--- Log opened Fri Jul 14 00:00:38 2017 20170714 00:16:20-!- Greg-Boggs [~greg_bogg@c-76-115-139-154.hsd1.or.comcast.net] has joined #wesnoth-dev 20170714 00:20:49-!- Greg-Boggs [~greg_bogg@c-76-115-139-154.hsd1.or.comcast.net] has quit [Ping timeout: 248 seconds] 20170714 00:50:50-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20170714 01:03:56-!- irker861 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20170714 01:03:56< irker861> wesnoth: Charles Dang wesnoth:accelerated_rendering eb1e7d6a8303 / src/ (display.cpp floating_label.cpp font/text.cpp font/text.hpp gui/core/canvas.cpp): Added a texture cache for pango_text render output https://github.com/wesnoth/wesnoth/commit/eb1e7d6a83031e85746f0f4d694fc3ede3d21c08 20170714 01:03:57< irker861> wesnoth: Charles Dang wesnoth:accelerated_rendering c9f18c4886aa / src/ (image.cpp map/location.cpp tstring.cpp): Use Boost hash_fwd.hpp include instead of hash.hpp directly https://github.com/wesnoth/wesnoth/commit/c9f18c4886aae5068dcc3089f245cc834332285d 20170714 01:03:59< vultraz_iOS> celticminstrel: ^ might want to look over the first commit there, give comments 20170714 01:06:36-!- RatArmy_ [~ratarmy@om126161117028.8.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170714 01:07:41< celticminstrel> Texture cache? 20170714 01:07:53< vultraz_iOS> Yes 20170714 01:08:55< celticminstrel> Sounds suspicious just from the commit message. 20170714 01:09:02< vultraz_iOS> :| 20170714 01:09:11< celticminstrel> ...or suspect might be a better word. Though I guess it's not that different. 20170714 01:11:01< pydsigner> I hope I didn't offend this DanTheAssassin dude with that response saying that I didn't want OoA to be mainlined 20170714 01:11:47< celticminstrel> So basically you're caching each run of text that needs to be rendered, right? 20170714 01:12:12< vultraz_iOS> yes 20170714 01:12:15< celticminstrel> This sounds like it'd really eat into the GPU's texture limit. 20170714 01:12:44< vultraz_iOS> Well, I fully admit it could be done better 20170714 01:12:51< celticminstrel> The optimal way to handle text would be to draw all your text from a single texture. 20170714 01:13:00< celticminstrel> Or, possibly one texture per font. 20170714 01:13:02< vultraz_iOS> Such as keeping every glyph in a texture atlas and rendering from there 20170714 01:13:08< vultraz_iOS> But how the fuck do I set that up? 20170714 01:13:11< vultraz_iOS> IDK 20170714 01:13:12< celticminstrel> Maybe two or three per font. 20170714 01:13:29< celticminstrel> I wonder if pango/cairo can even output the information you'd need for that. 20170714 01:13:51< celticminstrel> Certainly you could build it up using the freetype library, but that's kinda, well... 20170714 01:14:15< celticminstrel> It mean you need to do all the complex layout calculations yourself. 20170714 01:15:59< DeFender1031> Isn't markup-capable text too dynamic to pre-render all possibilities into a texture? 20170714 01:16:15< vultraz_iOS> probably 20170714 01:16:27-!- RatArmy_ [~ratarmy@om126161117028.8.openmobile.ne.jp] has joined #wesnoth-dev 20170714 01:16:39< celticminstrel> DeFender1031: It can probably done, but maybe not with just a single texture. 20170714 01:16:43< celticminstrel> ^be done 20170714 01:17:40< DeFender1031> How? You'd have to render every possible size, every possible color, every possible style... 20170714 01:17:54< celticminstrel> No. 20170714 01:18:04< celticminstrel> You wouldn't need every possible colour. 20170714 01:18:28< celticminstrel> But yes to size and style. 20170714 01:18:47< celticminstrel> Fortunately there are only four styles (plain, bold, bold italic, italic) at least for most fonts. 20170714 01:19:59< celticminstrel> I would not be surprised though if this cannot be done with pango/cairo... 20170714 01:20:05< DeFender1031> size would be a tough one though, unless you cap the size. 20170714 01:20:27< celticminstrel> Yes indeed. 20170714 01:20:30< DeFender1031> does text really need to be pre-rendered though? 20170714 01:20:40< celticminstrel> Not really. 20170714 01:20:58< DeFender1031> I feel like trying to do so would be more trouble than the minor performance it's worth. 20170714 01:21:06< celticminstrel> You can basically get the GPU to do all the work of arranging the letters into the right places. 20170714 01:21:13< vultraz_iOS> i mean, you were talking about a text cache for the pango text awhile back 20170714 01:21:28< celticminstrel> Though the calculations for which letters go where would be done on the CPU.3 20170714 01:21:28< vultraz_iOS> "it wouldn't be too hard to make it use the text cache" or smth 20170714 01:21:39< DeFender1031> (Especially when you consider the fact that pretty much the only text that really happens during a timing-critical segment is floating text) 20170714 01:21:44< celticminstrel> vultraz_iOS: Yeah, the model you used makes sense with software rendering. 20170714 01:21:45< vultraz_iOS> that one isn't very well suited, though 20170714 01:21:53< celticminstrel> It doesn't make so much sense with hardware rendering. 20170714 01:22:19< vultraz_iOS> *sigh* 20170714 01:22:27< vultraz_iOS> of course, of course 20170714 01:22:37< vultraz_iOS> FML. 20170714 01:22:53< DeFender1031> Think of it this way, if a [message], [story] text, or dialog lags by a couple milliseconds, no one is really going to notice or care. 20170714 01:22:54< celticminstrel> ? 20170714 01:22:57< celticminstrel> FML? 20170714 01:23:24< celticminstrel> DeFender1031: IIRC, isn't floating text a fixed size? 20170714 01:23:38< DeFender1031> celticminstrel, it might be, I don't remember. 20170714 01:23:50< pydsigner> celticminstrel: *** my life 20170714 01:24:01< DeFender1031> But my point is, I don't think that text NEEDS to be hardware rendered 20170714 01:24:09< vultraz_iOS> It's not 20170714 01:24:10< DeFender1031> I don't the gain is really significant enough to matter. 20170714 01:24:25< vultraz_iOS> It's software rendered via Cairo. 20170714 01:24:37< vultraz_iOS> But in order to actually show up on screen you need a texture of it 20170714 01:25:19< celticminstrel> Of course. 20170714 01:25:19-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20170714 01:25:38< DeFender1031> Yes, so render the texture of the specific text being displayed at the time it's getting displayed. 20170714 01:25:44< celticminstrel> Your texture cache may actually better than no cache at all, at least. 20170714 01:26:12< celticminstrel> Given that it'll be rendered many, many times - you don't want to send it to the GPU every frame. 20170714 01:26:25< celticminstrel> Uploading a texture to the GPU is supposedly slow. 20170714 01:26:50< DeFender1031> Well, yes, obviously you keep the texture around for the duration it's on the screen. 20170714 01:28:21< DeFender1031> My point is though, it seems like pre-rendering all possible text characters and then cropping those out of some master texture to align them into the text you want seems like it'll actually end up being slower than just rendering text as you need it. 20170714 01:28:37< vultraz_iOS> Well, actually I already had a type of caching mechanism in place for GUI2 itself 20170714 01:28:53< DeFender1031> Unless I'm totally misunderstanding this conversation and that's not what you mean at all... 20170714 01:29:08< vultraz_iOS> I.e., the texture are around as long as no variable changes 20170714 01:29:46< vultraz_iOS> So the text textures weren't being created *every* frame p 20170714 01:29:58< vultraz_iOS> S/p// 20170714 01:30:25< DeFender1031> would it not make more sense to cache them while the text content of whatever piece of text remains unchanged? 20170714 01:30:32< DeFender1031> or is that what you meant? 20170714 01:31:58< celticminstrel> DeFender1031: Yeah, you may be right that it's not efficient to pre-render every possiblecharacter. 20170714 01:32:11< vultraz_iOS> Ok here's how I set up GUI2 in a_r: each canvas has a texture associated with it. If it's not flagged dirty, that texture is simply drawn every frame. If it is marked dirty, the texture is thrown out and a new one created, and all the canvas shapes, including text, are rendered to that texture, which is then drawn to the screen as normal. 20170714 01:33:43< vultraz_iOS> So say you're sitting at the titlescreen 20170714 01:34:07< vultraz_iOS> All it's doing is rendering a bunch of textures from all the various widgets' canvases 20170714 01:34:44< vultraz_iOS> But if, say, you mouse over a button, that button's canvas texture is thrown out and recreated 20170714 01:34:52< vultraz_iOS> Same thing with areas with text 20170714 01:35:20< DeFender1031> vultraz_iOS, ah, that's probably efficient enough. 20170714 01:35:40< vultraz_iOS> So for example, toggling between two entries in Campaigns keeps throwing out and recreating the texture used to draw the description area 20170714 01:36:19< DeFender1031> Despite not having a clue about hardware rendering itself, I do know quite a bit about user interfaces and responsiveness requirements, so hear me out. 20170714 01:36:27< vultraz_iOS> Meaning the same two blocks of text are rendered a whole bunch of times (equal to user interactions) even though the text content doesn't change 20170714 01:36:36< vultraz_iOS> Not that's not really a problem 20170714 01:36:38< vultraz_iOS> At all 20170714 01:36:46< vultraz_iOS> It's still fast enough 20170714 01:37:09< DeFender1031> I want to point out/remind you that depending on what's currently going on, an interface may have higher or lower responsivity requirements. 20170714 01:37:28< DeFender1031> (Meaning, there is more leeway for lag in some situations than others.) 20170714 01:38:05< DeFender1031> Stuff like animations needs to be VERY snappy or else the user will notice something is wrong. 20170714 01:38:54< DeFender1031> Dialogs, on the other hand, can be somewhat slower, since they generally only change when the user interacts with them, so as long as they update fast enough that the user still feels like the update was directly related to their action, it's fine. 20170714 01:39:00< celticminstrel> Apparently it's possible to render directly from the font glyph data in the GPU. Not sure if that's practical on OGL3 though. 20170714 01:39:22< celticminstrel> Fonts are (generally) defined by bezier curves, which allows them to be smooth at any size. 20170714 01:39:42< DeFender1031> That principal should give you a good idea of which areas of code to focus more on ensuring run optimally, and for which "good enough" is good enough. 20170714 01:40:04< celticminstrel> But I think I can agree that optimizing the text rendering is probably not high priority. 20170714 01:40:14< vultraz_iOS> Honestly the whole reason I implemented this was I was trying to figure out how to do text-in-hex in-game, for defense indicators and stuff, and I thought about using a whole bunch of floating labels, but I didn't want them to keep creating surfaces every frame, despite them being quite small in size... 20170714 01:40:17< vultraz_iOS> Idk 20170714 01:40:22< celticminstrel> FTR, this is the page I found on the subject: http://wdobbie.com/post/gpu-text-rendering-with-vector-textures/ 20170714 01:41:15< DeFender1031> There's a book that I highly recommend called "designing with the mind in mind" that talks about much of this stuff. That book singlehandedly changed me from a software dev to a UX designer. 20170714 01:42:29< vultraz_iOS> Maybe it's not worth the optimization 20170714 01:42:31-!- RatArmy_ [~ratarmy@om126161117028.8.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170714 01:42:46< vultraz_iOS> And creating new surfaces and textures for floating labels every frame is acceptable 20170714 01:42:56< celticminstrel> Uhh. 20170714 01:43:12< DeFender1031> i would not agree with that. 20170714 01:43:13< celticminstrel> Creating new textures every frame doesn't seem like a good idea at all. 20170714 01:43:25< DeFender1031> floating text happens during animations. 20170714 01:43:37< DeFender1031> Highest priority optimization needed there. 20170714 01:44:15< DeFender1031> Also, it seems like in any case where you have stuff which is the same for a series of frames, you should not recreate it each frame. 20170714 01:44:51< DeFender1031> Floating labels also, you can create the textures as you need them and then keep them around until they're no longer needed. 20170714 01:44:53< vultraz_iOS> Floating text I've already dealt with 20170714 01:44:59< DeFender1031> Just like any other text. 20170714 01:45:19< DeFender1031> Then I'm confused, what did you mean about how creating them every frame is acceptable then? 20170714 01:45:22< vultraz_iOS> It caches its own texture meaning the stuff you see in animations is the same texture with alpha mods for fade out if necessary 20170714 01:45:41< vultraz_iOS> I'm talking about the numbers that appear in the hex when you mouse around the map 20170714 01:45:48< celticminstrel> What do you mean by "with alpha mods"? 20170714 01:45:49< vultraz_iOS> Ya know, those 40% etc 20170714 01:45:57< DeFender1031> yeah, I know. 20170714 01:45:57< celticminstrel> Yeah, don't recreate those every frame. 20170714 01:46:09< vultraz_iOS> celticminstrel: SDL_SetTextureAlphaMod 20170714 01:46:20< DeFender1031> Those too, you can create as the mouse goes over a hex, and keep them until the mouse moves elsewhere, no? 20170714 01:46:23< celticminstrel> Eh. 20170714 01:46:33< vultraz_iOS> Jfc what now 20170714 01:46:38< vultraz_iOS> :| 20170714 01:46:46< DeFender1031> or, by "every frame" did you really mean "every mouse move"? 20170714 01:46:57< DeFender1031> Jfc? 20170714 01:47:07< vultraz_iOS> More cursing 20170714 01:47:24< celticminstrel> Creating new textures every frame is almost certainly not a good idea. 20170714 01:47:36< DeFender1031> about what? 20170714 01:47:39-!- DeFender1031 is now known as DoctorFender1031 20170714 01:47:45< vultraz_iOS> "Eh" 20170714 01:47:46< DoctorFender1031> What's bothering you, vultraz_iOS? 20170714 01:47:54< DoctorFender1031> Did you get enough touch as a child? 20170714 01:47:56< celticminstrel> When caching textures, shouldn't you be using a sort of "text to texture" map? (Maybe you are, I already forgot.) 20170714 01:48:07< DoctorFender1031> Were you neglected? 20170714 01:48:10< DoctorFender1031> Ahem. 20170714 01:48:14< vultraz_iOS> celticminstrel is obviously unhappy with my use of SDL_SetTextureAlphaMod 20170714 01:48:14-!- DoctorFender1031 is now known as DeFender1031 20170714 01:48:17< celticminstrel> (About the eh, I'm just dubious about the whole alpha mod thing in general.) 20170714 01:48:24< celticminstrel> (Whether for textures or surfaces.) 20170714 01:48:30< vultraz_iOS> Oh come on 20170714 01:48:30< DeFender1031> celticminstrel, why? 20170714 01:48:47< vultraz_iOS> Jesus Christ how else do you expect me to change texture alpha 20170714 01:49:12< DeFender1031> (I guess no one appreciated my "pretend to be a psychologist for a few lines joke... oh well.) 20170714 01:49:23< vultraz_iOS> DeFender1031: indeed not 20170714 01:49:25< DeFender1031> +" 20170714 01:49:27< vultraz_iOS> No offense 20170714 01:49:33< DeFender1031> vultraz_iOS, none taken. 20170714 01:49:47< celticminstrel> Given that it caused quite a few problems when he started using it for surfaces, I suspect he may not fully understand how it works. 20170714 01:50:09< vultraz_iOS> IDFC how it works except that it works 20170714 01:50:11< DeFender1031> does it not just adjust the alpha of a given texture? 20170714 01:50:15< celticminstrel> Since I also don't fully understand how it works, I'm not going to go into more details. 20170714 01:50:20< celticminstrel> I'm not sure. 20170714 01:50:42-!- RatArmy_ [~ratarmy@om126161117028.8.openmobile.ne.jp] has joined #wesnoth-dev 20170714 01:50:44< celticminstrel> With surfaces I know it doesn't touch the surface alpha, which makes it faster since it's not modifying every single pixel. 20170714 01:50:48< vultraz_iOS> I suppose celticminstrel wants me to only use per-pixel alpha or something 20170714 01:51:12< celticminstrel> Anyway... 20170714 01:51:18< celticminstrel> [Jul 13@9:47:56pm] celticminstrel: When caching textures, shouldn't you be using a sort of "text to texture" map? (Maybe you are, I already forgot.) 20170714 01:51:24< DeFender1031> anyway, i'm more concerned about what you said about rendering a new texture every frame for the defense numbers. 20170714 01:51:27< vultraz_iOS> Why? 20170714 01:51:47< vultraz_iOS> Why would I use a text to texture map? 20170714 01:51:49< celticminstrel> Basically, if the string "40%" is in the cache, then any future use of the string "40%" should use that same cached texture. 20170714 01:51:53< DeFender1031> Why not render it once when the mouse enters the hex, and keep it around until the mouse leaves the hex? 20170714 01:51:55< vultraz_iOS> No? 20170714 01:52:00< celticminstrel> This isn't useful for longer text, admittedly. 20170714 01:52:04< vultraz_iOS> Not if the text is a different color or size 20170714 01:52:10< celticminstrel> But at least for short strings, this is far more efficient. 20170714 01:52:21< celticminstrel> ...you don't need to worry about color. 20170714 01:52:29< vultraz_iOS> Why? 20170714 01:52:34< DeFender1031> That too. The defense numbers should always end up being the same size, style, and color. 20170714 01:52:43< celticminstrel> But yeah, obviously you can't just use an std::string key. You need to track the style information too (bold, italics, size). 20170714 01:52:47< vultraz_iOS> TextureColorMod is the most useless function ever 20170714 01:52:57< vultraz_iOS> It does jack shit that's in any way useful 20170714 01:53:03< celticminstrel> (Possibly things like underline and strike-through.) 20170714 01:53:10< celticminstrel> You don't want texture color mod, you want vertex color. 20170714 01:53:14< celticminstrel> ^+u 20170714 01:53:23< vultraz_iOS> celticminstrel: *thats what the damn pango_text hash is for* 20170714 01:53:28< celticminstrel> Right. 20170714 01:53:36< celticminstrel> That sounds good, then, probably. 20170714 01:53:57< vultraz_iOS> I thought you looked at the commit 20170714 01:54:02< celticminstrel> But as for colour, you should be able to render it white, then draw it in any colour by just setting the vertex colour. 20170714 01:54:09-!- travis-ci [~travis-ci@ec2-54-92-202-98.compute-1.amazonaws.com] has joined #wesnoth-dev 20170714 01:54:10< travis-ci> wesnoth/wesnoth#14431 (accelerated_rendering - c9f18c4 : Charles Dang): The build has errored. 20170714 01:54:10< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/253441245 20170714 01:54:10-!- travis-ci [~travis-ci@ec2-54-92-202-98.compute-1.amazonaws.com] has left #wesnoth-dev [] 20170714 01:54:13< celticminstrel> I looked at about half the commit but already forgot most of it. >_> 20170714 01:54:19< vultraz_iOS> I DONT HAVE SHADERS 20170714 01:54:24< celticminstrel> I do remember seeing the hash, which is why I noted "oh maybe you did that already". 20170714 01:54:32< celticminstrel> You don't need shaders to set the vertex colour. 20170714 01:54:43< vultraz_iOS> Elaborate 20170714 01:55:11< vultraz_iOS> I saw no SDL function for setting render colors 20170714 01:55:17< celticminstrel> I don't know if SDL has an interface to it, but in OpenGL, you can set the colour of each vertex. 20170714 01:55:43< vultraz_iOS> IM NOT USING OGL 20170714 01:56:01< vultraz_iOS> And even if I were OGL has decided not to work for me 20170714 01:56:06< celticminstrel> I dunno, maybe SetRenderDrawColor? 20170714 01:56:20< celticminstrel> You probably did something wrong. OGL isn't very friendly about error messages. 20170714 01:56:27< vultraz_iOS> That's only for the geometry functions I believe 20170714 01:56:35< celticminstrel> If you forget to set certain settings correctly, it won't render anything at all. 20170714 01:56:59< celticminstrel> Well, give it a try? Maybe it works for textures too. 20170714 01:57:54< celticminstrel> IIRC, one of the things you need to set (in order for OpenGL to render anything) is the texture scaling algorithm. With the default algorithm, a basic texture won't ever render. 20170714 01:58:04< vultraz_iOS> Oh fml 20170714 01:58:15< celticminstrel> Because the default scaling algorithm requires mipmaps, which is to say multiple copies of the texture for different sizes. 20170714 01:58:30< celticminstrel> And if any of those mipmaps are missing, the texture sampler outputs black. 20170714 01:59:05< celticminstrel> Of course, that needs to be done per-texture. 20170714 01:59:35< celticminstrel> I think you might also need to disable the depth buffer? Not sure on that one. 20170714 02:00:21< vultraz_iOS> DeFender1031: that's what I'm trying to do through the use of moving floating labels around. But those labels still need to get destroyed or recreated frequently...right now doing it per frame because I haven't the proper code set up yet... 20170714 02:00:37< vultraz_iOS> Agh I'll get back to you all later 20170714 02:01:07< DeFender1031> vultraz_iOS, sorry, didn't mean to frustrate you. 20170714 02:01:23< celticminstrel> I guess you rebased out your failed OpenGL attempt? If you still have it around, I wouldn't mind taking a look for obvious errors. 20170714 02:01:35< vultraz_iOS> It's there disabled 20170714 02:01:49< celticminstrel> Is it possible to point me to a specific commit? 20170714 02:01:54< vultraz_iOS> I never got anything to render because I never set up the texture wrapper 20170714 02:02:14< vultraz_iOS> And I have some local changes 20170714 02:03:16< vultraz_iOS> Idk if I even committed my work on the texture wrapper 20170714 02:14:38-!- SigurdFD [~SigurdFD@dynamic-acs-72-23-110-196.zoominternet.net] has joined #wesnoth-dev 20170714 02:29:29-!- RatArmy_ [~ratarmy@om126161117028.8.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170714 02:40:26-!- ancestral [~anonymous@63-231-159-160.mpls.qwest.net] has joined #wesnoth-dev 20170714 02:45:36-!- RatArmy_ [~ratarmy@om126161117028.8.openmobile.ne.jp] has joined #wesnoth-dev 20170714 03:00:48-!- ancestral [~anonymous@63-231-159-160.mpls.qwest.net] has quit [Quit: ancestral] 20170714 03:09:19-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Ping timeout: 246 seconds] 20170714 03:13:03-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has joined #wesnoth-dev 20170714 03:36:51< SigurdFD> celticminstrel: I've noticed a transition bug with the leadership/backstab/teleport thing 20170714 03:38:46< celticminstrel> Oh? 20170714 03:40:47< SigurdFD> if someone is in the middle of a campaign on a previous version of 1.13, and then loads a scenario in 1.13.9 at least leadership... 20170714 03:41:10< SigurdFD> ... and teleport will show glitches... 20170714 03:41:55< SigurdFD> ... a unit with leadership will spam 'error scripting/lua: Lua SUF Error: function leadership_receiver_filter_1 not found' to chat upon mouseover of the unit (still seems to work correctly) 20170714 03:42:14< SigurdFD> whereas teleport will allow vision through unowned villages 20170714 03:42:36< SigurdFD> this is for units already created. 20170714 03:42:47< SigurdFD> didn't test backstab 20170714 03:44:32< SigurdFD> if the unit is created post change, it works fine. 20170714 03:45:50< celticminstrel> Uh. 20170714 03:45:54< SigurdFD> I figure it should at least get a release notes, not sure about anything else 20170714 03:46:09< celticminstrel> That shouldn't happen for any saves made in 1.13.8 or earlier. 20170714 03:46:22< celticminstrel> It could only happen for saves made on master before I switched the filters from Lua to WFL. 20170714 03:47:21< celticminstrel> Transition from 1.13.8 should be fine, since it would just use the old WML-based filter instead of the WFL filter formula. 20170714 03:47:36< celticminstrel> Are you sure you weren't using a save from a master build? 20170714 03:47:47< SigurdFD> could be. I found the bug through playing on master 20170714 03:52:32< SigurdFD> so yeah, I was using a master build save when I found it. 20170714 03:53:31< SigurdFD> So I guess a false alarm 20170714 03:55:49< celticminstrel> FTR, if you need your save to work, you can probably grab the teleport Lua file from an earlier commit and put it somewhere. 20170714 03:56:17< celticminstrel> Anyway, sleeping now. 20170714 03:56:29-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20170714 03:56:57< SigurdFD> ok, thanks. What I did was use debug to transform the unit to itself to fix the unit. 20170714 04:03:37-!- RatArmy_ [~ratarmy@om126161117028.8.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170714 04:04:14-!- irker861 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20170714 04:11:41-!- vultraz_iOS [uid24821@wesnoth/developer/vultraz] has quit [Quit: Connection closed for inactivity] 20170714 04:12:08-!- Kwandulin [~Miranda@p200300760F12B3664C9A06FEA27D9283.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170714 04:23:18-!- RatArmy_ [~ratarmy@om126161117028.8.openmobile.ne.jp] has joined #wesnoth-dev 20170714 04:36:06-!- SigurdFD [~SigurdFD@dynamic-acs-72-23-110-196.zoominternet.net] has quit [] 20170714 04:40:46-!- vultraz_iOS [uid24821@wesnoth/developer/vultraz] has joined #wesnoth-dev 20170714 05:13:06-!- Kwandulin [~Miranda@p200300760F12B3664C9A06FEA27D9283.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170714 05:29:54-!- TadCarlucci [~lundberg@74.193.219.119] has joined #wesnoth-dev 20170714 05:30:15-!- TadCarlucci [~lundberg@74.193.219.119] has quit [Client Quit] 20170714 05:38:36-!- irker631 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20170714 05:38:36< irker631> wesnoth: Ignacio R. Morelle glamdrol:master aea32cb46b76 / README.md glamdrol/glamdrol.php: https all the things https://github.com/wesnoth/glamdrol/commit/aea32cb46b769a3e22acbbb3cf76aa2d0074fa85 20170714 06:22:52-!- JyrkiVesterinen [~JyrkiVest@195-192-251-124.s1networks.fi] has joined #wesnoth-dev 20170714 06:41:45-!- RatArmy_ [~ratarmy@om126161117028.8.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170714 06:49:08< JyrkiVesterinen> celticminstrel: Custom text rendering is extremely complex, especially if you want RTL support. 20170714 06:49:40< JyrkiVesterinen> I strongly recommend continuing to use Pango instead of attempting to implement text rendering on the GPU. 20170714 06:52:24< JyrkiVesterinen> 20170714 01:55:17< celticminstrel> I don't know if SDL has an interface to it, but in OpenGL, you can set the colour of each vertex. 20170714 06:52:37< JyrkiVesterinen> Well, the shaders can still ignore the vertex color... 20170714 07:11:55-!- RatArmy_ [~ratarmy@om126161117028.8.openmobile.ne.jp] has joined #wesnoth-dev 20170714 07:29:50-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20170714 07:32:42-!- zookeeper [zookeeper@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20170714 07:46:05-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20170714 07:46:11-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20170714 07:58:32-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170714 08:02:15< irker631> wesnoth: Charles Dang wesnoth:accelerated_rendering d2c9d3cd9cb3 / src/ (floating_label.cpp floating_label.hpp): Floating Label: header formatting updates https://github.com/wesnoth/wesnoth/commit/d2c9d3cd9cb3b9e500affd0bbe0f4758837e8ee8 20170714 08:02:18< irker631> wesnoth: Charles Dang wesnoth:accelerated_rendering cf4414a922da / src/ (font/text.cpp sdl/utils.cpp): Use pixel format enums for creating surfaces instead color mask values https://github.com/wesnoth/wesnoth/commit/cf4414a922dae79aecca47644705b963c6505f53 20170714 08:02:33< vultraz_iOS> ^ bumps SDL requirement to 2.0.5 for whoever's building a_r 20170714 08:18:58-!- RatArmy_ [~ratarmy@om126161117028.8.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20170714 08:44:44-!- travis-ci [~travis-ci@ec2-54-205-123-223.compute-1.amazonaws.com] has joined #wesnoth-dev 20170714 08:44:45< travis-ci> wesnoth/wesnoth#14432 (accelerated_rendering - cf4414a : Charles Dang): The build failed. 20170714 08:44:45< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/253512627 20170714 08:44:45-!- travis-ci [~travis-ci@ec2-54-205-123-223.compute-1.amazonaws.com] has left #wesnoth-dev [] 20170714 08:46:13-!- Kwandulin [~Miranda@p200300760F12B36665417F9A1CD0A45C.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170714 09:20:16-!- RatArmy_ [~ratarmy@om126161117028.8.openmobile.ne.jp] has joined #wesnoth-dev 20170714 09:25:34-!- JyrkiVesterinen [~JyrkiVest@195-192-251-124.s1networks.fi] has quit [Quit: .] 20170714 09:28:05-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth-dev 20170714 09:33:49-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20170714 09:34:45-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170714 09:34:54-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Client Quit] 20170714 10:40:26-!- Duthlet [~Duthlet@dslb-188-101-088-243.188.101.pools.vodafone-ip.de] has joined #wesnoth-dev 20170714 10:45:08-!- Duthlet [~Duthlet@dslb-188-101-088-243.188.101.pools.vodafone-ip.de] has quit [Ping timeout: 246 seconds] 20170714 10:56:50-!- Kwandulin [~Miranda@p200300760F12B36665417F9A1CD0A45C.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170714 11:02:04-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:4998:337f:8e86:7164] has joined #wesnoth-dev 20170714 11:02:21-!- Duthlet [~Duthlet@dslb-188-101-088-243.188.101.pools.vodafone-ip.de] has joined #wesnoth-dev 20170714 11:02:22-!- irker631 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20170714 11:06:35-!- Greg-Boggs [~greg_bogg@2601:1c2:f00:9780:4998:337f:8e86:7164] has quit [Ping timeout: 255 seconds] 20170714 11:19:40-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170714 11:22:55-!- JyrkiVesterinen [~JyrkiVest@195-192-251-124.s1networks.fi] has joined #wesnoth-dev 20170714 11:31:03-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20170714 11:37:14-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Quit: Connection closed for inactivity] 20170714 11:48:44-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20170714 12:10:42-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20170714 12:11:15-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170714 12:19:11-!- zookeeper [zookeeper@wesnoth/developer/zookeeper] has quit [] 20170714 12:19:39-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20170714 12:28:55-!- Alkenrinnstet [~alkenrinn@42.61.217.253] has quit [Quit: Alkenrinnstet] 20170714 12:40:29-!- Kwandulin [~Miranda@p200300760F12B366ACD4365F72845559.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170714 13:01:04-!- Bonobo [~Bonobo@203.63.51.218] has quit [Ping timeout: 260 seconds] 20170714 13:07:59-!- clavi [~clavi@v22017034422546657.goodsrv.de] has quit [Quit: ZNC - http://znc.in] 20170714 13:10:45-!- clavi [~clavi@v22017034422546657.goodsrv.de] has joined #wesnoth-dev 20170714 13:25:53-!- atarocch [~atarocch@93.56.160.37] has quit [Ping timeout: 248 seconds] 20170714 13:37:33-!- atarocch [~atarocch@46.29.219.220] has joined #wesnoth-dev 20170714 14:02:10-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Ping timeout: 255 seconds] 20170714 14:04:41-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170714 14:28:32-!- JyrkiVesterinen [~JyrkiVest@195-192-251-124.s1networks.fi] has quit [Quit: .] 20170714 14:45:24-!- irker182 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20170714 14:45:24< irker182> wesnoth: Charles Dang wesnoth:accelerated_rendering 7abad2e6659f / src/font/text.cpp: Font/Pango Text: fixed some weird color precision levels https://github.com/wesnoth/wesnoth/commit/7abad2e6659f5a359067a4e411d8e7b5dbb0d04b 20170714 14:45:25< irker182> wesnoth: Charles Dang wesnoth:accelerated_rendering 2ba0171a7eda / src/gui/core/canvas.cpp: GUI2/Canvas: handle text alpha as a render-time op https://github.com/wesnoth/wesnoth/commit/2ba0171a7eda90c90f3362bff904e811a6202344 20170714 14:48:21< vultraz_iOS> 0.99609375 vs 1.0 probably made no noticeable difference but it's still the wrong value 20170714 14:48:41-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20170714 14:49:14-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170714 15:03:36< Soliton> doesn't seem like a commit that is related to accelerated rendering. 20170714 15:07:10-!- gfgtdf [~chatzilla@x4e369774.dyn.telefonica.de] has joined #wesnoth-dev 20170714 15:09:38< vultraz_iOS> Will cherry pick to master eventually 20170714 15:48:12-!- travis-ci [~travis-ci@ec2-54-197-212-3.compute-1.amazonaws.com] has joined #wesnoth-dev 20170714 15:48:13< travis-ci> wesnoth/wesnoth#14433 (accelerated_rendering - 2ba0171 : Charles Dang): The build has errored. 20170714 15:48:13< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/253637649 20170714 15:48:13-!- travis-ci [~travis-ci@ec2-54-197-212-3.compute-1.amazonaws.com] has left #wesnoth-dev [] 20170714 15:48:58< vultraz_iOS> Soliton: basically, to avoid constantly rebuilding from branch switching i just push anything i want to commit to a_r and then cherry pick any relevant stuff to master when i rebase 20170714 15:56:07< Soliton> vultraz_iOS: you could also have several branches checked out at once. as long as you're planning to commit relevant stuff to master as well it doesn't matter too much though. 20170714 15:56:49< vultraz_iOS> Just switching branches means a rebuild when switching back 20170714 15:58:14< Soliton> so don't switch branches and have one build for each branch. 20170714 16:06:48< vultraz_iOS> PITA 20170714 16:06:58< vultraz_iOS> means having two repo copies 20170714 16:08:37< Soliton> https://git-scm.com/docs/git-worktree 20170714 16:11:21< vultraz_iOS> hmmm 20170714 16:11:25< vultraz_iOS> t'is interesting 20170714 16:11:32< vultraz_iOS> ill consider it,t hanks 20170714 16:14:16< Soliton> you're welcome. 20170714 16:15:44-!- DeFender1031 [~DeFender1@89-138-160-34.bb.netvision.net.il] has quit [Quit: I'm not back now.] 20170714 16:39:38-!- Kwandulin [~Miranda@p200300760F12B366ACD4365F72845559.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170714 16:53:33-!- Polsakerino is now known as Polsaker 20170714 17:07:10-!- Kwandulin [~Miranda@p200300760F12B366B48BF2B40F0C47C5.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170714 17:18:49-!- JyrkiVesterinen [~JyrkiVest@85-23-197-3.bb.dnainternet.fi] has joined #wesnoth-dev 20170714 17:22:15-!- Kwandulin [~Miranda@p200300760F12B366B48BF2B40F0C47C5.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170714 17:24:50-!- RatArmy_ [~ratarmy@om126161117028.8.openmobile.ne.jp] has quit [Remote host closed the connection] 20170714 17:26:08-!- RatArmy_ [~ratarmy@om126161117028.8.openmobile.ne.jp] has joined #wesnoth-dev 20170714 17:45:48-!- irker182 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20170714 17:49:50-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170714 17:54:36-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 260 seconds] 20170714 18:09:23-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170714 18:20:45-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20170714 18:25:52-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170714 18:26:19-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20170714 18:26:47-!- Greg-Boggs [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170714 18:34:09-!- Duthlet [~Duthlet@dslb-188-101-088-243.188.101.pools.vodafone-ip.de] has quit [Ping timeout: 248 seconds] 20170714 18:47:18-!- Kwandulin [~Miranda@p200300760F12B366F0C1C2554993B748.dip0.t-ipconnect.de] has joined #wesnoth-dev 20170714 19:04:12-!- gfgtdf [~chatzilla@x4e369774.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.93 [Firefox 54.0.1/20170628075643]] 20170714 19:18:33-!- Bonobo [~Bonobo@203.63.51.218] has joined #wesnoth-dev 20170714 19:35:08-!- Kwandulin [~Miranda@p200300760F12B366F0C1C2554993B748.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20170714 19:59:09-!- JyrkiVesterinen [~JyrkiVest@85-23-197-3.bb.dnainternet.fi] has quit [Quit: .] 20170714 21:34:04-!- RatArmy_ [~ratarmy@om126161117028.8.openmobile.ne.jp] has quit [Ping timeout: 276 seconds] 20170714 21:36:54-!- gfgtdf [~chatzilla@x4e369774.dyn.telefonica.de] has joined #wesnoth-dev 20170714 21:46:41-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Quit: Konversation terminated!] 20170714 21:49:40-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20170714 22:55:18< zookeeper> gfgtdf, "the shaman will use its healing ability"? 20170714 22:55:21< zookeeper> lose? 20170714 23:13:22< gfgtdf> yes that's 'lose' 20170714 23:16:35< gfgtdf> zookeeper: replied on gh 20170714 23:17:31-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Ping timeout: 246 seconds] 20170714 23:19:13< zookeeper> well, yeah there's some kind of inconsistency there, it seems. 20170714 23:19:48-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20170714 23:35:22-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170714 23:35:32-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20170714 23:35:40-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170714 23:35:42-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has joined #wesnoth-dev 20170714 23:35:49-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has quit [Remote host closed the connection] 20170714 23:36:15-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has joined #wesnoth-dev 20170714 23:39:07-!- Greg-Boggs [~greg_bogg@173.240.241.83] has quit [Ping timeout: 260 seconds] 20170714 23:39:45< zookeeper> gfgtdf, oh right, so it only happens if you remove ability tags so that the [abilities] tag becomes empty? 20170714 23:40:27-!- Greg-Bog_ [~greg_bogg@173.240.241.83] has quit [Ping timeout: 240 seconds] 20170714 23:41:43< zookeeper> because that means the [abilities] tag won't be written to the variable the _next_ time the unit is stored, meaning that it gets recreated when it's unstored after that 20170714 23:43:04-!- Greg-Boggs [~greg_bogg@c-73-37-6-51.hsd1.or.comcast.net] has joined #wesnoth-dev 20170714 23:56:16-!- sevu [~Shiki@p54854FE8.dip0.t-ipconnect.de] has joined #wesnoth-dev --- Log closed Sat Jul 15 00:00:39 2017