--- Log opened Sun Apr 07 00:00:05 2019 20190407 01:25:31-!- madmax28_ [~madmax28@2001-4dd3-8f14-0-ba27-ebff-febc-e0cb.ipv6dyn.netcologne.de] has joined #wesnoth-dev 20190407 01:26:22-!- madmax28 [~madmax28@2001-4dd4-1875-0-ba27-ebff-febc-e0cb.ipv6dyn.netcologne.de] has quit [Ping timeout: 252 seconds] 20190407 01:54:15<+wesdiscordbot> cool/interessting to see that you try out godot as engine for wesnoth. 20190407 01:55:43<+wesdiscordbot> Is the plan to make a spin off or to port it to godot completely? what are your plans with godot+wesnoth in the future? 20190407 01:57:17<+wesdiscordbot> a more or less port with some mechanics changes being considered 20190407 01:58:07<+wesdiscordbot> the idea is that right now, we have to build our own engine for things like the gui and other annoying things 20190407 01:58:20<+wesdiscordbot> and wml isn't really built as a scripting language 20190407 01:58:39<+wesdiscordbot> so instead the godot engine can take care of the gui and engine parts for wesnoth and we can focus on making the game itself 20190407 01:59:43<+wesdiscordbot> so it'll be more like a wesnoth 2.0? like new data formats? or will it be backwards compatible? 20190407 01:59:57<+wesdiscordbot> it will not be backwards compatible 20190407 02:00:01<+wesdiscordbot> it'll be a true 2.0 20190407 02:01:30<+wesdiscordbot> Awesome, godot can really help with packaging for different platforms, too 20190407 02:02:48<+wesdiscordbot> if you're interested in helping out, Vultraz is the person to ask 20190407 02:02:50<+wesdiscordbot> for more details 20190407 02:02:55<+wesdiscordbot> or Bitron 20190407 02:03:09<+wesdiscordbot> I might help a bit 20190407 02:04:25<+wesdiscordbot> I'd like toplay around with it, but I can't promise anything as I'm relativly bussy until june/july 20190407 02:05:31<+wesdiscordbot> I want to get into both godot and wesnoth development for a long time now and this seems like the perfect oportunity 😃 20190407 02:06:23<+wesdiscordbot> okay 20190407 02:06:36<+wesdiscordbot> @Vultraz ^ 20190407 02:07:30<+wesdiscordbot> right now we're in the process of engine development for the wesnoth game part, in terms of gameplay and factions 20190407 02:08:09<+wesdiscordbot> so if that's what you're interested in, now would be a great time to join 20190407 02:09:32<+wesdiscordbot> repo is here btw: https://github.com/wesnoth/haldric 20190407 02:10:21<+wesdiscordbot> I'm still a noob at it, so I would like to get my hands on it first and play around with it before I try making useful commits 20190407 02:11:30<+wesdiscordbot> sure, you can fork and play around with it on your own anyway 20190407 02:11:51<+wesdiscordbot> @Pentarctagon thanks for the link 20190407 02:12:40-!- irker622 [~irker@wesnoth/umc-dev/bot/shikadibot] has quit [Quit: transmission timeout] 20190407 02:17:36<+wesdiscordbot> wich gotdot version do I need? 20190407 02:23:50<+wesdiscordbot> ah the steam version works great 20190407 02:27:16<+wesdiscordbot> @Bitron I like the paralex effect in the menue, but instead of bluring out the things what about having like one big table / a room that gets scrolled around? or would that be too much like other games? 20190407 02:58:42< celticminstrel> (Huh? Steam version?) 20190407 03:04:57<+wesdiscordbot> https://store.steampowered.com/app/404790/Godot_Engine/ 20190407 03:05:18< celticminstrel> Oh huh. 20190407 05:14:57-!- irker696 [~irker@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth-dev 20190407 05:14:57< irker696> wesnoth: nemaara wesnoth:master b97079548384 / data/campaigns/Under_the_Burning_Suns/maps/03_A_Stirring_in_the_Night.map: UtBS S3: make map prettier https://github.com/wesnoth/wesnoth/commit/b9707954838448306ce9c263ccaaa7fd09b8ca74 20190407 05:14:57< irker696> wesnoth: nemaara wesnoth:master 94050fdb31c8 / data/campaigns/Under_the_Burning_Suns/maps/05_A_Subterranean_Struggle.map: UtBS S5: make map prettier https://github.com/wesnoth/wesnoth/commit/94050fdb31c8a7502973bc65d7d4a3989173ccd3 20190407 05:14:57< irker696> wesnoth: nemaara wesnoth:master d304c00b9c0a / data/campaigns/Under_the_Burning_Suns/maps/07a_Dealing_with_Dwarves.map: UtBS S7a: prettify map https://github.com/wesnoth/wesnoth/commit/d304c00b9c0ae11ebe7d5c5da7687bdc096a478a 20190407 05:14:58< irker696> wesnoth: nemaara wesnoth:master 9addedf69454 / data/campaigns/Under_the_Burning_Suns/maps/07b_Talking_with_Trolls.map: UtBS S7b: prettify map https://github.com/wesnoth/wesnoth/commit/9addedf69454684d033a5466d694331fe8292597 20190407 05:14:59< irker696> wesnoth: nemaara wesnoth:master 827eec5d9822 / data/campaigns/Under_the_Burning_Suns/maps/10_Speaking_with_the_Fishes.map: UtBS S10: prettify map https://github.com/wesnoth/wesnoth/commit/827eec5d9822c6c45842ef45cd445a88b1a020e8 20190407 05:15:01< irker696> wesnoth: nemaara wesnoth:master ce564c3d21fe / changelog.md: Add UtBS update to changelog https://github.com/wesnoth/wesnoth/commit/ce564c3d21fe22d7910a1996537548099aea2c8b 20190407 05:17:19< irker696> wesnoth: nemaara wesnoth:1.14 cbca4326f934 / data/campaigns/Under_the_Burning_Suns/maps/03_A_Stirring_in_the_Night.map: UtBS S3: make map prettier https://github.com/wesnoth/wesnoth/commit/cbca4326f93489733866dc8b8f59cdc79a7091c6 20190407 05:17:20< irker696> wesnoth: nemaara wesnoth:1.14 be4ebba9b3ae / data/campaigns/Under_the_Burning_Suns/maps/05_A_Subterranean_Struggle.map: UtBS S5: make map prettier https://github.com/wesnoth/wesnoth/commit/be4ebba9b3ae050fe161bbb06aed033e5a013a8f 20190407 05:17:22< irker696> wesnoth: nemaara wesnoth:1.14 69eaa7b2e098 / data/campaigns/Under_the_Burning_Suns/maps/07a_Dealing_with_Dwarves.map: UtBS S7a: prettify map https://github.com/wesnoth/wesnoth/commit/69eaa7b2e098538d4b3f616fe4dad4736d7a335e 20190407 05:17:25< irker696> wesnoth: nemaara wesnoth:1.14 8e11f1de59e1 / data/campaigns/Under_the_Burning_Suns/maps/07b_Talking_with_Trolls.map: UtBS S7b: prettify map https://github.com/wesnoth/wesnoth/commit/8e11f1de59e1248309b2e904b1511cdd35e4a568 20190407 05:17:26< irker696> wesnoth: nemaara wesnoth:1.14 f754d8cfc9ab / data/campaigns/Under_the_Burning_Suns/maps/10_Speaking_with_the_Fishes.map: UtBS S10: prettify map https://github.com/wesnoth/wesnoth/commit/f754d8cfc9ab77a15a25d0f728574c17fbe80cd0 20190407 05:17:28< irker696> wesnoth: nemaara wesnoth:1.14 7186a1832dea / changelog.md: Add UtBS update to changelog https://github.com/wesnoth/wesnoth/commit/7186a1832dea6ff6f5ab58298bf1a52f2e1b11e6 20190407 05:35:23-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20190407 05:36:10<+wesdiscordbot> hmm 20190407 05:36:23<+wesdiscordbot> these other maps are pretty big.. 20190407 06:17:30-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-dev 20190407 06:44:16<+wesdiscordbot> @LawnCable we did have it a big table before, but there were a few issues with that, the biggest of them being scaling. Parallaxing with the build in ParallaxLayer Node didn't quite go as wished either. THus the fading. But we're still in discussion about the menu layout, so nothing final yet. 20190407 08:17:42-!- irker696 [~irker@wesnoth/umc-dev/bot/shikadibot] has quit [Quit: transmission timeout] 20190407 09:30:02-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20190407 09:40:52-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20190407 10:49:05-!- Nobun [~user@51.179.115.73] has joined #wesnoth-dev 20190407 11:08:03-!- Ravana [~Ravana@wesnoth/mp-mod/ravana] has quit [Ping timeout: 252 seconds] 20190407 11:20:58<+wesdiscordbot> @Pentarctagon I imagine a module to parse WML will also be necessary? 20190407 11:33:48<+wesdiscordbot> @Andrettin WML most likely will be dropped completely for the godot port. 20190407 11:41:57< vn971> Hmm, wesnoth still eats loads of CPU without the OMP_WAIT_POLICY=PASSIVE environment variable 20190407 11:43:43<+wesdiscordbot> :O 20190407 11:44:07<+wesdiscordbot> so you will use Godot's config files for everything? 20190407 11:45:04<+wesdiscordbot> Yes. 20190407 11:45:30<+wesdiscordbot> IMO that's a pity 20190407 11:45:51<+wesdiscordbot> WML is much more powerful than INI files like the Godot config files 20190407 11:46:18<+wesdiscordbot> not only can it have subsections, but it also allows for scripting for scenarios to some degree 20190407 11:47:09<+wesdiscordbot> for data storage we will use tres / tscn files and for scripting / logic GDScript will be used. 20190407 11:50:44-!- irker308 [~irker@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth-dev 20190407 11:50:44< irker308> wesnoth/wesnoth:master nemaara ce564c3d21 Add UtBS update to changelog AppVeyor: All builds passed 20190407 11:51:00<+wesdiscordbot> that's probably more comfortable in the sense that it allows the data to be changed from the Godot editor 20190407 11:51:14< vn971> I'm not a fan of WML, but Lua was clearly an improvement.. 20190407 11:51:55< vn971> not sure about GDScript, but since it's specific to godot, its appeal decreases significantly. 20190407 11:52:09<+wesdiscordbot> GDscript is similar to Python 20190407 11:52:28<+wesdiscordbot> with some work it would be possible to use Lua in Godot 20190407 11:52:44< vn971> I would personally only use Lua or some other simple language, not sure even a separation of "config" / "code" really makes sense. 20190407 11:52:59<+wesdiscordbot> vn971 WML is specific to wesnoth alone, how's that for an appeal And it's like 95% Python, so if you know GDScript, it's a weekend of time spent and you know Python as well. 20190407 11:53:34<+wesdiscordbot> a C++ module that uses Godot's method bindings to generate tolua++ bindings would do the trick, though how much work that would be I'm not sure 20190407 11:53:42<+wesdiscordbot> maybe there's even something like that out there already 20190407 11:53:59<+wesdiscordbot> I've seen WML get a lot of flack 20190407 11:54:21<+wesdiscordbot> not sure why, it's a pretty good format for data 20190407 11:54:31<+wesdiscordbot> it has all the advantages of INI files, but allowing for subsections 20190407 11:55:57<+wesdiscordbot> @Andrettin re: that's probably more comfortable in the sense that it allows the data to be changed from the Godot editor that's the idea, to give UMC creators the engine and an addon with the files they need. Then they can do all their work within the engine, like making new units: 20190407 11:55:58<+wesdiscordbot> https://cdn.discordapp.com/attachments/259976436490829825/564418074309033986/unknown.png 20190407 11:56:03< vn971> Andrettin: to begin with, it is a custom format not used anywhere else, so you have implementation bugs (I encountered/raised some personally), need to document stuff, and you lack IDE support. Hell, even syntax highlight. That's my personal view though, I'm not saying it's the only correct one. 20190407 11:56:47<+wesdiscordbot> I created a WML highlighter for VS Code tho. :P 20190407 11:56:49< vn971> similarity to Python is nice, though it apparently doesn't support functions "as first class citizens", meaning you can't pass them around. A property I use in current wesnoth all the time. 20190407 11:57:16< vn971> I'm not even sure how you can live without them, if you e.g. want to keep all your code under some namespace, like `creepwars` 20190407 11:57:20<+wesdiscordbot> vn971 this is in discussion for 3.2 I think. at least I've reas something like that 20190407 11:57:32<+wesdiscordbot> I mean functions as first class citizens 20190407 11:57:41< vn971> then have functions like `creepwars.do_some_stuff()`, `creepwars.calculate_something(arg1, arg2)` etc 20190407 11:57:44<+wesdiscordbot> @vn971 separation of data and scripting has its advantages... they are conceptually different things 20190407 11:58:06<+wesdiscordbot> and for user-made content it allows mixing material of otherwise incompatible licenses 20190407 11:58:32< vn971> Andrettin: could be. I try to never use it and move everything possible to Lua, but could be. 20190407 11:58:57<+wesdiscordbot> data doesn't make function calls, so it doesn't need to be under the GPL 2.0 (it can be under the CC-BY 3.0 for example), but scripting does need to be under the same license as the engine (AFAIK), as it makes function calls to the engine 20190407 11:59:13<+wesdiscordbot> at least scripting that relies on binding C++ functions directly 20190407 11:59:17< vn971> well WML is probably "code" as well, so not sure how material licences are applicable. And images/sound (media) is separate anyways. 20190407 11:59:52< vn971> Andrettin: well WML is code as well. Or put it another way, code is data, at least in some programming languages (Lisp?) 20190407 12:00:16<+wesdiscordbot> aye, but in theory you could have a different parser parsing that data 20190407 12:00:36<+wesdiscordbot> if you have direct function binding it's much clearer than the script is a derivative work of the source code 20190407 12:00:38< vn971> before Lua introduction, there was _clearly_ code in wesnoth. And it was done in WML and WML preprocessor. 20190407 12:01:11<+wesdiscordbot> @vn971 indeed, for those uses I think Lua is better as well 20190407 12:01:32<+wesdiscordbot> definitions of e.g. units are what WML does better IMO 20190407 12:01:46< vn971> true, you usually cannot "analyze" code, but you usually can "analyze" data. Nobody I've seen use WML analyzation heavily though, rather only interacting via Wesnoth API. 20190407 12:02:17<+wesdiscordbot> now that you bring that up; licensing is one of the reasons why we make everthing from scratch. haldric is MIT licensed, thus can't simply use anything published under GPL. And redoing WML from scratch is much more work than just going with something that already exists (which usually is the better idea anyways) 20190407 12:02:23< vn971> Andrettin: I would prefer JSON and the like, but OK. 20190407 12:02:49< vn971> Bitron: wait, must add-ons be non-GPL then? 20190407 12:03:07<+wesdiscordbot> @vn971 indeed, it's a matter of taste... 20190407 12:03:58<+wesdiscordbot> vn971 No, I don't think so. Addons are separate projects that are only used within the game, so they can have any license the author wishes to use, I think. 20190407 12:04:39<+wesdiscordbot> the GPL is compatible with the MIT license, so it would be ok anyway 20190407 12:04:52<+wesdiscordbot> it has one way compatibility 20190407 12:04:56<+wesdiscordbot> yes 20190407 12:05:07<+wesdiscordbot> you can use mit in gpl, but not gpl in mit 20190407 12:05:11<+wesdiscordbot> so you can have a GPL addon for a MIT game, but not the other way around 20190407 12:05:13<+wesdiscordbot> exactly 20190407 12:05:33<+wesdiscordbot> 🤔 20190407 12:06:06<+wesdiscordbot> I mean: if the addon is a derivative work of the MIT game, that's ok, because then the entire resulting work can be under the GPL 20190407 12:06:20<+wesdiscordbot> but if the addon is a derivative work of a GPL game, then it must be GPL as well 20190407 12:06:23<+wesdiscordbot> yeah, right. right. 20190407 12:06:34<+wesdiscordbot> that's what I had in mind. 20190407 12:06:38<+wesdiscordbot> that is, assuming the addon is a derivative work of the game, which needn't be the case, of course 20190407 12:08:30< vn971> but wait, add-on is not a derivative work. They're only used together.. Not linked though I guess. Not sure. 20190407 12:09:31<+wesdiscordbot> I'm not sure. The idea right now is that UMC creators start with an entirely blank, new godot project. then load an addon that we provide, which contains the classes and scenes they need. then they make their new stuff, by using / extending from the SDK classes, and export just the PCK. these PCK would then be the addon for wesnoth that is loaded on startup. 20190407 12:10:48<+wesdiscordbot> interesting 20190407 12:11:31< vn971> Bitron: but the first OS process that the user starts is still wesnoth, right? So this first "Haldric" process then starts a subprocess? 20190407 12:11:50< vn971> this is a bit hard for me to understand at first, I'm used to the "API" and usual "add-on" approach 20190407 12:14:28<+wesdiscordbot> I suppose a Wesnoth plugin to the Godot editor could be made if necessary 20190407 12:14:43<+wesdiscordbot> well the exported PCK file that is an addon, say, a new faction, is just sitting in a user://wesnoth/add-ons/ folder you start the haldric executable, and this is going to recursively read the addon PCK files in to extend the virtual root folder by it's content. so if I understood your question correctly, I think the answer is yes. the addon wouldn't do anything if it's not loaded by haldric first. 20190407 12:14:59<+wesdiscordbot> ^vn971 20190407 12:17:39<+wesdiscordbot> @Andrettin I actually tested this already, and it worked. I had a blank project + resource class for a unit. then exported just the PCK with the new unit file dropped it into the user folder and loaded it into the main game on start up. I was able to create the unit that came with the PCK. So the general concept works. 20190407 12:19:55<+wesdiscordbot> oh, I see, but that's not what I had meant 20190407 12:20:20<+wesdiscordbot> I was thinking that it could be nice to be a plugin to make the workflow in the Godot editor more directed, so that the user isn't lost in the amount of options it provides 20190407 12:20:56<+wesdiscordbot> I was thinking that user-defined scenes wouldn't serve much purpose, since they wouldn't be used 20190407 12:21:30<+wesdiscordbot> I mean, actualGUI scenes 20190407 12:21:43<+wesdiscordbot> not sure what you mean 20190407 12:22:07<+wesdiscordbot> well I mean, in the Godot editor the user can create entirely new menus and such 20190407 12:22:25<+wesdiscordbot> it has a lot of options, since it's a game-making tool 20190407 12:22:52<+wesdiscordbot> and not all of them might be relevant or work for addons 20190407 12:25:27<+wesdiscordbot> I've recently seen calinou dropping some binaries with different amount of functionality. like one binary that's only compiled with 2D nodes, all 3D stuff thrown out, and alike. we certainly could build a binary that only contains the nodes necessary for making content for wesnoth. 20190407 12:26:47<+wesdiscordbot> But that would also limit creators. 20190407 12:28:23<+wesdiscordbot> what if there is someone, like inferno8, who want's to make crazy stuff with new menues and fancy non-tiled maps. these people would have the power of the godot engine to make their addon work like they want it to. (without needing to use WML in ways it was never meant to be used) 20190407 12:28:54<+wesdiscordbot> yes, I wasn't thinking of removing the functionality, but perhaps there could be something like an option to turn on advanced features 20190407 12:30:37<+wesdiscordbot> Would creators perhaps make their own builds of engine and maybe even own modules? 20190407 12:32:26<+wesdiscordbot> They certainly would be able to, but I don't know if that would be of any help. I mean to creat a new unit you just click a button, select the right base class and change properties in the inspector. There's just no need for modules and custom builds 20190407 12:33:29<+wesdiscordbot> maybe they would want own graphical effects implemented in gpu shaders or something 20190407 12:33:55<+wesdiscordbot> or to use 3rd party C lib 20190407 12:33:56<+wesdiscordbot> they certainly could do that too, without any module or custom build 20190407 12:34:04<+wesdiscordbot> shaders 20190407 12:34:26<+wesdiscordbot> the C lib.. yeah, then they would need some module 20190407 12:35:10<+wesdiscordbot> hmm the problem with shaders though 20190407 12:35:20<+wesdiscordbot> they could work only with particular api 20190407 12:36:25<+wesdiscordbot> though it's only various forms of opengl atm right? 20190407 12:36:32<+wesdiscordbot> opengl and opengl es 20190407 12:36:39<+wesdiscordbot> but will add vulkan in future 20190407 12:37:47<+wesdiscordbot> a C lib might be usable just with GDNative 20190407 12:37:53<+wesdiscordbot> they might not need to recompile the entire engine 20190407 12:37:56<+wesdiscordbot> yes. but I think it doesn't matter what you set in the editor when creating an addon. because it doesn't export the executable. it just exports scripts and data. All settings like which renderer to use etc come from the original wesnoth executable. 20190407 12:38:17<+wesdiscordbot> ^@loony 20190407 12:38:59<+wesdiscordbot> But how much control does a game have over rendering from gdscript? 20190407 12:39:29<+wesdiscordbot> It can do even things equivalent of glUseProgram? 20190407 12:40:07<+wesdiscordbot> the shader code isn't in gdscript itself 20190407 12:40:42<+wesdiscordbot> https://docs.godotengine.org/en/3.0/tutorials/shading/shading_language.html 20190407 12:40:49<+wesdiscordbot> the shader language is just GLSL ES 3 + some stuff - some other stuff 20190407 12:40:55<+wesdiscordbot> yes, exactly 20190407 12:41:24<+wesdiscordbot> the constants it adds like UV are very useful 20190407 12:41:36<+wesdiscordbot> the stuff it removes like arrays are annoying 😬 20190407 12:42:19<+wesdiscordbot> missing arrays really is a pain. but it's likely that they come with 3.2 20190407 12:42:39<+wesdiscordbot> (in the shader language that is, GDScript has arrays :D) 20190407 12:43:24<+wesdiscordbot> but https://github.com/arkinsamedi/godot/commit/03926fff9ef7f913f5210d8e02da812fb2f81228 20190407 12:43:37<+wesdiscordbot> not merged yet but seems to be there 20190407 12:43:45<+wesdiscordbot> hmm so they have own shader language? 20190407 12:43:59<+wesdiscordbot> they massage it to glsl somehow? 20190407 12:44:01<+wesdiscordbot> it's mostly gsgl but yeah 20190407 12:44:12<+wesdiscordbot> yeah, it's like a gsgl dialect of sorts 20190407 12:44:31<+wesdiscordbot> I don't know how they massage it to actually get executed though 20190407 12:44:53<+wesdiscordbot> I wonder how it will look once they switch to vulkan :thonk: 20190407 12:45:10<+wesdiscordbot> I learned some things about vulkan 20190407 12:45:16<+wesdiscordbot> are we all going to need to learn vulkan 20190407 12:45:23<+wesdiscordbot> I think once they support it it won't matter from user pov 20190407 12:45:31<+wesdiscordbot> i heard vulkani s hard 20190407 12:45:41<+wesdiscordbot> we don't need to learn openGL now, why would we need to learn vulkan then? 20190407 12:45:54<+wesdiscordbot> vulkan uses shaders in spirv language but there is glgsl to spirv compiler 20190407 12:46:11<+wesdiscordbot> can very easily reuse programs originally targetting opengl 20190407 12:47:30<+wesdiscordbot> i see 20190407 12:49:24<+wesdiscordbot> here's an example A shader that takes the screen texture and modifies brightness, saturation, contrast and blur to a certain degree. glsl shader_type canvas_item; uniform float brightness : hint_range(0.0, 2.0, 0.05); uniform float saturation : hint_range(0.0, 1.0, 0.1); uniform float contrast : hint_range(1.0, 2.0, 0.1); uniform float blur : hint_range(0.0, 5.0, 0.1); void fragment() { vec4 screen = 20190407 12:49:25<+wesdiscordbot> textureLod(SCREEN_TEXTURE, SCREEN_UV, blur).rgba; screen.a = texture(TEXTURE, UV).a; float grey = screen.r * 0.3 + screen.g * 0.59 + screen.b * 0.11; // saturation screen.rgb = mix(vec3(grey, grey, grey), screen.rgb, saturation); // contrast screen.rgb = ((screen.rgb - 0.5) * max(contrast, 0)) + 0.5; // brightness screen.rgb = screen.rgb * brightness; COLOR = screen; } 20190407 12:50:02<+wesdiscordbot> if they have own shading language then abstracting particulars of vulkan is easiest part of their job.. 20190407 12:51:29<+wesdiscordbot> perhaps learning shaders with a custom dialect isn't the best way to do it 20190407 12:51:37<+wesdiscordbot> then I'll go to another game and try to use SCREEN_UV 20190407 12:51:39<+wesdiscordbot> 😂 20190407 12:54:09<+wesdiscordbot> I think it was a pretty good choice to port Wesnoth to Godot, btw 20190407 12:54:22<+wesdiscordbot> since it will likely alleviate a lot of the maintenance cost for the game 20190407 12:54:32<+wesdiscordbot> I am currently doing the same for my game 20190407 12:54:56<+wesdiscordbot> well after the first few languages you just start recognizing certain patterns. most languages have very similar base structures, that may be syntactically different, but do the same, or at least similar things. And trying to use SCREEN_UV is actually not a bad idea. it might not work right away, but you could then look it up like "how, what this think called in that language". I mean there is a good chance it does exist, 20190407 12:54:56<+wesdiscordbot> it just has a different name. 20190407 12:55:06<+wesdiscordbot> and it's pretty sweet not to have to deal with the low-level code that Godot handles 20190407 12:56:08<+wesdiscordbot> the UI toolkit is nice, too, and there's a pretty sizable community around Godot, which does a lot to keep pushing it forward 20190407 12:57:56<+wesdiscordbot> Agreed. I love the Tween node. You can do like anything to your UI to make it look juicy with Tweens. 20190407 13:00:58<+wesdiscordbot> oh, I haven't used that one yet 20190407 13:01:09<+wesdiscordbot> for animation, it seems? sounds cool 20190407 13:01:33<+wesdiscordbot> yeah. you can interpolate any property of any object over a specific amount of time 20190407 13:02:19<+wesdiscordbot> plus some enums on how you it should make the transition, linear, sine, quad, bounce, etc. pretty cool stuff. 20190407 13:16:13< irker308> wesnoth/wesnoth:1.14 nemaara 7186a1832d Add UtBS update to changelog AppVeyor: All builds passed 20190407 13:22:55<+wesdiscordbot> I think that is more convenient than fiddling with cfg files. you don't even need to write code for basic addons. 20190407 13:22:55<+wesdiscordbot> https://cdn.discordapp.com/attachments/259976436490829825/564439958186623002/unknown.png 20190407 13:31:27-!- stikonas [~gentoo@wesnoth/translator/stikonas] has joined #wesnoth-dev 20190407 15:53:56-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-dev 20190407 16:16:18-!- irker308 [~irker@wesnoth/umc-dev/bot/shikadibot] has quit [Quit: transmission timeout] 20190407 16:22:12< celticminstrel> Fiiiinally got around to commenting on the Dunefolk new unit naming thread. >_> 20190407 16:27:16-!- irker804 [~irker@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth-dev 20190407 16:27:16< irker804> wesnoth: nemaara wesnoth:1.14 a877b4b49a8d / data/campaigns/Under_the_Burning_Suns/maps/03_A_Stirring_in_the_Night.map: UtBS S3: slightly reduce amount of map flora https://github.com/wesnoth/wesnoth/commit/a877b4b49a8d04d1f768994becead4fe3a2c74cd 20190407 16:27:16< irker804> wesnoth: nemaara wesnoth:1.14 83cfea499857 / data/campaigns/Under_the_Burning_Suns/maps/04_Descending_into_Darkness.map: UtBS S4: prettify map https://github.com/wesnoth/wesnoth/commit/83cfea4998572a29b352cc4257638686fb5b664a 20190407 16:27:17< irker804> wesnoth: nemaara wesnoth:1.14 3f6f9fd24bb8 / data/campaigns/Under_the_Burning_Suns/scenarios/04_Descending_into_Darkness.cfg: UtBS S4: block off unused exit more https://github.com/wesnoth/wesnoth/commit/3f6f9fd24bb880b6b2d4bf41d9edddbf0f6df84d 20190407 16:28:10< celticminstrel> So the saurian empire is destroyed in LoW? That somehow surprises me? 20190407 16:28:16< irker804> wesnoth: nemaara wesnoth:master aac372228e32 / data/campaigns/Under_the_Burning_Suns/maps/03_A_Stirring_in_the_Night.map: UtBS S3: slightly reduce amount of map flora https://github.com/wesnoth/wesnoth/commit/aac372228e32a1fc2f807e44e96380dab05711ce 20190407 16:28:18< irker804> wesnoth: nemaara wesnoth:master ef1fd1a74e3d / data/campaigns/Under_the_Burning_Suns/maps/04_Descending_into_Darkness.map: UtBS S4: prettify map https://github.com/wesnoth/wesnoth/commit/ef1fd1a74e3dd097e20fb7424089de32cbf5860f 20190407 16:28:20< irker804> wesnoth: nemaara wesnoth:master e70776b690e5 / data/campaigns/Under_the_Burning_Suns/scenarios/04_Descending_into_Darkness.cfg: UtBS S4: block off unused exit more https://github.com/wesnoth/wesnoth/commit/e70776b690e53c0dbda78b8bafcac886099c53d9 20190407 16:53:37<+wesdiscordbot> More like their last stronghold is obliterated. 20190407 18:18:23-!- smiley- is now known as smiley` 20190407 18:52:13< irker804> wesnoth: Nils Kneuper wesnoth:master c82cbf87b0a9 / po/ (29 files in 29 dirs): updated Spanish translation https://github.com/wesnoth/wesnoth/commit/c82cbf87b0a9b991db324f7f8c962373c1099b8f 20190407 18:52:20< irker804> wesnoth: Nils Kneuper wesnoth:1.14 4d0248a1a3fb / / (30 files in 30 dirs): updated Spanish translation https://github.com/wesnoth/wesnoth/commit/4d0248a1a3fb673db1daac94034f37651a5bcb07 20190407 19:29:07-!- gfgtdf [~Daniel@x4d088929.dyn.telefonica.de] has joined #wesnoth-dev 20190407 20:18:47-!- Nobun [~user@51.179.115.73] has quit [Quit: WeeChat 2.1-dev] 20190407 21:18:33< irker804> wesnoth: Severin Glöckner wesnoth:1.14 e3724f994cb9 / po/ (wesnoth-anl/de.po wesnoth-multiplayer/de.po): German translation: fix minor mistakes https://github.com/wesnoth/wesnoth/commit/e3724f994cb900cb37697026eb6702cec7cd28e3 20190407 21:18:47-!- stikonas [~gentoo@wesnoth/translator/stikonas] has quit [Remote host closed the connection] 20190407 21:46:38-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 250 seconds] 20190407 21:52:55-!- boucman [~rosen@wesnoth/developer/boucman] has joined #wesnoth-dev 20190407 22:26:24< irker804> wesnoth: nemaara wesnoth:master 3356179d3006 / data/campaigns/Under_the_Burning_Suns/maps/09_Blood_is_Thicker_Than_Water.map: UtBS S9: update map https://github.com/wesnoth/wesnoth/commit/3356179d30062b78eae032301187ea850e76a6a8 20190407 22:27:19< irker804> wesnoth: nemaara wesnoth:1.14 feeedf8ba1b8 / data/campaigns/Under_the_Burning_Suns/maps/09_Blood_is_Thicker_Than_Water.map: UtBS S9: update map https://github.com/wesnoth/wesnoth/commit/feeedf8ba1b8ec5bd52214e454ddc27b18d80825 20190407 22:31:01< irker804> wesnoth/wesnoth:1.14 nemaara 3f6f9fd24b UtBS S4: block off unused exit more AppVeyor: All builds passed 20190407 22:56:18-!- gfgtdf [~Daniel@x4d088929.dyn.telefonica.de] has quit [Ping timeout: 264 seconds] 20190407 22:57:45-!- boucman [~rosen@wesnoth/developer/boucman] has quit [Remote host closed the connection] --- Log closed Mon Apr 08 00:00:07 2019