--- Log opened Tue Jun 13 00:00:57 2017 20170613 00:02:12-!- Duthlet [~Duthlet@dslb-188-105-125-191.188.105.pools.vodafone-ip.de] has quit [Quit: leaving] 20170613 00:04:45< celticminstrel> Ugh, why am I connected? 20170613 00:17:36-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 268 seconds] 20170613 00:19:44< vultraz_iOS> should you not be? 20170613 00:20:48< celmin> Well, now I should be. 20170613 00:22:10< gfgtdf> vultraz_iOS: any opinion on my fix above? i didn't test it so i'm not 100% sure it fixes the issue, but onless you havea better fix i'll merge it 20170613 00:22:18< vultraz_iOS> im not sure 20170613 00:23:41< gfgtdf> vultraz_iOS: the idea is that not adjust_game_row_contents will only add those allbacks if the grid is a grid that we just created, so we don't add the callbacks twice 20170613 00:23:59< vultraz_iOS> ok 20170613 00:24:14< vultraz_iOS> in that case the callback code should be moved out of that function 20170613 00:24:43< vultraz_iOS> move it to where the buttons are created - probably the same place a new row is added 20170613 00:25:17< gfgtdf> vultraz_iOS: i don't intend to change the pr unless it's not working. 20170613 00:25:47< vultraz_iOS> it probably works but it's not very elegant tht way 20170613 00:27:51-!- travis-ci [~travis-ci@ec2-54-161-83-168.compute-1.amazonaws.com] has joined #wesnoth-dev 20170613 00:27:52< travis-ci> wesnoth/wesnoth#14189 (gfgtdf-patch-1 - 0b43886 : gfgtdf): The build failed. 20170613 00:27:53< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/242201716 20170613 00:27:53-!- travis-ci [~travis-ci@ec2-54-161-83-168.compute-1.amazonaws.com] has left #wesnoth-dev [] 20170613 00:43:36-!- Bonobo [~Bonobo@61.68.170.86] has joined #wesnoth-dev 20170613 00:49:43-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170613 00:53:50-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 240 seconds] 20170613 00:57:56-!- irker588 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20170613 01:08:55-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20170613 01:47:56-!- irker736 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20170613 01:47:56< irker736> wesnoth: Celtic Minstrel wesnoth:master 73f1541e813b / changelog src/units/filter.cpp: SUF: Accept range-lists for integer keys (level, defense, recall_cost, movement_ https://github.com/wesnoth/wesnoth/commit/73f1541e813bad8783bc0c53b96ee696e14675de 20170613 01:49:53-!- gfgtdf_ [~chatzilla@x4e36a80f.dyn.telefonica.de] has joined #wesnoth-dev 20170613 01:51:39-!- gfgtdf_ [~chatzilla@x4e36a80f.dyn.telefonica.de] has quit [Client Quit] 20170613 01:51:44-!- gfgtdf [~chatzilla@x4e368588.dyn.telefonica.de] has quit [Ping timeout: 255 seconds] 20170613 02:01:24< vultraz_iOS> hmmm 20170613 02:01:47< vultraz_iOS> so i can indeed use SDL_SetTextureColorMod to tint the terrains for ToD drawing but the tod_color data is not the data im looking for.. 20170613 02:03:58< vultraz_iOS> ponder ponder ponder 20170613 02:04:13< vultraz_iOS> the ToD color values are color deltas based on current pixel color value :/ 20170613 02:07:06< vultraz_iOS> hmm 20170613 02:07:28< vultraz_iOS> actually i guess there's no way to get the relevant data without using surfaces here 20170613 02:08:46< vultraz_iOS> since i don't think there's any way to convert these delta values to static colors. 20170613 02:14:25< celmin> I assume a way exists, but I dunno what it is. 20170613 02:15:23< celmin> This is assuming that you really can use SDL_SetTextureColorMod to tint the terrains for ToD drawing. 20170613 02:15:31< celmin> Which I'm not so sure of, TBH. 20170613 02:17:09< vultraz_iOS> Well I can 20170613 02:17:32< vultraz_iOS> I just don't have the right color... 20170613 02:17:43< celmin> Does this mean that you can produce the exact same results, pixel-perfect? 20170613 02:17:51< celmin> Because I suspect you might not be able to. 20170613 02:17:55< vultraz_iOS> Probably not 20170613 02:17:56< celmin> The "right color" may not exist. 20170613 02:18:07< vultraz_iOS> Indeed 20170613 02:18:21< celmin> How does SDL_SetTextureColorMod work? 20170613 02:19:09< vultraz_iOS> srcC = srcC * (color / 255) 20170613 02:19:32< celmin> Okay, it's probably impossible then. 20170613 02:20:06< vultraz_iOS> What about with a sharer 20170613 02:20:06< vultraz_iOS> Shader 20170613 02:20:20< celmin> Obviously that would be possible. 20170613 02:20:28< vultraz_iOS> I see 20170613 02:20:34< celmin> Shaders can do anything. 20170613 02:20:37< celmin> More or less. 20170613 02:20:38< vultraz_iOS> Well this is very unfortunate because I don't have the damn shaders 20170613 02:20:48< vultraz_iOS> FML 20170613 02:20:52< celmin> FML? 20170613 02:21:05< vultraz_iOS> F my life :p 20170613 02:21:15< celmin> :| 20170613 02:21:25< vultraz_iOS> A statement used to convey great frustration 20170613 02:22:47< vultraz_iOS> From what I saw even the basic SDL operations become 10x more complicated with OGL 20170613 02:25:39< vultraz_iOS> *huffs* 20170613 02:29:50-!- celmin [~celticmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The minstrel departs, to spread the music to the masses!] 20170613 02:30:59< shadowm> I told you so. 20170613 02:31:36< shadowm> And it'd be at least 1,000,000x worse with Vulkan (given your current skillset, at least). 20170613 02:31:50< shadowm> #nothyperbole 20170613 02:32:00< celticminstrel> TBH I'd suggest we shouldn't even consider Vulkan. 20170613 02:32:59< shadowm> No-one's considering it. I name-dropped it just in case. 20170613 02:33:10< vultraz_iOS> ;_; 20170613 02:33:54< celticminstrel> Also if we use OpenGL we should use the absolute minimum possible, and probably nothing newer than 3. 20170613 02:37:00< vultraz_iOS> 3.2 I assume 20170613 02:37:07< vultraz_iOS> I hear that's the one to use 20170613 02:37:16< celticminstrel> I was thinking 3.1 or 3.0, but maybe 3.2. 20170613 02:52:01-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Remote host closed the connection] 20170613 03:00:39-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20170613 03:12:23-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20170613 03:13:41-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20170613 03:16:30-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Client Quit] 20170613 03:17:50-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20170613 03:25:22-!- sevu [~Shiki@p54854417.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20170613 03:26:50-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20170613 03:50:08-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20170613 04:20:46-!- Kwandulin [~Kwandulin@p200300760F7CBA3A150E3C0B3C6FABE5.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170613 04:48:58-!- irker736 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20170613 04:57:08-!- Kwandulin [~Kwandulin@p200300760F7CBA3A150E3C0B3C6FABE5.dip0.t-ipconnect.de] has quit [Ping timeout: 255 seconds] 20170613 05:01:30-!- Kwandulin [~Kwandulin@p200300760F7CBA9B5D4F3F498D04B31D.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170613 05:02:33-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170613 05:03:20-!- vultraz_iOS [uid24821@wesnoth/developer/vultraz] has quit [Quit: Connection closed for inactivity] 20170613 05:06:59-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 246 seconds] 20170613 05:09:26-!- JyrkiVesterinen [~JyrkiVest@87-100-195-23.bb.dnainternet.fi] has joined #wesnoth-dev 20170613 05:23:23-!- Kwandulin2 [~Kwandulin@p200300760F7CBA9B5D4F3F498D04B31D.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170613 05:24:30-!- Kwandulin [~Kwandulin@p200300760F7CBA9B5D4F3F498D04B31D.dip0.t-ipconnect.de] has quit [Ping timeout: 240 seconds] 20170613 05:29:29-!- JyrkiVesterinen [~JyrkiVest@87-100-195-23.bb.dnainternet.fi] has quit [Quit: .] 20170613 05:37:44< wedge009> I thought Vulkan is intended to open low-level hardware access for developers wanting to squeeze more graphics performance out of processes that would otherwise be CPU-bound with high-level APIs. In Wesnoth, I expect OpenGL would be sufficient. 20170613 05:50:53-!- zookeeper [zookeeper@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20170613 06:11:33-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170613 06:11:40-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170613 06:26:50< shadowm> Its primary target audience is people who have to do multithreaded rendering, but yes. 20170613 06:35:27-!- JyrkiVesterinen [~JyrkiVest@85-76-74-185-nat.elisa-mobile.fi] has joined #wesnoth-dev 20170613 06:46:06-!- atarocch [~atarocch@cpc6-pnth2-2-0-cust142.5-2.cable.virginm.net] has joined #wesnoth-dev 20170613 06:50:54-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170613 06:55:10-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 240 seconds] 20170613 07:11:53-!- vultraz_iOS [uid24821@wesnoth/developer/vultraz] has joined #wesnoth-dev 20170613 07:46:57-!- Bonobo [~Bonobo@61.68.170.86] has quit [Read error: Connection reset by peer] 20170613 07:51:48< aeth> It's 3.2 or 3.3 20170613 07:52:53< aeth> 3.2 introduces core profile, which is why it's the minimum. 20170613 07:54:27-!- atarocch [~atarocch@cpc6-pnth2-2-0-cust142.5-2.cable.virginm.net] has quit [Ping timeout: 240 seconds] 20170613 07:54:39< aeth> Quite a lot of software is written to 3.3 instead because in theory 3.x hardware is 3.x hardware (and Direct3D 10). Bad drivers means there are a few people on 3.2 without 3.3, though. 20170613 07:55:44< aeth> The more I talk about this on IRC the more I meet people with bad OpenGL drivers. :p 20170613 08:01:27-!- Bonobo [~Bonobo@61.68.170.86] has joined #wesnoth-dev 20170613 08:02:26< aeth> By core profile, I mean, before 3.2 you're not really using modern OpenGL. You have access to the deprecated, old way of doing things. 3.2 core is the first modern OpenGL version. 20170613 08:07:16< vultraz_iOS> well, either way 20170613 08:07:25< vultraz_iOS> I'd kinda like some help if we're going with OGL 20170613 08:07:35< vultraz_iOS> SDL, I can work with. 20170613 08:07:38< vultraz_iOS> It's easy. 20170613 08:07:46< vultraz_iOS> OGL.. not as simple as I thought :( 20170613 08:14:37-!- Duthlet [~Duthlet@dslb-188-105-125-191.188.105.pools.vodafone-ip.de] has joined #wesnoth-dev 20170613 08:39:20-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170613 08:43:31-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 246 seconds] 20170613 08:52:30-!- Kwandulin2 [~Kwandulin@p200300760F7CBA9B5D4F3F498D04B31D.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170613 08:55:18-!- atarocch [~atarocch@31.159.243.187] has joined #wesnoth-dev 20170613 09:05:00-!- JyrkiVesterinen [~JyrkiVest@85-76-74-185-nat.elisa-mobile.fi] has quit [Quit: .] 20170613 09:16:34-!- atarocch [~atarocch@31.159.243.187] has quit [Ping timeout: 268 seconds] 20170613 09:30:29-!- Kwandulin [~Kwandulin@p200300760F7CBA9B5D4F3F498D04B31D.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170613 09:32:31-!- atarocch [~atarocch@37.176.249.151] has joined #wesnoth-dev 20170613 09:34:00-!- JyrkiVesterinen [~JyrkiVest@85-76-74-185-nat.elisa-mobile.fi] has joined #wesnoth-dev 20170613 09:34:30-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170613 09:51:53-!- Kwandulin [~Kwandulin@p200300760F7CBA9B5D4F3F498D04B31D.dip0.t-ipconnect.de] has quit [Ping timeout: 255 seconds] 20170613 09:55:25-!- Kwandulin [~Kwandulin@p200300760F7CBA9B5D4F3F498D04B31D.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170613 10:27:39-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170613 10:32:14-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 258 seconds] 20170613 10:42:09-!- atarocch [~atarocch@37.176.249.151] has quit [Ping timeout: 240 seconds] 20170613 10:50:59-!- vn971 [~vasya@0896414046.static.corbina.ru] has joined #wesnoth-dev 20170613 10:54:27< vn971> Hm, I think the UI "enabled" status got a bit broken in 1.13.8+dev. For example: 1. install "Switch Leader" add-on. 2. Start creating new game 3. in "Custom Options" see the add-on settings 4. enable checkbox "No Limit". 5. At this moment, the bottom slider of setting the limit should be disabled. But in fact it's working. I think it worked correctly in 1.12.* 20170613 10:57:56< vultraz_iOS> :( 20170613 10:58:01< vultraz_iOS> file bug pls 20170613 11:57:37-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20170613 11:58:38-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170613 12:00:47-!- atarocch [~atarocch@149.11.102.75] has joined #wesnoth-dev 20170613 12:01:53-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20170613 12:14:53-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170613 12:15:40-!- Kwandulin [~Kwandulin@p200300760F7CBA9B5D4F3F498D04B31D.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170613 12:17:13< vn971> hmm. Also, XP Mod doesn't work in 1.13.8+dev. Whenever you use your XP for anything, wesnoth sets your XP to a negative value. 20170613 12:17:45< vn971> the previous version treated negative value as "apply a difference", subtract N from some property. Not "set it to -N". 20170613 12:19:43-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 268 seconds] 20170613 12:23:12< vn971> vultraz_iOS: raised the first one: https://github.com/wesnoth/wesnoth/issues/1788 20170613 12:26:09< vn971> raised the second one (about XP Mod): https://github.com/wesnoth/wesnoth/issues/1789 20170613 12:39:15-!- JyrkiVesterinen [~JyrkiVest@85-76-74-185-nat.elisa-mobile.fi] has quit [Quit: .] 20170613 12:41:30-!- sevu [~Shiki@141.57.60.71] has joined #wesnoth-dev 20170613 12:47:00-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20170613 12:53:44< vn971> we need more bugs! Found another one. 20170613 12:53:45-!- irker045 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20170613 12:53:46< irker045> wesnoth: gfgtdf wesnoth:gfgtdf-patch-2 9a81913eba5e / src/gui/widgets/settings.cpp: make [resulution] window_width=, window_height= the minimum required window size https://github.com/wesnoth/wesnoth/commit/9a81913eba5e426dd874984269c274cd45c31280 20170613 12:54:15-!- gfgtdf [~chatzilla@x4e36a80f.dyn.telefonica.de] has joined #wesnoth-dev 20170613 12:54:15< vn971> Somehow, if you forcibly (via add-on) add "teleport" ability to your leader, he will be able to teleport between _all_ kind of villages, not only your own. 20170613 12:54:44< vn971> So he can enter an unoccupied village and exit any other unoccupied village -- all that in one turn. 20170613 12:55:07< vn971> or, he can actually enter an enemy village and exit an enemy village. 20170613 12:55:23< vn971> have to test this further. Maybe this works without add-ons if I start from Red Mage? 20170613 12:57:07< zookeeper> O.o 20170613 12:57:26< zookeeper> ah 20170613 12:57:33< zookeeper> that must be a variable substitution issue when adding the ability 20170613 12:57:37< irker045> wesnoth: gfgtdf wesnoth:gfgtdf-patch-2 fbee486b0a1e / data/gui/widget/addon_list.cfg: fix resolutions in addon_list.cfg https://github.com/wesnoth/wesnoth/commit/fbee486b0a1e7e46c4bd798e51179a0018a8442e 20170613 12:59:09< zookeeper> that is, the owner_side=$teleport_unit.side filters get substituted when adding the ability, at which point there of course is no $teleport_unit 20170613 13:00:12< zookeeper> or at least that would very much explain exactly the behaviour you describe. what's the code you're using to add it? 20170613 13:00:23< vn971> zookeeper: yes, confirming it does NOT work without add-on. So this behavior appears at time when I give the unit this ability via {ABILITY_TELEPORT} macro. 20170613 13:00:55< irker045> wesnoth: gfgtdf wesnoth:gfgtdf-patch-2 d4087c43d37a / data/gui/window/mp_staging.cfg: fix resolutions in mp_staging.cfg https://github.com/wesnoth/wesnoth/commit/d4087c43d37ab136a77e52a8198eb8a101d86d50 20170613 13:01:05< vn971> zookeeper: just [abilities] {ABILITY_TELEPORT} [/abilities] 20170613 13:01:42< vn971> zookeeper: note that it only works on the leader, not normal recruits. So I guess there still is a bug or some strange behavior somewhere inside. 20170613 13:01:48< zookeeper> yes... where and how? 20170613 13:01:58< zookeeper> in [side]? 20170613 13:02:02< irker045> wesnoth: gfgtdf wesnoth:gfgtdf-patch-2 7fc000922f43 / data/gui/window/addon_manager.cfg: fix resolutions in addon_manager.cfg https://github.com/wesnoth/wesnoth/commit/7fc000922f43094fe4cbda82263df6fd12e58a73 20170613 13:02:30< irker045> wesnoth: gfgtdf wesnoth:gfgtdf-patch-2 7fcb6a5e3982 / data/gui/window/mp_create_game/tiny_resolution.cfg: fix resolutions in tiny_resolution.cfg https://github.com/wesnoth/wesnoth/commit/7fcb6a5e3982b316c74a1dac658c786179adc6d0 20170613 13:02:49< vn971> zookeeper: right. Full code: https://gist.github.com/vn971/6b957b1a3509fd68bc6d782254c0d3cf 20170613 13:03:30< irker045> wesnoth: gfgtdf wesnoth:gfgtdf-patch-2 ad5602a4f609 / data/gui/window/mp_create_game/small_resolution.cfg: fix resolutions in small_resolution.cfg https://github.com/wesnoth/wesnoth/commit/ad5602a4f609f71b93d8b6b83da146588a261faf 20170613 13:04:16< zookeeper> vn971, mmkay... i take it that if you try adding delayed_variable_substitution=yes to the [object], that will fix it? although you'll need to adjust the filter accordingly 20170613 13:05:29< irker045> wesnoth: gfgtdf wesnoth:gfgtdf-patch-2 e7db84822e13 / data/gui/window/mp_create_game/default_resolution.cfg: fix resolutions in mp_create_game default_resolution.cfg https://github.com/wesnoth/wesnoth/commit/e7db84822e13feec08026a81c4b5c60c104dd3e8 20170613 13:05:39< zookeeper> the thing i have a hard time believing is that it only works on the leader 20170613 13:07:15< vn971> zookeeper: don't even know what that is.:D Trying to understand what eventwml says now. 20170613 13:08:10< zookeeper> don't worry 20170613 13:08:29< zookeeper> i'll bug... someone about it, after i've managed to check it out myself 20170613 13:09:03< zookeeper> it's a sad inevitable consequence of pushing all that filtering stuff to WML 20170613 13:09:41< zookeeper> although actually https://wiki.wesnoth.org/DirectActionsWML#.5Bobject.5D already mentions the special case of ABILITY_TELEPORT etc 20170613 13:13:54< vn971> zookeeper: Cool. Will see if I manage to add a simpler reproducible case with the Leader / not Leader thing. 20170613 13:14:28< zookeeper> https://github.com/wesnoth/wesnoth/issues/1281 being the current issue for it 20170613 13:17:34< irker045> wesnoth: gfgtdf wesnoth:gfgtdf-patch-2 ff10ded7f918 / data/gui/widget/addon_list.cfg: fix resolutions in addon_list.cfg https://github.com/wesnoth/wesnoth/commit/ff10ded7f918f8883d1de293e312fc1d07380dc0 20170613 13:26:41< gfgtdf> vultraz_iOS: any opinion on #1790 ? 20170613 13:28:44< vultraz_iOS> Hmm I don't understand what you mean when you say the wrong resolutions were chosen before 20170613 13:33:30< vultraz_iOS> Oh wait I see 20170613 13:33:31< vultraz_iOS> Ok 20170613 13:39:38< vultraz_iOS> Hmm 20170613 13:40:34< vultraz_iOS> gfgtdf: I don't think it changes anything thoug? I.e. With your new system you get the same resolution at 800x600 as before 20170613 13:40:36< gfgtdf> vultraz_iOS: try to open mp create with a 838x978 resolution (see issue #1780) 20170613 13:42:15< vultraz_iOS> Hm it's choosing the medium resolution there? 20170613 13:43:28< vultraz_iOS> And you want it to choose the small one? 20170613 13:44:37< gfgtdf> he is currently chooseing the big default resulution there 20170613 13:45:02< gfgtdf> becasue the hight is to big for the other 2 reesulutions. 20170613 13:45:09< gfgtdf> the window height 20170613 13:45:57< vultraz_iOS> hmmmmmmmmm 20170613 13:46:10< vultraz_iOS> yes this is indeed a problem.. 20170613 13:46:34< gfgtdf> vultraz_iOS: an unrelated: issue: i am able to resze the window to < 800x600 by dragging the window title to the upper left corner of the screen, (using windows 10). Not sue if this is something we can fix 20170613 13:46:47< vultraz_iOS> :| 20170613 13:48:09< gfgtdf> 838x593 to be exact, didn't casue any problems yet but i think this ist' 20170613 13:48:17< gfgtdf> is a bug bug somehere 20170613 13:48:27< gfgtdf> (at our code, in sdl or in windows) 20170613 13:48:52< vultraz_iOS> i can't repro that 20170613 13:49:19< gfgtdf> vultraz_iOS: probabyl becasue your screen is bigger(resulution-wise) 20170613 13:50:35-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20170613 13:52:10-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170613 13:52:36-!- travis-ci [~travis-ci@ec2-54-162-39-119.compute-1.amazonaws.com] has joined #wesnoth-dev 20170613 13:52:37< travis-ci> wesnoth/wesnoth#14194 (gfgtdf-patch-2 - 9a81913 : gfgtdf): The build was broken. 20170613 13:52:37< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/242408198 20170613 13:52:37-!- travis-ci [~travis-ci@ec2-54-162-39-119.compute-1.amazonaws.com] has left #wesnoth-dev [] 20170613 13:58:22< irker045> wesnoth: gfgtdf wesnoth:gfgtdf-patch-2 feed9f946505 / src/gui/widgets/settings.cpp: fixup https://github.com/wesnoth/wesnoth/commit/feed9f946505d5a3d760a6854e5843088b02190d 20170613 14:02:23-!- Kwandulin [~Kwandulin@p200300760F7CBA9B8D09CA41F9D58B90.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170613 14:07:30-!- JyrkiVesterinen [~JyrkiVest@87-92-35-167.bb.dnainternet.fi] has joined #wesnoth-dev 20170613 14:15:58-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20170613 14:17:35-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170613 14:18:11< irker045> wesnoth: gfgtdf wesnoth:master 015338a1bb3b / src/ (4 files in 3 dirs): use shared_ptr for wesnothd_connection https://github.com/wesnoth/wesnoth/commit/015338a1bb3b2da60b69f4d63160787f757e32f6 20170613 14:18:13< irker045> wesnoth: gfgtdf wesnoth:master 36f19f75721c / src/ (6 files in 4 dirs): use a worker thread to send packages in wesnothd_connection https://github.com/wesnoth/wesnoth/commit/36f19f75721c44fb96aefed8281aac3a8eb147ff 20170613 14:18:15< irker045> wesnoth: gfgtdf wesnoth:master 50294e8b1e4a / src/ (wesnothd_connection.cpp wesnothd_connection.hpp): fix error handling in wesnothd_connection https://github.com/wesnoth/wesnoth/commit/50294e8b1e4a81c1c6b4d9bf2ca69c77a8405a80 20170613 14:18:17< irker045> wesnoth: gfgtdf wesnoth:master a034f5c9f748 / src/ (wesnothd_connection.cpp wesnothd_connection.hpp): more mutexes for wesnothd_connection https://github.com/wesnoth/wesnoth/commit/a034f5c9f748086cb9a08a5ba12b1f15723cc798 20170613 14:18:19< irker045> wesnoth: gfgtdf wesnoth:master c7c9ed390faa / src/ (6 files in 4 dirs): use a worker thread to send packages in wesnothd_connection, fixes #1674 https://github.com/wesnoth/wesnoth/commit/c7c9ed390faa7ee68cb7c78c221ba822b1b0dc85 20170613 14:20:13< irker045> wesnoth: gfgtdf wesnoth:master f3ecbdae58f5 / src/gui/dialogs/lobby/ (lobby.cpp lobby.hpp): fix #1783 , mp lobby addon download ui issue. https://github.com/wesnoth/wesnoth/commit/f3ecbdae58f512c79597f551564f1220806e6add 20170613 14:25:29-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170613 14:25:43-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170613 14:28:02< irker045> wesnoth: gfgtdf wesnoth:gfgtdf-patch-2 34d8561bba64 / src/gui/widgets/settings.cpp: fix signed/unsigned comparision. https://github.com/wesnoth/wesnoth/commit/34d8561bba64b3fcacb111717586be3014e4e049 20170613 14:28:51< vn971> hmm, I'm a bit lost. What's up with sun and moon movement (left to right / right to left)? It's "broken" now for me, and I can't find a place to set that I live in the north part of earth. 20170613 14:29:12< vn971> It was under "Advanced" tab previosly, but I can't find it there anymore. 20170613 14:31:31< vultraz_iOS> the ToD images? 20170613 14:31:39< vultraz_iOS> we removed the option to flip those. 20170613 14:32:05< vultraz_iOS> It was honestly rather a ridiculous option to have. 20170613 14:34:42< vn971> vultraz_iOS: wait what?)) The sun goes in the wrong direction now. 20170613 14:35:32< vultraz_iOS> if it really bothers you, pretend it's a cosmological feature of the world Wesnoth is part of 20170613 14:35:49< vn971> vultraz_iOS: it's very very much surprising for me. I mean, I know the sun goes always "clockwise" on the north parth of earth, and constantly breaking that intuition would be very bad for me.. Dunno. Why the change? 20170613 14:36:21< vn971> vultraz_iOS: but why change that at all? 20170613 14:36:28< vultraz_iOS> There was no change. That's how the images were originally drawn 20170613 14:36:47< vultraz_iOS> We'll be replacing them soon anyway 20170613 14:37:19< vultraz_iOS> But we removed the option to flip the images since, really, who goes into a game and expects to find an option to change the direction of the sun in a little image in the sidebar 20170613 14:37:20< vn971> vultraz_iOS: previously you could override that (which I obviously did, to reflect my intuition about sun movement on Earth). 20170613 14:37:38< AI0867_> vn971: if you're in the northern hemisphere, and you look south, the sun will move counterclockwise 20170613 14:37:46< AI0867_> if you look north, you won't see the sun at noon 20170613 14:38:07< AI0867_> er, clockwise 20170613 14:38:14< vn971> AI0867_: yes, always clockwise. 20170613 14:38:19< vultraz_iOS> it was just a case of a superfluous option 20170613 14:38:50< AI0867_> there are too many mistakes and (bad) interpretations you can make here 20170613 14:39:14< vn971> vultraz_iOS: ok, maybe change the default to "your current timezone" then? 20170613 14:39:14< vn971> Or, make graphics not dependent on sun movement, but rather use color temperature?... 20170613 14:39:51< vultraz_iOS> No. 20170613 14:40:23< vultraz_iOS> I'm sorry, but we aren't going to draw a whole bunch of different graphics just to make this one tiny detail "fit" 20170613 14:40:45< vultraz_iOS> and as I said, we'll be replacing them soon anyway and will probably then piss off people in the southern hemisphere 20170613 14:40:47< vn971> AI0867_: what kind of mistakes? 20170613 14:42:54< vn971> vultraz_iOS: does it really need drawing? In terms of CSS that would be just a property (to show the same static image inverted right-to-left). 20170613 14:46:27< vn971> I only see one possible bug with the old approach of having himesphere knowledge: different players could have different views of whether the sun is "right" or "left". They both will see "Morning", for example, but the picture would be different. But I personally think that's a lesser bug than intuition-breaking sun movement. 20170613 14:47:05< vultraz_iOS> no they don't need to be drawn 20170613 14:47:19< vultraz_iOS> if you just want the images flipped like before 20170613 14:47:51< vultraz_iOS> but if you want accurate representations in all timeszones as you suggested then yes more would need to be drawn 20170613 14:52:32< vn971> vultraz_iOS: I've probably made a typo or something (English is not my first language). I only want to flip the image, no complex things like arc calculation. 20170613 14:53:00< vultraz_iOS> i see 20170613 14:53:06< vn971> vultraz_iOS: just flipping would be ideal. 20170613 14:53:13< vultraz_iOS> well, that's possible, but im sorry, we don't want to restore that option 20170613 14:53:30< vultraz_iOS> obviously you could go into the game's files and flip the image yourself and resave it 20170613 14:53:42< vultraz_iOS> or even easier 20170613 14:53:59< vn971> good idea, I'll do it :D But that doesn't "scale" for other people.. 20170613 14:54:20< vultraz_iOS> go into data/core/macros/schedules.cfg and append this: "~FL(horiz)" to the end of the offending image paths 20170613 14:55:58-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20170613 14:58:33-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170613 15:06:37< vn971> vultraz_iOS: somehow that didn't work. But renaming morning <-> afternoon files did. 20170613 15:06:37< vn971> OK, the real question is: why was the inversion option removed? Is it considered too complex even under "Advanced" settings? 20170613 15:06:54< vn971> vultraz_iOS: or is maintaining it too "costy"? 20170613 15:07:50< vultraz_iOS> no 20170613 15:08:37< vultraz_iOS> it was just a case of "too many options are bad" 20170613 15:08:50< vultraz_iOS> is bad* 20170613 15:08:51< vultraz_iOS> rather 20170613 15:09:12-!- JyrkiVesterinen [~JyrkiVest@87-92-35-167.bb.dnainternet.fi] has quit [Quit: .] 20170613 15:44:51-!- travis-ci [~travis-ci@ec2-54-227-144-232.compute-1.amazonaws.com] has joined #wesnoth-dev 20170613 15:44:52< travis-ci> gfgtdf/wesnoth#857 (fix_1674 - a034f5c : gfgtdf): The build passed. 20170613 15:44:52< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth/builds/242439356 20170613 15:44:52-!- travis-ci [~travis-ci@ec2-54-227-144-232.compute-1.amazonaws.com] has left #wesnoth-dev [] 20170613 16:03:12< AI0867_> vn971: where are you, in which direction are you looking, what season is it (especially fun near the equator) 20170613 16:04:05-!- JyrkiVesterinen [~JyrkiVest@87-92-24-70.bb.dnainternet.fi] has joined #wesnoth-dev 20170613 16:05:34-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170613 16:06:14< vn971> AI0867_: I'm in the norther part of Earth. Moscow/Russia to be precise. But the sun moves _always_ to the right, everywhere in the northern part of Earth. 20170613 16:06:54< vn971> AI0867_: it's the same for all seasons. Direction and time of day doesn't matter. 20170613 16:08:34< vn971> AI0867_: actually, the technique of navigating (determining North-South-West-East) relies on that, and also the fact that the _speed_ of how sun changes its angle is approximately the same on all parts of northern hemisphere. 20170613 16:09:41< shadowm> "the sun moves always to the right" Which right? :p 20170613 16:10:02-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20170613 16:10:03< AI0867_> yes, now go to a place that doesn't have quite so high a latitude, and lie on your back, facing north 20170613 16:10:12< AI0867_> you'll still see the sun, but traversing the other way! 20170613 16:10:30< vn971> shadowm: OK, I mean clockwise.:) "Right" means that if you look at it directly, it will go to the right (clockwise around you). 20170613 16:11:42-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170613 16:12:10< vn971> AI0867_: yeah, and the earth will be "above" you, if you look upside down as you're telling.:) 20170613 16:12:23< shadowm> My argument in favor of removing is that 1) Irdya is not Earth; 2) Even if the depicted sun path might seem wrong to you at first, that stops being relevant once you get used to it. 20170613 16:12:27< vn971> AI0867_: (what you described is basically upside down.:) 20170613 16:13:07< shadowm> It's not costly to maintain, it just takes up an extra slot in the preferences dialog and doesn't NEED to exist in the first place. 20170613 16:15:39< vn971> shadowm: about 2). It's not like I've used to one kind of picture and refuse to re-learn. It's that the sun in the real world that surrounds me always moves in a certain way. 20170613 16:15:57< shadowm> And again you're not looking at the real world. 20170613 16:16:36< shadowm> If you're going to insist on applying real world logic to game mechanics then you'll probably want to avoid playing UtBS and other campaigns based on its ToD schedule. 20170613 16:24:07< gfgtdf> Ravana_: online ? 20170613 16:27:09< vn971> shadowm: it'd be great if there would be no need for the setting. One way to do that, for example, would be to have graphics that don't rely on "left-right". But currently, the "second watch"/"first watch" and "morning"/"afternoon" differ mainly by left-right position. 20170613 16:28:42< shadowm> Or you could use the schedule progress counter that is to the right of the ToD picture. 20170613 16:28:46< vn971> shadowm: so I'm not saying something's wrong. But if wesnoth tries to look like "medieval Earth with magic", then some things are unnecessarily broken. Without any need to. 20170613 16:29:34< shadowm> Wesnoth is inspired by some aspects of medieval Earth, others are "unnecessarily broken" just like you said. 20170613 16:29:49< shadowm> *medieval Europe 20170613 16:30:24< vn971> shadowm: what other things are unnecessarily broken? 20170613 16:31:03< shadowm> Sociocultural stuff that I'm not willing to go into detail atm lest I end up turning the channel into a perssnal essay again. 20170613 16:31:06< vn971> shadowm: to me, wesnoth looks like a beatiful strategy game with weaponry of around medieval Europe (or whatever, but not modern) with magic added. 20170613 16:31:19< shadowm> *personal 20170613 16:37:31-!- Kwandulin [~Kwandulin@p200300760F7CBA9B8D09CA41F9D58B90.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170613 16:59:15< vn971> vultraz_iOS: understood. "~FL(horiz)" works, but only for new games. I hope it doesn't break online games. 20170613 17:01:29< vultraz_iOS> it won't 20170613 17:03:50-!- Bonobo [~Bonobo@61.68.170.86] has quit [Ping timeout: 240 seconds] 20170613 17:21:10-!- atarocch [~atarocch@149.11.102.75] has quit [Ping timeout: 246 seconds] 20170613 17:24:14< irker045> wesnoth: gfgtdf wesnoth:gfgtdf-patch-2 349d4c4e850f / src/gui/widgets/settings.cpp: 45rj674588 https://github.com/wesnoth/wesnoth/commit/349d4c4e850f35b91b5b4ba121ef8803ae045c43 20170613 17:35:12< gfgtdf> vultraz_iOS: in mp_create, any opinion on hiding the 'regenerate' and 'settings' random map options instead of justgreying them out if the current map is not a random map? 20170613 17:35:36< vultraz_iOS> it could be done easily 20170613 17:35:44-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20170613 17:35:46< irker045> wesnoth: Nils Kneuper wesnoth:master 64b380d8174b / po/ (5 files in 5 dirs): updated Italian translation https://github.com/wesnoth/wesnoth/commit/64b380d8174b8b851afdf6f888696fe102c7f1ab 20170613 17:35:48< irker045> wesnoth: Nils Kneuper wesnoth:master 14c7b3eb0df6 / / (29 files in 28 dirs): updated Chinese (Simplified) translation https://github.com/wesnoth/wesnoth/commit/14c7b3eb0df60fff7243d0577b8e8d581d0a80cc 20170613 17:35:50< irker045> wesnoth: Nils Kneuper wesnoth:master 7c3e84a564bb / / (26 files in 25 dirs): updated Spanish translation https://github.com/wesnoth/wesnoth/commit/7c3e84a564bbd9e7079bd25e76d85b8fccc7c3c7 20170613 17:38:56-!- Appveyor [~Appveyor@74.205.54.20] has joined #wesnoth-dev 20170613 17:38:56< Appveyor> The Battle for Wesnoth (Visual Studio 2013) - Release gfgtdf f3ecbda: fix #1783 , mp lobby addon download ui issue. Failed 20170613 17:38:56< Appveyor> Details: https://ci.appveyor.com/project/wesnoth/wesnoth/build/Wesnoth-VS2013-master-369 20170613 17:39:01-!- Appveyor [~Appveyor@74.205.54.20] has left #wesnoth-dev [] 20170613 17:48:33< irker045> wesnoth: gfgtdf wesnoth:master e0e26c8520c8 / src/wesnothd_connection.hpp: workaround a visualstudio 2013 issue. https://github.com/wesnoth/wesnoth/commit/e0e26c8520c8ed10d4fd17ae70af70d2b1fe730d 20170613 17:49:17-!- Appveyor [~Appveyor@74.205.54.20] has joined #wesnoth-dev 20170613 17:49:17< Appveyor> The Battle for Wesnoth (Visual Studio 2013) - Debug gfgtdf f3ecbda: fix #1783 , mp lobby addon download ui issue. Failed 20170613 17:49:17< Appveyor> Details: https://ci.appveyor.com/project/wesnoth/wesnoth/build/Wesnoth-VS2013-master-369 20170613 17:49:22-!- Appveyor [~Appveyor@74.205.54.20] has left #wesnoth-dev [] 20170613 17:59:23-!- sevu [~Shiki@141.57.60.71] has quit [Remote host closed the connection] 20170613 18:09:18< gfgtdf> seen: celmin 20170613 18:19:04< irker045> wesnoth: Charles Dang wesnoth:accelerated_rendering 8084036f9e42 / src/play_controller.cpp: Fixed play_controller not joining current event context https://github.com/wesnoth/wesnoth/commit/8084036f9e42519609e3f478d8627e96d264edb1 20170613 18:19:07< irker045> wesnoth: Charles Dang wesnoth:accelerated_rendering 709fb0560b7c / src/units/drawer.cpp: Uint: fixed bad bar alpha on unit mouseover https://github.com/wesnoth/wesnoth/commit/709fb0560b7c3782cdcb76d4937e103fa9668077 20170613 18:19:10< irker045> wesnoth: Charles Dang wesnoth:accelerated_rendering fcce1985bdd6 / src/ (13 files in 4 dirs): Another huge chunk of progress https://github.com/wesnoth/wesnoth/commit/fcce1985bdd6a9617f28d51d83ba8cec77a1daf9 20170613 18:19:13< irker045> wesnoth: Charles Dang wesnoth:accelerated_rendering cc734a291760 / src/ (13 files in 4 dirs): Removed draw() calls into the display class https://github.com/wesnoth/wesnoth/commit/cc734a2917601b7c763905191f6f72cf71dff983 20170613 18:22:07< shadowm> How many times do you need to be told that there's no "seen" command anymore? 20170613 18:23:23< irker045> wesnoth: gfgtdf wesnoth:master 222a7ae220d6 / po/wesnoth-lib/de.po: Update de.po https://github.com/wesnoth/wesnoth/commit/222a7ae220d6927b63418fe1ad683c492ce41df1 20170613 18:25:49< irker045> wesnoth: gfgtdf wesnoth:master 96fecea66d30 / / (7 files in 4 dirs): make [resolution] window_width/height, the minimum required window size https://github.com/wesnoth/wesnoth/commit/96fecea66d30471e8145110ba09e290a7b332ac7 20170613 18:29:53< gfgtdf> loonycyborg: the jenking build fail to compile becaue it now needs a libcrypto 20170613 18:32:02< loonycyborg> seems I'll need to update deps archive 20170613 18:34:28< gfgtdf> loonycyborg: that'd be nice 20170613 18:37:35< gfgtdf> loonycyborg: please notify me when you did that. 20170613 18:37:42< loonycyborg> kk 20170613 19:01:22< gfgtdf> vultraz_iOS: how do i force a label maximum width (so that it ellipses at the end/middle) ? 20170613 19:01:52< vultraz_iOS> Uhhhh 20170613 19:02:11< gfgtdf> vultraz_iOS: also i notices that, when using max_charcters_per_line it often gernerates a secodn line weven when it doesn't need t 20170613 19:02:13< gfgtdf> to* 20170613 19:02:25< vultraz_iOS> Add wrap = false then 20170613 19:03:06< gfgtdf> vultraz_iOS: i doubt that works https://github.com/wesnoth/wesnoth/blob/master/src/gui/widgets/label.cpp#L59 20170613 19:03:28< vultraz_iOS> I'm busy right now I'm sorry 20170613 19:10:33-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170613 19:10:39-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170613 19:16:38-!- travis-ci [~travis-ci@ec2-54-163-145-45.compute-1.amazonaws.com] has joined #wesnoth-dev 20170613 19:16:39< travis-ci> wesnoth/wesnoth#14217 (gfgtdf-patch-2 - 349d4c4 : gfgtdf): The build passed. 20170613 19:16:39< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/242513533 20170613 19:16:39-!- travis-ci [~travis-ci@ec2-54-163-145-45.compute-1.amazonaws.com] has left #wesnoth-dev [] 20170613 19:27:57-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170613 19:28:04-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170613 19:39:49-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170613 19:39:56-!- janebot_ [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170613 19:39:56-!- janebot_ is now known as janebot 20170613 19:40:18-!- ancestral [~anonymous@75-161-204-37.mpls.qwest.net] has joined #wesnoth-dev 20170613 19:51:21-!- ancestral [~anonymous@75-161-204-37.mpls.qwest.net] has quit [Quit: ancestral] 20170613 19:51:38-!- moongazer [~moongazer@2405:204:939a:8b5e:6d6d:3ed4:e9ca:c1eb] has joined #wesnoth-dev 20170613 19:51:46-!- ancestral [~anonymous@75-161-204-37.mpls.qwest.net] has joined #wesnoth-dev 20170613 19:55:27-!- moongazer [~moongazer@2405:204:939a:8b5e:6d6d:3ed4:e9ca:c1eb] has quit [Client Quit] 20170613 20:00:55< zookeeper> gfgtdf, eh, maybe you have an instant idea of this: would it be easy to let all ability tags have delayed_variable_substitution=yes|no (where yes would mean substitute at the time the ability is determined to be either active or inactive, or something)? that'd help fix the aforementioned substitution problems with ABILITY_TELEPORT and such. 20170613 20:01:22< zookeeper> because currently it seems rather unsolvable to me. 20170613 20:02:10< zookeeper> even putting delayed_variable_substitution=yes in your [object] isn't always an easy fix, since you might want to use immediately-substituted variables in filters (such as in vn971's example) 20170613 20:03:29< gfgtdf> zookeeper: hmm if you used [modify_unit] the filter goes outside the [object] i think ? 20170613 20:03:50< gfgtdf> not sure whether [modify_unit] object supports delayed_variable_substitution though 20170613 20:04:28< zookeeper> sure. but the problem is that you have ability macros which break when used in some otherwise perfectly ordinary contexts 20170613 20:05:49< zookeeper> it's just like ABILITY_FEEDING used to not work when given in an [object] (because it included events) and that was really icky and luckily that problem no longer exists 20170613 20:08:34< gfgtdf> zookeeper: if we somwhow make teleport_unit avaiable to lua/formula context (like wesnoth.current.event_context.telepoer_unit or similar) we could maybe move teleport filter to lua/formula 20170613 20:09:09< zookeeper> you really like to solve everything with lua? :p 20170613 20:10:23< zookeeper> but sure, in this case it might be a good solution, maybe. the backstab and leadership macros are also affected, though. 20170613 20:12:26< gfgtdf> zookeeper: actuall e might not even need new c++ changes, since you can probably just use get_variable("teleport_unit.side") 20170613 20:14:13-!- ancestral [~anonymous@75-161-204-37.mpls.qwest.net] has quit [Quit: ancestral] 20170613 20:15:18< zookeeper> ohh, i got a perverted idea. i could give those ability macros an optional argument with which you can insert an extra | before all the $'s :P kidding, of course. that would be too awful to actually do. 20170613 20:19:40< zookeeper> also, i actually haven't even tried if just using $| instead of $ would break the normal usecases (for example in [unit_type]). probably it would. 20170613 20:20:33< gfgtdf> zookeeper: here is a potential working lua code https://pastebin.com/Yb1DfSd9 20170613 20:20:58-!- DoctorFender1031 [~DeFender1@89-138-182-62.bb.netvision.net.il] has joined #wesnoth-dev 20170613 20:21:07-!- moongazer [~moongazer@2405:204:939a:8b5e:6d6d:3ed4:e9ca:c1eb] has joined #wesnoth-dev 20170613 20:21:10< gfgtdf> unteste though 20170613 20:21:30-!- DeFender [~DeFender1@dsl217-132-1-187.bb.netvision.net.il] has quit [Ping timeout: 240 seconds] 20170613 20:21:59< gfgtdf> zookeeper: for testign you can put the lua part of the code here https://github.com/wesnoth/wesnoth/blob/master/data/core/_main.cfg#L11 20170613 20:22:11< zookeeper> sadly, i still can't compile master 20170613 20:22:49< gfgtdf> zookeeper: you can try with 1.13.8 since it doenst requite c++ changes 20170613 20:23:14< zookeeper> i guess... 20170613 20:24:18< moongazer> This game surprises me 20170613 20:24:31< gfgtdf> why that? 20170613 20:25:02< moongazer> gfgtdf, me? 20170613 20:25:15< gfgtdf> ye 20170613 20:26:31< moongazer> Oh...the way it's developed is so nice:) 20170613 20:33:01< gfgtdf> zookeeper: did you test it? 20170613 20:33:21< zookeeper> not yet 20170613 20:33:32< gfgtdf> ok i'll wait then 20170613 20:38:38< gfgtdf> I'll make a pr so that i won't forget this 20170613 20:38:44-!- moongazer [~moongazer@2405:204:939a:8b5e:6d6d:3ed4:e9ca:c1eb] has quit [Quit: Leaving] 20170613 20:40:17< zookeeper> https://github.com/wesnoth/wesnoth/issues/1281 being the current issue for it 20170613 20:40:21< zookeeper> (in case you didn't notice) 20170613 20:40:35< gfgtdf> i didn't notice 20170613 20:40:37< zookeeper> anyways, i'm testing it with 1.13.8 now 20170613 20:40:47< gfgtdf> i made https://github.com/wesnoth/wesnoth/pull/1791 to fix it 20170613 20:41:12-!- travis-ci [~travis-ci@ec2-54-162-39-119.compute-1.amazonaws.com] has joined #wesnoth-dev 20170613 20:41:13< travis-ci> wesnoth/wesnoth#14219 (master - 7c3e84a : Nils Kneuper): The build passed. 20170613 20:41:13< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/242517847 20170613 20:41:13-!- travis-ci [~travis-ci@ec2-54-162-39-119.compute-1.amazonaws.com] has left #wesnoth-dev [] 20170613 20:41:22< zookeeper> just a bit unwieldy when i have a thousand files and windows and git logs open because i'm waiting on being able to compile again so i can work on a few code things i was in the middle of :p 20170613 20:41:54< gfgtdf> zookeeper: hmm ye i currently cannot compile eigher. 20170613 20:48:23< zookeeper> gfgtdf, seems to work (after replacing != with ~=) 20170613 20:49:31< gfgtdf> ok thy will fix that 20170613 20:51:45< irker045> wesnoth: gfgtdf wesnoth:master 80d27b458404 / data/ (core/_main.cfg core/macros/abilities.cfg lua/teleport_filter.lua): use lua filter in {ABILITY_TELEPORT} https://github.com/wesnoth/wesnoth/commit/80d27b4584042c47ddee2a272dd293791132695d 20170613 20:51:51< zookeeper> before merging maybe apply the same fix to leadership and backstab and add an explanation to the me... nevermind :p 20170613 20:56:29< gfgtdf> hmm ye i guess that coudlbe done aswell (leadership, didn't look at backstab yet) 20170613 20:58:37< zookeeper> it of course splits the code related to the abilities into two places, so maybe they can be somehow organized differently too 20170613 20:58:48< zookeeper> not sure how, though 20170613 21:00:26< zookeeper> maybe move the ability-related functions to a file in lua/, similar to lua/feeding.lua 20170613 21:00:56< zookeeper> ideally it'd be nice to contain the code physically within the ability macros, but AFAIK that can't be done in this case 20170613 21:02:24-!- travis-ci [~travis-ci@ec2-54-163-145-45.compute-1.amazonaws.com] has joined #wesnoth-dev 20170613 21:02:25< travis-ci> wesnoth/wesnoth#14220 (accelerated_rendering - cc734a2 : Charles Dang): The build is still failing. 20170613 21:02:25< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/242532613 20170613 21:02:25-!- travis-ci [~travis-ci@ec2-54-163-145-45.compute-1.amazonaws.com] has left #wesnoth-dev [] 20170613 21:04:33< gfgtdf> i huess i'll usty copy the oldc++ backstab implementation lau lua for that 20170613 21:08:23-!- JyrkiVesterinen [~JyrkiVest@87-92-24-70.bb.dnainternet.fi] has quit [Quit: .] 20170613 21:23:40< irker045> wesnoth: gfgtdf wesnoth:master 70a23cdf83f0 / data/ (core/macros/abilities.cfg lua/teleport_filter.lua): remove variable substitution from leadership and backstab abilities https://github.com/wesnoth/wesnoth/commit/70a23cdf83f02337f7a8cc1b4ae9cf492e1acf86 20170613 21:23:43< gfgtdf> zookeeper: ^ 20170613 21:25:31< zookeeper> i... guess that works? 20170613 21:29:22< gfgtdf> zookeeper: i didn't test, but since the other one worked i think the chances are good 20170613 21:29:22< zookeeper> the backstab thing is pretty icky though, isn't there any way to do it in a more compact manner? 20170613 21:30:37< gfgtdf> zookeeper: i just copied the old c++ backstab code for that, i'ts not the like average wml dev will need to see theat code, so i don't theink that matters. 20170613 21:54:12< zookeeper> sure, but it's still very... heavy-handed compared to the old code 20170613 21:54:38< zookeeper> if it works then it's fine for now, although the lua file is now misleadingly named 20170613 22:02:19< irker045> wesnoth: Charles Dang wesnoth:accelerated_rendering b39e1256b25d / src/sdl/utils.cpp: Fixup https://github.com/wesnoth/wesnoth/commit/b39e1256b25d7237939c67518bee2e4f263776d0 20170613 22:03:18-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20170613 22:04:03-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20170613 22:12:18-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170613 22:12:24< irker045> wesnoth: Charles Dang wesnoth:accelerated_rendering f8f1ee7f8d2f / src/video.cpp: Attempt to fix startup crash on Linux https://github.com/wesnoth/wesnoth/commit/f8f1ee7f8d2fa23f09e5276c6cb13cb4af4a3726 20170613 22:23:59-!- travis-ci [~travis-ci@ec2-54-196-169-66.compute-1.amazonaws.com] has joined #wesnoth-dev 20170613 22:24:00< travis-ci> wesnoth/wesnoth#14222 (master - 222a7ae : gfgtdf): The build has errored. 20170613 22:24:00< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/242533936 20170613 22:24:00-!- travis-ci [~travis-ci@ec2-54-196-169-66.compute-1.amazonaws.com] has left #wesnoth-dev [] 20170613 22:35:26-!- atarocch [~atarocch@cpc121018-nmal24-2-0-cust145.19-2.cable.virginm.net] has joined #wesnoth-dev 20170613 22:39:30-!- ancestral [~anonymous@75-161-204-37.mpls.qwest.net] has joined #wesnoth-dev 20170613 22:49:38-!- ancestral [~anonymous@75-161-204-37.mpls.qwest.net] has quit [Quit: ancestral] 20170613 22:51:31< irker045> wesnoth: Charles Dang wesnoth:accelerated_rendering f01ffde1fe2f / src/sdl/window.cpp: Disable framebuffer acceleration as recommended (erase later) https://github.com/wesnoth/wesnoth/commit/f01ffde1fe2f1c729d669486a70b69d5202c99fe 20170613 23:11:32-!- gfgtdf [~chatzilla@x4e36a80f.dyn.telefonica.de] has quit [Ping timeout: 260 seconds] 20170613 23:13:30-!- gfgtdf [~chatzilla@x4e36a80f.dyn.telefonica.de] has joined #wesnoth-dev 20170613 23:26:52-!- atarocch [~atarocch@cpc121018-nmal24-2-0-cust145.19-2.cable.virginm.net] has quit [Quit: Leaving] 20170613 23:31:52-!- ancestral [~anonymous@75-161-204-37.mpls.qwest.net] has joined #wesnoth-dev 20170613 23:39:03-!- Duthlet [~Duthlet@dslb-188-105-125-191.188.105.pools.vodafone-ip.de] has quit [Quit: leaving] 20170613 23:48:27-!- ancestral [~anonymous@75-161-204-37.mpls.qwest.net] has quit [Quit: ancestral] 20170613 23:49:42-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev --- Log closed Wed Jun 14 00:00:58 2017