00:10:30 my bad 01:01:04 -!- amalloy_ is now known as amalloy 04:54:43 -!- amalloy is now known as amalloy_ 07:48:48 Buggy displaying of Abyss map 13https://crawl.develz.org/mantis/view.php?id=11167 by Yermak 07:50:02 Is this vault supposed to have transporter at the specified spot? 07:50:03 http://imgur.com/a/JTMUo 08:57:52 -!- Reverie is now known as Catiua 11:06:42 -!- Amnesiac__ is now known as Amnesiac 11:22:09 it looks like it should, but P gets used twice (by accident)? 11:22:21 vault is gammafunk_abyss_rune_reverse_zot 11:23:36 maybe that's supposed to be the entrance & exit? 11:27:17 hm, I do get it correctly placing there when I load the vault in wizmode 11:27:20 so it must be some interaction, not a problem with the des 11:29:56 -!- crate_ is now known as crate 11:56:44 -!- Amnesiac_ is now known as Amnesiac 12:11:38 I have gotten it to place a bunch of times without that first transporter (both within the abyss and elsewhere) 12:12:46 no obvious reason why it sometimes doesn't show 12:13:31 landing site is always there when the transporter isn't, I guess yermak's screenshot is pre-landing-site? 12:49:06 oh 12:49:24 order in des doesn't fully determine placement order, I guess depending on rotation 12:49:35 or some other factor 12:50:13 so as long as the exit places first, things are fine (since an exit will work even without the feature placing), but a transporter exit will override a transporter entry 12:53:38 that is, something like the following can randomly lead to an exit placing over an entry and overwriting it: 12:53:45 MARKER: P = lua:transp_loc("test_entry") 12:53:46 MARKER: P = lua:transp_dest_loc("test_exit") 12:55:19 I guess either transporter entries and exits shouldn't be allowed in the same position, or dgn_place_transporter should not place the landing feature on positions where there's already a transporter entry 12:58:12 ^gammafunk 13:28:57 -!- amalloy_ is now known as amalloy 15:38:25 advil: thanks, I probably missed that one when adding the landing sites 15:38:34 so I'll take a look and push a fix 16:03:19 how do you guys feel about disabling cursor stuff via css (or js but css would be first attempt) in webtiles for menus? hm, but only if the rc has mouse disabled. 16:03:38 "cursor stuff"? 16:03:57 there is a :hover effect and definitely an onclick for menus, like inventory/searches/etc 16:04:10 but i think it should respect the rc setting that disables the general cursor on the map 16:04:31 ah you want to just disable the effect of the mouse with that setting or something? 16:04:37 <|amethyst> probably those should be two settings? 16:04:39 so the mouse cursor is never, ever seen.. except for the #chat box i suppose, as it needs clicked 16:04:40 yeah 16:04:42 yeah |amethyst that's better 16:05:01 they should be two settings, because the addition of mouse on the map is relatively recent 16:05:21 people who are turning it off may just want the previous behavior, rather than a new behavior 16:05:31 that is fair 16:05:38 <|amethyst> also, what about text boxes from line input? Sometimes those might need to be clicked if they lose focus somehow? 16:05:59 that is a good point, yeah, heck i have one of those myself (elliptic's target skill level watcher thing) 16:06:40 all of a sudden this is less interesting of an idea lol. however.. that may not be in the #game container, i'll look 16:06:53 it's part of the message pane container 16:07:06 perfect 16:07:23 <|amethyst> oh, right 16:07:26 you're talking about the input that does appear over the game itself though, right? 16:07:31 even though the message pane is bottom right? 16:07:36 <|amethyst> not the chat window 16:07:40 <|amethyst> the in-game messages 16:07:43 oh, yes ok 16:07:52 <|amethyst> which reminds me of another reason one might want a cursor there 16:08:10 <|amethyst> s/cursor/pointer/ 16:08:10 <|amethyst> so you can see what you're copy-pasting 16:08:14 <|amethyst> (well, copying) 16:08:21 one option might be to both disable the effect of the mouse on most game elements besides chat, and have it disappear on keypress (but reappear if moved) 16:08:50 that way you can still use it with textboxes 16:10:54 or even (on the appropriate setting) just part of that: have it disappear on keypress unless moved and ignore mouse down while hidden 16:10:59 hm, ok let's narrow it down though: clicks have an effect on: #menu, .message_pane input, #chat 16:11:09 and of course the canvas itself, if mouse is enabled 16:11:14 <|amethyst> advil: I think that doesn't work well 16:11:26 <|amethyst> advil: because it can be hard to click a mouse without moving it 16:11:31 so we'd never hide a cursor on input elements in general 16:11:35 true 16:11:55 I think you wouldn't want to assume that we wouldn't add mouse effects on arbitrary things 16:12:11 minimap also takes mouse input 16:12:18 well, if the rc option was specifally menu related, that'd be do-able without assumptions 16:12:39 local tiles does a bunch more that might conceivably be able to be ported some day 16:12:43 maybe it should be broken down like that, hm 16:13:02 the map input is disabled with wahtever that current option is, advil 16:13:04 <|amethyst> I could imagine clicking or mouseovering the status line, for example, to give you a description of the status 16:13:22 16:11 <+advil> I think you wouldn't want to assume 16:13:22 shit 16:13:24 tile_web_mouse_control 16:13:36 description: Whether to enable mouse control for tooltips/cursor interaction on Webtiles. Regardless of the value of the setting, the minimap will respond to mouse control. 16:14:06 oh, the minimap does? it just hides the cursor from me 16:14:09 i didnt actually try clicking heh 16:14:19 it's pretty handy actually 16:14:22 nope, that description is wrong actually. i cannot click. 16:14:29 hmm 16:16:38 did you try right clicking? 16:16:47 advil++ 16:22:52 in local tiles it supports left clicking also, to move, but I'm not sure we'd add that to webtiles 16:23:22 (in local tiles mouse position on the minimap moves the cursor on the grid as well, so that's more usable) 20:03:57 -!- amalloy is now known as amalloy_ 20:09:40 03gammafunk02 07* 0.21-a0-154-gb5400c9: Fix transporter placement in an abyssal rune vault (advil) 10(89 minutes ago, 1 file, 2+ 2-) 13https://github.com/crawl/crawl/commit/b5400c98a7b0 20:24:20 -!- amalloy_ is now known as amalloy 20:27:01 !tell hellmonk are you working on mon-pick-data or is that something I could send in a PR for? 20:27:02 alexjurkiewicz: OK, I'll let hellmonk know. 20:27:17 @??meliai 20:27:17 meliai (03y) | Spd: 20 | HD: 7 | HP: 21-29 | AC/EV: 4/14 | Dam: 14, 1208(poison:14-28) | 10weapons, 10items, 10doors, priest, evil, fly | Res: 06magic(20) | Vul: 09poison | Chunks: 14noxious | XP: 300 | Sp: smiting (7-17) [11!AM], heal other (2d3+3) [11!AM] | Sz: small | Int: human. 20:27:28 the double smiting is rought 20:29:12 @??zotbot 20:29:12 unknown monster: "zotbot" 20:30:03 oh 21:09:30 Unstable branch on crawl.jorgrun.rocks updated to: 0.21-a0-154-gb5400c9 (34) 21:33:58 -!- Dracunos_ is now known as Dracunos 23:24:28 what's a serial vault? 23:31:52 johnstein: one of N related vaults that place on a single floor 23:32:31 eg the bayou series of vaults, which give a particular floor a watery feel 23:33:01 <|amethyst> I would use "serial vault" for the master vault that places the other ones, but yeah 23:33:04 <|amethyst> see also dat/des/serial/serial_guide.txt 23:33:32 <|amethyst> (and the various .des files in that directory) 23:44:12 oooh 23:44:13 I actually didn't know that was a thing 23:44:13 I probably assumed those situations were using layout magic 23:53:28 03Alex Jurkiewicz02 07https://github.com/crawl/crawl/pull/569 * 0.21-a0-154-g73cc5f9: Add new vaults and a serial 10(4 weeks ago, 3 files, 333+ 0-) 13https://github.com/crawl/crawl/commit/73cc5f9dc276 23:53:28 03Alex Jurkiewicz02 07https://github.com/crawl/crawl/pull/569 * 0.21-a0-155-g91ddfbe: Tweak decor vault visuals 10(14 minutes ago, 1 file, 6+ 6-) 13https://github.com/crawl/crawl/commit/91ddfbeba44f 23:59:06 Unstable branch on CRAWL.XTAHUA.COM updated to: 0.21-a0-154-gb5400c9 (34)