--- Log opened Sat May 05 00:00:04 2018 20180505 00:03:28<+discordbot> @Vultraz What if we think of it like this: If mods are rarely used (in MP), most of the games will still look clean, because the mods list would be empty, even if it is there. If mods are frequently used, then this is a valuable information and it should be there. 20180505 00:03:33< irker387> wesnoth: gfgtdf wesnoth:1.14 ac44c9101aa7 / src/units/unit.cpp: remvoe spammy debug message. https://github.com/wesnoth/wesnoth/commit/ac44c9101aa70c0aa6efdfc5e8a8c80422ad5528 20180505 00:04:24<+discordbot> @Ravana yeah, it looks like that option has SOMETHING to do with lag 20180505 00:04:33<+discordbot> probably just the list being really long 20180505 00:04:57<+discordbot> but what can I do 20180505 00:05:00<+discordbot> without removing it 20180505 00:05:32< gfgtdf> which list do you mean ? 20180505 00:05:37<+discordbot> player list 20180505 00:05:56<+discordbot> looks like there's some bullshit lagging happening if you turn off grouping 20180505 00:06:03<+discordbot> which I think is probably due to how long the list 20180505 00:06:21<+discordbot> since it ends up processing 100 people constantly 20180505 00:07:04< gfgtdf> it is still atreeview evne with grouping disabled? 20180505 00:07:10<+discordbot> yes 20180505 00:07:17<+discordbot> i removed the listbox a long time ago 20180505 00:07:40<+discordbot> but even if i removed the listbox it probably wouldn't make a fucking difference 20180505 00:07:43<+discordbot> restored* 20180505 00:08:34<+discordbot> I'm starting to believe it was a mistake to ever release 1.14. We should have waited until we had accelerated rendering 20180505 00:09:41< gfgtdf> maybe the problm is that it recreates (clears & refills) the whole players list, whenever it needs updating, instead of of just inserting the new players/removing the old. 20180505 00:13:56-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20180505 00:15:56< gfgtdf> matthiaskrgr: that eb commit shodul also fix those spam in stedd about insufficient movement. 20180505 00:16:01< gfgtdf> stderr 20180505 00:24:27< Ravana_> has anyone investigated why there are so many messages saying User _ has unknown game_id: _ 20180505 00:28:30< Ravana_> looking into the line that shows message, I keep same data structure for my bot 20180505 00:28:49< Ravana_> message suggests secondary index is removed while game is still going on 20180505 00:29:30< Ravana_> for bot I solved that by keeping that around forever, since I couldnt find better way 20180505 00:34:02< irker387> wesnoth/wesnoth:master Wedge009 47c07cf3e8 Update text to match game-play changes ( AppVeyor: 1/2 builds failed 20180505 00:34:03< irker387> Details vs2015/Release: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/build/Wesnoth-VS2015-master-3088 20180505 00:36:36<+discordbot> @Ravana I have no idea 20180505 00:36:40<+discordbot> it's been like that for years 20180505 00:42:39< Ravana_> gfgtdf: I read from https://github.com/wesnoth/wesnoth/blob/1.14/src/game_initialization/lobby_info.cpp#L206 that on each diff userlist is cleared and filled again 20180505 00:43:09<+discordbot> yes 20180505 00:44:14< Ravana_> seems like it is sorted too, but not completely sure how flow goes in https://github.com/wesnoth/wesnoth/blob/1.14/src/gui/dialogs/multiplayer/lobby.cpp#L859 20180505 00:44:30<+discordbot> what is this bullshit 20180505 00:44:33<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/442124406009888768/unknown.png 20180505 00:44:34<+discordbot> WHO STICKS 20180505 00:44:36<+discordbot> SPACES 20180505 00:44:45<+discordbot> THERE 20180505 00:46:26<+discordbot> we should have a policy against this bullshit 20180505 00:46:45<+discordbot> >.> 20180505 00:48:32< Ravana_> he promised to remove those next update 20180505 00:48:36<+discordbot> good 20180505 00:48:37<+discordbot> good 20180505 00:58:40<+discordbot> @Ravana is this acceptable 20180505 00:58:41<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/442127960263098378/unknown.png 20180505 00:58:49<+discordbot> the notice that it's missing is in the tooltip 20180505 00:59:16<+discordbot> I think so 20180505 00:59:27< Ravana_> eh, posted though discord 20180505 00:59:35<+discordbot> \o/ 20180505 01:14:36-!- gfgtdf_ [~chatzilla@x4e363492.dyn.telefonica.de] has joined #wesnoth-dev 20180505 01:17:09-!- gfgtdf [~chatzilla@x4e32b58f.dyn.telefonica.de] has quit [Ping timeout: 264 seconds] 20180505 01:17:16-!- gfgtdf_ is now known as gfgtdf 20180505 01:27:46< celticminstrel> Oh yeah I want to add that command-line flag for 1.14.1... 20180505 01:27:58<+discordbot> @Ravana are you using git? 20180505 01:28:22< Ravana_> I use git for some addons 20180505 01:28:47<+discordbot> no, I mean do you have your own wesnoth build of 1.14 20180505 01:29:49< Ravana_> no, last I personally built was Oct 7 2017 20180505 01:30:10< Ravana_> takes too long to do it often 20180505 01:32:35< irker387> wesnoth: Charles Dang wesnoth:1.14 293add85a1c8 / changelog.md src/gui/widgets/size_lock.cpp src/gui/widgets/size_lock.hpp: GUI2/Size Lock: ensure formula sizes are recalculated as necessary. https://github.com/wesnoth/wesnoth/commit/293add85a1c8dbe0e53e4731cfb4e728c330ebfc 20180505 01:32:38< irker387> wesnoth: Charles Dang wesnoth:1.14 f495feef62a7 / changelog.md data/gui/window/mp_create_game.cfg: MP Create Game: cap custom game names at 50 characters https://github.com/wesnoth/wesnoth/commit/f495feef62a7066b6af4ba4b32d8ff868da53239 20180505 01:32:41< irker387> wesnoth: Charles Dang wesnoth:1.14 faa44232ff9d / changelog.md: Added some changelog entries for UtBS https://github.com/wesnoth/wesnoth/commit/faa44232ff9d27278af069b76c39c1b308ec9552 20180505 01:32:44< irker387> wesnoth: Charles Dang wesnoth:1.14 09c5c4acca40 / / (4 files in 4 dirs): MP Lobby: restored Era info to main game display https://github.com/wesnoth/wesnoth/commit/09c5c4acca40a177478ac613d0dca91e9656edb3 20180505 01:32:47< irker387> wesnoth: Charles Dang wesnoth:1.14 f150170148b3 / src/game_initialization/lobby_data.cpp: MP Lobby: added status text for full games https://github.com/wesnoth/wesnoth/commit/f150170148b39c13324ed5bf115fc55460eb8bb4 20180505 01:32:50< irker387> wesnoth: Charles Dang wesnoth:1.14 c86e0e30f3a1 / data/gui/window/lobby_main.cfg: MP Lobby: shifted game info icon to the left https://github.com/wesnoth/wesnoth/commit/c86e0e30f3a1127ed1c69689799b51b6d9f7896e 20180505 01:32:53< irker387> wesnoth: Charles Dang wesnoth:1.14 e3eca499ca19 / data/gui/window/lobby_main.cfg: MP Lobby: decreased size of scenario/era name label https://github.com/wesnoth/wesnoth/commit/e3eca499ca19708ee3675e44f543a6f75f977466 20180505 01:32:56< irker387> wesnoth: Charles Dang wesnoth:1.14 3cff24b6f462 / src/gui/dialogs/multiplayer/lobby.cpp: MP Lobby: fixed every single user name being bold https://github.com/wesnoth/wesnoth/commit/3cff24b6f4622ad29b32ac4fd214d69d9cded247 20180505 01:32:59< irker387> wesnoth: Charles Dang wesnoth:1.14 88a3489d28b5 / changelog.md data/gui/window/lobby_main.cfg: MP Lobby: base resolution selection on window width not height https://github.com/wesnoth/wesnoth/commit/88a3489d28b5158ea745cb5a98ffa25fce34e851 20180505 01:33:34< celticminstrel> BTW intl_fixes can be merged (I'll do it soon if no-one else does). 20180505 01:35:14< gfgtdf> Ravana_: you can also download appvecro builds, it does take even longer then building it yourself though. Also you still need the datafiles form git 20180505 01:35:47< irker387> wesnoth: Charles Dang wesnoth:master 18afe08a7b06 / changelog.md src/gui/widgets/size_lock.cpp src/gui/widgets/size_lock.hpp: GUI2/Size Lock: ensure formula sizes are recalculated as necessary. https://github.com/wesnoth/wesnoth/commit/18afe08a7b0646aefdf30bebdabc46d2007208f4 20180505 01:35:50< irker387> wesnoth: Charles Dang wesnoth:master d9e3983e976b / changelog.md data/gui/window/mp_create_game.cfg: MP Create Game: cap custom game names at 50 characters https://github.com/wesnoth/wesnoth/commit/d9e3983e976b7b3ace600a48e79342f5b80a05d5 20180505 01:35:53< irker387> wesnoth: Charles Dang wesnoth:master b947e7f63d40 / changelog.md: Added some changelog entries for UtBS https://github.com/wesnoth/wesnoth/commit/b947e7f63d4006119a7907c9e825b35855ff002f 20180505 01:35:56< irker387> wesnoth: Charles Dang wesnoth:master b17e9fa9b127 / / (4 files in 4 dirs): MP Lobby: restored Era info to main game display https://github.com/wesnoth/wesnoth/commit/b17e9fa9b127110bf8b97a70d96e512ff64fdf2f 20180505 01:35:59< irker387> wesnoth: Charles Dang wesnoth:master 819947f95f92 / src/game_initialization/lobby_data.cpp: MP Lobby: added status text for full games https://github.com/wesnoth/wesnoth/commit/819947f95f929516ea5ad9eb3ddcb3159e88cec1 20180505 01:36:01<+discordbot> I want someone to test out my changes 20180505 01:36:02< irker387> wesnoth: Charles Dang wesnoth:master 0db17bbcf18c / data/gui/window/lobby_main.cfg: MP Lobby: shifted game info icon to the left https://github.com/wesnoth/wesnoth/commit/0db17bbcf18ca3410ddfa162bb6d0ca656f97f80 20180505 01:36:03<+discordbot> to the lobby 20180505 01:36:05< irker387> wesnoth: Charles Dang wesnoth:master 08d0f6983fa6 / data/gui/window/lobby_main.cfg: MP Lobby: decreased size of scenario/era name label https://github.com/wesnoth/wesnoth/commit/08d0f6983fa6ac23d2335b8776d88715e5c073e2 20180505 01:36:08<+discordbot> before we release 20180505 01:36:08< irker387> wesnoth: Charles Dang wesnoth:master d789c2e7738e / src/gui/dialogs/multiplayer/lobby.cpp: MP Lobby: fixed every single user name being bold https://github.com/wesnoth/wesnoth/commit/d789c2e7738e6c47c171660ffd43abcb3fc038a8 20180505 01:36:11< irker387> wesnoth: Charles Dang wesnoth:master 2f565b8e90e9 / changelog.md data/gui/window/lobby_main.cfg: MP Lobby: base resolution selection on window width not height https://github.com/wesnoth/wesnoth/commit/2f565b8e90e9b49a49635034524eb79d29e5f80d 20180505 01:37:17< irker387> wesnoth: Celtic Minstrel wesnoth:1.14 355709a4558a / data/campaigns/Under_the_Burning_Suns/utils/abilities.cfg: Fix #2857 https://github.com/wesnoth/wesnoth/commit/355709a4558accb7133310aa8eaa5bc0ff975713 20180505 01:37:19< irker387> wesnoth: Celtic Minstrel wesnoth:1.14 921525f7f79f / data/campaigns/Secrets_of_the_Ancients/scenarios/ (09_Training_Session.cfg 10_Merfolk_Revenge.cfg): Fix #2848 https://github.com/wesnoth/wesnoth/commit/921525f7f79f73d4ade39d20658ffd082ffc868e 20180505 01:37:21< irker387> wesnoth: Celtic Minstrel wesnoth:1.14 16d6342fa226 / data/campaigns/Secrets_of_the_Ancients/scenarios/ (09_Training_Session.cfg 10_Merfolk_Revenge.cfg): Fix gender-dependent strings in SotA involving the kids https://github.com/wesnoth/wesnoth/commit/16d6342fa226b363a25c7387a58cfdedae15f74f 20180505 01:37:23< irker387> wesnoth: Celtic Minstrel wesnoth:1.14 6a2778167140 / data/campaigns/tutorial/scenarios/02_Tutorial_part_2.cfg: Fix #2875 https://github.com/wesnoth/wesnoth/commit/6a277816714014dde8c523c7cbd9d83e6cd59882 20180505 01:37:25< irker387> wesnoth: Celtic Minstrel wesnoth:1.14 d43b496e6965 / / (6 files in 6 dirs): Fix #2894 https://github.com/wesnoth/wesnoth/commit/d43b496e6965310ede1e50cfb66a0abf521fd1a4 20180505 01:37:27< irker387> wesnoth: Celtic Minstrel wesnoth:1.14 a69b330df795 / data/campaigns/Secrets_of_the_Ancients/scenarios/ (09_Training_Session.cfg 10_Merfolk_Revenge.cfg): SotA: Avoid use of 'kids' to address Carcyn and Shynal https://github.com/wesnoth/wesnoth/commit/a69b330df795d0a5da8f1be95830c9f7eeb906a4 20180505 01:37:29< celticminstrel> @Vultraz can you cherry-pick that last commit to master for me? 20180505 01:37:39< celticminstrel> (The others were already applied on master IIRC.) 20180505 01:40:46< celticminstrel> Oh yeah, is the charge ability broken> 20180505 01:40:47< celticminstrel> ^? 20180505 01:41:07< celticminstrel> I can't recall exactly but I think I remember seeing really high damage when I attacked a chocobone in my campaign. 20180505 01:45:35< gfgtdf> random bug: after typing Ỏ̷͖͈̞̩͎̻̫̫̜͉̠̫͕̭̭̫̫̹̗̹͈̼̠̖͍͚̥͈̮̼͕̠̤̯̻̥̬̗̼̳̤̳̬̪̹͚̞̼̠͕̼̠̦͚̫͔̯̹͉͉̘͎͕̼̣̝͙̱̟̹̩̟̳̦̭͉̮̖̭̣̣̞̙̗̜̺̭̻̥͚͙̝̦̲̱͉͖͉̰̦͎̫̣̼͎͍̠̮͓̹̹͉̤̰̗̙͕͇͔̱͕̭͈̳̗̭͔̘̖̺̮̜̠͖̘͓̳͕̟̠̱̫̤͓͔̘̰̲͙͍͇̙͎̣̼̗̖͙̯͉̠̟͈͍͕̪͓̝̩̦̖̹̼̠̘̮͚̟͉̺̜͍͓̯̳ 20180505 01:45:37< gfgtdf> ̱̻͕̣̳͉̻̭̭̱͍̪̩̭̺͕̺̼̥̪͖̦̟͎̻̰ in the mp lobby chat textbox i cannot delete with with backpace 20180505 01:50:46-!- travis-ci [~travis-ci@ec2-54-158-214-151.compute-1.amazonaws.com] has joined #wesnoth-dev 20180505 01:50:47< travis-ci> wesnoth/wesnoth#17952 (1.14 - 3cff24b : Charles Dang): The build was broken. 20180505 01:50:47< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/375150092 20180505 01:50:47-!- travis-ci [~travis-ci@ec2-54-158-214-151.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180505 01:51:09< irker387> wesnoth/wesnoth:master Wedge009 6ac5ff5749 Update text to match game-play changes ( AppVeyor: All builds passed 20180505 01:55:21< Ravana_> if you type 2 of those and click between then then you can though 20180505 01:56:44< gfgtdf> hm ok, i'm still getting grphical artifacts even after they were deleted. 20180505 01:56:49< gfgtdf> though 20180505 01:58:18<+discordbot> celmin: only the last one? 20180505 01:58:24< celticminstrel> Yeah 20180505 01:59:22< irker387> wesnoth: Celtic Minstrel wesnoth:master acb48da5d211 / data/campaigns/Secrets_of_the_Ancients/scenarios/ (09_Training_Session.cfg 10_Merfolk_Revenge.cfg): SotA: Avoid use of 'kids' to address Carcyn and Shynal https://github.com/wesnoth/wesnoth/commit/acb48da5d2115b086f436279dccdef482c89401d 20180505 02:00:19-!- travis-ci [~travis-ci@ec2-54-226-157-15.compute-1.amazonaws.com] has joined #wesnoth-dev 20180505 02:00:20< travis-ci> wesnoth/wesnoth#17953 (master - d789c2e : Charles Dang): The build was broken. 20180505 02:00:21< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/375150696 20180505 02:00:21-!- travis-ci [~travis-ci@ec2-54-226-157-15.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180505 02:00:26< irker387> wesnoth: Charles Dang wesnoth:master 77922e54506a / src/gui/widgets/size_lock.cpp: Fixup 18afe08 https://github.com/wesnoth/wesnoth/commit/77922e54506a565eace2e0787444851f7e703522 20180505 02:01:05< irker387> wesnoth: Charles Dang wesnoth:1.14 f33b33b51c19 / src/gui/widgets/size_lock.cpp: Fixup 293add8 https://github.com/wesnoth/wesnoth/commit/f33b33b51c19fd446f75b0190dd1299478addbff 20180505 02:02:12-!- gfgtdf [~chatzilla@x4e363492.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.93 [Firefox 52.7.4/20180427222832]] 20180505 02:02:13<+discordbot> celmin: shadowm was working on that thing 20180505 02:02:26<+discordbot> but isattacker was wrong 20180505 02:03:58< celticminstrel> ? 20180505 02:04:52<+discordbot> the thing 20180505 02:04:55<+discordbot> about the attack dialog 20180505 02:05:17<+discordbot> shadowm had a fix but it wasn't complete because it hid backstab because is_attacker_ was wrong at some point 20180505 02:05:24<+discordbot> so there's some bug with specials_context_t 20180505 02:06:56<+discordbot> is it possible your copy elision fix didn't work 20180505 02:09:11< Ravana_> gfgtdf: on linux that symbol looks like ~20 boxes, and takes ~180 backspace presses to delete 20180505 02:10:32<+discordbot> what the hell even is it 20180505 02:16:07-!- travis-ci [~travis-ci@ec2-54-163-30-122.compute-1.amazonaws.com] has joined #wesnoth-dev 20180505 02:16:08< travis-ci> wesnoth/wesnoth#17954 (1.14 - a69b330 : Celtic Minstrel): The build was broken. 20180505 02:16:08< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/375150965 20180505 02:16:08-!- travis-ci [~travis-ci@ec2-54-163-30-122.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180505 02:16:26< celticminstrel> Eh? 20180505 02:17:09<+discordbot> me 20180505 02:17:11<+discordbot> i fixe it 20180505 02:17:36< celticminstrel> ? 20180505 02:19:38<+discordbot> i fixed the build 20180505 02:19:45<+discordbot> or at least the error 20180505 02:20:16<+discordbot> can anyne test out my lobby vhanges 20180505 02:25:50-!- travis-ci [~travis-ci@ec2-54-163-30-122.compute-1.amazonaws.com] has joined #wesnoth-dev 20180505 02:25:51< travis-ci> wesnoth/wesnoth#17956 (master - 77922e5 : Charles Dang): The build is still failing. 20180505 02:25:51< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/375154083 20180505 02:25:51-!- travis-ci [~travis-ci@ec2-54-163-30-122.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180505 02:29:30<+discordbot> STILLFAILINGYOUSAY 20180505 02:29:52< celticminstrel> Check the commit hash in case Travis is just behind, though. 20180505 02:31:37< irker387> wesnoth: Charles Dang wesnoth:master 7983b283ced4 / src/gui/widgets/size_lock.cpp: Yet even more additional supplementary additive fixup https://github.com/wesnoth/wesnoth/commit/7983b283ced47444fe4d012d923b97ea88eb34ba 20180505 02:31:58< irker387> wesnoth: Charles Dang wesnoth:1.14 06d1aa7c5def / src/gui/widgets/size_lock.cpp: Yet even more additional supplementary additive fixup https://github.com/wesnoth/wesnoth/commit/06d1aa7c5def51c5752866c4c43a348b1662762a 20180505 02:32:09< celticminstrel> ... 20180505 02:36:08<+discordbot> honestly 20180505 02:36:19<+discordbot> i don't think GUI2 was much cut out for dynamic UIs like the lobby 20180505 02:36:25<+discordbot> it's creaking 20180505 02:40:08-!- travis-ci [~travis-ci@ec2-54-226-157-15.compute-1.amazonaws.com] has joined #wesnoth-dev 20180505 02:40:09< travis-ci> wesnoth/wesnoth#17957 (1.14 - f33b33b : Charles Dang): The build is still failing. 20180505 02:40:09< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/375154171 20180505 02:40:09-!- travis-ci [~travis-ci@ec2-54-226-157-15.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180505 02:47:53<+discordbot> Hi celticminstrel. 20180505 02:48:03< celticminstrel> Hi shadowm 20180505 02:48:54<+discordbot> ah, now celmin can expound upon the dark magic that is specials_context_t 20180505 02:49:06< celticminstrel> Pretty sure I've done that before. 20180505 02:49:24< celticminstrel> It's an RAII type. 20180505 02:50:36<+discordbot> OK I'll be concise. 20180505 02:50:57<+discordbot> https://github.com/shikadiqueen/wesnoth/commit/9cd737f4ce0f995b253104d1b6b8f632a42bea0c 20180505 02:51:35<+discordbot> I'm having issues with attacker_weapon always having is_attacker_ = false in the dialog code in question. 20180505 02:52:05<+discordbot> In 1.12, the closest ancestor to this code had it set to true magically at some point. 20180505 02:53:00<+discordbot> If is_attacker_ == false, then a check related to backstab (part of that weapon_specials() method call) fails and backstab is always considered inactive. 20180505 02:53:55<+discordbot> Note that as the commit message says, the game knows backstab is active in some other form, because the dialog displays the increased attack damage if you position your attacker correctly. 20180505 02:55:30-!- travis-ci [~travis-ci@ec2-54-163-30-122.compute-1.amazonaws.com] has joined #wesnoth-dev 20180505 02:55:31< travis-ci> wesnoth/wesnoth#17958 (master - 7983b28 : Charles Dang): The build was fixed. 20180505 02:55:31< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/375158980 20180505 02:55:31-!- travis-ci [~travis-ci@ec2-54-163-30-122.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180505 02:55:40<+discordbot> FEEEEEXED 20180505 02:56:05<+discordbot> @shadowm I think that has to do with battle_context_unit_stats 20180505 02:56:25<+discordbot> Yes, that was my thought as well. 20180505 02:56:36<+discordbot> Except I cannot completely understand what is going on in there. 20180505 02:56:55<+discordbot> Or how this suddenly became an issue in 1.13.x. 20180505 02:59:55< irker387> wesnoth: Charles Dang wesnoth:1.14 6111939d4b96 / src/gui/dialogs/multiplayer/lobby.cpp: MP Lobby: kept the titles of reloaded games with vacant slots yellow https://github.com/wesnoth/wesnoth/commit/6111939d4b960cf25da592ca0b1b8cb4d7f8584b 20180505 03:00:41<+discordbot> Vultraz did you answer my question regarding https://steamcommunity.com/app/599390/discussions/0/1696046342850957395/ ? 20180505 03:00:50<+discordbot> i said yes 20180505 03:01:46<+discordbot> Yes pin it then? 20180505 03:01:50<+discordbot> yes 20180505 03:02:22<+discordbot> Okay, done. 20180505 03:03:20<+discordbot> Well, this is a weird one: https://steamcommunity.com/app/599390/discussions/0/1696046342860683301/ 20180505 03:04:23< irker387> wesnoth/wesnoth:1.14 Wedge009 b89610157e Update text to match game-play changes ( AppVeyor: All builds passed 20180505 03:04:52<+discordbot> indeed... 20180505 03:05:34<+discordbot> Nothing special happened when I tried to use the starting positions tool on a build compiled with asan and ubsan. 20180505 03:06:11<+discordbot> "also I can't access units" that's the scenario mode 20180505 03:06:25<+discordbot> Yes, they figured it out further down. 20180505 03:06:30<+discordbot> Oh wait you think 20180505 03:06:43<+discordbot> I'll enable scenario mode then. 20180505 03:08:09<+discordbot> Still nothing. 20180505 03:08:12<+discordbot> huh 20180505 03:12:43< celticminstrel> So this isn't a case of just passing the wrong value when initializing the specials context? 20180505 03:12:58< celticminstrel> It's something in battle_context_unit_stats? 20180505 03:15:20-!- travis-ci [~travis-ci@ec2-54-158-214-151.compute-1.amazonaws.com] has joined #wesnoth-dev 20180505 03:15:21< travis-ci> wesnoth/wesnoth#17959 (1.14 - 06d1aa7 : Charles Dang): The build was fixed. 20180505 03:15:22< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/375159132 20180505 03:15:22-!- travis-ci [~travis-ci@ec2-54-158-214-151.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180505 03:16:35<+discordbot> The question is who initializes the specials context? 20180505 03:16:59< celticminstrel> The specials_context() functions of attack_type. 20180505 03:17:15<+discordbot> Which aren't called here. 20180505 03:17:16< celticminstrel> The attack dialog should be calling these somewhere. 20180505 03:17:20< celticminstrel> Ah. 20180505 03:17:39< celticminstrel> That could be a problem, if they're not initialized before calling the attack dialog. 20180505 03:17:48<+discordbot> mouse_handler::fill_weapon_choices() (called some time before invoking the dialog) creating battle_context objects beforehand doesn't have anything to do with it? 20180505 03:18:22<+discordbot> (src/mouse_events.cpp:952 and whereabouts, the caller is in the middle of mouse_handler::show_attack_dialog()) 20180505 03:19:23<+discordbot> I tried to force the issue calling this in the attack dialog but it didn't make a difference IIRC, I'll check again: attacker_weapon.specials_context(&*attacker_itor_, &*defender_itor_, attacker_itor_->get_location(), defender_itor_->get_location(), true, defender.weapon); attacker_weapon.specials_context(&*defender_itor_, &*attacker_itor_, defender_itor_->get_location(), attacker_itor_->get_location(), false, 20180505 03:19:24<+discordbot> attacker.weapon); 20180505 03:20:25<+discordbot> specials_contex() is called by the battle_context_unit_stats ctor 20180505 03:20:48< celticminstrel> Maybe specials_context() is called when building the battle_context_unit_stats? 20180505 03:21:02< celticminstrel> Oh yeah that's what Vultraz just said. >_> 20180505 03:21:07<+discordbot> I have an idea 20180505 03:21:10<+discordbot> not based on much 20180505 03:21:11<+discordbot> battle_context's constructor creates battle_context_unit_stats objects for both units. 20180505 03:21:13<+discordbot> but its just an idea 20180505 03:21:52<+discordbot> It seems to pass the right attacking value to the latter's ctor. 20180505 03:21:56<+discordbot> @shadowm could you see if backporting https://github.com/wesnoth/wesnoth/commit/6eab44c4f3b0eabd7fb3fc8e83dc388fc6338bd4 does anything? 20180505 03:23:12<+discordbot> I have a nebulous idea that the creation of a new battle_context_unit_stats via the battle_context copy ctor could possibly potentially maybe cause this somehow due to specials_contex() being called and creating temporary specials_context_t objects 20180505 03:23:16<+discordbot> Yeah, although this instantly raises the bugfix's risk level form 0 to 9000.0000000001. 20180505 03:23:22<+discordbot> *from 20180505 03:23:28<+discordbot> specifically in fill_weapon_choices 20180505 03:24:03<+discordbot> @Vultraz now that I think of it, if you are looking to commission the UtBS rework, I think it's best if I just design the whole thing myself 20180505 03:24:17<+discordbot> (with input) 20180505 03:24:19<+discordbot> @Yumi it is yet to be determined 20180505 03:24:31<+discordbot> right, I just checked my mentions and you had some discussion with zookeeper earlier 20180505 03:24:37<+discordbot> so I wanted to tell you that 20180505 03:24:51<+discordbot> noted 20180505 03:27:38<+discordbot> though 20180505 03:27:52<+discordbot> if the above commit did mask a problem i probably wouldnt know it 20180505 03:28:00<+discordbot> since the unit_attack dialog makes a vector copy 20180505 03:28:01<+discordbot> so 20180505 03:31:53<+discordbot> @Vultraz Backporting the commit doesn't fix the backstab issue. 20180505 03:32:01<+discordbot> of course 20180505 03:32:07<+discordbot> probably should backport it anyway though 20180505 03:32:14<+discordbot> since battle_context isn't light 20180505 03:32:18<+discordbot> I'm not going to comment on that. 20180505 03:32:33<+discordbot> Other than the whole spiel about code complexity I already vomited earlier. 20180505 03:33:09<+discordbot> But seriously, can someone confirm that the only instance where this becomes performance-sensitive code is when you're dealing with overbuffed units? 20180505 03:33:54<+discordbot> jyrki said it was done to prevent dangling pointers 20180505 03:34:00<+discordbot> aka memory leaks 20180505 03:34:08<+discordbot> Yes, but how did those come into the picture in the first place? 20180505 03:34:31<+discordbot> That would never be a concern if the code wasn't hand-managing memory. 20180505 03:34:58<+discordbot> Or passing pointers around. 20180505 03:35:04-!- travis-ci [~travis-ci@ec2-54-163-30-122.compute-1.amazonaws.com] has joined #wesnoth-dev 20180505 03:35:05< travis-ci> wesnoth/wesnoth#17960 (1.14 - 6111939 : Charles Dang): The build was fixed. 20180505 03:35:05< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/375163109 20180505 03:35:05-!- travis-ci [~travis-ci@ec2-54-163-30-122.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180505 03:36:05<+discordbot> i dunno 20180505 03:36:13<+discordbot> he made no reference to an open issue 20180505 03:36:16<+discordbot> Also, I'll note that performance-related changes in 1.14 aren't really worth it if there's the slightest chance this could cause unforeseen regressions with a marginal or nonexistence performance gain. 20180505 03:36:31<+discordbot> Especially not in code like this, which is at the heart of the whole gameplay. 20180505 03:36:33<+discordbot> fair enough 20180505 03:45:47<+discordbot> sips coffee 20180505 03:45:55<+discordbot> stars at mp lobby 20180505 03:46:10< celticminstrel> Yes, the MP Lobby definitely needs more stars. :P 20180505 03:47:11<+discordbot> ⭐ 20180505 03:51:13<+discordbot> Sooo any ideas yet with regards to the backstab issue? 20180505 03:51:19<+discordbot> nope 20180505 03:52:42<+discordbot> hm 20180505 03:52:46<+discordbot> why did I add the " " thing 20180505 03:52:52<+discordbot> maybe it had to do with the windows newline issue 20180505 03:53:45<+discordbot> wait 20180505 03:53:58<+discordbot> @shadowm you did set is_backstab if appropriate right 20180505 03:54:12<+discordbot> Where who when why? 20180505 03:54:26<+discordbot> attack_type::weapon_specials 20180505 03:54:49<+discordbot> "* This excludes inactive specials if only_active is true. Whether or not a * special is active depends on the current context (see set_specials_context) * and the @a is_backstab parameter." 20180505 03:55:50<+discordbot> is_backstab defaults to false 20180505 03:56:23<+discordbot> Let me make a new build and set up the breakpoint agaon... 20180505 03:58:24<+discordbot> so I think you want attacker_weapon.weapon_specials(true, attacker.backstab_pos) 20180505 03:59:52<+discordbot> Uhhh. 20180505 03:59:58<+discordbot> Did you even look at patch? 20180505 04:00:19<+discordbot> https://github.com/shikadiqueen/wesnoth/commit/9cd737f4ce0f995b253104d1b6b8f632a42bea0c#diff-72e7b747ad845e951dc2765313cfe70bR141 20180505 04:00:53<+discordbot> attacker_weapon.weapon_specials().empty() 20180505 04:00:59<+discordbot> you forgot that bit 20180505 04:01:31<+discordbot> Wait no I didn't? 20180505 04:01:45<+discordbot> !attacker_weapon.weapon_specials().empty() ? " " + attacker_weapon.weapon_specials(true, attacker.backstab_pos) : ""; 20180505 04:02:07<+discordbot> the precondition is called with different parameters than the output 20180505 04:03:23<+discordbot> in both cases 20180505 04:03:59<+discordbot> https://giphy.com/gifs/producthunt-mind-blown-blow-your-26ufdipQqU2lhNA4g 20180505 04:04:13<+discordbot> you should save the output of weapon_specials to another string fist in both cases 20180505 04:04:21<+discordbot> Yeah I realised that. 20180505 04:04:22<+discordbot> to avoid the parsing twice 20180505 04:04:36<+discordbot> (Although this was someone else's originally :p) 20180505 04:04:42<+discordbot> mine 20180505 04:06:04<+discordbot> @Vultraz It doesn't solve the issue. 20180505 04:06:06< celticminstrel> Isn't is_backstab not actually used anymore? 20180505 04:06:07<+discordbot> P_P 20180505 04:06:17< celticminstrel> At least for core backstab. 20180505 04:06:17<+discordbot> It is still used somewhere. 20180505 04:06:30<+discordbot> it is used 20180505 04:06:36< celticminstrel> No I mean the core backstab ability shouldn't rely on it as far as I know. 20180505 04:06:46<+discordbot> cpp if(!include_backstab) { if(special["backstab"].to_bool()) { return false; } } 20180505 04:07:10< celticminstrel> That's all about abilities using the backstab= key; core backstab no longer does. 20180505 04:08:09< celticminstrel> Obviously it does have to be done correctly for other abilities that use the old key, but... 20180505 04:08:41< celticminstrel> (LIke, add-on abilities.) 20180505 04:09:20<+discordbot> It sounds like you might've figured out the answer to my dilemma though? 20180505 04:09:42<+discordbot> I had no idea the backstabs weapon special implemntation changed, but it sounds likely someone missed something in the process. 20180505 04:09:56<+discordbot> "Is there a notification or something for when the host disconnects?" 20180505 04:10:02< celticminstrel> It even changed twice... >_> 20180505 04:10:02<+discordbot> someone just asked this 20180505 04:10:13< celticminstrel> BUT it was all working correctly, at least mechanically, so... 20180505 04:10:20< celticminstrel> (After the second change that is.) 20180505 04:10:26<+discordbot> so in the MP server, if someone's internet disconnects, is it treated differently than if they manually quit 20180505 04:10:37< celticminstrel> (By that I mean damage was actually doubled when it should be and not when it shouldn't be.) 20180505 04:10:39<+discordbot> Yumi is being a good mod 20180505 04:10:40<+discordbot> Yes, but nothing was checking whether it's active before my patch. 20180505 04:10:55<+discordbot> Besides the attack code obviously adjusting the numbers accordingly. 20180505 04:11:03<+discordbot> just you wait until I start up skyrim 20180505 04:11:11<+discordbot> then I'll ignore everything for 2 hours 😛 20180505 04:11:20<+discordbot> try defender.backstab_pos 20180505 04:11:24< celticminstrel> Only the dialog is getting it wrong, right? The attack code is handling it correctly? 20180505 04:11:25<+discordbot> in the attacker 20180505 04:11:35<+discordbot> or wait, no, celmin said 20180505 04:11:37<+discordbot> that's not usedn 20180505 04:11:39<+discordbot> nevermenring 20180505 04:11:50<+discordbot> The dialog gets the backstab's activeness attribute wrong. 20180505 04:12:06<+discordbot> The damage it displays reflects correctly what it should be when the backstab special is active. 20180505 04:12:16< celticminstrel> I see. 20180505 04:12:36< celticminstrel> So everything is correct except the word "backstab" is missing... 20180505 04:12:48< celticminstrel> That's kinda weird actually... 20180505 04:13:14<+discordbot> what does special_active return for backstab? 20180505 04:13:19<+discordbot> in weapon_specials 20180505 04:13:27< celticminstrel> Presumably false? 20180505 04:13:30<+discordbot> false, yes. 20180505 04:15:04<+discordbot> so 20180505 04:15:08<+discordbot> cpp if(is_attacker_ && active_on != "offense") { return false; } 20180505 04:15:09<+discordbot> fails 20180505 04:15:29<+discordbot> More or less. I don't remember the backtrace I posted earlier but I can recheck. 20180505 04:15:58<+discordbot> so is_attacker_ is false 20180505 04:16:02< celticminstrel> The specials context would need to be active to check special_active. 20180505 04:16:35< celticminstrel> So if that information isn't already in the battle_context_unit_stats I think you'd have to set the specials context in the attack dialog to query the active status of the special. 20180505 04:17:13< celticminstrel> IOW you need to call specials_context() before anytime calling special_active() otherwise it won't work. 20180505 04:17:31< celticminstrel> (Unless your caller did it for you.) 20180505 04:17:48< celticminstrel> I guess the battle_context_unit_stats doesn't actually contain the list of specials that are active? 20180505 04:19:21< celticminstrel> It's probably the addition of the specials_context_t that called this TBH; previously the specials context would never be reset, so it would've still had the needed values when checking special_active() here... 20180505 04:19:27< celticminstrel> ^caused not called 20180505 04:19:43< celticminstrel> Pretty sure not reseting it was also causing problems though. 20180505 04:19:47< celticminstrel> ^resetting 20180505 04:20:28< celticminstrel> IMO it's probably better to get the info from battle_context_unit_stats even if it means adding that info there, but I'm not sure whether that would impact performance. 20180505 04:20:39<+discordbot> is_attacker_ starts false 20180505 04:20:52< celticminstrel> Otherwise, you could initialize the specials_context the same way the bcus does. 20180505 04:20:57<+discordbot> specials_context_t is the only thing that can set it to any value 20180505 04:27:07<+discordbot> @shadowm you did create a specials_context_t right? 20180505 04:28:02<+discordbot> I followed the code from fill_weapon_choices to the dialog 20180505 04:28:24<+discordbot> there is no specials_context_t active when 20180505 04:28:27<+discordbot> cpp const std::string& attw_apecials = !attacker_weapon.weapon_specials().empty() ? " " + attacker_weapon.weapon_specials() : ""; 20180505 04:28:28<+discordbot> is called 20180505 04:28:43<+discordbot> Trying again 20180505 04:28:50<+discordbot> the call to specials_context creates a temporary in the battle_context_unit_stats 20180505 04:28:51<+discordbot> ctor 20180505 04:28:57<+discordbot> so it would be destroyed at the end 20180505 04:29:22<+discordbot> Sill nothing. 20180505 04:34:51<+discordbot> This is what I currently have: https://github.com/shikadiqueen/wesnoth/commit/3da56da253a5514d947a43b88ad46e3123530111 20180505 04:36:50< celticminstrel> :S 20180505 04:43:57-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180505 04:44:07-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20180505 04:49:01-!- df8 [636938ca@gateway/web/freenode/ip.99.105.56.202] has joined #wesnoth-dev 20180505 04:50:02< celticminstrel> Oh right, what about the credits update? 20180505 04:50:10< celticminstrel> Can you like, stop putting it off and just sit down and do it? 20180505 04:51:00< df8> Quick question: when sumbitting a PR should the forked branch be merged in 1.14 or master? 20180505 04:51:18< celticminstrel> I mean, I don't care if you do it personally, but it needs to get done and I don't feel that I can do it myself. 20180505 04:51:29< celticminstrel> df8: If it's a bugfix I'd say 1.14. 20180505 04:51:35< celticminstrel> If it's a new feature, then master. 20180505 04:51:54< celticminstrel> But opening a PR on master is not recommended ATM anyway since it's kinda broken. 20180505 04:52:29 * celticminstrel pokes @Vultraz. 20180505 04:52:41< df8> fun, mate. 20180505 04:52:49< celticminstrel> I do think you're the best person to do it though (unless shadowm feels qualified). 20180505 04:53:53< celticminstrel> TBH this really should've been a blocker for the 1.14.0 release, but... 20180505 05:24:01-!- celticminstrel is now known as celmin|sleep 20180505 06:05:15-!- irker387 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20180505 06:44:47<+discordbot> @shadowm could you try cpp auto a_ctx = attacker_weapon.specials_context(attacker_itor_->get_shared_ptr(), attacker_itor_->get_location(), true); 20180505 06:45:21<+discordbot> @shadowm specials_context returns the specials_context_t object 20180505 06:45:37<+discordbot> @shadowm all your code does is create a temporary and immediately destroy it 20180505 06:46:38<+discordbot> Remember, specials_context_t is an RAII object 20180505 06:46:50<+discordbot> it doesn't initialize any state 20180505 06:46:55<+discordbot> specials_context is even const 20180505 06:47:07-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20180505 07:01:05-!- df8 [636938ca@gateway/web/freenode/ip.99.105.56.202] has quit [Ping timeout: 260 seconds] 20180505 07:05:27-!- grzywacz [~karol@89-70-226-147.dynamic.chello.pl] has joined #wesnoth-dev 20180505 07:09:27-!- grzywacz [~karol@89-70-226-147.dynamic.chello.pl] has quit [Ping timeout: 240 seconds] 20180505 07:11:26-!- irker825 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20180505 07:11:27< irker825> wesnoth: gfgtdf wesnoth:master 8bdccca7e373 / src/whiteboard/recruit.cpp: wb: fix moved becoming invalid after recruit is executed https://github.com/wesnoth/wesnoth/commit/8bdccca7e373f805d1f2ecfe772151141a7015a9 20180505 07:11:27< irker825> wesnoth: gfgtdf wesnoth:master c58015671687 / src/units/unit.cpp: remvoe spammy debug message. https://github.com/wesnoth/wesnoth/commit/c58015671687c0b4a82e9bed36083df265aa85a8 20180505 07:13:46< irker825> wesnoth: Jyrki Vesterinen wesnoth:1.14 d7921f31b061 / / (4 files in 4 dirs): Add an option to disable FPS limiter https://github.com/wesnoth/wesnoth/commit/d7921f31b061ed997099f600f3e6771dee960ea6 20180505 07:13:48< irker825> wesnoth: Jyrki Vesterinen wesnoth:1.14 f90fac628eea / changelog.md players_changelog.md: Changelog entry for commit d7921f31b061ed997099f600f3e6771dee960ea6 https://github.com/wesnoth/wesnoth/commit/f90fac628eea1065946b4cf1b4fad06f8275cb72 20180505 07:47:31<+discordbot> @Vultraz it's not of incredible importance, but I still can't make screenshots/artwork public on the wesnoth community hub 20180505 07:47:42<+discordbot> on steam 20180505 07:47:48<+discordbot> if you have the time, do you think you could look at that? 20180505 07:47:52<+discordbot> if you don't, it's not a big deal 20180505 07:49:23<+discordbot> I don't know how 20180505 07:49:39<+discordbot> the artwork tab is enabled 20180505 07:50:33<+discordbot> it could also be that I don't use my account much so steam won't let me 20180505 07:50:34<+discordbot> And i see two screenshots 20180505 07:50:47<+discordbot> okay, probably a problem on my end, sorry to bother you 20180505 08:25:01-!- gallaecio [~quassel@188.79.96.255] has joined #wesnoth-dev 20180505 09:04:01<+discordbot> hi, i don't know if it has been reported before but there is a bug about the way teamchat is displayed 20180505 09:04:04<+discordbot> https://imgur.com/a/3btvcF2 20180505 09:04:30<+discordbot> as you can see from the screenshot i am playing a team game with purple who is speaking in ally chat but it appears as the normal public chat 20180505 09:04:34<+discordbot> it is quite confusing 20180505 09:04:41<+discordbot> i am using the macosx client 20180505 09:34:58< vn971> Q: how can I make scons forget it's previous configuration and use the one I provide as command line arguments? 20180505 09:35:25< vn971> oh wait, nevermind. 20180505 09:43:54< loonycyborg> rm .scons-option-cache? 20180505 09:47:58< vn971> loonycyborg: indeed, thx. But nevermind anyway. 20180505 09:49:02<+discordbot> @hlr hmmmm... we'll keep that in mind 20180505 09:49:13<+discordbot> not sure how that could have happened 20180505 09:51:29< irker825> wesnoth/wesnoth:1.14 Charles Dang 6111939d4b MP Lobby: kept the titles of reloaded ga AppVeyor: All builds passed 20180505 09:54:17-!- gfgtdf [~chatzilla@x4e363492.dyn.telefonica.de] has joined #wesnoth-dev 20180505 09:57:28<+discordbot> ok thanks 20180505 09:57:41<+discordbot> if it makes any difference i am using the sourceforge version not the steam one 20180505 09:58:25<+discordbot> no difference 20180505 09:58:28<+discordbot> they're the same 20180505 10:46:42-!- travis-ci [~travis-ci@ec2-54-205-27-163.compute-1.amazonaws.com] has joined #wesnoth-dev 20180505 10:46:43< travis-ci> gfgtdf/wesnoth#1101 (1.14 - 9fd81e6 : gfgtdf): The build was broken. 20180505 10:46:45< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth/builds/375233731 20180505 10:46:45-!- travis-ci [~travis-ci@ec2-54-205-27-163.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180505 11:09:28< gfgtdf> this comment is wrong right https://github.com/wesnoth/wesnoth/blob/master/src/units/unit.hpp#L1096? Or am i missing something 20180505 11:11:04< vn971> Update on the "user list" slow-downs we discussed yesterday. I've re-built 1.14 branch with `build=debug extra_flags_debug=-Og`. There are 2-3 less people online now, but wesnoth lobby is absolutely responsive. I'll update when 100+ people will be online (as yesterday), but it seems that "-Og" did indeed help a lot. 20180505 11:11:34<+discordbot> yeah i think it's wrong 20180505 11:11:35< vn971> * It's responsive under gdb, too. 20180505 11:15:37< gfgtdf> ok will fix it 20180505 11:16:05-!- gallaecio [~quassel@188.79.96.255] has quit [Remote host closed the connection] 20180505 11:17:10< matthiaskrgr> oh was there some slowdown introduced lately? 20180505 11:19:58-!- travis-ci [~travis-ci@ec2-54-198-168-29.compute-1.amazonaws.com] has joined #wesnoth-dev 20180505 11:19:59< travis-ci> gfgtdf/wesnoth#1102 (1.14 - d1c7e5a : gfgtdf): The build was fixed. 20180505 11:19:59< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth/builds/375239242 20180505 11:19:59-!- travis-ci [~travis-ci@ec2-54-198-168-29.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180505 11:20:52<+discordbot> yeah, seems the more people there are the slower it gets... 20180505 11:21:14< vn971> matthiaskrgr: we discussed it a lot yesterday. Overall: not sure. Some people report significant slow-downs (me, Ravana), though I'm not able to reproduce it anymore with -Og and 50 people online (yesterday it was 120). 20180505 11:21:42< matthiaskrgr> hm 20180505 11:22:27< matthiaskrgr> well the game felt extremely sluggish since the last few days but then again I compile with asan + ubsan + Og 20180505 11:22:29< vn971> there's a lot of other issues popped out now though. First page of issues on GH is all about "Bug"-s. No surprise considering first stable release in 2 years. 20180505 11:22:32< matthiaskrgr> (llvm) 20180505 11:23:12< matthiaskrgr> but i was not sure if it was new because sanitizers slow down things anyway 20180505 11:28:14< matthiaskrgr> well, I also with a development release of clang, but if there was some major perf regression that would probably be reverted within a few days on the llvm devs' side 20180505 11:29:30< matthiaskrgr> https://twitter.com/shikadiqueen/status/992512495859494914 20180505 11:29:32< matthiaskrgr> sorry :P 20180505 11:30:08< matthiaskrgr> I should have had a look at the 1.14 branch a bit earlier maybe, but I had not touched the game for a couple of weeks since master was broken anyway 20180505 11:52:50< matthiaskrgr> hm is the fps limit option still available ingame in master? 20180505 11:54:49-!- travis-ci [~travis-ci@ec2-54-205-245-66.compute-1.amazonaws.com] has joined #wesnoth-dev 20180505 11:54:50< travis-ci> gfgtdf/wesnoth#1103 (1.14 - a5d72f4 : gfgtdf): The build was broken. 20180505 11:54:51< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth/builds/375246402 20180505 11:54:51-!- travis-ci [~travis-ci@ec2-54-205-245-66.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180505 11:58:06-!- travis-ci [~travis-ci@ec2-54-205-27-163.compute-1.amazonaws.com] has joined #wesnoth-dev 20180505 11:58:07< travis-ci> gfgtdf/wesnoth#1104 (1.14 - 2ef3f82 : gfgtdf): The build was canceled. 20180505 11:58:07< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth/builds/375249088 20180505 11:58:07-!- travis-ci [~travis-ci@ec2-54-205-27-163.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180505 11:58:13<+discordbot> matthiaskrgr, no. The FPS limiter has been removed there. 20180505 11:58:43< matthiaskrgr> ok :( thanks 20180505 12:06:17< irker825> wesnoth/wesnoth:master Charles Dang 717578b8a3 MP Lobby: kept the titles of reloaded ga AppVeyor: All builds passed 20180505 12:08:59< irker825> wesnoth: loonycyborg wesnoth:1.14 688edfa5eeed / src/server/game.cpp: wesnothd: add a check to prevent crash from accessing game owner not in player_c https://github.com/wesnoth/wesnoth/commit/688edfa5eeede862e00ac795afa52f467de2fd49 20180505 12:09:58< irker825> wesnoth: loonycyborg wesnoth:master 10ee2b2d29ad / src/server/game.cpp: wesnothd: add a check to prevent crash from accessing game owner not in player_c https://github.com/wesnoth/wesnoth/commit/10ee2b2d29add3f45bcd06def0f41913dda47cfe 20180505 12:23:09-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 264 seconds] 20180505 12:24:15-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180505 12:33:29-!- travis-ci [~travis-ci@ec2-54-198-168-29.compute-1.amazonaws.com] has joined #wesnoth-dev 20180505 12:33:30< travis-ci> gfgtdf/wesnoth#1106 (1.14 - bf992ac : gfgtdf): The build was canceled. 20180505 12:33:30< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth/builds/375255329 20180505 12:33:30-!- travis-ci [~travis-ci@ec2-54-198-168-29.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180505 12:41:33-!- travis-ci [~travis-ci@ec2-54-205-245-66.compute-1.amazonaws.com] has joined #wesnoth-dev 20180505 12:41:34< travis-ci> gfgtdf/wesnoth#1107 (1.14 - c646dc2 : gfgtdf): The build was canceled. 20180505 12:41:34< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth/builds/375257801 20180505 12:41:34-!- travis-ci [~travis-ci@ec2-54-205-245-66.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180505 12:48:08-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20180505 12:53:38< irker825> wesnoth: gfgtdf wesnoth:1.14 7d97591f1dec / src/whiteboard/ (action.hpp mapbuilder.cpp recall.cpp recall.hpp recruit.cpp recruit.hpp): wb: fix moved becoming invalid after recruit is executed 2 https://github.com/wesnoth/wesnoth/commit/7d97591f1dec6fb4fd05130d3175e1c06d0d0549 20180505 12:53:41< irker825> wesnoth: gfgtdf wesnoth:1.14 f105da7e35c4 / src/ (units/unit.hpp whiteboard/recall.cpp whiteboard/recall.hpp): wb: fix recall actions changing gamestate https://github.com/wesnoth/wesnoth/commit/f105da7e35c402fd20202c9f4c6c2dd3b169ab8d 20180505 12:53:42< irker825> wesnoth: gfgtdf wesnoth:1.14 17c74ddc9732 / src/ (4 files in 2 dirs): wb: fix rare OOS caused by recall action https://github.com/wesnoth/wesnoth/commit/17c74ddc97328f93382549d0c2a77bb21d804551 20180505 12:53:44< irker825> wesnoth: gfgtdf wesnoth:1.14 d08956086130 / src/units/unit.hpp: fix comment https://github.com/wesnoth/wesnoth/commit/d08956086130809f106b769783e18375ee51498c 20180505 12:54:29< gfgtdf> matthiaskrgr: you please test #3014 again ? 20180505 13:05:11-!- gallaecio [~quassel@188.79.96.255] has joined #wesnoth-dev 20180505 13:17:27-!- vn971 [~vasya@94.158.103.15] has quit [Ping timeout: 240 seconds] 20180505 13:18:25-!- travis-ci [~travis-ci@ec2-54-205-245-66.compute-1.amazonaws.com] has joined #wesnoth-dev 20180505 13:18:26< travis-ci> gfgtdf/wesnoth#1108 (1.14 - f415c09 : gfgtdf): The build passed. 20180505 13:18:27< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth/builds/375259680 20180505 13:18:27-!- travis-ci [~travis-ci@ec2-54-205-245-66.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180505 13:34:44< matthiaskrgr> gfgtdf: I'm still getting it 20180505 13:34:49< matthiaskrgr> but I'm not sure whats the root cause right now 20180505 13:35:01< matthiaskrgr> 20180505 15:34:21 warning whiteboard: Unable to build future map to determine whether leader's allowed to move. 20180505 13:35:04< matthiaskrgr> also getting this 20180505 13:35:13< gfgtdf> and you still don't have --log-debug enabled right ? 20180505 13:35:25< gfgtdf> matthiaskrgr: hmm 20180505 13:35:43< matthiaskrgr> correct 20180505 13:42:09< gfgtdf> matthiaskrgr: does the map habe fog/shroud ? 20180505 13:43:26< matthiaskrgr> no 20180505 13:43:27< matthiaskrgr> but 20180505 13:43:35< matthiaskrgr> I was able to repro the 20180505 13:43:36< matthiaskrgr> 20180505 15:43:20 warning whiteboard: Unable to build future map to determine whether leader's allowed to move. 20180505 13:43:59< matthiaskrgr> with 1) enter planning mode 2) plan recruits 3) plan movement of leader over multiple turns 20180505 13:44:09< matthiaskrgr> then in the next turn where things are executed, the warning will show up 20180505 13:44:30< matthiaskrgr> (currently trying on all-clear map) 20180505 13:44:41< matthiaskrgr> it might be that shroud was related for the ticket though 20180505 13:48:49< matthiaskrgr> 3014 is still happening 20180505 13:48:50< matthiaskrgr> mmh 20180505 13:49:31< matthiaskrgr> so maybe FoW is required 20180505 13:51:18< gfgtdf> hmm 20180505 13:51:59< matthiaskrgr> lol 20180505 13:52:11< matthiaskrgr> if I plan a unit to move into shroud 20180505 13:52:20< matthiaskrgr> I cannot plan further because I cannot click the planned unit 20180505 13:52:25< matthiaskrgr> because it is no visible inside the shroud 20180505 13:52:27< matthiaskrgr> err 20180505 13:52:29< matthiaskrgr> the FoW 20180505 13:52:30< matthiaskrgr> xD 20180505 13:53:51<+discordbot> Sorry, I feel asleep twice in a row yesterday and the second time was in the middle of trying to understand the backstab bug. 20180505 13:54:19<+discordbot> This whole thing is starting to take its toll on my health. 20180505 13:54:35< matthiaskrgr> :( 20180505 13:56:04<+discordbot> And it doesn't look like we have the registration button in the game yet so I can do a pot-update and tell translators to quickly update that string only... 20180505 13:58:49< irker825> wesnoth/wesnoth:1.14 mattsc f50591bfcf AToTB Chase: add custom AI controlling M AppVeyor: All builds passed 20180505 13:59:11< gfgtdf> what is the backstab bug ? 20180505 13:59:38< gfgtdf> matthiaskrgr: ye i just noticed the same thing 20180505 14:01:03< gfgtdf> matthiaskrgr: i also tested that i get the "Move defined with insufficient " again, no idea how exactly to reproduce though 20180505 14:01:24< gfgtdf> it happens so randomly 20180505 14:01:31< matthiaskrgr> OOOH 20180505 14:01:34< matthiaskrgr> I got it 20180505 14:01:39< matthiaskrgr> it happens when revealing units 20180505 14:01:41< matthiaskrgr> enemy units 20180505 14:01:50< matthiaskrgr> that were hiden in FoW 20180505 14:02:07< matthiaskrgr> at least I am 99% sure now :P 20180505 14:03:16< matthiaskrgr> mmh 20180505 14:03:43< matthiaskrgr> yeah 20180505 14:03:49< matthiaskrgr> at leat sometimes 20180505 14:06:24< matthiaskrgr> but yeah 20180505 14:06:26< matthiaskrgr> that might be it 20180505 14:10:14< matthiaskrgr> ok I'll be back in a bit 20180505 14:11:28<+discordbot> gfgtdf: If you read the logs you'll find out. 20180505 14:11:40<+discordbot> I don't want to repaste hours of discussion right now. 20180505 14:12:08< gfgtdf> 20180505 04:34:51<+discordbot> This is what I currently have: https://github.com/shikadiqueen/wesnoth/commit/3da56da253a5514d947a43b88ad46e3123530111 20180505 14:12:46< gfgtdf> shoudlnt the second attacker_weapon.specials_context actualyl be a defneder_weapon.specials_context ? 20180505 14:13:04< gfgtdf> oh wait 20180505 14:13:56< gfgtdf> those attacker_weapon.specials_context(&*attacker have no efefct since you don't store the result 20180505 14:15:06<+discordbot> Yes, that's what I've been told. 20180505 14:15:17<+discordbot> I'll try out the replacement vultraz gave me in a min. 20180505 14:16:24<+discordbot> That said, I still don't understand how game logic like this needs to resort to unwieldy C++ tricks. 20180505 14:17:39<+discordbot> I twas also told to use ->get_shared_ptr() but in reality only &* will work... 20180505 14:17:53<+discordbot> src/gui/dialogs/unit_attack.cpp:130:65: error: ‘class unit’ has no member named ‘get_shared_ptr’; did you mean ‘get_states’? 20180505 14:19:42<+discordbot> Okay, this doesn't work either. 20180505 14:20:03<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/442329635842162708/unknown.png 20180505 14:20:18<+discordbot> I'm going to commit the rest of the fix and get celticminstrel to fix the rest honestly. 20180505 14:20:26<+discordbot> *the first half of the fix 20180505 14:20:56< gfgtdf> you need probably ".get_shared_ptr()" instead of "->get_shared_ptr()" 20180505 14:21:24<+discordbot> It's an iterator. 20180505 14:21:32<+discordbot> Does the iterator have a get_shared_ptr() method? 20180505 14:21:46< gfgtdf> iirc yes 20180505 14:21:58<+discordbot> Okay, yeah that compiles. 20180505 14:22:01< gfgtdf> that is it shoudl ahev but it dont rmember how exactly its called 20180505 14:22:43< gfgtdf> did you add "auto ctx =" before the two attacker_weapon.specials_context calls ? 20180505 14:22:57< gfgtdf> (or whatevery you decided to name those vars 20180505 14:23:24-!- Rhonda [~rhonda@anguilla.debian.or.at] has quit [Changing host] 20180505 14:23:24-!- Rhonda [~rhonda@wesnoth/developer/rhonda] has joined #wesnoth-dev 20180505 14:24:45<+discordbot> Yeah that still doesn't help. 20180505 14:25:10<+discordbot> Time for plan B. 20180505 14:25:36< gfgtdf> did you replace the seocnd with defender_weapon.specials_context instead of attacker ? 20180505 14:26:47<+discordbot> Yes. 20180505 14:27:04<+discordbot> + auto a_ctx = attacker_weapon.specials_context(attacker_itor_.get_shared_ptr(), attacker_itor_->get_location(), true); + auto d_ctx = defender_weapon.specials_context(defender_itor_.get_shared_ptr(), defender_itor_->get_location(), false); 20180505 14:27:35<+discordbot> Also tried this: + auto a_ctx = attacker_weapon.specials_context(&*attacker_itor_, &*defender_itor_, attacker_itor_->get_location(), defender_itor_->get_location(), true, defender.weapon); + auto c_txt = attacker_weapon.specials_context(&*defender_itor_, &*attacker_itor_, defender_itor_->get_location(), attacker_itor_->get_location(), false, attacker.weapon); 20180505 14:35:28< gfgtdf> hmm i wonder whether attacker_itor_->get_location() is actualyl the correct location for a move+attack actions (oir whetehr it will point to the currently units location), will thignk about it 20180505 14:36:53<+discordbot> Oh fuck my life. 20180505 14:37:07<+discordbot> It's not just backstab, charge is also affected. 20180505 14:37:25<+discordbot> And presumably every other weapon special that isn't always active. 20180505 14:39:35< gfgtdf> ah it uses temporary_unit_mover so the location will be correct. 20180505 14:43:06< gfgtdf> and if you try both changes ? 20180505 14:43:10< gfgtdf> auto a_ctx = attacker_weapon->specials_context(attacker_itor_.get_shared_ptr(), defender_itor_.get_shared_ptr(), attacker_itor_->get_location(), defender_itor_->get_location(), true, defender.weapon); 20180505 14:43:12< gfgtdf> auto d_ctx = defender_weapon->specials_context(defender_itor_.get_shared_ptr(), attacker_itor_.get_shared_ptr(), defender_itor_->get_location(), attacker_itor_->get_location(), false, attacker.weapon); 20180505 14:46:11<+discordbot> No difference. 20180505 14:47:35<+discordbot> I'm going back to bed, clearly this isn't for me to figure out. I'll file a bug report later with half of the fix instead. 20180505 14:53:17< gfgtdf> k 20180505 14:57:47< gfgtdf> is there any case where your own unit is intentionally under fog/shroud ? 20180505 15:00:22< Ravana_> that would mean unit with -1 vision, which I don't think is allowed 20180505 15:05:57< irker825> wesnoth: pentarctagon wesnoth:master 6c5fc82b1baa / CMakeLists.txt SConstruct: Add option to build wesnoth with hardening options. https://github.com/wesnoth/wesnoth/commit/6c5fc82b1baa0fc7b40beaccd975d595c5db728f 20180505 15:07:44< gfgtdf> vultraz: do you know whether it's actualyl possibel to draw a unit over fog? (#3025 the 'visible' part) 20180505 15:08:32< irker825> wesnoth: gfgtdf wesnoth:1.14 02749cb73d41 / src/whiteboard/manager.cpp: wb: silence "Unable to build future map" warning https://github.com/wesnoth/wesnoth/commit/02749cb73d41f65afaa172a09844314d561a1b71 20180505 15:08:34< irker825> wesnoth: gfgtdf wesnoth:1.14 0de2e693ab35 / src/units/unit.cpp: wb: fix planned units under fog cannot be selected https://github.com/wesnoth/wesnoth/commit/0de2e693ab3580a78ec959e688d994344c382ffe 20180505 15:08:36< irker825> wesnoth: gfgtdf wesnoth:1.14 8081114ac0de / src/mouse_events.cpp: add todo https://github.com/wesnoth/wesnoth/commit/8081114ac0de2a6fa60e103982b93e995d1a3eed 20180505 15:09:04< gfgtdf> matthiaskrgr: that ^ should fix the 'clickable' part of #3025 20180505 15:26:06< celmin|sleep> You definitely need the version of specials_context() that takes both the attacker and the defender. 20180505 15:26:25 * celmin|sleep pokes @Vultraz again about the credits. 20180505 15:27:26< gfgtdf> do we still intend to tag 1.14.1 this weekend ? 20180505 15:29:11< gfgtdf> celmin|sleep: here someone has an problem with the lua cave mapgen https://forums.wesnoth.org/viewtopic.php?f=4&p=627353 20180505 15:29:18< gfgtdf> celmin|sleep: i see nothign wrong with the code though 20180505 15:32:06< gfgtdf> coudl it be one langauges trasnlation of "'s game" is not displayable in wensoths font? I see a lot of quares in the 1.14. lobby gamenames 20180505 15:33:15<+discordbot> Likely https://github.com/wesnoth/wesnoth/issues/1549 20180505 15:33:32<+discordbot> Which would mean that all languages not based on Latin letters are affected. 20180505 15:34:30< gfgtdf> hm ye 20180505 15:42:20< irker825> wesnoth: mattsc wesnoth:1.14 fb3697a502f5 / data/campaigns/Two_Brothers/ (lua/muff_toras_move.lua scenarios/02_The_Chase.cfg): AToTB Chase: add custom AI controlling Muff Toras https://github.com/wesnoth/wesnoth/commit/fb3697a502f553322d71423c7f3257513beb21aa 20180505 15:42:22< irker825> wesnoth: mattsc wesnoth:1.14 dbddf082fec7 / data/campaigns/Two_Brothers/ (lua/muff_toras_move.lua scenarios/02_The_Chase.cfg): Merge pull request #3003 from mattsc/atotb_chase_ai https://github.com/wesnoth/wesnoth/commit/dbddf082fec7e9f84f228b4259fb704e5be6fc3a 20180505 15:53:33-!- celmin|sleep is now known as celticminstrel 20180505 15:59:40< irker825> wesnoth: mattsc wesnoth:1.14 15a749994c40 / changelog.md: Update changelog for custom AI for AToTB S2 https://github.com/wesnoth/wesnoth/commit/15a749994c40ef103240aa5d02a8b3ab83bf72e6 20180505 16:03:39-!- gfgtdf [~chatzilla@x4e363492.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.93 [Firefox 52.7.4/20180427222832]] 20180505 16:09:08< irker825> wesnoth/wesnoth:master gfgtdf c580156716 remvoe spammy debug message. AppVeyor: All builds passed 20180505 16:18:46-!- gfgtdf [~chatzilla@x4e363492.dyn.telefonica.de] has joined #wesnoth-dev 20180505 16:19:34< gfgtdf> matthiaskrgr: seems like ym latest commit even fixed the view part of that bug, which is somehow unexpected sing during drawing the unit shodul relly have a fake id 20180505 16:21:22< gfgtdf> hmm it seems so fake units don't need unique underlying_unit_ids sincef they are not realyl placed on the map ? 20180505 17:16:08< irker825> wesnoth: gfgtdf wesnoth:1.14 e2a2a85f16fb / RELEASE_NOTES: Update RELEASE_NOTES https://github.com/wesnoth/wesnoth/commit/e2a2a85f16fb5984ad0e44b0ec3f16a5eb1ac823 20180505 17:18:15 * celticminstrel prods at @Vultraz again... credits update please... 20180505 17:21:19< celticminstrel> So apparently the Korean translation is broken too... :/ 20180505 17:38:12-!- travis-ci [~travis-ci@ec2-54-205-245-66.compute-1.amazonaws.com] has joined #wesnoth-dev 20180505 17:38:13< travis-ci> gfgtdf/wesnoth#1111 (1.14 - 2622e8c : gfgtdf): The build was broken. 20180505 17:38:13< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth/builds/375319870 20180505 17:38:13-!- travis-ci [~travis-ci@ec2-54-205-245-66.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180505 17:38:35< celticminstrel> ... 20180505 17:39:34< gfgtdf> thats just my branch 20180505 17:42:44< celticminstrel> Oh okay. 20180505 17:46:09-!- sigurdfd [sigurdfd@dynamic-acs-72-23-110-196.zoominternet.net] has joined #wesnoth-dev 20180505 17:47:04-!- sigurdfd [sigurdfd@dynamic-acs-72-23-110-196.zoominternet.net] has quit [Client Quit] 20180505 17:51:03-!- DeFender1031 [~DeFender1@89-138-91-7.bb.netvision.net.il] has joined #wesnoth-dev 20180505 17:54:40<+discordbot> GOD DAMMIT CELMIN 20180505 17:54:46<+discordbot> STOP IT 20180505 17:54:47< celticminstrel> ??? 20180505 17:54:51< celticminstrel> Then do it? 20180505 17:55:23<+discordbot> Jesus Christ 20180505 17:55:25< celticminstrel> I doubt it would take more than 10-15 minutes. 20180505 17:55:38< celticminstrel> Maybe a little longer, there are a lot of contributors. 20180505 17:55:40< irker825> wesnoth: gfgtdf wesnoth:1.14 852e50a2ef0d / src/whiteboard/move.cpp: wb: more detailed error message https://github.com/wesnoth/wesnoth/commit/852e50a2ef0dba7997cc644073dc58e416c7388a 20180505 17:55:42< irker825> wesnoth: gfgtdf wesnoth:1.14 54e5c54c796c / src/ (pathfind/pathfind.cpp pathfind/pathfind.hpp whiteboard/move.cpp): wb: fix 'insufficient movement' wanring when a move is interrupted https://github.com/wesnoth/wesnoth/commit/54e5c54c796c3740c7f0e9a59e470e679a8d0da9 20180505 17:55:50<+discordbot> Why do you care so much anyway 20180505 17:55:58< celticminstrel> Credits are important. 20180505 17:57:32< gfgtdf> vultraz: do you know when 1.14.1 will be tagged ? 20180505 17:58:56< celticminstrel> Right now we're shipping a game with inaccurate credits. 20180505 17:59:47< gfgtdf> becasue of a display issue or becasue of wrong content in credits.cfg ? 20180505 18:00:22< celticminstrel> The latter. 20180505 18:01:51< celticminstrel> I don't know if there are missing credits (there likely are by now since the last time I went through them), but I'm pretty sure some people are also listed in the wrong section. 20180505 18:02:35< celticminstrel> ISTR at least jyrkive moving himself to core, but pretty sure he's not the only one who was in misc but should be in core. 20180505 18:06:37-!- mkdroid [~null@unaffiliated/matthiaskrgr] has joined #wesnoth-dev 20180505 18:06:45< gfgtdf> don't peopel usually move themself to core ? 20180505 18:07:01< celticminstrel> I have no idea why you would expect that? 20180505 18:07:32< celticminstrel> IMO it should be the responsibility of someone in charge to move people in core, though it's an open-source project so I don't really have anything against people moving themselves if it makes sense. 20180505 18:09:37< gfgtdf> iirc that was the usual precedure when i added mayself there, but i may remembered that wrongly. 20180505 18:11:09-!- mkdr0id [~null@unaffiliated/matthiaskrgr] has joined #wesnoth-dev 20180505 18:12:26< celticminstrel> It doesn't make sense to rely on people to add themselves. 20180505 18:12:33< celticminstrel> IMO 20180505 18:13:29<+discordbot> I'd guess a fair number wouldn't do it. Adding yourself as a core developer seems like it could come across as rather presumptuous. 20180505 18:14:15< celticminstrel> Exactly. 20180505 18:14:23< celticminstrel> That's why I'm asking @Vultraz to do this. 20180505 18:14:31< celticminstrel> Or potentially @shadowm if she feels qualified. 20180505 18:14:59-!- mkdroid [~null@unaffiliated/matthiaskrgr] has quit [Ping timeout: 255 seconds] 20180505 18:15:56<+discordbot> Fine fine I’ll get to it 20180505 18:30:15< celticminstrel> IMO the "Multiplayer" button should be renamed. 20180505 18:30:50< celticminstrel> It has the connotation that you'll be playing against other people, which isn't necessarily the case. 20180505 18:31:07< celticminstrel> This thread seems to call it "skirmish": https://steamcommunity.com/app/599390/discussions/0/1696046342863314972/ 20180505 18:31:13< celticminstrel> Dunno if that's a good name for the button though. 20180505 18:31:34< celticminstrel> The fact that there's a special ability called "skirmisher" doesn't help here either. 20180505 18:33:30< gfgtdf> how does multiplayer imply plaing against other poeple? i'd call coop game multiplayer aswell. 20180505 18:33:45< celticminstrel> Okay, playing with other people. 20180505 18:34:13< celticminstrel> The point is that someone wanting to play against AI might not realize that it's an option filed under Multiplayer. 20180505 18:34:50< gfgtdf> hmm ok 20180505 18:35:01<+discordbot> I think "multiplayer" is by far the best possible name for that button. 20180505 18:35:13< celticminstrel> Well it does seem to be confusing some people though. 20180505 18:36:26<+discordbot> If you wanted a "Skirmish" button in the main menu, then I'd strongly prefer having both "Multiplayer" and "Skirmish" buttons. 20180505 18:36:53< celticminstrel> I don't actually think "Skirmish" is the best term either, mind you. 20180505 18:36:59< celticminstrel> It's just the one used in that Steam thread. 20180505 18:59:11-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180505 18:59:18-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20180505 19:01:08-!- mkdr0id [~null@unaffiliated/matthiaskrgr] has quit [Quit: I'll be back!] 20180505 19:03:08< irker825> wesnoth/wesnoth:master loonycyborg 10ee2b2d29 wesnothd: add a check to prevent crash f AppVeyor: All builds passed 20180505 19:11:10< irker825> wesnoth: gfgtdf wesnoth:1.14 64273a4c3bfc / src/whiteboard/side_actions.cpp: add a comment https://github.com/wesnoth/wesnoth/commit/64273a4c3bfc882143cb79d09c56bec48c27b5e9 20180505 19:11:12< irker825> wesnoth: gfgtdf wesnoth:1.14 1a135b7e0047 / src/play_controller.cpp: wb: prevent unit id conflics https://github.com/wesnoth/wesnoth/commit/1a135b7e00471856854386557a9763245b327ae9 20180505 19:15:26<+discordbot> celmin: design 20180505 19:16:13<+discordbot> and vgaming obviously did not have the latest version 20180505 19:20:37< irker825> wesnoth: Charles Dang website:master ace895280653 / start/1.14/template.html: 1.14/Announcement: fixed typo reported by tr0ll https://github.com/wesnoth/website/commit/ace895280653bbf8c6535f31d54e435031b83f8e 20180505 19:21:20<+discordbot> How did none of us catch that in any of the dozen edit passes 😬 20180505 19:22:15<+discordbot> @shadowm since an edit has been made to the template, what do we do now? 20180505 19:31:15< irker825> wesnoth: gfgtdf wesnoth:master 97a5810f2d04 / src/whiteboard/ (action.hpp mapbuilder.cpp recall.cpp recall.hpp recruit.cpp recruit.hpp): wb: fix moved becoming invalid after recruit is executed 2 https://github.com/wesnoth/wesnoth/commit/97a5810f2d048b3da4dc2e5ab656d94a41b0e106 20180505 19:31:17< irker825> wesnoth: gfgtdf wesnoth:master 19e123e38b80 / src/ (units/unit.hpp whiteboard/recall.cpp whiteboard/recall.hpp): wb: fix recall actions changing gamestate https://github.com/wesnoth/wesnoth/commit/19e123e38b804f052648f1e2dbe8f534ae0978cf 20180505 19:31:19< irker825> wesnoth: gfgtdf wesnoth:master 14a0e3744fb8 / src/ (4 files in 2 dirs): wb: fix rare OOS caused by recall action https://github.com/wesnoth/wesnoth/commit/14a0e3744fb887e58ac75d378666f834ead6c30f 20180505 19:31:21< irker825> wesnoth: gfgtdf wesnoth:master 5a3eec539877 / src/units/unit.hpp: fix comment https://github.com/wesnoth/wesnoth/commit/5a3eec539877bef661cca91223770baae28829f5 20180505 19:31:23< irker825> wesnoth: gfgtdf wesnoth:master 51189881dc41 / src/whiteboard/manager.cpp: wb: silence "Unable to build future map" warning https://github.com/wesnoth/wesnoth/commit/51189881dc41ea1058e9b20fef59e8b040a65c37 20180505 19:31:25< irker825> wesnoth: gfgtdf wesnoth:master aa3a357bfce3 / src/units/unit.cpp: wb: fix planned units under fog cannot be selected https://github.com/wesnoth/wesnoth/commit/aa3a357bfce3dd59cfea9dc1d0e7eee55764cf1c 20180505 19:31:27< irker825> wesnoth: gfgtdf wesnoth:master 4725ba9f353e / src/mouse_events.cpp: add todo https://github.com/wesnoth/wesnoth/commit/4725ba9f353ea431fe453016b41493c093ffcbf7 20180505 19:31:29< irker825> wesnoth: gfgtdf wesnoth:master 2635c7014fa7 / src/whiteboard/move.cpp: wb: more detailed error message https://github.com/wesnoth/wesnoth/commit/2635c7014fa754def5e6d3263781084880316fc4 20180505 19:31:31< irker825> wesnoth: gfgtdf wesnoth:master cdb98f75a471 / src/ (pathfind/pathfind.cpp pathfind/pathfind.hpp whiteboard/move.cpp): wb: fix 'insufficient movement' wanring when a move is interrupted https://github.com/wesnoth/wesnoth/commit/cdb98f75a471698e5138dccd427556a9c348ed75 20180505 19:31:33< irker825> wesnoth: gfgtdf wesnoth:master 8b745095aba9 / src/whiteboard/side_actions.cpp: add a comment https://github.com/wesnoth/wesnoth/commit/8b745095aba977d51218cd95b80168f40fb0b870 20180505 19:31:35< irker825> wesnoth: gfgtdf wesnoth:master 775f3ec99594 / src/play_controller.cpp: wb: prevent unit id conflics https://github.com/wesnoth/wesnoth/commit/775f3ec995943285109596c988f4735b251584d9 20180505 19:33:49<+discordbot> forward-ported all gfgtdf's commits 20180505 19:39:57< irker825> wesnoth: Charles Dang wesnoth:master a8ce08fc2319 / data/campaigns/Under_the_Burning_Suns/ (5 files in 3 dirs): UtBS: wmlindent pass https://github.com/wesnoth/wesnoth/commit/a8ce08fc231919e6f87277ac939beddd62eb0c9d 20180505 19:40:56< irker825> wesnoth: Charles Dang wesnoth:1.14 9c680149bd39 / data/campaigns/Under_the_Burning_Suns/ (5 files in 3 dirs): UtBS: wmlindent pass https://github.com/wesnoth/wesnoth/commit/9c680149bd39b3719754f4caaa0112ba0bc91dfa 20180505 19:57:40<+discordbot> is celmin still around 20180505 20:06:17< gfgtdf> thx 20180505 20:11:35< Ravana_> I think https://github.com/wesnoth/wesnoth/issues/1204 is implemented and can be closed 20180505 20:19:43-!- gallaecio [~quassel@188.79.96.255] has quit [Remote host closed the connection] 20180505 20:22:24<+discordbot> My favourite labels for the buttons would be 'Campaign' and 'Scenario', but I think 'Multiplayer' is fine. Skirmish is definitely weird. 20180505 20:56:36< irker825> wesnoth: mattsc wesnoth:master bbb151fa7131 / data/campaigns/Two_Brothers/ (lua/muff_toras_move.lua scenarios/02_The_Chase.cfg): AToTB Chase: add custom AI controlling Muff Toras https://github.com/wesnoth/wesnoth/commit/bbb151fa713129cc9a1f4ef23c154da72c50ea6e 20180505 20:57:17<+discordbot> is that going to bebackported 20180505 20:59:31< irker825> wesnoth: mattsc wesnoth:master a82971e48da9 / changelog.md: changelog entry for custom AI for AToTB S2 https://github.com/wesnoth/wesnoth/commit/a82971e48da96077c213bd7ca3871263d9c871e8 20180505 21:00:04< mattsc> @Vultraz: no 20180505 21:00:07<+discordbot> I see 20180505 21:00:10< mattsc> This was a forward port. ;) 20180505 21:00:28<+discordbot> ah 20180505 21:00:31<+discordbot> 😛 20180505 21:00:37< mattsc> So, yes, just in the opposite order. And I’m being a pita. 20180505 21:13:50-!- vn971 [~vasya@94.158.103.15] has joined #wesnoth-dev 20180505 21:14:23< irker825> wesnoth/wesnoth:1.14 galegosimpatico 100569a882 Merge branch '1.14' into 1.14_dev_confir AppVeyor: All builds passed 20180505 21:35:40-!- gfgtdf [~chatzilla@x4e363492.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.93 [Firefox 52.7.4/20180427222832]] 20180505 21:46:11-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20180505 21:51:58< vn971> UPD2: the game list + user list is more or less bearable now, with latest 1.14 code and -Og. Updating one or adding the other helped significantly. There can still be pauses for about 0.5sec, but it's much better [than it was]. About 130 people playing now, that's more than what I tested with yesterday. 20180505 21:51:58< vn971> Thanks again for the -Og hint. I will personally always enable it for "debug" builds. Not sure if it should be enabled by default for the debug build. I'm no expert here, so I won't really suggest anything. 20180505 21:52:53<+discordbot> I did bring up having the debug build use -Og a while ago, actually. 20180505 21:53:23<+discordbot> Though more regarding using -Og rather than -O0 in the travis WML unit tests, to speed those up. 20180505 21:53:58<+discordbot> It was decided though that -O0 is still preferrable, since even -Og can cause some behavior to change. 20180505 21:54:41<+discordbot> For example, right now most likely due to some UB, LTO with -Og will cause the boost unit tests to segfault, while LTO with -O0 lets them complete successfully. 20180505 21:55:56<+discordbot> I would say that -Og is generally still preferrable to -O0 though 20180505 21:56:24<+discordbot> Rather than using -O0 all the time, use -Og, and only if something is encountered then check with -O0. 20180505 21:57:15<+discordbot> obviously that doesn't really apply to travis, since it's automated, but for your case I'd say it makes sense. 20180505 22:07:31<+discordbot> There's really no way to fix the scrolling issues without redoing the entire scrollbar_container implementation and significantly alering the way GUI2 does layout calculations 20180505 22:08:16<+discordbot> the fact that such a fucking BASIC THING like SCROLLING Is broken just makes me so damn frustrated and angry. 20180505 22:08:19<+discordbot> this is 2018 20180505 22:08:21<+discordbot> not 1988 20180505 22:08:27<+discordbot> we shouldn't be having this shit 20180505 22:17:21< celticminstrel> Oh come on, stop saying things are impossible. 20180505 22:18:42<+discordbot> he was going somewhere with this 20180505 22:18:46<+discordbot> not sure why he stopped typing 20180505 22:19:00< celticminstrel> Also, I have no idea what you mean when you just say "design". 20180505 22:20:25<+discordbot> Celmin 20180505 22:20:38<+discordbot> I don’t know how to do it 20180505 22:20:44< celticminstrel> Define "it" 20180505 22:20:58<+discordbot> I’ve worked with gui2 for years now and I don’t understand its internals enough to come up with a fix 20180505 22:21:07< celticminstrel> Oh right. 20180505 22:21:18< celticminstrel> Then say that instead of saying it's impossible. 20180505 22:21:42< celticminstrel> Anyway, you wanted me earlier? 20180505 22:22:31<+discordbot> It’s impossible because no one knows how to do it 20180505 22:22:35<+discordbot> (Here) 20180505 22:22:49<+discordbot> Nor can it be done without a huge refactor in the middle of a stable series 20180505 22:25:01< celticminstrel> That's not "impossible". 20180505 22:26:16< celticminstrel> Some types of scrolling issues might be fixable in the stable release. 20180505 22:26:36< celticminstrel> For example, I recall someone (maybe vn971?) complaining that a single scroll step goes too far. 20180505 22:26:37<+discordbot> and yes i wanted to talk to you to ask you to fix a bug 20180505 22:26:51< celticminstrel> That's basically just tweaking some numbers IIUC, so it should be stable-release-safe. 20180505 22:26:55<+discordbot> disregard the scroll step issue 20180505 22:27:08< celticminstrel> What bug? 20180505 22:28:00<+discordbot> I need you go redo the tooltip placement formulas 20180505 22:28:06< celticminstrel> Ugh... 20180505 22:28:16< celticminstrel> I guess I can look into it though... 20180505 22:28:25<+discordbot> it's been reported 20180505 22:28:27< celticminstrel> And please update those credits. 20180505 22:28:27<+discordbot> and ive confirmed 20180505 22:28:39<+discordbot> that it's possible for a tooltip to be cut off by a window border 20180505 22:28:44< celticminstrel> Oh huh. 20180505 22:28:46<+discordbot> if running the lobby at tiny-ass resolution 20180505 22:28:56<+discordbot> it should shift its y coordinate to compensate 20180505 22:28:57<+discordbot> but it does not 20180505 22:29:34<+discordbot> I tried looking at the code but it's too confusing 20180505 22:29:52<+discordbot> I can't figure it out and I have too much to doo 20180505 22:29:54<+discordbot> ooooooooooooo 20180505 22:29:56<+discordbot> oooooooooooooooooooooooooooooo 20180505 22:30:06< celticminstrel> At least take a few minutes to update the credits though. 20180505 22:30:31<+discordbot> you do realize that's incredibly low-priority right 20180505 22:30:37< celticminstrel> That's the problem. 20180505 22:30:43< celticminstrel> It should be at least middling priority. 20180505 22:31:09< celticminstrel> I can't say it's top priority since it doesn't really affect the game functionalty, but nor is it low priority, because getting credits right is important. 20180505 22:31:20<+discordbot> If you want people to contribute, properly crediting them is important. 20180505 22:31:38<+discordbot> it's low priority RIGHT NOW 20180505 22:31:41< celticminstrel> And I'm pretty sure it won't even take that much time. You could at least take a few minutes and get started; if it seems like it's taking too long you could come back to it later. 20180505 22:31:46<+discordbot> when we have a release today or tomorrow 20180505 22:31:59< celticminstrel> No, that's exactly why I'm poking you RIGHT NOW. 20180505 22:32:06< celticminstrel> Because this should be done for that release today or tomorrow. 20180505 22:32:35<+discordbot> WHY 20180505 22:32:36< celticminstrel> It should've been done for 1.14.0 even, but apparently it got missed. Like a lot of other things. 20180505 22:32:42< celticminstrel> Because credits are important. 20180505 22:33:02<+discordbot> you haven't even offered one concreme example of someone who;s been uncredited 20180505 22:33:03<+discordbot> NOT ONE 20180505 22:33:03< celticminstrel> Should probably also scan the commit logs for people who aren't yet added to the credits, but I won't ask you to do that; I can do it myself. 20180505 22:33:16< celticminstrel> Miscredited, not uncredited. 20180505 22:33:38< celticminstrel> I can handle uncredited cases on my own, I'm just asking you to make sure everyone who is credited is in the correct credits section. 20180505 22:34:03<+discordbot> how the hell do I do that 20180505 22:34:07<+discordbot> there are thousands of people 20180505 22:34:25< celticminstrel> Just scan through them. You can pretty much ignore any names you don't recognize in the Misc section. 20180505 22:34:45< celticminstrel> I think someone else (Ivanovic?) takes care of translator credits, so you just need to scan the main credits. 20180505 22:35:14< celticminstrel> So scan through them and note any names that you recognize that should be in a different section. 20180505 22:35:25< celticminstrel> It's not the end of the world if you miss one anyway. 20180505 22:36:01 * celticminstrel would recommend having an open empty text file handy to cut-and-paste any entries that need moving from Misc to another section like Core. 20180505 22:36:42< celticminstrel> BTW, we do include the contributor's name in any art commits, right? 20180505 22:44:04< celticminstrel> BTW @Vultraz, where did you reproduce the tooltip getting cut off? 20180505 22:44:33<+discordbot> Lobby at low res 20180505 22:44:47<+discordbot> Mouse over the i icons 20180505 22:44:52< celticminstrel> 'kay 20180505 22:45:06<+discordbot> And yes the info you keep demanding is there and no I will not add mods back to the main list 20180505 22:45:20< celticminstrel> Don't be so stubborn. 20180505 22:45:43< celticminstrel> Still I think it's not as important as some of the other info, like gold and XP. 20180505 22:46:37<+discordbot> I might add an icon indicating mods are active 20180505 22:46:41<+discordbot> not sure about the main bug being reported, but the OS account name removal has an amusing bug: https://forums.wesnoth.org/viewtopic.php?f=4&p=627414#p627414 20180505 22:46:41< celticminstrel> But it's definitely nicer to see info at a glance than moving the mouse over each one. 20180505 22:46:42<+discordbot> But first I need new icons 20180505 22:46:46<+discordbot> And entire set 20180505 22:46:57< celticminstrel> I suggest adding icons to indicate the three levels of fog/shroud. 20180505 22:47:06< celticminstrel> Unless you already have three possible icons on the far right? 20180505 22:47:12< celticminstrel> I only saw two in the screenshot. 20180505 22:47:16<+discordbot> I have icons but I’m not using those 20180505 22:47:21< celticminstrel> ? 20180505 22:47:35<+discordbot> Fog and shroud are irrelevant 20180505 22:47:41< celticminstrel> They are not irrelevant. 20180505 22:47:53<+discordbot> Why are you so stubborn 20180505 22:48:15< celticminstrel> Other than perhaps "use map settings", all the information that was shown in 1.12 is definitely relevant. 20180505 22:48:30< celticminstrel> Some less relevant than others, perhaps, but that also depends on who's reading. 20180505 22:48:46< celticminstrel> So maybe you should stop pushing your opinions on what's the most relevant info onto all the other users. 20180505 22:48:51<+discordbot> I actually think map settings might be relevant 20180505 22:49:00< celticminstrel> I did say "perhaps". 20180505 22:49:05<+discordbot> Hey, I’m designing this 20180505 22:49:13<+discordbot> And I intend to do what looks best 20180505 22:49:24< celticminstrel> That doesn't instill any confidence at all. 20180505 22:49:46< celticminstrel> In particular since I'm dubious of your concept of "what looks best". 20180505 22:49:49<+discordbot> I don’t want the damn thing full of icons of different styles all in a row with meaningless numbers 20180505 22:49:54< celticminstrel> I mean, you've done some good tings in that direction. 20180505 22:49:59< celticminstrel> ^things 20180505 22:50:07< celticminstrel> So I can agree on some of your ideas of "what looks best". 20180505 22:50:12< celticminstrel> But others... 20180505 22:51:15<+discordbot> That’s why I said if more icons are to be used I need a new set 20180505 22:51:44< celticminstrel> Anyway I don't care if you want to use different icons (TBH, the old ones weren't very good in part because they are also used in-game... but with slightly different meanings IIRC?), I just think it's good to include all that information in some form. 20180505 22:52:23< celticminstrel> I think the era should be included, but I wouldn't mind mods being reduced to a boolean flag in the main display (and then you mouse over something to get the full list of active mods). 20180505 22:52:41< celticminstrel> (Maybe the (i), maybe the mods icon.) 20180505 22:52:51< celticminstrel> (Maybe even both would include it!) 20180505 22:53:42<+discordbot> I just included era 20180505 22:53:57<+discordbot> Did you not see 20180505 22:54:02< celticminstrel> Maybe. 20180505 22:54:15< celticminstrel> Or was it added just recently? 20180505 22:54:23< celticminstrel> I was only looking at the screenshot on the issue. 20180505 22:54:56<+discordbot> See the feedback thread 20180505 22:55:10<+discordbot> Vgaming did not use the latest version 20180505 22:55:37< celticminstrel> Okay, that's fine then. I assume, haven't actually looked yet. >_> 20180505 22:56:34< celticminstrel> I don't see these grey boxes on the petrified units...? 20180505 22:57:59< celticminstrel> Ah I see, tacked on the end of the scenario/campaign line. 20180505 23:00:14<+discordbot> What? 20180505 23:00:21<+discordbot> Petrified units? 20180505 23:00:59< celticminstrel> Someone posted in the feedback thread with screenshots claiming there are grey boxes. I don't see it. 20180505 23:01:31<+discordbot> https://forums.wesnoth.org/viewtopic.php?f=5&t=48059&start=60#p627398 20180505 23:01:45< celticminstrel> Is that a link to the post in question? 20180505 23:01:59<+discordbot> yes 20180505 23:02:01< celticminstrel> Thanks, 20180505 23:02:10<+discordbot> I do see them, though it a took a bit 20180505 23:02:15<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/442461047991828480/unknown.png 20180505 23:02:28<+discordbot> ie: https://cdn.discordapp.com/attachments/259976436490829825/442461047991828480/unknown.png 20180505 23:02:52<+discordbot> from the first image 20180505 23:02:57<+discordbot> Oh that 20180505 23:03:01<+discordbot> Yeah I see that 20180505 23:03:40<+discordbot> that's just the health bar, I believe 20180505 23:03:56< celticminstrel> Uhh. 20180505 23:04:38<+discordbot> @hrubymar10 I assume this is caused by the invalid signature error? https://forums.wesnoth.org/viewtopic.php?f=4&t=48128 20180505 23:04:41< celticminstrel> Should there be a health bar on petrified units? 20180505 23:05:19<+discordbot> yes, it's the health bar 20180505 23:05:26<+discordbot> I don't see why petrified units wouldn't have one? 20180505 23:05:39< celticminstrel> They can't be targeted. 20180505 23:05:57<+discordbot> they can be unpetrified later 20180505 23:06:00<+discordbot> well, the report is that some do and some don't 20180505 23:06:11<+discordbot> which doesn't sound correct 20180505 23:06:16<+discordbot> I'll doublecheck that right now 20180505 23:06:38< celticminstrel> It could be correct if it's just a WML error in omitting a flag to hide the health bars? 20180505 23:07:21<+discordbot> no 20180505 23:07:23<+discordbot> the health bars are all there 20180505 23:07:36<+discordbot> the issue is that they get "absorbed" into larger sprites 20180505 23:07:46<+discordbot> so the tiny little grey bar just looks like it's part of the statue 20180505 23:08:29< celticminstrel> Um, why do I have uncommitted changes to the Dunefolk... o.O 20180505 23:09:44-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20180505 23:09:46< celticminstrel> Adding [resistance]blade,impact=80,90 in Dune Sunderer and Dune Cataphract. 20180505 23:10:39< celticminstrel> Looks like the impact part is superfluous but blade would actually change something... 20180505 23:12:56< irker825> wesnoth: Celtic Minstrel wesnoth:1.14 bf3ece140e5f / data/themes/classic.cfg: Minor tweaks to classic theme (thanks enclave for doing this) https://github.com/wesnoth/wesnoth/commit/bf3ece140e5ffc22ca5d1ffd8316ecac93ad5d93 20180505 23:14:03< celticminstrel> Wait, I do see the boxes now and they don't look like health bars... 20180505 23:14:30<+discordbot> I'm quite sure they're health bars 20180505 23:14:47<+discordbot> using debug, I changed each units max_hitpoints and this changed the size of the bar 20180505 23:14:53< celticminstrel> Ah. 20180505 23:15:05< celticminstrel> So do the units have a very tiny amount of hitpoints then? 20180505 23:15:10<+discordbot> they have 1 hp 20180505 23:15:14< celticminstrel> Ah, okay. 20180505 23:15:20<+discordbot> because the game will not let you give them 0 max_hitpoints, I guess 20180505 23:15:36< celticminstrel> IMO the health bars should probably be hidden? These are just statues for decoration, aren't they? 20180505 23:15:38<+discordbot> I tried that using debug and it kept it at 1 hp 20180505 23:15:45<+discordbot> probably, is there a way to do that? 20180505 23:15:48< celticminstrel> ISTR there being an option to hide health bars... 20180505 23:17:46< Ravana_> I recall such key was not documented some time ago 20180505 23:17:48< celticminstrel> I guess maybe hp_bar_scaling=0 would do it? Unless that attribute chokes on a zero scale. 20180505 23:18:19< celticminstrel> I thought there was something more specific though... 20180505 23:18:31< celticminstrel> Oh, that might be only in animations though... 20180505 23:19:43<+discordbot> the documentation doesn't have it limited to animations 20180505 23:19:51<+discordbot> I can run a quick test to see if it works 20180505 23:22:27<+discordbot> would be worth a try 20180505 23:22:30<+discordbot> hmm 20180505 23:22:37<+discordbot> where is the UNIT_PETRIFY macro located... 20180505 23:23:17<+discordbot> in the actual scenario, I think 20180505 23:23:39<+discordbot> you're right 20180505 23:23:40<+discordbot> herp derp 20180505 23:23:51<+discordbot> praise grep 20180505 23:23:53<+discordbot> 😛 20180505 23:24:07<+discordbot> I wonder how people manage on Windows without grep 20180505 23:24:09<+discordbot> I really should get a linux machine some time 😂 20180505 23:24:34<+discordbot> grep -Iirn is so useful lol 20180505 23:25:30<+discordbot> hp_bar_scaling doesn't work 20180505 23:27:36<+discordbot> hmm, something's not quite right.... 20180505 23:27:41< celticminstrel> Ravana_: Do you have any idea what this magical undocumented key is... 20180505 23:27:47<+discordbot> could just replace the actual units with sprites, then use the greyscale IPF 20180505 23:28:40<+discordbot> though then the terrain would need to be made impassible as well 20180505 23:28:50< Ravana_> I think I posted about as comment to commit that added it.. looking 20180505 23:32:23< Ravana_> sevu: I have grep, ls, ssh on windows 20180505 23:36:22<+discordbot> you also lose the fancy description each statue has 20180505 23:37:30<+discordbot> celticminstrel: I can't figure out the weapon specials crap myself. 20180505 23:43:05< celticminstrel> :/ 20180505 23:45:44<+discordbot> I told you this earlier. 20180505 23:46:13<+discordbot> > I'm going back to bed, clearly this isn't for me to figure out. I'll file a bug report later with half of the fix instead. 20180505 23:46:22< celticminstrel> Yeah, I remember that. 20180505 23:46:29< celticminstrel> Did you file a bug report? 20180505 23:46:39<+discordbot> No because I woke up less than 15 minutes ago. 20180505 23:46:45< celticminstrel> Ah okay. 20180505 23:53:11< Ravana_> celticminstrel: meant these keys https://github.com/wesnoth/wesnoth/commit/ff31a99aa2cd49219a58ff3b4963ae6e156cd3e0 20180505 23:53:49<+discordbot> what about those keys? 20180505 23:54:07<+discordbot> they move the hitpoint bar for unit sprites 20180505 23:54:15<+discordbot> err for units 20180505 23:54:53<+discordbot> I suppose technically they could be used to move them over the petrified units so you can't see them anymore. 20180505 23:55:20<+discordbot> they only work in the unit_type tag, not the unit tag 20180505 23:55:26<+discordbot> (I think) 20180505 23:56:04< Ravana_> if you move it map_size*72 pixels away, then no bar will be visible 20180505 23:56:11<+discordbot> xD 20180505 23:58:41< Ravana_> also, commit message says to not have it lookup type config each time, when changing that, it seems suitable to add it to single unit too 20180505 23:59:14<+discordbot> that would be convenient --- Log closed Sun May 06 00:00:05 2018