00:20:41 gripe with the log format: it's entirely seperated by colons, but the place value is represented with two colons (eg. Dungeon 5 is D::5). So you can't just parse by splitting on colon character :( 00:21:57 DenialAdams: the sequell code does have a parser already written, I'm sure 00:22:13 I don't know how sequell encodes the number of fields 00:22:27 perhaps the idea is you know the fields and field orders 00:23:44 gammafunk: I was looking at how the new crawl scoreboard does it, and it does it by reading it as JSON - I wasn't thrilled with that, so I was doing it a different way instead. Haven't looked at sequll yet, I'll check now 00:43:53 DenialAdams: https://github.com/crawl/sequell/blob/master/config/crawl-data.yml#L795 00:44:01 is where sequell knows about the xlogfile fields 00:48:47 thanks gammafunk. The parsing of the xlog itself happens here https://github.com/crawl/go-sequell/blob/master/xlog/xlog.go#L56 00:54:01 yeah, that looks like it's just the basic string parsing though 00:55:25 I wonder, are the ':' in field values escaped 00:56:36 anyhow, can't help you too much, as I don't know Go (nor ruby, which the sequell-proper code for dealing with the DB data seems to be written in) 00:57:07 you can email darshan if you have some questions, he's pretty busy, but probably will be able to get back to you eventually 00:59:39 no worries :) I don't know go either but I'm muddling along. I think the special casing for the `::` happens in FindSeperator. It looks for the next Seperator that is not escaped ('::') 01:30:27 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.21-a0-414-gba8bdf1 (34) 02:01:53 -!- amalloy_ is now known as amalloy 03:20:02 -!- amalloy is now known as amalloy_ 03:22:05 -!- amalloy_ is now known as amalloy 03:22:44 Unstable branch on crawl.beRotato.org updated to: 0.21-a0-414-gba8bdf1 (34) 03:52:11 I want a function to return one of the three outcomes instead of two (it currently returns bool). Is it better to add extra bool& parameter or change its type to int? 03:53:18 Bool is clearer, int is simpler. 03:59:11 I think I'll go with bool&. 04:03:57 Another question. What's better: if (!condition) smth1; else smth2; or if (condition) smth2; else smth1;? Keep in mind condition is very often false. First option is generally better to use for performance purposes (also in this case) 04:04:18 (also in this case performance improvement is practically zero) 04:04:38 Second option has marginally better readability. 04:06:34 Actually, hmm, I think I lied about performance improvement? 04:14:18 -!- amalloy is now known as amalloy_ 04:18:18 generally one goes for the shorter then-case, for readability reasons. 04:18:43 so (!condition)? 04:23:25 yeh 04:24:05 basically if (cond) { big lump} else { one-liner } is too easy to lose the else while reading it 04:49:50 It looks like whenever I change branch in my local repo, make starts creting all .o file from scratch, despite Me having ccache. 04:50:16 s/creting all .o file/creating all .o files/ 08:02:16 Yermak: I prefer returning something to using &bool, but int is not the best option. You can create a custom enum/enum class, or see if the enum maybe_bool (which has a false value, a maybe value, and a true value) will do what you need 08:03:10 I guess &bool worked fine in my case, thx. 08:03:40 well, some of us may be quite opposed to using &bool in an argument list :) 08:04:01 It's a function that is used exactlyy once. 08:04:04 I will change old &args in crawl when I work on code that has them 08:04:40 Right now I'm totally confused on how many different 'update' functions there are in the code. 08:05:27 what are you working on? 08:05:37 Golubria UI improvements 08:05:59 I fixed the message. But I'm totally lost an how to clear phantom images. 08:07:20 ah I see 08:08:03 not sure how to do that either. stupid question...are you sure that's not on purpose, so you don't forget where you came from? I see how it would be confusing with multiple ones though 08:08:45 map memory in general is confusing 08:09:16 Well, in tiles minimap should have exactly one white dot - the player, as far as I understand. But these out-of-los jumps mupltiply white dots. 08:09:42 Even if this was on purpose it still has a bug. 08:11:10 Also there is fog created on your square, so you won't forget. 08:12:03 my usual MO for trying to figure out something like that is to find something in crawlcode that already does it 08:12:10 !source trap_def::destroy 08:12:10 1/1. https://github.com/crawl/crawl/blob/master/crawl-ref/source/traps.cc#L75 08:12:15 yeah, I did that 08:12:27 possibly "env.map_knowledge(pos).set_feature(DNGN_FLOOR);" will do what you need? 08:12:59 Many functions update something only if it's in los. 08:13:04 no, it's not 08:13:09 it's not 08:13:51 there is some universal function viewwindow() that should update everything in theory, but it doesn't work. 08:17:34 til that golubria is a trap 08:17:59 yep, this is the first thing I learnt when started working on this. 08:27:46 hm, yeah, it already should be calling trap_def::destroy 08:28:14 FR rewrite passages as a kind of portal, not a trap 08:28:36 Transporters is also a trap and they've been added recently. 08:28:54 oh they are? 08:28:58 didn't realize that 08:29:02 <|amethyst> they aren't 08:29:18 <|amethyst> transporters are DNGN_TRANSPORTER 08:29:21 oops, I'm wrong 08:29:42 They were close to each other in the other file. 08:30:38 Anyway, I think problem is that map is never updated outside of your los. 08:31:42 If I destroy the trap, put fog there, update screen, and only then move player, it should work. Would this be an adequate fix to a problem? 08:32:00 s/a prob/the prob/ 08:34:13 hmm how do I get a passage to lead to an out of los position? 08:34:30 <|amethyst> advil: cast it multiple times 08:35:14 oh I see 08:35:26 Also, should two Golubria commits (messaging fix and phantom image fix) be one pull-request? 08:36:17 Maybe it's even fine to do one request for non-related commits? 08:36:31 that's fine as one pull request 08:38:17 so when I'm trying to replicate this in console, the passage does get cleared 08:38:34 sometimes the cloud sticks around, but not the passage 08:38:35 It's interesting 08:38:49 Cloud should stick around. 08:39:19 was that screencap webtiles or local tiles? 08:39:34 Does it get cleared on 'X' map even when it's out of current map view? 08:39:41 yeah 08:39:52 It's from both. 08:40:02 Both tiles has this bug. 08:40:34 I think updating the whole map in tiles is costly and that's why only visible area is updated. 08:41:47 yeah, that could be, at least for webtiles 08:41:52 Sicne it's all ok in console I guess the only place that needs changes is the code related to tiles? 08:42:17 That's why my last idea is wrong, yes? 08:43:03 if that works (I take it you mean clearing while the player is in los) that still seems like the most straightforward solution for now 08:43:24 <|amethyst> Looks to be purely a painting problem 08:43:29 <|amethyst> at least in webtiles 08:43:32 Btw, you said cloud sticks around *sometimes*, not always? 08:43:45 <|amethyst> if I x over the out-of-sight gone passage, it says [the floor.] 08:43:55 cloud should stick always. 08:44:09 it might be that the cloud dissipates very quickly sometimes? 08:44:10 <|amethyst> whereas if the passage is still there it says [a passage of Golubria.] 08:44:29 yeah, the map knowledge will be correct 08:44:54 but it seems like that doesn't get drawn out of los in tiles 08:45:10 cloud is 1 + 1d3 turns, it can't dissipate immediately? 08:46:01 or does 1 + 0 makes it disappear right after you use the passage? 08:46:19 yeah, and I bet that also won't get drawn on tiles 08:46:23 so you'd see different behavior there 08:46:29 <|amethyst> there's also the bit where player-created clouds expire more quickly out of LOS 08:46:35 ah 08:47:45 <|amethyst> my guess is that the cloud never got drawn in the first place since it was already out of sight, and then expires too 08:47:59 I do see it sometimes in console 08:48:01 true 08:48:03 <|amethyst> if you wizmode teleport back to the portal's los (so you don't get a turn) 08:48:12 <|amethyst> then you will see the cloud still there 08:48:24 <|amethyst> in webtiles that is 08:48:52 <|amethyst> s/get a turn/take a turn/ 08:49:33 Yermak: did you track down what specifically in viewwindow might be doing this? 08:49:36 I hate viewwindow 08:49:48 I did try viewvindow, didn't work. 08:49:56 viewwindow* 08:50:23 So, do I implement (destroy trap, put fog, update, move player, update) idea or should it be done in some other way? 08:51:33 what you might want to try first is just doing the map knowledge thing first, I'm not sure how trap triggering will work if the trap is already destroyed 08:51:59 I tried env.map_knowledge(pos).set_feature(DNGN_FLOOR); too, didn't work. 08:52:49 hm 08:52:50 And anyway it's called in trap_def::destroy() 08:52:51 <|amethyst> hm 08:52:59 -!- firemonkey is now known as firemonkey\splat 08:53:00 <|amethyst> looking at tileweb.cc: TilesFramework::_send_map 08:53:17 <|amethyst> perhaps it would be enough (for webtiles anyway) to get m_need_full_map set 08:54:11 if this happens in local tiles too, that won't fix it 08:54:28 it does 08:54:47 it does seem like there must be a bug here that would affect other out-of-los drawing in tiles 08:55:17 There is not much out-of-los drawing like that. 08:55:33 yeah, I can replicate in local tiles 08:57:25 Hmm, if you step away from monster that is on the edge of your los, and then it steps into los, it gets cleared. I think it might be possible to find something that clears it out of los. 08:57:27 it'll also affect cloud drawing out of los, local tiles is definitely not behaving like console (tiles never draws clouds out of los) 08:57:32 <|amethyst> tileidx_out_of_los seems to be what causes the issue in local tiles 08:58:12 <|amethyst> it checks for some kinds of updates to map_knowledge, but not all 08:58:22 <|amethyst> and for the cloud it specifically does not 09:00:35 <|amethyst> In fact it has this comment // Player memory. but that refers to the tiles, *not* map_knowledge, which is what actually represents player memory... 09:07:58 advil, do you see cloud on 'X' map right after passaging in console?\ 09:08:51 It would be useful to have this cloud in terms of marking the place you came from. 09:09:21 I think it depends on whether the cloud lasted >1 turns, but sometimes. it sounded like |amethyst tested that with wizmode teleport (which is instantaneous) and it's always there 09:09:41 <|amethyst> it's "there" but it doesn't appear in the map 09:09:41 could change it to last minimum 2 turns, then it would always be visible (assuming this other stuff is fixed) 09:09:49 No, I get that it is always ther if you do teleport there. 09:10:20 I'm interested if it is marked on the 'X' map. 09:10:33 <|amethyst> meaning it probably isn't being put in map_knowledge 09:10:37 I guess I should yes 09:10:43 yes* 09:10:58 <|amethyst> I don't think making it last longer would help 09:11:54 I was definitely seeing it sometimes in X 09:12:06 <|amethyst> hm, I never do 09:13:04 <|amethyst> unless I land within LOS of the portal I entered 09:13:31 ugh this computer doesn't have ccache installed I guess 09:13:51 in 5-8 minutes I will tell you whether I was hallucinating 09:14:58 Speaking of ccache: it seems that whenever I create a new branch in my local repo, 'make' command start building all .o files from scratch. What could be causing this? 09:15:46 to be exact, I always use 'make TILES=y' 09:15:58 this new branch doesn't have any file changes? 09:16:12 if you were to stash changes before switching, for instance 09:16:13 are you sure that ccache is working? try "ccache -s" to make sure 09:16:18 Well, I created new branch, then do changes then do make. 09:16:20 <|amethyst> even without ccache 09:16:34 <|amethyst> did you change any header files? 09:16:50 Try setting CXX=g++ when you run make 09:16:50 ccache -s puts out statistics makeing me believe it's working 09:16:58 yeah, if you changed headers or any other files that are dependencies of a given object file, it must be recompiled 09:17:14 nope, I chaned only .cc files 09:17:58 What does CXX=g++ do? 09:18:00 hm, can check the stats before and after a build, if you see just the misses increasing then it's at least trying 09:18:26 it's possible that a package manager is using ccache but it's still not configured right for building other stuff 09:18:56 yermak: compiles with g++ 09:19:58 For me, the makefile was using x86_64-pc-linux-gnu-c++ as the compiler, which wasn't set up with ccache 09:20:39 I'm quite new to this makefile stuff. If I say that "which g++ gcc" outputs "/usr/lib/ccache/g++ /usr/lib/ccache/gcc" will it be enough to clear this question? 09:21:30 <|amethyst> cat .clfags and look at the second word 09:21:34 <|amethyst> er, .cflags 09:21:44 <|amethyst> do which on that 09:22:21 <|amethyst> I had to set up symlinks for that in /usr/lib/ccache 09:22:33 /usr/lib/ccache/x86_64-linux-gnu-g++ 09:22:54 <|amethyst> so it should be using ccache 09:22:54 <|amethyst> s/should be/is/ 09:23:11 <|amethyst> but even without ccache 09:23:42 <|amethyst> the sequence: build; git checkout -b newbranch; build with same arguments as first tile 09:23:45 <|amethyst> s/tile/time/ 09:23:52 <|amethyst> shouldn't need to rebuild anything 09:23:53 I could try creating new branch and issuing 'make' without any flags to see if flags have any influence, but it will take half an hour. 09:23:58 <|amethyst> other than maybe version.o 09:24:21 <|amethyst> if you change from make TILES=y to just make 09:24:23 if you make, make clean, and then make again, is the second build cached? 09:24:26 <|amethyst> that will definitely equire a rebuild 09:25:34 I should've put it clearer: 1) 'make' without flags, 2) create new branch, 3) 'make' without flags. 09:25:36 Is there something like FTFontWrapper::split() for console? 09:26:01 <|amethyst> Yermak: make TILES=y; create new branch; make TILES=y should also work and not rebuild the second time 09:27:15 |amethyst: I think you're right, I was just seeing clouds from having taken a bunch of passages in sequence and seen some of them in los 09:27:17 <|amethyst> aidanh: wordwrap_line 09:27:34 <|amethyst> aidanh: which has to be called in a loop 09:28:09 |amethyst: any way to use a formatted_string with that? 09:28:54 alternatively, if there's a function to strip formatting, I can use that, and add console formatting support later 09:30:08 <|amethyst> I'm not aware of anything to word-wrap a formatted_string after it is created 09:30:19 <|amethyst> however, it does have parse_string_to_multiple 09:30:30 <|amethyst> to do the word-wrapping at creation time 09:30:45 <|amethyst> also, wordwrap_line has an option to handle colour tags 09:31:21 <|amethyst> (that's what parse_string_to_multiple uses) 09:33:23 I don't see an option for colour tags; wrap_col in parse_string_to_multiple means wrap_columns 09:33:41 <|amethyst> wordwrap_line(line, wrap_col, true, true) 09:33:46 <|amethyst> that first 'true' 09:33:51 Or do you mean tags 09:33:52 <|amethyst> string wordwrap_line(string &s, int width, bool tags, bool indent) 09:33:53 Ah 09:33:53 <|amethyst> yeah 09:33:55 Oh, I'm sorry, I guess I tackled 'git pull --rebase' somewhere inbetween branch changes today, and gammafunk commits had changes to header files. 09:34:06 <|amethyst> Yermak: aha 09:34:17 |amethyst: Ok, thanks, this looks like it'll do the trick :) 09:41:14 it...it was my fault... 09:49:04 Main menu: Ogre's magic abilities are not as good as the description in the menu seems to imply. 13https://crawl.develz.org/mantis/view.php?id=11274 by Pereza0 09:54:50 !blame gammafunk 09:54:51 I pronounce gammafunk... Guilty! 10:00:28 Hmm.. is there anything like cprintf that handles colour tags? 10:04:57 <|amethyst> formatted_string::display 10:05:09 <|amethyst> (well, first you parse, then you display) 10:06:00 I saw that; wasn't sure what the start and end parameters do 10:07:11 <|amethyst> they're optional, and let you skip some of the fs_ops 10:07:37 <|amethyst> grep seems to indicate that no one actually passes those arguments 10:08:02 I'll try that; thanks 10:48:53 Ok, that works well enough 10:49:53 Unfortunately curses' text wrapping is jumpy when newlines get wrapped to the start of a new line.. hmm 10:55:14 ... and parse_string_to_multiple() fixes that; perfect 11:08:10 I can't find #define USE_TILE in the source. Does USE_TILE means only local tiles or both local and web? 11:08:21 s/means/mean/ 11:09:17 <|amethyst> Yermak: it's defined in the Makefile, and it's used for both 11:09:22 thank you 11:09:23 <|amethyst> local tiles is USE_TILE_LOCAL 11:20:53 So, if I comment lines #891, 893 and 894 in tilepick.cc, extra passages gets cleared from the map. Monsters out of los walking into passages don't get them cleared, passages timing out out of los also don't get cleared. Magic mapping seems to work fine. All *seems* work right, but I can't call the bug fixed. 11:21:28 s/work/to work/ 11:22:25 Saving-loading the game also don't get out-of-los-passages cleared. 11:23:40 <|amethyst> "Monsters out of los walking into passages don't get them cleared" 11:23:44 <|amethyst> why would it? 11:24:07 I made the chaneg without understnding its consequences. It could happen! 11:24:17 <|amethyst> the player didn't see the monster enter the passage, how would they know it happened? 11:24:36 <|amethyst> likewise for timing out 11:25:34 <|amethyst> the goal isn't to make the map reflect the current state of the dungeon, but to make it reflect consequences of things the player saw happen (I entered this portal, so I know it's closed now) 11:25:53 yes, of course 11:28:29 Text bug with losing Wu Jian piety 13https://crawl.develz.org/mantis/view.php?id=11275 by sokol815 11:32:57 In other words: I deleted an if-statement and bug has gone. But wasn't this if-statement there for a reason? I can't see it. 11:41:18 <|amethyst> probably only Enne knows 11:42:07 <|amethyst> it seems like it's intended to be some kind of caching 11:42:29 I see there's tile_gui_info(), tile_player_info(), etc. but there's no generic info() that takes a tile_def? 11:44:46 <|amethyst> TILEG_ and TILE_ have overlapping enumerator values, so no 11:46:10 <|amethyst> though you could probably implement that with a template, assuming you're passing in a literal enumerator and not something that has been saved into an int 11:46:20 Wait.. you can't differentiate based on the texture id? 11:46:35 tile_def has both tileidx and a texture id 11:47:17 <|amethyst> oh, sorry 11:47:22 <|amethyst> I misunderstood 11:49:25 <|amethyst> looks like there is something inside TilesTexture, but that's local tiles only 11:50:03 <|amethyst> hm 11:50:10 <|amethyst> but you have to get the ImageManager to be able to do that 11:50:47 That's ok; this is only for local tiles; image widgets currently don't render at all on console 11:51:07 tilesdl has a method to get the image manager, so that will work great 11:51:29 <|amethyst> once you have the ImageManager, you can do im->m_textures[tiledef.tex].get_info(tiledef.tile) 11:51:44 <|amethyst> or something along those lines 11:52:00 <|amethyst> probably no one would complain if you made a wrapper method for that :) 11:52:04 <|amethyst> in ImageManager 11:52:40 <|amethyst> (or as a free function that takes an ImageManager *) 11:53:43 <|amethyst> maybe there should be a better way to do that that doesn't involve the ImageManager 11:54:04 <|amethyst> or at least to map from TEX_FLOOR to tile_floor_info 11:54:39 <|amethyst> the mapping is buried in ImageManager::load_textures right now though 11:54:51 I'll stick with a tile_info(tile_def foo) for now, as that's immediately useful 11:55:07 <|amethyst> I'm not sure how this is handled in webtiles 11:55:12 <|amethyst> I guess all on client side 11:56:10 It's a little weird having tile_info as part of the image manager, though 11:57:19 From what I can work out, yeah, client side stuff 11:57:38 03gammafunk02 07* 0.21-a0-415-g9d6f0e4: Give the Vortex monster spell a description 10(17 seconds ago, 1 file, 8+ 0-) 13https://github.com/crawl/crawl/commit/9d6f0e4082e6 12:03:26 Is there any support for rendering repeating tiles? 12:04:38 Was thinking it'd be useful for UI box backgrounds 12:05:16 It's possible to do manually, but it's more efficient if it's done in a shader 12:16:30 <|amethyst> aidanh: googling seems to indicate that SDL doesn't have a way to do that, so you'd have to either loop, or fall back to opengl 12:17:03 not directly, no, but all the tiles rendering code uses opengl anyway 12:17:33 I'll fall back to a loop to start with 12:17:44 Needs to work first 12:30:19 If I pull a commit deleting aforementioned 'if' will it be accepted? (I doubt it's normal to make changes without full understanding of what you're doing.) 12:53:14 Yermak: you certainly can, and mention what is your understanding about it 12:53:38 and one of us can take a closer look and either merge or close the PR if it turns out there's a reason why it must remain 12:54:29 I might be able to look at it later today, I have a bit of a backlog of mantis issues and PRs I need to get to 12:55:21 I just wanted to see what happens if I delete 'if'. It turned out that bug was fixed and nothing was broken as far as I could see. I have no other understanding. 12:55:57 well, it's nice to document that work in some way with a bug report or PR, but yeah I can't comment further without looking in detail 12:56:20 ok, thanks 13:09:04 -!- amalloy_ is now known as amalloy 13:22:03 Unstable branch on crawl.akrasiac.org updated to: 0.21-a0-415-g9d6f0e4 (34) 13:23:43 i like to refer to https://en.wikipedia.org/wiki/Wikipedia:Chesterton%27s_fence when i'm thinking about deleting something that's clearly pointless 13:42:23 New branch created: pull/645 (1 commit) 13https://github.com/crawl/crawl/pull/645 13:42:23 03Yermak02 07https://github.com/crawl/crawl/pull/645 * 0.21-a0-415-gab1ab6f: Improve messaging for passage of Golubria 10(41 minutes ago, 2 files, 18+ 18-) 13https://github.com/crawl/crawl/commit/ab1ab6f64c71 13:56:48 [02 17:52:28] So every time I get a --more-- prompt, everything on my screen moves up a line including the viewport. And only new glyphs refresh. 14:00:55 -!- socks__ is now known as socks_ 14:03:19 New branch created: pull/646 (1 commit) 13https://github.com/crawl/crawl/pull/646 14:03:19 03Yermak02 07https://github.com/crawl/crawl/pull/646 * 0.21-a0-415-g85b3557: Change Ogre's description (Pereza0) 10(8 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/85b35574b78e 14:34:43 New branch created: pull/647 (1 commit) 13https://github.com/crawl/crawl/pull/647 14:34:43 03Filip MichaƂowski02 07https://github.com/crawl/crawl/pull/647 * 0.21-a0-406-g81d50fc: Fixed no ability description on R-click (#11231) 10(22 hours ago, 3 files, 27+ 1-) 13https://github.com/crawl/crawl/commit/81d50fc7ae9b 14:36:15 If I fix a mantis bug, is it better to mention reporter's name in brackets or number of the issue? E.g. "Change Ogre's description (Pereza0)" or "Change Ogre's description (11274)"? 14:37:02 i like to put the reporter's name in the commit title, and then if you want you can also refer to the mantis issue in the longer description 14:37:08 people like to see their name 14:38:23 why not both? (Pereza0, 11274) 14:45:11 New branch created: pull/648 (1 commit) 13https://github.com/crawl/crawl/pull/648 14:45:11 03Yermak02 07https://github.com/crawl/crawl/pull/648 * 0.21-a0-415-g31839ce: Improve WJC messaging (sokol815) 10(7 minutes ago, 1 file, 7+ 5-) 13https://github.com/crawl/crawl/commit/31839ce7fa89 14:46:36 What's better - ASSERT(bool_function()); or bool var = bool_function(); ASSERT(var);? 14:48:12 I think the former 14:48:57 the second would be important if we disabled ASSERTs in release builds and bool_function() had side effects that we want to perform regardless, but since that's not the case the former is better 14:50:57 bool_function does have side effects. Still the first option? 14:52:02 don't way have a way to disable ASSERTs in a build? 14:52:11 I seem to recall that 14:53:37 How do I change my pull request? 14:53:49 you can force push to the branch 14:54:10 you could simply make a subsequent commit, but force push is probably the best way, so that your PR can be merged more easilly 14:54:32 eh, i think an ordinary push is usually better 14:54:40 so that reviewers can see the progression 14:54:57 well it's ultimately a personal preference 14:55:00 yes 14:55:12 Ok, push, but what then? Do I make new pull-request? 14:55:21 oh, no regardless of which you do 14:55:42 you simply make/push a commit to the same branch 14:55:42 the PR is tied to this branch 14:55:42 oh, I got it 14:55:42 and the PR listing will see any current state of the branch 14:55:50 i guess if it has side effects it's probably not a good idea to do it in an assert 14:56:03 it turns out we do have a way to disable asserts even though i've never seen it used 14:56:22 yeah that was my intuition 14:57:26 If ASSERTs are disabled, won't compiler grunt at unused bool variable? 14:58:42 yeah I suppose it might 14:59:34 Also if I make second commit to reflect requested changes and it's accepted which commit's name will be used as the result? 14:59:54 the person merging the PR chooses how to merge it 14:59:58 ok 15:00:29 for something like that, we'd expect the merge to rebase the commits, although it might depend on the nature of those commits I guess 15:00:40 s/merge/merger/ 15:01:01 they could squash them, but if they didn't, it wouldn't be a big deal either 15:01:38 I like to squash commits when possible, particlarly if a commit is a fix to trying to do a thing attempted in a previous commit 15:01:40 look at https://github.com/crawl/crawl/pull/643 for an example 15:01:59 you made a commit, i added a second commit, and then while merging i squashed them together into one commit written by you 15:02:17 good thing he did too 15:02:29 "replace commad with and..." he didn't finish his thought! 15:02:34 *comma 15:03:27 quite excellent joke ruined by a typo, what a shame 15:12:20 Do all enums have each own .h files? 15:15:03 no Yermak 15:15:31 their having a header file is mostly to help avoid recompilation for enums that are non-static 15:16:37 if they lie in the header file associated with a cc file, cc files that include the first cc file header for the functions define in there (that may not use this enum) 15:16:42 then changing the enum means all these dependent files need recompilation 15:17:32 Yermak: since the enum i suggested adding is only used internally by a single .cc file, i think it would be reasonable to just add it to the top of that .cc file. |amethyst may disagree 15:17:35 so if it has a header, cc files can directly include it if they need it 15:18:28 if an enum is only used in one cc file and doesn't appear as part of any prototype, then generally it just stays in that cc file 15:18:39 specifically i imagine Yermak is thinking about https://github.com/crawl/crawl/pull/645#pullrequestreview-73890171 15:58:25 03Yermak02 07https://github.com/crawl/crawl/pull/645 * 0.21-a0-416-gf726ff4: Improve Golubria messaging version2 10(5 minutes ago, 1 file, 19+ 8-) 13https://github.com/crawl/crawl/commit/f726ff42df8b 16:19:20 03Yermak02 07https://github.com/crawl/crawl/pull/641 * 0.21-a0-416-g728eac4: Remove reference to cleared levels from 'Out of the depths' paragraph. 10(6 minutes ago, 1 file, 3+ 4-) 13https://github.com/crawl/crawl/commit/728eac4579d8 16:20:54 If I comment a bug on mantis, it goes at the top of the list. How are changes tracked in pull requests? 16:30:12 https://github.com/crawl/crawl/pulls 16:30:46 PRs stay in the same order, but people watching the repo or the PR will be notified of new changes/comments 16:30:49 Yes, they stay at the same spot after changes was made. 16:30:59 oh 16:33:11 right, i got an email about your change but i was at lunch. just replied 16:48:44 there are a lot of open pull requests. we should be merging/closing some of these. 16:50:44 03Yermak02 07https://github.com/crawl/crawl/pull/645 * 0.21-a0-417-gb3b7f0b: Improve Golubria messaging version3 10(4 minutes ago, 1 file, 10+ 10-) 13https://github.com/crawl/crawl/commit/b3b7f0b226f0 16:51:04 There are a lot of issues on Mantis that should be closed also. 16:51:31 I'd start working on some of the PRs but I'd need some time to refamiliarize myself with the codebase after being away for so long. 16:56:25 03Mindcrafter02 {amalloy} 07* 0.21-a0-416-g79d0e6c: Improve messaging for passage of Golubria (#645) 10(8 seconds ago, 2 files, 31+ 20-) 13https://github.com/crawl/crawl/commit/79d0e6c15588 17:08:24 Well PRs should be closed/merged as we have time, but most of them are minor 17:08:34 I view them the same was as bug reports 17:08:57 certainly good to merge them if we can, but there is not a timer that necessarily starts ticking when one is made or anything 17:09:15 Right now I'm going to be focusing on getting a couple important items for the dev plan complete 17:10:07 probably wu removal+usk merging and wand stacking, hopefully this week 17:10:18 We should also consider if we want to merge neil's food branch 17:10:58 I'm still overall mostly interested in a removal of food with something like piety decay or maybe that trap effect idea Lasty and elliptic were discussing (or both) 17:11:06 but those will take some time to work out the details 17:11:38 oh and purple chunks, either removal (that seemed to be a concensus, but there was some talk about changing the way some mutations work) 17:11:50 or just letting them be eaten while engorged, at a minimum 17:12:00 even if we don't want to merge the food unification branch right now 17:12:40 but I need to go back and read that discussion about mutation changes for the tiered ones and see if that could be done relatively easilly 17:13:05 in which case we could maybe remove purple chunks 17:13:22 oh, and eating while engorged sounds simple, but apparently has some possibly nasty technical issues 17:18:18 So I guess it is a good idea then to comment mantis bugs which have pull-requests? 17:19:39 What would be the wording? "Pull-request has been issued"? "Patch has been bull-requested"? 17:21:42 "See the pull request here: " is fine 17:22:16 I suppose you could just mention the pull request number, but a link is nice if you have it 19:03:25 03Mindcrafter02 {amalloy} 07* 0.21-a0-417-g0adc95b: Improve WJC messaging (sokol815) (#648) 10(8 seconds ago, 1 file, 7+ 5-) 13https://github.com/crawl/crawl/commit/0adc95ba8ec2 20:47:07 !messages 20:47:07 No messages for espais. 21:03:43 anybody online that knows much about the travis CI process? 21:10:51 basically, i was hoping to play around with the test suites as the CI process intrigues me (academically), and was curious if it were something i could take and run offline 21:12:08 <|amethyst> espais: they seem to have source code at https://github.com/travis-ci/travis-ci 21:12:30 <|amethyst> (mostly in submodules of that repo, it appears) 21:12:41 crawl-specific though? 21:12:52 i thought that was just the travis code 21:12:53 <|amethyst> ah, no 21:13:04 <|amethyst> I thought you meant you wanted to run your own copy of Travis-CI 21:13:09 oh no, that i could probably figure out 21:13:35 i do a lot of software testing research (am prof.) and was thinking that travis ci was a really interesting development in the testing world 21:13:48 and i was hoping to apply my addiction of crawl to my academic life 21:14:24 <|amethyst> crawl's travis config is in .travis.yml and .travis/ under our repo 21:15:16 <|amethyst> well, the config is in .travis.yml but it refers to some Perl scripts in .travis/ that set up the apt repos, dependencies, etc 21:16:00 ah, so that's part of the actual repo then 21:16:20 gooood gooooood 21:16:20 http://s2.quickmeme.com/img/73/732b0b61628088b3e0c41ad6fdbad98c04581515e682478399edc9b40adc271e.jpg 21:16:29 i could probably setup a local instance of git/travis then and run my stuff 21:16:32 <|amethyst> yes. In fact, if you clone the repo and enable travis without changing anything else, it will report back to ##crawl-dev with results 21:16:36 <|amethyst> which isn't so great, but 21:16:42 yea...probably will have to redirect that 21:16:50 otherwise you guys are going to be flooded with results 21:17:02 (planning on running a genetic algorithm to optimize some test suites) 21:17:10 <|amethyst> if you're using your own copy of travis, you can probably just disable the IRC notifier 21:17:17 hah 21:17:25 shouldn't be an issue anyway ... my univ's firewall blocks the irc port 21:17:55 i'm running a local instance of dgl and had to setup beem to run off of a raspberry pi from my house 21:18:30 awesome, thanks |amethyst 21:18:42 quick Q...did you guys drive the yml file or was that auto-generated? 21:18:47 *derive the yml 21:20:19 <|amethyst> probably was made by hand, though it might have been based on a reference 21:21:54 kk 21:21:59 alright, thanks 23:37:20 -!- mikee__ is now known as mikee_ 23:42:24 -!- mikee___ is now known as mikee_