[01:47:50] <servus> Lua is OK.
[01:47:54] <servus> Not ab-fab, but OK.
[03:04:48] <watt> hmm.... I'll need to either specify modifier precedence or allow multiple modifiers on keys if I want to handle it as mentioned above.
[03:05:05] <watt> I think I'm ok with precedence.
[03:05:55] <watt> Release > Control > Alt > Shift, I would think.
[05:52:34] <watt> eek... think the arrays of binding have officially gotten out of hand... thinking I should just use a map now... i dunno... I look over it a bit more tomorrow.
[08:24:28] <Darke> LUA is ok. I actually did some work trying to integrate it back at the dawn of time when I had free time to work on pentagram. *grin* Unfortunately don't know where that code is now.
[08:27:51] <Darke> Main problem with LUA was that by default all declared variables are scoped global, whereas you *really* want (and how it works in usecode) is that all variables are scoped local by default. There was an easy way of changing it, but it was a modification to the compiler (a rather easy mod though), and required it be recompiled to work. So if we wanted it that way, we'd have to distribute either a lua dll/so precompiled appropriate, or include a distribu
[08:27:52] <Darke> tion of the lua source in our source tree.
[08:34:44] <servus> I just finished integrating Lua into my own project. Every game entity has the opportunity to specify a Lua function to call whenever an event is fired on it.
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[17:46:50] * megawatt is itching for work to be over.... I really do want to program pentagram right now.
[18:27:18] <megawatt> woah... q3 source was released?!? How the hell did I miss that one?
[21:38:21] <wjp> :-)
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