00:06:59 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.21-a0-369-g397cdb2 (34) 00:09:27 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-369-g397cdb2 (34) 01:20:14 Unstable branch on crawl.develz.org updated to: 0.21-a0-369-g397cdb2 (34) 02:00:10 Windows builds of master branch on crawl.develz.org updated to: 0.21-a0-369-g397cdb2 02:42:06 http://lookup.guy.ht fully functional again and updated to 0.20.1 02:55:05 Monster database of master branch on crawl.develz.org updated to: 0.21-a0-369-g397cdb2 03:03:22 -!- amalloy is now known as amalloy_ 03:05:38 -!- amalloy_ is now known as amalloy 03:11:06 Does anyone have a good grasp of the menu.cc code? I'm not sure of the difference between pagesize and max_pagesize, and I'm fixing a resize bug involving that stuff 03:14:39 Unstable branch on crawl.beRotato.org updated to: 0.21-a0-369-g397cdb2 (34) 03:35:23 aidanh: advil is maybe our resident menu expert 04:28:42 !lm * br.enter=wizlab hufi current sh>8 x=avg(ac),avg(ev),avg(sh),avg(mhp),avg(str),avg(dex) 04:29:22 6 milestones for * (br.enter=wizlab hufi current sh>8): avg(ac)=36.33; avg(ev)=9.83; avg(sh)=23; avg(mhp)=186.33; avg(str)=24.67; avg(dex)=16.33 04:29:54 !lm * br.enter=wizlab hufi current sh>8 x=avg(ac),avg(ev),avg(sh),avg(mhp),avg(str),avg(dex),avg(xl) 04:29:56 6 milestones for * (br.enter=wizlab hufi current sh>8): avg(ac)=36.33; avg(ev)=9.83; avg(sh)=23; avg(mhp)=186.33; avg(str)=24.67; avg(dex)=16.33; avg(xl)=22.83 04:30:00 wow 04:30:08 !lm * br.enter=wizlab fi current sh>8 x=avg(ac),avg(ev),avg(sh),avg(mhp),avg(str),avg(dex),avg(xl) 04:30:10 1093 milestones for * (br.enter=wizlab fi current sh>8): avg(ac)=36.12; avg(ev)=13.62; avg(sh)=23.57; avg(mhp)=177.38; avg(str)=30.25; avg(dex)=16.83; avg(xl)=21.61 04:30:45 !lm * br.enter=wizlab hufi current xl>=17 xl<20 sh>8 x=avg(ac),avg(ev),avg(sh),avg(mhp),avg(str),avg(dex) 04:30:46 2 milestones for * (br.enter=wizlab hufi current xl>=17 xl<20 sh>8): avg(ac)=31.5; avg(ev)=6.5; avg(sh)=18.5; avg(mhp)=145.5; avg(str)=22; avg(dex)=15.5 04:33:02 !lm * br.enter=wizlab fi current xl>=17 xl<20 urune<=2 sh>8 x=avg(ac),avg(ev),avg(sh),avg(mhp) 04:33:03 238 milestones for * (br.enter=wizlab fi current xl>=17 xl<20 urune<=2 sh>8): avg(ac)=31.51; avg(ev)=12.04; avg(sh)=21.36; avg(mhp)=150.85 05:11:20 -!- amalloy is now known as amalloy_ 05:23:46 -!- amalloy_ is now known as amalloy 06:10:41 gammafunk, thanks 06:12:33 advil: I've fixed tiles crashing when you resize the window with a menu open, but the help page is a bit weird, as it adds a whole bunch of blank lines to the menu: command.cc:665 06:12:41 Any idea why that happens? 08:25:06 -!- KamiKatze_ is now known as KamiKatze 09:15:02 possibly that could be placed in a conditional for console 09:15:20 the console version needs it to be full screen, is why it's doing that 09:42:28 aidanh: if you have a mismatch between the scroller size and the pagination in the text that's being shown, those ensure you don't start the next page early 09:43:00 so if you comment those out and open help on a terminal that's bigger than 24 lines, you'll get the first page of the manual after the toc starting to show up 09:43:14 in console specifically, as geekosaur points out 09:43:44 it would apply to tiles as well if the scrollable area could ever change size 09:44:09 as usual it's not entirely obvious that that is the *best* way to accomplish what it's doing, but it is a way 09:45:25 it wouldn't be a good idea to conditionalize on console because webtiles builds need console to work too, the only thing you could do would be conditionalize on not local tiles 09:45:26 ideally there'd be hard page indicators (e.g. ^L/FF) 09:46:02 but then supporting those would likely complicate the menu code even more. 10:05:19 hm, why do we not have restart_after_game on by default? 10:05:38 is it just that historically it was buggy? 10:07:45 oh, it is on by default for just local tiles 10:10:25 used to be there were cases where you couldn't exit the game, but maybe that is what you meant by buggy 10:12:28 Thanks; so my question becomes, why does console need it to be full screen 10:12:42 <|amethyst> there have been cases where things didn't get reinitialised properly, but those are hopefully all fixed 10:13:00 yeah, those are the buggy cases I have in mind 10:13:05 would it mess with server play at all? 10:13:23 <|amethyst> no, those options don't even exist #ifdef DGAMELAUNCH 10:13:31 aidanh: if you try it in console you'll see what goes wrong 10:13:34 I can screenshot it 10:15:39 If I don't fill it with blank lines, it goes funky in tiles too; the command list shows up just under the top-level help/toc, where the white space was before, and you can scroll down 10:16:28 But after you scroll down, you can only scroll back to the top of the command list, not the top of the help/toc list, which is bizarre 10:16:33 aidanh: what it should look like https://www.dropbox.com/s/pbik91tfr0n9swx/Screenshot%202017-10-15%2010.14.04.png?dl=0 , what it looks like without the blank lines: https://www.dropbox.com/s/gdykhgu25n5j923/Screenshot%202017-10-15%2010.16.27.png?dl=0 10:16:36 ah ok, same issue 10:17:14 you're not supposed to be able to scroll at all from the ToC I think 10:17:41 Right, and you can't with the whitespace added, but remove that and suddenly you can 10:17:50 Which is very counter-intuitive 10:18:23 |amethyst: do you think it would be problematic if I set restart_after_game and perhaps even restart_after_save to just true by default? 10:18:57 aidanh: yeah, that's what I meant by it's not obvious that this is the best way to design formatted_scroller to accomplish the desired behavior 10:20:02 <|amethyst> advil: restart_after_game would be fine I think. I'm not sure about restart_after_save, since plenty of people use Ctrl-S to mean "I'm finished playing crawl for the moment" 10:20:15 <|amethyst> advil: it would be turning bossmode into extra keypresses :) 10:20:23 heh 10:20:45 ok, maybe I won't change that one 10:21:22 <|amethyst> hm 10:21:22 the behavior of both is very idiosyncratic by modern standards, but you are right that the save one may have a function 10:21:22 <|amethyst> I wonder what happens in non-dgl webtiles 10:21:32 advil: Well, i'll just have to fix it then :) it no longer crashes if you resize the window, and if you enlarge it on that TOC menu the commands list appears below all the whitespace 10:22:10 <|amethyst> probably want to test that: I'm not sure how restart_after_game would work in webtiles, so it might need to be turned off by default, or even disabled, there 10:22:15 I was looking into the behavior in the tutorials which is just really weird to new players (there's a bug from 2012 about this), and then I started to wonder why tutorial should be special-cased 10:23:01 I'll check that 10:23:23 I suspect it's ok, I have done a lot of webtiles testing with that in my rc in the past 10:25:01 I think webtiles might bypass the launch game loop? 10:28:03 <|amethyst> advil: nope 10:28:07 <|amethyst> advil: just tried it 10:28:08 haha I'm wrong, you can totally get the main menu this way in webtiles 10:28:13 <|amethyst> advil: I have ... yeah, that 10:28:45 I guess I do a lot of testing in webtiles but rarely end games in webtiles 10:29:10 I guess this behavior is already buggy, wonder if you can access other players games this way on a server that doesn't use dgl? 10:29:16 <|amethyst> I rarely end games when testing 10:29:36 <|amethyst> advil: probably, but on servers that don't use dgl you can also set the crawl directories etc 10:29:43 what servers don't use dgl? 10:30:19 <|amethyst> I suspect even the official servers that don't use dgl still have USE_DGAMELAUNCH set 10:30:40 (it actually would be useful for testing purposes to access the main menu in webtiles sometimes) 10:30:58 <|amethyst> but anyone who builds webtiles for their friends to play, etc 10:31:49 one strategy would be to have a slightly more general SERVER build option 10:32:08 that protects/disables certain things 10:32:28 <|amethyst> that is for the most part what DGAMELAUNCH is 10:32:39 <|amethyst> (I was wrong about the name earlier, there's no USE_) 10:32:48 <|amethyst> I could definitely see renaming it 10:33:15 <|amethyst> I guess it might also cause those .ts files to be created? 10:35:41 does some stuff with paths it looks like 10:38:51 the main menu is actually ndef'd? 10:39:12 so a server that is trying to use the main menu can't build with DGAMELAUNCH 10:40:01 assuming such a thing exists 10:40:06 <|amethyst> I guess you could do that if you have a separate VM or directory for each player 10:40:20 <|amethyst> (managed outside of Crawl) 10:40:57 yeah 10:41:25 oh and dgl-specific clear screen stuff 10:41:26 <|amethyst> I think "server that starts in the main menu" is not a use case we have really ever envisioned 10:41:31 heh 10:41:55 <|amethyst> and --print-charset is dgl-specific 10:42:16 <|amethyst> rather than being about servers in general 10:43:15 <|amethyst> I was actually kind of impressed when the main menu showed up in webtiles 10:43:46 yeah, I bet it uses CRT mode that I almost deleted! 10:43:52 good thing I didn't 10:43:56 <|amethyst> I was thinking "okay, it's either going to work, or the screen's going to go black because it tried going to the main menu and we didn't change the mode" 10:44:01 <|amethyst> yup 10:44:22 I might actually see if I can hack a debug mode that shows the main menu, it's kind of annoying to not have easy character selection when testing webtiles 10:44:47 <|amethyst> hm 10:46:17 <|amethyst> I'm not sure whether anything will break when crawl and the webtiles server have different ideas about the player name 10:46:56 <|amethyst> I'm wondering about the # chardup link 10:47:04 <|amethyst> s/chardup/chardump/ 10:48:57 "Char dumped to './rcs/asdf/qewjioqew.txt'." (revealing of how I choose names) 10:49:08 basically seems to work fine, even spectating works 10:49:25 actually I know that the name in the save doesn't have to match the login name, because I do that all the time 10:49:38 so this is just going a bit further 10:54:30 I think the immediate conclusion from this exploration for me is that a user should have no expectation of security for a server compiled without DGAMELAUNCH, and changing restart_after_game to true by default doesn't change this (since it could still be set in an rc) 10:54:52 the behavior of that option may be considered buggy for webtiles without DGAMELAUNCH defined, but that's orthogonal to the default value 10:55:24 therefore I will change the default value :) 10:58:53 <|amethyst> hm 11:00:03 <|amethyst> somehow the default when launched from webtiles should be false, but I'm not sure about the best place to handle that 11:01:07 yeah, it's a bit tricky, because it's not obvious that's what you want for a webtiles build started from console 11:01:20 maybe when started with the socket option, whatever that is? 11:02:28 I'll think about it while I go do some errands 12:34:11 |amethyst: what do you think about ignoring restart_after_game for any combination of command line options that bypasses the startup menu in the first place? 12:47:41 03Aidan Holm02 07https://github.com/crawl/crawl/pull/620 * 0.21-a0-366-g2e99833: Clean unused code, add assertion 10(31 minutes ago, 1 file, 1+ 9-) 13https://github.com/crawl/crawl/commit/2e99833ee99d 12:47:41 03Aidan Holm02 07https://github.com/crawl/crawl/pull/620 * 0.21-a0-367-gfb94cec: Fix menu rendering when window size is reduced 10(9 hours ago, 2 files, 28+ 22-) 13https://github.com/crawl/crawl/commit/fb94cec88c74 12:47:41 03Aidan Holm02 07https://github.com/crawl/crawl/pull/620 * 0.21-a0-368-gdde518f: Stop drawing current menu page after a MEL_TITLE entry 10(28 minutes ago, 2 files, 19+ 10-) 13https://github.com/crawl/crawl/commit/dde518f5335d 12:54:36 <|amethyst> advil: hm, that sounds reasonable, though it is a change 12:55:08 yeah, it is a bit more ambitious, but it was the most principled thing I came up with 12:55:12 <|amethyst> advil: my only concern would be tiles players who start up crawl with a particular player name 12:55:34 <|amethyst> advil: since this will be an unexpected change to the behaviour 12:55:35 oh, I hadn't fully realized that was enough to skip the menu 12:55:45 but yeah, it would be 12:56:29 <|amethyst> hm 12:56:42 <|amethyst> maybe you'd want a way to override that, but then 12:56:57 <|amethyst> hm 12:57:03 <|amethyst> actually, maybe that would be enough 12:57:19 <|amethyst> restart_after_game = always (or something) to mean "even if you skipped the menu" 12:57:26 <|amethyst> but it's still ignored in DGL mode 12:57:38 heh but that doesn't fix the non-dgl webtiles oddity 12:57:43 <|amethyst> then the default would be the lighter option, which doesn't screw up webtiles 12:57:49 though that sounds pretty reasonable as a way to have that option work 12:58:11 <|amethyst> "always" could be the default for local tiles maybe 12:59:37 advil: all fixed, wasn't too hard, but I'd like to remove the ====== divider line (command.cc:688), as it seems useless 13:00:17 Because of the MEL_TITLE entries, I don't think there's any case where it actually separates anything 13:03:25 looks cleaner to me 13:04:02 |amethyst: we could still ignore it entirely if m_await_connection or m_sock_name is set? 13:04:54 <|amethyst> advil: I thought you wanted to be able to do that for debugging purposes 13:05:12 well, outside of some specific debug setting 13:05:21 maybe it's fine if the default just avoids the menu 13:05:25 <|amethyst> that option could be the debug setting :) 13:05:31 <|amethyst> rather, setting it to "always" 13:05:51 <|amethyst> but maybe that should be separate 13:06:07 ah I see, I was thinking in terms of something based on a build setting 13:06:52 <|amethyst> build-time settings are bleh :) 13:07:07 well not a new build setting, but a behavior that only happens on a debug build 13:08:03 <|amethyst> I can imagine some non-debug uses 13:08:39 <|amethyst> e.g. you want to play locally just on your own, but you prefer the webtiles interface to SDL or console 13:08:51 <|amethyst> in that case it would even be nice if webtiles could start Crawl up with the main menu 13:08:56 true 13:10:16 Unstable branch on crawl.akrasiac.org updated to: 0.21-a0-369-g397cdb2 (34) 13:11:37 I have occasionally wondered if it would make sense to package webtiles with electron or something 13:29:30 03Aidan Holm02 07https://github.com/crawl/crawl/pull/620 * 0.21-a0-369-g63b539e: Remove useless visual separator 10(24 minutes ago, 1 file, 5+ 13-) 13https://github.com/crawl/crawl/commit/63b539eca63e 14:03:50 whyy does startup stuff have to be so complicated & spread out over so many files 14:09:00 also, what is up with this NORETURN thing? is that a normal c++ thing that I just haven't encountered? 14:09:21 advil: it advises the compiler to assume the function will never return, eg exit() 14:09:22 <|amethyst> advil: see AppHdr.h for the actual definition 14:09:32 ohh I see 14:09:58 in that case, pretty sure some of these shouldn't be NORETURN 14:10:02 <|amethyst> advil: it's __attribute__ ((noreturn)) on gcc and clang, __declspec(noreturn) on msvc, both compiler-specific of course 14:10:31 like which, advil? 14:10:45 game_ended_with_error can return 14:11:00 well 14:11:21 I guess it depends on where a throw fits into things 14:11:21 <|amethyst> no, it either calls game_ended or end 14:11:46 it can throw game_ended_condition 14:12:04 game_ended will throw something that can lead to everything restarting in _launch_game_loop 14:12:05 <|amethyst> yeah, a throw doesn't count 14:12:22 <|amethyst> from the gcc manual: 14:12:22 <|amethyst> The 'noreturn' keyword does not affect the exceptional path when 14:12:22 <|amethyst> that applies: a 'noreturn'-marked function may still return to the 14:12:22 <|amethyst> caller by throwing an exception or calling 'longjmp'. 14:12:35 ah 14:13:52 that explains my confusion 14:15:05 <|amethyst> the MSVC docs are less explicit, but they do say "tells the compiler that a function does not return", and throwing isn't returning, so 14:16:02 <|amethyst> it's mostly to prevent warnings when some code paths don't return the appropriate type because they transfer control nonlocally instead 14:16:35 <|amethyst> or perhaps to allow warnings when code is dead because the function doesn't return 14:16:45 <|amethyst> I suppose you could use it for optimisation too, but it doesn't seem like that would really be relevant all that often 16:47:07 03advil02 07* 0.21-a0-370-g34efee4: Over-elaborately enable restart_after_game by default 10(70 minutes ago, 13 files, 96+ 27-) 13https://github.com/crawl/crawl/commit/34efee411a0d 16:47:07 03advil02 07* 0.21-a0-371-gd56c60c: Add an option to allow having a name set to not bypass the menu 10(27 minutes ago, 4 files, 13+ 3-) 13https://github.com/crawl/crawl/commit/d56c60cc9bb0 16:48:05 now we can see if I screwed anything up with that, shouldn't affect dgl games at all 16:50:14 |amethyst those commits attempt to do what we discussed earlier 17:09:23 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-371-gd56c60c (34) 18:14:36 Unstable branch on underhound.eu updated to: 0.21-a0-371-gd56c60c (34) 20:26:53 'blow up' kill message inappropriate 13https://crawl.develz.org/mantis/view.php?id=11261 by geekosaur 20:27:59 at least it's not likely to have been caused by the restart_after_game changes >.> 20:36:26 hrm 20:37:20 main.cc: In function ‘void process_command(command_type)’: 20:37:20 main.cc:2024:37: warning: format not a string literal and no format arguments [-Wformat-security] 20:37:20 || yes_or_no(quit_prompt)) 20:37:20 ^ 20:37:27 advil: would this warning be related to any of your recent commits? 20:37:32 I can take the time to check in a bit 20:38:06 probably this 20:38:08 %git 34efee411a0df02883 20:38:08 07advil02 * 0.21-a0-370-g34efee4: Over-elaborately enable restart_after_game by default 10(5 hours ago, 13 files, 96+ 27-) 13https://github.com/crawl/crawl/commit/34efee411a0d 20:39:52 looks like it's calling it without a format string 20:40:00 yep 20:40:31 technically safe here, until someone does the wrong thing in the future 20:46:45 o.O 20:46:48 it's intentional. wtf 20:46:55 geekosaur: it is a lunge effect 20:47:03 yeh, just found it 20:47:06 // Fireworks when hitting distracted enemies. 20:47:06 // XXX: this seems massively overcomplicated. 20:47:15 (like most of wjc) 20:47:28 elliptic: are you taking a look at Wu? 20:47:29 if nothing else, it should have a message 20:47:47 gammafunk: no, see geekosaur's bug report 20:47:47 oh, you're talking about that bug, sorry 20:47:47 Well a dev can hope! 20:48:00 but I would vote in favor of removing wjc from trunk 20:48:47 well, I haven't really thought super hard about Wu and barely understand what the current version is doing 20:48:58 I know that MarvinPA said he might take a look at the god 20:49:02 so I was sort of waiting on that 20:49:31 If that doesn't happen, removal does seem like the best option 20:50:16 03gammafunk02 07* 0.21-a0-372-gd0ff781: Fix usage of a prompt function that expects a format string 10(3 minutes ago, 1 file, 6+ 6-) 13https://github.com/crawl/crawl/commit/d0ff7819568c 20:51:02 i haven't really had the time/motivation for crawl stuff recently unfortunately, i do have things i wanted to try but it's all very vague and i don't think i'm likely to get around to it particularly soon 20:51:33 Would you be alright if we removed Wu for now, MarvinPA? 20:51:47 so removing it seems perfectly reasonable yeah 20:52:05 is this my chance....finally...I get to destroy a god.... 20:52:39 file bug report, and the murderers come out to play... 20:52:54 I'm going to credit geekosaur in the commit...repeatedly 20:52:58 I do think WJC has some good/interesting ideas but they don't really fit together to make a god, maybe they could be repurposed at some point 20:53:00 hmm, would it be the first actual god removal? since pakellas is still in trunk too (although maybe shouldn't be) 20:53:14 pak is effectively removed in trunk still 20:53:26 but yeah I guess pak code does remain 20:53:31 I'm not sure if some of that is save compat 20:53:54 I was toying with a rework of pak to move away from such heavy evo focus but like your Wu plans, they were pretty vague 20:54:09 oh sorry yeah, pakellas isn't in trunk, just that there's still code lying around 20:54:11 yeah and agreed re: some of the Wu powers are interesting 20:54:51 Lasty: We're considering commiting deicide on Wu Jian. You weren't planning any bug changes for Wu powers -> Usk, were you? 20:55:04 I ask because we discussed this at one point 20:55:07 specifically I think lunge (minus the explosions) is a decent weapon move and heavenly storm is sort of a cool ability 20:55:53 minmay has asked for reach to be replaced with a lunge-like ability for a long time 20:56:04 not sure that would be a great route to go though 20:56:12 lunge is a lot like reaching, yes 20:56:25 gammafunk: I dunno man. The whole project feels a bit fraught. Overall I do think that the Usk piety gain adds a context to the Wu Jian powers that makes them way more interesting. 20:56:29 they each have their advantages designwise and they play slightly differently though 20:56:44 But it wouldn't use anything else from the god, which feels unfortunate 20:56:58 i think heavenly storm would be better to re-implement from scratch from a code perspective 20:57:05 I could see trying to make heavenly storm be an usk thing 20:57:06 but agreed that it's a neat idea 20:57:27 I wouldn't be against toning down some other Usk powers in exchange for heavenly storm 20:57:49 or maybe just toning down piety gain so that the power tiers are harder to reach 20:58:42 do you think usk is overpowered, or are you just concerned that usk gameplay is too unvaried (you mostly just alternate between paralyzing stuff and exploding it)? 20:59:07 Is that directed at me or MarvinPA? 20:59:10 you 20:59:31 re: toning down piety gain, though I guess you meant that in compensation for getting heavenly storm 20:59:36 yeah, exactly 20:59:43 I haven't been worried that it's OP or unvaried 20:59:57 but adding a new cool power would probably constitute a non-trivial buff 21:00:53 I'm a bit worried about it being unvaried personally, so adding a new power could help with that 21:01:54 it feels like once you get to the part of the game where getting to grand finale piety is relatively easy, you should just save piety for that and forget about the other active abilities 21:02:10 does the power actually work just fine without the other Wu abilities? I seem to recall it being conditioned on use of those 21:02:17 I suppose you'd just remove any conditions 21:02:19 ??heaven on earth 21:02:20 wu jian[6/8]: Heavenly Storm: Summons a storm of golden clouds. Provides a hefty Slaying bonus and constantly triggers a powerful opaque fog, reducing visibility and protecting against ranged monsters. The storm is very short lived, but continuing to use martial attacks against multiple enemies refreshes the duration and increases the slaying bonus. 21:02:23 so it would be nice if there was a choice like "use grand finale or save piety for even longer to use something like heavenly storm" 21:03:03 gammafunk: yeah, I was really just thinking of heavenly storm as "powerful song of slaying + fog" 21:03:12 right 21:03:23 so just a fixed duration upon use, maybe based on invocations power? 21:03:27 elliptic: that would be interesting 21:03:46 I'm sure MPA was right that reimplementing it would be better than trying to reuse the code because how tied in WJC code is with the special attacks 21:03:51 having one high-piety-cost power isn't quite as interesting as having to pick between two 21:04:23 gammafunk: well, I sort of like how the duration is dependent on continuing to attack things 21:04:31 and that fits with the usk piety mechanic 21:04:38 so it could drain piety over time or something 21:04:51 elliptic: also bits of the current implementation are very questionable, even separate from relying on marial attacks 21:04:57 !source wu_jian_heaven_tick 21:04:58 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/god-passive.cc#L1553 21:07:12 yeah, that would be simplified by having it just increase usk piety decay while in effect as well 21:08:42 aha true 21:09:28 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-372-gd0ff781 (34) 21:10:05 though for all I know usk piety decay code looks similar :P 21:10:26 happily, it does not 21:11:21 though it may be bad in other wyas 21:11:27 !source _handle_uskayaw_piety 21:11:28 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/player-reacts.cc#L388 21:13:35 thanks gammafunk, clang never catches those 21:14:35 oh right, this is reminding me that I noticed a long time ago that the usk audience and bond timer stuff doesn't handle variable length actions optimally 21:15:17 e.g. stuff triggers either more or less quickly if you are spending all your turns attacking with a qblade than if you are spending them attacking with a higher delay weapon 21:15:25 but I don't remember the details 21:15:46 Ah, hmm. I thought I had accounted for that, but I could well have made a mistake 21:16:20 advil: it felt sort of weird, my 'fix', like I wasn't actually fixing anything 21:18:34 well, you fixed the ugly thing that I did because I though yesno wouldn't take a format string 21:44:10 The build was broken. (master - d0ff781 #8822 : gammafunk): https://travis-ci.org/crawl/crawl/builds/288365572 22:05:36 oops 22:05:53 ah, false positive