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00:30:05 | raptor | I must partake of the evil |
00:30:32 | raptor | not still up, rats |
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00:34:45 | bobdaduck | Oh |
00:34:48 | bobdaduck | I was busy |
00:35:20 | bobdaduck | its up now raptor |
00:35:31 | raptor | ok |
00:38:04 | raptor | ha! |
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00:38:13 | bobdaduck | one more |
00:38:40 | raptor | oh ok |
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00:47:55 | raptor | should I put the owner password on the HOST GAME screen? |
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01:02:36 | raptor | maybe our game isn't addicting enough |
01:02:58 | raptor | we have to compete agains the billions of dollars filtered into an industry at creating drugs from games |
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01:32:04 | bobdaduck | lol |
01:32:06 | bobdaduck | Yeah |
01:32:10 | bobdaduck | I mean it wouldn't be hard |
01:32:19 | bobdaduck | just add achievements and profile and stuff |
01:32:24 | bobdaduck | Boom! addicting |
01:32:31 | bobdaduck | Its a question of morals. |
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01:35:33 | raptor | i'll be back later! |
01:35:45 | raptor | morals... stinking morals... |
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04:14:40 | raptor | ok, continuing my coding of the 'owner' status... |
04:23:45 | bobdaduck | ALL ALONE WITH JUST LOGBOT FOR COMPANY |
04:24:06 | raptor | hmmm... |
05:09:04 | bobdaduck | So neutral ship + slipzone crash. |
05:09:18 | raptor | fixed already (I think) |
05:09:29 | raptor | kaen did it a few days ago |
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05:46:06 | raptor | hmm the owner permission level is a bit tricky in some places... |
06:43:30 | raptor | our permission system is crazy... |
06:43:41 | raptor | so many tentacles into many different areas |
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17:42:33 | bobdaduck | What is our average rate of releases? |
18:07:11 | bobdaduck | Okay so on average it takes four months per release |
18:07:18 | bobdaduck | counting outliers like 015a |
18:07:41 | bobdaduck | With most releases only taking 2-3 months |
18:08:30 | kaen | the best way to increase release frequency is to add developers |
18:08:37 | kaen | I know a certain duck with a working IDE... |
18:08:57 | bobdaduck | IDE? |
18:09:11 | kaen | vc++ is an integrated development environment |
18:09:12 | kaen | IDE |
18:09:16 | bobdaduck | oh. |
18:09:40 | bobdaduck | That's cool that a duck has vc++ |
18:09:45 | bobdaduck | I'd like to meet this guy |
18:10:23 | kaen | :| |
18:11:07 | bobdaduck | Someone would have to push me. I don't have the ambition to (re) learn C++ on my own |
18:23:12 | bobdaduck | So the projected next date of release is about a month from now. |
18:23:30 | bobdaduck | cool |
18:27:17 | kaen | eh, that's not a good projection |
18:27:58 | kaen | if you're estimating the time until the next release, you need to evaluate the time needed to complete the work that needs to be done before we're release ready |
18:28:27 | kaen | then you need to calculate approximate time contribution of the time per some interval |
18:28:51 | kaen | distance / velocity = time |
18:29:30 | kaen | contribution of the team** |
18:30:04 | kaen | the first is reasonable to assess (or would be if we had explicit release requirements) |
18:30:16 | kaen | the second varies too much to be usefully estimated. |
18:30:41 | kaen | sometimes I fix six bugs in a day. sometimes I fix one bug in a month. |
18:31:14 | bobdaduck | I'm going off of average times between releases. Of course that's not going to be exact. |
18:31:30 | kaen | I'm saying it won't even be close |
18:31:37 | bobdaduck | lol |
18:31:51 | kaen | maybe accurate +/- 2 months |
18:31:52 | bobdaduck | WATCH ME. |
18:32:58 | bobdaduck | One month from now! |
18:33:00 | bobdaduck | Ish! |
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18:41:20 | raptor | my coding velocity changes so rapidly that I don't think even an acceleration curve would find consistency (perhaps a 'jerk' curve?) |
18:45:43 | kaen | my physics teacher used to make jokes about me being a third derivative of distance |
18:45:44 | kaen | good times. |
18:45:52 | raptor | hahaha |
18:47:51 | | BFLogBot Commit: a48f089468c4 | Author: kaen | Message: use the whole numstr array in makeUnique |
18:48:03 | kaen | not sure why I did ARRAYSIZE(numstr) - 1 in the first place... |
18:48:23 | raptor | becasue of null terminator? |
18:48:34 | kaen | dsprintf wraps snprintf |
18:48:43 | kaen | which takes the array size and accounts for the terminator |
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18:48:57 | raptor | ah perfect, then |
18:49:01 | raptor | also makes code simpler.. |
18:49:26 | kaen | thank goodness for wat's eagle eyes |
18:50:25 | kaen | I'd hate for the server to crash when I finally get UINT_MAX / 2 players |
18:50:34 | kaen | all with the same name. |
18:50:48 | raptor | haha |
18:52:08 | kaen | release estimates, physics jokes, and bugfixfixfixing. all before noon! |
18:52:30 | raptor | 016 took like 10 months! |
18:53:59 | raptor | oh kaen, how did your interaction with the debian folks go? |
18:57:06 | kaen | it's still pending. I filed an "intent to package" (the first of many steps) |
18:57:21 | kaen | average length of the process is almost three weeks by my estimation. |
18:58:34 | Watusimoto | whoa |
18:58:35 | Watusimoto | http://www.lowendbox.com/ |
18:58:42 | Watusimoto | check out the BitAccel deal |
18:58:54 | Watusimoto | that's less than I pay for bitfighter.org |
19:03:56 | Watusimoto | and good day to you all |
19:04:04 | kaen | hello, good day |
19:04:12 | kaen | lowendbox is where I found my vps too :) |
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19:10:17 | Watusimoto | I have an unused 128MB machine I pay $3 /mo for. I think I'm going to switch that one over to bitaccel. Might as well have something a bit bigger to not use. |
19:10:31 | raptor | ha |
19:20:29 | raptor | ok Watusimoto, I'm still debating on one of two solutions to the last two Lunar obejcts (WeaponInfo, ModuleInfo) |
19:21:17 | raptor | build up an array of complex objects like how we do our enums (I haven't gotten my head wrapped around this one) |
19:22:25 | Watusimoto | yes, that |
19:22:37 | raptor | 2. create a parallel object (like to gModuleInfo) that has LuaW access and just directlly references the const arrays we have in place |
19:22:48 | Watusimoto | do the first |
19:22:51 | Watusimoto | it's easy |
19:22:55 | raptor | yeah, so the first - |
19:23:08 | bobdaduck | Switching between the bitfighter irc and talking with footloose gives me mental whiplash |
19:23:09 | Watusimoto | you'll create a table that has entries for whatever properties we want to expose |
19:23:14 | raptor | I keep attempting it late at night and am starting to get a bit discouraged |
19:23:28 | Watusimoto | don't! |
19:23:35 | bobdaduck | xD |
19:23:41 | Watusimoto | hold on, I'll get some sample code |
19:24:28 | raptor | because if how I'm reading it correctly, our add_enum_to_lua() method in LuaScriptRunner, just creates a big string that is piped to Lua and parsed as a complex object? |
19:24:37 | Watusimoto | yes |
19:24:41 | Watusimoto | that is one way to do it |
19:24:56 | Watusimoto | not the most elegant, but it would certainly suffice |
19:25:17 | Watusimoto | this is highly performance unsensitive code -- gets run once, during start up |
19:25:26 | Watusimoto | and at that, it probably performs pretty well |
19:25:31 | raptor | you have a better way? note that we have members that can be integers or strings or bools |
19:25:56 | raptor | maybe Lua doesn't care when it is built up like an input string like that? |
19:26:16 | Watusimoto | So I see two approaches. 1) the string way (which is clunky, but really, not too bad) |
19:26:27 | Watusimoto | or 2) build the table programatically |
19:26:36 | Watusimoto | 2a) create the table |
19:26:41 | Watusimoto | 2b) add entries |
19:26:58 | Watusimoto | have you done much javascript/jquery work? |
19:28:20 | raptor | i have done a lot of jquery work in the past, but the brain has this neat defense mechanism of forgetting what pain feels like |
19:28:35 | Watusimoto | I ask because that offers the perfect analogy |
19:28:43 | Watusimoto | lets say you are creating a table in js using jq |
19:28:48 | Watusimoto | you can create a table object |
19:28:55 | Watusimoto | create a row object |
19:28:59 | Watusimoto | create some cell objects |
19:29:03 | Watusimoto | add contents to the cells |
19:29:05 | Watusimoto | add cells to the row |
19:29:08 | Watusimoto | add row to the table |
19:29:22 | raptor | ok |
19:29:26 | raptor | simple enough |
19:29:36 | Watusimoto | nice, clean, programatic style. It takes like 30 lines of code, and is a little hard to follow, but seems somehow... right |
19:29:36 | raptor | in concept |
19:30:32 | Watusimoto | or you can create a jquery object that is just a stream of html with your table in there as $('.mytable').html('<table><tr><td>content</td></tr></table>') |
19:30:49 | Watusimoto | and poof... one line, readable, but somehow seems wrong |
19:30:59 | Watusimoto | that's the decision we have here |
19:31:28 | Watusimoto | I'll find some code for creating the table entry by entry |
19:31:39 | Watusimoto | I know I wrote some int he past, not sure if it still exists |
19:32:11 | raptor | ha! |
19:32:14 | raptor | good analogy |
19:33:18 | Watusimoto | so before I dig any further, any thoughts on the general approach? |
19:33:48 | raptor | I think I like the 'seems right' aproach |
19:34:11 | Watusimoto | the basic concept is illustrated here |
19:34:12 | Watusimoto | http://stackoverflow.com/questions/453769/how-do-i-create-a-lua-table-in-c-and-pass-it-to-a-lua-function |
19:34:16 | Watusimoto | 1st answer |
19:34:31 | Watusimoto | create the table: lua_newtable(L); |
19:34:47 | Watusimoto | then the stuff in the loop to add entries to it |
19:34:52 | raptor | so in my case gModuleInfo is an array of ModuleInfo struct each with various-typed members |
19:34:59 | raptor | so i'd make a table of tables |
19:35:22 | raptor | ? |
19:35:23 | Watusimoto | push the key; push the value; lua_settable |
19:35:34 | Watusimoto | vaues can be int, string, whatever |
19:35:43 | Watusimoto | why a table of tables? |
19:36:11 | raptor | because don't we want it like this?: ModuleInfo[Module.Shield].energyUsage |
19:36:12 | Watusimoto | give me an example of how you'd refer to a nested item |
19:36:15 | Watusimoto | ok |
19:36:32 | raptor | I'm open to it being different on the Lua side |
19:36:33 | Watusimoto | so we have a modinfo table with a table of info about shiedls, armor, etc. |
19:36:36 | raptor | what ever makes sense |
19:36:44 | Watusimoto | no you're right |
19:36:54 | Watusimoto | so you create the table of armor data as described above |
19:37:07 | Watusimoto | then that is sitting on the stack |
19:37:31 | Watusimoto | and use it as a value to insert into the modinfo table |
19:37:52 | Watusimoto | exactly analgous to building a table of tables in html using jquery |
19:37:59 | raptor | ok |
19:38:11 | bobdaduck | Kaen |
19:38:23 | Watusimoto | or... one line of lua code! |
19:38:36 | bobdaduck | Did you put an ini option in for disabling level editor snapping for me? |
19:38:56 | raptor | now what about code reuse? could I make one method to rule them all? e.g. one method to take an array of any arbitrary struct with basic type members and convert it? |
19:39:09 | Watusimoto | actually, what would make the "proper" process worthwhile is if you can find reusable chunks to make a little mini table building lib we could use elsewhere |
19:39:17 | raptor | heh |
19:39:25 | Watusimoto | we have the basics in place now |
19:39:35 | Watusimoto | well, lua has them |
19:39:43 | bobdaduck | What does ## do in lua? |
19:39:46 | Watusimoto | or maybe luaw |
19:39:51 | raptor | hmm.. |
19:39:55 | raptor | ok |
19:40:00 | Watusimoto | we somewhere have I think some code for adding a key/val pair to a table |
19:40:02 | bobdaduck | Notepad ++ says its a comment but that doesn't seem right. |
19:40:04 | Watusimoto | if not, it would be easy to code |
19:40:06 | raptor | because, yes, that's what I'd like to do? |
19:44:42 | Watusimoto | so luaW (luaUtils, actually) has this: |
19:44:42 | Watusimoto | template <typename U> |
19:44:43 | Watusimoto | inline void luaU_setfield(lua_State* L, int index, const char* field, U val) |
19:44:43 | Watusimoto | { |
19:44:43 | Watusimoto | luaU_push<U>(L, val); |
19:44:43 | Watusimoto | lua_setfield(L, luaW_correctindex(L, index, 1), field); |
19:44:44 | Watusimoto | } |
19:44:54 | Watusimoto | something like that would greatly simplify the process |
19:45:23 | Watusimoto | it sounds like that's what you'd like to do |
19:47:00 | Watusimoto | look at LuaScriptRunner.cpp line 406 |
19:47:49 | Watusimoto | I'm not above adding raw lua code myself |
19:50:39 | Watusimoto | can't find the table building tools I thought we had |
19:51:47 | raptor | heh |
19:53:09 | raptor | maybe one day we'll move towards something like naev - where they have most of their constants/missions/data in Lua code |
19:54:11 | Watusimoto | what, defined in a lua script? |
19:54:17 | raptor | yep |
19:54:27 | Watusimoto | ini file! |
19:54:31 | raptor | yep! |
19:55:49 | Watusimoto | there is something to be said for having some friction when mofifying basic constatns of the game |
19:57:00 | Watusimoto | maybe we could keep the script encrypted |
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20:01:37 | raptor | I completely agree |
20:05:15 | Watusimoto | or embed the script in a c++ file |
20:08:36 | bobdaduck | So what does ## do in lua? |
20:08:54 | Watusimoto | ##? |
20:09:00 | Watusimoto | I don't think anything |
20:10:13 | bobdaduck | Raptor used it in the plugin snippet he gave me |
20:11:00 | raptor | did I? |
20:11:11 | raptor | where is that? (it may have been a typo) |
20:11:19 | raptor | or part of the pastie header? |
20:13:26 | bobdaduck | uh |
20:13:33 | bobdaduck | Might have been part of the pastie header xD |
20:13:57 | bobdaduck | ## unsupported_items.lua [lua] |
20:13:57 | bobdaduck | function getArgsMenu() |
20:14:14 | raptor | pastie header! |
20:15:05 | bobdaduck | xD |
20:15:07 | bobdaduck | Well then! |
20:19:59 | bobdaduck | So think we'll get 019 out in a monthish? |
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20:25:09 | kaen | yes. |
20:25:14 | kaen | +/- 2 months |
20:27:11 | bobdaduck | lol |
20:27:29 | bobdaduck | Okay I'm gonna hold you to that though |
20:27:42 | bobdaduck | it'd be best if you get it done in -2 months |
20:27:53 | raptor | i like the 1 month - 2 months option |
20:27:55 | bobdaduck | So that 019 actually comes out a month ago. But still |
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20:28:40 | kaen | that estimate gives us options. we can either stall for 3 months OR build a time machine |
20:28:44 | kaen | or something in between. |
20:29:09 | bobdaduck | Building a time machine would be ideal |
20:29:16 | bobdaduck | Because that would get the word out about bitfighter out |
20:30:28 | kaen | okay so then you can get to work on the time machine |
20:30:32 | kaen | and I'll start on the stalling |
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20:34:14 | bobdaduck | What method should I use for time travel? Try to break lightspeed? Wormhole? Have the government declare nationally that it is now march instead of april? |
20:35:24 | kaen | lol |
20:35:31 | raptor | i like that last one |
20:36:56 | kaen | yes, it's certainly appealing. but it seems less feasible than breaking lightspeed or creating a controlled wormhole. |
20:38:13 | bobdaduck | xD |
20:38:53 | bobdaduck | Alright then |
20:38:55 | bobdaduck | Time machine. |
20:39:02 | bobdaduck | I'll have it done a month ago. |
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21:20:51 | raptor | bobdaduck: might I implore you not to distribute that editor plugin for unsupported items? |
21:21:15 | bobdaduck | You might. |
21:21:26 | bobdaduck | I've considered giving it to Quartz but decided against it |
21:21:40 | bobdaduck | Its not like adding the items manually is all that hard |
21:22:33 | raptor | have you been able to expand it? |
21:25:00 | bobdaduck | Haven't really tried |
21:25:23 | bobdaduck | I'd like to polish it sure, but. |
21:25:46 | bobdaduck | Its all very confusing. |
21:28:06 | raptor | you do two things: build a menu, do somthing with the options |
21:28:59 | bobdaduck | Right |
21:29:50 | bobdaduck | How it all interacts though |
21:29:54 | bobdaduck | is all like whaaa |
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21:30:17 | bobdaduck | How do I make a menu item only show up if I have, say, "core" selected? |
21:30:42 | raptor | good question - I have no idea |
21:31:00 | raptor | i don't think plugins work like that, but may Watusimoto_ knows better |
21:31:01 | bobdaduck | Its in draw arcs I think |
21:31:38 | Little_Apple | where is the levelgen script function in the ini? |
21:32:28 | raptor | Little_Apple: called 'Global...something something' |
21:32:32 | raptor | hmm |
21:32:35 | Little_Apple | ok |
21:32:35 | bobdaduck | its near the top |
21:32:36 | raptor | search for 'Global' |
21:32:57 | Watusimoto_ | the plugin has a function called lua_getSelectedObjects |
21:33:04 | Watusimoto_ | you can loop through those |
21:33:08 | Watusimoto_ | and see if a core is in there |
21:33:09 | Little_Apple | ah. found it. thanks! |
21:33:40 | Watusimoto_ | there should be some docs in our lua script documentation about that |
21:33:45 | Watusimoto_ | with a simple example |
21:34:05 | Watusimoto_ | but I've never tried it in this context |
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21:41:39 | raptor | bobdaduck: http://bitfighter.org/luadocs/class_editor_plugin.html |
21:42:11 | raptor | those methods are used like so (I think): local object = plugin:getSelectedObjects() |
21:42:27 | raptor | oh, there's an example there just like that (nevermind) |
21:45:23 | Little_Apple | do i need to enable global levelgens before i can use them? |
21:46:07 | raptor | I have it like so: GlobalLevelScript=logger |
21:46:18 | raptor | and teh 'logger.lua' script needs to be in the scripts folder |
21:46:25 | raptor | and it just always run at the start of each level |
21:46:42 | Little_Apple | so you dont need the extension? |
21:46:49 | raptor | no |
21:46:51 | Little_Apple | oh ok |
22:00:57 | fordcars | level gens never worked for me |
22:01:00 | fordcars | ok, later gtg |
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22:16:58 | raptor | c++ question: is there a way to iterate through all members of an arbitrary struct? |
22:17:54 | kaen | I really don't think so |
22:18:50 | raptor | java is spoiling me again with its reflection API.. |
22:18:52 | kaen | unless you already know the types, and even then I think you're looking at a template function |
22:18:55 | kaen | heh |
22:21:00 | raptor | boost fusion |
22:21:14 | | raptor steers clear |
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22:35:12 | kaen | ShipEnteredZone is fired when spawning in a zone |
22:35:18 | kaen | except when the game very first starts |
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22:35:53 | raptor | yes, and i tracked that to a specific check somewhere that made it fail... |
22:36:27 | raptor | ah yes, events were considered 'suppressed' for some reason |
22:36:51 | kaen | oh good |
22:36:58 | kaen | two birds with one stone if I can solve it then |
22:37:32 | raptor | oh yeah... looks like same issue as the one on the RBL for onShipSpawned |
22:37:56 | raptor | wait |
22:37:59 | raptor | that may be different |
22:38:04 | raptor | #11 vs #14 |
22:38:22 | kaen | my hunch is they're the same |
22:38:33 | kaen | building a potential fix right now |
22:38:52 | raptor | i don't know if bobdaduck's occured at the start of a level or not... but you're probably right |
22:39:41 | kaen | enteredzone works when spawning after the game starts |
22:39:44 | kaen | just not on the first spawn |
22:39:51 | kaen | my fix didn't work but I have some more ideas... |
22:41:59 | bobdaduck | uh |
22:42:02 | bobdaduck | I don't know. |
22:42:04 | Watusimoto_ | how can a Vector<U8> have an element 1' ? |
22:42:32 | kaen | okay it looks like the event isn't subscribed on the first tick |
22:42:42 | kaen | which is tick -1 for some reason... |
22:43:16 | Watusimoto_ | unless the debugger is represengint that as a char |
22:43:21 | kaen | sounds likely |
22:43:38 | kaen | especially if it's surrounded in single quotes in the output |
22:43:49 | raptor | U8 == char right? |
22:44:12 | kaen | actually I think char has the default machine word size |
22:44:21 | kaen | I know sizeof(int) == sizeof(char) |
22:44:31 | kaen | for all architectures. |
22:44:46 | raptor | what? |
22:44:49 | kaen | yep |
22:44:50 | raptor | no.. can't be |
22:45:05 | Watusimoto_ | u8 is char, yes |
22:45:18 | raptor | char == int on ppc |
22:45:28 | kaen | hmm googling says I'm wrong |
22:45:35 | raptor | but on x86 sizeof int is 4 |
22:45:35 | Watusimoto_ | it makes a difference to tnl, regardless |
22:45:37 | kaen | why am I so confident I'm right about that though |
22:45:38 | raptor | and char is 1 |
22:45:46 | Watusimoto_ | as it trasnsmits using full bits |
22:46:04 | Watusimoto_ | so u8 takes 1/4 bandwidth of U32 |
22:46:19 | Watusimoto_ | even if you only represent a small range |
22:46:28 | raptor | interesting... remember I made that TNL Vector fix for PPC that involved char? |
22:46:53 | raptor | maybe using 'char' for U8 is broken in some architectures |
22:47:34 | kaen | hmm better seppuku, having brought such dishonor to my clan. |
22:48:28 | raptor | what? no... |
22:48:40 | raptor | we want you to stay around long enough to fix all the bugs :) |
22:48:46 | kaen | :) |
22:51:43 | kaen | okay it's the pendingsubscriptions mechanism in eventmanager |
22:55:00 | raptor | oooohhhhhh |
22:55:12 | | BFLogBot Commit: 952f26758a61 | Author: kaen | Message: update event manager after intial levelgen run |
22:55:13 | kaen | fix'd |
22:55:16 | raptor | the issue I had on PPC was with the 'sizeof' operator |
22:55:29 | raptor | interesting - so char is still 8 bits there |
22:55:49 | raptor | kaen: yay! |
22:56:14 | raptor | kaen: that seems way too easy |
22:56:19 | kaen | indeed it was |
22:56:21 | raptor | it fixes both problems? |
22:56:23 | kaen | yep |
22:56:29 | raptor | great! I love those fixes... |
22:58:48 | kaen | /addbots 6 is fixed now right? |
22:58:56 | raptor | yes |
23:00:27 | kaen | this list just never seems to shrink... |
23:01:28 | Watusimoto_ | especially ironic as 018a was essentially a bug fix release |
23:01:41 | Watusimoto_ | with a LOT of fixes |
23:04:09 | raptor | we're in full breakage mode now! |
23:04:55 | | bobdaduck Quit (Remote host closed the connection) |
23:17:34 | | raptor Quit () |
23:29:51 | Watusimoto_ | I really shouldn't have tugged on that thread... |
23:30:01 | Watusimoto_ | things are cascading |
23:45:27 | | bobdaduck has joined |
23:48:19 | | BFLogBot Commit: 785a5d5b61f7 | Author: watusimoto | Message: Reduce code duplication by extracting out loadout management into a LoadoutTracker object. Also fixed a (minor) bug/inefficiency that will likely render this version incompatible with previous versions. Also, will need to add the LoadoutTracker object to linux compilation. |
23:48:20 | | BFLogBot Commit: 3ae61ef466c6 | Author: watusimoto | Message: Move constants closer to where they are used |
23:48:22 | | BFLogBot Commit: 7048049dc2fa | Author: watusimoto | Message: Merge |
23:48:23 | | BFLogBot Commit: 5723ead7b569 | Author: watusimoto | Message: Move some loadout related functions into LoadoutTracker... makes Ship a bit cleaner, don't need to include it in as many places |
23:48:25 | | BFLogBot Commit: 34c42595012b | Author: watusimoto | Message: Remove dead code |
23:48:25 | Watusimoto_ | with that.... good night! |
23:48:26 | | BFLogBot Commit: 16bccb64af3c | Author: watusimoto | Message: More cleanup of loadout releated code. Stop pulling on the thread tonight... more to come |
23:48:28 | | BFLogBot Commit: 2d9116be0325 | Author: watusimoto | Message: Merge |
23:49:54 | bobdaduck | dang |
23:49:55 | bobdaduck | nice |
23:50:18 | bobdaduck | night! |
23:54:05 | | Watusimoto_ Quit (Ping timeout: 264 seconds) |