[00:02:22] <watt> hmm.. definitely would need to undef USE_PRECOMPILED_HEADER.
[00:05:23] <wjp> why would that be #define-d in the first place?
[00:05:57] <watt> does that never get passed to the tools directories?
[00:10:08] <wjp> hm, it might
[00:32:40] <watt> hmm.. think it should avoid using Palette, but ConvertShape, Shape, and ShapeFrame seem fine
[01:19:17] <watt> oh yeah.. also what extension should the plugin work for?
[01:19:52] <wjp> good question
[01:20:09] <watt> pshp?
[01:29:58] <wjp> ugh, I should've been in bed hours ago; night
[01:35:06] <watt> night
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[12:05:38] <wjp> Colourless: thanks for fixing that :-)
[12:29:26] <Colourless> np :-)
[12:29:49] * Colourless has started on scalers...
[12:31:26] <wjp> cool
[12:31:56] <Colourless> now
[12:32:01] <Colourless> before i do 'too' much
[12:32:51] <Colourless> i can't remember exactly how we were going to mask between the 'high and low' res sides of the scaler... were we even going to do it at all... i really cant remember
[12:33:31] <wjp> we had some plans of maybe using the alpha channel as a z-buffer of sorts
[12:34:44] <wjp> I don't think we ever decided to actually do it or not
[12:35:52] <Colourless> well
[12:35:54] <wjp> there will probably be some roughness around the edges this way, since you can't properly scale the z-buffer
[12:36:04] <Colourless> yeah
[12:36:35] <Colourless> would probably do point sampling of alpha buffer i guess, if we are going to at any stage do this zbuffer idea
[12:37:10] <wjp> do you mean simply quadrupling each pixel
[12:37:10] <wjp> ?
[12:37:13] <Colourless> yeah
[12:37:27] <wjp> yeah, not much more you can do
[12:37:41] <Colourless> RGB would be 'scaled' properly, but alpha would just be duplicated
[12:37:43] <wjp> unless maybe we represent depths by single bits or something
[12:37:56] <wjp> would be limited to 8 depths then, but you could somewhat mix them
[12:37:59] <Colourless> hmm... bit wise..
[12:38:08] <Colourless> would act as a stencil buffer of sorts
[12:38:24] <wjp> stencil buffer?
[12:38:30] * wjp googles
[12:38:31] <Colourless> not 'entirely' useful like that though. i don't really see an advantage to it
[12:38:51] <Colourless> stencil buffer is an 8bpp buffer that has various logical operators
[12:39:32] <wjp> you'd still get roughness, only now it would be roughness of a somewhat more subtle kind, I guess
[12:39:43] <Colourless> i don't think it really helps out greatly
[12:39:52] <wjp> probably not, no
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[14:16:11] <wjp> hm, I think we should probably reserve a small range of ObjId's for the core gumps
[14:16:41] <wjp> to make savegames just a bit more future-proof
[14:17:39] <wjp> right now even though we don't save the core gumps, their ObjId's can conflict with saved items
[14:33:01] <Colourless> good idea
[15:06:22] <wjp> ok, that code allows us to move the reserve(666) (for the guardian bark hack) out of objectmanager to U8Game.cpp as well; good
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[15:32:43] <wjp> ok, added an object inspection console command as well
[15:35:31] <wjp> committed
[15:36:07] <wjp> ObjectManager::objectInfo <objid>; it reports 'unused', 'reserved', or Object::dumpInfo() if used
[15:36:32] <wjp> I reserved the first 32 id's after 255 for core gumps
[15:36:49] <wjp> should be enough :-)
[15:42:12] <Colourless> hmm...
[15:42:31] <Colourless> i'd say extend it out to 512 reserved
[15:43:16] <wjp> do you want to reserve them for gumps in general?
[15:43:38] <Colourless> no
[15:43:43] <Colourless> it's just a 'round' number
[16:07:56] <wjp> might as well; maybe I'll reserve 128 for the core engine and 128 for u8game
[16:53:47] <watt> neat.
[17:13:04] <watt> well, there we are... classes need to graduate.... now to fill a bit more time.........
[17:18:49] <wjp> hm?
[17:21:18] <watt> I've been lazy putting off signing up for classes, and this should be my last semester
[17:22:00] <wjp> ah, picking classes for next semester
[18:20:14] <wjp> bbl, dinner
[19:03:24] <wjp> back
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[19:12:31] <wjp> at some point I should really think about a proper moving-target pathfinder
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