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[03:40:18] <brada> I believe ive found a rather nasty bug with the inventory
[03:40:56] <brada> it only occurs since the last time i merged master (checking out to the commit prior to merge i cannot trigger)
[03:41:18] <brada> anywy i can click through the item description window into the inventory
[03:41:35] <brada> it seems to be related to some event callback
[03:42:01] <brada> because the console gets pretty spammed by messages about not being able to find “WPLS2INV"
[03:42:50] <brada> i can easily trigger it by opening an item with a lengthy amount of text and scrolling the description up and down
[03:43:17] <brada> you will know whne you have triggered the bug when scrolling stops working
[03:48:39] <brada> I have an easier method to reproduce now
[03:49:00] <brada> drag the scrollbar then switch to another programand release the mouse
[03:49:22] <brada> going back into gemrb the inventory items are accessible though the description window
[03:52:40] <brada> again tho, this is only acomplished on commits since i remerged with master
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[04:33:17] <brada> and it happens on master alone if there was any doubt
[04:33:49] <brada> also item special abilities dont seem to work on master either so that isnt a regression caused by me either :)
[04:34:52] <brada> oh, maybe its just some items
[04:35:16] <brada> they are at least partly broken tho
[04:35:20] <brada> tooltips are way wrong
[04:35:38] <brada> staff of fire is not “bullet +1"
[04:36:30] <brada> oh i suppose its quite possible those tooltips are coming from the items behind the window :p
[05:17:45] <brada> i wonder if 4732945 is to blame
[05:17:56] <brada> specifically if something like regeneration is in play
[05:20:41] <brada> indeed it does appear to be to blame
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[12:55:23] <Seniorita> [commit] lynxlynxlynx: Actor::dump: show luck and fatigue too https://github.com/gemrb/gemrb/commit/f7d44d3487aea6e209fbdcea26318c2abe8b4d10
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[18:05:30] <brada> fuzzie or wjp around?
[18:05:37] <brada> id like to ask about the comment above Interface::GetITMExt
[18:05:56] <brada> seems to me if that is true then we are breaking that rule a few places
[18:05:58] <fuzzie> hallo
[18:06:10] <brada> and also that there is probably a better way around the problem
[18:06:25] <brada> hello fuzzie :)
[18:06:27] <fuzzie> oh yes
[18:06:31] <fuzzie> we fixed that :-p
[18:06:31] <brada> still busy with uni i trust
[18:06:41] <fuzzie> so no longer true for a long time
[18:06:47] <brada> oh good
[18:06:52] <brada> so i can remove that?
[18:06:57] <fuzzie> the comment, sure
[18:07:01] <brada> oh
[18:07:07] * wjp peeks
[18:07:09] <brada> i meant move the alocation to where it is used
[18:07:11] <fuzzie> the code, I'm not sure
[18:07:18] <brada> no need for it to be in interface right?
[18:07:22] <wjp> oh, the dll memory management stuff
[18:07:24] <fuzzie> no
[18:07:29] <fuzzie> if it's only used by one caller then sure
[18:07:50] <brada> it is
[18:07:54] <fuzzie> if it's used in a bunch of callers then why are we allocing it at all?
[18:08:09] <fuzzie> (okay maybe that applies also to the one-caller case..)
[18:08:12] <fuzzie> but sure change as you wish
[18:08:57] <brada> just tidying up things as i see them
[18:11:50] <brada> to me it doesnt seem like it needs to be allocated at all (by new)
[18:12:52] <brada> but i forget if C++ allows something like ITMExtHeader[someCount] in a class
[18:14:02] <brada> probably not i image all instances should be the same size
[18:15:11] <brada> (of course there doenst seem to be a reason to use a C array over a vector anyway)
[18:51:38] <lynxlynxlynx> they look nicer if you don't need to care that much about bounds
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[19:52:05] <ValeT> Hi
[19:53:13] <ValeT> Is anyone on?
[19:55:27] <lynxlynxlynx> y
[19:58:18] <ValeT> I am trying to port this to haiku and I would like to make sure it is possible. Has anyone done this before?
[20:04:04] <lynxlynxlynx> hmm
[20:04:34] <lynxlynxlynx> yes
[20:04:36] <lynxlynxlynx> http://www.gemrb.org/wiki/doku.php?id=engine:platforms
[20:04:39] <Seniorita> engine:platforms [GemRB wiki]
[20:04:57] <lynxlynxlynx> you can search the forums, i forgot what this platform is about
[20:06:22] <ValeT> Awesome. I just wanted to be careful because the Makefile installs to /usr/local/ directory natively right?
[20:06:50] <ValeT> For Haiku, I will have to specify the prefix correct?
[20:09:00] <lynxlynxlynx> there's no cmake for haiku?
[20:09:20] <lynxlynxlynx> you'll probably need to add some source files to the old makefiles if that is so
[20:09:51] <lynxlynxlynx> platforms like that and low overhead is the only reason we still keep them around — but not actually maintain them
[20:10:17] <lynxlynxlynx> anyway, the prefix is completely up to you either way
[20:10:47] <ValeT> There is cmake. Ok. I will come back if I run into any problems
[20:10:51] <ValeT> Thanks!
[20:11:18] <lynxlynxlynx> let us know if you need any code changes
[20:11:23] <lynxlynxlynx> wierd compilers and all that
[20:11:38] <lynxlynxlynx> preferably this year, since a new release is around the corner
[20:12:17] <lynxlynxlynx> ... so go on, figure it out, but it's best if you wait for the real packaging a bit
[20:14:47] <ValeT> I can wait…..I am doing it for GCI though, so it will be over in about 2 months
[20:16:01] <ValeT> When will the new package come out?
[20:17:47] <lynxlynxlynx> by the end of the year
[20:18:12] <ValeT> Awesome..That will be perfect timing!
[20:18:15] <lynxlynxlynx> mostly minor changes on the build side of things
[20:19:08] <lynxlynxlynx> ok, just let me know if you encounter any build problems
[20:19:26] <lynxlynxlynx> read INSTALL
[20:19:33] <lynxlynxlynx> you should be able to try it fast
[20:19:41] <lynxlynxlynx> building doesn't even require any games
[20:20:47] <ValeT> Yeah….It is just the organization of where all of the files are located
[20:20:59] <ValeT> There are specific places things have to go which stinks
[20:21:07] <lynxlynxlynx> yeah, but that won't change
[20:21:16] <lynxlynxlynx> i'm just interested if there are any build problems
[20:21:25] <lynxlynxlynx> install locations are completely on your side of things
[20:22:53] <ValeT> :D
[20:23:02] <ValeT> Yeah….Which stinks :D
[20:23:24] <ValeT> I will let you know if it builds wrong
[20:24:58] <lynxlynxlynx> our build system can take several path parameters, it's already very modular
[20:25:18] <lynxlynxlynx> you'll see them in the output before building
[20:25:28] <lynxlynxlynx> perhaps that will be enough for you
[20:27:47] <ValeT> install headers to $prefix/includes instead of $prefix/develop/headers ?
[20:29:11] <ValeT> can I change things like that? or is that not possible currently
[20:29:44] <lynxlynxlynx> bad example, we don't install any headers
[20:30:12] <lynxlynxlynx> just run cmake; it should default to a FHS layout and you'll see all the vars you can set
[20:30:41] <ValeT> Ok. I will do that.
[20:32:55] <lynxlynxlynx> ... besides the prefix itself
[20:33:16] <lynxlynxlynx> i hope you have more packages to do for GCI :D
[20:34:29] <ValeT> Oh yeah….They have fun giving us impossible loads of work :D
[20:41:32] <Seniorita> [commit] lynxlynxlynx: Actor::GetCombatDetails: added a research todo https://github.com/gemrb/gemrb/commit/b33b4208ffdd63a78db73c3c09d7e44e843af057
[20:41:33] <Seniorita> [commit] lynxlynxlynx: Actor::PerformAttack: never produce negative damage from the main roll https://github.com/gemrb/gemrb/commit/53509ee615dc6f3cf998ae5a316a6895e73028f2
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