#bitfighter IRC Log

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IRC Log for 2013-05-18

Timestamps are in GMT/BST.

00:00:11bobdaduckscript was running, but not doing anything
00:00:14raptorok, i see the pastie...
00:00:29bobdaduckand the... evil pastie.
00:00:40raptorha
00:00:42raptorok
00:00:45raptorlet me see..
00:01:13fordcarsgreat bot:setModule(1, botModuleBob1) doesn't work in 018a huh
00:03:23raptorok bobdaduck
00:03:26raptori think...
00:03:37raptoryou're extending the line with a new position on every tick?
00:03:45bobdaduckyeah.
00:03:54bobdaduckWhich means the script will crash after 30 ticks
00:03:55bobdaduckbut whatever
00:03:59raptorhah
00:04:00raptoryeah
00:04:06raptorok, what is it you want to do?
00:04:42bobdaduckJust draw a lineitem wherever the ship goes
00:04:54raptorok...
00:04:58bobdaduckSo I guess if #line == 32 then break and start a new one
00:05:19raptoror, maybe draw a new segment every half second or so?
00:06:13raptoroh man... i'm falling asleep bobdaduck, i'll have to look at it tomorrow
00:06:23bobdaduckxD
00:06:27bobdaducklol sure
00:07:12raptorbut what i'd do is schedule a repeating timer to do it slower than onTick(), but add a single segment from previous ship location to current shiplocation
00:07:30raptorso you'd have just 2 point segments everywhere
00:07:41raptorbut need to sleep..
00:07:42raptornight!
00:08:04raptor Quit ()
00:40:10bobdaduckIT WORKED
00:40:12bobdaduckBWAHAHAHAHA.
00:40:26bobdaduckInventory system worked.
00:44:24bobdaduck Quit (Remote host closed the connection)
00:46:45fordcarsnight guys
00:51:01fordcars Quit (Ping timeout: 250 seconds)
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09:40:28ChanServ sets mode +o raptor
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10:55:39sam686My SpyBug editor TAB rendering broke by revision 6379 (2aadab7c6fef)
10:56:13sam686add spybug team 2, then add spybug team 1, it won't combine or overlay them because its broken..
10:56:51sam686or I meant revision d9c56da4cad4
11:00:21sam686so how do I do a "fillVector.sort(sortByTeam);" on "const Vector<DatabaseObject *> *spyBugs" returned by editorDb->findObjects_fast(SpyBugTypeNumber) ?
11:02:54raptoruhh
11:02:56raptorhi sam686
11:04:41raptoryeah, it's broken..
11:05:20sam686Maybe I can just do a Vector<DatabaseObject *> spyBugs = *editorDb->findObjects_fast(SpyBugTypeNumber); so it can be sorted by team, so my depth_buffer trick works.
11:05:27koda Quit (Quit: koda)
11:06:05raptorget a reference instead of a pointer?
11:07:13sam686I would think it will copy the vector of pointers..
11:08:58raptortha'ts doesn't seen too bad
11:09:02raptor*seem
11:19:00BFLogBot Commit: 608dc52c9a9d | Author: sam8641 | Message: Fix editor Tab spybugs rendering that broke on rev d9c56da4cad4
11:22:41raptorgood fix
11:22:59raptorsam686: do you get a crash when loading this level in the editor, then exiting?: http://sam6.25u.com/upload/launchpad_mcquack.level
11:51:56raptor Quit ()
12:06:14sam686I was away for 30 minuites, now back..
13:13:10Watusimoto has joined
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14:42:10raptorhi
14:45:54kaenhello
14:46:13fordcars has joined
14:47:14kaenraptor, 018 gets 30.2 fps on my machine, 019 runs at the framecap (60fps)
14:47:24kaen018a, rather
14:47:26raptorhowdid that happen??
14:47:29kaentextures
14:47:32kaenI'm sure of it
14:47:44kaenI'll gprof it up to prove it at some point, probably
14:48:20kaenblitting is a lot faster than making individual gpu requests from userspace
14:48:22kaenevery frame
14:48:49kaener, I'm referring specifically to the font rendering
14:48:56raptorso just the fanots huh?
14:48:59kaenI just got off of work.
14:49:01raptor*fonts
14:49:02Watusimoto`hi
14:49:04kaenhello
14:49:15Watusimotojust finished a big project
14:49:17fordcarshi
14:49:22raptoruhy oh
14:49:24kaengreetings fc
14:49:41fordcarsgreetings kaen
14:49:45raptorWatusimoto: dare i ask?
14:50:03Watusimotoyou'll like it. I;m doing a full recompile; if it works, I'll check in
14:50:10Watusimotoand you can see for yourself
14:50:17raptorok, can't wait :)
14:50:18kaenthe suspense is killing me
14:50:19kaen:)
14:51:40Watusimotoraptor, I do want to ask you a question about seeker:
14:51:44raptorkaen: the caching of the textures is what really helps, too, i bet
14:51:47raptorWatusimoto: ok
14:51:58kaencertainly
14:51:59raptori haven't made too many changes to it - only increased damage
14:52:09Watusimotolook at this line: Rect queryRect(getPos(), TargetAcquisitionRadius)
14:52:19raptorstarting my IDE..
14:52:28Watusimotoactually, you don't need to; that's the entire line
14:52:36raptorok
14:52:52Watusimotomy question is: that Rect constructor takes a point and a diameter
14:53:01raptorI don't remember if I wrote that - I think you rewrote a lot of stuff for me..
14:53:01Watusimotobut you are feeding it a radius
14:53:11raptoroh
14:53:15raptorwell that would be bad..
14:53:19kaenlol
14:53:22Watusimotonot necessarily
14:53:38WatusimotoI changed that constructor to take a radius, since thats really how we were using it
14:53:44Watusimotoand I changed that line to:
14:53:45WatusimotoRect queryRect(getPos(), TargetAcquisitionRadius / 2);
14:53:54Watusimotowhich will give us the same result.
14:53:58raptorno wait, there is a proper constructor for that
14:54:00Watusimotobut it... looks wrong
14:54:09raptorno
14:54:14raptorthe constructor takes the diameter
14:54:18Watusimotocorrect
14:54:28Watusimotowell, it does until my checkin :-)
14:54:40WatusimotoI changed it to take a radius
14:54:45raptorah ok
14:54:51raptorand did something break?
14:54:56Watusimotobecause all our uses were rect(p, 2* radius)
14:55:01Watusimotono
14:55:04raptorha
14:55:06raptorok
14:55:19WatusimotoI changed the code by adding the /2 so it will still work the same
14:55:33raptorand our radius should really be a radius, then? :)
14:55:34raptorat 400?
14:55:37Watusimotoonly I think maybe we should cut the radius in half and get rid of the /2
14:56:03WatusimotoI can take care of this -- I only want to bring it to your attention
14:56:09raptoroh injteresting
14:56:14raptorthe radius is set to 800
14:56:18Watusimotoin case you meant something different
14:56:27raptorbut is effective at 400 because it's used wrong in that rect
14:56:30WatusimotoI'll cut it in half and make any compenstaitons necessary
14:56:34Watusimotoyes
14:56:35Watusimotook
14:56:56raptorso... i don't remember what I originally intended, but we're at effective 400 in 018a
14:57:48Watusimotoah, wait
14:57:57Watusimotowe have this
14:57:58Watusimotoif(delta.lenSquared() > sq(TargetAcquisitionRadius))
14:58:09raptoryes
14:58:10Watusimotowhich woul need to be come if(delta.lenSquared() > sq(TargetAcquisitionRadius * 2))
14:58:18Watusimotowhich looks wrong
14:58:18raptoryes so
14:58:36raptorjust leave everything and change the radius to 400
14:58:44raptorand have the Rect change take a radius
14:58:50Watusimotook
14:59:01raptorand it should act the same as before, but actually mean what its supposed to..
14:59:29Watusimotothe only difference would be that line I just pasted
14:59:32Watusimotoit will not work as before
14:59:56raptornope, you only need to leave the code as is with two changes:
15:00:02raptor1. change rect constructor to radius
15:00:05Watusimotodone
15:00:10raptor2. change TargetAcquisitionRadius to 400
15:00:12Watusimotodone
15:00:15Watusimotook
15:00:16raptorand that's it
15:00:27Watusimotodone, and I'll check it in as such
15:00:43Watusimotothere's one other issue I tagged with your name, but it will be easier to discuss after checkin
15:01:09raptorok
15:01:23raptoronly one? :)
15:01:50raptori see my late night coding efforts have come back to haunt me..
15:02:12Watusimotoyou were working on private messages?
15:02:18Watusimotorecently?
15:02:27raptorno, i don't think so
15:02:58raptorthat I remember consciously at least..
15:03:34BFLogBot Commit: 755f46c0c425 | Author: watusimoto | Message: Remove some UI code from ClientGame
15:03:35BFLogBot Commit: c56acf099222 | Author: watusimoto | Message: Merge
15:03:37BFLogBot Commit: fa7f5ec4290b | Author: watusimoto | Message: Reduce weight of codebase by 9oz! Cut out a TON of icky code from UIManager and elsewhere, replaced with a couple of templates.
15:03:38BFLogBot Commit: b396f5b27937 | Author: watusimoto | Message: Merge
15:03:53Watusimotofor some reason I thought you had a checkin recently dealing with /pm messages
15:04:11kaenI think it was for the master's pm command
15:04:18raptorohhhh... that
15:04:20raptoryeah
15:04:27raptormaster command clean-up
15:04:37raptorfelt more like shuffling garbage
15:04:49Watusimotook, maybe it isn't for you then
15:04:51Watusimotovoid AbstractChat::deliverPrivateMessage(const char *sender, const char *message)
15:05:06Watusimototake a look at that line, and the comment I added above
15:05:09kaenhey, templatized getUI !
15:05:10kaenawesome
15:05:23Watusimotoit struck me last night how to do it
15:05:32raptordare I compile?
15:05:39WatusimotoI always wanted to do it, but I couldn't figure it out
15:05:50WatusimotoI did a full recompile, and it went fine
15:06:05kaenappears to be building
15:06:10Watusimotoanwyay, adding a new UI class will no longer be a huge volume of pain
15:06:10raptorwait what?
15:06:11raptorok
15:06:18raptorso what is the problem with that?
15:06:27Watusimotowith the chat line?
15:06:44raptorthere was some issues with isCurrentUI() recently that sam686 changed
15:06:46Watusimotowhat happens to the pm if you are in the game? it gets displayed to you
15:07:08Watusimotobut if you are in querygames interface, what happens to it?
15:07:14raptoryou should still get it
15:07:16Watusimotoor, if you are in f5 chat, where does it go?
15:07:33raptoryou should still get it
15:07:53Watusimotobut deliverPrivatemessage does nothing, right?
15:08:12raptorah... wait - it says *don't* deleiver if in UIQueryServers??
15:08:17raptorthat's odd..
15:08:29Watusimotothe comment suggests something different than the code
15:08:33sam686part of the problem is name entry login screen is always in a previous UI. isCurrentUI shouldn't check for previous ui as the function name says, right?
15:08:36Watusimotothe inner comment
15:08:42Watusimotohi sam686
15:08:42kaenbuild error in main.cpp
15:09:07Watusimotono!
15:09:14Watusimotomust be merge related
15:09:59WatusimotoI'm getting build errors too
15:10:06kaenoops, no I just can't read build logs
15:10:33raptori'll fix!
15:10:46kaenyou already got it, raptor ?
15:10:58kaenI just fixed ti
15:11:00raptordone
15:11:03kaenok you go
15:11:04WatusimotoI fixed it too!
15:11:05raptordid i win?
15:11:08BFLogBot Commit: 2c9dc3262038 | Author: buckyballreaction | Message: Fix compiling
15:11:09kaen\o/
15:11:12raptori win!
15:11:15kaengg
15:11:19raptorhahaha
15:11:48Watusimotook
15:12:23Watusimoto>>> part of the problem is name entry login screen is always in a previous UI. isCurrentUI shouldn't check for previous ui as the function name says, right? <<<
15:12:38raptorthat has to do with another bug
15:12:43WatusimotoI think your change to prevUI was fine
15:12:46raptorremember the F5 global chat not working?
15:13:02Watusimotoit papered over a different problem, but broke nothing as far as I could tell
15:13:06raptorthat's because isCurrentUI() was checking for a parent, too
15:13:24raptorso back to our privateMessage problem...
15:13:53raptorI think I'm missing something.. is this method for private message delivery in-game or in-global?
15:14:32raptoror... both??
15:14:37raptorweird
15:16:09raptorwhoa... UIManager is all commented out
15:17:40sam686in linux, do I just do make debug -B or what? cmake debug .. ?
15:17:54raptorcd build
15:17:56raptorcmake -DCMAKE_BUILD_TYPE=Debug ..
15:18:02raptor(two dots at the end of that line)
15:18:03sam686ok
15:18:08raptorthen: make
15:23:20raptori didn't know you could use templates on a method like that..
15:27:17BFLogBot Commit: 63d832779c4d | Author: buckyballreaction | Message: Fix bug with editor music and recent UI changes
15:28:20Watusimotoneither did I!
15:32:49Watusimotooops.. good catch on the music breakage
15:33:00WatusimotoI had to edit a lot of code, all of it tedius
15:34:15sam686loading http://sam6.25u.com/upload/launchpad_mcquack.level and quitting editor:
15:34:25sam686linux 32bit http://sam6.25u.com/upload/text1305/130518_16-05-02.txt
15:34:29sam686linux 64bit: http://sam6.25u.com/upload/text1305/130518_16-05-39.txt
15:35:11sam686note that is on a revision just before watusimoto's today commits
15:36:44sam686on windows: i couldn't get it to crash or error at all..
15:40:38Watusimotoon this cmake project, I am getting tons more F32->S32 warnings
15:43:02sam686on the old zap/bitfighter.vcxproj, it has "<DisableSpecificWarnings>4996;4305;4244;%(DisableSpecificWarnings)</DisableSpecificWarnings>"
15:43:22Watusimotoah, ok
15:43:24LordDVG has joined
15:43:30Watusimotowell, we should try to fix them in any case
16:01:10Watusimotoraptor: how is the scoreboard redesign coming?
16:18:26fordcarsa quick question: how do you get a list of all objects(ObjType) in a levelgen?
16:22:33LordDVG Quit (Remote host closed the connection)
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16:27:54raptorkn lll;k mlmlm kl,m l ,
16:28:33raptorok back
16:28:53raptorWatusimoto: scoreboard has been redesigned
16:29:01raptorprobably could use some touching up...
16:29:12raptorthe Tenby font seems weird
16:29:20raptoror maybe it's good for just team names
16:29:37raptoralso badges look a bit odd
16:29:46Watusimotoa, there it is
16:29:49Watusimotolooks good!
16:30:06raptorfordcars: you cannot do that with 018a, but with 019 I added that feature to levelgens
16:30:20raptorWatusimoto: yeah, I think it's better... I'm open to criticism
16:30:33fordcarsawww
16:31:00Watusimotoit looks a lot more polished, that's for sure
16:32:54kaen!bot
16:32:54BFLogBotI'm a real boy!
16:32:57BFLogBot Commit: 71b709dd19a8 | Author: kaen | Message: display bindings in plugin dock
16:32:57raptorI think it makes server messages look uglier
16:32:58BFLogBot Commit: 874db6c16119 | Author: kaen | Message: merge
16:33:10raptoryay plugin dock!
16:34:04kaenhere it is with more than two plugins: http://imgbin.org/index.php?page=image&id=13598
16:34:06kaen:P
16:35:20fordcarstrying to get people to use plug-ins huh :P
16:37:51raptorand make them!
16:39:38fordcarshaha
16:40:57fordcarslevelgen:findObjectById(2) -- does this only return one object?
16:41:05kaenafaik
16:42:04fordcarsoh commmmmmoooonnnnn so there really is no way of getting all the objects in level in 018
16:47:34raptorkaen looks good!
16:48:23fordcarshe does doesn't he?
16:48:28kaenlol
16:48:35kaenfordcars, I'm afraid that is the case
16:48:49fordcarsyeah :/
16:48:51kaenone possible hack:
16:48:57kaenif all the objects you care about are moving
16:49:02kaenoh wait
16:49:05fordcarsnope :(
16:49:05kaennope nevermind
16:49:09fordcarsheh
16:49:19kaenI'm not thinking clearly right now :x
16:49:59raptorcomma failure
16:50:13fordcarshaha
16:50:39fordcarsthe comma changes everything
16:51:11fordcarsWe are eating, grandma or We are eating grandma
16:52:45raptorthis book may be something I need to read: https://en.wikipedia.org/wiki/Eats,_Shoots_%26_Leaves
16:54:12fordcarshaha yes
16:56:26kaencould we increase the font size of the editor dock?
16:56:44kaen9 is almost illegible on my 1366x786 screen
16:56:52fordcarsyeah you should
16:58:47kaenhere it is at eleven (old value is nine): http://imgbin.org/index.php?page=image&id=13599
16:59:40raptorahh.. you have the aliased text
16:59:58kaenoh, that's right
17:00:04kaenI always forget
17:00:10kaenwithdrawn
17:00:13raptoralso kaen, i keep hitting an assert with your last commit..
17:00:18kaenoh no :<
17:00:35raptorUIEditor.cpp:4756
17:00:45raptortriggers an assert in TNL::Vector
17:01:05raptorAssert: index out of range
17:01:24kaenyep
17:01:57kaenfixing
17:05:11BFLogBot Commit: 24535f105b6f | Author: kaen | Message: fix assert out of bounds index in findPlugins()
17:07:42raptorsam686: so it does crash for you in Linux... good
17:07:46raptorthanks kaen
17:08:33kaenno problem, and thank you
17:09:01raptorextreme programming!
17:17:05Nothing_Much has joined
17:25:20koda Quit (Quit: koda)
17:41:17sam686cmake -DCMAKE_BUILD_TYPE=Debug -G "MinGW Makefiles" .. so much for cmake not working with mingw...
17:41:48sam686I thought to try with mingw build to see if it crash like linux does...
17:50:20BFLogBot Commit: 55719dcabc27 | Author: sam8641 | Message: TeamManager's mTeams is now RefPtr for automatic delete
17:55:11raptoryay smart pointers!
17:55:58raptoralthough - every time i see a smart pointer being used I think to myself that I *should* be able to use the object properly enough to get away with just 'new' and 'delete'
17:56:39raptoractually, i still get the crash..
17:56:42raptor:(
18:05:21sam686One think I like about RefPtr instead of shared_ptr is the TNLAssert when trying to delete with something still referencing it..
18:06:02raptori still get a SIGABRT instead of an assert...
18:06:08raptorand instant game crash
18:07:45sam686I can try narrowing it down on what crashes it. Remove all Barriers from level file? Remove other spesific item from level file?
18:08:55raptorhere is no barriers: http://sam6.25u.com/upload/lm_nobarrier.level
18:08:58raptorstill crashes
18:09:46raptori used this plugin to do it quickly: https://code.google.com/p/bitfighter/source/browse/resource/editor_plugins/item_select.lua
18:11:31sam686it doesn't crash when there is no coreitem in level file..
18:12:01raptoroh wow... you're right!
18:13:23sam686it crashes when there is only coreitem in level file
18:13:30raptoronly one team?
18:13:38sam6863 teams..
18:14:11raptori got it to crash with 2 cores, 2 teams - but it only crashes when quitting the main menu, not the editor
18:14:20sam686also crashes with only 1 team 1 core.
18:14:57sam686pretty much it crashes when loading any core game type with CoreItem..
18:15:11raptorhmmm...
18:16:55sam686Found a TNLAssert mistake in CoreGameType::addCore, never to static_cast inside TNLAssert..
18:17:11raptorha! I just saw that...
18:17:31raptori bet that's the issue - that static cast below
18:17:49raptorbrb
18:17:55sam686yes I guess thats the problem, static cast in CoreGameType::addCore on EditorTeam
18:22:47fordcarslaters guys, gtg
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18:32:40BFLogBot Commit: 8821e7fda150 | Author: sam8641 | Message: Fix editor loading CoreItem in CoreGameType crash.
18:35:30Watusimoto has joined
18:35:40raptorWatusimoto_ logged off an on.. that means he woke up, discovered his laptop on, and is now going to bed! :)
18:35:54Watusimoto_ Quit (Ping timeout: 240 seconds)
18:36:44raptorgood find sam686
18:38:15Watusimoto Quit (Read error: Connection reset by peer)
18:39:32Watusimoto has joined
18:42:29fordcars has joined
18:48:09Watusimotogood night!!!
18:53:03Watusimoto Quit (Ping timeout: 256 seconds)
19:02:39BFLogBot Commit: 78f1e16db816 | Author: kaen | Message: show menu titles in plugin dock if available
19:02:40BFLogBot Commit: 0c5ec0f7d049 | Author: kaen | Message: merge
19:06:55BFLogBot Commit: 1e17ba35b72d | Author: sam8641 | Message: Fix engineer energy drain when ship fails to engineer due to far away forcefield or lag.
19:07:07kaennice!
19:09:31sam686is kaen's clock 2 hours off? (kaen's commit's date/time appears to be 2 hours off)
19:10:12kaenI think it's two hours off of your time
19:10:22kaenif you're central?
19:10:27kaenI'm pacific
19:10:41sam686i mean 2 hours off from UTC time..
19:10:46kaenoh
19:10:52sam686maybe your time zone not set up right..
19:11:09kaenit could be
19:11:14kaeninvestigating...
19:11:40kaenhah! you're right
19:13:03sam686Was weard to see my "Age" column to go 3 hours ago on top of my 60 minute ago.. (I then added "UTC time column to see exactly whats going on)
19:13:46kaenit also fixed github's "time ago" stuff
19:13:52kaen:)
19:14:10sam686good think I noticed it..
19:26:13sam686oh by the way, the bitfighter.org clock is wrong, bitfighter.org says server time is 19:26, should be Server time: 01:26 (in wiki, my preferences, time)
19:26:21raptoryes
19:26:30raptori tried changing it but it doesn't work
19:26:47raptorsome issue with the VPS and openvz (the vm software they use)
19:27:46sam686what command you used and does it error or do nothing?
19:28:00raptorI set the system timezone to be UTC
19:29:31raptorhere is a history of my commands: http://pastie.org/7927880
19:29:54raptori installed ntp
19:30:05raptoredited config files, tried numerous date changes
19:42:01sam686found this: http://www.gvarisco.com/2011/05/01/openvz-tips-and-tricks-ntpdate-1/ did you do "vzctl restart ..."?
19:42:40sam686oh maybe nevermind..
19:42:49raptori'm not sure i can get the container id
19:57:28raptorcleaned-up running list.. we're below 20 again!
20:07:14kaenRBL threat level: yellow
20:07:23raptoryellow alert!
20:14:40BFLogBot Commit: 6e97ef10980e | Author: buckyballreaction | Message: Properly scale 25flags badge
20:14:52raptori can't do bug #16 (no joystick)
20:34:14kaenis there like a /dropadmin command?
20:38:26raptoruhh..
20:38:35raptorfor 019, all you ahve to do is change admin password
20:38:45raptorif you're the owner
20:38:59raptorotherwise... you have to remove the INI entry
20:46:37BFLogBot Commit: 8606e8be7c45 | Author: buckyballreaction | Message: Add border to badges in scoreboard
20:54:20kaenlooks good raptor !
20:55:42raptorthanks!
20:55:45BFLogBot Commit: 30058a099830 | Author: buckyballreaction | Message: Improve asteroid spawn graphic
20:56:46raptorfeel free to further adjust..
20:58:51kaen Quit (Ping timeout: 256 seconds)
21:01:23raptorheading in early
21:01:24raptornight!
21:01:40raptor Quit ()
21:11:42kaen has joined
21:55:49bobdaduck has joined
21:56:00bobdaduck Quit (Remote host closed the connection)
22:25:14BFLogBot Commit: 6a55e19bb718 | Author: kaen | Message: add home/end/left/right/delete handling for most text input fields. more to come.
22:25:16BFLogBot Commit: 6904b25d3e79 | Author: kaen | Message: merge
22:48:17fordcarslater guys, off to bed
22:48:46kaennight
22:52:40fordcars Quit (Ping timeout: 250 seconds)

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