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| 00:11:12 | | raptor has joined |
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| 00:18:36 | amgine1234567890 | hey any new complied version? |
| 00:49:51 | raptor | hi |
| 00:50:19 | raptor | sorry, not yet - watusimoto is still making some major changes |
| 01:05:23 | amgine1234567890 | ok just say test and ill be there |
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| 03:07:04 | Fordcars | hi |
| 03:07:08 | raptor | hi |
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| 03:34:28 | sam686 | hi |
| 04:02:54 | Fordcars | hi |
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| 07:19:32 | | BFLogBot Commit: 12e2d14eba3d | Author: watusimoto | Message: Move constructor up to be consistent with other .h file layouts |
| 07:19:34 | | BFLogBot Commit: efa410d1b386 | Author: watusimoto | Message: Formatting |
| 07:19:35 | | BFLogBot Commit: df9200ec9bbd | Author: watusimoto | Message: Formatting, make method static |
| 07:19:37 | | BFLogBot Commit: 24834ae4a9b0 | Author: watusimoto | Message: Move some stuff out of barrier and put it into GeomUtils, to make things a little more understandable |
| 07:19:38 | | BFLogBot Commit: 640447c9c3df | Author: watusimoto | Message: Remove logging |
| 07:19:40 | | BFLogBot Commit: daf078907ae3 | Author: watusimoto | Message: Formatting |
| 07:19:41 | | BFLogBot Commit: 30f3691872ad | Author: watusimoto | Message: I think this makes the code a tad clearer |
| 07:19:43 | | BFLogBot Commit: eda13af4f6b8 | Author: watusimoto | Message: Comment |
| 07:19:44 | | BFLogBot Commit: 7ec69c5ec3a5 | Author: watusimoto | Message: Whitespace |
| 07:19:46 | | BFLogBot Commit: 74ca6a0f942b | Author: watusimoto | Message: Whitespace |
| 07:19:47 | | BFLogBot Commit: d0488e351495 | Author: watusimoto | Message: Whitespace |
| 07:19:49 | | BFLogBot Commit: 1ac7fb8fb69e | Author: watusimoto | Message: Make Barrier no longer be child of LineItem... see if that helps |
| 07:19:50 | | BFLogBot Commit: 6e2502b8283a | Author: watusimoto | Message: Fix some things that broke during the divorce |
| 07:19:52 | | BFLogBot Commit: 78c4f95488aa | Author: watusimoto | Message: Bad assumption |
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| 16:02:09 | raptor | good morning! |
| 16:02:52 | raptor | today's the day!: http://i.imgur.com/wk83w.jpg |
| 16:51:34 | watusimoto | hi |
| 16:51:39 | Wuzzy | oh, hi raptor |
| 16:52:08 | watusimoto | my kids want to use irc to chat across the living room |
| 16:52:14 | raptor | hi |
| 16:52:40 | watusimoto | for some reason it seems like a fun idea to them, despite their difficulty typing |
| 16:52:48 | watusimoto | maybe I should get them voice chat |
| 16:53:01 | watusimoto | then they could talk to each other via the computer |
| 16:53:55 | watusimoto | maybe they could use bitfighter voice chat |
| 16:56:01 | Wuzzy | so, raptor: did you read this already?: http://bitfighter.org/forums/viewtopic.php?f=29&t=1605&p=16243#p16243 |
| 16:58:28 | watusimoto | looks like 0-7 work fine |
| 16:59:04 | watusimoto | 9 and 10 are a bit strange on the sticks i've used (they map to back and enter buttons) |
| 16:59:12 | watusimoto | never used a stick with an 11 button |
| 16:59:19 | watusimoto | no idea why 8 is not working properly |
| 16:59:26 | watusimoto | because it works properly on my sticks |
| 16:59:40 | raptor | hi again - in physics class, so off and on for a while... |
| 16:59:50 | watusimoto | pay attention! |
| 16:59:52 | raptor | hi Wuzzy |
| 16:59:54 | watusimoto | e=mc^2! |
| 17:00:03 | raptor | newtonian! |
| 17:00:08 | watusimoto | f-ma! |
| 17:00:09 | raptor | so |
| 17:00:11 | raptor | yes |
| 17:00:12 | raptor | that |
| 17:00:17 | raptor | ok joystick buttons... |
| 17:00:38 | raptor | the labels are the in-game numbers, which probably don't always correspond to the RAW numbers |
| 17:00:56 | raptor | especially above button 6 (raw: 5) |
| 17:02:48 | Wuzzy | watusimoto: actually, the Firestorm Dual Analog 3 has 12 buttons. I started counting from 0. ;-) |
| 17:03:05 | watusimoto | ah, ok |
| 17:03:18 | watusimoto | so 1-8 do work, then things get a little weird |
| 17:03:49 | Wuzzy | I understand, raptor. But isn't the generic configuration supposed to be ... let's say ... generic? ;-) |
| 17:03:56 | watusimoto | no |
| 17:04:06 | watusimoto | it's supposed to work sort of when nothing else does |
| 17:04:21 | watusimoto | it's more a starting point for a new stick then a usable product |
| 17:04:24 | raptor | generic is just a straight mapping of raw -> in game |
| 17:04:40 | raptor | and raw buttons can be all over the place |
| 17:06:33 | watusimoto | so the joysticks.ini file remaps raw to ingame? |
| 17:06:49 | raptor | on any given controller, any raw button number could be any button (like the back button) |
| 17:06:52 | Wuzzy | but here is the problem: I expect that the game maps all raw buttons X (=any number) to label X , not to label Y (=any other number) if the generic profile is active |
| 17:06:57 | raptor | watusimoto: yes |
| 17:07:16 | watusimoto | so Wuzzy, you'll need to use joysticks.ini to fix the broken mapping |
| 17:07:22 | watusimoto | generic will not work for you |
| 17:07:38 | Wuzzy | That is not the point. I already have done this. |
| 17:07:41 | raptor | watusimoto: maybe we should consider not having in-game button number mappings at all |
| 17:07:52 | watusimoto | you can use joysticks.ini to fix the label |
| 17:07:56 | Wuzzy | of course I can |
| 17:08:00 | watusimoto | raptor: interesting idea |
| 17:08:06 | raptor | so instead of raw -> in-game number -> in-game action |
| 17:08:10 | watusimoto | Wuzzy: so do that, and we'll include your fixes in 018 |
| 17:08:15 | raptor | we should do raw -> in-game action |
| 17:08:16 | Wuzzy | but the point is that the generic profile seems buggy |
| 17:08:18 | watusimoto | and you swon't need to do it again |
| 17:08:25 | watusimoto | no, the generic is not buggy |
| 17:08:37 | watusimoto | it's just generic, and your stick isn't generic |
| 17:08:47 | raptor | Wuzzy: the generic profile will probably fail most of the time |
| 17:08:52 | Wuzzy | But why? |
| 17:08:56 | watusimoto | raptor: we also need to show particular buttons for menus and such (e.g. quick chat) |
| 17:09:24 | watusimoto | Wuzzy: because your stick does not work like a "generic" one. I don;t know why, it is just how the stick was made |
| 17:09:34 | raptor | Wuzzy: the issue is hardware |
| 17:09:53 | raptor | your controller might put the back button at raw input of 9, but another controller might do it at 10 |
| 17:09:56 | raptor | or 8 |
| 17:09:58 | raptor | or 6 |
| 17:10:01 | Wuzzy | of course |
| 17:10:05 | Wuzzy | I know that |
| 17:10:11 | raptor | the generic just makes a guess at the most common values |
| 17:10:11 | watusimoto | that's why we have non-generic mappings |
| 17:10:14 | watusimoto | each is different |
| 17:10:20 | Wuzzy | what do you mean with "guess"? |
| 17:10:22 | watusimoto | it doesn't mean that generic is broken |
| 17:10:46 | Wuzzy | I think you are not quite understanding why I started this discussion. |
| 17:10:54 | raptor | there is no standard between controllers about which signal (raw #) is which button |
| 17:10:57 | watusimoto | he means the generic mapping will work for some theoretically generic joystick. it doesn't work for yours |
| 17:11:19 | watusimoto | better said |
| 17:11:41 | watusimoto | if we change generic to fit your stick, it will be even more broken for someone else's |
| 17:11:51 | Wuzzy | The problem is that the label should simply the same thing like the raw button ID reported by the OS/library/whatever. Every game does this right, either they start by counting by 0 or 1 |
| 17:11:51 | watusimoto | and they'll ask us why generic works less for theirs |
| 17:12:01 | Wuzzy | What? No! |
| 17:12:22 | Wuzzy | do you know the program jstest? |
| 17:12:27 | watusimoto | no |
| 17:12:48 | raptor | Wuzzy: there is no raw signal standard between controllers |
| 17:13:31 | raptor | no standard means guesswork if you want to program a generic one |
| 17:15:26 | Wuzzy | Virtually every game I which supports joysticks does label the buttons in a straightforward way. They start counting from 0 or from 1. But there are no strange things like swapped buttons etc. In all these games, the order of these buttons is the same. In all these games, except Bitfighter. |
| 17:16:02 | watusimoto | I have two joysticks at home |
| 17:16:22 | watusimoto | they work with some presets and not others |
| 17:16:23 | raptor | Wuzzy: you may be right - but that means they probably guessed your joystick better than our guess |
| 17:16:35 | watusimoto | or maybe they recognized yours |
| 17:16:56 | watusimoto | but if the sticks all used the same standard, we wouldn't need stick-specific profiles |
| 17:17:00 | Wuzzy | i don't know what you mean with "guessing". Does it mean that even the _order_ of buttons that are reported to the game is not guaranteed? |
| 17:17:05 | watusimoto | all profiles would be more or less the same |
| 17:17:09 | watusimoto | yes |
| 17:17:10 | raptor | watusimoto: correct! |
| 17:17:13 | raptor | ooops |
| 17:17:16 | watusimoto | that's what rapter is saying |
| 17:17:16 | raptor | Wuzzy: correct! |
| 17:17:31 | watusimoto | (well, I'm correct too :-) |
| 17:17:34 | Wuzzy | But if this is true, how could it even work? It seems like chaos! |
| 17:17:41 | raptor | Wuzzy: it is chaos |
| 17:17:44 | watusimoto | yes!!! |
| 17:17:46 | watusimoto | chaos!!! |
| 17:17:48 | raptor | every game has their own joystick mappings |
| 17:17:57 | raptor | that they have to maintain |
| 17:17:58 | watusimoto | that's why we need a joystick.ini file |
| 17:18:05 | watusimoto | I wish we didn't |
| 17:18:14 | Wuzzy | okay, you may be interested in the fact that I only own USB gamepads. |
| 17:18:36 | Wuzzy | Does USB have some sort of joystick/gamepad standard stuff? |
| 17:18:39 | watusimoto | so get us a working joystick.ini setting and you'll be set |
| 17:18:46 | raptor | Wuzzy: nope :( |
| 17:19:02 | raptor | also, give us your profile, and we'll add it to the game permanently |
| 17:19:15 | Wuzzy | I heard there are these HID profiles for keyboards and mice. None for gamepads? Silly. :-( |
| 17:19:54 | Wuzzy | @watusimoto: I already am "set". I am talking about the general stuff. |
| 17:20:15 | Wuzzy | okay I will give you a profile but not yet |
| 17:20:15 | watusimoto | good :-) |
| 17:20:29 | watusimoto | overall, it's a huge pain |
| 17:20:36 | Wuzzy | as I said it needs some generalizations and cleanup before it could be used |
| 17:21:07 | Wuzzy | But there is one question: Why does the game show _empty_ circle for a button? :/ |
| 17:21:25 | watusimoto | Probably because we haven't created graphics for buttons > 10 ??? |
| 17:21:33 | raptor | yeah or > 8 |
| 17:21:38 | watusimoto | yours is the first to need it |
| 17:21:44 | watusimoto | but we can create some |
| 17:21:54 | raptor | ok, have to go... be back in a few! |
| 17:22:07 | Wuzzy | haha, that's funny. In my config, it can seamlessly show a "10" and an "11" in a circle. :P |
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| 17:29:59 | watusimoto | ok, gotta go... be back later |
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| 21:35:22 | raptor | hello |
| 21:38:36 | Watusimoto | hi |
| 21:38:42 | raptor | hi |
| 21:38:56 | raptor | think the joystick problems finally sunk into Wuzzy? |
| 21:39:01 | raptor | (I hope so) |
| 21:39:02 | Watusimoto | no |
| 21:39:03 | | BFLogBot Commit: 0a918bf16eaf | Author: watusimoto | Message: Formatting |
| 21:39:04 | | BFLogBot Commit: ca10fdc11226 | Author: watusimoto | Message: Remove assert, document causes, and streamline code |
| 21:39:11 | Watusimoto | but maybe he'll give us his fix |
| 21:39:19 | Watusimoto | which is all we really need |
| 21:39:26 | raptor | his profile, you mean |
| 21:39:30 | raptor | yes |
| 21:39:30 | Watusimoto | yes |
| 21:59:46 | raptor | although i still wonder if we shouldn't dispense with the intermediate button mapping... |
| 22:00:44 | raptor | althought maybe we need it for the InputCode system.. |
| 22:06:06 | Watusimoto | somewhere we need to map joystick buttons to graphic images of those buttons |
| 22:06:18 | raptor | we do in the INI |
| 22:06:20 | Watusimoto | I suppose we don;t really care what those butons are called underneath |
| 22:06:28 | raptor | IF the profile is detected |
| 22:06:36 | raptor | I abstracted all the button drawing |
| 22:07:06 | Watusimoto | I guess it doesn;t matter if the system thinks a button is called button1 -- it could be button x for all we care, so long as it changes the loadout and is associated with a (1) graphic |
| 22:08:37 | Watusimoto | what does joystick.ini do, exactly? |
| 22:09:02 | Watusimoto | Ilooking at it now |
| 22:09:38 | Watusimoto | I think it does exactly what we need |
| 22:09:51 | Watusimoto | Button1=Raw:0;Label:1;Color:White;Shape:Round |
| 22:10:07 | raptor | yes |
| 22:10:12 | Watusimoto | maps a button on the js (Button 1) to a label, color, and shape |
| 22:10:27 | Watusimoto | and tells us it should respond when the machine gets signal raw:0 |
| 22:10:41 | raptor | yes |
| 22:10:42 | Watusimoto | I think you did it exactly right |
| 22:10:49 | Watusimoto | what could we get rid of? |
| 22:10:52 | raptor | i'm thinking it may be clearer to have the in-game buttons |
| 22:11:01 | raptor | instead of being BUTTON_1 |
| 22:11:04 | raptor | BUTTON_FIRE |
| 22:11:53 | Watusimoto | well, the button is labled (1) on the js itself |
| 22:12:14 | Watusimoto | that the user has mapped it to fire seems less clear than using the printed label |
| 22:12:29 | Watusimoto | press (1) to continue vs. pres [fire] to continue |
| 22:14:30 | raptor | well whatever is labeled will be labeled |
| 22:14:45 | raptor | it will show the label/color/shape |
| 22:15:06 | Watusimoto | the only confusing thing is the way we handle Start and Back |
| 22:15:13 | Watusimoto | but that is a legacy of zap days |
| 22:15:29 | raptor | so maybe we should rename those to BUTTON_12 or whatever |
| 22:15:31 | raptor | ? |
| 22:15:31 | Watusimoto | we should probably make those be just like any other button |
| 22:15:39 | Watusimoto | whatever is labeled on the js |
| 22:15:56 | Watusimoto | and then in define keys let the players pick their enter and back buttons |
| 22:16:27 | Watusimoto | so joystick.ini is purely a physical description of the stick... though it's pretty close to that now |
| 22:16:40 | Watusimoto | and the semantic mapping happens in the ini file |
| 22:16:48 | Watusimoto | which is pretty close to how it works now |
| 22:17:13 | raptor | so have it be: Raw0=Label:1;Color:White;Shape:Round |
| 22:17:19 | raptor | ? |
| 22:17:50 | Watusimoto | that's not what I was saying.... but that would work |
| 22:18:09 | Watusimoto | actually, that might be good |
| 22:18:11 | raptor | but that doesn't handle the mapping to the in-game buttons.. |
| 22:18:17 | raptor | for each profile.. |
| 22:18:41 | Watusimoto | what do you mean by in-game buttons? drop/fire/module1/etc? |
| 22:18:46 | raptor | yes |
| 22:18:55 | raptor | some mapping to those needs to be saved somewhere |
| 22:19:01 | raptor | for various profiles |
| 22:19:04 | Watusimoto | it might be cleaner to do the Raw0= ... in js.ini |
| 22:19:14 | Watusimoto | then have the keymappings elsewhere |
| 22:19:34 | Watusimoto | probably not in js.ini because we also have a set of keyboard bindings |
| 22:19:55 | Watusimoto | so either in bf.ini or perhaps in bindings.ini |
| 22:20:09 | raptor | but we'd still need a mapping for each profile |
| 22:20:12 | Watusimoto | yes |
| 22:20:15 | raptor | bindings.ini is good |
| 22:20:23 | raptor | so a raw definition file + bindings file |
| 22:20:34 | raptor | or maybe both in the same file but different key/values? |
| 22:20:43 | Watusimoto | yes. so we'd ship the game with a set of bindings for each stick, and the user could change those via the normal channels |
| 22:20:46 | raptor | so raw0=... and buttonfFire=raw0 |
| 22:20:51 | Watusimoto | yes |
| 22:21:14 | Watusimoto | but would it make sense to have keyboard bindings in js.ini? |
| 22:21:24 | Watusimoto | because it makes sense to store keyboard bindings with stick bindings |
| 22:21:53 | Watusimoto | and we could have buttonBack = raw12 and get rid of buttonBack from js.ini |
| 22:22:01 | raptor | yes |
| 22:22:15 | raptor | but the difference between keyboard and joystick is that we have profiles for joystick |
| 22:22:32 | Watusimoto | is that really a difference? |
| 22:22:44 | raptor | so maybe a current profile in the INI still.. |
| 22:23:09 | Watusimoto | we have a bidning for kb, a binding for sidewinder, a binding for wingman, a binding for... |
| 22:23:31 | Watusimoto | plug in a sidewinder, you get that profile |
| 22:23:39 | Watusimoto | plug in a wingman, you use that profile |
| 22:23:48 | Watusimoto | unplug 'em all, you use kb profile |
| 22:24:16 | Watusimoto | kb is only different in the sense you can select it when a js is plugged in |
| 22:24:24 | Watusimoto | but that's a UI function, not a function of the binding |
| 22:26:07 | Watusimoto | separating the physcial descriptions from what the button does seems cleaner |
| 22:26:09 | raptor | i guess that's true... |
| 22:26:36 | raptor | i order all joysticks under one group in my head thought, but technically i guess they're not.. |
| 22:26:53 | Watusimoto | you're thinking the way the UI has trained you to think |
| 22:27:04 | Watusimoto | I thoguht that way too until about 5 mins ago |
| 22:27:18 | Watusimoto | now I'm a reformed man! |
| 22:27:26 | raptor | haha |
| 22:27:32 | raptor | well... ok then! |
| 22:27:48 | Watusimoto | nothing like the zeal of the newly converted! |
| 22:28:09 | Watusimoto | and I found a major problem in our walls |
| 22:28:23 | raptor | that they're complicated? |
| 22:28:49 | Watusimoto | well, that, and we store two sets of vectors of pointers to the same thing |
| 22:29:05 | Watusimoto | and when we delete one, the other isn;t cleared, so we get double deletes |
| 22:29:17 | raptor | you mean spines vs geometry? |
| 22:29:26 | raptor | err, vertices, i mean |
| 22:29:27 | Watusimoto | I *think* I can remove one of the dupe sets without breaking too much |
| 22:29:28 | Watusimoto | no |
| 22:29:42 | Watusimoto | mWallSegments[] |
| 22:29:57 | Watusimoto | and mWallSegmentDatabase |
| 22:30:03 | Watusimoto | whatever the internal vector in there is |
| 22:30:26 | Watusimoto | so if I can make every ref of mWallSegments get stuff from the db, we should be fine |
| 22:30:34 | Watusimoto | I think it will be easy |
| 22:30:40 | Watusimoto | there is probably another similar dupe in there too |
| 22:30:51 | Watusimoto | but this might stop the crashing I'm having with lua scripts |
| 22:30:56 | Watusimoto | and walls |
| 22:31:20 | Watusimoto | and make things a tad easier to understand (fewer lists of wall bits kicking about) |
| 22:31:27 | raptor | ok |
| 22:31:58 | Watusimoto | I am very eager to be done with this stuff for a while |
| 22:32:06 | Watusimoto | very very eager |
| 22:32:20 | Watusimoto | I think I;ve been saying that for weeks |
| 22:32:36 | raptor | :) |
| 22:39:46 | Watusimoto | this should work fine; already nearly half way done |
| 22:40:06 | raptor | heh |
| 22:40:08 | Watusimoto | and I've gone ahead and looked at every case; only one slightly complex one, and that should be good |
| 23:14:30 | | Fordcars has joined |
| 23:14:38 | Fordcars | hello |
| 23:14:44 | raptor | hihi |
| 23:15:38 | Fordcars | I was gratefully thinking. sam686 joined a few years back, you too, then who started the whole Bitfighter thing? |
| 23:15:51 | raptor | Watusimoto is your man |
| 23:15:52 | Watusimoto | I did |
| 23:15:58 | Fordcars | _k? Watsumoto? |
| 23:16:02 | Watusimoto | I did |
| 23:16:05 | Fordcars | Ah |
| 23:16:08 | raptor | sam686 and I join within a week or two of each other... |
| 23:16:18 | Fordcars | Thank you!!!!!!! |
| 23:16:54 | Watusimoto | what timing |
| 23:16:58 | Fordcars | ah!!!!!!!!!! I joined like only about a year or something ago. |
| 23:16:59 | Watusimoto | years in the wildneress |
| 23:17:06 | Watusimoto | then sam and raptor happen along |
| 23:17:37 | Fordcars | ah |
| 23:17:42 | Fordcars | yes |
| 23:18:07 | raptor | heh, now you have company in the wilderness |
| 23:18:22 | Fordcars | And they happened to be awesome programmers. |
| 23:18:29 | raptor | errr... |
| 23:19:05 | raptor | sam686 yes - i'm just good at faking it :) |
| 23:19:25 | Watusimoto | we survive |
| 23:19:41 | Watusimoto | Just cleaning up some build errors... hopefully this will work |
| 23:19:50 | raptor | dun dun dun |
| 23:22:25 | Fordcars | well you sure are better than me! |
| 23:22:35 | raptor | you're on Mac right Fordcars? |
| 23:23:30 | Fordcars | well yes but I also have windows for games because I have a PPC Mac |
| 23:24:07 | raptor | i just heard today that Apple might want to support their desktop on ARM someday... |
| 23:24:33 | Fordcars | really? ARM is like IBM, right? |
| 23:24:45 | raptor | ARM is a separate entity |
| 23:24:52 | raptor | most mobile devices use ARM |
| 23:25:07 | raptor | it's a CPU architecture like Intel or PPC |
| 23:25:55 | Watusimoto | great news on my refactor! |
| 23:26:00 | Watusimoto | it still crashes1 |
| 23:26:10 | raptor | hmmm |
| 23:26:18 | Watusimoto | but that's because I found a SECOND duplicate array, and it;s crashing on that now |
| 23:26:24 | Watusimoto | so it actually is good news |
| 23:26:36 | raptor | does that mean a 'triplicate' array? |
| 23:27:20 | Fordcars | Ah ok sorry got mixed upped with the POWER architecture from IBM (some console actually use this) |
| 23:27:39 | raptor | that's PPC |
| 23:29:06 | Watusimoto | no, two sets of two |
| 23:29:10 | Watusimoto | not one set of three |
| 23:29:26 | Watusimoto | second one was easy to get rid of |
| 23:29:27 | Watusimoto | already done |
| 23:29:35 | raptor | and this is irrespective of client/server copies? |
| 23:31:23 | Fordcars | oh haha sorry the console I was talking about actually use ARM. |
| 23:31:38 | Fordcars | ARM1 |
| 23:32:33 | Watusimoto | yes |
| 23:34:14 | Fordcars | so I have to go eat so I will be back in an hour |
| 23:34:28 | Fordcars | Bye! |
| 23:34:33 | raptor | bye |
| 23:38:46 | Watusimoto | yay! crash gone! |
| 23:39:04 | Watusimoto | new artificats in editor, but this is great! I had been stumped by this for a while |
| 23:39:20 | raptor | heh |
| 23:39:41 | raptor | wow - i didn't know you make quickchat commands |
| 23:39:49 | raptor | you *can |
| 23:40:00 | raptor | when did that happen? |
| 23:41:51 | Watusimoto | I think a while ago |
| 23:41:56 | Watusimoto | pretty cool, eh? |
| 23:42:00 | raptor | yeah... |
| 23:42:03 | Watusimoto | sam's handiwork |
| 23:42:10 | raptor | sam686 must have snuck that in.. |
| 23:58:34 | | BFLogBot Commit: e0bd45b2d02b | Author: watusimoto | Message: Add color |
| 23:58:36 | | BFLogBot Commit: cd9edce569a0 | Author: watusimoto | Message: Break up our remove method into more functional chunks |
| 23:58:37 | | BFLogBot Commit: 18261babe8a7 | Author: watusimoto | Message: And put it back together. Also add new removeObjects signature |
| 23:58:39 | | BFLogBot Commit: 608b53f59c00 | Author: watusimoto | Message: Remove duplicate wall edge vector |
| 23:58:40 | | BFLogBot Commit: f708bfc36051 | Author: watusimoto | Message: Remove another duplicate vector. No more double delete crashes!!! |
| 23:58:42 | | BFLogBot Commit: e475d47387fc | Author: watusimoto | Message: Fix wall edge glitch in editor introduced by recenet edits |
| 23:58:48 | raptor | haha |
| 23:59:39 | Watusimoto | so I *think* that the editor/wall stuff works as well as it ever did, no real bugs introduced |
| 23:59:56 | Watusimoto | I haven;t tested every use case with lua yet, but I know of none that are currently broken |