--- Log opened Thu Jul 05 00:00:26 2018 20180705 00:03:30< irker969> wesnoth: Severin Glöckner wesnoth:1.14 a8f53903b9ac / data/campaigns/Northern_Rebirth/scenarios/ (10 files): NR: Disallow lvl 0 recruits after scenario 5. https://github.com/wesnoth/wesnoth/commit/a8f53903b9acfa8444ee9b75e8e7783fb160d71b 20180705 00:04:03< irker969> wesnoth: Severin Glöckner wesnoth:master 785f91065b21 / data/campaigns/Northern_Rebirth/scenarios/ (10 files): NR: Disallow lvl 0 recruits after scenario 5. https://github.com/wesnoth/wesnoth/commit/785f91065b212dbf8cc7462a02cc594de0f60f53 20180705 00:08:27-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20180705 00:12:16< irker969> wesnoth: Choicerer wesnoth:1.14 85e62c2a8063 / data/themes/default.cfg: Fixes broken tooltips for the unit_side flag and the unit name. (#3315) https://github.com/wesnoth/wesnoth/commit/85e62c2a806397679657db972ee3444207c82833 20180705 00:14:57< irker969> wesnoth: Choicerer wesnoth:1.14 31e4e0252127 / src/replay.cpp: Fix team chat not being marked on remote clients (#3314) https://github.com/wesnoth/wesnoth/commit/31e4e0252127471d021972f5b2e62c83bf1c3738 20180705 00:16:01< irker969> wesnoth: josteph wesnoth:1.14 167d56519ec8 / data/lua/wml/objectives.lua: WML: Don't add a \n before condition=lose objectives if there are no objectives https://github.com/wesnoth/wesnoth/commit/167d56519ec8c5ca081ae2ec9b04e87bee9acabd 20180705 00:16:46< celmin> (I'll cherry-pick all this stuff probably in a day or two if no-one else does it first.) 20180705 00:17:24< celmin> gfgtdf, @Vultraz, please decide between yourselves about whether #3305 should be solved by sorting the set. 20180705 00:17:43<+discordbot1> @Vultraz I would close #3061 as invalid, but seeing that you removed the invalid label I leave it to you what to do with it. 20180705 00:19:24< celmin> The argument in favour seems to be that sorting otherwise wouldn't be applied to the preview pane's tooltip. 20180705 00:20:47< celmin> The argument against is that you can't easily switch between two orderings that way. 20180705 00:20:56< celmin> (It's not impossible but it means using a secondary set.) 20180705 00:21:30< celmin> I don't consider "options are bad" a valid counterargument. 20180705 00:23:05< celmin> It could be made valid with elaboration, perhaps. 20180705 00:23:45<+discordbot1> something should also be done with the iOS PR, shouldn't it? It seems like it'd be a fairly important one to get sorted out and merged. 20180705 00:30:51< celmin> Oh yes, that should definitely be merged ASAP as long as it's not broken. 20180705 00:31:00< celmin> Which I doubt it is, mind you. 20180705 00:31:21< celmin> The reason I say ASAP is because otherwise it'll inevitably get out of date, need updating, and take forever to actually get merged. 20180705 00:31:31< celmin> ISTR you gave it a try? 20180705 00:33:58< irker969> wesnoth/wesnoth:master DisherProject c6281ec162 DM: add some TODOs AppVeyor: All builds passed 20180705 00:37:15<+discordbot1> I did, and mouse/hotkeys seemed to work, but I don't know if vultraz did or not. 20180705 00:37:58<+discordbot1> no idea if there's anything in particular that should be tested out either 20180705 00:40:18<+discordbot1> i didn't 20180705 00:57:33<+discordbot1> @Pentarctagon yeah, I did. 20180705 00:57:50<+discordbot1> alright, thanks 20180705 00:58:46-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Quit: wedge009] 20180705 01:01:03-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has joined #wesnoth-dev 20180705 01:40:20<+discordbot1> what is that? https://github.com/wesnoth/wesnoth/blob/master/data/campaigns/The_South_Guard/scenarios/08b_The_Tides_of_War.cfg#L101 20180705 01:41:15< gfgtdf> celmin, vultraz: if 'sorting the set' means what i think it does it can crash as i said in the thread, still it clearly makes sense to have all the places where this list occurs (help, mainscreen tooltip, unit_preview_pane toooltip) sorted. 20180705 01:41:49< celmin> gfgtdf: I think you might be misunderstanding something here? 20180705 01:41:58< gfgtdf> huh ? 20180705 01:42:01< celmin> I'm not suggesting use of std::sort on a set. 20180705 01:42:17< gfgtdf> no , infact its no posible to use sd::sort on a set 20180705 01:42:18<+discordbot1> @sevu SLF 20180705 01:42:25< celmin> Right. 20180705 01:42:28<+discordbot1> find_in: name of an array or container variable; if present, the location will not match unless it is also found stored in the variable 20180705 01:42:43< celmin> gfgtdf: So why would sorting the set crash? 20180705 01:42:59< celmin> Keeping in mind that "sorting" really refers to "inserting into a binary tree". 20180705 01:46:08< gfgtdf> well the point is that the 'sort' might change if the user changes the language. for some objects a,b the comperator it at first get a < b but after the user changes the language a > b. the the std::se will be in a 'bad' state, that is its elements might no longer be sorted correctly internally 20180705 01:47:11< irker969> wesnoth: Choicerer wesnoth:master f50b644c30e1 / data/themes/default.cfg: Fixes broken tooltips for the unit_side flag and the unit name. (#3315) https://github.com/wesnoth/wesnoth/commit/f50b644c30e126d53db54d5a342f3be4dc0461c8 20180705 01:47:13< irker969> wesnoth: Choicerer wesnoth:master 02bdd179946a / src/replay.cpp: Fix team chat not being marked on remote clients (#3314) https://github.com/wesnoth/wesnoth/commit/02bdd179946ae1eef3424541115e529e758b8fc0 20180705 01:47:15< irker969> wesnoth: josteph wesnoth:master 045d331da8cc / data/lua/wml/objectives.lua: WML: Don't add a \n before condition=lose objectives if there are no objectives https://github.com/wesnoth/wesnoth/commit/045d331da8cc8120e4a5affd639ce389e344bc16 20180705 01:47:35<+discordbot1> celmin: forward or backporting must be done at the time of committing to once branch 20180705 01:47:44<+discordbot1> too easy to forget otherwise 20180705 01:47:50<+discordbot1> to one* 20180705 01:48:00< celmin> Well thanks. BTW did you get my other commit? 20180705 01:48:21<+discordbot1> what other commit? 20180705 01:48:32< celmin> From yesterday 20180705 01:49:36< irker969> wesnoth: Celtic Minstrel wesnoth:master 41e757be9fc4 / src/reports.cpp: Fix incorrect formatting of probabilities in the sidebar https://github.com/wesnoth/wesnoth/commit/41e757be9fc42da21f772c68a4c6877c135b810d 20180705 01:49:46< celmin> Thanks. 20180705 01:50:13< celmin> It may turn out to be irrelevant to master but it's probably best to have it anyway to reduce conflicts. 20180705 01:50:18<+discordbot1> indeed 20180705 01:50:27<+discordbot1> I'll probably rip out most of reports.cpp eventually 20180705 01:50:50< celmin> I don't think "ripping out" reports.cpp is the right approach, necessarily. 20180705 01:51:47<+discordbot1> Sounds like a lot of porting. 20180705 01:51:52< celmin> ? 20180705 01:52:18<+discordbot1> that's assuming I can ever figure out to get the in-game HUD working 20180705 01:52:20<+discordbot1> 😬 20180705 01:52:32<+discordbot1> i've disabled the game UI completely for now 20180705 01:52:38<+discordbot1> so technically you can develop on master 20180705 01:52:48<+discordbot1> you just have no in-game ui 20180705 01:53:10< celmin> Okay. I'll keep that in mind if I feel the need to do something that requires master. 20180705 01:53:14<+discordbot1> https://pastebin.com/bk8q3xpb This is everywhere the encountered_terrains_set and its getter function are referenced. 20180705 01:53:36<+discordbot1> There doesn't seem to be a reason that it has to use a set. 20180705 01:53:57<+discordbot1> I honestly have no idea when you're supposed to use a set 20180705 01:54:12<+discordbot1> Probably if you can 100% guarantee that you only want 1 copy of each item. 20180705 01:54:42< celmin> Which is the case here though? 20180705 01:55:07< celmin> set also has logarithmic find… but I think a sorted vector would too? 20180705 01:55:16<+discordbot1> Right, but gftgd pointed out that some terrain types could be the same name in other languages (not sure if that's accurate) 20180705 01:55:24< celmin> Well uh. 20180705 01:55:35< celmin> That should not be a relevant thing here. 20180705 01:55:41< celmin> If it is relevant, then... 20180705 01:55:47< celmin> Someone misdeclared the set. 20180705 01:55:56<+discordbot1> Have you checked all the languages though? :D I'm not gonna. 20180705 01:56:27< celmin> The element type is terrain_code so I don't think gfgtdf's concern is relevant here. 20180705 01:56:40<+discordbot1> yes, itshould be indexed by terrain code 20180705 01:56:49< celmin> However that does show that we shouldn't be messing with the set for the goal of sorting the list of terrains. 20180705 01:56:58< gfgtdf> yes my concern was about svultrat suggestion to change the order to the trnaslated name. 20180705 01:56:58< celmin> So IOW I think Vultraz is actually incorrect here. 20180705 01:57:05<+discordbot1> Well, if it's indexed like that, shouldn't it not sort the encountered terrains set? 20180705 01:57:13<+discordbot1> Wouldn't you want to locally sort so it'll be different for each unit type, eh? 20180705 01:57:17< celmin> Like I said. 20180705 01:57:25<+discordbot1> ya know 20180705 01:57:29<+discordbot1> maybe let's just drop this 20180705 01:57:48<+discordbot1> it's getting tobe more trouble than it's worth 20180705 01:58:03< celmin> ... 20180705 01:58:24<+discordbot1> As in nix the feature, or call my implementation good? 20180705 01:58:32<+discordbot1> former 20180705 01:58:38< celmin> Personally I think your implementation is good. 20180705 01:58:45< celmin> Other than the non-use of a lambda. 20180705 01:58:49<+discordbot1> Thanks celmin :P 20180705 01:58:51<+discordbot1> yes, the lambda is a must 20180705 01:59:07<+discordbot1> lambdas and type inference are awesome 20180705 02:00:05<+discordbot1> Wrong, but fine. I'll throw in the lambda and see if I can update the ordering in the unit_description while I'm at it. 20180705 02:00:20<+discordbot1> Unless you're set on not touching this. 20180705 02:00:22< celmin> Not sure why Vultraz is bringing up type inference? 20180705 02:00:35<+discordbot1> auto 20180705 02:00:36< gfgtdf> no its good feature and your apporach is correct. 20180705 02:00:48<+discordbot1> I also said: "Really like the lambda, eh? Type inference and lamda's in C++ are pretty sinful, but if it's that big of a deal for 0 gain, fine..." in my PR comment 20180705 02:00:54<+discordbot1> yes 20180705 02:00:58< celmin> Yeah I also disagree with that. 20180705 02:01:06< celmin> "sinful" seriously? 20180705 02:01:06<+discordbot1> I am repudiating that 20180705 02:01:27< celmin> "repudiating"? 20180705 02:01:33<+discordbot1> Just like circular references. 20180705 02:01:35 * celmin confused at what you're referring to. 20180705 02:01:52< gfgtdf> another thing: its better not to use operator < for std::string that contain trasnated sting better use one of the functions in translation:: 20180705 02:01:54<+discordbot1> repudiating his assertion that lambdas are sinful. 20180705 02:01:56< celmin> Circular references aren't always avoidable...? 20180705 02:02:30< celmin> translation::icompare IIRC 20180705 02:02:42<+discordbot1> I honestly can say my programming experience is 10x better with lambdas and auto 20180705 02:02:56<+discordbot1> I've written a lot of code with circular references, but I've always narrowed that down to an overall problem with my design. 20180705 02:03:13<+discordbot1> So @Vultraz are you set awesome pun on not touching this feature? 20180705 02:03:17< celmin> Well, I'm on the fence with circular references, anyway. 20180705 02:03:44<+discordbot1> auto foo = std::make_shared(bar) looks so much nice than std::shared_ptr(new T(foo)) 20180705 02:04:06< celmin> That has nothing to do with lambdas though. 20180705 02:04:10<+discordbot1> Socks with sandals there, vultraz. 20180705 02:04:14<+discordbot1> well he also mentioned auto 20180705 02:04:20<+discordbot1> I mentioned type inference, celmin. 20180705 02:04:31< celmin> I do tend to use auto primarily in the case where the type is also mentioned later in the same line, due to a cast or such. 20180705 02:04:43< celmin> Or in a for-in loop. 20180705 02:04:47<+discordbot1> lambdas are also amazing for short sorting 20180705 02:04:53<+discordbot1> not having to declare helper functions... 20180705 02:05:04<+discordbot1> but we've gotten off topi 20180705 02:05:05<+discordbot1> c 20180705 02:12:50<+discordbot1> k, I'll close it if there's no interest 20180705 02:13:33< gfgtdf> no there is interrest. 20180705 02:15:03<+discordbot1> He seems pretty set on not including it. Gosh, my puns are awesome. 20180705 02:15:27<+discordbot1> :bowman: 20180705 02:15:59<+discordbot1> i mean, you could just do the manual sorting in both reports.cpp and gui/widgets/unit_preview_pane.cpp 20180705 02:16:03<+discordbot1> if you wanted 20180705 02:16:07<+discordbot1> i suppose 20180705 02:16:31<+discordbot1> That's what I was about to do 20180705 02:16:44<+discordbot1> I'm looking for where it's also put in the unit description and can't find it with grep though... 20180705 02:16:55<+discordbot1> in help? 20180705 02:17:09< celmin> If Vultraz's only argument about it amounts to "it seem like too much work to implement" then I'd say it should be up to the person actually doing the work to decide whether they want to do it. 20180705 02:17:41< celmin> And if it his argument is "it seems like too much work to review it" he always has the choice of leaving the review to others. 20180705 02:18:16<+discordbot1> I mean, I could change the sorting and the type from a set to something else in game.cpp and change it everywhere else, since it uses functions that are common across many STL types 20180705 02:18:26<+discordbot1> I'm not quite sure what I'd want to use though. 20180705 02:18:59< celmin> IMO the set should probably be untouched, as it's just storing terrain codes which would then be used to look up the actual name or whatever else is needed. 20180705 02:19:27<+discordbot1> Yeah, probably just do local sorts 20180705 02:19:49-!- valdar [~atarocch@93.56.164.28] has quit [Ping timeout: 256 seconds] 20180705 02:20:39< gfgtdf> the unit help page generation is in help\help_topic_generators.cpp 20180705 02:20:57<+discordbot1> different place in master, tho 20180705 02:20:58< celmin> One use-case I'm not keen on of lambdas is when you define a bunch of local helper functions that you then call as needed (I just saw a case of that today in UE). If it's one helper function I suppose it's not so bad, but... 20180705 02:21:23-!- valdar [~atarocch@93.56.164.28] has joined #wesnoth-dev 20180705 02:21:55<+discordbot1> I did try building master. Couldn't click on any units... 20180705 02:21:57< celmin> But for callbacks IMO a lambda is much better than the alternatives. 20180705 02:21:59<+discordbot1> Escape didn't work. 20180705 02:22:09<+discordbot1> you should be able to now 20180705 02:22:15< celmin> I think that might be "fixed" recently. 20180705 02:22:20<+discordbot1> indeed 20180705 02:22:21<+discordbot1> 😛 20180705 02:22:24<+discordbot1> "fixed" 20180705 02:22:25< celmin> But at the cost of not having a sidebar or menu at all. 20180705 02:22:40< celmin> (Guessing the right-click menu also doesn't work.) 20180705 02:22:49< celmin> (But escape should, I presume?) 20180705 02:23:12< celmin> IOW you can work on master now as long as you're able to do everything exclusively with keyboard shortcuts. 20180705 02:23:24< celmin> Oh, I guess the :-commands won't work either? 20180705 02:23:37< celmin> Or am I wrong on that one? 20180705 02:25:08-!- gfgtdf [~gfgtdf@134.76.63.8] has quit [Quit: Leaving] 20180705 02:25:19<+discordbot1> They won’t work because somewhere between when I I plemnted the console and when I merged a_r it broke 20180705 02:25:37< celmin> Fun! 20180705 02:25:51<+discordbot1> It now causes the game to crash with bad_function_cast or something 20180705 02:26:08< celmin> Double-fun! 20180705 02:26:13< celmin> Do you mean bad_function_call? 20180705 02:26:31< celmin> I think that usually means you tried to call an uninitialized std::function? 20180705 02:26:49<+discordbot1> Yeah 20180705 02:26:49< celmin> ie, "std::function f; f();" will raise that error. 20180705 02:26:51<+discordbot1> https://github.com/wesnoth/wesnoth/issues/2691 20180705 02:27:42<+discordbot1> I’ll see if it’s still and issue 20180705 02:31:51-!- valdar [~atarocch@93.56.164.28] has quit [Ping timeout: 240 seconds] 20180705 02:36:04-!- valdar [~atarocch@93.56.164.28] has joined #wesnoth-dev 20180705 02:48:18-!- celmin [~celticmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The minstrel departs, to spread the music to the masses!] 20180705 02:55:55<+discordbot1> https://cdn.discordapp.com/attachments/259976436490829825/464263126687285249/A.png 20180705 02:56:04<+discordbot1> https://cdn.discordapp.com/attachments/259976436490829825/464263163211284480/B.png 20180705 02:56:22<+discordbot1> any thoughts on the intensity of the light? 20180705 02:57:08<+discordbot1> I tend to the 2nd variant, rather for technical tahn visual reasons 20180705 02:58:04-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20180705 03:02:03<+discordbot1> I'm playing that scenario right now :D 20180705 03:02:18<+discordbot1> Prefer the first, visually 20180705 03:03:13< celticminstrel> I think I agree. 20180705 03:05:05<+discordbot1> Hmmm. I was as well more in favor of the first, but on the small thumbnail pictures if favor the 2nd... 20180705 03:06:23< celticminstrel> ? 20180705 03:06:29-!- valdar [~atarocch@93.56.164.28] has quit [Ping timeout: 265 seconds] 20180705 03:07:10-!- valdar [~atarocch@93.56.164.28] has joined #wesnoth-dev 20180705 03:07:34<+discordbot1> sevu uploaded a couple images to discord: https://cdn.discordapp.com/attachments/259976436490829825/464263126687285249/A.png https://cdn.discordapp.com/attachments/259976436490829825/464263163211284480/B.png 20180705 03:07:57< celticminstrel> ...? 20180705 03:08:06< celticminstrel> Why are you reposting them? 20180705 03:08:44< sevu> s/if/I/ 20180705 03:09:34<+discordbot1> I thought they didn't go across the bridge 20180705 03:11:45-!- valdar [~atarocch@93.56.164.28] has quit [Ping timeout: 264 seconds] 20180705 03:12:35-!- valdar [~atarocch@93.56.164.28] has joined #wesnoth-dev 20180705 03:12:39<+discordbot1> Thing is... basically we need a new macro for each ToD which is not day .... of all schedules.... the 24h schedule, the utbs schedule, the default one 20180705 03:12:55<+discordbot1> macros similar to this ones https://github.com/CelticMinstrel/BlackCrossOfAleron/blob/master/utils/time.cfg#L5 20180705 03:20:28<+discordbot1> So, I used the first one 20180705 03:20:51< celticminstrel> Tweaked dawn? 20180705 03:20:58< celticminstrel> Oh wait, the first image. 20180705 03:21:01< celticminstrel> Not the first macro. 20180705 03:21:04< celticminstrel> Duh. 20180705 03:21:07< celticminstrel> >_> 20180705 03:23:52< celticminstrel> BTW, thanks for pointing out that the rgb time values have changed, I'll need to fix that at some point... 20180705 03:29:45< sevu> Oh, so your're fine with the B image? A was actually dawn 20180705 03:31:01< celticminstrel> No, I just got confused, you can ignore everything I said there (other than the last comment). 20180705 03:48:40-!- valdar [~atarocch@93.56.164.28] has quit [Ping timeout: 256 seconds] 20180705 03:49:10-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20180705 03:49:17-!- valdar [~atarocch@93.56.164.28] has joined #wesnoth-dev 20180705 03:58:09< sevu> hmm....what image do i display for ToD on the hex where at daytime chaotic bonus exist..... (one of the new maps) 20180705 04:37:27-!- valdar [~atarocch@93.56.164.28] has quit [Ping timeout: 240 seconds] 20180705 04:37:58-!- valdar [~atarocch@93.56.164.28] has joined #wesnoth-dev 20180705 04:42:30-!- valdar [~atarocch@93.56.164.28] has quit [Ping timeout: 256 seconds] 20180705 04:45:38-!- valdar [~atarocch@93.56.164.28] has joined #wesnoth-dev 20180705 04:49:38-!- irker969 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20180705 04:50:35-!- valdar [~atarocch@93.56.164.28] has quit [Ping timeout: 240 seconds] 20180705 04:52:30-!- valdar [~atarocch@93.56.164.28] has joined #wesnoth-dev 20180705 04:55:33-!- irker200 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20180705 04:55:33< irker200> wesnoth/wesnoth:1.14 sigurdfdragon 5f177ae3bb SotA S21: Set facing for naga appearance AppVeyor: All builds passed 20180705 04:58:07< sevu> why does red,green,blue accept values from -255 to +255? normal rgb goes from 0 to 255 20180705 05:03:52-!- valdar [~atarocch@93.56.164.28] has quit [Ping timeout: 268 seconds] 20180705 05:16:39-!- valdar [~atarocch@93.56.164.28] has joined #wesnoth-dev 20180705 05:41:58-!- heirecka [~heirecka@exherbo/developer/heirecka] has quit [Remote host closed the connection] 20180705 05:42:51-!- heirecka [~heirecka@exherbo/developer/heirecka] has joined #wesnoth-dev 20180705 06:02:58<+discordbot1> Because they're relative shifts. 20180705 06:03:20<+discordbot1> 255 + -255 = 0 20180705 06:03:43<+discordbot1> 0 + 255 = 255 20180705 06:03:58<+discordbot1> The first operand being a value on the pixel itself, and the second the ToD shift itself. 20180705 06:06:58-!- valdar [~atarocch@93.56.164.28] has quit [Ping timeout: 264 seconds] 20180705 06:07:07<+discordbot1> So what's the relative shift of 255 by 255 20180705 06:07:23-!- valdar [~atarocch@93.68.208.45] has joined #wesnoth-dev 20180705 06:07:33<+discordbot1> (255 + 255) 20180705 06:07:37<+discordbot1> 255 20180705 06:12:56< irker200> wesnoth/wesnoth:master Severin Glöckner 785f91065b NR: Disallow lvl 0 recruits after scenar AppVeyor: All builds passed 20180705 06:20:40< sevu> that means you can reach a border for some pixel values why others didn't yet reach that border 20180705 06:21:18<+discordbot1> I think you'll need to elaborate on that statement because I don't really understand. 20180705 06:25:58< sevu> I mean with an pixel having a red value of 100 and another of 200, and shifting red with 100 will cause the later one to reach the limit of 255, while the other one does not, meaning one scrumbles up the image if one use to high shifting values 20180705 06:26:19<+discordbot1> Yes. That's a feature, not a bug. 20180705 06:29:46< sevu> I thought so, wanted to be sure if I understood it right. The more interessting question, if I am to search for ...let's say a ToD shift which makes the are more dark / black / dark blue / foggy ... Can some colour picker be of help with that? After all I don't know the sprite pixels 20180705 06:30:13<+discordbot1> I just do the maths in my head. 20180705 06:30:52< sevu> But what maths. you don't know to what subtract the value 20180705 06:31:02<+discordbot1> The closer the colours are to 255,255,255, the whiter they are, and the closer they are to 0,0,0, the blacker they are. So, with that in mind, you can just experiment (or use the editor's ToD thing to look at it in real time). 20180705 06:31:02< sevu> d/to/from/ 20180705 06:31:45<+discordbot1> You have to guess or use an estimate/average unless you're willing to go inspect every single of those million pixels composing the full terrain surface. 20180705 06:33:45< sevu> I see. My problem was that I didn't know in which direction to guess, but I found sth. after trying for a while. 20180705 06:35:38< irker200> wesnoth: Severin Glöckner wesnoth:1.14 c80562aff0d8 / data/ (2 files in 2 dirs): Change campfire timezones in UtBS S3 https://github.com/wesnoth/wesnoth/commit/c80562aff0d8073ae1e2627fc331a9d1cb125d6c 20180705 06:35:40< irker200> wesnoth: Severin Glöckner wesnoth:1.14 34670e3ff44f / data/campaigns/The_South_Guard/scenarios/08b_The_Tides_of_War.cfg: Change Campfire timezones in TSG S8b https://github.com/wesnoth/wesnoth/commit/34670e3ff44f6a19b346e6daf49fbc56f029cc8c 20180705 06:35:42< irker200> wesnoth: Severin Glöckner wesnoth:1.14 510ab62000b9 / data/multiplayer/scenarios/2p_Tombs_of_Kesorak.cfg: Change campfire timezones in MP: Tombs of Kesorak https://github.com/wesnoth/wesnoth/commit/510ab62000b9ea8fca37527947429a1418193790 20180705 06:35:44< irker200> wesnoth: Severin Glöckner wesnoth:1.14 b1684e69e195 / data/multiplayer/ (maps/2p_Tombs_of_Kesorak.map scenarios/2p_Tombs_of_Kesorak.cfg): Replace deprecated macro with terrain code in MP: Tombs of Kesorak https://github.com/wesnoth/wesnoth/commit/b1684e69e195cdb8f5b26369a0e94b40a468bf40 20180705 06:35:46< irker200> wesnoth: Severin Glöckner wesnoth:1.14 990bedd52ef8 / data/ (5 files in 2 dirs): slight text edits https://github.com/wesnoth/wesnoth/commit/990bedd52ef8684c19daf620d731ae2fc26d0acd 20180705 06:35:48< irker200> wesnoth: Severin Glöckner wesnoth:1.14 8df83da3109a / po/wesnoth-multiplayer/de.po: German multiplayer translation: fixes https://github.com/wesnoth/wesnoth/commit/8df83da3109a93afc91a2bfafd49b640823171ee 20180705 06:35:50< irker200> wesnoth: Severin Glöckner wesnoth:1.14 a7f3294a2470 / changelog.md: updated changelog https://github.com/wesnoth/wesnoth/commit/a7f3294a24709a606e91394f6753d0c14e4464a2 20180705 06:39:11< irker200> wesnoth: Severin Glöckner wesnoth:master c7d8d232563e / data/ (2 files in 2 dirs): Change campfire timezones in UtBS S3 https://github.com/wesnoth/wesnoth/commit/c7d8d232563e665cdfc0bcde201d780a511a4d93 20180705 06:39:13< irker200> wesnoth: Severin Glöckner wesnoth:master f2a1acd97e76 / data/campaigns/The_South_Guard/scenarios/08b_The_Tides_of_War.cfg: Change Campfire timezones in TSG S8b https://github.com/wesnoth/wesnoth/commit/f2a1acd97e76dd89a7830904f596c3d19984c1fa 20180705 06:39:15< irker200> wesnoth: Severin Glöckner wesnoth:master f5890c10a214 / data/multiplayer/scenarios/2p_Tombs_of_Kesorak.cfg: Change campfire timezones in MP: Tombs of Kesorak https://github.com/wesnoth/wesnoth/commit/f5890c10a21451b0477ca13956bb6f9124ce621e 20180705 06:39:17< irker200> wesnoth: Severin Glöckner wesnoth:master 2a5ea00ad04f / data/multiplayer/ (maps/2p_Tombs_of_Kesorak.map scenarios/2p_Tombs_of_Kesorak.cfg): Replace deprecated macro with terrain code in MP: Tombs of Kesorak https://github.com/wesnoth/wesnoth/commit/2a5ea00ad04f5b879ab316aae9578c29378eabb8 20180705 06:39:19< irker200> wesnoth: Severin Glöckner wesnoth:master 5bd6221c44d1 / data/ (5 files in 2 dirs): slight text edits https://github.com/wesnoth/wesnoth/commit/5bd6221c44d1523b210bf9eaa5cf693cde350221 20180705 06:43:15< sevu> there's one more case like in 2a5ea00 in mainline, in UtBS S5. I skipped it because I did not want to spoiler myself with the map. 20180705 07:34:14-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20180705 07:45:24<+discordbot1> I won't be around in the next time anymore.. Having other things to do... 20180705 07:46:29-!- sevu [~Shiki@141.57.62.165] has quit [Quit: Verlassend] 20180705 07:57:54-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180705 08:02:44-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20180705 08:05:29-!- louis94 [~~louis94@91.178.69.90] has joined #wesnoth-dev 20180705 08:20:46-!- Appleman1234 [~quassel@58.165.195.1] has quit [Ping timeout: 264 seconds] 20180705 08:21:49-!- Appleman1234 [~quassel@58.165.195.1] has joined #wesnoth-dev 20180705 08:21:51-!- valdar [~atarocch@93.68.208.45] has quit [Remote host closed the connection] 20180705 08:27:08< irker200> wesnoth/wesnoth:1.14 josteph 167d56519e WML: Don't add a \n before condition=los AppVeyor: All builds passed 20180705 08:32:49-!- fabi [~fabi@i577BCDAE.versanet.de] has joined #wesnoth-dev 20180705 08:32:49-!- fabi [~fabi@i577BCDAE.versanet.de] has quit [Changing host] 20180705 08:32:49-!- fabi [~fabi@wesnoth/developer/fendrin] has joined #wesnoth-dev 20180705 08:54:57-!- louis94 [~~louis94@91.178.69.90] has quit [Ping timeout: 240 seconds] 20180705 09:03:15<+discordbot1> is it ever useful to have the color value wrap around? I would think you'd only ever way positive offsets to result in increase, and negative offsets to result in decrease. 20180705 09:14:31<+discordbot1> It doesn't wrap around? 20180705 09:15:08<+discordbot1> If you have proof to the contrary that'd be a rather grave bug. 20180705 09:19:14<+discordbot1> I think there's a misunderstanding here. 20180705 09:20:02<+discordbot1> Colour shifts are relative, yes, but the final per-channel value is still clamped to [0, 255]. If you end up with a value less than 0, it'll become 0. If you end up with a value greater than 255, it'll become 255. 20180705 09:20:51<+discordbot1> [color_adjust] is an extra layer of colour shifting on top of ToD shifts and follows the same rules, which is why you can use [color_adjust] red,green,blue=512,512,512 to get a pure white screen. 20180705 09:22:54<+discordbot1> (The need to use values greater than 255/less than -255 there steams from [color_adjust] being an additive operation, so [time] red,green,blue=255,255,255 with [color_adjust] red,green,blue=-255,-255,-255 will not give you a black screen because 255+-255 = 0, meaning the effective shift is 0, 0, 0, i.e. "leave graphics unaltered". 20180705 09:24:23<+discordbot1> (You can also see https://github.com/wesnoth/wesnoth/issues/3144 for more information about that particular quirk, since there was a related regression for which we had to ship a fix in 1.14.2.) 20180705 09:25:08-!- louis94 [~~louis94@91.178.69.90] has joined #wesnoth-dev 20180705 09:30:41-!- louis94 [~~louis94@91.178.69.90] has quit [Ping timeout: 248 seconds] 20180705 09:45:21< zookeeper> i can only imagine color values wrapping around being potentially useful for some kind of palette-shifting-esque effect (on pixel artsy graphics), but naturally that's irrelevant for [color_adjust] and similar. 20180705 09:47:08<+discordbot1> I don't think any of the image path functions currently allow values to wrap around. 20180705 09:47:58<+discordbot1> It's hard to picture that being very useful against known data when more straightforward transforms exist. 20180705 09:49:30< zookeeper> sure, i wouldn't really expect to ever need it 20180705 10:24:50<+discordbot1> @jyrkive assigned you https://github.com/wesnoth/wesnoth/issues/3321 since that's your area. 20180705 10:27:46< irker200> wesnoth/wesnoth:master Celtic Minstrel 41e757be9f Fix incorrect formatting of probabilitie AppVeyor: All builds passed 20180705 11:25:39-!- fabi [~fabi@wesnoth/developer/fendrin] has quit [Quit: Konversation terminated!] 20180705 11:33:31-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth-dev 20180705 11:43:11-!- wedge009 [~Thunderbi@60-241-236-92.static.tpgi.com.au] has quit [Quit: wedge009] 20180705 11:50:50<+discordbot1> well then 20180705 11:50:51<+discordbot1> https://cdn.discordapp.com/attachments/259976436490829825/464397742056144906/unknown.png 20180705 11:51:22<+discordbot1> something in the image locator... 20180705 11:52:32<+discordbot1> and now it doesn't happen again... 20180705 11:52:33<+discordbot1> weird 20180705 12:16:31<+discordbot1> looks like the console crash has to do with destroying the dialog object in the callback 20180705 12:18:09<+discordbot1> kinda the equivalent of delete this; 20180705 12:20:52<+discordbot1> It does not cause problems on its own. 20180705 12:21:07<+discordbot1> There will only be trouble if the object is accessed after it's destroyed. 20180705 12:21:08<+discordbot1> https://isocpp.org/wiki/faq/freestore-mgmt#delete-this 20180705 12:22:03<+discordbot1> well, something is definitely accessed 20180705 12:22:18<+discordbot1> problem persists even if hide() is used... 20180705 12:22:40<+discordbot1> which must mean it's the window object being destroyed that's the problem 20180705 12:22:42<+discordbot1> not the dialog 20180705 12:23:26-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20180705 12:23:48<+discordbot1> Using a debugger would help. It would tell you what exactly breaks (most likely you'd see some variables with garbage values <- already deallocated). 20180705 12:29:58<+discordbot1> ok, let's see 20180705 12:30:04<+discordbot1> what's the last frame with valid stuff 20180705 12:31:42<+discordbot1> INTERESTING. 20180705 12:32:36<+discordbot1> it looks garbled in dispatcher::fire... 20180705 12:33:17< celticminstrel> Debugging in the morning... o.o 20180705 12:33:26<+discordbot1> you mean debugging at night! 20180705 12:33:36< celticminstrel> No way, it's 8:30am. 20180705 12:33:42< celticminstrel> :p 20180705 12:33:44<+discordbot1> No, it's 11:33 PM 20180705 12:34:28< celticminstrel> Liiiiies 20180705 12:34:35<+discordbot1> All widgets implement dispatcher, and the window is a widget. 20180705 12:34:48<+discordbot1> Sounds like the problem indeed is destruction of the window like you said. 20180705 12:37:34<+discordbot1> except... when the callback is first called, everything's god 20180705 12:38:32<+discordbot1> If the window is destroyed within the callback, there isn't any trouble until then. 20180705 12:38:40< celticminstrel> Yay god? 20180705 12:39:03< irker200> wesnoth/wesnoth:1.14 Severin Glöckner a7f3294a24 updated changelog AppVeyor: All builds passed 20180705 12:39:06<+discordbot1> Vultraz already fixed the typo. You can't see edits in IRC. 20180705 12:39:19< celticminstrel> I figured he would've. 20180705 12:39:41<+discordbot1> (That's why I prefer to use separate messages for typo fixes when someone in the IRC side is in the conversation.) 20180705 12:39:47<+discordbot1> yes, the window is destroyed within the callback 20180705 12:40:18<+discordbot1> the kep press callback, that is... 20180705 12:40:41<+discordbot1> Which callback attempts to access the window afterwards? 20180705 12:40:46<+discordbot1> Text input? 20180705 12:41:06<+discordbot1> (It would be yet another problem caused by firing multiple events for the same keypress...) 20180705 12:41:32<+discordbot1> I can't tell... 20180705 12:41:33<+discordbot1> possibly 20180705 12:45:39< celticminstrel> So basically you're trying to fix the command console, right? 20180705 12:45:48<+discordbot1> yes 20180705 12:45:54< celticminstrel> Fun. 20180705 12:46:48<+discordbot1> where are these multiple events fired? 20180705 12:47:25<+discordbot1> if it's behavior that was added after... July 2017 that would explain why this suddenly broke 20180705 12:49:24<+discordbot1> https://github.com/wesnoth/wesnoth/commit/92ca7fdb5eb11c04b191359892517ea22d9f4491 20180705 12:50:46<+discordbot1> ....huh 20180705 12:56:07<+discordbot1> why do I keep getting references to "13" and "KEYMOD_NUM (4096)"... 20180705 12:56:11<+discordbot1> I didn't press 13 20180705 12:58:14< celticminstrel> Well anyway, I need to get going. Bye. 20180705 12:58:43-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20180705 12:59:02<+discordbot1> it's definitely an SDL_KEYDOWN event that came through the SDL event loop... 20180705 12:59:53<+discordbot1> the keyboard_dispatcher() returns bad data... 20180705 13:00:00<+discordbot1> od... 20180705 13:00:42<+discordbot1> 13 is SDLK_RETURN, the keycode for Enter. 20180705 13:00:56<+discordbot1> oh 20180705 13:03:10<+discordbot1> ok, keyboard_focus_ is null.. 20180705 13:03:24<+discordbot1> so this loop must have returned something.... 20180705 13:03:27<+discordbot1> cpp for(auto& dispatcher : boost::adaptors::reverse(dispatchers_)) { if(dispatcher->get_want_keyboard_input()) { return dispatcher; } } 20180705 13:04:33<+discordbot1> well, that's always true unless you're in a tooltip.. 20180705 13:04:43<+discordbot1> Then the problem may be that the destroyed dispatcher was still in dispatchers_. 20180705 13:05:18<+discordbot1> but it says dispatcher_'s size is - 20180705 13:05:56<+discordbot1> "Was". Maybe it was removed afterwards. 20180705 13:07:16<+discordbot1> but im looking at an earlier frame, before the callback event is fired? 20180705 13:08:18<+discordbot1> Hmm. If you don't have any dispatchers at all, then no one should be receiving the key input event when it's fired. 20180705 13:16:48<+discordbot1> really at a loss here 20180705 13:17:07<+discordbot1> all I know is any time the window is destroyed in a key press callback, a crash happens 20180705 13:17:08<+discordbot1> ¯_(ツ)_/¯ 20180705 13:18:34<+discordbot1> I think text input is a likely candidate for the cause. 20180705 13:18:58<+discordbot1> It's one of the few cases where we fire multiple events as a result of the player doing one thing. 20180705 13:34:24<+discordbot1> commenting out this line does nothing key_down(SDLK_UNKNOWN, static_cast(0), unicode); 20180705 13:52:37-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Quit: Connection closed for inactivity] 20180705 14:49:52< irker200> wesnoth/wesnoth:master Severin Glöckner 5bd6221c44 slight text edits AppVeyor: All builds passed 20180705 14:56:19-!- Appleman1234 [~quassel@58.165.195.1] has quit [Ping timeout: 256 seconds] 20180705 15:42:19< Ravana_> seems that [disable] apply_on does not work properly 20180705 15:44:46< Ravana_> player can not attack, but ai can 20180705 15:45:02< Ravana_> while both should be able to 20180705 15:49:27< Ravana_> https://gist.github.com/ProditorMagnus/d8cd93e9da62fc3589d4e99f5f918156 first attack for attacking, second for defending 20180705 15:55:07-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180705 15:55:13-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20180705 16:02:51< Ravana_> added issue 20180705 16:05:35-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180705 16:10:05-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has joined #wesnoth-dev 20180705 16:21:09-!- ToBeCloud [uid51591@wikimedia/ToBeFree] has quit [Killed (herbert.freenode.net (Nickname regained by services))] 20180705 16:47:05-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180705 16:47:11-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20180705 17:00:04-!- iceiceice [~chris@209.133.79.5] has joined #wesnoth-dev 20180705 17:00:05-!- iceiceice [~chris@209.133.79.5] has quit [Changing host] 20180705 17:00:05-!- iceiceice [~chris@unaffiliated/iceiceice] has joined #wesnoth-dev 20180705 17:25:31-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180705 17:25:38-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20180705 17:35:43<+discordbot1> is the github bot broken or is it just on my side? 20180705 17:36:04<+discordbot1> I've never seen the Github bot actually post anything, all its messages are just blank for me 20180705 17:37:12<+discordbot1> sounds like it's on your side then, since it looks fine to me 20180705 17:48:49<+discordbot1> Yep 20180705 17:50:01<+discordbot1> weird, doesn't work on phone either 20180705 17:50:07-!- irker200 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20180705 17:52:24<+discordbot1> Have you disabled link previews or changed some similar settings? 20180705 17:56:05<+discordbot1> That might be it 20180705 17:56:38<+discordbot1> yep 20180705 17:57:51<+discordbot1> "Show website preview info from links pasted into chat." 20180705 18:18:49-!- nurupo [~nurupo.ga@unaffiliated/nurupo] has quit [Ping timeout: 256 seconds] 20180705 18:20:47-!- nurupo [~nurupo.ga@unaffiliated/nurupo] has joined #wesnoth-dev 20180705 18:40:00-!- irker904 [~irker@uruz.ai0867.net] has joined #wesnoth-dev 20180705 18:40:00< irker904> wesnoth/wesnoth:master DisherProject f1d69309f3 DM: add some TODOs AppVeyor: All builds passed 20180705 19:22:06-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 260 seconds] 20180705 20:00:21-!- gfgtdf [~gfgtdf@134.76.63.8] has joined #wesnoth-dev 20180705 20:34:41-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180705 20:36:17-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Read error: Connection reset by peer] 20180705 20:50:57-!- louis94 [~~louis94@91.178.69.90] has joined #wesnoth-dev 20180705 21:12:07-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20180705 21:40:00-!- irker904 [~irker@uruz.ai0867.net] has quit [Quit: transmission timeout] 20180705 21:41:48-!- stikonas_ [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20180705 21:43:29-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180705 21:44:25-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Client Quit] 20180705 21:45:44-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180705 21:46:04-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Client Quit] 20180705 21:47:38-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180705 21:48:59-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Client Quit] 20180705 21:50:47-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180705 21:51:38-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Client Quit] 20180705 21:53:32-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180705 21:54:14-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20180705 21:55:25-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20180705 22:30:40-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth-dev 20180705 22:32:20-!- louis94 [~~louis94@91.178.69.90] has quit [Ping timeout: 260 seconds] 20180705 22:34:33-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] 20180705 23:39:23-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has quit [Remote host closed the connection] 20180705 23:39:29-!- janebot [~Gambot@unaffiliated/gambit/bot/gambot] has joined #wesnoth-dev 20180705 23:46:55-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20180705 23:48:22-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] --- Log closed Fri Jul 06 00:00:27 2018