00:22:09 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.22-a0-259-gdd11e71 (34) 01:25:12 Unstable branch on crawl.develz.org updated to: 0.22-a0-259-gdd11e71 (34) 01:57:07 Windows builds of master branch on crawl.develz.org updated to: 0.22-a0-259-gdd11e71 02:54:22 Monster database of master branch on crawl.develz.org updated to: 0.22-a0-259-gdd11e71 03:19:33 Unstable branch on crawl.beRotato.org updated to: 0.22-a0-259-gdd11e71 (34) 03:51:22 -!- amalloy is now known as amalloy_ 06:08:22 -!- test is now known as Guest94956 09:09:55 -!- abc is now known as Guest82125 09:57:41 -!- Bammboobies is now known as Bammboo 10:03:05 -!- amalloy_ is now known as amalloy 10:52:47 -!- zkyp_ is now known as zkyp 12:19:44 Unstable branch on crawl.akrasiac.org updated to: 0.22-a0-259-gdd11e71 (34) 12:34:06 -!- ProzacElf_ is now known as Prozacelf 12:34:12 -!- Prozacelf is now known as ProzacElf 12:53:32 No key response + errors afterwards 13https://crawl.develz.org/mantis/view.php?id=11406 by russomatroso 13:57:25 Hi guys, I noticed there has been a recent change in trunk that modifies the layout of the inventory for local tiles builds in a way that I found rather annoying (and to make things even worse, there doesn't seem to be an option to control this). 13:57:48 I think some images would show this better than words: 13:58:02 old inv: https://dl.dropbox.com/s/yuy5jnpem10y4rh/old_inv.png?dl=0 13:58:06 new inv: https://dl.dropbox.com/s/f8x9pffzykwmqu5/new_inv.png?dl=0 13:58:10 new inv current char: https://dl.dropbox.com/s/t9aqret8u7w4x24/new_inv_real_char.png?dl=0 13:58:26 With the previous layout, when I wanted to compare items there were usually in the same column, making it easy to compare between them. 13:58:50 And I instinctively knew I had to look down for more items in the same category except some rare exceptions, now I gotta look left, right, and down every time. 13:58:59 Another thing that changed is that due to sorting, I had all the unidentified items in the bottom of the category, and all identified ones in the top. Now these are it's mixed between the two columns. 13:59:24 Showing two items in the same category in two different columns seems silly too. 13:59:42 IDK, maybe I'm just too much used to the previous layout. 14:00:05 Is there any change we can get at least an option to go to the previous layout? 14:04:31 aidanh: ^ pinging you since I think you might have worked on those tiles changes 14:04:32 KurzedMetal: aidanh is probably the one who would know about this. for myself, speaking as someone who doesn't actually know about this, i would guess that "have an option to go back to exactly the way things were" is unlikely, but suggestions like "you could improve the new layout by doing XYZ to it" are feedback that may lead to a better future product 14:05:07 I don't have any strong opinions on local Tiles menus, but the double-wide format does seem to have usability problems 14:05:53 I could imagine an option to just not use multi-column layouts 14:06:23 I think aidanh had various usability arguments against the old layout too 14:06:26 iirc 14:06:39 i'm not sure which layout gammafunk is referring to as "double-wide" 14:07:22 part of the issue with the old layout, I believe, was that it behaves pretty strangely when scrolling 14:07:53 I found I could change tile_menu_icons to false, to avoid showing the two-columns, but that affects other screens like abilities and spells too, which are great as they are 14:08:06 and I lose the icons on the inventory too 14:09:05 an option for single column would work, although I did like the two column like it was before 14:09:21 the scrolling issues are the main reason why this change was implemented; I've racked my brain for a way to have reasonable scrolling while keeping like items in the same column, and found nothing 14:09:27 since I rarely had to hit a second page to see all items 14:09:44 The menus should use a single column automatically if there's enough space 14:10:50 I'd rather have a single column all the time and scroll than having a second column like it is right now 14:11:00 and do less scrolling 14:11:18 an option for that is certainly feasible and I wouldn't mind adding it 14:12:47 I wonder if there's some way to rethink tiles inventory that's a bit more out of the box...like using right side space (if available) for showing item information on mouseover 14:14:37 or showing equipped items 14:16:19 what was the "scrolling issue" you wanted to avoid/fix, aidanh? 14:16:20 the ] key used to show equipped items 14:16:55 yeah, there are other ways of showing equipped items that are more console oriented 14:17:08 while you were gone, KurzedMetal asked: what was the "scrolling issue" you wanted to avoid/fix, aidanh? 14:18:26 New branch created: pull/715 (1 commit) 13https://github.com/crawl/crawl/pull/715 14:18:26 03NormalPerson702 07https://github.com/crawl/crawl/pull/715 * 0.22-a0-260-g8c190d8: Randomise the placement of the rune in dis_grunt 10(8 minutes ago, 1 file, 25+ 12-) 13https://github.com/crawl/crawl/commit/8c190d838c01 14:19:04 KurzedMetal: with the old menus, scrolling long lists would scroll the right column twice as fast as the left column 14:20:22 more generally, it was extremely unintuitive where things would end up when you scrolled a double column list with the old layout 14:20:40 yeah, that's a better way of putting it 14:21:22 one possibility is to allocate each inv category its own column 14:21:31 is was that a console bug? because I barely play console, not sure if I understand the scenario 14:22:06 yeah, I was thinking about that too. That probably would be nice 14:22:07 e.g. a large scrolls list in the left column would not wrap to the right column, but would cause scrolling 14:22:10 no, console doesn't even have multi-column inventory afaik, but judging from your screenshots it may not be something you hit a lot at the resolution you are using 14:23:03 that would also complicate the menu UI code, and probably has pathological cases, but might be worth it 14:25:05 essentially a knapsack problem 14:35:29 -!- debo_ is now known as debo 14:41:54 ha 14:45:03 * amalloy did not recognise the pun until wheals brought it up 14:48:34 so how do you use shuffle to guarantee exactly one placement of an item in the shuffle? 14:52:08 NormalPerson7: for example, suppose you have three interesting things to place, but two different choices of where to place them. you could write: SHUFFLE: ABC / DEF 14:52:28 this either leaves the map exactly as is, or swaps all A with D, all B with E, and all C with F 14:53:12 right so that's what i thought happened 14:54:00 so to ensure exactly one placement of, say, A, you can use a SHUFFLE like that, and place exactly one A, and exactly one D, on the map 14:54:34 i tried SHUFFLE: 1O / AQ / AQ / AQ for the four corners, and it would sometimes not place exactly one, but idk if i made a mistake, i guess i can try again 14:55:11 you have to use distinct glyphs, otherwise you turn all the Qs into Os 14:55:22 03Aidan Holm02 07* 0.22-a0-260-g66e28ab: Fix wind-blast not applying location effects (advil, Beargit, rangerofthewest, #11253) 10(2 weeks ago, 1 file, 13+ 7-) 13https://github.com/crawl/crawl/commit/66e28abd8781 14:56:06 oh ok thanks 14:56:13 just like you did in your SUBST solution 14:59:49 aidanh: can that result in moving multiple actors into the same position? 15:00:07 NormalPerson7 no need to open a new PR, just push a change to the existing branch as another commit 15:00:16 ohh, damn, didn't think of that 15:01:23 I'll test and see 15:01:46 message ordering strikes again 15:01:57 the way the push code for door sealing works is to keep an exclusion list as you build the destination list, maybe something like that 15:02:16 also there's probably an interaction with how collisions are calculated, if I'm reading this right 15:02:32 wind_beam collisions? yeah 15:02:36 so actor A moving to spot x,y blocking actor B moving to the same spot would have lead to a collision before 15:03:05 *led 15:03:14 I'll just revert it for now; thanks for pointing this out 15:03:49 03Aidan Holm02 07* 0.22-a0-261-gf0767a5: Revert "Fix wind-blast not applying location effects (advil, Beargit, rangerofthewest, #11253)" 10(21 seconds ago, 1 file, 7+ 13-) 13https://github.com/crawl/crawl/commit/f0767a526f4a 15:04:03 np, sorry to not catch it in the PR, I saw that you'd pushed something there but hadn't looked yet 15:04:45 The build was canceled. (master - 66e28ab #9377 : Aidan Holm): https://travis-ci.org/crawl/crawl/builds/349475717 15:05:14 I probably should have been more patient :) I'll see what the door sealing code does before reworking it 15:05:29 it's not exactly a marvel of clean engineering 15:05:57 well, this *is* crawl we're talking about here 15:09:44 Unstable branch on crawl.jorgrun.rocks updated to: 0.22-a0-260-g66e28abd87 (34) 15:17:51 +advil +amalloy ok i reopened the pr using shuffle, thanks for the tips 15:19:54 03NormalPerson702 07https://github.com/crawl/crawl/pull/715 * 0.22-a0-261-g45b50af: Revert "Randomise the placement of the rune in dis_grunt" 10(21 minutes ago, 1 file, 12+ 25-) 13https://github.com/crawl/crawl/commit/45b50af6bc12 15:19:54 03NormalPerson702 07https://github.com/crawl/crawl/pull/715 * 0.22-a0-262-geac7974: Randomise the placement of the rune in dis_grunt 10(8 minutes ago, 1 file, 26+ 23-) 13https://github.com/crawl/crawl/commit/eac7974222df 15:34:09 so, i was surprised to learn that, even before NormalPerson7's PR, going to Dis:$ in wizmode and pressing &Pdis_grunt causes a crash, with the error message: ERROR in 'dungeon.cc' at line 453: invalid map border at (6,0): floor (full crashlog: https://gist.github.com/amalloy/1670d589a1ed2f093f223e2125473257) 15:34:33 shouldn't &P create a level in exactly the same way as if the game had chosen that vault when generating the level normally? 15:35:50 03NormalPerson702 07https://github.com/crawl/crawl/pull/715 * 0.22-a0-263-g477f035: Simplify 10(51 seconds ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/477f03594ca0 15:41:12 KurzedMetal: the issue with arranging categories like that is that you'd either have unbalanced columns, or unpredictable placement of categories 15:41:13 oh yep amalloy i experienced that 15:41:26 it caused me about an hour of thinking my change was the problem 15:43:51 from then on i had to use &*p&{ to generate and map new floors and cycle through etc, that was a pain 15:44:42 oh, what is &*p? 15:44:58 sorry &*r 15:45:49 well, there's definitely a bunch of non-shared code in wiz-dgn.cc 15:48:25 03NormalPerson702 {amalloy} 07* 0.22-a0-262-g9649ee7: Randomise the placement of the rune in dis_grunt (#715) 10(8 seconds ago, 1 file, 26+ 23-) 13https://github.com/crawl/crawl/commit/9649ee7cfe80 15:50:55 NormalPerson7: github says this is your first contribution, although i remember you submitting a number of issues (and perhaps patches?) via mantis. are you already in CREDITS.txt? if not, would you like to be added (and using what name)? 15:51:01 anyone have any objections to merging 714? I've been hoping for that feature for a while 15:51:09 !pull 714 15:51:13 FR 15:51:43 !pr 714 15:51:43 https://github.com/crawl/crawl/pull/714 15:52:54 git-pr also exists, and is very handy 15:53:57 not part of git by default, of course 16:01:22 git pull --no-commit seems like a weird behaviour for git-pr to have 16:01:25 no patches, just issues on mantis -- yes this is the first contribution i have done and add me to the list (if you wish) as NormalPerson7 16:04:00 03amalloy02 07* 0.22-a0-263-gab157ee: Add NormalPerson7 to CREDITS.txt 10(39 seconds ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/ab157eebecc5 16:09:13 amalloy: that does sound weird; my installed git-pr isn't implemented like that, so there seem to be differing implementations out there 16:09:28 New branch created: pull/716 (1 commit) 13https://github.com/crawl/crawl/pull/716 16:09:29 03amalloy02 07https://github.com/crawl/crawl/pull/716 * 0.22-a0-264-g82b6d38: Simplify code for changing pluses on sword of Variability. 10(3 minutes ago, 1 file, 2+ 7-) 13https://github.com/crawl/crawl/commit/82b6d38c7bed 16:09:35 the top hit for git-pr was https://github.com/ozh/git-pr/blob/master/ozh_git_pr.php, which looks not great 16:09:44 Unstable branch on crawl.jorgrun.rocks updated to: 0.22-a0-262-g9649ee7cfe (34) 16:09:54 aidanh: i commented on #714 btw 16:10:57 isn't it a mace? 16:11:14 er 16:11:17 yes 16:12:55 i made the change last week and had cleared all my local state on it by the time i decided to commit this afternoon 16:13:14 yes, that looks a little funky; mine is https://github.com/tj/git-extras/blob/4.5.0/bin/git-pr 16:14:47 03amalloy02 07https://github.com/crawl/crawl/pull/716 * 0.22-a0-264-g76f0a72: Simplify code for changing pluses on mace of Variability. 10(8 minutes ago, 1 file, 2+ 7-) 13https://github.com/crawl/crawl/commit/76f0a7252d17 16:15:42 that script looks pretty reasonable 16:28:20 amalloy: I'm not really sure why it crashes, but after looking at this I don't think dis_grunt is designed to place on its own 16:28:28 it places as part of iron_city_of_dis 16:29:11 as the `dis_castle` part 16:30:46 yes other parts of dis_castle also crash when loaded, eg dis_mu 16:32:10 oh, i bet it's the orient 16:33:03 if you use dis_castle(G) without being in a subvault, the intended-subvault is oriented against the edge of the map instead of against its parent vault, resulting in a floor being at the edge of the map instead of a wall 16:34:57 so that makes sense, i guess. would be nice if it were documented somewhere that you shouldn't &P with a subvault, but on the other hand i don't know where you could put it such that people would find it 16:37:56 in the wizmode help menu &? ? 16:39:20 it seems like what would happen in an ideal world is that the command would detect it's a subvault, and give you a warning or just fail; it already gives a warning prompt for encompass vaults in the wrong place 16:40:11 but I'm not sure there's a general way to detect something that's used as only a subvault? 16:41:01 it has no depth specificaiton 16:42:18 except I guess maps without depth constraint can still be chosen by tag in various ways 17:02:41 The build passed. (master - 9649ee7 #9381 : NormalPerson7): https://travis-ci.org/crawl/crawl/builds/349500384 17:09:49 Unstable branch on crawl.jorgrun.rocks updated to: 0.22-a0-263-gab157eebec (34) 18:18:58 Unstable branch on underhound.eu updated to: 0.22-a0-263-gab157eebec (34) 18:23:27 aidanh, look at the inventory when using sort_menus = true : qualname 18:23:29 https://dl.dropbox.com/s/4p182otcbhah95k/new_inv_sort_by_qualname.png?dl=0 18:24:27 I think at least it should list items from top to bottom and left to right at least 19:58:29 aidanh: "The walls of the tomb are sustained by the presence of the creature within them, and moving from the centre will cause the tomb to crumble away." I think this might give some players an idea that you can move out of the tomb safely by *swapping* places with a monster. I suggest 'creature' -> 'caster'|'owner'. 19:59:31 03amalloy02 {GitHub} 07* 0.22-a0-264-gf70c721: Simplify code for changing pluses on mace of Variability. (#716) 10(12 seconds ago, 1 file, 2+ 7-) 13https://github.com/crawl/crawl/commit/f70c721afda5 20:02:33 i agree caster is a better word there. there are some other things i'd fix about the phrasing as well, so i guess i'll just do that 20:04:29 03amalloy02 {GitHub} 07* 0.22-a0-265-g0d8bc90: Clarify explanatory text for Tomb card (Yermak) 10(7 seconds ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/0d8bc9073c46 20:10:01 Unstable branch on crawl.jorgrun.rocks updated to: 0.22-a0-264-gf70c721afd (34) 20:15:21 (...the walls come Tomb-ling down?) 20:19:29 i'll bury you for that pun 21:01:16 -!- amalloy is now known as amalloy_ 21:09:49 Unstable branch on crawl.jorgrun.rocks updated to: 0.22-a0-265-g0d8bc9073c (34) 21:21:59 -!- amalloy_ is now known as amalloy 21:39:06 -!- Bammboobies is now known as Bammboo 21:45:36 -!- Bammboobies is now known as Bammboo 21:56:13 Inventory change from a two-column layout to one-column layout inspecting an item 13https://crawl.develz.org/mantis/view.php?id=11407 by kurzedmetal 22:10:18 -!- Bammboobies is now known as Bammboo 22:16:11 -!- KittyTac_ is now known as KittyTac 23:43:06 Huh, .mp4 attachment to explain a bug! Amazing. 23:59:37 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.22-a0-265-g0d8bc90 (34)