#bitfighter IRC Log

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IRC Log for 2013-04-27

Timestamps are in GMT/BST.

00:24:16BFLogBot Commit: e48bacc07ebb | Author: watusimoto | Message: More HelpItem improvements, removes HelpBubbles completely
00:24:19BFLogBot Commit: 007a55fee3ae | Author: watusimoto | Message: Merge
00:24:21BFLogBot Commit: 58d96ff39272 | Author: watusimoto | Message: Remove HelpBubble class from cmake -- hope I did it right!
00:25:46bobdaduckI need a plugin to select every item of a certain type
00:29:26raptor has joined
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00:29:29bobdaduck...just a thought.
00:34:49raptorgood idea for a plugin!
00:36:23raptorin fact, let me do that now..
00:40:23raptorhopefully it's possible...
00:41:32raptorcommits!
00:45:12raptorWatusimoto_: are you done with committing?
00:45:23Watusimoto_yeah, probably
00:45:32raptorwell, bobdaduck, I don't think it's possible
00:45:45raptorbecause, there's no way to tell if an object is selected once you have them..
00:48:51Watusimoto_what do you mean?
00:49:04Watusimoto_was that intended for me?
00:49:14raptorhe wants to get all objects of a certain type via editor plugin
00:49:31Watusimoto_like get me all repairs?
00:49:34raptoryes
00:49:48Watusimoto_and then he wants to know which are selected?
00:49:59raptori was thinking I could 'getAllObjects()' then filter by repair and setSelected()
00:50:21raptorbut there is no Lua interface for telling if an object is selected
00:51:01raptorBfObject extends EditorObject (which has the isSelected()) method
00:51:44raptorso I *could* put a method in BfObject for it. Watusimoto_ would you think it useful?
00:52:04raptor'it' being setting/getting selected objects
00:52:37Watusimoto_it sounds like it would be useful to bobdaduck
00:52:40Watusimoto_so yes,
00:52:44Watusimoto_yes.
00:53:03raptorwell, I mean useful as in: getting any object, then setting it selected
00:55:12Watusimoto_yes, I think we need that
00:55:18raptorok, i'll add it
01:02:46bobdaduckLike can you make a plugin select all items of a certain type?
01:02:51bobdaduckOr...
01:02:55bobdaduckWhat's the problem?
01:03:17raptorcannot in 018a, but I am adding that ability now
01:05:03bobdaduckwhy not though?
01:05:18raptorbecause there is no way in Lua to see if an object is selected
01:06:09bobdaduckso it can select but it can't tell if its selected?
01:06:22raptorit cannot select it
01:06:28BFLogBot Commit: b90a042a0c64 | Author: buckyballreaction | Message: Fix compiling
01:06:30raptorLua cannot modify selection
01:06:39raptorwhich is a major thing...
01:07:02raptorIt can search for already selected items, but the selection test part is done in c++
01:07:02bobdaduck'tis indeed.
01:07:29raptorWatusimoto_: no 'static enum' !
01:08:52Watusimoto_uh oh
01:08:56Watusimoto_uh, ok
01:09:01Watusimoto_there is in vc++!
01:09:23Watusimoto_I guess we should destatic it
01:09:40raptoralready done!
01:09:44raptorand pushed :)
01:21:12Watusimoto_ok, good night!
01:22:36raptornight
01:32:18Watusimoto_ Quit (Ping timeout: 245 seconds)
01:32:52BFLogBot Commit: 67e268b4612d | Author: buckyballreaction | Message: Lua API: Add ability to set/get the 'selected' attribute of objects in the editor
01:33:40raptorone deficiency down..
01:46:09bobdaduck Quit (Remote host closed the connection)
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04:57:48BFLogBot Commit: 7cefa0fc5e92 | Author: buckyballreaction | Message: Add a new plugin 'item_select.lua'
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13:53:44raptorbuenos!
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17:11:09BFLogBot Commit: 1e36ab6eaa55 | Author: watusimoto | Message: Convert mCommanderZoomDelta into a timer... this is something that has been bugging me since the advent of Bitfighter.
17:11:10BFLogBot Commit: 7ce2dec72abf | Author: watusimoto | Message: Fix slight lag with UI -- something is causing mShipPos to be one frame off. Fixed with a hack (but nothing worse than was in place before the refactor that introduced this bug)
17:11:12BFLogBot Commit: ea86f8a01f72 | Author: watusimoto | Message: Merge
17:12:02raptorcommits!
17:15:32Watusimoto Quit (Ping timeout: 246 seconds)
17:23:12raptorwatusimoto what have you done...
17:25:02BFLogBot Commit: 8f1eb1d5a520 | Author: buckyballreaction | Message: Mines are only set off by Burst if Burst is within trigger radius when it explodes
17:25:05raptorchanging to sensor halts the game..
17:29:33raptor Quit (Ping timeout: 255 seconds)
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20:16:35raptor!bot
20:16:35BFLogBotI'm a real boy!
20:16:38raptoroh good
20:17:03raptorWatusimoto: one of your recent changes triggers an assert every time I equip the sensor module
20:17:18Watusimotofantastic!
20:17:21Watusimotowhat assert?
20:17:32raptorUIGAme.cpp:2025
20:17:44raptor"I would expect these to be equal to avoid distortion!"
20:19:01Watusimotooh boy
20:19:33Watusimotofirst off, you can just delete it
20:19:45Watusimotobut... why aren't they equal?
20:19:55raptorI will comment it out...
20:20:03raptorI have no idea (i'm in the Mine code at the moment)
20:20:06Watusimotoactually, you can delete it
20:20:23WatusimotoI was hoping to simplify the code there, but looks like I won;t
20:20:38raptorare you sure? I'm hesitant to delete asserts i have no knowledge of..
20:21:05Watusimotoreplace it with a comment that when sensor is enabled, scaleFactX and scaleFactY are not equal
20:21:16WatusimotoI added it because I though for sure that would be true
20:21:22raptorit happens on the transition from one to the other
20:21:30raptorsensor -> normal and vice versa
20:21:36raptorok
20:21:41Watusimotowhy calculate the same value twice I thought
20:21:48Watusimotoso this was just laying the ground work
20:22:11kaenfullscreen versus stretched, I'd guess
20:22:22raptorhi kaen
20:22:24kaenhello
20:22:26Watusimotono, this is all virtual coordinates
20:22:28Watusimotohi
20:22:41Watusimotoit;s all in the 600x800 world
20:23:35Watusimototo be fair, I haven;t really worked through the math, so I don;t understand why it would be different... I just thought it would be
20:23:41Watusimotonot different, that is
20:23:47BFLogBot Commit: 9c827a99b8c0 | Author: buckyballreaction | Message: Remove assert; leave comment
20:24:03raptornow back to mines
20:24:12Watusimotobtw, I just removed experimentalAimMode
20:24:18raptoryay!
20:24:20WatusimotoI am assuming no one has used that since I added it
20:24:21raptori mean... why?
20:24:26Watusimotowhy remove it?
20:24:35raptori don't remember what it does with joystick
20:24:40raptorwas it off by default?
20:24:49Watusimotobecause it was a stupid idea, and we need to remove ideas when they fail
20:24:52Watusimotooff by default
20:24:57raptorah ok
20:25:00Watusimotoit drew a little line in the direction you were firing
20:25:05Watusimotocould only turn it on in the INI
20:25:12raptorah ok
20:25:13Watusimotoand it was clearly labeled Experimental
20:25:16raptorclean the cruft!
20:25:18Watusimotoand it really sucked
20:25:21raptorheh
20:25:44Watusimotoanything to avoid working on the help stuff :-)
20:26:35raptorhaha
21:00:34kaen Quit (Read error: Operation timed out)
21:03:05BFLogBot Commit: 10794c2bfdd9 | Author: watusimoto | Message: Add some const declarations
21:03:08BFLogBot Commit: b5f9c1927bbc | Author: watusimoto | Message: Exterminate! Experimental aim vector is gone.
21:03:10BFLogBot Commit: f5327e9e1840 | Author: watusimoto | Message: Merge
21:09:17BFLogBot Commit: 14c3bbe93a8e | Author: buckyballreaction | Message: If a mine explodes another mine, delay the explosion slightly. Mostly for visual effect in mine fields
21:09:20raptorok, I made the changes to Mines like we talked about
21:09:49raptor1. burst only explods mines *if* they explode within the trigger radius
21:10:04raptor2. Mines trigger a 100ms fuse on other mines when they explode
21:13:26kaen has joined
21:18:34BFLogBot Commit: c7557af8a9ab | Author: buckyballreaction | Message: Some minor clean-up of Mine class members
21:18:36raptorok, I'm out for a while!
21:18:39raptorlater
21:18:52raptorplease test the Mine changes
21:18:59raptorand see how you like them
21:24:15raptor Quit ()
21:53:48bobdaduck has joined
22:00:47bobdaduckhitting tab in level editor should hide zones.
22:00:52bobdaduck(the levelgen kind)
22:05:43WatusimotoI like the new mines a lot!
22:06:11BFLogBot Commit: 398400e36975 | Author: watusimoto | Message: Const const const const const const const
22:06:12BFLogBot Commit: 0c50db7e144a | Author: watusimoto | Message: Merge
22:06:24Watusimotomight be better with even more delay, but this is a huge improvement over what we had before
22:06:55Watusimotobobdaduck: i think you're the only one to add zones in the editor in anger
22:07:14bobdaduckin anger? what? xD
22:07:16Watusimotoand yes, tab should proabbly hide them
22:08:07bobdaduckAW MAN I MISSED THE JOKE
22:08:10bobdaduckI FEEL SO BAD NOW.
22:10:18Watusimotoyeah, life can be pretty rough
22:10:33BFLogBot Commit: f0c0e497162d | Author: watusimoto | Message: Hide Zones when tab is pressed in editor
22:10:52bobdaducknice
22:15:03Watusimotonow, imagine making a request like that on, say, a Diablo III forum... how long would it take to get implemented?
22:15:09Watusimotothat's the bitfighter touch
22:18:13bobdaduckmmhm
22:18:30bobdaduckRemind me to double your pay
22:26:24bobdaduckthe tutorial text stays there for quite a while..
22:36:54bobdaduckOkay so I've got the latest 019 up
22:36:57bobdaduckanything I should test?
22:39:00kaenlet's play together, bobdaduck
22:39:04kaentest balance and stuff
22:41:22bobdaduckpass?
22:41:25bobdaducksorry back now
22:41:41kaenasdf
22:41:44bobdaduck pings kaen
22:41:48kaenasdf

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