Timestamps are in GMT/BST.
00:12:37 | | -jtrucks- [Global Notice] - A reminder that at 2PM UTC on Saturday we have our long awaited services upgrade and database prune. All nicks unused for 150 days or more will be dropped from the database. Please make sure you have identified to your accounts and used your grouped nicks before the upgrade begins. Thank you! |
00:13:05 | | -jtrucks- [Global Notice] - Our services upgrade is scheduled for 2PM UTC on Saturday. We expect services to be unavailable for up to an hour, so please plan your channel management accordingly. Thank you! |
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00:17:05 | zoomber_mbp | hi sam686 |
00:20:43 | | raptor has joined |
00:20:43 | | ChanServ sets mode +o raptor |
00:21:41 | raptor | oooo... commits |
00:25:08 | zoomber_mbp | hi |
00:25:19 | kaen | hello |
00:25:19 | raptor | hi |
00:25:23 | zoomber_mbp | this hotel has good wifi |
00:25:31 | zoomber_mbp | makes me want to play bit fighter, if anyone wants to go on |
00:25:59 | kaen | I've been looking for someone all day |
00:26:03 | kaen | I'm noob though :P |
00:26:04 | zoomber_mbp | YES |
00:26:06 | zoomber_mbp | wait |
00:26:08 | zoomber_mbp | we need am on |
00:26:10 | zoomber_mbp | sam* |
00:26:13 | kaen | heh |
00:26:13 | zoomber_mbp | me and you can take him on! |
00:26:27 | zoomber_mbp | since he's practically impossible to beat one on one |
00:26:39 | kaen | shweet |
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00:39:04 | kaen | :/ |
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06:12:44 | | -mrmist- Our services upgrade and database prune is scheduled to start at 2pm GMT, which is just slightly less than 7 hours away. There will be no chanserv or nickserv for around an hour. Consider opping up on your channels in advance of the outage. More messages to follow. |
06:19:53 | | -mrmist- The observant ones noticed that my last message contained an error, it's 8 hours away from how. Remember also that this outage will contain our database prune. Nicks older than 150 days unused will be dropped from the nickserv database. Remember to identify to your accounts and use your alt nicks. THanks! |
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10:56:00 | | BFLogBot - Commit a8eaf44ab756 | Author: watusim...@bitfighter.org | Log: whitespace |
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12:15:57 | Watusimoto | ==== BITFIGHTER PUZZLE ==== |
12:16:00 | Watusimoto | http://pastie.org/4097486 |
12:16:15 | Watusimoto | use the level file with the levelgen code in that pastie |
12:16:32 | Watusimoto | the object of the puzzle is to bring the asteroid to a full stop |
12:16:49 | Watusimoto | it *is* possible |
12:17:23 | Watusimoto | it *is* possible WITHOUT resorting to gimmicks such as introducing so many asteroids that the game grinds to a halt |
12:17:38 | Watusimoto | it *is* possible with the first asteroid, if you figure out the trick |
12:17:49 | Watusimoto | you will need the latest code from the repo |
12:18:52 | Watusimoto | Good luck, gentlement! |
12:19:03 | Watusimoto | ======================== |
12:21:13 | | BFLogBot - Commit 7066a0e9994e | Author: watusim...@bitfighter.org | Log: Comment |
12:21:14 | | BFLogBot - Commit 122661d77184 | Author: watusim...@bitfighter.org | Log: onShipEnteredZone and onShipLeftZone events working |
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12:44:23 | raptor | good morning! |
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13:33:36 | | -kloeri- [Global Notice] Hi all. We'll begin the services upgrade in half an hour so services will be down for a while. Staff will be present in #freenode and able to help in case of channel emergencies but please consider opping before services disappear. Thank you for using freenode. |
13:55:32 | raptor | i did it! i stopped the asteroid |
13:55:43 | raptor | but not after i laughed hard |
13:56:05 | raptor | i mean, initial reaction to the puzzle made me laugh |
14:21:24 | Watusimoto | the whole thing is ridiculous, agreed |
14:21:54 | raptor | i had decided to try the level out without studying the code first... for full effect :) |
14:26:04 | Watusimoto | yeah, probably better that way |
14:34:47 | raptor | ok, so |
14:35:00 | raptor | i think i almost have a mechanism for dealing with the two part teleport placement.. |
14:35:30 | raptor | basically it does this: engineerHelper -> c2sDeployObject |
14:35:45 | raptor | (on GameConnection) |
14:36:24 | raptor | then after the server checks and deploys the item it now sends back an s2cEngineerResponseEvent (on GameConnection) |
14:37:30 | raptor | and depending on the event, something happens (usually just the helper menu closes) |
14:39:52 | | -kloeri- [Global Notice] Hi again. The services upgrade and database pruning is all done now. There's a number of new features that you can familiarise yourself with using /msg nickserv help and /msg chanserv help. Thank you for your patience and thanks for being part of the freenode community. |
14:40:11 | raptor | the only problem i'm having is finding the *proper* place to put the event logic |
14:40:21 | raptor | it's on gameConnection... but that doesn't seem right.. |
14:40:33 | Watusimoto | why does that seem wrong? |
14:40:54 | Watusimoto | could be on clientGame? |
14:41:03 | raptor | everything about the GameConnection has always seemed wrong to me... like maybe i don't understand it's purpose |
14:41:33 | raptor | especially with so much non-protocol logic in it and in ClientInfo.. |
14:43:32 | Watusimoto | yeah |
14:43:44 | raptor | i'm sorry my thoughts aren't ordered very well.. |
14:44:02 | Watusimoto | I've been trying to use gameConnection as a passthrough to other objects, like clientGame or gameType where the real logic can reside |
15:14:56 | Watusimoto | yuck! |
15:15:12 | Watusimoto | I just found a situation where, like Python, invisible characters are significant in C++! |
15:15:27 | raptor | what!? |
15:15:29 | Watusimoto | and unlike Python, when you fall into the is trap, you get a completely misleading error message |
15:15:32 | Watusimoto | bleck |
15:15:42 | Watusimoto | I am trying to simplify some things using xmacros |
15:15:51 | Watusimoto | more about those later |
15:15:57 | Watusimoto | but if you have a def like this: |
15:16:08 | Watusimoto | #define EVENT_TABLE \ |
15:16:08 | Watusimoto | EVENT(TickEvent, "Tick", "onTick" ) \ |
15:16:08 | Watusimoto | EVENT(ShipSpawnedEvent, "ShipSpawned", "onShipSpawned" ) \ |
15:16:30 | Watusimoto | and there is a space *after* the \, the line continuation breaks, and you get goofball error messages |
15:20:38 | Watusimoto | my kids are taking over this machine to play games. I'm going to check something slightly experimental in, hopefully it compiles for you |
15:24:51 | raptor | ha |
15:24:53 | raptor | ok |
15:25:39 | raptor | back to C! |
15:25:52 | raptor | macros > templates |
15:25:58 | raptor | maybe |
15:26:35 | | BFLogBot - Commit a66a493abcdc | Author: watusim...@bitfighter.org | Log: xmacro implementation of our events tables... this should avoid the problem I spent an hour on earlier today (unsynchronized enums and eventDefs tables) |
15:28:24 | Watusimoto | If I can take this to its logical end, it will save a lot of code repetition! |
15:28:40 | raptor | yay! |
15:30:12 | raptor | WOW, pages and pages of compile errors... |
15:31:20 | raptor | i'll wait for you to be done before i address them (and continue work on the previous commit) |
16:15:58 | kaen | is there a milestone or goal for 018? |
16:16:10 | kaen | or do you guys just release when it feels right? |
16:16:16 | raptor | yes |
16:16:30 | kaen | cool |
16:16:51 | raptor | basically we don't want a release to take as long as 016 did (when we ported to SDL) - that took like 10 months |
16:17:12 | kaen | oh wow |
16:17:23 | raptor | and I think Watusimoto would like to release every couple of months if possible |
16:17:29 | raptor | but sometimes we really break things... |
16:17:33 | kaen | heh |
16:17:41 | kaen | creative people make more mistakes :) |
16:18:29 | kaen | oh :< I just got pages of compile errors, too |
16:19:03 | raptor | yeah, umm, don't update to the latest unless you know how to fix it... i was going to take a look after i complete what i'm doing |
16:19:17 | kaen | we need an experimental branch |
16:19:31 | kaen | can I just rollback? |
16:19:32 | raptor | we commonly run into this problem: MS vc++ will compile but GCC doesn't |
16:19:38 | kaen | ahhh |
16:19:49 | raptor | yes |
16:20:10 | raptor | or even, just do 'hg up' to the revision before and work off of that.. |
16:20:20 | raptor | (it's what i'm doing) |
16:24:23 | raptor | also, vc++ has this 'smart analysis' that tries and only compiles object files it thinks will be affected when you make a header change |
16:24:48 | raptor | so many times they may commit stuff that doesn't actually compile because it wasn't tested with a full recompile |
16:24:59 | kaen | :/ |
16:25:35 | raptor | the smart analysis seems like a good idea... but it doesn't seem so smart sometimes.. |
16:25:45 | raptor | Xcode on Mac works the same way |
16:32:54 | kaen | missing a comma on line 71 of eventmanager.h |
16:32:58 | kaen | it's all building for me now |
16:33:46 | kaen | lol I can't believe MS vc++ ignores missing commas like that in macros @_@ |
16:34:35 | raptor | yeah, even goofier things happen with macros.. |
16:36:51 | raptor | well, if you fixed it and committed the fix, i'll pull |
16:45:12 | kaen | hmm lemme do that real quick |
16:47:40 | kaen | alright, should be ready |
16:48:09 | kaen | I just found the 'record' extension. I was dearly missing my 'git add -p' |
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16:49:03 | Watusimoto_ | so what is the compile problem? |
16:49:10 | kaen | missing , |
16:49:17 | Watusimoto_ | where? |
16:49:23 | kaen | line 71 of eventmanager.h |
16:49:28 | raptor | already solved! |
16:49:30 | raptor | just pushed it |
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16:49:42 | Watusimoto_ | great |
16:51:21 | kaen | I'm starting to love hg. especially the fact that I can do almost everything I need without passing flags |
16:51:31 | raptor | haha |
16:51:52 | | BFLogBot - Commit 112131c8577b | Author: kaen | Log: fix gcc build error in EventManger.h xmacro |
16:52:13 | kaen | damn it. typo in a commit log. how embarrassing ._. |
16:52:23 | raptor | haha |
16:52:30 | raptor | that means your official |
16:52:33 | kaen | lol |
16:53:41 | Watusimoto_ | that, and he fixed uncompilable code I committed! |
16:54:52 | kaen | comes from fixing macros in fdrpg. the whole entire menu system was a sequence of macros when I started @_@ |
16:55:09 | raptor | was it a C-only project? ( i don't remember) |
16:55:11 | kaen | yeah |
16:56:11 | kaen | it really wanted to be a c++ project, but the devs were insistent on C-only. so they wrote a whole bunch stl-style structs and functions, and there was lots of performFunctionOnStruct() littered about |
16:56:56 | kaen | i.e. bad implementations of linked lists, and treating structs like faux classes when they should just be using classes. |
16:57:08 | raptor | interesting |
16:57:14 | kaen | even the linked lists were iterated over with macros |
16:57:31 | raptor | well, the c++ stl certainly has its problems, but there are a lot of usefull classes |
16:57:40 | raptor | *useful |
16:59:30 | Watusimoto_ | ha |
16:59:43 | Watusimoto_ | looks like the warning I suppressed was warning me about what kaen fixed |
16:59:49 | kaen | haha |
17:00:00 | Watusimoto_ | now I can unsuppress |
17:00:16 | kaen | does it build without warnings on msvc++? |
17:00:40 | raptor | msvc++ warnings don't correspond well to gcc warnings |
17:01:03 | raptor | warning levels, i mean |
17:02:39 | kaen | ah. I only see 3 warnings from actual bf code. that's not too bad :) |
17:02:48 | kaen | given that it's building with -Wall |
17:04:50 | raptor | yes... i transitioned to -Wall a little while ago: https://code.google.com/p/bitfighter/source/detail?r=d721e55d3937 |
17:05:14 | raptor | that was a fun days work |
17:05:20 | kaen | D: |
17:05:29 | kaen | my hat is off to you, sir |
17:07:59 | raptor | !! it works! two-part teleport placing works! |
17:08:08 | kaen | \o/ |
17:08:12 | raptor | with... issues... |
17:08:14 | kaen | heh |
17:08:15 | raptor | but it works! |
17:14:58 | Watusimoto_ | it builds now without warnings |
17:15:10 | Watusimoto_ | excellent! |
17:15:25 | Watusimoto_ | so the xmacro stuff I checked in works, with kaen's fix? |
17:16:10 | raptor | haven't tested... |
17:16:12 | raptor | will do so now |
17:16:26 | Watusimoto_ | if it compiles, it probably works :-) |
17:16:32 | raptor | haha |
17:16:38 | raptor | i got run over by an asteroid |
17:16:53 | Watusimoto_ | this technique will make maintenance much easier |
17:16:57 | | BFLogBot - Commit cfb7dd83dc2a | Author: watusim...@bitfighter.org | Log: Disable VC++ warnings, add some comments |
17:16:59 | | BFLogBot - Commit a892a5ef7180 | Author: watusim...@bitfighter.org | Log: Merge |
17:17:00 | | BFLogBot - Commit 7f105032fbce | Author: watusim...@bitfighter.org | Log: Extend xmacro sample implementation |
17:17:02 | | BFLogBot - Commit 15b8157ef812 | Author: watusim...@bitfighter.org | Log: Cleanup |
17:17:22 | raptor | rats... i was about to commit |
17:17:46 | Watusimoto_ | ha |
17:18:04 | Watusimoto_ | we have a whole slew of typenumbers defined thusly: |
17:18:06 | Watusimoto_ | const U8 ZoneTypeNumber = 3; |
17:18:09 | Watusimoto_ | etc. |
17:18:47 | Watusimoto_ | Any reason those aren't an enum? And is there any reason that the numbers matter? Or can they be changed? |
17:20:20 | raptor | it used to be a 32bit mask |
17:20:24 | Watusimoto_ | yes |
17:20:28 | raptor | no reason... |
17:20:31 | Watusimoto_ | ok |
17:20:38 | Watusimoto_ | I'm going to xmacroize it |
17:20:39 | raptor | maybe because ummm |
17:20:45 | raptor | no i don't remember |
17:20:53 | raptor | we hated enums at the time, maybe? |
17:21:13 | Watusimoto_ | yeah, could be |
17:22:08 | raptor | because it was easier to work with the U8 in a header file? |
17:22:11 | raptor | not sure.. |
17:31:22 | raptor | ok Watusimoto_, i just pushed teleport changes that make it half-way functional |
17:31:35 | raptor | adding both start and end points, that is |
17:31:41 | Watusimoto_ | great |
17:31:48 | raptor | i have to go for several hours (in a few min) |
17:31:57 | Watusimoto_ | ok, I'll give it a whirl |
17:32:05 | | BFLogBot - Commit 52a5331f63ea | Author: buckyballreaction | Log: Teleports can now be placed in two pieces. Had to add s2cEngineerResponseEvent which allows the server to dictate how each engineered object is handled |
17:32:06 | | BFLogBot - Commit 308ecd4cad0f | Author: buckyballreaction | Log: Change teleport deployer colors a bit. Also fix bug with colors not changing |
17:32:07 | raptor | I think it's at a point where you can make changes, too if you want |
17:32:13 | Watusimoto_ | great |
17:32:23 | raptor | so feel free :) |
17:34:16 | raptor | ok folks, see you later |
17:34:25 | raptor | be back in... 4(?) hours or so |
17:35:02 | | raptor Quit () |
17:44:05 | Watusimoto_ | dinner time |
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19:34:47 | kaen | hey is there like a debug pane for ship stats? |
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20:01:45 | raptor | hi kaen, did you find what you need? (i didn't really understand your question) |
20:03:14 | kaen | eh not really. I just want to measure energy depletion per second to make sure it's happening at the correct rates |
20:03:29 | kaen | trying hard not to subtly break anything since this code is pretty important :P |
20:03:35 | raptor | :) |
20:03:41 | kaen | but I'm writing a little debug shim real quick |
20:03:45 | raptor | i usually just add a logprintf(); |
20:04:11 | kaen | even better |
20:04:31 | raptor | not very elegant though |
20:04:49 | kaen | it'll do fine for this |
20:04:58 | sam686 | for real-time stats, logprintf tends to flood the outputs, like showing FPS and LAG (it is done with F6), or /showcoords to show ship-s position |
20:05:08 | kaen | only printing once per second |
20:05:25 | kaen | -ish |
20:05:48 | kaen | showcoords is good to know about, though |
20:05:59 | raptor | i completely forgot about that one... |
20:06:07 | zoomber_mbp_ | hiya raptor |
20:06:11 | raptor | hi zoomber_mbp_ |
20:06:16 | zoomber_mbp_ | hey look |
20:06:17 | zoomber_mbp_ | four of us |
20:06:20 | zoomber_mbp_ | how about a game of 2v2? |
20:06:27 | zoomber_mbp_ | we all need a minute of down time |
20:06:56 | sam686 | does BFLogBot play Bitfighter? |
20:07:16 | zoomber_mbp_ | no, but doesn't kaen play sam? |
20:07:24 | raptor | i'm actually going to run errands in like 10 min... :( |
20:07:25 | zoomber_mbp_ | = four of us |
20:07:31 | raptor | but we can goof off a bit.. |
20:07:32 | kaen | indeed. but I'm about to step out |
20:07:32 | zoomber_mbp_ | that's 10 minutes of game time! |
20:07:38 | zoomber_mbp_ | how about 10 minutes? |
20:07:46 | zoomber_mbp_ | does everyone have enough time for that? |
20:07:51 | kaen | alright |
20:07:54 | raptor | i'm in! |
20:21:07 | | raptor Quit () |
20:31:00 | zoomber_mbp_ | ok sam686 |
20:32:17 | zoomber_mbp_ | 75.83.120.190 is the first ip |
20:32:34 | zoomber_mbp_ | need to figure out the second one, because it isn't being updated to dyndns right.. |
20:38:46 | sam686 | i see your 2 ip addresses from http://bitfighter.org/irclogs/index.php?date=2012-06-13 but it looks like one of it is not working in http web page test |
20:41:36 | sam686 | zoomber_mbp_ f i am right, 75.83.123.121 was your second connection (but web page don't work) |
20:41:51 | zoomber_mbp_ | yes |
20:42:05 | zoomber_mbp_ | here they are in dns forum: |
20:42:11 | zoomber_mbp_ | whiskcraft.dyndns.org and whiskcraft2.dyndns.org |
20:42:18 | zoomber_mbp_ | the other one isn't working right, bad updating i guess |
20:42:44 | zoomber_mbp_ | i think i can fix it. The second router has it's own dyndns updating system, i should try to activate that instead of using a second computer |
20:42:56 | zoomber_mbp_ | as, i can't update both IPs from the main server |
20:43:32 | sam686 | 75.83.123.121 is not even pingable either (other one is pingable |
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22:12:55 | raptor | i'm back! |
22:23:16 | raptor | Watusimoto: did you get a chance to try the wormhole placement? (i know there are a still a couple bugs...) |
22:27:49 | Watusimoto | hi |
22:27:51 | Watusimoto | yes |
22:27:56 | Watusimoto | I like it! |
22:28:20 | Watusimoto | needs work of course, but I really like the way you place the teleport with the big circle that rotates around you |
22:28:55 | Watusimoto | I don't think you should choose between teleport intake and exit on the engr menu |
22:29:11 | Watusimoto | I think you should just pick teleport and do it in a specified order |
22:29:30 | Watusimoto | but it looks very nice so far |
22:31:09 | Watusimoto | an interesting scope issue going on as well -- when the teleport entrance is off the screen, the exit disappears as well |
22:31:21 | sam686 | There is one thing to avoid, don't let ships teleport to on top of walls and go out of bounce.. |
22:31:58 | Watusimoto | we could solve that by having you place the intake/output directly under the ship |
22:32:10 | Watusimoto | that might simplify the placement as well -- just engineer it and there it is |
22:32:18 | Watusimoto | no separate placement phase |
22:32:46 | Watusimoto | I'm really starting to like these xmacros, btw |
22:37:36 | | BFLogBot - Commit 0bdaaf24de6a | Author: watusim...@bitfighter.org | Log: Remove more duplicate code... by the power of xmacro! |
22:37:37 | | BFLogBot - Commit 469c3f0aea0e | Author: watusim...@bitfighter.org | Log: Use names to clarify macro |
22:37:39 | | BFLogBot - Commit 1ef3a7922a5d | Author: watusim...@bitfighter.org | Log: Merge |
22:39:13 | sam686 | i just took a look at engineer teleport, and seems to be ok, except a possible slowdown of Teleporter::checkDeploymentPosition, slower then turret and forcefield checks |
22:49:35 | Watusimoto | same comment as before -- we could solve that by having you place the intake/output directly under the ship |
22:50:41 | sam686 | looks like most of the slowdown is the result of using a slow polygonsIntersect |
22:56:38 | Watusimoto | I burned my leg on my laptop ;-( |
22:59:17 | sam686 | also noticed it gets slower and slower and slower over time placing TeleporterExit |
23:00:48 | sam686 | theres the problem, Teleporter::checkDeploymentPosition is not clearing foundObjects, and foundObjects grows to thousands in vector.. |
23:08:03 | raptor | i'm back! |
23:08:05 | raptor | again! |
23:09:18 | raptor | ok |
23:09:19 | raptor | bugs |
23:09:27 | raptor | sam686: feel free to fix anything you find |
23:09:53 | raptor | Watusimoto: i know the exit is still in the list... i have to reconcile a way to have it not in the list, yet have the helper still find it.. |
23:09:56 | sam686 | i wonder if Teleporter::checkDeploymentPosition should use a faster polygonCircleIntersect, after all teleporter is a circle. |
23:10:03 | raptor | sure |
23:10:05 | raptor | do that, too |
23:10:25 | raptor | i don't want it to be slw |
23:10:27 | raptor | slow |
23:10:40 | Watusimoto | if you always deploy beneath the ship, can we not assume the location is good? |
23:10:44 | Watusimoto | without any checks? |
23:10:50 | raptor | it can be bad... |
23:11:01 | Watusimoto | how? |
23:11:13 | sam686 | foundObjects.clear(); being added itself makes it just as fast as engineering forcefield |
23:11:51 | raptor | placing exit directly under you could have overlap with a wall - teleports tend to not be precise beasts |
23:12:09 | Watusimoto | ah, then you could enter on an edge and be on the wall |
23:12:13 | raptor | yes |
23:12:35 | Watusimoto | but still, if you place under you, you only have to check on position once, not a continuous check as you rotate the spot around you |
23:12:48 | Watusimoto | or |
23:13:20 | Watusimoto | we could change teleports to have you always come out in the center of the outlet, which kind of makes sense to me anyway |
23:13:54 | raptor | but then the majority of dungeons would be broken! |
23:13:59 | raptor | :) |
23:15:15 | sam686 | not sure yet, it might still be possible for teleporter to be too close to the wall? Might need to test that too.. |
23:15:22 | Watusimoto | cry me a river |
23:15:40 | sam686 | oops, i wasn't scrolled all the way down in IRC window.. |
23:15:41 | raptor | boo hoo hoo |
23:17:30 | raptor | anyways... what are the real issues at the moment, with any other suggestions you might have? |
23:18:14 | raptor | 1. exit is in the selection menu |
23:19:02 | raptor | 2. slow current exit placement search? sam686, you say your bug fix makes it just as fast as forcefield? |
23:19:51 | raptor | 3. some weird scope issue |
23:19:52 | sam686 | yes, by simply adding foundObjects.clear(); |
23:20:10 | raptor | i've seen the scope issue, i'm not sure what to do about it |
23:20:14 | raptor | or why it's broken |
23:22:59 | raptor | ok, i'll be back in a few min.. |
23:27:50 | | BFLogBot - Commit 620e0e197ad4 | Author: watusim...@bitfighter.org | Log: More xmacro! |
23:35:57 | | zoomber_mbp has joined |
23:37:25 | Watusimoto | night |
23:39:05 | raptor | back |
23:39:07 | raptor | night! |
23:39:27 | raptor | sam686: do you want me to make that change? |
23:39:46 | raptor | oh haha - you just made it.. |
23:40:36 | | zoomber_mbp Quit (Client Quit) |
23:41:30 | raptor | xmacro: adding maintainability and incomprehensibility on an hourly basis! |
23:42:00 | raptor | ok not really: i can still understand what's going on |
23:42:35 | | Watusimoto Quit (Ping timeout: 246 seconds) |
23:42:53 | | BFLogBot - Commit 56c53eeb6971 | Author: sam8641 | Log: Fixed Teleporter checkDeploymentPosition slowdown, and is now faster. |
23:42:56 | raptor | sam686: oh good, you changed it to a circle, too |
23:42:58 | raptor | great! |
23:58:56 | | Little_Apple has joined |
23:59:47 | Little_Apple | helloo |
23:59:51 | raptor | ih |