20170531 03:51:19-!- RatArmy_ [~ratarmy@om126200116014.15.openmobile.ne.jp] has joined #wesnoth-dev 20170531 03:52:25-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 255 seconds] 20170531 03:52:56< vultraz_iOS> so, yay on the OGL? 20170531 03:53:24< celticminstrel> I don't like OGL personally, but if we need it, then we need it, I guess? 20170531 03:53:27-!- RatArmy [~ratarmy@133.15.175.65] has quit [Ping timeout: 240 seconds] 20170531 03:53:40< vultraz_iOS> why don't you like it 20170531 03:53:47< celticminstrel> SDL works with OGL in a number of ways. In particular, you can use SDL to create the OpenGL context. 20170531 03:54:07< celticminstrel> I don't like it mainly because it's a rather low-level C API with a vast array of global state. 20170531 03:54:21< celticminstrel> I find it hard to understand. 20170531 03:56:25-!- RatArmy_ [~ratarmy@om126200116014.15.openmobile.ne.jp] has quit [Remote host closed the connection] 20170531 03:56:47-!- RatArmy_ [~ratarmy@om126200116014.15.openmobile.ne.jp] has joined #wesnoth-dev 20170531 03:56:59-!- Kwandulin [~Kwandulin@p200300760F42AAB030C05D05821C2110.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170531 03:57:00-!- RatArmy_ [~ratarmy@om126200116014.15.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170531 04:00:51< vultraz_iOS> gahh 20170531 04:00:54< vultraz_iOS> gl is so complex 20170531 04:00:56-!- RatArmy_ [~ratarmy@om126200116014.15.openmobile.ne.jp] has joined #wesnoth-dev 20170531 04:04:36-!- RatArmy_ [~ratarmy@om126200116014.15.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170531 04:06:34< vultraz_iOS> honestly id kinda prefer to work with just SDL 20170531 04:06:38< vultraz_iOS> the API is much cleaner 20170531 04:07:24< celticminstrel> I don't much like SDL either, but it's honestly preferable to OGL. 20170531 04:07:38< celticminstrel> Still, I can't say with confidence that it's sufficient for this task. 20170531 04:07:42< vultraz_iOS> but you don't get tiling 20170531 04:07:53< celticminstrel> You don't? Are you sure? 20170531 04:08:00< vultraz_iOS> well you can 20170531 04:08:04< vultraz_iOS> by copying a texture multiple times 20170531 04:08:36< celticminstrel> Ah, looks like you're right. 20170531 04:08:58< celticminstrel> About it not supporting it, I mean. 20170531 04:11:35-!- celticminstrel is now known as celmin|sleep 20170531 04:12:21< vultraz_iOS> im not even sure how to *begin* to tackle the game with accelerated rendering 20170531 04:12:27< vultraz_iOS> the main game 20170531 04:14:05< vultraz_iOS> pretty sure we do need shaders, though 20170531 04:14:07< vultraz_iOS> ToD lighting 20170531 04:14:09< vultraz_iOS> water 20170531 04:14:25< vultraz_iOS> like, we could easily implement all the water shades with shaders 20170531 04:26:48-!- RatArmy_ [~ratarmy@om126200116014.15.openmobile.ne.jp] has joined #wesnoth-dev 20170531 04:34:08-!- Kwandulin [~Kwandulin@p200300760F42AAB030C05D05821C2110.dip0.t-ipconnect.de] has quit [Quit: [endlevel] result=novictorynodefeatjustquit 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vultraz_iOS> at least i don;t think so 20170531 08:17:28< zookeeper> mmkay 20170531 08:40:23-!- shiki [~Shiki@p548551D1.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20170531 08:40:25-!- RatArmy_ [~ratarmy@om126200116014.15.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170531 08:55:42-!- ToBeCloud_ [uid51591@wikimedia/ToBeFree] has joined #wesnoth-dev 20170531 08:56:16-!- atarocch [~atarocch@2.43.173.9] has quit [Ping timeout: 260 seconds] 20170531 08:56:22-!- grzywacz_ [~karol@163.172.154.146] has joined #wesnoth-dev 20170531 08:56:39-!- RatArmy_ [~ratarmy@om126200116014.15.openmobile.ne.jp] has joined #wesnoth-dev 20170531 08:56:49-!- aeth_ [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth-dev 20170531 08:57:02-!- timotei [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20170531 09:00:02-!- abruanese_ [U2FsdGVkX1@ma.sdf.org] has joined #wesnoth-dev 20170531 09:01:10-!- Netsplit *.net <-> *.split quits: ToBeCloud, 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...which looks pretty simple to me. 20170531 10:08:45< vultraz_iOS> well the help portrait scaling is with an ipfs 20170531 10:08:49< vultraz_iOS> IPF* 20170531 10:12:37< zookeeper> yes? 20170531 10:13:12< vultraz_iOS> so you'd have to change the IPF impl 20170531 10:13:17< vultraz_iOS> or add a ~SCALE_LEGACY 20170531 10:13:19< zookeeper> ~SCALE claims to use bilinear interpolation. it doesn't. that's why it causes the artifacts. 20170531 10:13:36< vultraz_iOS> I see 20170531 10:13:44< vultraz_iOS> then it should be done! 20170531 10:14:02< zookeeper> great :J 20170531 10:14:40< zookeeper> i already have it halfway done locally 20170531 10:17:36< zookeeper> i'd consult with iceiceice but apparently he's not really around anymore 20170531 10:18:06< vultraz_iOS> he's gone 20170531 10:18:12< vultraz_iOS> completely 20170531 10:18:49-!- irker574 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20170531 10:19:47< zookeeper> unfortunate, it is. 20170531 10:25:52-!- atarocch [atarocch@nat/redhat/x-ouasrtpknzgbobzj] has quit [Ping timeout: 260 seconds] 20170531 10:43:47-!- atarocch [atarocch@nat/redhat/x-begovhttzutzlibo] has joined #wesnoth-dev 20170531 10:45:23-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170531 10:57:15< zookeeper> or, rather, both scale_surface and scale_surface_legacy do bilinear interpolation, but with different special handling of alpha values. scale_surface breaks with alpha gradients (but maybe works better for sharp edges?), whereas scale_surface_legacy works well/better with alpha gradients (but maybe not with sharp edges?) 20170531 10:58:21< zookeeper> the code for both is so different that it's hard to really compare them, and i can't tell if the problem with scale_surface is a bug that's fixable or just an inherent consequence of whatever it tries to do to preserve edges. 20170531 11:01:02-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170531 11:02:30-!- RatArmy_ [~ratarmy@om126200116014.15.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170531 11:04:19< vultraz_iOS> who knows? 20170531 11:04:32< vultraz_iOS> once we get to accelerated rendering we won't need to worry 20170531 11:05:24-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 240 seconds] 20170531 11:13:00< zookeeper> i doubt accelerated rendering will magically provide us with all sorts of fancy interpolation algorithms that will do everything that the custom ones do. 20170531 11:15:18-!- RatArmy_ [~ratarmy@om126200116014.15.openmobile.ne.jp] has joined #wesnoth-dev 20170531 11:16:07< vultraz_iOS> you can scale textures to a specific size automatically when copying them 20170531 11:16:16< vultraz_iOS> they get scaled using a specific hint 20170531 11:16:22< vultraz_iOS> nn and linear are two options 20170531 11:17:18< JyrkiVesterinen> Right, but they don't do the same things as our custom scaling algorithms, and will therefore be inferior. 20170531 11:18:09< vultraz_iOS> well, of course we'll need to implement XBRZ scaling 20170531 11:18:18< vultraz_iOS> but simple nn or linear should be replacable 20170531 11:18:24< zookeeper> of course 20170531 11:18:40< zookeeper> possibly alpha-aware bilinear too 20170531 11:35:31-!- Bonobo [~Bonobo@2001:44b8:254:3200:f41f:3039:ee13:fe77] has quit [Ping timeout: 272 seconds] 20170531 11:36:14-!- Bonobo [~Bonobo@2001:44b8:254:3200:4c67:63a0:a144:27f] has joined #wesnoth-dev 20170531 12:13:29< zookeeper> anyway, so i can restore scale_surface_legacy and make at least SCALE use it instead of scale_surface, but that comes with the disclaimer that i don't really have a low-level understanding of how either function works. 20170531 13:32:10-!- Duthlet [~Duthlet@dslb-188-105-125-191.188.105.pools.vodafone-ip.de] has joined #wesnoth-dev 20170531 13:52:05-!- atarocch [atarocch@nat/redhat/x-begovhttzutzlibo] has quit [Ping timeout: 240 seconds] 20170531 14:02:18-!- abruanese [U2FsdGVkX1@ma.sdf.org] has 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[uid24821@wesnoth/developer/vultraz] has joined #wesnoth-dev 20170531 17:34:59-!- JyrkiVesterinen [~JyrkiVest@89-166-120-134.bb.dnainternet.fi] has joined #wesnoth-dev 20170531 17:46:23-!- Duthlet [~Duthlet@dslb-188-105-125-191.188.105.pools.vodafone-ip.de] has quit [Quit: leaving] 20170531 17:49:35-!- horrowind [~Thunderbi@p2003008E6C617119964452FFFE0220ED.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170531 17:50:17-!- louis94 [~~louis94@95.129-200-80.adsl-dyn.isp.belgacom.be] has joined #wesnoth-dev 20170531 17:56:05-!- Jollacz [~sailfish@93.157.158.220] has joined #wesnoth-dev 20170531 17:57:19-!- DeFender1031 [~DeFender1@46-116-209-76.bb.netvision.net.il] has joined #wesnoth-dev 20170531 18:12:04-!- Jollacz [~sailfish@93.157.158.220] has quit [Ping timeout: 260 seconds] 20170531 18:24:19-!- Kwandulin [~Kwandulin@p5DDD2968.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170531 18:32:31-!- irker428 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20170531 18:32:31< irker428> wesnoth: Jyrki Vesterinen wesnoth:master bc44b55cc79a / src/attack_prediction.cpp: Fix crash when a unit is guaranteed to level up after a battle https://github.com/wesnoth/wesnoth/commit/bc44b55cc79afbddbe06921f8a77ad41dd0a33ad 20170531 19:14:21-!- mjs-de [~mjs-de@x4e31a91a.dyn.telefonica.de] has joined #wesnoth-dev 20170531 19:15:21< zookeeper> eh, wait, this is dumb. the current scale_surface only causes the alpha artifacts if the channel values are really high, as in close to pure white. 20170531 19:16:12< zookeeper> i didn't test for that earlier, i didn't think it would be dependant on the rgb values 20170531 19:16:47< zookeeper> so maybe it's just some kind of simple math error that i can hope to find 20170531 19:18:14-!- Kwandulin [~Kwandulin@p5DDD2968.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170531 19:26:20-!- gfgtdf [~chatzilla@x4e3635e3.dyn.telefonica.de] has joined #wesnoth-dev 20170531 19:40:29-!- JyrkiVesterinen 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https://github.com/wesnoth/wesnoth/commit/e1f98a8782e2ac07952cd0f65d78b68c1da52570 20170531 22:46:58< vultraz_iOS> i suppose there's always SDL_gpu 20170531 22:47:05< vultraz_iOS> but i don't particularly like that 20170531 22:47:11< vultraz_iOS> it emulates the SDL 1.2 syntax 20170531 22:48:17< irker380> wesnoth: Charles Dang wesnoth:accelerated_rendering def93dd57bba / projectfiles/CodeBlocks/wesnoth.cbp: Updated CB projectfile https://github.com/wesnoth/wesnoth/commit/def93dd57bba7de58fc94ed0e6668e67052003ec 20170531 22:49:24< vultraz_iOS> and the sdl 1.2 syntax sucks ass 20170531 22:51:17-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20170531 22:56:22-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 246 seconds] 20170531 22:57:29-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170531 22:58:18-!- clavi [~clavi@v22017034422546657.goodsrv.de] has quit [Quit: ZNC - http://znc.in] 20170531 22:59:00-!- clavi [~clavi@v22017034422546657.goodsrv.de] has joined #wesnoth-dev 20170531 23:00:29-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20170531 23:00:31-!- clavi [~clavi@v22017034422546657.goodsrv.de] has quit [Client Quit] 20170531 23:00:37-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170531 23:00:54-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 268 seconds] 20170531 23:01:35< irker380> wesnoth: sigurdfdragon wesnoth:master 62eb9c082959 / changelog players_changelog: Update changelog for #1705 & #1706 https://github.com/wesnoth/wesnoth/commit/62eb9c0829595a6a13019a5158089b1e1e59ac72 20170531 23:09:19-!- clavi [~clavi@v22017034422546657.goodsrv.de] has joined #wesnoth-dev 20170531 23:24:23< SigurdFD> is there some sort of procedure with closing bugs and labels & milestones? 20170531 23:26:19< vultraz_iOS> yes 20170531 23:26:42< vultraz_iOS> close bugs immediately and if they're long-standing (more than 1 release old) add the next release as the milestone 20170531 23:31:44< SigurdFD> thanks 20170531 23:34:57-!- RatArmy_ [~ratarmy@om126204160001.6.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170531 23:41:20-!- RatArmy_ [~ratarmy@om126204160001.6.openmobile.ne.jp] has joined #wesnoth-dev 20170531 23:42:28-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20170531 23:44:03-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170531 23:52:06< shadowm> Anyone wants to tackle a really hard PHP and encryption-related task? 20170531 23:53:11< celmin|sleep> ...oh yeah, did vultraz_iOS fix the experience_differential yet? 20170531 23:53:20< vultraz_iOS> no 20170531 23:53:23< vultraz_iOS> i just switched back to master 20170531 23:53:46< irker380> wesnoth: Charles Dang wesnoth:master 1e28a54cf2c7 / projectfiles/CodeBlocks/ (wesnoth.cbp wesnothd.cbp): Update CodeBlocks projectfiles for Boost 1.64 https://github.com/wesnoth/wesnoth/commit/1e28a54cf2c7999a03f6151f273d7d5ed5da1863 20170531 23:53:55< vultraz_iOS> just updated my build environment to SDL 2.0.5 and Boost 1.64 20170531 23:54:38< celmin|sleep> [May 31@6:46:58pm] vultraz_iOS: i suppose there's always SDL_gpu 20170531 23:54:39< celmin|sleep> [May 31@6:47:05pm] vultraz_iOS: but i don't particularly like that 20170531 23:54:40< celmin|sleep> [May 31@6:47:12pm] vultraz_iOS: it emulates the SDL 1.2 syntax 20170531 23:54:41< celmin|sleep> The SDL_gpu formerly included in the repo was an SDL 1.2 library. Have you checked to see if there's an SDL2-compatible version of it? (There might not be, if SDL2 renders most of what it does redundant, but... did you check?) 20170531 23:54:52< shadowm> I guess not. 20170531 23:55:09 * celmin|sleep sees PHP and groans. >_> 20170531 23:55:15< vultraz_iOS> SDL_gpu is 2-compatible 20170531 23:55:29< vultraz_iOS> 1.2 AND 2 compatible :| 20170531 23:55:45< celmin|sleep> Gasp. 20170531 23:57:40-!- celmin|sleep is now known as celticminstrel --- Log closed Thu Jun 01 00:00:41 2017