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[08:52:59] <ebarrett> lynxlynxlynx: here?
[08:53:14] <lynxlynxlynx> yes
[08:53:24] <lynxlynxlynx> just took a brake off work
[09:06:13] <lynxlynxlynx> that sucks
[09:06:43] <lynxlynxlynx> should really be fixed in cmake, but we have to do something in the interim
[09:11:49] <ebarrett> don't ask me ;P
[09:11:57] <ebarrett> i've barely used cmake
[09:12:09] <ebarrett> but feel free to mail dcoppa directly
[09:24:14] <lynxlynxlynx> nah, this is for upstream upstream
[09:24:35] <lynxlynxlynx> lack of namespaces / sane naming
[09:28:53] <Pepelka> [commit] lynxlynxlynx: FloatMenuWindow: open the correct spells window depending on class https://github.com/gemrb/gemrb/commit/25314c6543ca9ea98d136ed6e905a4057c0274ee
[09:28:54] <Pepelka> [commit] lynxlynxlynx: pst: disable modal overlay for mage window, as it doesn't work https://github.com/gemrb/gemrb/commit/86acadb4afe5f9271b4ad366eb79aab5304b0ee6
[09:28:56] <Pepelka> [commit] lynxlynxlynx: pst: rearranged and party synced up GUISAVE https://github.com/gemrb/gemrb/commit/fb234739afcfef5511021b9ac85cfe975af1369a
[09:28:57] <Pepelka> [commit] lynxlynxlynx: ParseGameDate: use unhardcoded string references https://github.com/gemrb/gemrb/commit/64d49b6b81e9b26e2190682d10ba716024ddea8c
[09:28:58] <Pepelka> [commit] lynxlynxlynx: ParseGameDate: added pst format https://github.com/gemrb/gemrb/commit/cb0300b380bbf27edf5ae3c9fc852d05e64ab654
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[14:28:25] <Pepelka> [commit] lynxlynxlynx: GUISAVE: trivial parts of the pst<->main merge https://github.com/gemrb/gemrb/commit/3807975c72d2a681f21cba9a9d1bfd57b3e11243
[14:28:26] <Pepelka> [commit] lynxlynxlynx: GUISAVE: used the existing control id abstraction to simplify and sync https://github.com/gemrb/gemrb/commit/a7643f72f96b215ccbc56a76316b42f217e31f84
[14:28:27] <Pepelka> [commit] lynxlynxlynx: GUISAVE: use a string lookup table for controls too https://github.com/gemrb/gemrb/commit/440008df6e4ab8bcd5a1b020e3f9e2aa7d528979
[14:28:28] <Pepelka> [commit] lynxlynxlynx: GUISAVE: final sync https://github.com/gemrb/gemrb/commit/ec44e2b9150f7ae566a4feceb5d315b775f71b30
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[15:51:17] <brada> all these PST imporvements are prodding me to ask what ever happened to the PST text fix wjp had working… maybe one of us could finish it up for him :)
[15:56:38] <lynxlynxlynx> you mean floating text?
[15:56:57] <brada> no, i mean like the menu text being all pixely and gross
[15:57:00] <lynxlynxlynx> i don't remember anyone trying but avenger, but he got annoyed and discarded it
[15:57:06] <brada> he had a hack fix for it
[15:57:31] <lynxlynxlynx> do you have a screenshot?
[15:57:55] <lynxlynxlynx> nevermind
[15:58:17] <lynxlynxlynx> running in parallel, both start screens look identical
[15:59:35] <lynxlynxlynx> load game the same
[15:59:38] <brada> the floating text is something i plan on tackling as soon as i get all the other tasks on my list done ha ha. did finally blow the dust off that branch i had been working on tho
[15:59:38] <lynxlynxlynx> which menu?
[15:59:50] <brada> lemme see
[16:00:16] <lynxlynxlynx> cool
[16:01:02] <brada> so the buttons on the load screen (load/delete) are good examples
[16:01:04] <lynxlynxlynx> i'm done with my stuff, maybe a level up fix and random spells, but i'd already ask for extensive testing if the forum wasn't down
[16:01:34] <brada> and the menu i was talking about you get to by hitting the “save” button
[16:01:43] <lynxlynxlynx> i don't see a difference in the load one
[16:01:46] <lynxlynxlynx> i'll check save
[16:01:53] <lynxlynxlynx> oh, chiv did not something about borders
[16:01:58] <lynxlynxlynx> black vs transparent
[16:02:00] <brada> all the buttons on the save menu are way fugly
[16:02:24] <brada> anyhow, wjp had it fixed but didnt commit it for one reason or another. ill let him comment on that.
[16:03:13] <lynxlynxlynx> i can see it in the save window ... if i try really hard
[16:03:25] <lynxlynxlynx> it's more obvious on the grayed out delete button
[16:03:55] <brada> sure, nobody noticed it really until chiv or whoever mentioned it. but now i cant *unsee* it lol
[16:04:03] <lynxlynxlynx> yeah, chiv's not is: bitmap font's border is displayed black instead of transparent
[16:04:42] <lynxlynxlynx> still, "way fugly" is a bit of an overstatement :)
[16:04:58] <brada> on my screen its quite noticable…
[16:05:01] <brada> but sure ha ha
[16:05:19] <lynxlynxlynx> could be, i'm looking on a crt
[16:05:31] <brada> still would hate for another fix to evaporate into the aether...
[16:18:22] <lynxlynxlynx> mhm
[16:19:59] <lynxlynxlynx> fixing up the portal animation, i see the original runs much faster
[16:20:22] <lynxlynxlynx> both the portal and the gears animate much moore speedily
[16:28:25] <lynxlynxlynx> it has maximum frame rate = 40 in the config, interesting
[16:33:04] <lynxlynxlynx> appears to match our halved default for animations at least
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[17:48:58] <Pepelka> [commit] lynxlynxlynx: pst: removed now redundant GUISAVE https://github.com/gemrb/gemrb/commit/f2432dca24102957e5ff64bf53a1ca6c8a2d0518
[17:49:00] <Pepelka> [commit] lynxlynxlynx: implemented the (hopefully) last bits of GF_TEAM_MOVEMENT https://github.com/gemrb/gemrb/commit/81301795703543af74e5ac97816c81e107e68088
[17:49:01] <Pepelka> [commit] lynxlynxlynx: VEFObject: initialise own resref field or HasVVCCell will fail https://github.com/gemrb/gemrb/commit/44021da44028e7b147780fbebc153df9df310725
[17:49:02] <Pepelka> [commit] lynxlynxlynx: cmake: try to avoid naming collisions https://github.com/gemrb/gemrb/commit/486e697f1c66ed9dafb0172d86799f59f89f0414
[17:50:19] <lynxlynxlynx> ebarrett: once you wake up and get some time, can you recheck if you still have cmake problems with our latest git (using -DPREFIX)?
[17:57:20] <wjp> what did I fix but not commit?
[18:03:14] <lynxlynxlynx> bam fonts have a black border that should actually be transparent
[18:03:18] <lynxlynxlynx> at least those in pst doo
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[19:08:28] <wjp> hm
[19:09:19] <wjp> can't find any related unmerged branches
[19:10:40] <wjp> let's see if I can find some IRC logs to refresh my memory
[19:11:40] <wjp> 21:58 < brada> btw what happened to that fix wjp did for the PST text?
[19:11:40] <wjp> 21:58 <@wjp> the palette?
[19:11:40] <wjp> 21:59 < brada> yes i suppose
[19:11:40] <wjp> 21:59 <@wjp> that's still in a "big ugly hack" state
[19:14:16] <lynxlynxlynx> :)
[19:15:02] <wjp> can't find it at all anymore now, though
[19:15:23] <lynxlynxlynx> stash?
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[19:16:46] <wjp> hmm, not usually where I put things, but maybe big ugly hacks...
[19:16:47] * wjp checks
[19:18:05] <lynxlynxlynx> i just imagined the scenario that you left it be and when you came back much later to look at something recent, just stashed it to avoid merging problems
[19:19:19] <wjp> usually I just put things in branches for that, but in this case it seems you're right
[19:20:14] <wjp> (for example I've just found a branch called polyfill partially doing "Add support for PST/IWD-style polygon filling", which I can't recall at all...)
[19:21:14] <lynxlynxlynx> how old is it? :)
[19:21:30] <wjp> 2014-02-02
[19:22:04] <lynxlynxlynx> interesting, this was the time of great pst exploration - wonder what it was about
[19:22:31] <wjp> half-transparent polygon fills it seems
[19:22:53] <lynxlynxlynx> used for?
[19:23:32] <wjp> all Highlightables in this work-in-progress patch
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[19:23:57] <lynxlynxlynx> 'cause now i remembered that that crashing area anim is not displayed in gemrb; granted, the base area graphics look almost the same, but one can notice it is not animated
[19:24:22] <lynxlynxlynx> different then
[19:25:44] <brada> oh good. seems i wasnt crazy :p
[19:25:56] <lynxlynxlynx> got a question for you brada
[19:26:01] <brada> sure
[19:26:18] <lynxlynxlynx> looks like buttons that have animations set, but not a base bam, can't be clicked
[19:26:42] <brada> is this a PST thing?
[19:27:00] <lynxlynxlynx> it's visible there now, since you can only click on portraits right on their borders
[19:27:15] <brada> i dont recall changing buttons outside of what im working on now...
[19:27:31] <wjp> transparency check?
[19:27:37] <brada> oh possibly
[19:27:44] <lynxlynxlynx> i removed a setbam call from its update function to allow the animation to play, but even just moving the call to init doesn't help
[19:28:16] <lynxlynxlynx> and yes, i'm mentioning it, since i was following isopaque and it jumps out at a mention of views refactor todo
[19:29:05] <wjp> does it not have a bam at all, or just a frame/border?
[19:30:05] <lynxlynxlynx> it doesn't unless we set it
[19:30:24] <brada> yes that refactor is part of this gigantic branch im on right now. guess i did make some changes prior to splitting off for that
[19:30:27] <lynxlynxlynx> well, i'm not sure, it just looks like the unused slots
[19:30:38] <lynxlynxlynx> pst has no noportsm and similar fillers
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[19:32:05] <brada> i can look into this when im off work later
[19:33:21] <lynxlynxlynx> if you'll be looking at the guiscript side, it's in guicommonwindows -> updateanimatedportrait
[19:34:07] <lynxlynxlynx> my change was the last commit to the file if you need line numbers
[19:35:12] <lynxlynxlynx> having a dud bam set for the "static" path would be an ok workaround, but currently it'd get drawn on top of the animation, so i can't do that
[19:35:20] <brada> i wish my other branch was currently in a buildable and runable state so i could see if its an issue there…
[19:36:31] <brada> guess i could stash and checkout to a prior revision on it...
[19:37:58] <brada> oh i see it never even makes it into the button…
[19:39:44] <brada> yeah, all of this has been rewritten :)
[19:42:18] <brada> wjp was correct tho
[20:14:17] <lynxlynxlynx> i'll just try moving the drawing order around
[20:14:39] <lynxlynxlynx> hopefully it won't break gears
[20:14:42] <brada> i dont see how that would help...
[20:15:19] <brada> BAMSprite2d::GetPixel doesnt bother updating the color if the skipcount is < 0
[20:15:43] <brada> somehow these buttons are produting skipocounts in the -20s
[20:16:07] <lynxlynxlynx> works fine
[20:16:24] <lynxlynxlynx> why did i try it? having a normal bam gives us the clickability
[20:17:49] <lynxlynxlynx> gears are also fine
[20:18:25] <brada> im having trouble seeing how changing drawing order has anything to do with this tho...
[20:18:56] <lynxlynxlynx> i set a dummy bam when initing the buttons, then update it with the anim
[20:19:01] <lynxlynxlynx> both are set, anim is now on top
[20:19:17] <lynxlynxlynx> dummy is just the event catcher
[20:19:21] <brada> oh i see
[20:19:30] <brada> interesting
[20:19:53] <lynxlynxlynx> bareably ugly if you ask me
[20:20:10] <brada> yeah sounds like it :)
[20:21:34] <brada> i guess that explains what i said too then
[20:24:22] <brada> possibly we should be checking State in isPixelTransparent instead, no?
[20:25:02] <brada> right now we jsut always check BUTTON_IMAGE_UNPRESSED
[20:25:39] <lynxlynxlynx> no idea
[20:25:54] <Pepelka> [commit] lynxlynxlynx: Button::DrawInternal: draw animation after the base bam https://github.com/gemrb/gemrb/commit/c1133603f8001346356ef86d30e8cfa723ae8688
[20:25:56] <Pepelka> [commit] lynxlynxlynx: pst: fixed portraits not being clickable since b2b3b0a20b https://github.com/gemrb/gemrb/commit/c66298e026ad4b12c8bcfbc66c3fdf2485878201
[20:25:57] <Pepelka> [commit] lynxlynxlynx: UpdateAnimatedPortrait: small readability improvement https://github.com/gemrb/gemrb/commit/1b3ef71800c74c5bc272e83c51c578167d5dba85
[20:27:35] <wjp> brada: why do you think BAMSprite2d::GetPixel should update color if skipcount < 0 ?
[20:27:46] <brada> i dont :)
[20:27:49] <wjp> oh, ok
[20:27:54] <brada> i was mentioning that is why the button wasnt clickable
[20:28:21] <brada> but apparently that is not the correct image we are chacking
[20:31:59] <Pepelka> [commit] bradallred: Button: simplify draw image selection logic https://github.com/gemrb/gemrb/commit/1384cc12aa662d9cf24d2efb4275535f06685381
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[20:43:00] <edheldil_> brada: missing AA in pst fonts is an ooold bug
[20:46:29] <edheldil_> compiling to test all the changes
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[20:50:42] <edheldil_> the text layout in pst is borked in 'Return to game' in mainmenu
[20:53:45] <edheldil_> floating menu quick item/weapon slots selection selects alway the firstitem
[20:55:56] <brada> ed: if you enable the debug option in Font.h it shows that the button is only providing a single line area
[20:56:19] <brada> not sure what guiscript to check for that
[20:56:31] <edheldil_> GUIOPT
[20:56:46] <brada> from expirience i suspect it is that way in the CHU
[20:57:39] <edheldil_> possibly, but it used to work :), Maybe ignore y bound on buttons etc?
[21:00:13] <brada> oh, im mistaken maybe
[21:00:22] <brada> its probaly that IE_FONT_SINGLE_LINE is set
[21:00:44] <lynxlynxlynx> what do you mean with the weapon one edheldil_? Here it looks like selection works fine
[21:00:53] <lynxlynxlynx> testing with weapons
[21:01:25] <brada> so probably just need to set IE_GUI_BUTTON_MULTILINE on those buttons...
[21:01:55] <edheldil_> lynx: whatever item slot I click in the floating menu, the first slot is (de)selected
[21:02:58] <lynxlynxlynx> brada: yes, that's enough
[21:03:09] <brada> cool. wanna commit that?
[21:03:28] <lynxlynxlynx> edheldil_: how is that not expected behaviour? Only one equipped weapon at a time
[21:03:30] <lynxlynxlynx> sure
[21:05:14] <edheldil_> 1) huh? It's for switching the weapons 2) not only weapons, but quick items as well
[21:06:19] <lynxlynxlynx> all i can see is that it doesn't actually switch internally
[21:08:57] <edheldil_> expected behaviour is: You open weapon slots, the active weapon is purple framed. By clicking another slot, it switches weapons and highlights another weapon
[21:09:10] <edheldil_> similar in quick items
[21:09:41] <lynxlynxlynx> how would it work with quick items?
[21:10:16] <lynxlynxlynx> framed after click until use?
[21:10:51] <edheldil_> you select an item, the cursor changes to the casting one (iirc) and you can select the target. I will try to check in a moment
[21:11:06] <lynxlynxlynx> we do that already
[21:11:19] <edheldil_> (and the selected one gets framed, ofc)
[21:11:38] <lynxlynxlynx> we don't do that :)
[21:12:04] <edheldil_> but it always selects the item in the first slot, even if I click the third one
[21:12:48] <lynxlynxlynx> not here
[21:13:14] <lynxlynxlynx> are you testing with an original save? try reseting your quick slots
[21:15:17] <edheldil_> it's an original save that works with the original engine, just have it running
[21:15:51] <edheldil_> spells get selected as well, btw
[21:16:31] <lynxlynxlynx> fix it all, just please also test with gemrb inventory
[21:16:49] <lynxlynxlynx> (do we really have different slot assignment?)
[21:17:26] <edheldil_> the purple frame is bright for selected, dull for pressed
[21:19:28] <edheldil_> the counters are shifted too high
[21:20:10] <edheldil_> I have gemrb and the original running side by side
[21:23:33] <edheldil_> we place tooltips above cursor centered, while the orig has the left just'd down left from cursor, co they are not so obtrusive. (and they are green)
[21:24:01] <brada> the tooltips is probably a side effect from the tooltips in the other games
[21:30:52] <edheldil_> also, the active menu item in the upper half gets desaturated on selection in the original. As far as I can remember, there's no bam for that in the data, it has to be done in the drawing code
[21:32:48] <brada> we should have drawing flags for that sort of thing already
[21:35:10] <edheldil_> there's something wrong with the button bitmaps as well - I remember I noticed it when implementing the menu - dunno whether I had solved it . It's apparent if you select/deselect a weapon - the background moves ever so slightly
[21:35:24] <edheldil_> brada: for buttons?
[21:35:36] <lynxlynxlynx> i think there's actually a todo in there to expose the blit flag properly
[21:35:52] <brada> likely
[21:36:16] <lynxlynxlynx> edheldil_: wouldn't that just be the pressed/unpressed bam frame difference?
[21:36:46] <lynxlynxlynx> but you're severely nitpicking anyway :P
[21:38:27] <edheldil_> It does not happen in the original; moreover, it differs selected/deselected. I vaguely remember I the problem was that you did not want to use the button bg at all
[21:39:08] <edheldil_> I punish you for trespassing on my home turf :-D
[21:40:10] <lynxlynxlynx> your turf reminds me of the temples of amaunator from bg2 :P
[21:46:54] <edheldil_> dakkon (at least) has a different hp/maxhp, btw ...
[21:47:58] <brada> yeah, thats an old bug… same thing happens in BG2
[21:48:09] <lynxlynxlynx> huh?
[21:48:22] <brada> you can see it in the screenshot of the text overlay i did
[21:48:23] <lynxlynxlynx> pst could handle constitution bonus differently
[21:48:42] <brada> but what about BG2?
[21:48:47] <lynxlynxlynx> max hp should be the same
[21:48:52] <brada> or did that get fixed since i did the font rewrite?
[21:49:13] <edheldil_> all of the chars except NO have ~10hp more in the orig
[21:49:41] <lynxlynxlynx> the problematic bit is updating normal hp if just a maxhp effect is applied - and no, that was not fixed fully
[21:49:58] <brada> in BG2 the problem i with current hp and not max hp
[21:50:21] <edheldil_> eg dakkon has 93/93 in gemrb, 103/103 in orig
[21:51:16] <edheldil_> annah 78/96 in gemrb, 96/108 in orig
[21:52:07] <edheldil_> save 185, if you have my saves, btw
[21:53:01] <edheldil_> hmm, nordom 102/102 in gemrb, 101/110 in orig
[21:53:14] <edheldil_> st. is clearly amiss...
[21:53:18] <brada> im curious how you get gemrb saves to load in the original :p
[21:53:33] <edheldil_> these are orig saves
[21:53:37] <lynxlynxlynx> would be interesting to see what they are right after joining, when you can also look at the base cre
[21:53:45] <lynxlynxlynx> brada: most don't work for various reasons
[21:54:10] <edheldil_> but I see an opportunity for a small re
[21:54:12] <lynxlynxlynx> i was looking at iwd1 and we somehow generate a lot more stuff to be saved
[21:54:42] <lynxlynxlynx> ordering is off in a few places, which was problematic for bg1 or bg2 (but fixed)
[21:54:49] <lynxlynxlynx> pst even cares about case
[21:55:04] <brada> oh? so if i were to resave these bg2 saves they might load in original now?
[21:55:11] <lynxlynxlynx> easy to test basics and compare with iediff, but annoying
[21:55:26] <lynxlynxlynx> i doubt it, but you can try
[21:55:58] <brada> FYI, it looks like our expirience is somehow diffrent too
[21:56:39] <brada> gemrb has more for somereason.
[21:57:11] <lynxlynxlynx> comparing what?
[21:58:22] <brada> comparing the amount of expirience a char has in gemrb vs original with the same save
[21:58:37] <edheldil_> somehow??? the gemrb NO is level 5, orig is level 16 ... and exp ~ matches
[21:59:09] <lynxlynxlynx> which game brada?
[21:59:17] <brada> BG2
[21:59:23] <lynxlynxlynx> is it a normal classed char?
[21:59:31] <brada> multi
[21:59:52] <lynxlynxlynx> how big is the difference?
[22:00:38] <brada> oh!! i see what it is now
[22:00:42] <brada> exp cap
[22:00:59] <edheldil_> so gemrb is confused by NO's different classes
[22:01:29] <lynxlynxlynx> that's pretty much expected, since he's somewhere in dual/multi limbo
[22:02:03] <lynxlynxlynx> brada: fizzle added xpcap very recently, but it is only checked when adding xp iirc
[22:02:06] <edheldil_> orig displays ac bonuses as +, gemrb as -
[22:02:37] <brada> yeah its probably fine then
[22:03:40] <edheldil_> the old "where to get race names from" problem is still there, I see ;0
[22:04:48] <edheldil_> wrong thac0 and # of attacks for Nordom
[22:05:32] <brada> i dont think any of that is suprising right? PST never worked well before. (getting closer tho)
[22:06:20] <edheldil_> right
[22:06:41] <edheldil_> I just thought some were ironed out already
[22:12:45] <edheldil_> more interesting - we display a selected char behind cover with the 'see-through' mask, the orig displays ground circle only, unless you hover on the charactewr
[22:14:18] <edheldil_> heh, I could write tons of such discrepancies
[22:16:25] <brada> yeah but that sounds like an improvement :)
[22:17:10] <brada> there are a few other such diffrences that we ignore on purpose. the portrait window hiding during cutscenes for example
[22:18:01] <brada> the tooltip thing may end up being another case of that (unless it is a problem)
[22:18:33] <edheldil_> well, the save 185 looks crowded w/o the full cover
[22:19:24] <edheldil_> I would say this one couls be a config setting
[22:19:58] <brada> that might be best. you will probably have to do it tho :)
[22:20:08] <edheldil_> heh
[22:26:51] <-- brada has left IRC (Quit: brada)
[22:32:22] <edheldil_> does gemrb save torment.ini, lynx?
[22:33:44] <lynxlynxlynx> no, we read it and save to gem-torment.ini
[22:34:04] <lynxlynxlynx> unless that one is present and then we just work with that
[22:35:57] <edheldil_> and the values are in config dict, right?
[22:44:20] <lynxlynxlynx> dict in core, in python they're only individually accessible