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IRC Log for 2013-08-08

Timestamps are in GMT/BST.

00:43:07raptorback
00:43:12raptorand getting tired...
00:43:39BFLogBot 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
00:43:47raptorand good night!
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07:35:46kaen* @descr As with other functions that take a point as an input, you can also
07:35:46kaen* specify the x and y components as numeric arguments.
07:35:58kaenwatusimoto, this is no longer accurate, right?
07:36:52kaenoh wait -- it's calling getPointOrXY()
07:56:03watusimotohi
07:56:36watusimotoI think you can still specify coords as x and y in most cases
07:57:04watusimotoso yes, I think it still is accurate
07:57:17watusimotobut I can look if you are still uncertain
08:08:50kaenraptor's new findAllObjectsInArea appears to accept number pairs, but I think the implementation will actually treat them as ObjTypes
08:09:03kaeni.e. it only supports actual points
08:10:04kaensetLoc still allows pairs or points
08:10:07kaengah
08:10:20kaenI've been documenting these as only accepting points
08:39:29watusimotoI like accepting raw coords where possible because it gives the scripter a little more flexibility to write code that flows naturally
08:40:00watusimotoif 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
08:40:13watusimotoespecially with our clumsy lua syntax for creating points
08:44:14kaenyeah, I definitely hate doing point.new()
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08:45:08kaenit would be nice if we could somehow add a literal syntax for it
08:46:05kaenor what if we allowed tables with exactly two numeric values at index 1 and 2 as points?
08:46:14kaensetLoc({10, 20})
08:46:22kaenthen there's still only one function sig
08:46:39kaenand just the knowledge that a table meeting those conditions counts as a point, too
08:54:47bobdaduck has joined
09:05:55watusimotoOriginally that's exactly what I coded
09:05:57watusimotoactually
09:06:34watusimotoI 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
09:07:06watusimotothe getPointOrXY methods as well as all the argument checking code should handle the multiple signatures somewhat transparently
09:08:06watusimotofrom a performance perspective, it is better to create the point than a table, as the point has no real overhead
09:08:20watusimoto(though it does have that ugly syntax!)
09:20:12kaenwell, I've been able to document everything so far using only one method signature and then some standard conventions for optional arguments
09:21:17kaenI'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
09:24:07kaenalso, it would be nice to reimplement the table syntax
09:24:19kaenand just have it as an option along side point.new() and x, y
09:52:11watusimotook, sounds good
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10:18:08bobdaduck-1, #ind.x
10:18:22bobdaduck-1, #ind.y
10:20:35bobdaduckwhat causes this?
10:20:50bobdaducklike its divide by zero or something but
10:23:03bobdaduckI see nothing in this line that is dividing by zero, even if shipVel is 0
10:23:04bobdaduckitems[name]["item"]:setLoc(ship:getLoc() + point.normalize(-shipVel))
10:25:55SkybaxHeyyy bobdaduck, I didn't know I was older than you
10:26:19bobdaduckAs of today, I'm 19
10:26:30SkybaxI know, I saw that on the forums
10:27:03SkybaxI turned 19 the end of March x)
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11:10:21raptorgood day!
11:36:53bobdaduckg'dai
11:45:10kaenhello all
11:45:17raptorI missed watusimoto..
11:45:19raptorhi
11:48:15kaenwhat are your thoughts on the table literal syntax for points in lua ?
11:48:22raptorah
11:48:24raptorso
11:48:29kaenwat mentioned that he didn't know why they were removed
11:48:35raptorhe removed them
11:48:47kaen:|
11:48:53raptorif I remember correctly
11:49:36raptorthe API was becoming a bit unweildy supporting both 'point' objects and number lists
11:49:48raptorso the choice was made to just use points
11:50:06raptoralso it provided a more consistent feel - you always new a point was needed somewhere
11:50:19raptoralthough it is a bit more cumbersome to always have to do point.new()
11:51:01raptorI think it had to do back during the time all the objects had complex constructors
11:51:22raptorLineItem.new(0, 0, 100, 100, 400, 400)
11:51:40raptorthis was all around the GCI time
11:52:03kaenhmm
11:52:04raptorand it may have even been done to make it simpler for one of the GCI students..
11:52:33kaensupporting the x, y convention is wonky to doc, as well
11:52:39raptoryes
11:52:45raptorso lots of little things
11:53:05raptorand consistency won out with just using 'point'
11:53:21raptorbut bobdaduck and others have already gotten used to it
11:53:41kaenme too
11:53:45kaenit's really not that bad
11:53:51raptoryes, me too
11:53:52kaenand you can alias it to P()
11:53:56raptorand it's not that bad
11:54:01raptorand doc becomes easier
11:54:08raptorAPI becomes simpler
11:54:24raptorso I guess I'd say just keep with the 'point' convention
11:54:30kaenwow awesome
11:54:39kaenI was worried I had have to re-scour the docs again
11:54:44raptorheh
11:54:50kaenI'm just finishing up Teleporter
11:54:53raptor!!
11:54:58raptorquiet you
11:55:01kaenhehe
11:55:05raptoralready at Teleporter...
11:55:07raptorwow!
11:55:27raptoroh, you can do Ship and Robot, but ignore any loadout methods
11:55:31raptorwell actually
11:55:35raptormaybe better wait
11:55:37kaenok
11:55:46raptor(sorry thinking out loud)
11:55:53kaen:)
11:56:01raptoroh hey, happy barfday bobdaduck!
11:56:05kaenI wrote vim plugin for formatting the luadocs comments
11:56:12kaenoh whoa
11:56:16kaenhappy birthday :)
11:58:35raptoryou're in the prime of your life!
11:59:39raptor4 years until the next time..
12:04:13kaenhehe
12:07:37bobdaduckyou need to release 019 today
12:07:50bobdaduckbecause I'm 019 years old now.
12:07:56bobdaduckGOOD LUCK
12:08:04raptoroh, you won't be tomorrow?
12:15:51bobdaduckNo you don't understand
12:15:54bobdaduckits your birthday present to me
12:16:24bobdaduckEveryone keeps asking me what I want
12:16:35bobdaduckI just say "019" and then walk away before they get a chance to question me
12:17:09bobdaduck019!
12:17:12bobdaduck heads to lunch
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13:23:21raptorwait wait... I thought when it was your birthday, you give presents to *other* people...
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13:26:53thread_Whazzap?
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13:30:48bobdaduckwazzappp
13:32:07raptorhi
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13:47:57raptorhi Watusimoto
13:48:20Watusimotohi
13:48:44raptoras I was working on the new loadout Lua API changes, and kaen was working ont he doc for it
13:48:59Watusimotohopefully working inthe same direction
13:49:05raptorheh, yes
13:49:29raptorwe 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
13:50:02raptorand subsequently no reason to have the methods on it: get/set..Weapon/Module(), isValid(), equals()
13:50:16raptorso before we axe it all
13:50:21raptorwe wanted your input
13:51:04raptorcurrently 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
13:51:05Watusimotowell, 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?
13:51:54raptoryes - he's only getting the loadout - the only bot that actaully manipulates a loadout is repairbot, but I can change that...
13:51:56bobdaduckreworking the loadout part of DnD won't be too hard
13:52:35Watusimotomy point being that loadout management will be somewhere between optional and useless for most bots
13:53:21Watusimotois that statement a fair and accurate one?
13:53:42raptoryes
13:54:35Watusimotothen it seems that having all the get.set, isValid, isEqaul methods are really overkill; so yes, I agree with the notion of killing them
13:54:41raptorso that means you do agree with just removing the LuaLoadout object and its API
13:54:43raptorheh
13:54:45raptorgreat!
13:54:48Watusimotoyes
13:55:00WatusimotoI just wanted to make sure I was up to date on the related issues
13:55:04raptoryes
13:55:15bobdaduckBots will still be able to change loadouts right?
13:55:37raptorthis will sadly be the breakiest part of the API changes... i've been able to provide deprecation warnings for most things until this..
13:55:42raptorbobdaduck: yep
13:55:48raptoralready coded...
13:56:16WatusimotoI 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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13:57:35Watusimotoit's a presentation on a work project on gis and web services. I decided to go with a cowboy theme
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13:58:05raptorha
13:58:58WatusimotoI 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
13:59:13raptorheh
13:59:33bobdaduckmake a pun
13:59:37WatusimotoI have clint eastwood (of course), john wayne, and a couple of others
13:59:46Watusimotothat's exactly what I don;t want to do
14:00:55Watusimotoalso, it;s for an international audience, so that adds a bit to the challenge
14:01:41raptorah ha! results from complaining on the SDL list!
14:02:05Watusimotoreally!
14:02:12raptorcowboys are distinctly american... so they would expect nothing less from you over there...
14:03:48Watusimotothat's the point
14:03:58WatusimotoI'll probably wear my red sox hat when I present
14:04:35Watusimotowhat about the sdl?
14:04:50Little_Apple has joined
14:06:35raptorthey broke building for OSX 10.5
14:06:38raptorso I complained
14:06:58Little_Applethe natural response...
14:07:11raptorand now it's fixed!
14:07:13raptoroh hi Little_Apple
14:07:21Little_Applehelloo
14:07:46Little_Appleno one else is home so im having fun with the sound system..
14:08:39raptorSDL needs a serious test suite... it's getting so complex
14:08:42raptorlike bitfighter!
14:10:36bobdaduckbitfighter doesn't have a test suite?
14:10:42Watusimotowe have a small one
14:11:15LordDVG has joined
14:11:36raptorwhich I still need to humble myself and start learning...
14:12:11Watusimotoit's pretty well set up -- the tests are pretty easy to write
14:12:44WatusimotoI've got examples of several common (but somewhat complex) things like creating a client game you can really mess around with
14:13:00kaenwere you able to get the clientgame to connect to the servergame?
14:14:03kaenonce we make that happen then we start using hybridized lua/c++ tests which will cover both the API and some fundamental game methods
14:14:53kaenthen we *can start
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14:48:40Little_Applehello
14:50:22bobdaduck Quit (Ping timeout: 240 seconds)
14:50:44Little_Applegoodbye!
14:59:40Watusimotohey , sorry, was off packing
15:01:21Watusimotono, haven't gotten the two games to connect
15:01:29Watusimotoso can;t test tnl type stuff
15:01:31Watusimotoyet
15:02:27WatusimotoI'm thinking of deleting the setting that allows you to hide loadout indicators
15:03:20kaenloadout indicators?
15:03:22Watusimotoany objections?
15:03:30kaenI don't even know what it is
15:03:31kaenso nope.
15:03:38Watusimotothe thing in the upper left that tells you what your loadout is
15:03:42kaenoh
15:03:49kaenI say delete it
15:03:58Watusimotowhen I first added that indicator a certain player did not like them so I added an option to disable them
15:04:15Watusimotohe was an important player at the time
15:04:25Watusimotoso I tended to cater to him
15:06:38kaenso, @luaconst appears to not work
15:06:51kaenjudging by the Teleporter docs and .cpp file
15:07:24kaenin fact it looks like the constructors that show up in the docs use @luafunc Class::Class()
15:07:48kaen(e.g. goalzone)
15:08:10Watusimotonext week I'm going to be away from a c++ compiler
15:08:36WatusimotoI may have some time to work on non-c++y things... documentation, website, perl, stuff that can be done without a full setup
15:09:03kaenokay. I've updated A-T of the luadocs
15:09:12kaenI'll probably round them off tonight
15:09:35Watusimotoexcellent!
15:09:50kaenheh
15:10:01kaen"luaconst" doesn't appear in luadoc.pl at all
15:10:13Watusimotoyeah, without those indicators, you couldn;t see what your current weapon was
15:10:25kaenyeah, sounds like a goofy option
15:10:28Watusimotowhen you selected a weapon, a message would come up and say "phasers selected"
15:10:32kaen:<
15:10:47bobdaduck_I actually use the indicators
15:10:55bobdaduck_are we discussing removing them or making them permanent?
15:11:08kaenremoving the option to hide them
15:11:37kaenso I guess "permanent"
15:12:15Watusimototo get technical, we are now discussing having removed them
15:12:52kaenI kind of feel like we should document constructors as @luafunc new()
15:13:00kaenI know they are not actually methods
15:13:07kaennor accessible from an object instance
15:13:21kaenbut that's where'd I'd look if I didn't know what a c++ constructor looked like
15:13:26kaenwhere'd
15:13:28kaenwow.
15:14:00bobdaduck_I think the loadout indicators are nice.
15:14:08Watusimotothanks!
15:14:24Watusimotokaen: clarity > consistency
15:14:46bobdaduck_Off-topic: footloose is giving all of her variables personalities.
15:14:57Watusimotohappy = happy + 1
15:15:06Watusimotochirpy = happy * perky
15:15:11Watusimotolike that?
15:16:37bobdaduck_local greedyHoarder
15:16:48bobdaduck_"BECAUSE HE HOARDS ALL THE NUMBERS"
15:17:43bobdaduck_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.
15:20:46Little_Applelol
15:21:38WatusimotoI'm going to create a variable called perky
15:21:47Watusimotobecause I think that's funny
15:22:06bobdaduck_yeah
15:22:28bobdaduck_I'm just waiting for her to start using names like "Jack" or "timmy"
15:26:20Little_Applewhat if she gets emotionally attached to a variable and doesn't want to delete one? or make a variable thats self aware?
15:27:30bobdaduck_We work around it
15:27:35bobdaduck_already happened a few times xD
15:27:40Little_Applei named a variable "baconator" once...
15:27:44Little_Applei think i was hungry then.
15:29:43Little_Applecan BFLogBot sing happy birthday to bobdaduck?
15:29:43BFLogBotThe dame was hysterical. Dames usually are. -- Calvin as Tracer Bullet
15:30:39bobdaduck_lol
15:40:28Little_Applehelp!
15:44:46kaenBFBuildBot, lua print(); for i = 1, 19 do print("Happy birthday, bobdaduck!") end
15:44:46BFBuildBotkaen,
15:44:46BFBuildBotHappy birthday, bobdaduck!
15:44:46BFBuildBotHappy birthday, bobdaduck!
15:44:46BFBuildBotHappy birthday, bobdaduck!
15:44:46BFBuildBotHappy birthday, bobdaduck!
15:44:47BFBuildBotHappy birthday, bobdaduck!
15:44:47BFBuildBotHappy birthday, bobdaduck!
15:44:48BFBuildBotHappy birthday, bobdaduck!
15:44:48BFBuildBotHappy birthday, bobdaduck!
15:44:49BFBuildBotHappy birthday, bobdaduck!
15:44:49BFBuildBotHappy birth
15:45:14kaenI did not expect it to work like that ...
15:45:17Little_Applelol
15:47:40bobdaduck_rofl
15:47:45SkybaxHABBY BIRTH
15:48:22bobdaduck_went through 9 and a half iterations
15:48:24Little_Appleclose enoug!
15:49:14SkybaxCongrats on being 9.5 lol
15:51:20Little_Applesoon enough, you'll be able to sit in the front seat!
15:52:30bobdaduck_SHOTGUN
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16:05:31kaenLittle_Apple, what happens when you add the levels?
16:05:51Little_Applethey stay in the folder but they dont show up on the server at all
16:06:20Little_Appleeven after the server is restarted
16:08:22Little_Applehelp?
16:11:23Watusimotogoodnight all
16:11:28SkybaxNight!
16:11:35Watusimotosee you in America!!
16:11:36BFLogBot Commit: b230504ad916 | Author: watusimoto | Message: Line endings
16:11:38BFLogBot Commit: 207a4dfb83f0 | Author: watusimoto | Message: Remove option to hide loadout indicators. Time to move into the modern world, folks.
16:11:39BFLogBot Commit: 38fb15adab53 | Author: watusimoto | Message: Convert VerboseHelpMessages to new system... should we kill this altogether as useless?
16:11:41BFLogBot Commit: 4032d7fabc6f | Author: watusimoto | Message: One more dubious setting converted over -- ShowKeyboardKeysInStickMode
16:11:42BFLogBot Commit: ebe13370b72e | Author: watusimoto | Message: Warnings
16:11:54Watusimoto Quit (Remote host closed the connection)
16:17:58BFBuildBotbuild 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>
16:21:21raptorheh... it fails on windows
16:21:24raptorbut not on linux...
16:23:33Skybaxwatusimoto is the only name on the blamelist
16:25:49raptoroh boy: error: stray ‘\277’ in progra
16:25:58raptor*program
16:28:47kaenmaybe sed can help me.
16:32:01raptorwhat on earth is wrong with that class that triggers visual studio to add the BOM?
16:34:00kaenthere must be a unicode character lurking within it
16:34:29kaenlikely inside of a string somewhere, so it doesn't trigger a compile error
16:35:23kaenand then visual studio sees it an defaults to BOM-encoding it
16:37:21raptormy text editor detects it as UTF-8Y
16:44:33SkybaxHow do you do "and" in JavaScript? Anyone know?
16:44:40SkybaxI know | | is "or"
16:44:42raptor&&
16:44:50SkybaxThanks
16:52:30raptorgotta go!
16:52:33raptor Quit ()
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18:21:29raptorso the question is: ship:setLoadoutNow or ship:setLoadoutInstantly or ship:setLoadoutImmediatlyWithoutDelay
18:23:19kaensetLoadoutNow() I'd say
18:23:38kaenmatches with ItemSpawn:spawnNow()
18:23:44raptorok
18:26:08raptorand is it till ok for setLoadout() to just set the requested one and abide by normal game rules for loadout changes?
18:28:55kaenyes
18:29:01raptorokey doke
18:29:55Little_Applefor all of the parents out there http://www.youtube.com/watch?v=z3jE7ZoTp-I
18:29:57raptorand 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) ?
18:31:46raptorLittle_Apple: haha
18:31:58raptorI have two problems with that video:
18:32:02raptor1. that's not a baby...
18:32:08Little_Appleglad i could help :D
18:32:50kaensounds fine to me
18:33:07raptor2. has it ever occured to people that maybe the whole idea of using canned baby food in the first place is the problem?
18:34:37Little_Applepeople should just feed babies red bull and skittles.
18:34:51raptoroh man
18:35:02raptordon't even get me started on what brownies do to my kids...
18:35:41Little_ApplewwIII?
18:46:27Little_Applethis is what i think it would look like... http://www.youtube.com/watch?v=5LmFZogaXPw
18:47:56kaenso, raptor
18:48:12kaenany idea how to collate a set of hg patches?
18:48:25kaenI have ~40 luadocs commits
18:48:42kaenI want to push them as one monolithic commit
18:48:59kaenI tried rdiff but it's broken with mercurial 2.6
18:52:21raptoroh
18:52:24raptoreasy
18:52:39raptoruhh... let me look for that hg plugin again..
18:53:28kaenI tried the rdiff plugin
18:53:32kaenit's broken with 2.6
18:53:35kaenand apparently 2.7
18:53:43raptorit's easier than that...
18:53:46kaenok
18:53:58raptorhg rebase --collapse?
18:54:52kaengah. I've been pulling as I've been working
18:54:59raptoruh oh
18:55:17raptoroh
18:55:19raptorfold
18:55:20raptorhg fold
18:55:27raptoryou have to enable 'histedit'
18:56:08raptorwait wait
18:56:16raptori'm sorry, my head isn't working so great...
18:56:50raptoryeah, you can do with histedit but it's interactive (like git's)
18:57:03raptorsee here: http://mercurial.selenic.com/wiki/HisteditExtension
18:58:03raptorif you have a head of revisions but haven't merged, then hg rebase --collapse might be good
19:05:19BFLogBot 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
19:05:21BFLogBot *** MountableItem luadocs *** MoveObject luadocs *** NexusZone luadocs *** fix sigs *** P luadocs *** final luadocs pa
19:05:26kaenuh
19:06:07kaenok the commit is correct
19:06:13kaenI mangled that commit log though ...
19:16:21raptorha
19:16:28raptorwhat did you use?
19:17:52raptorthat's an odd commit message...
19:22:47kaenI used histedit
19:22:54kaenand fold'ed all of the commits into one
19:23:03kaenbut asked me to commit like once per commit I was folding
19:23:14kaenI thought I'd only have to do the *last* one
19:23:25kaenso it just concatenated the commits
19:23:33kaenthe commit logs, rather
19:23:33raptoroh yuk
19:24:32kaenI look at `hg log -l3` and the log was just the top line ...
19:24:37kaenbut anyway it's all in now
19:27:24raptorhooray!
19:30:29Nothing_Much Quit (Quit: bye)
20:45:30Little_Apple Quit (Quit: Page closed)
21:29:18raptorkaen: do we have a way to show both method signatures with the luadocs?
21:32:30kaennot that I know of :<
21:32:37kaenexcept to have multiple entries for the function
21:32:47kaen@luafunc sig2(...)
21:32:50kaen@see sig1
21:33:04kaenor something
21:33:20raptorwould having two @luafunc directives work?
21:33:34kaenit would just add it's own entry to the list
21:33:46kaenbut yes it would work
21:33:54kaenthat was one of my open questions
21:33:59raptorah
21:37:46kaenhere's some other API stuff I stumble upon:
21:37:47kaenhttps://code.google.com/p/bitfighter/issues/detail?id=236
21:42:34raptorset/getDir... really??
21:43:25raptorwell.. I think they should be done for 019
21:46:00raptorget/setLoc is a big one to change...
21:47:01kaenyeah. that's simultaneously the one I want most and the one I least expect to convince wat on
21:47:25kaenI'm just tired of typing `local pos = obj:getLoc()`
21:47:36raptorhaha, me too!
21:48:02kaenI consciously know that I could just call it `loc`, but something inside me simple will not allow that...
21:48:26raptorlocal loc = ship:getLoc()
21:48:39kaen shudders
21:48:49raptorsaying that feels like I'm swallowing my tongue
21:49:41kaenI had another crazy idea the other
21:49:45kaenbindings for clipper
21:49:53kaenthe other day*
21:49:56raptorhuh?
21:50:02kaenlua bindings for the clipper lib
21:50:08raptor...
21:50:26kaenthat would be the ultimate step towards making core editor functionality in plugins
21:50:29raptori'm not seeing use cases ...
21:50:40raptoroh?
21:50:48raptorohhh
21:50:54raptoryou mean the math part of the clibber lib?
21:50:55kaenwould allow implementation of things like binary operations for polygons
21:50:57kaenyeah
21:51:02kaenI don't know what all it does I guess
21:51:02raptorah ha!
21:51:06raptoryes
21:51:16raptorit's got some nifty geom stuff...
21:51:21raptorthat might be a good idea
21:51:31kaenyeah, I remember looking at it when messing with the navzones
21:51:41kaenI was like "wow, I wish I could use this in lua"
21:52:01raptormight be able to do the same with poly2tri, although it has a much narrower use case
21:52:05kaenyeah
21:53:52kaenoh, polygon offsetting, too!
21:54:09raptornow that would be *very* useful..
21:54:25kaenoh, and also on my wishlist is getting a barrier's render geometry (only tangentially related)
21:54:54raptoradd the clipper bindings as a feature to google code
21:54:58kaenok
21:55:30raptorbecause I agree it's a good one
21:56:35kaendone
22:11:12kaenman I wish I could figure out this blending issue with my graphics card :/
22:12:43raptorI already know the solution: 1 year and an upgraded distro
22:12:47raptor:)
22:13:10raptor(no guarantees you don't have to recompile the kernel at the time, though)
22:16:02kaentoo true
22:18:59kaenso, raptor, I think geometry.lua might be broken
22:19:00kaenhttp://pastie.org/8220684
22:19:06kaensee the bottom three lines
22:19:16kaener, the lines marked !!! towards the bottom
22:19:46raptorinteresting
22:20:03raptori think bobdaduck did mention he had problems with it once..
22:20:51kaenderp
22:20:52kaenherp
22:20:55kaenderpa derp derp
22:21:00kaenGeom.translate()
22:21:04kaennot Geom:translate()
22:21:16raptorah ha!
22:21:31kaenbut Timer:scheduleOnce() ?
22:21:43kaenhmm
22:21:47kaenTimer is like a singleton
22:21:55kaenGeom is more of a traditional lua module
22:22:01raptorhuh
22:22:16kaenI think it should be `geom`
22:22:24Wuzzy Quit (Quit: Wuzzy)
22:22:28kaenwhatever
22:22:33kaenanyway it's not broken at all
22:22:43raptorok good
22:22:55kaenand this is tutorial number 4
22:24:14raptorwow!
22:24:19raptorare they on the wiki?
22:25:15kaennot yet
22:27:48raptorugh, I have a habit of not ending lines with periods
22:28:02raptorprobably developed from writing lots of comments - but bad for documentation
22:28:47kaenI have the same affliction :/
22:29:00kaenbut for some reason I find it irksome to read docs that lack periods
22:29:27kaeneither way, I already noticed a bunch that I missed ...
22:29:32kaenespecially in the class briefs
22:32:05kaendoxygens use of @briefs in the link tooltips is a really nice touch
22:42:08raptoryes
22:44:29bobdaduck has joined
22:49:20raptorman all the various loadout methods strewn about are a mess
22:49:35kaenis there a page somewhere about where the bitfighter resource dir is on different systems?
22:49:40kaenI vaguely recall seeing one
22:50:06raptorSystemFunctions.cpp?
22:50:15kaenheh
22:50:20kaenI meant on the wiki
22:50:33raptoroh... if there is, I've never known about it
23:34:07bobdaduck Quit (Remote host closed the connection)
23:43:39raptorok, too tired to be manipulating Lua tables in c++
23:43:44raptorgood night!
23:44:09kaennight!
23:44:54raptor Quit ()

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