--- Log opened Mon Aug 07 00:00:09 2017
20170807 00:02:57< celticminstrel> I seem to have found the hotkey issue.
20170807 00:03:43< celticminstrel> But I'm confused about why it would've worked for Jyrki.
20170807 00:03:49< celticminstrel> Basically the ==1 should've been !=1.
20170807 00:03:58< celticminstrel> Or wait, no...
20170807 00:06:01< celticminstrel> Anyway, the condition is roughly the opposite of what it should be, I think.
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20170807 01:20:16< irker075> wesnoth: Ignacio R. Morelle wesmere:develop 6035a11cff11 / wesmere/sass/wmlunits.scss: sass/wmlunits: More styles clean-up https://github.com/wesnoth/wesmere/commit/6035a11cff11d2f9a1679b763d77633db49b8753
20170807 01:20:18< irker075> wesnoth: Ignacio R. Morelle wesmere:develop ed9223b38b21 / wesmere/sass/wmlunits.scss: sass/wmlunits: Downscale terrain images proportionally as well https://github.com/wesnoth/wesmere/commit/ed9223b38b21bd286d026c8f198c29f44cee63d6
20170807 01:20:20< irker075> wesnoth: Ignacio R. Morelle wesmere:develop b5022cc91eef / wesmere/sass/wmlunits.scss: sass/wmlunits: Add Flexbox support to the unit details page https://github.com/wesnoth/wesmere/commit/b5022cc91eef59d63c3e32046aebae7b10e6d3ed
20170807 01:20:22< irker075> wesnoth: Ignacio R. Morelle wesmere:develop 984699a402d8 / wesmere/sass/wmlunits.scss: sass/wmlunits: The 'i' icon on unit tree cells is gone https://github.com/wesnoth/wesmere/commit/984699a402d8fbb278af084c5948ee7e4d77e267
20170807 01:20:24< irker075> wesnoth: Ignacio R. Morelle wesmere:develop 486e2a982260 / wesmere/sass/ (5 files in 2 dirs): sass/wmlunits: Split into separate files as this is getting too convoluted https://github.com/wesnoth/wesmere/commit/486e2a982260049f4d6a8876547c99fb4a5ace42
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20170807 01:39:44< irker075> wesnoth: Ignacio R. Morelle wesmere:develop a64902885df4 / wesmere/sass/wmlunits/ (_common.scss _single_unit.scss): sass/wmlunits: Add Flexbox support to the unit tree page https://github.com/wesnoth/wesmere/commit/a64902885df4b3a4b55a7be5465aea3fd0b1dd09
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20170807 02:14:28< celmin> So the basic concept of scheduling a fake key-up on a timer seems to work...
20170807 02:15:21< celmin> Just need to decide on the best way to do this now.
20170807 02:15:46< celmin> In particular, I'm not sure if a timer is the best, maybe I should instead use some kind of polling in the event loop.
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20170807 02:38:24< irker075> wesnoth: Ignacio R. Morelle wesmere:develop acc2837fff98 / wesmere/sass/wmlunits/_common.scss: sass/wmlunits: Popup geometry adjustments https://github.com/wesnoth/wesmere/commit/acc2837fff985948a68221ab1bf6142b61230cd0
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20170807 03:58:55< irker075> wesnoth: Ignacio R. Morelle wesnoth:wesmere-wmlunits d4fb54345117 / data/tools/unit_tree/html_output.py: wmlunits: Make the sidebar and popup menus markup more proper (
/- ) https://github.com/wesnoth/wesnoth/commit/d4fb54345117f3c178f07182665f55bf50f1a514
20170807 03:59:18< irker075> wesnoth: Ignacio R. Morelle wesmere:develop 92faca9e2343 / wesmere/sass/wmlunits/_common.scss: sass/wmlunits: Update for new sidebar markup https://github.com/wesnoth/wesmere/commit/92faca9e23435e87090ca09c00f55e777df9517a
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20170807 05:27:31< irker075> wesnoth: Ignacio R. Morelle wesnoth:wesmere-wmlunits 6b5ba55fbc0e / data/tools/unit_tree/ (html_output.py overview.py): wmlunits: Restore build timestamp at the end https://github.com/wesnoth/wesnoth/commit/6b5ba55fbc0e3d1b2ad30f0746b7dd1e4f772e51
20170807 05:28:08< irker075> wesnoth: Ignacio R. Morelle wesmere:develop dd2c5da81e88 / wesmere/sass/wmlunits/_common.scss: sass/wmlunits: Add extra styles for the build timestamp https://github.com/wesnoth/wesmere/commit/dd2c5da81e88ad7e860d3e04eafe888d0eb48f07
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20170807 07:07:46< shadowm> Mainline is sticking to using the multiplication sign to display attack damage vs. swing count, yes?
20170807 07:08:10< shadowm> So I take that into account for the units.w.o revamp... reengineering... whatever the hell I'm doing with it anymore??
20170807 07:08:31< shadowm> Good thing I left this for last.
20170807 07:08:36< JyrkiVesterinen> AFAIK, there aren't any plans to replace the multiplication sign.
20170807 07:09:35< shadowm> Where is it defined, again?
20170807 07:09:41< shadowm> So I get the Unicode codepoint right...
20170807 07:11:02< shadowm> Oh font/constants
20170807 07:11:44< vultraz_iOS> it is ×
20170807 07:11:55< shadowm> Yeah I trust font/constants more than what you tell me lol
20170807 07:12:23< vultraz_iOS> i just copied it from that file :|
20170807 07:12:44< shadowm> I already had the XML entity for it by then.
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20170807 14:20:51< irker716> wesnoth: sigurdfdragon wesnoth:master a273a8df25f1 / data/campaigns/ (4 files in 4 dirs): Reorder beginner campaigns to be more friendly to new players https://github.com/wesnoth/wesnoth/commit/a273a8df25f1721b0029e83d9d2b17dfb3127f11
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20170807 14:23:35< gfgtdf> does anyone know why the first positional parmaeter to wesnoth.exe is used for overriding the data directory? opening savefile or mapfile with the game/editor would make much more sense to me.
20170807 14:27:07< vultraz_iOS> ehhh
20170807 14:27:21< vultraz_iOS> dunno if that's so
20170807 14:27:36< vultraz_iOS> but most people don't launch the game from the command line anyway
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20170807 15:00:36< vultraz_iOS> gfgtdf: please fix the resolution for the multimenu button
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20170807 15:10:30< gfgtdf> vultraz_iOS: but that is not only used by commaline, it also what the 'open with' funcitonality in winddows explorer uses internally
20170807 15:15:33< celticminstrel> ???
20170807 15:15:42< irker716> wesnoth: gfgtdf wesnoth:master edbefe4e8517 / data/gui/widget/multimenu_button_default.cfg: fix multimenu button resolution https://github.com/wesnoth/wesnoth/commit/edbefe4e8517f73fca391803760ca85c55d85de1
20170807 15:16:52< gfgtdf> vultraz_iOS: ^ see the commits comment for details. this just resets it to the previous behviour I'm not saying that these values are already perfect.
20170807 15:19:01< celticminstrel> So, should I use SDL_AddTimer, or should I do some kind of polling in the event loop?
20170807 15:19:10< celticminstrel> Or gui2::timer?
20170807 15:19:12< vultraz_iOS> ????????
20170807 15:19:15< gfgtdf> celticminstrel: what do you want to do?
20170807 15:19:42< celticminstrel> Simulate a "key up" for textinput events which are currently treated as a "key down".
20170807 15:20:02 * vultraz_iOS throws up hands
20170807 15:20:13 * celticminstrel has no idea what vultraz_iOS is doing.
20170807 15:20:23< gfgtdf> celticminstrel: when exactly do you want to generate the keyup event?
20170807 15:20:40< vultraz_iOS> being frustrated at the amount of hackery you're adding
20170807 15:21:01< celticminstrel> Some time after the textinput is received (perhaps 50ms or so).
20170807 15:21:40< vultraz_iOS> hack hack hack hack
20170807 15:21:49< gfgtdf> celticminstrel: note that the expected bahviour for scrolling is that scrolling starts when the key is pressed and sopped when its released, so evne though your idea might prevent the inifite scorlling it still wouldn't make scrolling on textkeys work correctly
20170807 15:21:56< gfgtdf> stopped*
20170807 15:22:15< celticminstrel> vultraz_iOS: Yeah, well, there appears to be literally no non-hacky way to do it.
20170807 15:22:32< vultraz_iOS> this is what we get for supporting other languages
20170807 15:22:34< celticminstrel> gfgtdf: I've got a working prototype already, and scrolling seems to work okay.
20170807 15:23:04< celticminstrel> I'm also removing the timer when textinput is received.
20170807 15:23:13< gfgtdf> hmm ye i porobably forgot that keytinpout event might be fired multiple times when the button is held down.
20170807 15:23:27< celticminstrel> Since key repeat is enabled, we continually receive textinput as long as the key is held.
20170807 15:23:59< celticminstrel> So does SDL_AddTimer seem like the right approach here?
20170807 15:24:13< celticminstrel> If so, I'll go and turn my prototype into a proper implementation.
20170807 15:31:56 * celticminstrel just noticed that campaign::player_count_filter is wrong and will never be true.
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20170807 15:37:04< celticminstrel> ...so tree view nodes have no means of sorting their children?
20170807 15:37:09< celticminstrel> This seems like an oversight...
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20170807 15:38:04< vultraz_iOS> what are you trying now :|
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20170807 15:45:07< celticminstrel> I wanted to add sorting options in campaign select.
20170807 15:45:26< vultraz_iOS> why
20170807 15:46:23< celmin> I don't really think that's the right question to be asking, but basically… a chronological order option.
20170807 15:46:43< celmin> And an alphabetical option ignoring rank.
20170807 15:51:16 * vultraz_iOS is implementing https://github.com/wesnoth/wesnoth/issues/1747
20170807 15:51:25< vultraz_iOS> template magic sure is handy
20170807 15:52:51< celmin> Want to implement an alphabetical option in campaign select too, then? >_>
20170807 15:53:02< vultraz_iOS> nein!
20170807 15:53:09< vultraz_iOS> too complicated
20170807 15:53:16< vultraz_iOS> i mean i could but not right this minute
20170807 15:53:26< celmin> I guess addon manager is a listbox though...
20170807 15:53:32< celmin> So not really the same.
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20170807 15:54:16< vultraz_iOS> indeed
20170807 15:54:23< vultraz_iOS> you need to implement tree sorting if you wan thtat
20170807 15:56:35< vultraz_iOS> lambda lambda lambda
20170807 15:56:42< vultraz_iOS> praise the lambda
20170807 16:04:45< vultraz_iOS> fuck
20170807 16:04:49< vultraz_iOS> undefined reference to `void gui2::addon_list::set_display_order(std::function)'|
20170807 16:05:01< vultraz_iOS> how to deal with this..
20170807 16:05:11< celmin> That means the function was never defined.
20170807 16:05:47< celmin> Or with templates it could potentially mean you tried to define it in the source file instead of the header, though that sometimes works anyway if it's private.
20170807 16:05:59< vultraz_iOS> ah right
20170807 16:06:01< vultraz_iOS> yes
20170807 16:06:12< celmin> I think what it would really mean with templates is that it wasn't defined prior to the call site.
20170807 16:06:27< celmin> So if it's private and you want to define it in the source file, put it at the top or something.
20170807 16:06:39< vultraz_iOS> just needed to move the definitionto the header
20170807 16:06:43< celmin> Sure.
20170807 16:06:51< vultraz_iOS> thanks
20170807 16:11:06< vultraz_iOS> hmmm
20170807 16:11:10< vultraz_iOS> ok, mostly working
20170807 16:11:13< vultraz_iOS> small snag, though..
20170807 16:12:51< vultraz_iOS> for last updated you want val > val
20170807 16:12:58< vultraz_iOS> but for first upload you want val < val
20170807 16:13:00< vultraz_iOS> fuck
20170807 16:13:00< vultraz_iOS> :(
20170807 16:14:36< vultraz_iOS> not sure how to solve that when the function is this
20170807 16:14:39< vultraz_iOS> template
20170807 16:14:39< vultraz_iOS> void set_display_order(std::function func)
20170807 16:14:39< vultraz_iOS> {
20170807 16:14:39< vultraz_iOS> get_listbox().order_by(
20170807 16:14:39< vultraz_iOS> [func, this](unsigned i1, unsigned i2) { return func(addon_vector_[i1]) < func(addon_vector_[i2]); }
20170807 16:14:39< vultraz_iOS> );
20170807 16:14:39< vultraz_iOS> }
20170807 16:16:12< vultraz_iOS> oh well
20170807 16:16:16< vultraz_iOS> TOMORROW
20170807 16:16:57< vultraz_iOS> and i thought my design was so perfect!
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20170807 16:28:07< sevu> does anyone know why the first positional parmaeter to wesnoth.exe is used for overriding the data directory? opening savefile or mapfile with the game/editor would make much more sense to me.
20170807 16:29:13< sevu> I wonder the same - I think this is actually the reason why autocomplete with doesn't work on options
20170807 16:31:32< sevu> I mean, it's wesnoth -lpath/to/map, we can't use for completing the path, because that needs an space after -l
20170807 16:32:09< sevu> and having a space after -l would be interpreted as the argument for overriding the data directory
20170807 16:33:39< sevu> I think it would work if one would need an option for overriding the data directory instead of just using the first argument, e.g. wesnoth -o ...
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20170807 16:57:28< celmin> Why would you ever want val>val or val sevu: I think that was a legacy thing.
20170807 16:58:46< DeFender1031> celmin, I think he was using "val" as a placeholder, not necessarily for the same value in each case.
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20170807 17:06:33< vultraz_iOS> Indeed
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20170807 17:28:01< JyrkiVesterinen> vultraz_iOS: You can use std::not1 to negate the function you pass to set_display_order().
20170807 17:28:02< JyrkiVesterinen> http://en.cppreference.com/w/cpp/utility/functional/not1
20170807 17:28:10< celmin> not1?
20170807 17:28:17< celmin> Why the 1...
20170807 17:28:49< JyrkiVesterinen> The 1 means the number of parameters. There is also not2 for functions that take two parameters.
20170807 17:29:07< JyrkiVesterinen> C++17 deprecated both, and introduced not_fn() that can replace them.
20170807 17:29:34< JyrkiVesterinen> But since we can't use C++17, that leaves only the older negators.
20170807 17:33:54< vultraz_iOS> hm
20170807 17:34:15< vultraz_iOS> thanks, but i think a better solution is to just pass both addon_info ptrs to the same func instead of calling the func twice
20170807 17:38:42< celmin> What are you even talking about.
20170807 17:40:30< vultraz_iOS> one function two arguments instead of one function one argument called twice
20170807 17:40:51< celmin> ???
20170807 17:41:52< vultraz_iOS> what?
20170807 17:42:41< celmin> Still don't know what you're talking about.
20170807 17:43:10< vultraz_iOS> the thing imw orking on!
20170807 17:43:50< celmin> Wow, what an amazing explanation.
20170807 17:44:24< vultraz_iOS> i seriously don't understand how you can't figure out what I'm talking about based on context
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20170807 17:44:53< celmin> What context? I don't see any context.
20170807 17:45:07< vultraz_iOS> from earlier
20170807 17:45:26< celmin> I don't see anything about "one function one argument called twice".
20170807 17:45:44< vultraz_iOS> [func, this](unsigned i1, unsigned i2) { return func(addon_vector_[i1]) < func(addon_vector_[i2]); }
20170807 17:45:55< vultraz_iOS> becomes
20170807 17:45:56< vultraz_iOS> [func, this](unsigned i1, unsigned i2) { return func(addon_vector_[i1], addon_vector_[i2]); }
20170807 17:46:12< vultraz_iOS> and the comparator delegated to func
20170807 17:46:22< celmin> Both ways have their merits, really.
20170807 17:46:49< vultraz_iOS> in this case, the merit is being able to specify the comparator easily
20170807 17:46:51< celmin> In the first case, if func() returns a number, a simple way to reverse the order would be to negate it.
20170807 17:47:09< celmin> (If it returns a string though you're probably out of luck.)
20170807 17:47:23< vultraz_iOS> yes, but then I'd need to pass a flag as to whether to do the negation at all
20170807 17:47:34< celmin> So basically it's using a key function rather than a comparator function.
20170807 17:48:17< celmin> In order to be fully general when using a key function, I think you need a separate flag specifying ascending or descending.
20170807 17:48:24< vultraz_iOS> yes
20170807 17:48:47< celmin> I think with that flag it becomes equal in power to the binary comparator function.
20170807 17:49:00< vultraz_iOS> obviously
20170807 17:49:04< vultraz_iOS> but it's simpler without the flag
20170807 17:49:06< celmin> That said… it looks like you could trivially offer an overload of set_display_order that takes a comparator function, too.
20170807 17:49:14< celmin> It's not necessarily simpler without the flag.
20170807 17:49:22< vultraz_iOS> it is here
20170807 17:49:28< celmin> It might be in your case, sure.
20170807 17:49:50< celmin> With the key-like function you could actually bind a pointer-to-member as the function.
20170807 17:49:52< JyrkiVesterinen> BTW: for sorting order I'd prefer using some kind of enumeration (e.g. sorting_order::ascending and sorting_order::descending) instead of a boolean flag.
20170807 17:50:02< vultraz_iOS> obviously
20170807 17:50:04< celmin> Yeah, that would probably be preferable.
20170807 17:50:20< vultraz_iOS> celticminstrel: pointer to member as the function?
20170807 17:50:24< celmin> Yeah.
20170807 17:50:49< celmin> A pointer to member variable can be bound as a function using std::bind.
20170807 17:51:06< celmin> It's treated as a function taking one argument, which is a pointer to an instance of the class.
20170807 17:51:09< vultraz_iOS> I see
20170807 17:51:17< vultraz_iOS> this i did not know
20170807 17:51:23< JyrkiVesterinen> Pointer to member *variable*?
20170807 17:51:26< celmin> Yup.
20170807 17:51:36< JyrkiVesterinen> Wow. I didn't know that either.
20170807 17:51:38< celmin> Of course you can bind a pointer to member function, too.
20170807 17:51:41< celmin> But yeah.
20170807 17:52:36< vultraz_iOS> I assume something like std::bind(&class::variable, _1);?
20170807 17:52:43< celmin> Yeah
20170807 17:54:10< celmin> Might not even need the bind in some cases; for example you can just assign &class::variable to a matching std::function.
20170807 17:54:23< vultraz_iOS> interesting..
20170807 17:54:25< celmin> (ie, a std::function)
20170807 17:55:14< vultraz_iOS> anyway, still a bunch of new stuff i need to add to make this work...
20170807 17:55:54< vultraz_iOS> select_first flag to listbox::order_by, allow groups to have no member selected...
20170807 17:56:23< vultraz_iOS> since obviously you only want either neither or last updated or first uploaded
20170807 17:56:30< vultraz_iOS> #english
20170807 17:56:31< vultraz_iOS> :P
20170807 18:00:37< celmin> (I'm not expecting binding a member variable to be relevant here, just noting that it's something you can do if you use the key method for comparisons.)
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20170807 18:56:58< gfgtdf> i made a pr https://github.com/wesnoth/wesnoth/pull/1886 it's quite self explaiing, any opinions ?
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20170807 19:05:20< DeFender1031> gfgtdf, seems like a decent feature to have
20170807 19:07:12< zookeeper> what is the current behavior, anyway? center on leader?
20170807 19:07:45< DeFender1031> Isn't everything center on leader?
20170807 19:08:06< zookeeper> ..?
20170807 19:10:40< zookeeper> it looks like it's probably "center on player 1 starting position, scroll to leader"
20170807 19:12:58< zookeeper> now, i'm not sure what it _should_ be. i guess saving the current location in the savefile is pretty reasonable.
20170807 19:14:54< gfgtdf> zookeeper: yes i think that'S what it currently does
20170807 19:14:58< gfgtdf> that is*
20170807 19:16:14< gfgtdf> hmm wait just noticed that patch doesn't work like that, but ye my question was more about whether there are reasons against that, not on the technical side.
20170807 19:20:12< DeFender1031> I can't think of even a theoretical reason against adding any kind of state data to a save so that the load resumes more of the pre-save state than it did before.
20170807 19:20:39< DeFender1031> OKay, I can think of one, and that's if such state data would take up large amounts of save file space.
20170807 19:21:14< zookeeper> okay, well, i can think of some potentially pointless considerations
20170807 19:22:01< zookeeper> maybe people tend to pointlessly scroll around the map before deciding to quit, so they often end up looking at some remote corner of the map when they load
20170807 19:22:42< zookeeper> when a multiplayer game is resumed from a save, the view location reveals what the host was looking at when they saved
20170807 19:23:13< JyrkiVesterinen> How about attempting to automatically compare if two savefiles have identical game state?
20170807 19:23:25 * JyrkiVesterinen is really grasping at straws here
20170807 19:23:50< zookeeper> maybe people often accidentally scroll when trying to hit the menu, so the view upon loading tends to be annoyingly off towards the upper left corner
20170807 19:24:04< gfgtdf> JyrkiVesterinen: well you could just copare the the [snapshot] (which contaisn the gamestate)
20170807 19:24:23< gfgtdf> zookeeper: hmm i just tested a few times and at lest for me it didn't scroll when i pressed that button
20170807 19:24:25< zookeeper> i'm not sure if i can come up with anything else...
20170807 19:24:50< zookeeper> gfgtdf, well the menu is in the top left corner, so when you move your mouse there you easily end up scrolling a bit too
20170807 19:25:18< zookeeper> i'd imagine it greatly depends on your accuracy and whether you're fullscreen and/or have off-window scrolling on, etc etc
20170807 19:25:46< gfgtdf> JyrkiVesterinen: why would you want that i wonder?
20170807 19:26:11< JyrkiVesterinen> I don't know. I was just trying to come up with possible counterarguments.
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20170807 19:26:50< gfgtdf> JyrkiVesterinen: ah right so your that was an anseer to my question above
20170807 19:31:03< zookeeper> it seems rather unlikely that anyone's multiplayer strategies would be compromised by their opponents getting to know where their view was centered on after a game is resumed from a save, but that's the only argument i can think of that could in a concrete way be a problem in some kind of rare situation.
20170807 19:32:54< zookeeper> so i guess i can't think of any persuasive arguments against it :p
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20170807 19:41:05< DeFender1031> that could also be worked around if whatever the code is were to only save the position in single player.
20170807 19:41:31< DeFender1031> (I assume the code already has a fallback on the old behavior if the savefile doesn't contain the position data?)
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20170807 19:44:45< gfgtdf> DeFender1031: yes it has
20170807 19:51:04< gfgtdf> vultraz_iOS: #1887 is an issue about the gui2 mp create dialog, maybe you know how to fix it?
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20170807 20:19:54< celmin> gfgtdf: The PR looks okay to me as well, just FTR.
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20170807 20:21:44< travis-ci> gfgtdf/wesnoth#916 (save_display - dadc84b : gfgtdf): The build has errored.
20170807 20:21:44< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth/builds/261950460
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20170807 20:22:09< DeFender1031> hahahahahaha
20170807 20:22:48< DeFender1031> Am I the only one who found the timing of celmin's comment along with travis's message extremely amusing?
20170807 20:23:09< JyrkiVesterinen> You're not. :D
20170807 20:23:48< gfgtdf> it's a timout in the last build though, so mostlikeley not an actual error in the code.
20170807 20:24:24< celmin> ...heh.
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20170807 20:32:17< DeFender1031> Still hilarious.
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20170807 20:32:51< travis-ci> gfgtdf/wesnoth#917 (save_display - 63cc276 : gfgtdf): The build failed.
20170807 20:32:51< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth/builds/261960106
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20170807 20:34:34< gfgtdf> this one looks liek a true error
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20170807 21:58:37< travis-ci> gfgtdf/wesnoth#918 (save_display - 240888e : gfgtdf): The build was fixed.
20170807 21:58:37< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth/builds/261988367
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--- Log closed Tue Aug 08 00:00:10 2017