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IRC Log for 2013-03-30

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00:01:41Platskies has joined
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00:27:36BFLogBot Commit: 483c7f1fa1af | Author: kaen | Message: Add HttpRequest and dlmap command
00:27:37BFLogBot Commit: f8b55358c999 | Author: kaen | Message: merge
00:27:39BFLogBot Commit: 8f234a2d4531 | Author: kaen | Message: merge
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00:53:23BFLogBot Commit: 514b0c25d0d6 | Author: kaen | Message: clean up HttpRequest and remove debugging cruft
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01:00:47raptoralmost dinner, but
01:00:59raptorkaen: i don't understand your 'merge' commit with loads of string changes
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01:48:23kaenI don't know what happened!
01:48:39kaenI really thought I was just merging upstream
01:49:00raptordoes it need to be reverted?
01:49:06raptor(I can do that easily)
01:49:17kaenyes I believe so
01:49:24kaenI think I backwards merged?
01:49:31kaenohhh it was a rollback
01:49:48kaenI didn't know those got commited as transactions
01:50:09raptorrollback undoes a commit but leaves the commit as uncommitted changes
01:50:20kaenoof
01:50:42kaenokay my mistake.
01:51:07kaen3/4 legitimate commits isn't too bad...
01:51:15raptorheh
01:51:30raptoractually...
01:51:34raptori don't need to rollback
01:51:39raptorerr revert
01:51:48raptorbecause all of those were in watusimoto's changes
01:52:05kaenokay
01:52:21raptoryeah, it looks like you just recommitted all of his changes in your branch
01:52:30kaenthat's what I thought
01:53:00kaendlmap works but only takes an id number for now, which is the part after /view/ when you view a level's entry
01:53:32kaenand also I had trouble with s_fprintf: it would not write all of the data it seems
01:53:51kaenso I've put in fprintf for now just to have something to test with.
02:02:13raptorHttpRequest.cpp:74:19: error: ‘usleep’ was not declared in this scope
02:02:28raptorI think TNL wraps a sleep function somewhere
02:02:38raptoryou can sleep for 50 milliseconds with it
02:17:56kaenoh okay
02:21:21kaenI like the loadout zone graphic
02:22:10BFLogBot Commit: e311eb74aec1 | Author: kaen | Message: use Platform::sleep in HttpRequest
02:26:37raptorhi
02:27:01raptoroh, i suggested 50 m illiseconds because i read the original code as usleep(50000) (which I read wrong)
02:27:14raptorI don't actually know what is a good amount..
02:30:43kaenIt should sleep lazily (50ms is good) until it start receiving data, then it should sleep lightly.
02:30:49kaenif at all
02:31:49kaenalso the buffsize can be tweaked, 4kb was my conservative first guess
02:32:58kaenI hope you don't mind my braces...
02:33:12kaenI'm adamant about wrapping even one-line blocks
02:36:36raptoryeah, that's fine
02:37:00kaenhmm is there a coding standards page on the wiki?
02:37:11raptorwatusimoto is more the stickler with code formatting - in fact, he may even make a special commit to make sure your open braces are on a newline
02:37:18raptor(which he did to me *several* times)
02:37:27raptorno, but there should be
02:37:43kaenit'd be helpful, I often find myself wondering about spaces and braces
02:38:02kaeneven better, an Astyle config file or something
02:38:38raptoroh.. i think eclipse might be able to export something like that...
02:39:25raptorexcept, watusimoto does weird things like put one line methods wholly on one line, with the braces
02:39:38kaen:1
02:41:50kaenokay, do I break the braces around else if?
02:42:15kaenthe general rule seem to be "when in doubt, break"
02:42:24raptoryes
02:45:25kaenhmm time for steaks!
02:45:27BFLogBot Commit: 247809ab0474 | Author: kaen | Message: fix braces in HttpRequest
02:45:40raptornom nom
02:46:34kaenhopefully they turn out edible this time...
03:07:53fordcarsouch, my stupid bot says it can't find lua5.1.dll
03:08:21fordcarsI am not going anywhere with this "LuaSocket"
03:08:23raptorfordcars: that socket library will be windows-only *and* require several external DLLs
03:08:30raptorwhich won't work with bitfighter
03:08:43fordcarsmeh yeah
03:09:03fordcarsstinks though, it would of bean really awesome
03:10:32fordcarsthanks though
03:33:17raptor Quit ()
03:57:16fordcarsbrb, later
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06:07:15fordcarsgoing to bed, later guys
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09:39:03BFLogBot Commit: d68cf3609576 | Author: watusimoto | Message: Fix building for VC++, and fix a possible buffer overflow (but only on games with 100,000,000+ players all using the same name). Will now enter an endless loop if there are 2^32 players with same name in the same game (but no more buffer overflow!)
09:39:04BFLogBot Commit: ec5e0a1bb8b6 | Author: watusimoto | Message: Print error to log and exit game if we hit U32_MAX players trying to use the same name. Untested, obviously.
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14:40:31raptorgood morning
15:02:20BFLogBot Commit: 1250045d6b84 | Author: watusimoto | Message: Variable names and related cleanup
15:02:21BFLogBot Commit: 6a9ded4e2ae2 | Author: watusimoto | Message: Pull out scrolling effect used in Loadout menu into a generic class with an awful name, for possible reuse.
15:02:37Watusimotohi
15:02:51raptorhello
15:03:26raptorAToBScroller
15:03:28raptor?
15:03:34WatusimotoI feel that I hit a new low with that one
15:03:37raptorbut in filename UIAToBScroller
15:03:37Watusimotothat name
15:03:40raptorhaha
15:04:00Watusimotowell, this is something I just started doing, and maybe I should stop
15:04:42WatusimotoI am trying to give the UI code a consistent naming convention (UI***), but I don't think I want a UIAtoBScroller class... do I?
15:04:48Watusimotomaybe I do
15:05:01Watusimotoanyway, it scrolls from one thing to another, from A to B
15:05:15Watusimotolike one set of loadout options to another
15:06:15raptorah ok
15:06:48raptorso i was thinking of adding the beveled corners to the editor panel
15:06:50raptorpanels
15:07:21raptorbut you don't use a common drawing class for it?
15:07:24raptoror method
15:08:10raptorI made renderFancyBox... which could be made better..
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15:10:19Watusimotothe editor panel?
15:10:29raptorerr.. the dock
15:10:34Watusimotoah, right
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15:10:42raptorjust to be stylistically consistent..
15:10:46Watusimotowe could clip the upper left corner, I suppose
15:10:50Watusimotoprobably not the lower-right
15:10:57raptorsince we're changing lots..
15:11:14Watusimotoyes
15:11:23Watusimotostill liking the new font?
15:11:50raptorhmm
15:11:56raptorit's OK - easier to read
15:12:00raptorbut bubbly
15:12:30Watusimotobubbly
15:12:37Watusimotoyes, I soppuse it is
15:14:16Watusimotothink I should rename AtoBScroller to UIAtoBScroller?
15:15:29raptorif you want to be consistent, probably
15:15:57raptorthese hard decisions drive me crazy.. :)
15:16:03Watusimotoor I could rename UIAtoBScroller to AtoBScroller
15:16:11Watusimotook
15:16:22raptorwell...
15:16:26WatusimotoI think the class file name should match the contents
15:16:40raptorwe *could* make a separate subdirectory for all UI stuff... and start modularizing things better
15:16:52Watusimotothat implies a rename is in order
15:18:13Watusimotoa folder doesn
15:18:18Watusimoto't necessarily solve the problem
15:18:51Watusimotoshoudl UI support classes also be named UI/
15:18:55Watusimotothat is the real question
15:19:47WatusimotoI was thinking they should, as moving towards the separation of our UI code from the game code
15:20:04Watusimotobut we also use UI to mean a real interface class, essentially a screen
15:20:30Watusimotoand these aer just little nothing classes
15:20:46WatusimotoI could call them UITransitionHelperAToBScroller
15:20:51Watusimotobut... no
15:22:24Watusimotowell, I'm going to let it stew a bit. I am resolved to rename things to make the class match the file thought
15:23:05raptorheh ok :)
15:28:27WatusimotoI'm about to create another new class... a widget to display your loadout (essentially the loadout indicators at the top of the screen) because I'm going to add some transition effects when you change your loadout
15:28:32Watusimotoso I need a name
15:28:46WatusimotoIt is essentially a LoadoutIndicator
15:28:53raptorUILI
15:28:54Watusimotowell, it's exactly that
15:29:00Watusimotowell, that's the question
15:29:06WatusimotoLoadoutIndicator or UILoadoutIndicator?
15:29:23raptorI like the consistency of 'UI' stuff
15:29:55Watusimotowhat do you mean by that? That we use UI for everything rendering, or that we use UI for major UI components (i.e. screens)?
15:30:16raptorI like the idea of grouping common components somehow
15:30:30Watusimotowell, we have MenuItems for example
15:30:38WatusimotoI'm not sure it would make sense to make those UIMenuItems
15:30:41raptormaybe you could do UIWidgetLoadoutIndicator
15:30:48Watusimotoyet they are very closely tied to UIs
15:31:05raptorUIWidgetAtoBScrollyThingy
15:31:09WatusimotoYou are obviously a Java programmer :-)
15:31:12raptorhahaha
15:31:36WatusimotoAbstractUIIndicatorWidgetLoadout
15:31:42raptoryeah.. well, I actually wouldn't use the filenames to group things - I'd use the package names :)
15:31:58Watusimotowe need a UI package
15:32:05Watusimotowe could create a UI namespace
15:32:09raptororg.bitfighter.zap.ui.widget.LoadoutIndicator
15:32:26raptorthat's a good idea
15:32:36Watusimotoand then ignore it by putting using UI everywhere
15:32:46raptorhaha
15:32:46Watusimotoactually
15:32:50Watusimotothat is a good idea
15:33:11Watusimotobecause we wouldn't have a using namespace UI in any of the server classes
15:33:21raptorcorrect
15:33:25Watusimotoso it would serve as a kind of indicator
15:33:57Watusimotothen we could put the LoadoutIndicator in the same folder with the other UI stuff
15:34:19Watusimotoand I could create virtual folders in VC++ to reflect that structure as well
15:35:12raptorwell... virtual folder in vc++ only help.. vc++ users
15:35:16raptor:)
15:35:33Watusimototrue, but if we are using actual folders, that would suggest structure to other editors
15:36:32WatusimotoI mean, I can't save the whole world here
15:36:34raptoris that a bad thing?
15:37:20WatusimotoI'll try a UI namespace for teh loadout indicator and see how that feels
15:37:26raptorI answered my font question on SO: http://stackoverflow.com/questions/15554485/opengl-text-rendering-methods-and-trade-offs
15:37:31Watusimotogreat!
15:37:31raptorok
15:38:00raptorI still need to follow up with the LuaWrapper one... but I think I've been burned out from Lua for a while..
15:39:02WatusimotoI added a comment
15:39:11WatusimotoI know the feeling
15:55:33Watusimotonamespaces are officiall a pain
15:55:39Watusimotoofficially
15:55:40Watusimotothat is
16:04:02raptorso i've never actually gotten it straight: are classes essentially namespaces?
16:12:43Watusimotono
16:12:51Watusimotonamespaces are sort of above classes
16:21:58BFLogBot Commit: e19259073cdc | Author: watusimoto | Message: Experimental move of AToBScroller into new UI namespace. Feels.... icky.
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16:38:54SolumnMushroomHello all!
16:42:27SolumnMushroomMy sister wants to know the point value of each flag for Nexus
16:45:20kaenI think it's exponential
16:45:59SolumnMushroomThat's what I thought
16:52:03kaen for(S32 count = 1; count <= flags; count++)
16:52:04kaen score += (count * 10);
16:52:25kaenso the first flag is 10, the second is 20 (total of 30) then the next is 30 (total 60)
16:52:26kaenetc.
16:54:03kaenwhich I think comes out to ((count^2)/2) * 10
16:54:20kaenor close to it. Euler would know.
16:56:52kaenokay the exact formula is (((flags) * (flags + 1)) / 2) * 10
16:57:51raptorWatusimoto: I was still thinking you'd keep everything under Zap
16:57:56raptorso Zap::UI
16:58:03raptorn(n+1)/2
16:58:09raptoryes, that one..
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16:59:34kaenI've always wondered about the scoring in the back of my mind
17:00:06raptorin fact, it would probably be slightly more performant if we used the n(n+1)/2 algo instead
17:00:13kaendefinitely
17:00:36kaenbut even 10000 flags would take maybe 100000 cycles
17:00:40kaenat the absolute most
17:02:05SolumnMushroomThanks for the formula. It's very interesting, but I need to head out for now. Bye!
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17:02:10kaenbb
17:03:04raptorheading out - back later
17:03:08kaenok
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18:25:13raptorhi again
18:38:10BFLogBot Commit: cfee30a6fe12 | Author: buckyballreaction | Message: Fix compiling in Linux
18:38:11BFLogBot Commit: e16975ee0c96 | Author: buckyballreaction | Message: More efficient algorithm with Nexus scoring
19:07:43raptoryeah so rhodecode is amazing
19:07:53Watusimoto Quit (Ping timeout: 260 seconds)
19:08:02raptorbut it's a little bit of work to get set up with SSL behind apache httpd
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19:44:02Watusimotohi
19:44:07raptorhello
19:44:09kaenhello
19:48:53Watusimototonight is changing to daylight savings time here so I lose an hour tonight :-(
19:49:19raptorDST was borne of satan
19:50:05raptoras a parent, it has never been so apparent how evil it is, as it did this last time...
19:52:20raptorok that was strong language... but I think I'm still recovering from it...
19:54:44raptorcompletely unrelated: SDL2 support PSP now
19:55:19raptorbut removed nintendo DS
19:59:54kaenthe benefits of a dumb client are already materializing
20:00:10kaen"/dlmap kaen_bebop" works now and I didn't even have to push :)
20:00:25kaenor edit any c++ at all
20:01:24raptori test
20:03:10kaenit will crash on anything other than success or an HTTP error :x
20:03:21raptorit works!
20:03:24kaen\o/
20:03:34raptorbut you can't select the level after its been downloaded..
20:03:46kaenhmm I think I need to refresh the map list
20:04:00kaenyou can open it in the editor though :P
20:04:05raptoralso, it's blocking?
20:04:13kaenyes I haven't threaded it yet
20:04:27kaenI just got done writing all the server stuff I'd need
20:04:32kaennow I'll polish the client stuff
20:05:51kaenthe levelgen should run too
20:06:37WatusimotoI would prefer to have DST all year round, personally.
20:07:02Watusimotoi'm reading up on best practices with namespaces
20:07:38Watusimotoit seems they are primarily designed for a problem we don;t have; namely name clashes, not to create some general partitioning of the code
20:07:55raptornamespaces have morphed into 'packages' now with newer languages - which use a directory structure
20:08:25raptorkaen: it runs!
20:11:05WatusimotoI'm going here tomorrow:
20:11:06Watusimotohttp://whc.unesco.org/en/list/687
20:11:52raptoroh wow
20:11:57raptorhistorical ironworks
20:12:28WatusimotoI was there a few years ago... it's really huge
20:12:38Watusimotothere's smaller versions of that dotted all over luxembourg
20:13:01Watusimotoin fact, my office is moving to the site of a smaller plant of the same design in a few weeks
20:13:41raptorwow.. it's huge!
20:13:42Watusimotothis whole swath of germany/luxembourg/france is filled with iron mining and smelting
20:13:52Watusimotoit is really really big
20:14:07Watusimotoyou can walk around in most of it
20:14:15Watusimotobut not as much up as I would like ;-)
20:15:09Watusimotothey have art exhibitions in the old ore bins... there;s one on now about grafitti/street art, and my son is really into that
20:15:16Watusimotowhich is why we're going
20:16:28raptorneat
20:17:09raptorUNESCO, huh?
20:20:54raptoroh Watusimoto I had a question about some of our Lua classes
20:21:05Watusimotook
20:21:21raptorthere are a lot of Lunar classes that are properly documented here, but not in our luadocs: http://bitfighter.org/wiki/index.php/Scripting_018
20:21:37raptorGameInfo, PlayerInfo, TeamInfo
20:21:47raptoralso better even documentation
20:21:50raptor*event
20:22:08raptorare we at a point where we could completely get rid of Lunar?
20:23:39Watusimotoyes -- the only reason we haven;t yet is because we haven;t
20:24:00WatusimotoI need to remap the ; to be ' in irc
20:24:04raptorOK, if I were to do some of that... could I just follow the format of other LuaW classes?
20:24:08Watusimotoyes
20:24:12Watusimotoit's not hard
20:24:14raptorokey doke
20:24:27Watusimotoyou've been waiting so long to get rid of lunar...
20:24:32raptorheh
20:25:16kaenI think I missed a development on the luaW front. did you guys fix the memory leak?
20:25:20raptorthere is a difference with some of the Lunar classes: they have classes all of their own: LuaPlayerInfo
20:26:27raptorwhere as our LuaW stuff is directly inside the 'Ship' or 'Projectile' class
20:26:35raptorhow would you proceed on that?
20:26:40raptorkaen: memory leak still there!
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20:40:18raptorcombine the LuaPlayerInfo and PlayerInfo class?
20:45:07raptoror maybe just leave them be? Looking at naev - it looks like it maintains a separate Lua compilation unit (class sort of) for each normal 'object'
20:47:28WatusimotoI don't remember what those classes are/do. It might make sense to combine them, if it would simplify the user experience
20:47:56raptorPlayerInfo is just a Lua interface to our server controlled PlayerInfo object
20:51:01raptorhuh... PlayerInfo is actually a member of ClientInfo
20:52:43raptorGameInfo is its own separate monster - that calls gServerGame->getGameType() everywhere
20:54:46raptorok, well, I'll think of something to do (probably the absolute minimum to port to LuaW)
21:02:12raptoroh my... _k just posted in the forums
21:05:09Watusimotohey... what?!?
21:05:16WatusimotoTHE _k???
21:05:52raptoryeah...
21:06:25Watusimototwice!
21:06:30Watusimotolike he never left
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21:32:13raptorthree times!
21:32:53kaenso who is _k in regards to bitfighter?
21:33:00kaenI see his name on a lot of walls around here...
21:33:43raptorhe was an old Zap! player who came to bitfighter and did most of the forum moderating as well as contests
21:34:02kaencool :)
21:34:07kaenhopefully he sticks around
21:34:08raptortook off about 1 year ago, almost exactly, to start a small business I think
21:34:33raptorhe was known for making decent levels (and protecting them)
21:35:06raptoroh and ran k_serv - a dedicated server of decent levels of his own making, with some customized s_bots
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21:39:31kaenwell there should be a nice little shitstorm on forums tonight then
21:39:38raptoruh oh
21:39:40raptorhow come?
21:39:46raptor(and I don't read off-topic..)
21:39:48kaener, I mean a good one
21:40:05raptorah, with _k's return?
21:40:07kaenyes
21:40:17kaenprobably could have phrased it better...
21:40:20raptorhaha
21:40:21kaen"flurry of activity"
21:41:37raptoroh wow - he really is posting like he never left
21:42:15kaenwell, it's the internet
21:42:19kaenpeople get hit by busses
21:42:24raptorso maybe he will stick around
21:42:26kaenand then sometimes crawl out from under them
21:42:32raptorheh
21:42:45kaenthe key is to glance around once and stroll away nonchalantly
21:54:05raptorthere is one problem to using Xmacros
21:54:37raptorthe preprocessor defines for the tables we use (like WeaponInfo.h) are in the header files, and any change forces a full recompile
22:00:16Watusimotothat's unfortunate
22:00:59Watusimotobut the advantage of having info that is neither repeated nor can get out of sync seems to be greater than that problem. besides... i suffer more than most from a full recompile
22:01:12raptoryes, i agree
22:01:31raptoron another topic: http://bitfighter.org/luadocs/group___weapon_enum.html
22:01:36WatusimotoI mean you pretty much recompile in about 12 seconds, right?
22:01:42raptorthere is a '__Values__' text there
22:01:45raptorheh
22:01:53raptor1 min nowadays...
22:02:02Watusimotolovely documentation!
22:02:06raptorsometimes less with cmake dependency scanning
22:02:26raptorluadoc.pl:263
22:02:34Watusimotoour documentation needs severe improvement
22:02:35raptorhas push(@enums, "__Values__\n");
22:02:40raptoris that needed?
22:02:42Watusimotomost of the info is there, it is just pooorly organized
22:02:49Watusimotolet me look
22:03:07raptorbecause i think that is why that is showing up on the enum doc..
22:05:09Watusimotoit would seem to follow
22:05:14Watusimotobut look at the comment above that line
22:05:29Watusimotothat seems to suggest the item is there intentionally
22:06:18Watusimotowe could take it out and see what happnes
22:06:20raptoryes... but I don't understand how it is currently being used (if it is)
22:06:21raptorok
22:07:06raptormaybe it's used improperly..
22:07:12WatusimotoI think it might be there as some sort of trigger for doxygen??
22:07:33Watusimotobut not sure really
22:07:51Watusimotooh
22:08:17Watusimotowait... I'll bet the __Weapons__ is supposed to be markdown and produce an underlined word that serves as a header
22:08:39raptorthat makes sense
22:08:54Watusimotoit makes sense and looks like it would be appropriate in the context of the resulting docs
22:11:00Watusimoto\b Weapons might be a passable subsitute. That will make the word bold
22:11:15raptorbut that is used for every enum
22:11:18raptorthat line, i mean
22:12:58raptorthe output is missing the: @section Weapon
22:13:26Watusimotoyou are right!
22:14:06Watusimotook, the word Weapon is extracted from this line:
22:14:07Watusimoto@luaenum Weapon(2[,n])
22:14:14Watusimoto(in the example in the code)
22:14:47Watusimotoand that seems to be stored in $enumName
22:15:28Watusimotoargh, which does not exist outside of the loop in which it is defined
22:16:09Watusimotono, I take it back, should be available
22:16:27Watusimotoso we could try replacing this:
22:16:28Watusimotopush(@enums, "__Values__\n");
22:16:30Watusimotowith this
22:16:44Watusimotopush(@enums, "\b $enumName\n");
22:17:10raptorok, trying..
22:17:16Watusimotoor even
22:17:42Watusimotopush(@enums, "$enumName\n---------\n"); which isan attempt to create a markdown header
22:17:54Watusimotoor
22:18:23Watusimotopush(@enums, "# $enumName\n"); which will create a level 1 header
22:18:29Watusimotouse 2 ## for level 2, etc.
22:18:43raptorok, i'll do that next
22:18:57Watusimoto(might need some ###s following the enumName... documentation is unclear)
22:19:11Watusimotohttp://www.stack.nl/~dimitri/doxygen/manual/markdown.html
22:19:13Watusimotosee headers
22:19:28kaenmost implementations don't require the trailing hashes
22:19:40Watusimotomister knowing his markdown
22:19:52kaenI markdown all day long :)
22:20:05kaenI almost added it to the leveldb, in fact :P
22:20:28Watusimotoif markdown works in this context, there's lots of cool stuff we can do in the formatting of enums (bullets, etc.)
22:22:08raptorok, I chose a change and committed it..
22:22:15raptorthanks Watusimoto
22:22:23BFLogBot Commit: 44b148c9b196 | Author: buckyballreaction | Message: Increase triple damage slightly. Note that 2 (instead of 3) point blank shots are now all that's required to zap a ship
22:22:25BFLogBot Commit: 2e9a74dfe2b3 | Author: buckyballreaction | Message: Lua doc: Fix enum list headers
22:23:14Watusimotowhat worked?
22:23:26raptorpush(@enums, "# $enumName\n");
22:23:37Watusimotoand it looks ok?
22:24:00raptorlooked fine with my instance of doxygen... I'm testing the one on master now
22:24:11Watusimotothat it will look fine there oto
22:25:53raptorha
22:26:03raptorit didn't work with that version of doxygen
22:26:08raptorhttp://www.stack.nl/~dimitri/doxygen/manual/markdown.html
22:27:58Watusimotois your version newer?
22:28:05raptorI'm sure it is..
22:28:21Watusimotowell, let's upgrade!
22:28:27raptor1.8.2 vs 1.6.1
22:28:42raptorok..
22:29:13raptorthe curse of long-term supported linux platforms
22:29:23Watusimoto??
22:29:24raptornot bleeding (edge) enough
22:29:29Watusimotoah, I see
22:29:34Watusimotodefault packages are old
22:30:40Watusimotothis changeset will likely break building... I renamed two UIxxx files to xxx
22:30:51BFLogBot Commit: e336a6429243 | Author: watusimoto | Message: Make filenames consistent with the classes therein, rename class for consistency
22:30:53raptor*gasp*
22:30:53BFLogBot Commit: c7037f29a0d4 | Author: watusimoto | Message: Break out LoadoutIndicator rendering into a separate class
22:30:54BFLogBot Commit: e515c23097fa | Author: watusimoto | Message: Merge
22:31:46Watusimotoand got rid of another global!
22:31:55raptoroh boy!
22:32:26raptorpackage names - that's what c++ needs
22:35:29raptoroh yay, someone has it compiled for centos 6 in the OBS
22:37:18Watusimotofoo!
22:37:23WatusimotoI mispelled the filename
22:37:32WatusimotoAtoBScroller should be AToBScroller
22:37:52raptorok, I'll wait for any fixes..
22:38:09Watusimotofixing capitalization is a pain in windows
22:38:34BFLogBot Commit: e336a6429243 | Author: watusimoto | Message: Make filenames consistent with the classes therein, rename class for consistency
22:38:35BFLogBot Commit: c7037f29a0d4 | Author: watusimoto | Message: Break out LoadoutIndicator rendering into a separate class
22:38:37BFLogBot Commit: e515c23097fa | Author: watusimoto | Message: Merge
22:39:16raptorour luadocs look significantly different: http://bitfighter.org/luadocs/index.html
22:39:27raptordid you branch yourself again?
22:39:53raptoroh logbot is just being dumb
22:40:43Watusimotoyeah, I don't think I did that
22:42:04raptorah, what happened is that our slow server didn't respond to the great Google in time with the commit hook
22:42:12raptorso it sent it again..
22:43:39Watusimotothe enums are readable!
22:45:14raptorhuh
22:45:21raptorif you look at http://bitfighter.org/luadocs/class_soccer_ball_item.html
22:45:37raptorit only shows the interited methods of the direct parent (MoveObject)
22:45:48raptorbut it's parent shows them from all objects all the way up
22:46:03BFLogBot Commit: e2fc4b5544b2 | Author: watusimoto | Message: Fix capitalization of filenames
22:47:00BFLogBot Commit: 2e8d9d7318eb | Author: watusimoto | Message: Fix luadocs
22:47:39Watusimotovery odd
22:47:57Watusimotoit obviously understands the hiearchy
22:48:22Watusimotothere are some weird doxygen settings -- maybe they need some tweaking
22:48:31raptorhmmm
22:48:35raptoryeah
22:48:51WatusimotoI do plan to look at this further in the future... don;t feel too obligated to make it work
22:49:11raptorok
22:49:15raptorback to code then..
22:49:31Watusimotoflag item shows inherited stuff all the way up...
22:49:50raptoryeah... it's probably a grammar error somewhere..
22:50:32Watusimotoembedding the lua docs in the code was a really good decision
22:50:41Watusimotothe old docs were simply unmaintainable
22:50:56Watusimotothese are merely ungeneratable
23:23:27raptorheading home - later!
23:23:29Watusimotonight! I won't be on tomorrow... see you Monday!
23:23:44raptornight
23:23:51raptor Quit ()
23:34:49Watusimoto Quit (Ping timeout: 260 seconds)

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