--- Log opened Sun May 20 00:00:29 2018 20180520 00:51:53< irker006> wesnoth: Celtic Minstrel wesnoth:master c9d58328458f / src/serialization/preprocessor.cpp: Fix preprocessor error with deprecated macros intended to be used as an attribut https://github.com/wesnoth/wesnoth/commit/c9d58328458fec55ce88e7843a770dc37a200651 20180520 00:51:58< irker006> wesnoth: Celtic Minstrel wesnoth:1.14 597b09ec9707 / src/serialization/preprocessor.cpp: Fix preprocessor error with deprecated macros intended to be used as an attribut https://github.com/wesnoth/wesnoth/commit/597b09ec9707afd93d0abaeb328e4967303808cf 20180520 00:52:05-!- gfgtdf [~chatzilla@x4e36362b.dyn.telefonica.de] has joined #wesnoth-dev 20180520 00:52:11< celticminstrel> @Vultraz, @shadowm ^ 20180520 00:52:21< gfgtdf> is it possible to specify version number in dependencies of addons in my addon ? 20180520 00:52:47<+discordbot> No 20180520 00:53:13< irker006> wesnoth: gfgtdf wesnoth:1.14 a24fa35c3466 / src/game_config_manager.cpp: fix require_resource in [resource] https://github.com/wesnoth/wesnoth/commit/a24fa35c3466c2bef2dcf023ecbda18d953d4b73 20180520 00:53:17< gfgtdf> k 20180520 01:05:21-!- gfgtdf_ [~chatzilla@x4e363280.dyn.telefonica.de] has joined #wesnoth-dev 20180520 01:06:58-!- gfgtdf [~chatzilla@x4e36362b.dyn.telefonica.de] has quit [Ping timeout: 240 seconds] 20180520 01:07:01-!- gfgtdf_ is now known as gfgtdf 20180520 01:19:29< irker006> wesnoth: gfgtdf wesnoth:master 7ef9f9a18fdb / src/game_config_manager.cpp: fix require_resource in [resource] https://github.com/wesnoth/wesnoth/commit/7ef9f9a18fdb25b993e0a2b3f533b0f4d04dc53f 20180520 01:19:45<+discordbot> at least, ot yet anyway, since shadowm's dependency API proposal never got implemented 20180520 01:19:53<+discordbot> celmin wanted to work on it but he never got around to it 20180520 01:24:22<+discordbot> it occurs to me I should have added translation notes for those C and S abbreviations in the lobby 20180520 01:24:50< celticminstrel> Do it! 20180520 01:24:59< celticminstrel> Maybe prefixes actually. 20180520 01:25:04<+discordbot> yes 20180520 01:25:06<+discordbot> that's what I meant 20180520 01:25:18< celticminstrel> I mean, both are useful for different things. 20180520 01:25:22<+discordbot> campaign_abbreviation^C 20180520 01:29:21<+discordbot> and scenario_abbreviation^S 20180520 01:29:34< celticminstrel> But if it's prefixes it needs to wait until after tagging 1.14.2. 20180520 01:29:45<+discordbot> I don't know how to add po notes 20180520 01:30:02< celticminstrel> WML: #po: This is a po note 20180520 01:30:09< celticminstrel> C++: // TRANSLATORS: This is a po note 20180520 01:30:25< celticminstrel> (But po notes probably aren't necessary here, the prefix is info enough.) 20180520 01:32:17<+discordbot> i see 20180520 01:32:20<+discordbot> alright, thanks 20180520 02:01:03-!- travis-ci [~travis-ci@ec2-54-161-4-101.compute-1.amazonaws.com] has joined #wesnoth-dev 20180520 02:01:04< travis-ci> gfgtdf/wesnoth#1122 (1.14 - bf5721a : gfgtdf): The build was canceled. 20180520 02:01:04< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth/builds/381221762 20180520 02:01:04-!- travis-ci [~travis-ci@ec2-54-161-4-101.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180520 02:09:05< irker006> wesnoth/wesnoth:1.14 doofus-01 a74e4f740d Scenario 3 adjustment to turn 1 player u AppVeyor: All builds passed 20180520 02:13:31<+discordbot> gfgtdf: What is the deal with print() and std_print() in 1.14's Lua engine? 20180520 02:13:43<+discordbot> (I think that's what the latter is called.) 20180520 02:14:12< gfgtdf> first prints to the lua console later prints to cout 20180520 02:14:32<+discordbot> Does the latter flush stdout every time? 20180520 02:14:41< gfgtdf> dontknow 20180520 02:16:27-!- gfgtdf [~chatzilla@x4e363280.dyn.telefonica.de] has quit [Quit: ChatZilla 0.9.93 [Firefox 52.8.0/20180430140610]] 20180520 02:17:39< celticminstrel> std_print() is the print() function built into the Lua kernel, just renamed. 20180520 02:19:01<+discordbot> Whenever you people say things like "xyz kernel" I just have no idea what you're talking about. 20180520 02:19:26<+discordbot> And neither does the average content author, for that matter. 20180520 02:19:40< mattsc> @shadowm If you previously used print(), std_print(now does that. 20180520 02:19:49< celticminstrel> I mean that std_print() isn't something that Wesnoth added, it's a part of core Lua. 20180520 02:19:56< celticminstrel> Only it's been renamed in Wesnoth. 20180520 02:20:04< celticminstrel> From print(). 20180520 02:20:14<+discordbot> Okay, then it doesn't flush. 20180520 02:20:25< celticminstrel> That's kinda surprising, but... 20180520 02:20:30<+discordbot> It isn't. 20180520 02:20:45<+discordbot> stdout is buffered by default and nothing makes it otherwise in our code as far as I know. 20180520 02:20:49-!- travis-ci [~travis-ci@ec2-54-82-78-251.compute-1.amazonaws.com] has joined #wesnoth-dev 20180520 02:20:50< travis-ci> gfgtdf/wesnoth#1124 (1.14 - 5847818 : gfgtdf): The build was canceled. 20180520 02:20:50< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth/builds/381224028 20180520 02:20:50-!- travis-ci [~travis-ci@ec2-54-82-78-251.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180520 02:21:00< celticminstrel> Yeah we don't change that. 20180520 02:21:33<+discordbot> Whereas stderr is unbuffered. So if you have a write to stdout followed by a write to stderr, the order in which they will appear on the other side if stdout and stderr happen to point to the same underlying object is unpredictable. 20180520 02:22:05<+discordbot> Unless the write to stdout is followed by a fflush(STDOUT), which most applications wouldn't do. 20180520 02:23:07<+discordbot> (std::cout << std::endl; has an effect similar to calling fputs("\n", STDOUT); fflush(STDOUT);, except not really but we can pretend it's the same for simplicity's sake.) 20180520 02:26:01<+discordbot> I think a long time ago (probably in late 2015) I asked whether people would want a notice log level to be added and enabled by default (unlike info) so it'd be possible to output certain useful log entries that aren't errors or warnings per se with all the timestamp and log domain stuff. 20180520 02:28:43< irker006> wesnoth: gfgtdf wesnoth:1.14 491605dc97e0 / src/whiteboard/ (recall.cpp recruit.cpp utility.cpp utility.hpp): wb: fix handling of extra_recruit and [filter_recall] https://github.com/wesnoth/wesnoth/commit/491605dc97e0fc30919727821b968b7444d01d63 20180520 02:28:52< celticminstrel> \o/ 20180520 02:34:07<+discordbot> c h a n g e l o g 20180520 02:38:18< irker006> wesnoth: Iris Morelle wesnoth:master e82d811ab09b / changelog.md data/lua/wml-tags.lua: Fix [change_theme] crashing when theme= isn't specified https://github.com/wesnoth/wesnoth/commit/e82d811ab09ba2b6933fa3d12c9872f56369db51 20180520 02:38:22< irker006> wesnoth: Iris Morelle wesnoth:1.14 a58712a539ef / changelog.md data/lua/wml-tags.lua: Fix [change_theme] crashing when theme= isn't specified https://github.com/wesnoth/wesnoth/commit/a58712a539ef53c39f4c6e23bba1d3c35f7be7ca 20180520 02:40:28<+discordbot> Hm. 20180520 02:41:14<+discordbot> Although vultraz did look around for some of my own stuff to add to mainline, he never came across the patch that enables [remove_sound_source] to take a comma-separated list of sound source ids. 20180520 02:41:20<+discordbot> Sadness. 20180520 02:42:38-!- travis-ci [~travis-ci@ec2-54-161-4-101.compute-1.amazonaws.com] has joined #wesnoth-dev 20180520 02:42:39< travis-ci> gfgtdf/wesnoth#1125 (1.14 - 4d925a2 : gfgtdf): The build was canceled. 20180520 02:42:39< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth/builds/381225209 20180520 02:42:39-!- travis-ci [~travis-ci@ec2-54-161-4-101.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180520 02:52:21<+discordbot> BLAH 20180520 02:52:31<+discordbot> that wasa big thing.... 20180520 02:54:09<+discordbot> @shadowm can you update the wiki to mention theme= is now another valid method t reset themes? 20180520 02:54:13<+discordbot> er 20180520 02:54:15<+discordbot> excluding 20180520 02:54:17<+discordbot> theme= 20180520 02:55:48< irker006> wesnoth: gfgtdf wesnoth:master 5785ef7925d1 / src/whiteboard/ (recall.cpp recruit.cpp utility.cpp utility.hpp): wb: fix handling of extra_recruit and [filter_recall] https://github.com/wesnoth/wesnoth/commit/5785ef7925d13381593176c1bfc532403221e65a 20180520 03:00:26<+discordbot> Done. 20180520 03:10:32< irker006> wesnoth/wesnoth:1.14 doofus-01 77f6ced90a Scenario 3 adjustment to turn 1 player u AppVeyor: All builds passed 20180520 03:54:21< irker006> wesnoth: doofus-01 wesnoth:1.14 8358ee57624b / data/campaigns/Under_the_Burning_Suns/ (8 files in 2 dirs): kaleh sword animation https://github.com/wesnoth/wesnoth/commit/8358ee57624b36998728b8b66c07adba51579b0b 20180520 03:55:21< irker006> wesnoth: doofus-01 wesnoth:master c585ac4462b3 / data/campaigns/Under_the_Burning_Suns/ (8 files in 2 dirs): kaleh sword animation https://github.com/wesnoth/wesnoth/commit/c585ac4462b32634c5b8ef88f643e930c60a7a5c 20180520 03:57:22<+discordbot> celmin: around? 20180520 03:57:50< irker006> wesnoth: Iris Morelle wesnoth:1.14 84fef7523512 / changelog.md src/display.cpp: Fix [change_theme] requiring a separate action to refresh the UI afterwards https://github.com/wesnoth/wesnoth/commit/84fef752351212c83c7a7e74866d2407eafc100c 20180520 04:16:49< celticminstrel> ? 20180520 04:20:57<+discordbot> do you approve of the fix to map_file 20180520 04:21:03<+discordbot> ie, just dropping the prefix append 20180520 04:23:59< celticminstrel> Yeah. 20180520 04:24:14< celticminstrel> Probably should be master-only though. 20180520 04:30:12-!- travis-ci [~travis-ci@ec2-54-158-14-200.compute-1.amazonaws.com] has joined #wesnoth-dev 20180520 04:30:13< travis-ci> wesnoth/wesnoth#18245 (master - c585ac4 : doofus-01): The build passed. 20180520 04:30:13< travis-ci> Build details : https://travis-ci.org/wesnoth/wesnoth/builds/381237430 20180520 04:30:13-!- travis-ci [~travis-ci@ec2-54-158-14-200.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180520 04:30:21-!- APic [apic@apic.name] has quit [Ping timeout: 255 seconds] 20180520 04:36:45<+discordbot> no 20180520 04:36:47<+discordbot> it's a bugfix 20180520 04:36:58<+discordbot> celmin: could youupdate the wiki 20180520 04:37:07<+discordbot> helper.set_wml_tag_metatable is not marked deprecated 20180520 04:37:26<+discordbot> or any of the wml module... 20180520 04:37:49< celticminstrel> I'm dubious about whether it really qualifies as a bugfix when the feature is both broken and undocumented. 20180520 04:38:42<+discordbot> didn't you document ANYof the wml module? 20180520 04:39:52-!- APic [apic@apic.name] has joined #wesnoth-dev 20180520 04:55:47< celticminstrel> Not yet. >_> 20180520 04:56:27<+discordbot> 😦 20180520 04:57:12< celticminstrel> I think it's noted in the issue about undocumented API, at least. 20180520 05:00:16<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/447624576478871553/unknown.png 20180520 05:02:11<+discordbot> Although interestingly the help entry doesn't show up in the list with debug mode disabled. 20180520 05:02:23<+discordbot> It's still accessible when using the Terrain Description option on the hex though. 20180520 05:02:41< irker006> wesnoth: Charles Dang wesnoth:1.14 1a3625dbbe01 / src/help/help_topic_generators.cpp: Removed useless Hide Help entry for debug terrain info https://github.com/wesnoth/wesnoth/commit/1a3625dbbe016081e65f87351c8724981a1e0d6b 20180520 05:03:07< irker006> wesnoth: Charles Dang wesnoth:master 23732cf40fc3 / src/help/topic_text_generators.cpp: Removed useless Hide Help entry for debug terrain info https://github.com/wesnoth/wesnoth/commit/23732cf40fc333517feb7454516fed68b9fe3351 20180520 05:03:12<+discordbot> Then again it seems like this is the case for pretty much every embellishment terrain. 20180520 05:03:53<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/447625486751760384/unknown.png 20180520 05:04:01<+discordbot> So you get pages like this instead of the page of the underlying terrain. 20180520 05:15:16-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180520 05:15:22-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20180520 05:23:36< celticminstrel> Some of that "debug info" seems like it should be shown always... mainly village, healing, and light. 20180520 05:23:50< celticminstrel> Maybe keep and castle. 20180520 05:24:09< celticminstrel> Though, perhaps not in that barebones format. 20180520 05:24:51-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20180520 06:12:52< irker006> wesnoth/wesnoth:1.14 mattsc 8e22334757 Fix Experimental AI not working without AppVeyor: All builds passed 20180520 06:29:34-!- Bhoren [~Bhoren_wh@2a01:e0a:c:2150:ac3a:f11b:6a81:d8d9] has joined #wesnoth-dev 20180520 07:25:08-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20180520 08:10:11<+discordbot> @jyrkive can we do anything about music fading locking up the UI? 20180520 08:16:14<+discordbot> I can't respond that offhand. 20180520 08:16:36<+discordbot> You'd have to use a debugger to check what's the call stack when the UI is locked. 20180520 08:21:06<+discordbot> According to https://github.com/wesnoth/wesnoth/blob/1a3625dbbe016081e65f87351c8724981a1e0d6b/data/core/macros/sound-utils.cfg the fade-in lasts 12 000 milliseconds, i.e. 12 seconds. 20180520 08:21:23<+discordbot> I assume the UI isn't actually locking up for 12 seconds every time the track changes? 20180520 08:24:27<+discordbot> uhhhh 20180520 08:24:28<+discordbot> well... 20180520 08:25:41<+discordbot> shadowm reported that "Switching playlists now has a crossfade effect that blocks the UI.". I was thinking that would have the same cause as the lock-up that happens when you toggle off music 20180520 08:27:16<+discordbot> What's the WML code that switches the playlist? 20180520 08:27:43<+discordbot> you'll need to ask her for her specific test case 20180520 08:27:47<+discordbot> sorry 20180520 08:28:13-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20180520 08:39:20< irker006> wesnoth/wesnoth:1.14 mattsc 1ea45523c0 Experimental AI: clear recruit cache whe AppVeyor: All builds passed 20180520 08:40:08-!- timotei__ [~timotei@wesnoth/developer/timotei] has quit [Ping timeout: 250 seconds] 20180520 08:41:02-!- timotei_ [~timotei@wesnoth/developer/timotei] has joined #wesnoth-dev 20180520 09:10:34< zookeeper> any opinion on whether https://wiki.wesnoth.org/Geography_of_Wesnoth#Wesnoth_and_Surrounding_Lands should have the map inline, just as a link, or as a thumbnail linking to the full-sized image? i suppose the last one would be the most elegant. 20180520 09:11:53< zookeeper> well, i guess unless one wants to make thumbnail versions of all the maps linked to on that page, text links will have to do... 20180520 09:18:25< zookeeper> i'm assuming there's no reason _not_ to link directly to the image via raw.githubusercontent (so you get the full-size image immediately) rather than to the github page for the image file where you have to separately press download (or something) to see the full-size version. 20180520 09:18:56<+discordbot> Yes, it would be better to link directly to the image. 20180520 09:20:37<+discordbot> Besides, I can't actually see images in the GitHub pages because I have third-party frames blocked in uBlock Origin. I have to press the download button to see the image to begin with. 20180520 09:20:39<+discordbot> See https://github.com/gorhill/uBlock/wiki/Dynamic-filtering:-quick-guide 20180520 09:43:37< zookeeper> right. 20180520 09:45:18< zookeeper> urgh, this Campaign References section... 20180520 10:18:51<+discordbot> uses ABP 20180520 10:55:35<+discordbot> we really should redo the TRoW intro text image 20180520 11:12:05< zookeeper> because it looks bad, or..? 20180520 11:14:24< zookeeper> it doesn't _need_ to exactly match the main logo/title text, after all. 20180520 11:23:20-!- travis-ci [~travis-ci@ec2-54-146-163-153.compute-1.amazonaws.com] has joined #wesnoth-dev 20180520 11:23:22< travis-ci> gfgtdf/wesnoth#1126 (1.14 - b90ccfd : gfgtdf): The build passed. 20180520 11:23:22< travis-ci> Build details : https://travis-ci.org/gfgtdf/wesnoth/builds/381293100 20180520 11:23:22-!- travis-ci [~travis-ci@ec2-54-146-163-153.compute-1.amazonaws.com] has left #wesnoth-dev [] 20180520 11:25:41<+discordbot> it looks horrible 20180520 11:25:43<+discordbot> like it has no texture 20180520 11:25:59< irker006> wesnoth: gfgtdf wesnoth:1.14 77a4d19819e4 / src/whiteboard/ (recall.cpp recruit.cpp): wb: fixup fix handling of extra_recruit and [filter_recall] https://github.com/wesnoth/wesnoth/commit/77a4d19819e420c38221198744aa0dbef4cbc215 20180520 11:26:28<+discordbot> can you forward port that 20180520 11:26:40< irker006> wesnoth/wesnoth:1.14 doofus-01 6ad9e5c814 revising Garak weapon special names, in AppVeyor: All builds passed 20180520 11:46:37< irker006> wesnoth: gfgtdf wesnoth:master 0f2b4fae1def / src/whiteboard/ (recall.cpp recruit.cpp): wb: fixup fix handling of extra_recruit and [filter_recall] https://github.com/wesnoth/wesnoth/commit/0f2b4fae1def36036ce8df639a035876c4aa1332 20180520 12:26:02-!- Bhoren [~Bhoren_wh@2a01:e0a:c:2150:ac3a:f11b:6a81:d8d9] has quit [Quit: Leaving] 20180520 12:54:37-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180520 12:54:43-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20180520 13:25:19-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20180520 13:34:53< irker006> wesnoth/wesnoth:1.14 Charles Dang 1a3625dbbe Removed useless Hide Help entry for debu AppVeyor: All builds passed 20180520 14:37:17< celticminstrel> There's a dynamic_bitset error in the addons manager... 20180520 14:37:27< celticminstrel> https://forums.wesnoth.org/viewtopic.php?p=628408#p628408 20180520 14:37:31< celticminstrel> Is that easy to fix? 20180520 14:38:16< celticminstrel> Or wait, it's in the MP lobby, not the addons manager? 20180520 14:42:11< irker006> wesnoth: Pentarctagon wesnoth:master d02e16d7120a / data/core/about.cfg: Fixup: Vyncyn was already listed in the credits. https://github.com/wesnoth/wesnoth/commit/d02e16d7120a3df26b87ec586bbb6bc5519dcf2a 20180520 14:42:47< celticminstrel> ...heh! 20180520 14:51:24< irker006> wesnoth/wesnoth:master newfrenchy83 380ce3cc11 Update attack.cpp AppVeyor: vs2017/Release Failed 20180520 14:51:25< irker006> Details: https://ci.appveyor.com/project/wesnoth/wesnoth-605wt/build/Wesnoth-VS2017-master-3166 20180520 15:15:11<+discordbot> hmmm 20180520 15:16:07<+discordbot> I can't honestly say I like the old entryway for the THoT scenario, though maybe giving vision through the gates would be nice 20180520 15:16:23<+discordbot> https://cdn.discordapp.com/attachments/259976436490829825/447779627277221898/unknown.png 20180520 15:16:52<+discordbot> like to me, this just looks not too good both visually and gameplay-wise 20180520 15:17:10< APic> l/away 20180520 15:17:12< APic> Sorry 20180520 15:25:51< celticminstrel> Oh yeah, there's still that autosave issue... we should probably add the side to the generated autosave name. 20180520 15:26:39< celticminstrel> It's minor, admittedly, but it does mean your autosave can in some situations be overwritten pretty much as soon as it's created. 20180520 15:35:21< irker006> wesnoth/wesnoth:master Charles Dang 23732cf40f Removed useless Hide Help entry for debu AppVeyor: All builds passed 20180520 15:42:01< Rhonda> 17:41 wesnoth-1.14 1:1.14.1-1 uploaded 20180520 15:42:29<+discordbot> celticminstrel: I don't think it's possible to change a unit's vision costs with WML? 20180520 15:42:40<+discordbot> except when defined in the movetype 20180520 16:15:05-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180520 16:15:12-!- janebot_ [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20180520 16:15:20-!- janebot_ is now known as janebot 20180520 16:23:28<+discordbot> doesn't [modify_unit] work? 20180520 16:39:34<+discordbot> don't think so 20180520 17:09:11<+discordbot> Effects? 20180520 17:09:45<+discordbot> It's listed amongst the possible effects https://wiki.wesnoth.org/EffectWML 20180520 17:20:21< celticminstrel> @Yumi It's possible. 20180520 17:20:41< celticminstrel> All the movetype stuff can also be used in [unit_type] and in effects. 20180520 17:20:57< celticminstrel> So yes, [modify_unit] would work too. 20180520 17:21:29< celticminstrel> But using an [object] is probably best because then it'll be persistent even when the unit levels up. 20180520 17:27:05-!- DeFender1031 [~DeFender1@89-138-79-9.bb.netvision.net.il] has joined #wesnoth-dev 20180520 17:30:43<+discordbot> alright I'll try it 20180520 17:39:42< irker006> wesnoth/wesnoth:1.14 gfgtdf 77a4d19819 wb: fixup fix handling of extra_recruit AppVeyor: All builds passed 20180520 18:16:15< celticminstrel> Bah, if only gfgtdf had brought up wesnoth.persistent tags, maybe Choicerer would be using them now instead of saying ""Thanks, but it's already implemented". :/ 20180520 18:16:58< celticminstrel> Speaking of which, I wonder, is there any other reason to use on_load or on_save, or could those be deprecated now on master? 20180520 18:17:54< celticminstrel> IIRC on_load already only sees tags that the main engine doesn't know about, and I think now it would also not see the tags that persistent_tags deal with? Not sure though, it might see those, so perhaps use of on_load could be used to check things from another addon or something. 20180520 18:18:03< celticminstrel> ^-use of 20180520 18:25:17-!- gfgtdf [~chatzilla@x4e363280.dyn.telefonica.de] has joined #wesnoth-dev 20180520 18:26:25< gfgtdf> celticminstrel: uhm whether you use wesnoth.persistent or on_load doesn't really change his problem which was that those function are called at every turn start even though he had autosaves disabled. 20180520 18:26:31< celticminstrel> Any chance of 3004 being fixed for 1.14.2? 20180520 18:27:07-!- Netsplit *.net <-> *.split quits: Necrosporus, esr 20180520 18:27:10< celticminstrel> gfgtdf: Oh, you mean on_save is called even if the autosave doesn't happen? That's... really weird actually? Should be fixed. 20180520 18:27:31-!- Netsplit over, joins: Necrosporus 20180520 18:27:35-!- esr [~esr@thyrsus.com] has joined #wesnoth-dev 20180520 18:27:35-!- esr [~esr@thyrsus.com] has quit [Changing host] 20180520 18:27:35-!- esr [~esr@wesnoth/developer/esr] has joined #wesnoth-dev 20180520 18:27:47-!- Netsplit *.net <-> *.split quits: +discordbot, heirecka 20180520 18:27:50-!- mode/#wesnoth-dev [+v discordbot] by ChanServ 20180520 18:27:50-!- Netsplit over, joins: discordbot 20180520 18:27:53< gfgtdf> and which is think this is a regression, on 1.12 this id not happen and there was one addon that generated a an insame amount of wml via macros but it was somewhat playable if you disable autosaves (since it took very long to write those files) 20180520 18:28:10< gfgtdf> ye 20180520 18:28:53-!- heirecka [~heirecka@exherbo/developer/heirecka] has joined #wesnoth-dev 20180520 18:29:18< gfgtdf> not sure about #3004, i think fixing the playerlist issue has some chance of fixing that one aswell. 20180520 18:42:55< celticminstrel> ? 20180520 18:44:05-!- Netsplit *.net <-> *.split quits: heirecka, higgins, TC01 20180520 18:44:14-!- heirecka_ [~heirecka@exherbo/developer/heirecka] has joined #wesnoth-dev 20180520 18:44:23-!- Netsplit over, joins: TC01 20180520 18:44:49-!- Netsplit over, joins: higgins 20180520 18:44:57-!- heirecka_ is now known as heirecka 20180520 18:46:57-!- irker006 [~irker@uruz.ai0867.net] has quit [Ping timeout: 240 seconds] 20180520 18:49:35< celticminstrel> Hmm, perhaps I didn't ask the right question... any chance of incremental playerlist updates in 1.14.2? 20180520 19:02:40< gfgtdf> hmm considering that that's already tuesday i don think that'll happen (that is unless you do it yourself) 20180520 19:02:52<+discordbot> What. 20180520 19:03:15<+discordbot> gfgtdf it's not Tuesday unless you live in a timezone like UTC+36 or something. 20180520 19:03:18<+discordbot> It's Sunday. 20180520 19:03:30< gfgtdf> hmm i though it'D be tuesday 20180520 19:03:42<+discordbot> 1.14.2 is on Tuesday but it's not "already Tuesday". 20180520 19:04:40<+discordbot> Tuesday 2 AM in our timezone 20180520 19:04:51< gfgtdf> hmm ye what i meant 20180520 19:06:24< zookeeper> celticminstrel, remind me, what's the status on the HttT cavegen 50% chance to break thingy? 20180520 19:06:42< celticminstrel> IIRC mattsc fixed it. 20180520 19:08:15< zookeeper> oh, okay, 09787796. not changelogged, for what it's worth. 20180520 19:08:20<+discordbot> https://github.com/wesnoth/wesnoth/releases/latest is not the latest... @shadowm maybe you can explain @Vultraz how you did that 20180520 19:08:44<+discordbot> Nah, he knows. 20180520 19:08:59<+discordbot> That was an experiment. 20180520 19:10:15<+discordbot> I wondered about metioning that URL somewhere in the Compiling Wesnoth Guide...though I guess I won't anyway 20180520 19:16:45< zookeeper> celticminstrel, was "HTTT: Fix toplevel [story]" for validation purposes only? 20180520 19:17:28< zookeeper> oh nevermind 20180520 19:17:46< zookeeper> of course the old method actually put the [story] at top-level too in _main.cfg 20180520 19:22:21-!- Bhoren [~Bhoren_wh@2a01:e0a:c:2150:ac3a:f11b:6a81:d8d9] has joined #wesnoth-dev 20180520 19:23:33< mattsc> zookeeper: changelog (for several things) is coming later today; as soon as I have 10 min to sit down at the computer and do it 20180520 19:25:54< zookeeper> mattsc, okay, just checking. 20180520 19:30:37< zookeeper> unfortunate how that whole thing happened in 1.14 because of validation fixes... 20180520 19:32:04< gfgtdf> ? 20180520 19:33:14< zookeeper> commit 07df9c070, the way i read it. 20180520 19:34:17< celticminstrel> What whole thing? 20180520 19:34:23< celticminstrel> Oh, the map thing. 20180520 19:34:41< celticminstrel> Yeah, we might have never found that bug without the schema validation. 20180520 19:35:04< celticminstrel> I doubt anyone would've noticed that the map was never flipped horizontally. 20180520 19:36:41< celticminstrel> So I think it's fortunate that it happened, though the timing wasn't so good. 20180520 19:40:07< zookeeper> yeah, that's what i meant. validation fixes (when the fix isn't something trivial) have the potential to trigger/uncover even serious bugs, which isn't so nice in a stable release. 20180520 19:41:12< celticminstrel> I don't think this particular bug was that serious, though. It wasn't a crash, and it could be worked around by simply trying to start the scenario again. 20180520 19:51:30-!- irker078 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20180520 19:51:30< irker078> wesnoth/wesnoth:master newfrenchy83 380ce3cc11 Update attack.cpp AppVeyor: 2/4 builds failed 20180520 19:51:30< irker078> Details vs2017/Release: https://ci.appveyor.com/project/wesnoth/wesnoth-605wt/build/Wesnoth-VS2017-master-3166 20180520 19:51:30< irker078> Details vs2015/Release: https://ci.appveyor.com/project/wesnoth/wesnoth-7lnpw/build/Wesnoth-VS2015-master-3452 20180520 20:46:44-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180520 20:46:50-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20180520 21:00:58< irker078> wesnoth: ln-zookeeper wesnoth:1.14 a9ffa2851871 / data/campaigns/Under_the_Burning_Suns/ (9 files in 2 dirs): UtBS: Re-numbered Nym's sword animation frames https://github.com/wesnoth/wesnoth/commit/a9ffa2851871436bc7b98432f6a6105d8dc4e45e 20180520 21:02:12< irker078> wesnoth: ln-zookeeper wesnoth:master 43c5b6fbb251 / data/campaigns/Under_the_Burning_Suns/ (9 files in 2 dirs): UtBS: Re-numbered Nym's sword animation frames https://github.com/wesnoth/wesnoth/commit/43c5b6fbb25104437b25779d2f2d3ab9f185860a 20180520 21:30:36-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180520 21:40:17< irker078> wesnoth/wesnoth:1.14 doofus-01 d4287eb632 adding hide_help key to defeated corrupt AppVeyor: All builds passed 20180520 21:48:55< irker078> wesnoth: mattsc wesnoth:1.14 09fe71911f65 / data/ai/lua/generic_recruit_engine.lua: Fix Experimental AI not working without enemy units https://github.com/wesnoth/wesnoth/commit/09fe71911f6577311baa6dad497775f176c90646 20180520 21:48:57< irker078> wesnoth: mattsc wesnoth:1.14 d5a910c358a6 / data/ai/lua/generic_recruit_engine.lua: Experimental AI: clear recruit cache when no recruit action found https://github.com/wesnoth/wesnoth/commit/d5a910c358a61023b7c4a75174c0ac2d64073d57 20180520 21:48:59< irker078> wesnoth: mattsc wesnoth:1.14 84837f0a91ee / data/ai/lua/generic_recruit_engine.lua: Experimental AI recruiting: use math.huge instead of 9e99 https://github.com/wesnoth/wesnoth/commit/84837f0a91ee6fdc5efe377a59cd751036b97eaa 20180520 21:49:01< irker078> wesnoth: mattsc wesnoth:1.14 79f545bffdb7 / data/ai/lua/generic_recruit_engine.lua: Merge pull request #3130 from mattsc/fix_expai_darkforecast https://github.com/wesnoth/wesnoth/commit/79f545bffdb70efe9a6f6251694e2b96f7d48313 20180520 21:55:35< irker078> wesnoth: mattsc wesnoth:master a65605c54726 / data/ai/lua/generic_recruit_engine.lua: Fix Experimental AI not working without enemy units https://github.com/wesnoth/wesnoth/commit/a65605c54726a391cc05d1bb75761966a8088cac 20180520 21:55:37< irker078> wesnoth: mattsc wesnoth:master f810504306f7 / data/ai/lua/generic_recruit_engine.lua: Experimental AI: clear recruit cache when no recruit action found https://github.com/wesnoth/wesnoth/commit/f810504306f7b97bd5e532793b36591ada8ba671 20180520 21:55:39< irker078> wesnoth: mattsc wesnoth:master a6c0012689b3 / data/ai/lua/generic_recruit_engine.lua: Experimental AI recruiting: use math.huge instead of 9e99 https://github.com/wesnoth/wesnoth/commit/a6c0012689b39d74e2d9578f17010a048ef7d296 20180520 22:11:43-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20180520 22:18:32<+discordbot> In case anyone wants to answer: https://forums.wesnoth.org/viewtopic.php?f=13&t=48217 20180520 22:20:16< irker078> wesnoth: mattsc wesnoth:1.14 1bd4c7686c4a / changelog.md: Update changelog https://github.com/wesnoth/wesnoth/commit/1bd4c7686c4a9a2efbc7117893a228a7d8754a05 20180520 22:27:13< irker078> wesnoth: mattsc wesnoth:master ee62a75be215 / changelog.md: Update changelog https://github.com/wesnoth/wesnoth/commit/ee62a75be21545e260380d9d4596dbfb219ca119 20180520 22:28:28< mattsc> @Vultraz With that I am done with everything I had on my list for 1.14.2 (and cherry-picks thereof to master) 20180520 22:29:50-!- Bhoren [~Bhoren_wh@2a01:e0a:c:2150:ac3a:f11b:6a81:d8d9] has quit [Quit: Leaving] 20180520 22:55:51-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20180520 22:56:02<+discordbot> \o/ 20180520 22:57:43<+discordbot> not sure why zookeeper seems to be advocating not uncovering serious bugs... 20180520 22:58:58< zookeeper> now sure why these strawmen are still such a thing in 2018... 20180520 22:59:46<+discordbot> You say validation can uncover serious bugs 20180520 23:00:02<+discordbot> And that uncovering serious bugs is unfortunate in stable. 20180520 23:00:27<+discordbot> Ergo, it appears you're implying it's better for stable to NOT uncover serious bugs 20180520 23:03:12<+discordbot> he meant fixes could add more bugs that weren't there before 20180520 23:03:16< zookeeper> fine, i can make a clarification that ought to be very redundant: by "trigger/uncover" i did not mean "bring a serious bug into our attention so we can fix it so that users won't experience it", but "cause users to experience a serious bug that would have otherwise remained hidden and users wouldn't have experienced it". 20180520 23:03:58< zookeeper> the HttT scenario breaking 50% of the time is a bug that didn't exist before. 20180520 23:04:03<+discordbot> I prefer loonycyborg's interpretation. 20180520 23:04:07<+discordbot> Well, I still say that's a good thing since the we can fix it. 20180520 23:04:45<+discordbot> (Mostly because his interpretation seems more in line with your example than your own explanation.) 20180520 23:04:57< zookeeper> certainly, it's good that the cavegen bug got fixed, because it (likely) would have been encountered one way or another sooner or later anyway. 20180520 23:30:42<+discordbot> [store_unit] [filter] side=1 [/filter] variable=units [/store_unit] [for] array=units [do] [object] silent=yes take_only_once=no [filter] id=$units[$i].id [/filter] 20180520 23:30:42<+discordbot> [effect] apply_to=vision_costs replace=yes [vision_costs] impassable=3 [/vision_costs] [/effect] [/object] [/do] [/for] 20180520 23:30:46<+discordbot> can someone explain to me why this code doesn't work 20180520 23:31:03<+discordbot> I want to change the vision_costs for all units in side 1 20180520 23:31:46<+discordbot> try [foreach] 20180520 23:32:22<+discordbot> Shouldn't make a difference. 20180520 23:32:43<+discordbot> foreach doesn't work either 20180520 23:33:03<+discordbot> When you asked earlier about vision I thought you meant vision. 20180520 23:33:17<+discordbot> Vision costs apparently can't be changed using effects, or at least the wiki page doesn't mention them. 20180520 23:33:53<+discordbot> Does it not tell you in stderr now when you attempt to use an unrecognized apply_to value= 20180520 23:34:10<+discordbot> actually it does work 20180520 23:34:21<+discordbot> I'm able to change the vision_costs of recruited and recalled units using this method 20180520 23:34:32<+discordbot> just not the ones you start with 20180520 23:34:34< Ravana_> at least one of the new iteration tags overwrites array with its old state when it finishes 20180520 23:35:42<+discordbot> actually, I'm super stupid 20180520 23:35:43<+discordbot> never mind 20180520 23:36:32< celticminstrel> ? 20180520 23:36:40<+discordbot> I'm getting mixed signals here. 20180520 23:36:47< irker078> wesnoth: Charles Dang wesnoth:1.14 9c1da12ca00e / src/gui/dialogs/unit_recall.cpp: Unit Recall: select the first row after applying sorting https://github.com/wesnoth/wesnoth/commit/9c1da12ca00ea15e7a9f9a5b5b03f0878bb401d8 20180520 23:36:51<+discordbot> ...or maybe not? 20180520 23:36:52< celticminstrel> unit_placed event @Yumi? 20180520 23:36:54<+discordbot> Does it work, or does it not? Because if it does then you might want to mention it in the wiki. 20180520 23:37:07<+discordbot> okay I'll explain it more clearly 20180520 23:37:14< irker078> wesnoth: Charles Dang wesnoth:master 7f673dcd1f82 / src/gui/dialogs/unit_recall.cpp: Unit Recall: select the first row after applying sorting https://github.com/wesnoth/wesnoth/commit/7f673dcd1f825c9ae8789b1b0e7458ea50e2e673 20180520 23:37:20<+discordbot> [event] name=recall first_time_only=no [filter] side=1 [/filter] [object] silent=yes take_only_once=no [filter] x,y=$x1,$y1 [/filter] [effect] apply_to=vision_costs replace=yes [vision_costs] impassable=3 20180520 23:37:20<+discordbot> [/vision_costs] [/effect] [/object] [/event] 20180520 23:37:21<+discordbot> this works 20180520 23:37:28< celticminstrel> Vision costs can be changed by effects, I thought I already added that to the wiki? 20180520 23:37:33<+discordbot> You did not. 20180520 23:37:47<+discordbot> the above iteration did not work 20180520 23:38:07< celticminstrel> Works the same as apply_to=movement_costs in any case. 20180520 23:38:19<+discordbot> I thought I might have needed to unstore each unit since I used the store_unit tag 20180520 23:38:40< celticminstrel> No, that would revert them. 20180520 23:38:42<+discordbot> but now that I think of it, I shouldn't need to (in any case, unstore_unit does nothing) 20180520 23:38:46<+discordbot> ah okay 20180520 23:38:48< celticminstrel> I think. 20180520 23:38:49<+discordbot> but it doesn't work either way 20180520 23:38:52< Ravana_> actually you don't need to even store them, modify_unit can give object to all matching units 20180520 23:39:00< celticminstrel> That too. 20180520 23:39:06<+discordbot> celmin suggested using [object] 20180520 23:39:15<+discordbot> since when they level up, apparently they will lose the modification 20180520 23:39:31< celticminstrel> That's only if you edit the unit directly. 20180520 23:39:38<+discordbot> ah 20180520 23:39:43<+discordbot> I still don't understand why the loop doesn't work 20180520 23:39:48<+discordbot> it should 20180520 23:39:49< celticminstrel> Either by store-modify-unstore or with [effect] directly in [modify_unit]. 20180520 23:40:20< celticminstrel> If you use [object], either in [modify_unit] or as an ActionWML, then it'll be preserved on unit rebuild (eg level-up). 20180520 23:40:38< zookeeper> but if you modify the impassable vision costs, the units will be able to see through cavewall etc too. and that would look weird. 20180520 23:41:03<+discordbot> yes, that's why I gave it a vision cost of 3 20180520 23:41:05< celticminstrel> Eh... you have a point. :| 20180520 23:41:09<+discordbot> the maximum number of moves a unit will have is 6 20180520 23:41:14<+discordbot> so you will at most see through 2 layers 20180520 23:41:14<+discordbot> blahh... 20180520 23:41:16<+discordbot> celmin y u do dis 20180520 23:41:17<+discordbot> all the walls are thicker than that 20180520 23:41:27< celticminstrel> What's wrong Vultraz. 20180520 23:41:30<+discordbot> well, most, I can double check 20180520 23:42:31<+discordbot> i wish you had just said we're not adding the ability to sort factions 20180520 23:42:37<+discordbot> in the faction select dialog 20180520 23:42:58< celticminstrel> ? 20180520 23:43:11<+discordbot> and you want to stop sorting them... 20180520 23:43:21< celticminstrel> I didn't say I want to stop sorting them. 20180520 23:43:21<+discordbot> no, it's not a regression, it's a deliberate choice 20180520 23:43:29< celticminstrel> I said it would be acceptable to stop sorting them on 1.14. 20180520 23:43:40< celticminstrel> Acceptable in the sense that it doesn't violate feature freeze. 20180520 23:43:53<+discordbot> But I shall not make that change 20180520 23:43:59< zookeeper> @Yumi, you can't get any flyers, can you? if so, then you could (ab)use unwalkable costs instead, perhaps. 20180520 23:44:03< celticminstrel> I'm not asking you (or anyone else) to make that change. 20180520 23:44:18<+discordbot> how would I do that? 20180520 23:44:36< irker078> wesnoth/wesnoth:1.14 mattsc 0f93af9aa7 Experimental AI recruiting: use math.hug AppVeyor: All builds passed 20180520 23:45:05< zookeeper> @Yumi, place the gate using [item]/[terrain_graphics] or something, and use the unwalkable overlay terrain 20180520 23:45:15< zookeeper> assuming i'm not missing something 20180520 23:45:28<+discordbot> that would work 20180520 23:45:29< celticminstrel> ...ugh... 20180520 23:45:36< celticminstrel> Yeah it would work, sure. 20180520 23:45:54<+discordbot> yumi what are you doing... 20180520 23:46:12< celticminstrel> I'm thinking (for master) that what we should do is change the gates to have their own base type (like rail) to support this sort of case. 20180520 23:46:23< celticminstrel> Actually I wish lava and chasm weren't the same type, too. 20180520 23:46:48<+discordbot> I'm crying because my code doesn't work 20180520 23:46:50<+discordbot> why are you modifying vision 20180520 23:47:07<+discordbot> Because vision is modifiable. 20180520 23:47:28< zookeeper> i haven't really been following, so i don't know why you even need/want vision to extend past some gate(s?) 20180520 23:47:34<+discordbot> Scarlet Witch does not approve 20180520 23:47:41 * celticminstrel smacks Vultraz. 20180520 23:47:43<+discordbot> was suggested in comments for my pull request 20180520 23:47:55<+discordbot> Is it sad I saw that coming Vultraz 20180520 23:48:04<+discordbot> Dammit 20180520 23:48:07<+discordbot> You could say I 20180520 23:48:09<+discordbot> 😬 20180520 23:48:10<+discordbot> had a 20180520 23:48:12<+discordbot> vision 20180520 23:48:19<+discordbot> :bhammer: 20180520 23:49:34 * celticminstrel steals the banhammer. 20180520 23:50:08<+discordbot> I guess celmin is Hela now. 20180520 23:50:24< celticminstrel> Huh? 20180520 23:50:48<+discordbot> shame on you. You obviously did not watch Thor: Ragnarok 20180520 23:50:54< celticminstrel> I'm no daughter of Loki. 20180520 23:51:03< celticminstrel> And no I did not watch Thor: Ragnarok. 20180520 23:51:14< celticminstrel> I generally don't watch superhero movies TBH. 20180520 23:51:14<+discordbot> Hela is not the daughter of Loki 20180520 23:51:20<+discordbot> she's the daughter of Odin 20180520 23:51:25<+discordbot> in the movies 20180520 23:51:39< celticminstrel> Well clearly the makers of Thor: Ragnarok got it wrong, because she's clearly the daughter of Loki. 20180520 23:52:12<+discordbot> I have a feeling they knew that. 20180520 23:52:17< celticminstrel> Probably. 20180520 23:52:42<+discordbot> You're missing out if you never saw Ragnarok 20180520 23:52:44< celticminstrel> But I can still be mildly annoyed by them ignoring the actual mythology. 20180520 23:52:47<+discordbot> one of the best movies of 2017 20180520 23:53:00< celticminstrel> I'll have to take your word for it, because the chance that I see it is like 1%. 20180520 23:53:50<+discordbot> Valkyrie is one of best female characters in the MCU. 20180520 23:54:40< celticminstrel> Why is there only one of her? 20180520 23:54:57<+discordbot> because the rest were killed by Hela 20180520 23:55:12< celticminstrel> (Also, this is the comics universe without Wonder Woman right?) 20180520 23:55:27<+discordbot> ........................................ 20180520 23:55:31<+discordbot> You..... 20180520 23:55:37< celticminstrel> Yeah I can never remember who's Marvel and who's DC. 20180520 23:55:46<+discordbot> Wonder Woman is DC 20180520 23:55:58<+discordbot> the only good movie in their superhero universe 20180520 23:56:03<+discordbot> Thor is Marvel 20180520 23:56:06< celticminstrel> Haha 20180520 23:56:16<+discordbot> all the movies in their superhero universe are good 20180520 23:56:28< celticminstrel> That's not gonna convince me to watch them/ 20180520 23:57:27< celticminstrel> I mean, the Norse gods are cool and all but, that alone isn't enough motivation. 20180520 23:58:56<+discordbot> As if the MCU is only Thor... 20180520 23:59:23< celticminstrel> I guess GotG is too? Since I can't think of any relation between them and Batman/Wonder Woman. --- Log closed Mon May 21 00:00:06 2018