--- Log opened Fri Jun 30 00:00:19 2017 20170630 00:02:42-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has quit [Read error: Connection reset by peer] 20170630 00:04:35-!- tomreyn [~tomreyn@megaglest/team/tomreyn] has joined #wesnoth-dev 20170630 00:14:56-!- DoctorFender1031 [~DeFender1@89-138-160-34.bb.netvision.net.il] has joined #wesnoth-dev 20170630 00:17:52-!- Doingy [~DeFender1@89-138-160-34.bb.netvision.net.il] has joined #wesnoth-dev 20170630 00:18:32-!- DeFender [~DeFender1@89-138-160-34.bb.netvision.net.il] has quit [Ping timeout: 260 seconds] 20170630 00:19:31-!- DeFender1031 [~DeFender1@89-138-160-34.bb.netvision.net.il] has joined #wesnoth-dev 20170630 00:21:22-!- DoctorFender1031 [~DeFender1@89-138-160-34.bb.netvision.net.il] has quit [Ping timeout: 255 seconds] 20170630 00:23:12-!- Doingy [~DeFender1@89-138-160-34.bb.netvision.net.il] has quit [Ping timeout: 255 seconds] 20170630 00:28:21-!- Appleman1234 [~quassel@z190230.ppp.asahi-net.or.jp] has quit [Ping timeout: 240 seconds] 20170630 00:32:52-!- DeFender [~DeFender1@89-138-160-34.bb.netvision.net.il] has joined #wesnoth-dev 20170630 00:33:10-!- DeFender1031 [~DeFender1@89-138-160-34.bb.netvision.net.il] has quit [Ping timeout: 240 seconds] 20170630 00:37:02-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170630 00:41:24-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 260 seconds] 20170630 01:17:13-!- SigurdFD [~SigurdFD@dynamic-acs-72-23-110-196.zoominternet.net] has joined #wesnoth-dev 20170630 01:26:34-!- irker143 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20170630 01:26:34< irker143> wesnoth: sigurdfdragon wesnoth:master 2c1d42ecdfc7 / data/campaigns/Secrets_of_the_Ancients/scenarios/06_Following_the_Shadow.cfg: SotA S6: Fix punctation https://github.com/wesnoth/wesnoth/commit/2c1d42ecdfc75d25095b7f97c3c8073c0cba3872 20170630 01:32:58-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170630 01:33:05-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170630 01:35:21-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Quit: Connection closed for inactivity] 20170630 01:42:04 * vultraz_iOS pokes celticminstrel 20170630 01:42:11 * celticminstrel pokes vultraz_iOS 20170630 01:43:21< vultraz_iOS> celticminstrel: if you have enum values set like this: https://github.com/wesnoth/wesnoth/blob/accelerated_rendering/src/drawing_buffer.hpp#L67 (ie, MEMBER = SOME_OTHER_MEMBER + n), is the next value implicitly still larger than that one? 20170630 01:43:54< celticminstrel> Any enum value that's not explicitly specified will be one more than the previous value, even if that results in a duplicate. 20170630 01:45:11< vultraz_iOS> so the values of this enum would basically be 0 .. 5, 15, 45, 55, 56, 65, 85, 95, 105, 106... etc? 20170630 01:45:20< celticminstrel> I guess? 20170630 01:45:29< celticminstrel> I didn't look closely at it. 20170630 01:46:06< vultraz_iOS> well as long as any value is larger than the last one 20170630 01:46:17< vultraz_iOS> we're good 20170630 02:08:17-!- Appleman1234 [~quassel@124x38x163x22.ap124.ftth.ucom.ne.jp] has joined #wesnoth-dev 20170630 02:29:34-!- travis-ci [~travis-ci@ec2-54-144-106-249.compute-1.amazonaws.com] has joined #wesnoth-dev 20170630 02:29:35< travis-ci> wesnoth/wesnoth#14378 (master - 2c1d42e : sigurdfdragon): The build passed. 20170630 02:29:35< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/248609764 20170630 02:29:35-!- travis-ci [~travis-ci@ec2-54-144-106-249.compute-1.amazonaws.com] has left #wesnoth-dev [] 20170630 02:41:14-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Ping timeout: 255 seconds] 20170630 02:48:39-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has joined #wesnoth-dev 20170630 03:10:37-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Ping timeout: 276 seconds] 20170630 03:15:17< celticminstrel> Sooooo I have a shader which with a few tweaks (and parsing) will work for ~BLEND() and ~FL(). 20170630 03:17:28 * celticminstrel is assuming ~BLEND() does alpha blending but hasn't actually checked. 20170630 03:21:53-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170630 03:24:14< celticminstrel> I think there's something wrong with my formula though, because the transparent parts are also turning purple... 20170630 03:26:21-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 240 seconds] 20170630 03:27:04-!- prkc [~prkc@gateway/vpn/privateinternetaccess/prkc] has quit [Ping timeout: 260 seconds] 20170630 03:29:25-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has joined #wesnoth-dev 20170630 03:44:00-!- prkc [~prkc@gateway/vpn/privateinternetaccess/prkc] has joined #wesnoth-dev 20170630 03:44:10< celticminstrel> Okay, the actual blending formula looks rather weird. 20170630 03:44:49< celticminstrel> The alpha is first multiplied by 256 20170630 03:46:09< celticminstrel> It calls this the "ratio" even though it's nothing of the sort. 20170630 03:46:25< celticminstrel> Then the blend color is multiplied by this "ratio". 20170630 03:46:44< celticminstrel> And the image color is also multiplied by this "ratio". 20170630 03:46:49< celticminstrel> And the two are added together. 20170630 03:47:21< celticminstrel> As far as I can tell. this is guaranteed to produce out-of-range values... I guess the >>8 is meant to compensate for that? 20170630 03:53:10-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Ping timeout: 240 seconds] 20170630 03:56:21< celticminstrel> Many of these IPFs don't behave any differently when the image is flipped, rotated, or whatever... 20170630 03:57:08< pydsigner> celticminstrel: it is a ratio 20170630 03:57:27< celticminstrel> It's hard to call something a ratio when it is an integer in the range 0..256. 20170630 03:59:37< pydsigner> It's an integer ratio 20170630 03:59:43< celticminstrel> :| 20170630 04:00:13< pydsigner> 0..256:256 20170630 04:00:27< pydsigner> Or rather 20170630 04:00:44-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has joined #wesnoth-dev 20170630 04:00:45< pydsigner> 0.255:255 20170630 04:00:54< celticminstrel> It's actually 0..256. 20170630 04:01:06< celticminstrel> Since you took a number in [0,1] and multiplied it by 256. 20170630 04:01:29< pydsigner> Fair enough 20170630 04:02:21< pydsigner> Regardless, it's just goofy because it's not stored as a float ratio to avoid rounding error 20170630 04:02:53< celticminstrel> Well, as a shader everything will be done as floats, so. 20170630 04:03:10< pydsigner> Heh 20170630 04:03:11< celticminstrel> I guess in floats it is indeed equivalent to ratio * image.rgb + ratio * blend.rgb? 20170630 04:03:23< pydsigner> Something getting less goofy turned into a shader heh 20170630 04:03:54< pydsigner> celticminstrel: that doesn't make sense though 20170630 04:04:19< pydsigner> :/ 20170630 04:04:38< celticminstrel> https://github.com/wesnoth/wesnoth/blob/master/src/sdl/utils.cpp#L1784 20170630 04:06:01< pydsigner> celticminstrel: check your operator precedence 20170630 04:06:18< pydsigner> ratio * blend.rgb + image.rgb 20170630 04:06:37< celticminstrel> Eh? 20170630 04:07:00< pydsigner> Er no 20170630 04:07:21< pydsigner> Weighted average 20170630 04:07:56< pydsigner> ratio * blend.rgb + (1 - ratio) * color.rgb 20170630 04:08:17< celticminstrel> How do you get that? 20170630 04:08:26< pydsigner> L1788 20170630 04:08:34< pydsigner> ratio = 256 - ratio; 20170630 04:08:37< celticminstrel> ...oh. 20170630 04:09:06< pydsigner> Which will make sure you get a legitimate rgb in the end 20170630 04:09:47< pydsigner> Instead of wierd overflows 20170630 04:12:35< pydsigner> Anyways, hope that helps 20170630 04:12:45< pydsigner> I think we misread that code every way possible >< 20170630 04:13:44-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Ping timeout: 260 seconds] 20170630 04:16:02< celticminstrel> Does seem to look better with a ratio of .25 20170630 04:16:16< celticminstrel> That shouldn'r result in a darkened image, I'd think. 20170630 04:17:17< celticminstrel> Oh hey, that's not quite the effect I wanted. >_> 20170630 04:17:37 * celticminstrel implemented flip() in a way that flips its entire position. Whoops? 20170630 04:19:25< pydsigner> You'll get a darkened or lightened image based on whether or not you supply a lighter or darker color to BLEND 20170630 04:19:40< celticminstrel> I was supplying mid-pink. 20170630 04:19:52< celticminstrel> ie, (0.5, 0.0, 0.5) 20170630 04:20:13-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has joined #wesnoth-dev 20170630 04:30:42< celticminstrel> Soooo now I have a rotate function, and it looks quite weird on account of the texture being set to wrap instead of clamp. 20170630 04:32:54< celticminstrel> The translate function seems to do nothing, though it works when used by rotate... 20170630 04:34:42< celticminstrel> Well, I guess I should sleep. 20170630 04:35:00-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20170630 05:03:27-!- SigurdFD [~SigurdFD@dynamic-acs-72-23-110-196.zoominternet.net] has quit [] 20170630 05:10:21< vultraz_iOS> shader, you say 20170630 05:20:19-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170630 05:20:25-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170630 05:25:32-!- horrowind [~Thunderbi@p2003008E6C0B26DA964452FFFE0220ED.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170630 05:41:20-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170630 05:41:26-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170630 06:04:55-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170630 06:09:28-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 260 seconds] 20170630 06:24:35-!- irker143 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20170630 06:25:55-!- horrowind [~Thunderbi@p2003008E6C0B26DA964452FFFE0220ED.dip0.t-ipconnect.de] has quit [Quit: horrowind] 20170630 06:30:37-!- JyrkiVesterinen [~JyrkiVest@85-76-74-69-nat.elisa-mobile.fi] has joined #wesnoth-dev 20170630 07:05:02-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20170630 07:22:44-!- atarocch [~atarocch@93.56.160.37] has joined #wesnoth-dev 20170630 08:42:36-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth-dev 20170630 08:49:48< zookeeper> Soliton, got an enlightened opinion on when ambush/nightstalk should re-activate after the adjacent enemy (which causes the ambusher to be visible) dies? immediately? when current side turn ends? upon the ambusher's side's next side turn start? 20170630 08:52:03< zookeeper> i'd lean towards the last one, if not for the fact that then the ability could seem to be broken, because you'd have your ambusher stand where they "should" be hidden but it just stays visible through countless side turns until it's your own turn again 20170630 08:53:32< zookeeper> but also the ambusher going invisible immediately feels iffy, because it hides information that every other side practically has anyway (unless they weren't looking at the moment it happened) 20170630 08:55:13< zookeeper> hmh. no, not "every other side"; you could have sides which didn't see the ambusher because of fog/shroud, but on their own turn move to see it, at which point they could actually see a ranger alone in a forest which would again look like a bug. 20170630 08:58:32-!- horrowind [~Thunderbi@p2003008E6C0B26DA964452FFFE0220ED.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170630 08:58:55< zookeeper> i wonder if it'd be crazy to make it so that each client would actually show or not show the ambusher depending on whether that side could know that the unit is there. 20170630 09:00:18< zookeeper> in theory that's possible, but it might also lead to weird situations like two sides/players seeing the ambusher's location, the ability being active, but one side/player seeing it despite that. 20170630 09:14:18-!- JyrkiVesterinen [~JyrkiVest@85-76-74-69-nat.elisa-mobile.fi] has quit [Quit: .] 20170630 09:21:04< Soliton> current status is that it re-activates immediately, right? 20170630 09:22:42< Soliton> logically it should re-activate when the ambush/nightstalk unit gets to move again, i.e. when it can hide again, i agree. 20170630 09:26:22< Soliton> and sides that did not see the reveal should not see the unit when they get near, i.e. the ability would be active against them. 20170630 09:26:27< zookeeper> i think the current status is that it re-activates immediately, if the unit hasn't attacked. that is, if you surround an enemy with two nightgaunts, and kill it with one, then the killer stays visible but the other one goes back invisible immediately. regardless of movement points. 20170630 09:26:38< Soliton> whether that is easy to implement is a good question... 20170630 09:28:42< zookeeper> i presume the current behaviour is because unit.status.uncovered=yes gets set when the unit attacks, but apparently not when it moves next to an enemy 20170630 09:30:45< Soliton> that could be changed easily enough then for units that did not attack but have no movement points left. 20170630 09:31:39< zookeeper> that status probably exists precisely so that the killer nightgaunt can stay uncovered after the kill, and no one just thought of the possibility of _another_ ambusher being adjacent to the same enemy without having attacked 20170630 09:32:18< Soliton> the thing about sides that did not see the reveal is probably too complicated to implement/explain though, i'd leave that as it is. 20170630 09:33:03< Soliton> it's already unrealistic as it is for units that attacked but that's fine. 20170630 09:33:24< zookeeper> yeah, i guess 20170630 09:48:28-!- JyrkiVesterinen [~JyrkiVest@85-76-74-69-nat.elisa-mobile.fi] has joined #wesnoth-dev 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