00:43:07 | raptor | back |
00:43:12 | raptor | and getting tired... |
00:43:39 | | BFLogBot Commit: 992032f22d1d | Author: buckyballreaction | Message: Lua API: Change ship:getCurrLoadout to ship:getLoadout. Instead of returning a loadout object, we return a table with the current loadout |
00:43:47 | raptor | and good night! |
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07:35:46 | kaen | * @descr As with other functions that take a point as an input, you can also |
07:35:46 | kaen | * specify the x and y components as numeric arguments. |
07:35:58 | kaen | watusimoto, this is no longer accurate, right? |
07:36:52 | kaen | oh wait -- it's calling getPointOrXY() |
07:56:03 | watusimoto | hi |
07:56:36 | watusimoto | I think you can still specify coords as x and y in most cases |
07:57:04 | watusimoto | so yes, I think it still is accurate |
07:57:17 | watusimoto | but I can look if you are still uncertain |
08:08:50 | kaen | raptor's new findAllObjectsInArea appears to accept number pairs, but I think the implementation will actually treat them as ObjTypes |
08:09:03 | kaen | i.e. it only supports actual points |
08:10:04 | kaen | setLoc still allows pairs or points |
08:10:07 | kaen | gah |
08:10:20 | kaen | I've been documenting these as only accepting points |
08:39:29 | watusimoto | I like accepting raw coords where possible because it gives the scripter a little more flexibility to write code that flows naturally |
08:40:00 | watusimoto | if you don't have a point, it seems kind of pointless to throw a point constructor into the mix only to unpack it on the other end |
08:40:13 | watusimoto | especially with our clumsy lua syntax for creating points |
08:44:14 | kaen | yeah, I definitely hate doing point.new() |
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08:45:08 | kaen | it would be nice if we could somehow add a literal syntax for it |
08:46:05 | kaen | or what if we allowed tables with exactly two numeric values at index 1 and 2 as points? |
08:46:14 | kaen | setLoc({10, 20}) |
08:46:22 | kaen | then there's still only one function sig |
08:46:39 | kaen | and just the knowledge that a table meeting those conditions counts as a point, too |
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09:05:55 | watusimoto | Originally that's exactly what I coded |
09:05:57 | watusimoto | actually |
09:06:34 | watusimoto | I don't remember exactly why it got removed, but it does incur a bit of overhead as you need to construct the table, then collect it later |
09:07:06 | watusimoto | the getPointOrXY methods as well as all the argument checking code should handle the multiple signatures somewhat transparently |
09:08:06 | watusimoto | from a performance perspective, it is better to create the point than a table, as the point has no real overhead |
09:08:20 | watusimoto | (though it does have that ugly syntax!) |
09:20:12 | kaen | well, I've been able to document everything so far using only one method signature and then some standard conventions for optional arguments |
09:21:17 | kaen | I'm thinking I'll keep documenting the point arguments as a single point, and then on the point reference page I'll mention that any function which takes a point would accept two numbers instead |
09:24:07 | kaen | also, it would be nice to reimplement the table syntax |
09:24:19 | kaen | and just have it as an option along side point.new() and x, y |
09:52:11 | watusimoto | ok, sounds good |
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10:18:08 | bobdaduck | -1, #ind.x |
10:18:22 | bobdaduck | -1, #ind.y |
10:20:35 | bobdaduck | what causes this? |
10:20:50 | bobdaduck | like its divide by zero or something but |
10:23:03 | bobdaduck | I see nothing in this line that is dividing by zero, even if shipVel is 0 |
10:23:04 | bobdaduck | items[name]["item"]:setLoc(ship:getLoc() + point.normalize(-shipVel)) |
10:25:55 | Skybax | Heyyy bobdaduck, I didn't know I was older than you |
10:26:19 | bobdaduck | As of today, I'm 19 |
10:26:30 | Skybax | I know, I saw that on the forums |
10:27:03 | Skybax | I turned 19 the end of March x) |
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11:10:21 | raptor | good day! |
11:36:53 | bobdaduck | g'dai |
11:45:10 | kaen | hello all |
11:45:17 | raptor | I missed watusimoto.. |
11:45:19 | raptor | hi |
11:48:15 | kaen | what are your thoughts on the table literal syntax for points in lua ? |
11:48:22 | raptor | ah |
11:48:24 | raptor | so |
11:48:29 | kaen | wat mentioned that he didn't know why they were removed |
11:48:35 | raptor | he removed them |
11:48:47 | kaen | :| |
11:48:53 | raptor | if I remember correctly |
11:49:36 | raptor | the API was becoming a bit unweildy supporting both 'point' objects and number lists |
11:49:48 | raptor | so the choice was made to just use points |
11:50:06 | raptor | also it provided a more consistent feel - you always new a point was needed somewhere |
11:50:19 | raptor | although it is a bit more cumbersome to always have to do point.new() |
11:51:01 | raptor | I think it had to do back during the time all the objects had complex constructors |
11:51:22 | raptor | LineItem.new(0, 0, 100, 100, 400, 400) |
11:51:40 | raptor | this was all around the GCI time |
11:52:03 | kaen | hmm |
11:52:04 | raptor | and it may have even been done to make it simpler for one of the GCI students.. |
11:52:33 | kaen | supporting the x, y convention is wonky to doc, as well |
11:52:39 | raptor | yes |
11:52:45 | raptor | so lots of little things |
11:53:05 | raptor | and consistency won out with just using 'point' |
11:53:21 | raptor | but bobdaduck and others have already gotten used to it |
11:53:41 | kaen | me too |
11:53:45 | kaen | it's really not that bad |
11:53:51 | raptor | yes, me too |
11:53:52 | kaen | and you can alias it to P() |
11:53:56 | raptor | and it's not that bad |
11:54:01 | raptor | and doc becomes easier |
11:54:08 | raptor | API becomes simpler |
11:54:24 | raptor | so I guess I'd say just keep with the 'point' convention |
11:54:30 | kaen | wow awesome |
11:54:39 | kaen | I was worried I had have to re-scour the docs again |
11:54:44 | raptor | heh |
11:54:50 | kaen | I'm just finishing up Teleporter |
11:54:53 | raptor | !! |
11:54:58 | raptor | quiet you |
11:55:01 | kaen | hehe |
11:55:05 | raptor | already at Teleporter... |
11:55:07 | raptor | wow! |
11:55:27 | raptor | oh, you can do Ship and Robot, but ignore any loadout methods |
11:55:31 | raptor | well actually |
11:55:35 | raptor | maybe better wait |
11:55:37 | kaen | ok |
11:55:46 | raptor | (sorry thinking out loud) |
11:55:53 | kaen | :) |
11:56:01 | raptor | oh hey, happy barfday bobdaduck! |
11:56:05 | kaen | I wrote vim plugin for formatting the luadocs comments |
11:56:12 | kaen | oh whoa |
11:56:16 | kaen | happy birthday :) |
11:58:35 | raptor | you're in the prime of your life! |
11:59:39 | raptor | 4 years until the next time.. |
12:04:13 | kaen | hehe |
12:07:37 | bobdaduck | you need to release 019 today |
12:07:50 | bobdaduck | because I'm 019 years old now. |
12:07:56 | bobdaduck | GOOD LUCK |
12:08:04 | raptor | oh, you won't be tomorrow? |
12:15:51 | bobdaduck | No you don't understand |
12:15:54 | bobdaduck | its your birthday present to me |
12:16:24 | bobdaduck | Everyone keeps asking me what I want |
12:16:35 | bobdaduck | I just say "019" and then walk away before they get a chance to question me |
12:17:09 | bobdaduck | 019! |
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13:23:21 | raptor | wait wait... I thought when it was your birthday, you give presents to *other* people... |
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13:26:53 | thread_ | Whazzap? |
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13:30:48 | bobdaduck | wazzappp |
13:32:07 | raptor | hi |
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13:47:57 | raptor | hi Watusimoto |
13:48:20 | Watusimoto | hi |
13:48:44 | raptor | as I was working on the new loadout Lua API changes, and kaen was working ont he doc for it |
13:48:59 | Watusimoto | hopefully working inthe same direction |
13:49:05 | raptor | heh, yes |
13:49:29 | raptor | we found that if we now return a table {m,m,w,w,w} with ship:getLoadout() there is no reason to have a LuaLoadout object anymore |
13:50:02 | raptor | and subsequently no reason to have the methods on it: get/set..Weapon/Module(), isValid(), equals() |
13:50:16 | raptor | so before we axe it all |
13:50:21 | raptor | we wanted your input |
13:51:04 | raptor | currently the only LuaLoadout methods used are getWeapon and getModule, which can now be done with getting table indexes of 1,2 for modules and 3,4,5 for weapons |
13:51:05 | Watusimoto | well, in our new bot design changes, loadouts are a bit of an anachronism... only there to satisfy extra-territorial uses, such as what bobdaduck is doing... is that statement correct? |
13:51:54 | raptor | yes - he's only getting the loadout - the only bot that actaully manipulates a loadout is repairbot, but I can change that... |
13:51:56 | bobdaduck | reworking the loadout part of DnD won't be too hard |
13:52:35 | Watusimoto | my point being that loadout management will be somewhere between optional and useless for most bots |
13:53:21 | Watusimoto | is that statement a fair and accurate one? |
13:53:42 | raptor | yes |
13:54:35 | Watusimoto | then it seems that having all the get.set, isValid, isEqaul methods are really overkill; so yes, I agree with the notion of killing them |
13:54:41 | raptor | so that means you do agree with just removing the LuaLoadout object and its API |
13:54:43 | raptor | heh |
13:54:45 | raptor | great! |
13:54:48 | Watusimoto | yes |
13:55:00 | Watusimoto | I just wanted to make sure I was up to date on the related issues |
13:55:04 | raptor | yes |
13:55:15 | bobdaduck | Bots will still be able to change loadouts right? |
13:55:37 | raptor | this will sadly be the breakiest part of the API changes... i've been able to provide deprecation warnings for most things until this.. |
13:55:42 | raptor | bobdaduck: yep |
13:55:48 | raptor | already coded... |
13:56:16 | Watusimoto | I just opened a prentation I'm working on in LibreOffice in an older version of OpenOffice, and now all the fonts are old goudy-like. |
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13:57:35 | Watusimoto | it's a presentation on a work project on gis and web services. I decided to go with a cowboy theme |
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13:58:05 | raptor | ha |
13:58:58 | Watusimoto | I found a great picture of George Bush in a cowboy hat -- he really looks the part, and would fit in great with my other pics, but I can't figure out how to work him in in a way that isn't just a cheap joke |
13:59:13 | raptor | heh |
13:59:33 | bobdaduck | make a pun |
13:59:37 | Watusimoto | I have clint eastwood (of course), john wayne, and a couple of others |
13:59:46 | Watusimoto | that's exactly what I don;t want to do |
14:00:55 | Watusimoto | also, it;s for an international audience, so that adds a bit to the challenge |
14:01:41 | raptor | ah ha! results from complaining on the SDL list! |
14:02:05 | Watusimoto | really! |
14:02:12 | raptor | cowboys are distinctly american... so they would expect nothing less from you over there... |
14:03:48 | Watusimoto | that's the point |
14:03:58 | Watusimoto | I'll probably wear my red sox hat when I present |
14:04:35 | Watusimoto | what about the sdl? |
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14:06:35 | raptor | they broke building for OSX 10.5 |
14:06:38 | raptor | so I complained |
14:06:58 | Little_Apple | the natural response... |
14:07:11 | raptor | and now it's fixed! |
14:07:13 | raptor | oh hi Little_Apple |
14:07:21 | Little_Apple | helloo |
14:07:46 | Little_Apple | no one else is home so im having fun with the sound system.. |
14:08:39 | raptor | SDL needs a serious test suite... it's getting so complex |
14:08:42 | raptor | like bitfighter! |
14:10:36 | bobdaduck | bitfighter doesn't have a test suite? |
14:10:42 | Watusimoto | we have a small one |
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14:11:36 | raptor | which I still need to humble myself and start learning... |
14:12:11 | Watusimoto | it's pretty well set up -- the tests are pretty easy to write |
14:12:44 | Watusimoto | I've got examples of several common (but somewhat complex) things like creating a client game you can really mess around with |
14:13:00 | kaen | were you able to get the clientgame to connect to the servergame? |
14:14:03 | kaen | once we make that happen then we start using hybridized lua/c++ tests which will cover both the API and some fundamental game methods |
14:14:53 | kaen | then we *can start |
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14:48:40 | Little_Apple | hello |
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14:50:44 | Little_Apple | goodbye! |
14:59:40 | Watusimoto | hey , sorry, was off packing |
15:01:21 | Watusimoto | no, haven't gotten the two games to connect |
15:01:29 | Watusimoto | so can;t test tnl type stuff |
15:01:31 | Watusimoto | yet |
15:02:27 | Watusimoto | I'm thinking of deleting the setting that allows you to hide loadout indicators |
15:03:20 | kaen | loadout indicators? |
15:03:22 | Watusimoto | any objections? |
15:03:30 | kaen | I don't even know what it is |
15:03:31 | kaen | so nope. |
15:03:38 | Watusimoto | the thing in the upper left that tells you what your loadout is |
15:03:42 | kaen | oh |
15:03:49 | kaen | I say delete it |
15:03:58 | Watusimoto | when I first added that indicator a certain player did not like them so I added an option to disable them |
15:04:15 | Watusimoto | he was an important player at the time |
15:04:25 | Watusimoto | so I tended to cater to him |
15:06:38 | kaen | so, @luaconst appears to not work |
15:06:51 | kaen | judging by the Teleporter docs and .cpp file |
15:07:24 | kaen | in fact it looks like the constructors that show up in the docs use @luafunc Class::Class() |
15:07:48 | kaen | (e.g. goalzone) |
15:08:10 | Watusimoto | next week I'm going to be away from a c++ compiler |
15:08:36 | Watusimoto | I may have some time to work on non-c++y things... documentation, website, perl, stuff that can be done without a full setup |
15:09:03 | kaen | okay. I've updated A-T of the luadocs |
15:09:12 | kaen | I'll probably round them off tonight |
15:09:35 | Watusimoto | excellent! |
15:09:50 | kaen | heh |
15:10:01 | kaen | "luaconst" doesn't appear in luadoc.pl at all |
15:10:13 | Watusimoto | yeah, without those indicators, you couldn;t see what your current weapon was |
15:10:25 | kaen | yeah, sounds like a goofy option |
15:10:28 | Watusimoto | when you selected a weapon, a message would come up and say "phasers selected" |
15:10:32 | kaen | :< |
15:10:47 | bobdaduck_ | I actually use the indicators |
15:10:55 | bobdaduck_ | are we discussing removing them or making them permanent? |
15:11:08 | kaen | removing the option to hide them |
15:11:37 | kaen | so I guess "permanent" |
15:12:15 | Watusimoto | to get technical, we are now discussing having removed them |
15:12:52 | kaen | I kind of feel like we should document constructors as @luafunc new() |
15:13:00 | kaen | I know they are not actually methods |
15:13:07 | kaen | nor accessible from an object instance |
15:13:21 | kaen | but that's where'd I'd look if I didn't know what a c++ constructor looked like |
15:13:26 | kaen | where'd |
15:13:28 | kaen | wow. |
15:14:00 | bobdaduck_ | I think the loadout indicators are nice. |
15:14:08 | Watusimoto | thanks! |
15:14:24 | Watusimoto | kaen: clarity > consistency |
15:14:46 | bobdaduck_ | Off-topic: footloose is giving all of her variables personalities. |
15:14:57 | Watusimoto | happy = happy + 1 |
15:15:06 | Watusimoto | chirpy = happy * perky |
15:15:11 | Watusimoto | like that? |
15:16:37 | bobdaduck_ | local greedyHoarder |
15:16:48 | bobdaduck_ | "BECAUSE HE HOARDS ALL THE NUMBERS" |
15:17:43 | bobdaduck_ | yesterday she named a variable penguin. I think that was probably her most successful lesson. Because the penguin was holding all the numbers for her. |
15:20:46 | Little_Apple | lol |
15:21:38 | Watusimoto | I'm going to create a variable called perky |
15:21:47 | Watusimoto | because I think that's funny |
15:22:06 | bobdaduck_ | yeah |
15:22:28 | bobdaduck_ | I'm just waiting for her to start using names like "Jack" or "timmy" |
15:26:20 | Little_Apple | what if she gets emotionally attached to a variable and doesn't want to delete one? or make a variable thats self aware? |
15:27:30 | bobdaduck_ | We work around it |
15:27:35 | bobdaduck_ | already happened a few times xD |
15:27:40 | Little_Apple | i named a variable "baconator" once... |
15:27:44 | Little_Apple | i think i was hungry then. |
15:29:43 | Little_Apple | can BFLogBot sing happy birthday to bobdaduck? |
15:29:43 | BFLogBot | The dame was hysterical. Dames usually are. -- Calvin as Tracer Bullet |
15:30:39 | bobdaduck_ | lol |
15:40:28 | Little_Apple | help! |
15:44:46 | kaen | BFBuildBot, lua print(); for i = 1, 19 do print("Happy birthday, bobdaduck!") end |
15:44:46 | BFBuildBot | kaen, |
15:44:46 | BFBuildBot | Happy birthday, bobdaduck! |
15:44:46 | BFBuildBot | Happy birthday, bobdaduck! |
15:44:46 | BFBuildBot | Happy birthday, bobdaduck! |
15:44:46 | BFBuildBot | Happy birthday, bobdaduck! |
15:44:47 | BFBuildBot | Happy birthday, bobdaduck! |
15:44:47 | BFBuildBot | Happy birthday, bobdaduck! |
15:44:48 | BFBuildBot | Happy birthday, bobdaduck! |
15:44:48 | BFBuildBot | Happy birthday, bobdaduck! |
15:44:49 | BFBuildBot | Happy birthday, bobdaduck! |
15:44:49 | BFBuildBot | Happy birth |
15:45:14 | kaen | I did not expect it to work like that ... |
15:45:17 | Little_Apple | lol |
15:47:40 | bobdaduck_ | rofl |
15:47:45 | Skybax | HABBY BIRTH |
15:48:22 | bobdaduck_ | went through 9 and a half iterations |
15:48:24 | Little_Apple | close enoug! |
15:49:14 | Skybax | Congrats on being 9.5 lol |
15:51:20 | Little_Apple | soon enough, you'll be able to sit in the front seat! |
15:52:30 | bobdaduck_ | SHOTGUN |
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16:05:31 | kaen | Little_Apple, what happens when you add the levels? |
16:05:51 | Little_Apple | they stay in the folder but they dont show up on the server at all |
16:06:20 | Little_Apple | even after the server is restarted |
16:08:22 | Little_Apple | help? |
16:11:23 | Watusimoto | goodnight all |
16:11:28 | Skybax | Night! |
16:11:35 | Watusimoto | see you in America!! |
16:11:36 | | BFLogBot Commit: b230504ad916 | Author: watusimoto | Message: Line endings |
16:11:38 | | BFLogBot Commit: 207a4dfb83f0 | Author: watusimoto | Message: Remove option to hide loadout indicators. Time to move into the modern world, folks. |
16:11:39 | | BFLogBot Commit: 38fb15adab53 | Author: watusimoto | Message: Convert VerboseHelpMessages to new system... should we kill this altogether as useless? |
16:11:41 | | BFLogBot Commit: 4032d7fabc6f | Author: watusimoto | Message: One more dubious setting converted over -- ShowKeyboardKeysInStickMode |
16:11:42 | | BFLogBot Commit: ebe13370b72e | Author: watusimoto | Message: Warnings |
16:11:54 | | Watusimoto Quit (Remote host closed the connection) |
16:17:58 | BFBuildBot | build containing revision(s) [207a4df, 38fb15a, 4032d7f, ebe1337] on bitfighter-w32-cross is complete: Failure [failed shell_1] Build details are at http://buildbot.bitfighter.org/builders/bitfighter-w32-cross/builds/239 blamelist: watusimoto <watusimoto@bitfighter.org> |
16:21:21 | raptor | heh... it fails on windows |
16:21:24 | raptor | but not on linux... |
16:23:33 | Skybax | watusimoto is the only name on the blamelist |
16:25:49 | raptor | oh boy: error: stray ‘\277’ in progra |
16:25:58 | raptor | *program |
16:28:47 | kaen | maybe sed can help me. |
16:32:01 | raptor | what on earth is wrong with that class that triggers visual studio to add the BOM? |
16:34:00 | kaen | there must be a unicode character lurking within it |
16:34:29 | kaen | likely inside of a string somewhere, so it doesn't trigger a compile error |
16:35:23 | kaen | and then visual studio sees it an defaults to BOM-encoding it |
16:37:21 | raptor | my text editor detects it as UTF-8Y |
16:44:33 | Skybax | How do you do "and" in JavaScript? Anyone know? |
16:44:40 | Skybax | I know | | is "or" |
16:44:42 | raptor | && |
16:44:50 | Skybax | Thanks |
16:52:30 | raptor | gotta go! |
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18:21:29 | raptor | so the question is: ship:setLoadoutNow or ship:setLoadoutInstantly or ship:setLoadoutImmediatlyWithoutDelay |
18:23:19 | kaen | setLoadoutNow() I'd say |
18:23:38 | kaen | matches with ItemSpawn:spawnNow() |
18:23:44 | raptor | ok |
18:26:08 | raptor | and is it till ok for setLoadout() to just set the requested one and abide by normal game rules for loadout changes? |
18:28:55 | kaen | yes |
18:29:01 | raptor | okey doke |
18:29:55 | Little_Apple | for all of the parents out there http://www.youtube.com/watch?v=z3jE7ZoTp-I |
18:29:57 | raptor | and do we want two ways to set the loadout? setLoadout( { m,m,w,w,w} ) and setLoadout(m,m,w,w,w) (second one has no table) ? |
18:31:46 | raptor | Little_Apple: haha |
18:31:58 | raptor | I have two problems with that video: |
18:32:02 | raptor | 1. that's not a baby... |
18:32:08 | Little_Apple | glad i could help :D |
18:32:50 | kaen | sounds fine to me |
18:33:07 | raptor | 2. has it ever occured to people that maybe the whole idea of using canned baby food in the first place is the problem? |
18:34:37 | Little_Apple | people should just feed babies red bull and skittles. |
18:34:51 | raptor | oh man |
18:35:02 | raptor | don't even get me started on what brownies do to my kids... |
18:35:41 | Little_Apple | wwIII? |
18:46:27 | Little_Apple | this is what i think it would look like... http://www.youtube.com/watch?v=5LmFZogaXPw |
18:47:56 | kaen | so, raptor |
18:48:12 | kaen | any idea how to collate a set of hg patches? |
18:48:25 | kaen | I have ~40 luadocs commits |
18:48:42 | kaen | I want to push them as one monolithic commit |
18:48:59 | kaen | I tried rdiff but it's broken with mercurial 2.6 |
18:52:21 | raptor | oh |
18:52:24 | raptor | easy |
18:52:39 | raptor | uhh... let me look for that hg plugin again.. |
18:53:28 | kaen | I tried the rdiff plugin |
18:53:32 | kaen | it's broken with 2.6 |
18:53:35 | kaen | and apparently 2.7 |
18:53:43 | raptor | it's easier than that... |
18:53:46 | kaen | ok |
18:53:58 | raptor | hg rebase --collapse? |
18:54:52 | kaen | gah. I've been pulling as I've been working |
18:54:59 | raptor | uh oh |
18:55:17 | raptor | oh |
18:55:19 | raptor | fold |
18:55:20 | raptor | hg fold |
18:55:27 | raptor | you have to enable 'histedit' |
18:56:08 | raptor | wait wait |
18:56:16 | raptor | i'm sorry, my head isn't working so great... |
18:56:50 | raptor | yeah, you can do with histedit but it's interactive (like git's) |
18:57:03 | raptor | see here: http://mercurial.selenic.com/wiki/HisteditExtension |
18:58:03 | raptor | if you have a head of revisions but haven't merged, then hg rebase --collapse might be good |
19:05:19 | | BFLogBot Commit: 3a39bf67a15d | Author: kaen | Message: luadoc cleanup *** update BfObject luadocs *** CoreItem luadocs *** CounterMenuItem luadocs *** EditorPlugin luadocs *** EngineeredItem luadocs *** FlagItem luadocs *** GameInfo luadocs *** GoalZone luadocs *** Item luadocs *** ItemSpawn luadocs *** LineItem luadocs *** LuaGameInfo luadocs (again) *** LuaLevelGenerator format *** LuaPlayerInfo luadocs *** LuaScriptRunner luadocs |
19:05:21 | | BFLogBot *** MountableItem luadocs *** MoveObject luadocs *** NexusZone luadocs *** fix sigs *** P luadocs *** final luadocs pa |
19:05:26 | kaen | uh |
19:06:07 | kaen | ok the commit is correct |
19:06:13 | kaen | I mangled that commit log though ... |
19:16:21 | raptor | ha |
19:16:28 | raptor | what did you use? |
19:17:52 | raptor | that's an odd commit message... |
19:22:47 | kaen | I used histedit |
19:22:54 | kaen | and fold'ed all of the commits into one |
19:23:03 | kaen | but asked me to commit like once per commit I was folding |
19:23:14 | kaen | I thought I'd only have to do the *last* one |
19:23:25 | kaen | so it just concatenated the commits |
19:23:33 | kaen | the commit logs, rather |
19:23:33 | raptor | oh yuk |
19:24:32 | kaen | I look at `hg log -l3` and the log was just the top line ... |
19:24:37 | kaen | but anyway it's all in now |
19:27:24 | raptor | hooray! |
19:30:29 | | Nothing_Much Quit (Quit: bye) |
20:45:30 | | Little_Apple Quit (Quit: Page closed) |
21:29:18 | raptor | kaen: do we have a way to show both method signatures with the luadocs? |
21:32:30 | kaen | not that I know of :< |
21:32:37 | kaen | except to have multiple entries for the function |
21:32:47 | kaen | @luafunc sig2(...) |
21:32:50 | kaen | @see sig1 |
21:33:04 | kaen | or something |
21:33:20 | raptor | would having two @luafunc directives work? |
21:33:34 | kaen | it would just add it's own entry to the list |
21:33:46 | kaen | but yes it would work |
21:33:54 | kaen | that was one of my open questions |
21:33:59 | raptor | ah |
21:37:46 | kaen | here's some other API stuff I stumble upon: |
21:37:47 | kaen | https://code.google.com/p/bitfighter/issues/detail?id=236 |
21:42:34 | raptor | set/getDir... really?? |
21:43:25 | raptor | well.. I think they should be done for 019 |
21:46:00 | raptor | get/setLoc is a big one to change... |
21:47:01 | kaen | yeah. that's simultaneously the one I want most and the one I least expect to convince wat on |
21:47:25 | kaen | I'm just tired of typing `local pos = obj:getLoc()` |
21:47:36 | raptor | haha, me too! |
21:48:02 | kaen | I consciously know that I could just call it `loc`, but something inside me simple will not allow that... |
21:48:26 | raptor | local loc = ship:getLoc() |
21:48:39 | | kaen shudders |
21:48:49 | raptor | saying that feels like I'm swallowing my tongue |
21:49:41 | kaen | I had another crazy idea the other |
21:49:45 | kaen | bindings for clipper |
21:49:53 | kaen | the other day* |
21:49:56 | raptor | huh? |
21:50:02 | kaen | lua bindings for the clipper lib |
21:50:08 | raptor | ... |
21:50:26 | kaen | that would be the ultimate step towards making core editor functionality in plugins |
21:50:29 | raptor | i'm not seeing use cases ... |
21:50:40 | raptor | oh? |
21:50:48 | raptor | ohhh |
21:50:54 | raptor | you mean the math part of the clibber lib? |
21:50:55 | kaen | would allow implementation of things like binary operations for polygons |
21:50:57 | kaen | yeah |
21:51:02 | kaen | I don't know what all it does I guess |
21:51:02 | raptor | ah ha! |
21:51:06 | raptor | yes |
21:51:16 | raptor | it's got some nifty geom stuff... |
21:51:21 | raptor | that might be a good idea |
21:51:31 | kaen | yeah, I remember looking at it when messing with the navzones |
21:51:41 | kaen | I was like "wow, I wish I could use this in lua" |
21:52:01 | raptor | might be able to do the same with poly2tri, although it has a much narrower use case |
21:52:05 | kaen | yeah |
21:53:52 | kaen | oh, polygon offsetting, too! |
21:54:09 | raptor | now that would be *very* useful.. |
21:54:25 | kaen | oh, and also on my wishlist is getting a barrier's render geometry (only tangentially related) |
21:54:54 | raptor | add the clipper bindings as a feature to google code |
21:54:58 | kaen | ok |
21:55:30 | raptor | because I agree it's a good one |
21:56:35 | kaen | done |
22:11:12 | kaen | man I wish I could figure out this blending issue with my graphics card :/ |
22:12:43 | raptor | I already know the solution: 1 year and an upgraded distro |
22:12:47 | raptor | :) |
22:13:10 | raptor | (no guarantees you don't have to recompile the kernel at the time, though) |
22:16:02 | kaen | too true |
22:18:59 | kaen | so, raptor, I think geometry.lua might be broken |
22:19:00 | kaen | http://pastie.org/8220684 |
22:19:06 | kaen | see the bottom three lines |
22:19:16 | kaen | er, the lines marked !!! towards the bottom |
22:19:46 | raptor | interesting |
22:20:03 | raptor | i think bobdaduck did mention he had problems with it once.. |
22:20:51 | kaen | derp |
22:20:52 | kaen | herp |
22:20:55 | kaen | derpa derp derp |
22:21:00 | kaen | Geom.translate() |
22:21:04 | kaen | not Geom:translate() |
22:21:16 | raptor | ah ha! |
22:21:31 | kaen | but Timer:scheduleOnce() ? |
22:21:43 | kaen | hmm |
22:21:47 | kaen | Timer is like a singleton |
22:21:55 | kaen | Geom is more of a traditional lua module |
22:22:01 | raptor | huh |
22:22:16 | kaen | I think it should be `geom` |
22:22:24 | | Wuzzy Quit (Quit: Wuzzy) |
22:22:28 | kaen | whatever |
22:22:33 | kaen | anyway it's not broken at all |
22:22:43 | raptor | ok good |
22:22:55 | kaen | and this is tutorial number 4 |
22:24:14 | raptor | wow! |
22:24:19 | raptor | are they on the wiki? |
22:25:15 | kaen | not yet |
22:27:48 | raptor | ugh, I have a habit of not ending lines with periods |
22:28:02 | raptor | probably developed from writing lots of comments - but bad for documentation |
22:28:47 | kaen | I have the same affliction :/ |
22:29:00 | kaen | but for some reason I find it irksome to read docs that lack periods |
22:29:27 | kaen | either way, I already noticed a bunch that I missed ... |
22:29:32 | kaen | especially in the class briefs |
22:32:05 | kaen | doxygens use of @briefs in the link tooltips is a really nice touch |
22:42:08 | raptor | yes |
22:44:29 | | bobdaduck has joined |
22:49:20 | raptor | man all the various loadout methods strewn about are a mess |
22:49:35 | kaen | is there a page somewhere about where the bitfighter resource dir is on different systems? |
22:49:40 | kaen | I vaguely recall seeing one |
22:50:06 | raptor | SystemFunctions.cpp? |
22:50:15 | kaen | heh |
22:50:20 | kaen | I meant on the wiki |
22:50:33 | raptor | oh... if there is, I've never known about it |
23:34:07 | | bobdaduck Quit (Remote host closed the connection) |
23:43:39 | raptor | ok, too tired to be manipulating Lua tables in c++ |
23:43:44 | raptor | good night! |
23:44:09 | kaen | night! |
23:44:54 | | raptor Quit () |