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[00:32:19] <brada> edheldil: I probably have it solved, but can you be more specific?
[00:41:33] <brada> hmmm interesting that textareas in PST seem to function diffrently
[00:41:47] <brada> i cant use the touch based scrolling in PST
[00:55:30] <brada> edheldil: try this: https://github.com/bradallred/gemrb/compare/gemrb:master...master
[00:55:32] <Pepelka> Comparing gemrb:master...bradallred:master · bradallred/gemrb · GitHub
[00:55:33] <Pepelka> »gemrb - Game Engine Made with preRendered Background«
[00:56:22] <brada> at least if this breaks something as fuzzie fears, it fixes some things already broken and removes 2 hacks :p
[00:59:00] <edheldil_> brada: I was complaining about the fact that SetText does not parse text unlike AppendText
[01:00:43] <brada> ah not the drawn stuff then
[01:01:03] <brada> you can look at that code anyway :D
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[01:10:43] <edheldil_> other paint? problems when alternatively displaying mage and priest spellbooks
[01:10:58] <edheldil_> also some console errors
[01:13:25] <edheldil_> sigh, I wasted time implementing code in python and then undoing it when I found that TA actually already does it, just not via SetText
[01:14:17] <brada> :(
[01:16:35] <brada> ha ha i like how the float window stays open over everything
[01:17:31] <edheldil_> ?
[01:17:56] <edheldil_> you are changing history on your master branch ...
[01:24:39] <brada> on mine sure heh sorry
[01:24:52] <brada> i know i shouldnt do that
[02:05:35] <brada> im finding it difficult to work out how portrait dragging is done
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[02:50:00] <brada> ok i see now
[02:53:14] <brada> we seem to be inconsistent about what should be responsible for changing cursors
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[07:52:54] <Pepelka> [wiki] developers:edheldil http://www.gemrb.org/wiki/doku.php?id=developers:edheldil&rev=1388735259&do=diff
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[09:22:28] <edheldil> Good morning!
[09:23:20] <lynxlynxlynx> ahoj
[09:23:33] <fuzzie> is it? :p
[09:27:18] <fuzzie> brada broke eeeverything
[09:28:02] <edheldil> heh, there are many drawing issues :)
[09:28:15] <fuzzie> dammit, this one is my fault
[09:29:20] <fuzzie> scrollbars aren't redrawing properly either though
[09:30:14] <fuzzie> also the numbers overlaying the items on the steal screen of the stores are suddenly wrong?
[09:30:32] <fuzzie> and the ones on the identify screen are drawn wrong
[09:31:28] <fuzzie> how can this possibly be so broken? :P
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[09:34:09] <edheldil> fuzzie: I don't see that
[09:34:20] <fuzzie> well I'm checking in bg2 in the assumption brad also is
[09:34:25] <fuzzie> what are you trying?
[09:34:28] <fuzzie> if it's pst, I don't have it here
[09:34:41] <edheldil> pst.
[09:35:06] <fuzzie> pst's store is still un-merged, if you mean the store stuff
[09:35:20] <edheldil> but there are e.g. issues with journal pics showing green corners instead of transparency
[09:35:41] <fuzzie> if I can find time then pst would be good to concentrate on
[09:35:47] <fuzzie> I have two exams on Monday though
[09:36:50] <edheldil> sure... I don't like the merging the way it was done, it creates something that is hard to read and fix
[09:37:11] <fuzzie> it's pretty nice for things like GUISTORE, no?
[09:37:29] <fuzzie> where it really is almost the same
[09:40:13] <edheldil> I will look at it eventually
[09:40:33] <fuzzie> I'm afraid I plan to leave the GUI stuff entirely to other people though :)
[09:42:25] <lynxlynxlynx> worksforme
[09:42:51] <fuzzie> meh, I was the last person to touch this code too
[09:43:02] <lynxlynxlynx> we're running out of easy merges now, so that front is almost complete
[09:43:03] <edheldil> baaad fuzzie :)
[09:43:30] <lynxlynxlynx> some pst scripts just have different ids and strrefs, but that could quickly get ugly if merged
[09:44:05] <fuzzie> we could wrap the window class
[09:44:37] <edheldil> and inherit/override?
[09:44:41] <fuzzie> ye
[09:44:46] <fuzzie> don't know if that's a crazy idea
[09:45:47] <fuzzie> for me it becomes quite difficult to debug the scripts when we add more indirection, but maybe you could avoid that by subclassing instead
[09:51:19] <fuzzie> the steal screen isn't getting any of the flags
[09:52:20] <fuzzie> oh, right, of course it isn't
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[09:54:36] <fuzzie> we're simply missing the call
[09:56:59] <fuzzie> so, pushed that
[10:03:41] <lynxlynx> uff yeah, doesn't take long to find something broken
[10:04:28] <lynxlynx> the item description bams are not clipped until mouse enters the textarea
[10:04:39] <lynxlynx> if you click on the bam it gets infront again
[10:05:54] <lynxlynx> scrollbars leave artifacts on the slider
[10:06:59] <edheldil> lynxlynx: where? in pst?
[10:09:09] <lynxlynx> map stuff works now, but the text has an ugly background
[10:09:09] <lynxlynx> perhaps the textedit just needs the no-image bit set
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[10:10:26] <lynxlynxlynx> edheldil: testing bg2, no idea if pst also has that
[10:10:40] <lynxlynxlynx> it's not the whole trough though
[10:12:31] <lynxlynxlynx> ... spell choice bar does not refresh properly if the last page is not filled full - the button images from the previous one remain
[10:14:18] <fuzzie> the scrollbars are just missing the needs background redraw returning true
[10:14:56] <fuzzie> as I said to brad last night about the many ways it's bound to break things, "<fuzzie> I'm assuming we'll find out if you commit it :)"
[10:15:06] <fuzzie> hopefully we can just go through and fix them individually
[10:22:45] <lynxlynxlynx> yep
[10:23:50] <lynxlynxlynx> iwd2 is ouchouch
[10:24:04] <lynxlynxlynx> map notes are like bg2 before the fixes, but worse
[10:24:11] <lynxlynxlynx> and in some other thing i got a crash
[10:28:20] <fuzzie> ooh, ouch
[10:28:22] <fuzzie> me too
[10:28:48] <fuzzie> in .. BlitTile?!
[10:29:13] <fuzzie> tx -30, it says
[10:29:28] <fuzzie> probably something is failing to hide the GameControl and brada's changes have pushed it off-screen
[10:30:21] <fuzzie> but that's weird
[10:32:16] <lynxlynxlynx> yeah, blittile
[10:33:10] <fuzzie> the guijrnl.py is missing the code which sets the GameControl to not-visible
[10:34:59] <fuzzie> which I assume is it, but I'll leave it to you
[10:36:13] <lynxlynxlynx> i was just about to say that just opening the journal is a sure way to trigger it
[10:51:22] <edheldil> in pst there are some messages [GameControl/ERROR]: Invalid window or position: PortraitPosition:4
[10:53:22] <lynxlynxlynx> with a full party?
[10:53:30] <lynxlynxlynx> no luck with the journal window so far
[10:53:52] <lynxlynxlynx> just managed to get a worse tx
[10:58:37] <fuzzie> hm
[11:01:40] <fuzzie> intrsting
[11:10:22] <fuzzie> I can make it work
[11:10:31] <fuzzie> by sort of randomly throwing code at it
[11:11:36] <fuzzie> I could commit this and let you work out how it's meant to work :P
[11:26:54] <edheldil> fuzzie: both full and non-full party
[11:26:56] <lynxlynxlynx> all in the guiscript?
[11:27:07] <edheldil> sry, that was for lynx
[11:27:25] <lynxlynxlynx> http://sprunge.us/hQSG?diff <-- this is what i tried
[11:27:31] <lynxlynxlynx> edheldil: then no idea
[11:33:38] <edheldil> lynxlynxlynx: pst has an ActionWindow as well; and it would be *perhaps* good to move their close to st. like ClosePortraitWindows() (and OpenPortraitWindows())
[11:34:39] <edheldil> we have too much boilerplate in the gui scripts
[11:35:20] <lynxlynxlynx> it would just be in a different function
[11:36:46] <edheldil> in pst, it's needed in GUIOPT and GUIJRNL
[11:44:16] <fuzzie> lynxlynxlynx: you need to remove the UnhideGUI
[11:44:39] <fuzzie> otherwise yes that's pretty much my diff, although I greyed the windows too
[11:45:57] <lynxlynxlynx> ah, yes
[11:46:17] <lynxlynxlynx> will check it out in a few, trying to not get too distracted from work
[11:51:05] <fuzzie> oh, yes, it's Friday
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[11:57:51] <Beholder> hi
[12:00:51] <Beholder> i found a strange problem in my code
[12:01:15] <Beholder> glUniform1i causes a memory leak...
[12:04:13] <fuzzie> oh?
[12:06:41] <Beholder> i dont know why!
[12:06:57] <Beholder> every call this func eats my memory
[12:07:14] <fuzzie> but it doesn't happen if you don't call it?
[12:07:53] <Beholder> this func sets uniform value
[12:08:01] <Beholder> i need to use it
[12:08:08] <fuzzie> well, you need to use it once per shader
[12:08:49] <Beholder> textures are changes, each sprite has it own texture
[12:09:09] <Beholder> i need to set new value for each sprite
[12:09:18] <fuzzie> do you actually?
[12:09:25] <edheldil> fuzzie: I greyed it too in GUISTORE, but the correct effect in pst is chequered overlay, i.e. darken
[12:09:26] <fuzzie> I thought that you only have to set the texture unit
[12:10:23] <fuzzie> so you need the glActiveTexture/glBindTexture calls but you don't necessarily need the glUniform1i ones, right?
[12:10:56] <lynxlynxlynx> http://i12.photobucket.com/albums/a205/Redrake/iwd2006.jpg <-- doesn't look like it needs to be greyed
[12:11:00] <Pepelka> iwd2006.jpg Photo by Redrake | Photobucket
[12:11:02] <Pepelka> »iwd2006.jpg Photo: This Photo was uploaded by Redrake. Find other iwd2006.jpg pictures and photos or upload your own with Photobucket free image and vid...«
[12:11:49] <lynxlynxlynx> anyway, removing the extraneus unhide fixes the crash, however everything displays except for the journal window itself :D
[12:11:53] <lynxlynxlynx> still looking at it
[12:12:10] <fuzzie> did you make sure to SetVisible WINDOW_VISIBLE it?
[12:13:47] <Beholder> hm, may be you are right
[12:14:59] <fuzzie> well it still shouldn't leak :P
[12:15:25] <fuzzie> just if that is actually your problem (and it's not actually textures leaking), then it would help to just set the uniforms at creation time
[12:17:21] <Beholder> i do it now
[12:20:33] <lynxlynxlynx> i'm setting it to WINDOW_FRONT, which apparently isn't enough
[12:22:06] <lynxlynxlynx> a bit of reordering helped
[12:25:10] <Beholder> we render 425 sprites on character generation screen
[12:25:34] <Beholder> too many
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[12:26:25] <lynxlynxlynx> which one?
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[12:27:39] <Beholder> on startup
[12:28:00] <lynxlynxlynx> before choosing gender and all?
[12:28:06] <Beholder> yes
[12:28:32] <Beholder> i counted BlitSprite calls
[12:31:13] <fuzzie> but you're counting fonts, right?
[12:31:28] <fuzzie> so that's a meaningless number atm
[12:32:29] <Beholder> of course, with fonts
[12:33:01] <fuzzie> so it's a useless number
[12:33:14] <fuzzie> we rely on *not* calling RedrawAll, at the moment
[12:33:33] <fuzzie> it'll be a week or two before we rewrite the font code
[12:33:48] <Beholder> 18 fps on my intel x3100 :)
[12:33:59] <fuzzie> which is ridiculously low
[12:34:03] <Beholder> with GLES emulator
[12:34:13] <fuzzie> I assume your GLES emulator is the problem
[12:35:17] <Beholder> i think no
[12:35:28] <Beholder> i x3100 is slow
[12:35:29] <fuzzie> on an X3100, you can render thousands of trivial-shader sprites
[12:35:31] <Beholder> much slow
[12:35:33] <fuzzie> thousands and thousands
[12:35:50] <fuzzie> although, you're on Windows?
[12:35:55] <Beholder> i 'll try compile with gl
[12:36:00] <fuzzie> maybe the Windows driver is terrible
[12:36:10] <Beholder> may be
[12:43:14] <lynxlynxlynx> ok, the iwd2 map foo seems to be just the same modal bork
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[14:38:28] <Beholder> i cant use true GL in my videocard
[14:38:48] <Beholder> it support opengl 2.0 only
[14:39:28] <Beholder> gles 2.0 use an elements of opengl 3.0
[14:39:58] <Beholder> i think these emulated trough CPU
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[14:48:58] <chiv> hello all
[14:51:00] <Beholder> hi
[14:51:20] <chiv> i was going to carry on my torment experiments today, looking at the log though, is it a bad time to rebase on the master branch?
[14:54:38] <fuzzie> Beholder: you don't need opengl 3.0 though?
[14:58:30] <lynxlynxlynx> chiv: not at all
[14:59:14] <chiv> on a completely unrelated note, we had torrential rain in the morning, beautiful sunshine at noon, it just started hailing 10 minutes ago, and on the news half the uk is underwater. I have to thank climate change for mixing it up a bit, this is all much more interesting than last winter.
[14:59:57] <lynxlynxlynx> heh
[15:01:34] <chiv> we'll soon be asking the Netherlands about their dyke technology at this rate...
[15:03:43] <fuzzie> the uk doesn't even need that, it just needs some basic investment in river management
[15:04:07] <fuzzie> alas everyone only comes to to the Dutch to learn about that *after* complete disasters.. :)
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[15:07:20] <chiv> yeah unfortunately we can have flooding in the north and drought in the south, and no one has thought about re-distributing the water...
[15:07:58] <Beholder> glew does not work with my intel
[15:08:25] <chiv> no, instead we want to play at trains
[15:08:56] <fuzzie> Beholder: why not?
[15:09:23] <fuzzie> chiv: redistributing water along long distances without appropriate terrain turns out to be rather impossible :)
[15:09:46] <Beholder> i dont know, failed on glCreateProgram()
[15:10:17] <chiv> well, the romans did it ;)
[15:10:34] <fuzzie> Beholder: how does it fail?
[15:10:36] <Beholder> hm glewinit may help me
[15:10:42] <fuzzie> heh :)
[15:10:48] <fuzzie> ok, I leave you to try a bit more, maybe
[15:14:22] <brada> morning/afternoon
[15:16:25] <fuzzie> you broke everything, brada
[15:16:42] <brada> im afraid to ask
[15:17:05] <fuzzie> scrollbars, buttons, labels, spells, item pictures
[15:17:07] <fuzzie> eeeeverything
[15:17:13] <brada> where tho?
[15:17:17] <fuzzie> unfortunately some of it is my fault
[15:17:23] <brada> i seriously see nothing o_O
[15:17:31] <fuzzie> try clicking up/down on a scrollbar :p
[15:17:39] <fuzzie> to pick #1
[15:17:41] <brada> works fine...
[15:17:46] <fuzzie> *not* dragging
[15:17:49] <fuzzie> but the buttons
[15:17:52] <brada> works fine...
[15:17:58] <brada> oh
[15:17:58] <fuzzie> which game?
[15:17:59] <brada> ha ha
[15:18:07] <fuzzie> so :-p
[15:18:08] <brada> i see cuz the trough is slightly thinner
[15:18:13] <brada> im on a retina display
[15:18:19] <brada> so i didnt see such a tiny thing
[15:18:31] <brada> at 640x480
[15:18:34] <fuzzie> surely you did the right thing and scaled the GUI up!
[15:18:56] <fuzzie> there are other issues because everything isn't redrawing when they overlap due to the invalidate-for-control issue
[15:19:02] <brada> welll it works whne dragging is most likely why i missed that
[15:19:17] <fuzzie> as the comment notes (I think?) we have to invalidate everything overlapping the given rect
[15:19:22] <brada> yeah
[15:19:27] <brada> thats what i thought
[15:20:24] <fuzzie> I figured you'd just do that and hopefully it'd deal with portraits but I guess you didn't?
[15:20:58] <brada> so changing that to invalidate fixes the scrollbars
[15:21:11] <brada> you dragging thing?
[15:21:21] <fuzzie> no, the icon drawing
[15:21:31] <brada> the lvl up icon?
[15:21:34] <fuzzie> yes
[15:21:46] <lynxlynxlynx> item description bams are not clipped: ravager +4
[15:21:46] <lynxlynxlynx> scrollbar background not redrawn on slide
[15:21:46] <lynxlynxlynx> spell choice bar does not refresh properly if the last page is not filled full - the button images from the previous one remain
[15:21:56] <lynxlynxlynx> that's what's not handled from the regression list yet
[15:22:21] <brada> should be easy
[15:22:33] <fuzzie> did you put the redraw back in SetFlags?
[15:22:46] <fuzzie> I guess so
[15:24:53] <fuzzie> the bg1 chapter text is now overwriting the border around it but I don't know whose fault that is
[15:25:09] <brada> clipping issue?
[15:25:14] <fuzzie> presumably
[15:29:32] <brada> scrollbars should be fixed
[15:29:42] <fuzzie> phft
[15:29:44] <fuzzie> that isn't a good fix!
[15:29:49] <brada> why not?
[15:30:14] <fuzzie> because you've just invalidated half the point of the whole gui code :)
[15:30:38] <brada> ok let me try something else
[15:30:41] <fuzzie> maybe we should just give up and RedrawAll every frame for now
[15:30:54] <fuzzie> I mean there's no point keeping all this crazy complexity if we don't use it
[15:32:36] <fuzzie> also someone broke the gui coooode
[15:33:23] <fuzzie> oh I guess this is in fact your last commit
[15:33:49] <brada> I dont see how calling invalidate in that case is different then what we were doing before. the difference now is that one place handles it instead of it being scattered about everywhere.
[15:34:18] <fuzzie> ?
[15:34:33] <fuzzie> doesn't this replace a large number of 'Changed = true;' lines with 'Owner->Invalidate();'?
[15:35:25] <fuzzie> I'm pretty sure it does, since I'm getting the long-banished bg2 gui redraw issues
[15:37:10] <fuzzie> (the sidebars have to draw *after* the bottom bar, since we're not clipping the bottom bar, so if you start doing Invalidate() on the bottom bar only, then the UI flickers)
[15:38:39] <fuzzie> any time we end up calling Invalidate() on a window we've basically failed at partial UI updates
[15:38:56] <fuzzie> as I said, maybe we should give it up and RedrawAll every frame for now, if there's no nicer way to deal with this
[15:55:14] <Beholder> hm, glDrawArrays crashed with glew. Shader programs compiles well, glGetError returns 0...
[15:59:24] <brada> fuzzie, lynx: http://pastebin.com/5qg1xcFW
[15:59:26] <Pepelka> [Diff] diff --git a/gemrb/core/GUI/Control.cpp b/gemrb/core/GUI/Control.cpp index 836b - Pastebin.com
[16:01:16] <fuzzie> also not really a very comprehensive fix though :(
[16:01:57] <brada> what is left?
[16:14:14] <edheldil> btw, what's the problem with clipping the controls when drawing?
[16:15:34] <fuzzie> no-one coded it?
[16:15:37] <fuzzie> I guess
[16:16:15] <fuzzie> I wrote Window::InvalidateForControl but (as you can see by the comment) it doesn't actually do the right thing yet, due to that lack of clipping
[16:16:19] <brada> we dont clip TextEdits to their background
[16:16:51] <brada> but really thats more complex
[16:17:04] <chiv> can anyone think of a good place for me to stash some problematic save games? could I just use my github?
[16:17:09] <brada> because we should probably limit the amount of text that can fit
[16:17:10] <edheldil> I do clip scrollbars, though :-D
[16:17:41] <brada> chiv: yes you can make a github repo for them
[16:17:50] <brada> but i would use a separate repo then gemrb
[16:18:18] <edheldil> chiv: you can send them to me and I will post them to my web collection
[16:19:45] <chiv> I could do that as well, where is your collection?
[16:20:09] <brada> http://www.eowyn.cz/gemrb/
[16:20:10] <Pepelka> Index of /gemrb
[16:20:15] <edheldil> brada: re https://github.com/gemrb/gemrb/commit/598d147021bece0ed97c8fb131129b6f9f9072a4 , the slider should be clipped to control's width
[16:20:17] <Pepelka> Scrollbar: HasBackground needs to consider the slider being wider than t... · 598d147 · gemrb/gemrb · GitHub
[16:20:19] <Pepelka> »gemrb - Engine Made with preRendered Background«
[16:21:11] <lynxlynxlynx> what was that supposed to fix? it doesn't help with the trough leaving a trail
[16:21:17] <brada> it doesnt?
[16:21:31] <lynxlynxlynx> nope
[16:21:56] <brada> it doesnt happen for me anymore
[16:22:24] <lynxlynxlynx> i forgot what i did when i first saw it, but in iwd2 using the scrollbar buttons starts it
[16:23:05] <brada> let me check in IWD2 then
[16:23:14] <brada> BG2 is fine now
[16:30:07] <brada> ah yes i sww why IWD2 still has a problem
[16:30:17] <brada> the trough in that game is transparent :/
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[16:31:09] <brada> i also cant seem to drag the slider in that game...
[16:35:46] <lynxlynxlynx> works here
[16:36:10] <lynxlynxlynx> testing with the journal
[16:39:26] <brada> im testing on ios simulator so its possible its tiny slider is impossible to grab with touch input
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[16:40:45] <brada> i guess we could just return false for scrollbars...
[16:42:38] <brada> unless there is a way to easily check if a sprite has a transparency
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[16:46:33] <brada> text areas that have one line more than can be displayed still have slightly buggy scrollbars :/
[16:46:38] <brada> its not a big deal
[16:46:49] <brada> but i was really hoping i fixed all the scrollbar issues
[16:47:07] <Beholder> anybody tried to work SDL2.0 + glew ?
[16:47:36] <brada> it might just be a simple rounding sissue
[16:47:40] <brada> in a divide operation
[16:47:48] <brada> Beholder: what is glew?
[16:48:06] <Beholder> OpenGL extensions library
[16:48:54] <Beholder> needed for use opengl >1.1
[16:51:28] <lynxlynxlynx> brada: but it works for mousewheel scrolling or jumping
[16:51:35] <brada> right
[16:51:44] <brada> dragging too
[16:51:53] <brada> its the transparency that is an issue for the other
[16:52:08] <brada> i didnt anticipate transparency there
[16:52:14] <lynxlynxlynx> the two break only once the control gets focus, then it's all boo
[16:52:35] <brada> the two?
[16:52:42] <lynxlynxlynx> or mousewheel scrolling or jumping
[16:52:55] <brada> oh, i assume its the same issue
[16:54:01] <brada> so unless we can easily tell if a scrollbar has a transparency i guess we need to just return false for HasBackground
[16:55:18] <edheldil> Does "Has Background" mean that the control paints over its WHOLE space?
[16:55:31] <brada> yes
[16:56:18] <edheldil> then it's clear no, pst scrollbar, for example, has trough thinner than the buttons
[16:56:44] <edheldil> even though the trough does not have transparency
[16:57:25] <brada> that case is handled
[16:57:30] <brada> that is the same as BG2
[16:58:01] <brada> the only case that breas is when trough has transparency and is >= slider width
[16:58:04] <brada> breaks
[16:58:42] <brada> but we can just return false as i said. its not a big deal
[16:58:47] <edheldil> handled how? Do you repaint behind slider?
[16:58:48] <Beholder> damn, i can't do to work anything
[16:58:49] <Beholder> even glClearColor not works
[16:58:50] <brada> and before we were calling core->redrawall
[16:59:43] <brada> edheldil: it is handled by calling MarkDirty() when the control changes which will call window->InvalidateForControl() when the control has no background
[17:02:21] <edheldil> hm ... frankly, HasBackground code makes some assumptions that don't have to be valid
[17:02:48] <brada> you mean the transparancy thing? or something else?
[17:03:23] <edheldil> like buttons painting over the same pixels in both unpressed and pressed state
[17:04:20] <brada> well they work dont they?
[17:04:20] <edheldil> I do not know of an existing counterexample, but that does not mean much
[17:05:14] <fuzzie> Beholder: what happens?
[17:05:41] <edheldil> I meant that they could change position of the bitmap when pressed. Dunno if IE would cope with that correctly, but it uses anchor points for buttons
[17:09:31] <edheldil> granted, it's a bit of a stretch
[17:15:54] <chiv> I've picked the five most horrible bugs in torment I can find to share with everyone: https://github.com/chilvence/problemchildren/commits/master
[17:15:55] <Pepelka> Commits · chilvence/problemchildren · GitHub
[17:15:56] <Pepelka> »problemchildren - Save games that demonstrate problems in gemrb«
[17:16:58] <chiv> I know you're gearing up for a release, so I just want to make sure I or somebody fixes them before that
[17:24:19] <chiv> I think at least the fix for KAPUTZ variables is ok as it is?
[17:25:31] <fuzzie> is it ok?
[17:25:50] <chiv> https://github.com/chilvence/gemrb/commit/b7277a50f24c9f63a19ce57f3e3c9d6846f0d959
[17:25:51] <Pepelka> KAPUTZ: Can't just use the actor name, the actual GAM variable has _DEAD... · b7277a5 · chilvence/gemrb · GitHub
[17:25:53] <Pepelka> »gemrb - Engine Made with preRendered Background«
[17:26:24] <fuzzie> I mean is that the actual logic?
[17:27:31] <chiv> I was kind of hoping someone could tell me. I mean it works with my small change, but I'm not the expert.
[17:28:11] <fuzzie> you'd expect KILL_
[17:28:24] <fuzzie> hmm
[17:28:32] <fuzzie> no
[17:28:33] <chiv> I haven't found anything I can test that with
[17:28:48] <fuzzie> so confused
[17:28:50] <chiv> I mean in the gam, they just seem random
[17:29:59] <fuzzie> so
[17:30:01] <fuzzie> I'm confused
[17:30:10] <fuzzie> the problem is the Dead() trigger?
[17:31:34] <chiv> yeah, it was checking for a dead variable, but never returning true because its looking for the wrong ones
[17:31:42] <fuzzie> do you know which one in particular?
[17:31:50] <fuzzie> I mean, for your example
[17:32:52] <fuzzie> I'm having trouble understanding your logic, that's all
[17:34:14] <lynxlynxlynx> could be a data bug too
[17:34:26] <chiv> my code or my explanation?
[17:34:45] <lynxlynxlynx> the trigger
[17:34:50] <fuzzie> your code
[17:34:57] <fuzzie> I mean, your code is clearly wrong
[17:35:12] <fuzzie> you break kaputz checks
[17:35:27] <chiv> well, are they different in torment then?
[17:35:35] <chiv> I have no idea
[17:35:37] <fuzzie> if I want to check KILL_wererat for example, then how would I do that, after your commit?
[17:35:45] <fuzzie> it seems like you make it impossible
[17:36:06] <fuzzie> and so the only place to make this fix is inside the Dead trigger itself
[17:36:27] <lynxlynxlynx> what's still wrong with infopoint dialog?
[17:36:45] <lynxlynxlynx> oh
[17:36:46] <chiv> the clickable ones are a different problem
[17:37:02] <chiv> there was no logic to actually handle the click part
[17:38:04] <fuzzie> the door-seeing commit seems fine as a way to make it work, to me
[17:38:23] <lynxlynxlynx> wouldn't it be better in cansee?
[17:38:39] <fuzzie> changing MAX_OPERATING_DISTANCE is bad though I think.
[17:38:40] <chiv> I have no way to answer that myself
[17:38:49] <lynxlynxlynx> github was a very poor choice for saves
[17:39:03] <fuzzie> is there a realistic nicer place?
[17:39:07] <chiv> its free
[17:39:28] <lynxlynxlynx> ed's ftp is free too
[17:39:31] <chiv> and I can leave comments
[17:39:37] <lynxlynxlynx> readme
[17:39:38] <fuzzie> I mean you can download the whole repo as a zip
[17:40:28] <chiv> and I have control over what is in there, mainly
[17:41:54] <chiv> pros > cons
[17:46:42] <lynxlynxlynx> http://sprunge.us/FNfD?diff <-- try this for the doors
[17:50:07] <lynxlynxlynx> ~CheckStatGT (Protagonist, 13., INT)~ <-- meh
[17:50:18] <chiv> heh
[17:50:59] <chiv> that full stop cost me a day
[17:52:47] <edheldil> well, 13.0 == 13.0 == 13?
[17:53:03] <edheldil> SORRY. 13. == ....
[17:54:12] <edheldil> later
[17:54:13] <chiv> Sounds like a difference in *sunglasses* Interpretation
[17:57:23] <chiv> ok, unfortunately that los check did not work for the door
[17:57:29] <edheldil> well, IE does not choke on that, so presumably it's a valid construct ... or it ignores garbage until the next comma ;-)
[18:01:04] <lynxlynxlynx> do we know it works in ie?
[18:01:40] <chiv> yes, because that is one of the pinnacle quests and I have completed it with that very save game
[18:02:24] <lynxlynxlynx> ok
[18:02:54] <lynxlynxlynx> the door thing: now it allows a bigger range than before, so are you sure that one commit was enough to fix it?
[18:03:03] <lynxlynxlynx> iow not requiring the maxdistance hack
[18:03:39] <chiv> actually, I think the problem might be different
[18:04:21] <chiv> it tries to initiate dialog, but tno is trying to walk behind the door
[18:05:03] <lynxlynxlynx> so it's fine and the problem is in the other commit?
[18:05:13] <lynxlynxlynx> not using actionoverride
[18:06:16] <chiv> I don't know which commit you are referring to
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[18:06:58] <lynxlynxlynx> the one with the maxdist hack, if this was player initiated
[18:07:48] <chiv> I haven't even applied the patch on my hacks branch, this is a pure gemrb
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[18:10:25] <lynxlynxlynx> so does your maxdist hack make it work or not?
[18:11:18] <lynxlynxlynx> i'm trying to figure out if my or your fix can work standalone
[18:11:24] <chiv> I will know as soon as the core re compiles.. it's like I have a 486 here, bear with me
[18:15:34] <lynxlynxlynx> http://sprunge.us/CLhY?diff <-- you can try this for mebbeth
[18:17:44] <lynxlynxlynx> but no hurry, since this will break something else
[18:18:01] <lynxlynxlynx> i forgot about the matching constructs
[18:19:35] <chiv> ok, it was also the max_dist incease that solved a problem with the tenment door
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[18:20:06] <chiv> the second patch, no change from before
[18:22:46] <lynxlynxlynx> so was there a problem that the visibility fix had done in by itself?
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[18:24:00] <brada> how does GemRB_Window_CreateScrollBar create a valid scrollbar? do the frames get set from within python?
[18:24:19] <lynxlynxlynx> hmm, is there any reason ParseInt and ParseString aren't members of GameScript? They're declared in the header anyway
[18:24:31] <chiv> yes, your los fix did solve one of the alleyway bigs
[18:24:37] <chiv> *bugs
[18:24:48] <lynxlynxlynx> ok, i'll commit it then
[18:26:03] <lynxlynxlynx> brada: just look at where it is used
[18:32:49] <brada> so yes then :)
[18:37:00] <brada> anyway im guessing we cant just assume the indices for scrollbars?
[18:38:10] <lynxlynxlynx> i doubt we'd have the option otherwise
[18:38:59] <lynxlynxlynx> wait, it's not passing any indices
[18:39:51] <brada> i know but i mean the reason why we cant just construct a scrollbar with a given AF and resref
[18:41:32] <brada> we have a lot of scaffolding based around the fact that scrollbars arent actually complete when they are constructed
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[18:42:20] <lynxlynxlynx> python doesn't know anything about afactories
[18:42:58] <lynxlynxlynx> and scrollbars are inherently of desired length or height, so a resref is not enough
[18:43:22] <brada> right but all you need is a restref in C++ to get one
[18:44:01] <brada> so theoretically all a scrollbar needs is a resref, if it could assume the correct frames for its images
[18:45:59] <brada> it looks to me like the ones created in python all use the same indecies
[18:47:06] <chiv> I'm still writing the with complete ignorance, but is this any more acceptable way to check the dead variable? https://github.com/chilvence/gemrb/commit/8eef08f666d321d6a68ca06f4b811ae90756eb62
[18:47:07] <Pepelka> Make sure to append _DEAD to the actor name when checking kaputz for dea... · 8eef08f · chilvence/gemrb · GitHub
[18:47:09] <Pepelka> »gemrb - Engine Made with preRendered Background«
[18:49:29] <fuzzie> chiv: that makes more sense
[18:49:53] <fuzzie> honestly I don't understand why we don't share the variable though
[18:49:57] <lynxlynxlynx> looks good to go, none of the uses have _DEAD in them
[18:50:10] <chiv> well, it fixes my issue, so unless there are forseeable problems
[18:50:10] <fuzzie> I mean with the one in the 'else' clause
[18:50:36] <fuzzie> shouldn't only the GLOBAL/KAPUTZ differ between the two versions?
[18:51:02] <chiv> I'm under the assumption that kaputz is a pst only feature by the way, am I correct?
[18:51:08] <fuzzie> yes, it is
[18:51:28] <brada> annoyingly it looks like all games have the same indices for slider images *except* bg2 has inverted slider and trough
[18:51:41] <fuzzie> GetDeathVarFormat is bad for pst right now because all the callers check KAPUTZ differently
[18:52:27] <fuzzie> does anyone have the pst scripts handy? do they use the NumDead triggers?
[18:53:01] <lynxlynxlynx> sec
[18:53:23] <lynxlynxlynx> that's the whole string?
[18:53:28] <lynxlynxlynx> no matches in scripts or dialogs
[18:55:01] <fuzzie> ok. then chiv's patch is presumably fine, and the NumDead triggers in gemrb should just not be used for pst
[18:56:57] <chiv> fuzzie: better like this? https://github.com/chilvence/gemrb/commit/b0678c080be7ec0da54c79b4a4f22b6214b7d3ba
[18:56:58] <Pepelka> Make sure to append _DEAD to the actor name when checking kaputz for dea... · b0678c0 · chilvence/gemrb · GitHub
[18:56:59] <Pepelka> »gemrb - Engine Made with preRendered Background«
[18:57:20] <chiv> ahh crap
[18:57:28] <chiv> ignore that
[19:00:54] <chiv> I actually meant this: https://github.com/chilvence/gemrb/commit/8f837c43302aac60d6bdfe2fe9d132475555ea78
[19:00:55] <Pepelka> Make sure to append _DEAD to the actor name when checking kaputz for dea... · 8f837c4 · chilvence/gemrb · GitHub
[19:00:57] <Pepelka> »gemrb - Engine Made with preRendered Background«
[19:03:46] <fuzzie> yes
[19:03:54] <fuzzie> really I'd prefer GetDeathVarFormat() be fixed for pst but meh
[19:04:54] <chiv> well I can look at that, but dinner is priority now...
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[19:32:08] <brada> does EnhanceGUI really only create scrollbars for BG2?
[19:33:37] <lynxlynxlynx> who said that?
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[19:34:08] <brada> nobody said that
[19:34:30] <brada> im looking at guiscripts
[19:35:43] <chiv> I know it affects some inventory managment, eg auto identification when able and jump past bag info window and into a store
[19:36:05] <brada> yeah i see that im wrong
[19:36:15] <brada> but i dont see where the frames get set in that case yet
[19:39:27] <brada> oh i do see and it looks broken to me
[19:40:10] <brada> it even says #FIXME: use other resources instead, this one is bg2-only
[19:40:17] <brada> hence my confusion
[19:40:41] <brada> so im guessing the added scrollbars in non-bg2 have incorrect frames for the slider and trough
[19:41:24] <chiv> I've not even known where to look for them myself
[19:41:56] <chiv> I assumed they were added for the purposes of mods?
[19:42:00] <brada> no
[19:42:43] <chiv> I'm looking at the kit window though
[19:43:06] <brada> that might be for mods
[19:51:46] <mrugiero> Hi. Is there anyone here with knowledge about the project's website? I'm getting an error when trying to download the IESDP.
[19:53:52] <chiv> I think gemrb is maybe just a mirror, this link should work: http://iesdp.gibberlings3.net/downloads/iesdp.zip
[19:54:51] <chiv> I seem to rember gibberlings3 used to go offline a lot...
[19:56:01] <brada> yeah we only host a mirror
[19:56:11] <brada> you should try and get it from the link chiv posted
[20:00:46] <lynxlynxlynx> mrugiero: i'll check
[20:01:24] <lynxlynxlynx> apparently my fault too
[20:01:40] <lynxlynxlynx> fixing ...
[20:02:18] <mrugiero> Thanks.
[20:02:36] <lynxlynxlynx> any progress to report?
[20:04:39] <lynxlynxlynx> ok, fixed
[20:11:59] <mrugiero> Thanks, it's working.
[20:13:55] <mrugiero> The progress question is for me?
[20:18:04] <lynxlynxlynx> yes
[20:36:10] <mrugiero> Oh. I mostly ported a few files to build state, I'm gradually breaking chitem into smaller modules, my approach here is to wait until I get to another module using functions declared or defined there (or any identifier) and then I try to find out what it does, what is related, and where it makes more sense.
[20:38:16] <lynxlynxlynx> sounds good
[20:40:18] <edheldil> ah, you are the guy rewriting dltcep in Qt?
[20:40:49] <mrugiero> I think the next piece will be 2da. I've been avoiding it because it sounds like a lot of work (is one of the bigger pairs of files) and because it depends on some custom types I have to figure out how to redefine, but this is getting in the way way to often now.
[20:41:09] <mrugiero> Yes, I am that guy.
[20:43:24] <lynxlynxlynx> 2da files are plaintext tables, so that sounds odd
[20:45:45] <lynxlynxlynx> ah, i see, it has some specialcasing in it
[20:49:24] <mrugiero> Anyway, there are some hackish things that I'd like to rework after I have something working. For example, with QStrings, to get a char* I have to call toUtf8() which gives a QByteArray and then call constData(). Aside from making it harder to read, it's probably slower than the original approach, so I might as well refactor the cases where I need this or look for an alternative.
[20:49:32] <lynxlynxlynx> even worse than it looks from the header actually
[20:49:51] <lynxlynxlynx> a good candidate for further splitting
[20:50:08] <brada> lynx: I dont see a difference in SpellSelection GUI with enhancements enabled. i see the scrollbar get created, but it doesnt appear to be part of the GUI
[20:50:18] <mrugiero> Yes, the implementations takes 3500 lines.
[20:50:29] <lynxlynxlynx> mrugiero: i wouldn't worry about speed yet
[20:50:49] <lynxlynxlynx> brada: what do you mean?
[20:51:04] <lynxlynxlynx> and why is it important?
[20:51:08] <mrugiero> Me neither. But readability is always important, I think. Anyway, I'll wait to check this things until I have something that can be used.
[20:51:13] <Beholder> where is used TILE_SEPIA?
[20:51:20] <brada> i was wondering if its broken i guess
[20:51:38] <lynxlynxlynx> Beholder: some dream cutscenes i think
[20:51:45] <brada> Beholder: what about timestop?
[20:51:50] <lynxlynxlynx> mrugiero: well you can wrap that in a function
[20:51:59] <mrugiero> Otherwise, I'd be exactly where I restarted work, wondering what to do when I have tons of bugs from unknown places.
[20:52:04] <lynxlynxlynx> timestop uses TILE_GREY
[20:52:26] <mrugiero> Yes, that's a good option, actually.
[20:52:48] <lynxlynxlynx> brada: can't say, you need a mod to add extra spells to make a difference there wrt scrollbars
[20:52:53] <brada> oh ok
[20:53:01] <lynxlynxlynx> the extra button should be visible on levelup or perhaps only for hlas
[20:53:14] <lynxlynxlynx> (which are also spells)
[20:53:29] <brada> sounds good
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[21:12:04] <Lightkey> holy guacamole, that's a lot of talk
[21:13:40] <fuzzie> yes I can't even keep up with it
[21:17:30] <brada> is this at least semi sane? https://github.com/bradallred/gemrb/compare/gemrb:master...scrollbar
[21:17:32] <Pepelka> Comparing gemrb:master...bradallred:scrollbar · bradallred/gemrb · GitHub
[21:17:34] <Pepelka> »gemrb - Game Engine Made with preRendered Background«
[21:19:01] <fuzzie> well, no
[21:19:25] <fuzzie> but I guess this is not your fault
[21:19:36] <fuzzie> maybe
[21:19:44] <fuzzie> no, it is your fault
[21:19:55] <brada> :/
[21:20:01] <fuzzie> if you do that please fix the crazy indenting on the 'SliderRange =' bit, then
[21:20:04] <Lightkey> :-D
[21:20:17] <fuzzie> it took me a bit of staring at it to work out that it was actually one statement
[21:20:22] <brada> ah
[21:21:51] <fuzzie> also please leave the frame ids explicit in the enum
[21:21:51] <brada> fuzzie: how should that be indented?
[21:22:04] <fuzzie> brada: well, I would use spaces, but I don't mind, as long as it is
[21:22:17] <brada> tab ok?
[21:22:38] <fuzzie> the "bg2" GameType hack is kind of icky too
[21:22:43] <brada> yes it is
[21:22:50] <fuzzie> how was that handled before?
[21:22:51] <brada> but it was icky before too right?
[21:23:04] <brada> it was hardcoded and always coded for bg2
[21:23:49] <fuzzie> I would add a GF_
[21:23:58] <fuzzie> if we didn't run out
[21:24:05] <fuzzie> but, yes, horrible, I don't care
[21:25:11] <lynxlynxlynx> lemme check
[21:25:12] <fuzzie> oh, I see, the IE_SCROLLBAR_IMAGE_COUNT thing is a hack
[21:25:21] <fuzzie> I think that's also icky
[21:25:48] <brada> thats a hack?
[21:25:58] <fuzzie> it's not actually a IE_SCROLLBAR_IMAGE_TYPE
[21:26:08] <fuzzie> at least separate it with an empty line from the rest or something?
[21:26:15] <brada> oh sure
[21:26:17] <fuzzie> I feel like I'm being the grinch here
[21:26:27] <brada> maybe but i cant really blame you
[21:26:31] <fuzzie> just I'm not understanding the code at first glance
[21:26:55] <brada> im sure i have given you quite a headache recently :D
[21:27:24] <fuzzie> you also remove the if(bam) check in the BAMImporter, I assume that won't explode on us
[21:27:41] <brada> probably didnt mean to do that
[21:28:08] <brada> indeed ill restore it
[21:28:29] <lynxlynxlynx> i don't like it
[21:28:55] <fuzzie> I don't mind the idea of having CreateScrollBar do the work
[21:28:55] <brada> no?
[21:28:59] <lynxlynxlynx> gametype hacks are best left for the scripts, since they're individual anyway
[21:29:46] <brada> hmm
[21:30:15] <fuzzie> this way also kind of hardcodes the idea of using BAMs into the ScrollBar class
[21:30:26] <fuzzie> I mean, the ScrollBar functions
[21:30:40] <fuzzie> but I don't think I have any strong opinions
[21:31:03] <brada> how is that different then before?
[21:31:58] <fuzzie> I mean, you can no longer write a function for 'set this sprite to this PNG', right?
[21:32:05] <fuzzie> because you have to provide them all at constructor time
[21:32:16] <lynxlynxlynx> do all the bg2 scrollbars have the same swapped behaviour? Do all the other ones don't?
[21:32:18] <fuzzie> but I mean it's an obscure case and you can always add it
[21:32:30] <lynxlynxlynx> we're not creating any extra horizontal scrollbars, so it's not clear
[21:32:37] <brada> i checked BG1, PST, IWD2, and BG2 only
[21:32:53] <brada> and i dont know if any of those games have more than one scrollbar
[21:33:41] <lynxlynxlynx> actually, i can't remember any default horizontal bars
[21:33:47] <lynxlynxlynx> scratch that
[21:34:48] <lynxlynxlynx> our demo also only has a bam
[21:34:58] <lynxlynxlynx> i don't remember in what order i created it
[21:34:58] <brada> would we prefer that CreateScrollbar GUIScript function takes a mess of indexes as opposed to doing the BG2 check?
[21:35:12] <brada> well the CHU importer doesnt care
[21:35:40] <lynxlynxlynx> yes, i prefer the clean flexibility
[21:35:57] <brada> i dont know how 'clean' that is, but its not like we have many options
[21:36:31] <fuzzie> well, if you don't put it in CreateScrollbar
[21:36:39] <lynxlynxlynx> ah, the demo one is part of the textarea itself, so no problem
[21:36:43] <fuzzie> then you could do it on the python side
[21:36:57] <brada> oh i didnt think of that
[21:37:03] <fuzzie> and then just wrap CreateScrollbar on the python side
[21:37:06] <brada> yes
[21:37:12] <brada> that is much cleaner
[21:37:58] <fuzzie> well don't throw out the commit, right?
[21:38:06] <brada> ?
[21:38:12] <fuzzie> your BAMImporter refactor is much clearer
[21:38:36] <brada> BAMImporter?
[21:38:39] <fuzzie> erm
[21:38:40] <fuzzie> CHUImporter
[21:38:52] <brada> ah yes
[21:39:07] <brada> right that is totally fine save for the mistakenly removed AF check
[22:00:53] <lynxlynxlynx> http://sprunge.us/NFHU?diff <-- how about this fuzzie? Before I melt chiv's computer
[22:01:59] <chiv> hah, no risk of that, it's just I have to be a bit patient
[22:06:08] <chiv> it gives me about enough time to finish a duolingo lesson usually
[22:07:23] <lynxlynxlynx> i think i've seen you there
[22:07:57] <chiv> hah, yeah i tend to talk alot
[22:09:33] <chiv> I actually use what I learn there to play ie games in other languages
[22:10:16] <lynxlynxlynx> i'm on a pause, but waiting for interesting stuff to creep out of the incubator
[22:11:40] <chiv> I want to challenge myself to learn Russian, and shake some Dutch into my brain...
[22:15:57] <chiv> still no luck with mebbeth...
[22:16:52] <chiv> i don't get it, because it seems to make sense
[22:42:53] <lynxlynxlynx> maybe i'm stripping at the wrong field, it's completely untested
[22:50:10] <Lightkey> according to ohloh, there have been exactly 50 contributors to GemRB
[22:50:47] <Lightkey> and what is "fuzzie's gemrb" doing there?
[23:03:05] <brada> ooo our comments per LOC has gone up 1% :p
[23:03:40] <brada> and im only seeing 46 contributors
[23:03:43] <brada> but meh
[23:04:03] <brada> and at least two of those is me ;)
[23:04:13] <lynxlynxlynx> it's only tracking authors anyway, so it's underestimated
[23:04:32] <lynxlynxlynx> and there's maybe a few missing from the cvs days
[23:05:11] <chiv> 41 years of effort?
[23:05:31] <lynxlynxlynx> it's been at that number since we're on ohloh
[23:05:40] <lynxlynxlynx> useless metric
[23:05:41] <Beholder> http://i-fotki.info/16/5ba027842bdbf3a21741fefbc4d09428bc8616171450380.jpg.html
[23:05:42] <Pepelka> Ifotki.info - бесплатный хостинг фотографий для форумов, дневников, гостевых книг
[23:05:43] <Pepelka> »Ресурс для публикации фотографий на форумах, дневника, личных страницах«
[23:05:52] <chiv> i shan't attempt to make my own clone though...
[23:06:17] <Beholder> i need to implement blitgamesprite to avoid these artifacts?
[23:06:25] <lynxlynxlynx> fog of war is transparent instead of pitch black?
[23:06:35] <brada> those arent artifacts are they?
[23:06:45] <brada> isnt that him not mirroring sprites?
[23:07:09] <brada> er
[23:07:10] <lynxlynxlynx> can't tell
[23:07:14] <brada> missing fog
[23:07:37] <brada> looks like all the fog other then the edges is missing
[23:07:38] <Beholder> fog draws by blitGameSprite?
[23:08:11] <brada> how are you getting 50FPS?
[23:08:11] <Beholder> i implemented blitTile
[23:08:17] <brada> i thought we capped at 30
[23:08:47] <Beholder> 50 fps right
[23:08:57] <Beholder> old intel :)
[23:09:15] <brada> oh that FPS counter is not gemrb
[23:09:17] <brada> i see
[23:09:27] <Beholder> gemrb
[23:09:31] <brada> oh?
[23:09:33] <Beholder> old one)
[23:10:03] <brada> then maybe i am mistaken, but i have never seen gemrb run higher than 30 and i thought that was because we purposely capped it
[23:10:09] <Beholder> i working with snapshot a week old
[23:10:16] <fuzzie> we cap it in our backend though
[23:10:23] <Beholder> i removed delay
[23:10:44] <Beholder> to show real performance
[23:11:34] <brada> doesnt that cause problems for us?
[23:11:41] <brada> like animations or something?
[23:11:44] <fuzzie> yes, but doesn't matter
[23:11:49] <fuzzie> for debugging gfx
[23:11:52] <brada> ok
[23:11:59] <Lightkey> eh, I was just googling who this Jens Granseuer is and apparently I was in the same little town just a few days after him last month
[23:12:15] <brada> wonder where he disappeared to
[23:12:29] <Beholder> but what about fog
[23:12:38] <Beholder> which func draws it
[23:12:47] <fuzzie> it's a sprite
[23:12:49] <brada> probably BlitGameSprite
[23:12:58] <Beholder> right, thats ok)
[23:13:22] <fuzzie> and no, plain BlitSprite
[23:13:24] <Beholder> not implemented now (calls blitSprite)
[23:13:32] <Beholder> hm
[23:13:59] <brada> anyway it looks like your problem is that the pure fog is the transparent index
[23:14:06] <fuzzie> but Beholder isn't obeying the flip flags and isn't obeying DrawRect
[23:14:22] <brada> yeah i already mentioned that too
[23:14:32] <fuzzie> no transparency problems involved
[23:14:41] <brada> really/
[23:15:15] <fuzzie> the pure-black tiles are just DrawRect
[23:15:22] <brada> ah
[23:15:25] <brada> ok then
[23:15:39] <brada> so he needs to fix 2 things here
[23:15:52] <brada> mirroring sprites should be easy with GL i imagine
[23:16:09] <chiv> this is pretty awesome
[23:16:59] <Beholder> ok i'll add mirroring functionality
[23:17:02] <fuzzie> lynxlynxlynx: do you still want that reviewed?
[23:17:18] <Beholder> halftrans works good
[23:17:23] <brada> yup
[23:17:26] <fuzzie> I'm not sure I'd bother with the skipdot check myself
[23:17:40] <Beholder> i added it to standard sahder for all sprites as option
[23:17:45] <brada> cool
[23:17:52] <brada> i think...
[23:18:07] <fuzzie> for performance you don't want any control flow in the shaders
[23:18:26] <Beholder> grayscale and sepia is another programs
[23:19:35] <Beholder> if statements in fragment shaders cause a big performance decrease
[23:19:39] <wjp> for the software rendering I gave the most common (combinations of) options their own function, and made the rest fall-back to a generic function that supports all options with conditionals
[23:20:03] <wjp> Beholder: nice work on BlitTile. Looks good
[23:20:18] <wjp> I guess the fog problem has been explained above already
[23:20:26] <fuzzie> not sure a huge generic shader would even work on all hardware unfortunately
[23:20:26] <fuzzie> and yes
[23:20:31] <chiv> where can i get this
[23:20:41] <fuzzie> chiv: tell Beholder to put it online somewhere :)
[23:21:02] <lynxlynxlynx> fuzzie: wouldn't it break object filters then? It doesn't work anyway though
[23:21:08] <wjp> Beholder: have you given any thought to how/when you want to merge this code into gemrb?
[23:21:13] <Beholder> chiv: it's very baggy)
[23:21:23] <Beholder> buggy
[23:21:24] <chiv> aha, i'll be patient and wait then
[23:21:27] <fuzzie> lynxlynxlynx: oh right. then meh.
[23:21:51] <Beholder> i'll put it online after implementing all blits
[23:22:05] <fuzzie> well, I would suggest you put it online before that, if you can
[23:22:10] <brada> well it wouldnt hurt to merge the standalone bits into master
[23:22:22] <lynxlynxlynx> it wouldn't hurt to have a backup
[23:22:22] <fuzzie> otherwise we're going to end up changing stuff and making a merge difficult
[23:23:03] <Beholder> i tested with gl and gles, both works normally
[23:23:09] <lynxlynxlynx> you can just upload a zip somewhere, so you can avoid git for now
[23:23:12] <fuzzie> and I'm sure everyone can agree to let you do all the work on implementing it :)
[23:23:20] <Beholder> with some #define's
[23:24:36] <Beholder> in briefing screen i counted more than 1600 sprites)
[23:24:43] <fuzzie> haha :)
[23:24:50] <fuzzie> most of them clipped?
[23:25:37] <Beholder> yeh fps decreasing from 200 to 20 during text appears
[23:26:29] <Beholder> bye, i go to sleep)
[23:26:34] <brada> goodnight
[23:26:58] <-- Beholder has left #gemrb
[23:31:21] <chiv> in creimporter, IE_DIALOGRANGE has a comment saying 'this is just a hack' - does anyone have more insight to that, because I could use it to fix the clickable infopoints
[23:32:32] <chiv> quick link: https://github.com/chilvence/gemrb/commit/178cb673c2d41be6d687500589463377982f96d4
[23:32:33] <Pepelka> Increase 'hack' dialog range and allow it to affect infopoint dialog · 178cb67 · chilvence/gemrb · GitHub
[23:32:34] <Pepelka> »gemrb - Engine Made with preRendered Background«
[23:34:27] <lynxlynxlynx> chiv: no, we don't know what the range is
[23:35:12] <lynxlynxlynx> for a time it seemed it may be different in different engines (how comes to mind), but then the example was proven to be another bug and fixed
[23:35:22] <chiv> for what it is worth, at the very least it should be further to match torment.exe
[23:36:08] <lynxlynxlynx> it's almost as bad as changing maxdist directly
[23:36:42] <lynxlynxlynx> your values indicate people can talk to you without seeing you first
[23:37:12] <lynxlynxlynx> certainly not the case in bg2, where you could lead actors locked in startdialog with you around the map
[23:37:35] <brada> yup
[23:37:41] <chiv> cheese?
[23:37:45] <brada> for sure
[23:38:31] <lynxlynxlynx> not necessarily
[23:38:32] <chiv> i can't think of a good measurement, but at the moment that change seems to be about three finger-widths
[23:39:32] <lynxlynxlynx> do cheat keys work during dialog pause in the original?
[23:39:46] <lynxlynxlynx> if you could get the coordinates, you could get the distance
[23:40:44] <chiv> i dont know, but if an actor stops moving after dialog that'd work as well right?
[23:41:11] <edheldil> brada: do you get mail when I comment on your commits on github, or do I haveto tell you?
[23:41:24] <brada> i get mail :)
[23:41:37] <brada> and i check github every day
[23:41:59] * edheldil just finished a game of Flashpoint with just one brick remaining and 3 ppl dead
[23:42:37] <edheldil> .... and the house in flames
[23:58:06] <edheldil> fuzzie: should I secure strncpy(FName, name, _MAX_PATH); with FName[sizeof(FName)-1] = 0;? Coverity is complaining about it ... and if we ever decrease _MAX_PATH it might become relevant
[23:59:35] <edheldil> it would be better to use strlcpy(), though :(