00:05:25 in canada 00:11:56 Well I don't think http/2 is at all a precondition for transfering animated gifs; you can still transfer images before the game starts, same as we do now 00:13:29 But I'm sure actually implementing support for animations in a sane way would be a somewhat involved project 00:23:50 I was thinking if sprite sheets are removed, you will be transferring hundreds of tiny images at game start -- it would be much slower than sprite sheets over http1 00:24:14 based on the theory you can't turn animated gifs into a sprite sheet because of the 256 colour limitation 00:25:20 HAVING SAID THAT, I did experiment with producing 256colour sprite sheets for crawl, and the results were bearable. I think there is potential for loading LQ assets at game start and streaming in higher quality images in the background (or not at all, for users who want to save bandwidth) 00:27:19 I don't understand why you're assuming we have to individually transfer files using seperate http connections 00:28:12 all a sprite sheet does is collect images into a single file; you can certainly do that using archival tools/compression in a way that can recreate them as individual files after transfer 00:31:35 this isn't really an http/1 vs http/2 issue; the reason that technology is an improvement as a whole is because it's general to an arbitrary web pages and doesn't require recreating the way web pages are encoded/created 00:32:11 but we write the webtiles server and client; we can change how the client data is transfered as we see fit, so we can use pretty simple means to transfer a bunch of formerly individuals files over one connection if we want 00:34:48 but I think want people would actually want is a proper animation system; not sure just making all the tiles animated gifs would work super well visually if there's no code support saying how to play them back 00:35:24 maybe it would without too much code, but I kind of doubt it 01:15:10 I think we might be talking past each other here 01:21:38 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-3015-g7f46a08de7 01:38:33 Unstable branch on crawl.develz.org updated to: 0.25-a0-861-g340c9e8194 (34) 01:41:21 well, it's all pretty hypothetical; I don't think the fundamentals require any particularly bleeding edge technology, but I'd be very uncertain about how to add animations to the game, and having someone around who's more of a graphics domain expert would probably help a lot 02:10:37 Windows builds of master branch on crawl.develz.org updated to: 0.25-a0-861-g340c9e8194 02:40:37 doesn't webtiles support animated water? 02:45:07 it's not animated continuously, just animated in the usual sense of changing the tile with each UI action 02:45:26 actually it might even be per-turn only 02:45:29 ah, right 02:47:49 i'd like to do animations at least on local tiles, but it requires fixing crawl's ui tech debt first 02:49:38 if we had a Zot coin for every time aidanh mentioned our tech debt....we'd be able to buy the dungeon... 02:53:16 heh, true, but it's a real issue 02:54:22 it's just straight up not possible to have animations right now, because the ui is drawn all over the code base 02:55:13 yeah, as I recall from what I've seen of the animation code for animations we do have, it seems messy 02:55:30 I guess one obvious problems with having animations is that we really don't have the art to animate yet 02:55:48 I could imagine having the system in place makes the contribution of that more likely, but it's a bit of a catch 22 02:56:10 animations is not just for, well, animations 02:56:11 I don't think CanOfWorms will be able to set aside a few hundred hours dedicated to making animations 02:56:46 the technical requirements are more akin to decoupling the rendering of frames from crawl control flow 02:57:45 e.g. on local tiles the loading screen will freeze while rebuilding databases, because the ui is blocked 03:01:33 fixing that sounds nice 03:03:34 same issue with freezing while auto travelling 03:04:20 gammafunk: btw re rolling releases, no it wouldn't mean breaking compat every release; each release would support saves written by maybe 5 releases before it 03:05:18 advil: are these mostly trunk games? 03:17:17 Stable (0.20) branch on crawl.beRotato.org updated to: 0.20.2-3-g29329e0 03:23:44 Unstable branch on crawl.beRotato.org updated to: 0.25-a0-861-g340c9e8 (34) 03:53:49 Fork (bcadrencrawl) on crawl.kelbi.org updated to: 0.22.1-2639-g80165ef360 07:54:01 Iwillforgetthis (L13 OpCj) Crash caused by signal #15: Terminated (Lair:5) 11:04:44 animations need an animator 13:14:57 Stable (0.20) branch on crawl.akrasiac.org updated to: 0.20.2-3-g29329e0 13:20:58 Unstable branch on crawl.akrasiac.org updated to: 0.25-a0-861-g340c9e8 (34) 15:23:03 -!- aidanh_ is now known as aidanh 17:27:15 03ebering02 07* 0.25-a0-862-gb679d63: Partially revert "Buff Leda's Liquefication" (elliptic) 10(62 minutes ago, 3 files, 10+ 8-) 13https://github.com/crawl/crawl/commit/b679d6390d14 17:27:15 03ebering02 07* 0.25-a0-863-ge14c9e3: Revert "Allow Leda's to persist while flying" 10(33 minutes ago, 3 files, 11+ 3-) 13https://github.com/crawl/crawl/commit/e14c9e38dd7b 17:27:15 03ebering02 07* 0.25-a0-864-gf1e2f1b: Revert "Allow monsters to cast Leda's while flying and remove dead code" 10(30 minutes ago, 3 files, 8+ 1-) 13https://github.com/crawl/crawl/commit/f1e2f1be51d2 17:27:15 03ebering02 07* 0.25-a0-865-gd392131: Mark Leda's as no_ghost 10(71 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/d392131cc75f 17:30:26 partial reversion 😱 17:33:02 %??-version 17:33:02 Monster stats Crawl version: 0.20-a0-733-gf92fd71 17:33:08 weird 17:33:10 very delayed 17:48:49 bringing back the mess of flying+leda's interactions doesn't seem great, can't it just still keep the movement penalty? 17:52:23 i guess just having it cancel when flight is activated is better than all the old weird tornado stuff 17:54:47 oh nevermind, it does bring that back it looks like? 17:56:02 yeah, it does bring back the movement penalty 17:56:15 just doesn't bring back the player melee floundering part 17:56:52 sorry yeah, that bit seems good but i just mean the way it interacts with trying to fly while leda's is active 17:57:07 where you can't activate flight except you can if it's via tornado (or dragon form?) 17:57:22 Unstable branch on crawl.kelbi.org updated to: 0.25-a0-865-gd392131cc7 (34) 18:00:14 maybe it could be justified as slowing your movement from the effort of channeling the effect even while flying so you're still allowed to fly with it active 18:00:19 (or all flight could be allowed but would cancel the spell, not sure if that would be better) 18:03:15 I think I prefer just applying the movement penalty to flight and allowing all flight; otherwise the quick cancel could be used to escape the downside 18:04:27 Time for a one-man-revert-war against myself!! 18:04:39 yeah, it's not a super big deal but the fiddly interaction there was a pet peeve of mine so i'd be sad to see it come back again, just having the slow movement always apply seems good even if the flavour justification is a bit weird 18:23:45 Unstable branch on underhound.eu updated to: 0.25-a0-865-gd392131cc7 (34) 18:39:49 03ebering02 07* 0.25-a0-866-gf3960b0: Revert "Revert "Allow Leda's to persist while flying"" 10(30 minutes ago, 3 files, 3+ 11-) 13https://github.com/crawl/crawl/commit/f3960b09ed72 18:39:49 03ebering02 07* 0.25-a0-867-g873053e: Revert "Revert "Allow monsters to cast Leda's while flying and remove dead code"" 10(26 minutes ago, 3 files, 1+ 8-) 13https://github.com/crawl/crawl/commit/873053edc432 18:39:49 03ebering02 07* 0.25-a0-868-g437a441: Apply Leda's movement penalty regardless of flight status (kate-) 10(23 minutes ago, 4 files, 8+ 6-) 13https://github.com/crawl/crawl/commit/437a441e8fda 18:39:49 03ebering02 07* 0.25-a0-869-g05d4e06: Revert "Mark Leda's as no_ghost" 10(20 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/05d4e06a412e 18:48:48 Unstable branch on crawl.kelbi.org updated to: 0.25-a0-869-g05d4e06a41 (34) 19:13:35 the rare double revert 19:20:47 ebering: thanks! and good nested reverts yeah 19:21:25 i forget what the record is but i know it's for like, adding and removing rElec from statues or something, maybe it got up to 4? 19:34:55 !commitby ebering Revert "Revert "Revert "Allow monsters to cast Leda's while flying and remove dead code""" 19:34:56 03ebering ⛐ 0.25-a0-2042-gc281166: Revert "Revert "Revert "Allow monsters to cast Leda's while flying and remove dead code""" 10(in the future, 35 files, 990+ 787-) 13http://s-z.org/neil/git/commit.png?p=crawl.git;a=commitdiff;h=c281166 19:35:21 2042 commits, guess it's time for release 20:07:51 %git 7f6b743bca1 20:07:51 07kilobyte02 * 0.14-a0-904-g7f6b743: Revert "Revert "Revert "Don't give Gargoyles innate rElec""" 10(6 years ago, 1 file, 1+ 0-) 13https://github.com/crawl/crawl/commit/7f6b743bca1a 20:08:34 that's the most where the message was left intact, could've happened that the message was edited in some cases