#gemrb@irc.freenode.net logs for 5 May 2013 (GMT)

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[14:55:06] <Pepelka> [bug] 3612689 - gemrb changes $HOME directory rights http://sourceforge.net/tracker/?func=detail&atid=110122&aid=3612689&group_id=10122
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[15:03:00] <fuzzie> --> ddb0e90217f5f8cb44facb029d1af7e9b0de6399 ?
[15:08:25] <psch> http://imgur.com/9Jsglzh how's this?
[15:08:47] <psch> disadvantage is, there's still loads of "Couldn't find <file>" even with correct implementation
[15:08:55] <psch> i guess only logging FATAL there would work?
[15:09:17] <psch> s/implementation/configuration/
[15:09:42] <fuzzie> looks helpful
[15:10:03] <fuzzie> now I imagine little notifications popping up during my day, "you have been waylaid by enemies" :)
[15:11:41] <psch> i originally wanted to go with DialogFragments, but those close when their parent closes unless i put them in their own activity, which complicated the AndroidManifest and has me adjusting prep_env; similarly, Toasts only get displayed when their parent Activity is running
[15:12:10] <psch> additionally, the notification stays as long as the users lets it, so i guess it's the best solution
[15:14:30] <psch> we might need to revisit log levels though; KeyImporter only sends ERRORs, which includes the explanation of what a missing chitin.key means; Core sends a FATAL "Couldn't find chitin.key"
[15:24:47] <psch> i probably could clear the notifications on a normal exit, i.e. via the Quit button in the menu; does exiting from there guarantee a working configuration?
[16:41:57] <Pepelka> [commit] fizzet: add new animation type for MMST https://github.com/gemrb/gemrb/commit/dd811322dc8f48553d937d5c7af3eaee7df8a0c1
[16:41:59] <Pepelka> [commit] fizzet: only reenable spawns when the party has moved away some https://github.com/gemrb/gemrb/commit/6448a16f6749ec931fd26d0b85cbd335b64968cd
[16:42:00] <Pepelka> [commit] fizzet: don't mess with ItemInfoWindow if we go straight to ItemWindow https://github.com/gemrb/gemrb/commit/217aad01248c234faee20338afae9bd79f62df14
[16:42:01] <Pepelka> [commit] fizzet: be less strict when initiating dialog https://github.com/gemrb/gemrb/commit/a9ac11ed5841ea003a8957fc435bc4aabfbd2bf7
[16:42:02] <Pepelka> [commit] fizzet: don't auto-identify items when they are put in a bag https://github.com/gemrb/gemrb/commit/24ef87619653d75bb8102dea03e8a464c4607036
[16:42:03] <Pepelka> [commit] fizzet: get rid of duplicated item creation code https://github.com/gemrb/gemrb/commit/15f37c2dddd401e914c2d38ce46edc8c14733283
[16:42:04] <Pepelka> [commit] fizzet: try harder to find items to aggregate in shop listings https://github.com/gemrb/gemrb/commit/5986ffd6313be23f832499e13bc8daf3dd1ef398
[16:42:06] <Pepelka> [commit] fizzet: share item sanitation code between item loading and creation https://github.com/gemrb/gemrb/commit/9ca67d189ca6bb99067b69f06e4dd87854900147
[16:55:40] <fuzzie> um
[16:56:07] <fuzzie> does the "be less strict when initiating dialog" commit still do the check?
[16:56:34] <fizzle> which check do you mean?
[16:56:55] <fuzzie> the BD_CHECKDIST one
[16:57:02] <fuzzie> does see to :)
[16:57:51] <fizzle> it still checks for distance, but not LOS
[16:57:53] <fuzzie> should be fine, the other cases should be caught by higher-level code nowadays
[16:58:05] <fuzzie> well, yeah, I guess really we should check LOS
[16:58:14] <fuzzie> but that's something to be added to the *later* checks somehow if needed
[16:58:31] <fuzzie> and if there's a strict LOS requirement, then it will be caught by the matching code. seems good.
[16:59:21] <fizzle> I've been in several game-breaking situations due to the removed code
[16:59:27] <fuzzie> yes
[16:59:33] <fuzzie> I said "seems good" :P
[16:59:47] <fuzzie> but I mean, it might well easily break the game
[16:59:58] <fizzle> I wasn't complaining, just explaining
[17:00:02] <fuzzie> there's plenty of game scripts which rely on dialog not just magically working
[17:00:17] <fuzzie> and in fact, there's some game scripts which rely on dialog *not* working when not in LOS
[17:00:43] <fuzzie> which is presumably where this originally came from
[17:01:18] <fuzzie> but afaik they all actually work by doing matching in [PC]-style, and so there's a IsVisibleLOS check in Matching.cpp for them
[17:01:30] <fizzle> presumably those scripts have proper conditionals, though?
[17:01:33] <fuzzie> no :P
[17:02:24] <fuzzie> if matching doesn't suffice then I'm sure someone will come complain :)
[17:03:13] <fizzle> wouldn't have it any other way
[17:04:53] <fuzzie> but I just mean to explain a bit about this stuff, if you're prodding at script code
[17:05:13] <fuzzie> since the people who wrote it weren't completely crazy I hope, and the background is useful if it turns out your removal breaks something
[17:05:26] <fizzle> sure
[17:06:24] <fuzzie> and it all desperately needs a lot more fixes :/
[17:09:47] <fuzzie> otherwise I don't have good comments: we were probably a bit too nervous about the sanitation code
[17:10:14] <fuzzie> it seems silly to make you write all this code like the "try harder to aggregate" if we could just force the charges to a sane value
[17:11:34] <fizzle> that would probably simplify things a bit, yes
[17:11:50] <fuzzie> so if that makes sense I would say, don't hesitate
[17:14:10] <fizzle> I'll put it on the list :P
[17:16:25] <fuzzie> well really I just mean if you find yourself doing more code like that..
[17:33:25] <gembot> build #357 of msvc++6 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/msvc%2B%2B6/builds/357 blamelist: Jens Granseuer <jensgr@gmx.net>
[17:35:00] <gembot> build #348 of nmake-msvc++6 is complete: Failure [4failed compile] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/348 blamelist: Jens Granseuer <jensgr@gmx.net>
[17:37:14] <fizzle> somebody shoot msvc, please...
[17:39:01] <fuzzie> well, that's not exactly a subtle failure, it's the same mistake everyone makes :P
[17:39:10] <Pepelka> [commit] fizzet: DragItem: don't care about BAM cycles for the dragged image https://github.com/gemrb/gemrb/commit/b9e41f69a2bb5723a8bcb5153e2b5c9fdf3b6873
[17:39:11] <Pepelka> [commit] fizzet: make MSVC happy https://github.com/gemrb/gemrb/commit/ed1c80e1457ddf7141fa81db8515a0484247460f
[17:39:22] <fuzzie> you don't start truly hating msvc6 until the optimiser silently swallows your templates
[17:41:07] <fizzle> I don't need to run the code, it just needs to compile :P
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[18:13:38] <tremp> Hi! Is there the way to use gyroscope to move screen for example in BG2?
[18:17:09] <psch> currently not, no
[18:17:12] <psch> what platform are you on?
[18:18:03] <psch> i know it's not possible on android, i'm not sure about iOS but i strongly assume "no" for there too
[18:21:53] <psch> i think older android builds allow you binding the accelerometer to keys, which could enable scrolling, but im not sure of that either
[18:26:13] <gembot> build #358 of msvc++6 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/msvc%2B%2B6/builds/358
[18:34:31] <gembot> build #349 of nmake-msvc++6 is complete: Success [3build successful] Build details are at http://buildbot.gemrb.org/builders/nmake-msvc%2B%2B6/builds/349
[18:35:05] <tremp> Thanks, psch. What about AI in BG2? Is it the same as in the original game?
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[20:02:06] <Pepelka> [commit] fizzet: rewrite OpenStoreRentWindow so as not to require UpdateVarAssoc https://github.com/gemrb/gemrb/commit/f6907e2fb814f30cab62d76c4fe526fa6a78e0bb
[20:02:07] <Pepelka> [commit] fizzet: clean up handling of bad/invalid item properties by forcing sensible defaults https://github.com/gemrb/gemrb/commit/4ce88f0d7882128efd1d956eb1b27448217ba5db
[20:02:08] <Pepelka> [commit] fizzet: don't leak the item info https://github.com/gemrb/gemrb/commit/61791a7f079a58d03c893d18f7e94a4fec348c9a
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