#gemrb@irc.freenode.net logs for 21 Sep 2015 (GMT)

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[09:37:46] <Pepelka> [commit] lynxlynxlynx: gcw: yeah just generate all the callbacks, since we'll need the same for others https://github.com/gemrb/gemrb/commit/ebf9a400889a5292dde7c815b4c55f9b9b73fc2b
[09:37:47] <Pepelka> [commit] lynxlynxlynx: gcw: generate all the quick spell callbacks https://github.com/gemrb/gemrb/commit/cecfa7c82aca173919e4e94dac9d263a41b789c5
[09:37:48] <Pepelka> [commit] lynxlynxlynx: gcw: generate also the quick shape and quick song callbacks https://github.com/gemrb/gemrb/commit/a8502fb4d0b450b7c4d7d2f3c889dbafcc33192a
[09:37:49] <Pepelka> [commit] lynxlynxlynx: OpenStoreIdentifyWindow: removed redundant manual scrollbar attachment https://github.com/gemrb/gemrb/commit/66bf589f4eb0648b99d1287f493f5f80d23745ba
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[12:24:44] <Pepelka> [commit] lynxlynxlynx: added named constants for gcw action levels https://github.com/gemrb/gemrb/commit/c3bb444defd02ae4310beb9a2c24e87a49ef4e7b
[12:24:45] <Pepelka> [commit] lynxlynxlynx: Actor::SetActionButtonRow: only print the debug info for iwd2 https://github.com/gemrb/gemrb/commit/86cf506ad9cbd12e6f16ac470e5510cd10438db7
[12:24:47] <Pepelka> [commit] lynxlynxlynx: Spellbook::AddKnownSpell: autoallocate slots for songs https://github.com/gemrb/gemrb/commit/3f23ca0945f1fa010ffcd94fb594cb47f2ad504c
[12:24:48] <Pepelka> [commit] lynxlynxlynx: SetupControls: mark the bardsong button as selected when singing also in iwd2 https://github.com/gemrb/gemrb/commit/750a5d3cd0ff6a5d49e461017b61eeca5d225f6d
[12:24:49] <Pepelka> [commit] lynxlynxlynx: iwd2: start song or shape selection at the start https://github.com/gemrb/gemrb/commit/f7450f503b503828365be8cdc450ae637f3c79e7
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[16:10:42] <fizzle> hiya lynx
[16:10:57] <fizzle> you've been busy, I see
[16:11:35] <lynxlynxlynx> hey
[16:11:47] <lynxlynxlynx> and yep
[16:12:52] <fizzle> I've been moving, but things are slowly getting back to normal (I hope)
[16:13:19] <lynxlynxlynx> cool, where are you now?
[16:13:19] <fizzle> in any case, I think I've found an issue wrt when triggers get deleted
[16:13:34] <fizzle> just 15km further north
[16:14:09] <lynxlynxlynx> bigger place?
[16:14:22] <lynxlynxlynx> but i think you're typing about triggers, so just do that
[16:14:30] <fizzle> a little, but more importantly, our own
[16:14:34] <fizzle> :)
[16:14:50] <lynxlynxlynx> nice
[16:15:05] <fizzle> haven't had the time to investigate the trigger thing, though
[16:15:17] <lynxlynxlynx> what's the symptom?
[16:15:37] <fizzle> I suspect we don't delete them often enough (or not in all the right circumstances)
[16:15:55] <lynxlynxlynx> i agree
[16:15:59] <fizzle> in bg1, the theft detection trap scripts
[16:16:08] <lynxlynxlynx> LastTrigger in particular for my case
[16:16:30] <fizzle> become invisible, open chest, make sure you stay invisible, an hour later decloak, alarms go off
[16:16:45] <lynxlynxlynx> and mike just posted on the forum, LastHeard is not cleared until someone hears it, so there's definitely not a single rule at play :/
[16:17:12] <lynxlynxlynx> even in the original, some things don't trigger for invisibles
[16:17:31] <lynxlynxlynx> the same trap script i was talking about - it's on video even
[16:17:35] <fizzle> problem is, they still trigger after large amounts of time
[16:17:36] <lynxlynxlynx> but that's just for Entered
[16:17:57] <fizzle> the trap scripts explicitly exclude invisibles so that's fine
[16:18:09] <lynxlynxlynx> oh, cool
[16:18:26] <fizzle> but the opened trigger doesn't get removed
[16:19:02] <fizzle> (only if the traps "gets something to do")
[16:19:10] <fizzle> which is never unless it triggers :-P
[16:19:47] <lynxlynxlynx> the only thing that comes to mind and probably needs to stay for more than a tick is LastMarked
[16:20:01] <lynxlynxlynx> but i haven't looked at triggers that much
[16:21:24] <fizzle> documentation seems fairly sparse in that area
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[16:22:24] <lynxlynxlynx> it was not figured out for a long time
[16:22:53] <lynxlynxlynx> fuzzie knows the gory details
[16:23:37] <lynxlynxlynx> we got a bit lucky around that time, since two very active reverse engineers started hacking
[16:24:52] <fizzle> I'll play around with it some more as soon as all the boxes are unpacked, then
[16:26:11] <lynxlynxlynx> ok
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[19:19:45] <Pepelka> [commit] lynxlynxlynx: fixed wrong song type check (too high, it's 512) https://github.com/gemrb/gemrb/commit/98dc0fd2fa47e14926a27e2a4184dbd515b4ecaa
[19:19:46] <Pepelka> [commit] lynxlynxlynx: iwd2: make ChangeBardSong availble here too https://github.com/gemrb/gemrb/commit/c7ebe2901b0e8fb5e2315b3574c13489e2c2e5e3
[19:19:47] <Pepelka> [commit] lynxlynxlynx: SetActionButtonRow: don't translate back, fixes more actionbar garbage https://github.com/gemrb/gemrb/commit/e46a5c1f929481f881394111884cf8aa6a33dafe
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[20:44:32] <chiv> I've uncovered another nuisance in PST, in that I can't figure out how the Worldmap should be activated once you get out of the hive slums
[20:45:53] <chiv> so you can't actually backtrack once you hit the lower ward, because there is no way past the alleyway
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[21:06:21] <chiv> can't wait to try out iwd2 by the way, progress looks great
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