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| 08:35:49 | bobdaduck | watusimoto: |
| 08:35:53 | bobdaduck | Is bitfighter capitalized? |
| 08:36:19 | bobdaduck | I always deliberately lower case my name as style and I'm not sure... |
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| 09:23:49 | watusimoto | bobdaduck: generally, yes |
| 09:23:54 | bobdaduck | okay. |
| 09:24:01 | bobdaduck | And can you tell me how to read a stack trace? |
| 09:24:29 | watusimoto | Bitfighter |
| 09:24:43 | watusimoto | ah... start at the top (or bottom, depending on nature of stacktrace) |
| 09:25:36 | bobdaduck | http://pastie.org/8401566 |
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| 09:28:26 | bobdaduck | broke timer.lua |
| 09:28:31 | bobdaduck | deltaTime is now nil. |
| 09:28:32 | bobdaduck | what? |
| 09:28:36 | kaen | the top one is the inner most function call |
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| 09:29:00 | kaen | "local variables" are variables declared with local inside of the corresponding function |
| 09:29:01 | bobdaduck | HUSH YOU |
| 09:29:05 | bobdaduck | I'M STILL PISSED ABOUT CIRCLES |
| 09:29:56 | kaen | I'm not really sure how you set deltaT, but nils are contagious |
| 09:30:43 | kaen | and those (*temporary) entries are temporary results of the arithmetic on the line in question |
| 09:31:01 | kaen | or return values of nested function calls |
| 09:31:43 | kaen | oh whoa |
| 09:31:49 | kaen | that is indeed inside of timer.lua |
| 09:32:23 | kaen | bobdaduck, are you using . instead of : ? |
| 09:32:26 | bobdaduck | I've never used scheduleRepeatWhileTrue. I'm almost inclined to assume that that's what's broken, not my code |
| 09:32:48 | bobdaduck | And, no. |
| 09:33:01 | kaen | are you supplying a delay value? |
| 09:33:18 | kaen | you should paste the code making that call |
| 09:33:36 | bobdaduck | uh |
| 09:33:39 | bobdaduck | the code is 2000 lines long |
| 09:33:53 | bobdaduck | Maybe I can pull out the relevant parts |
| 09:34:08 | kaen | you should just paste the whole thing because it could all be relevant |
| 09:34:21 | kaen | that's what line numbers are for :) |
| 09:37:21 | bobdaduck | http://pastie.org/8401592 |
| 09:37:34 | bobdaduck | That's not the whole thing |
| 09:38:02 | bobdaduck | But any problems are happening in that somewhere. |
| 09:38:42 | kaen | var2 is nil |
| 09:39:54 | kaen | it will be nil whenever arg3 is a string that can't be interpretted as a number |
| 09:39:59 | kaen | see, that wasn't so hard |
| 09:40:26 | kaen | took you longer to argue with me than for me to solve your problem :) |
| 09:41:06 | bobdaduck | uh? |
| 09:41:22 | bobdaduck | line 25 of the pastie arbitrarily sets var2 |
| 09:41:57 | kaen | it's hitting line 23 |
| 09:42:06 | kaen | http://pgl.yoyo.org/luai/i/tonumber |
| 09:42:18 | kaen | bookmark that page and use those docs enthusiastically |
| 09:43:44 | bobdaduck | If that's true then I should have been dealing with this way before now |
| 09:43:59 | bobdaduck | any time someone types a phrase longer than one word. |
| 09:44:13 | bobdaduck | because I use the exact same method for var |
| 09:45:10 | kaen | you do nilchecks on var before you use it |
| 09:47:01 | bobdaduck | Its pretending to be fixed |
| 09:50:22 | bobdaduck | after wrapping the entire function in a nil check |
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| 14:21:57 | thread_ | Bob doesn't seem to be on the IRC channel as much recently |
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| 14:40:42 | kaen | indeed |
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| 15:23:44 | Watusimoto | man, I'm getting sick of tests... trying to reproduce a engieneer bug by simulating key strokes to the client |
| 15:24:04 | Watusimoto | but I need a level and need to fly around the level to get a resource and start engineering |
| 15:24:23 | Watusimoto | hopefully this work will push forward our test writing techniques |
| 15:25:10 | Watusimoto | I'm handcrafting SDL events at the moment |
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| 15:29:02 | raptor | hello |
| 15:31:19 | koda | Hiii |
| 15:31:45 | koda | Watusimoto: You so lucky to have tests around |
| 15:32:00 | thread_ | hey |
| 15:32:06 | Watusimoto | hey koda |
| 15:32:17 | koda | Btw I know it's early but will I see any of you at next fosdem? |
| 15:32:21 | Watusimoto | our testing is very very spotty |
| 15:32:27 | Watusimoto | when is it? next Feb? |
| 15:32:31 | koda | Y |
| 15:32:35 | Watusimoto | in Brussels? |
| 15:32:52 | koda | 31/01-1/02 same place of last year |
| 15:33:00 | Watusimoto | I sure hope so |
| 15:33:04 | raptor | if it ever happens within 100 miles or so, I might go... |
| 15:33:15 | Watusimoto | it was definitely worth the minimal effort it required last year :-) |
| 15:33:21 | koda | 100000miles :p |
| 15:33:36 | koda | raptor: You should have FOSM nearby |
| 15:33:59 | Watusimoto | yeah -- it's not like there's no cool open source events in the us |
| 15:34:19 | Watusimoto | maybe not so much in SLC, but perhaps vegas? |
| 15:34:46 | koda | Watusimoto: Did I tell you that I jumped in a guy who had the same hat you said you were going to wear but he wasn't you? :) |
| 15:35:00 | Watusimoto | I think you did mention it |
| 15:35:10 | Watusimoto | I'll wear it again :-) |
| 15:35:18 | Watusimoto | or something |
| 15:35:49 | Watusimoto | or maybe I'll wear this http://img1.etsystatic.com/007/0/6852185/il_570xN.404583777_23av.jpg |
| 15:35:58 | Watusimoto | (mine has no pom-pom, sadly) |
| 15:36:18 | | koda Quit (Remote host closed the connection) |
| 15:38:10 | raptor | Watusimoto: I was thinking of adding ability to repair to a teleporter, but reducing it's health |
| 15:38:32 | Watusimoto | sorry, i did respond to that last night, briefly before falling alseep again |
| 15:38:40 | Watusimoto | I said sure |
| 15:38:48 | Watusimoto | repair teleporter makes sense |
| 15:38:55 | raptor | kaen brought up the issue that the main difficulty with them is that you have to kill them at the start point |
| 15:39:05 | Watusimoto | yes, true |
| 15:39:19 | raptor | so a reduction in health might balance it a bit better |
| 15:39:21 | Watusimoto | I see... so you put the intake in a secure location, and it becomes permanent |
| 15:39:49 | Watusimoto | actually, you could probably put the intake somewhere inaccessible and make it invulnerable |
| 15:40:10 | raptor | huu? |
| 15:40:13 | raptor | huh? |
| 15:40:32 | Watusimoto | some levels have a room you spawn in with teleporters going out |
| 15:40:45 | Watusimoto | actually, that wouldn't work... there would be no resource item in there |
| 15:41:14 | Watusimoto | but yes, I think your proposal makes sense |
| 15:41:25 | raptor | i'm just thining of balancing the item despite map maker abuse... |
| 15:41:30 | raptor | ok |
| 15:41:32 | Watusimoto | another idea would be to make it possible to destroy the outlet |
| 15:41:47 | Watusimoto | perhaps by making it 1) invisible (as it currently is) and 2) really small |
| 15:42:05 | Watusimoto | though I guess you could blanket the area with bursts and be sure to kill it |
| 15:42:09 | Watusimoto | so scratch that |
| 15:42:10 | raptor | well, it does have an outline on it |
| 15:42:30 | Watusimoto | I like your proposal better |
| 15:42:33 | raptor | yeah - killing the outlet really kills the whole object |
| 15:42:40 | Watusimoto | yes |
| 15:45:53 | raptor | ok, what do you think 1/2 health as it has now? 3/4? |
| 15:46:04 | Watusimoto | how many shots should it take to kill? |
| 15:46:18 | Watusimoto | I feel like it should be easier to kill with phaser than burst |
| 15:46:23 | Watusimoto | as phaser requires more skill |
| 15:46:24 | raptor | right now it takes 20 or so, I think (equal to turrets/FFs) |
| 15:46:28 | Watusimoto | 20? |
| 15:46:31 | Watusimoto | way high |
| 15:46:35 | raptor | I will test... |
| 15:46:43 | Watusimoto | what about 1/2 then? |
| 15:46:48 | raptor | ok |
| 15:47:10 | Watusimoto | (maybe define its health in terms of phaser damage, to be clear :-) |
| 15:48:37 | raptor | well, technically engineered items have damage reduction at 1/4 |
| 15:49:05 | raptor | so phaser used to do .21, it would do 0.0525 |
| 15:49:15 | raptor | now it's .19 so .0475 |
| 15:49:37 | raptor | oh yeah... 1/2 |
| 15:50:54 | | koda has joined |
| 15:51:10 | koda | back ^^ |
| 15:52:20 | raptor | samurai jack |
| 15:57:15 | raptor | Watusimoto / kaen I'm getting an assert everytime I engineer a teleporter: Assert: packUpdate out of range teleporter number in teleporter.cpp line 415 |
| 15:57:18 | Watusimoto | koda: we're using gtest, and it seems really great |
| 15:57:30 | Watusimoto | raptor: that's what I'm writing the test for!! |
| 15:57:38 | raptor | oh |
| 15:57:45 | raptor | when did that appear?? |
| 15:57:54 | Watusimoto | I noticed it yesterday |
| 15:58:06 | koda | gtest? i wonder how that interfaces with cmake and freepascal ^^ |
| 15:58:27 | Watusimoto | I'm guessing it arrived when we (I) was monkeying with the teleporter destinations stuff |
| 15:58:32 | Watusimoto | fixing a different bug |
| 15:58:46 | Watusimoto | which would have been a week or two ago |
| 15:58:53 | Watusimoto | it's not like we test this very much |
| 15:59:10 | raptor | want me to do a quick hg bisect? |
| 15:59:15 | Watusimoto | sure |
| 15:59:18 | koda | http://code.google.com/p/googletest/? |
| 15:59:27 | Watusimoto | between bisect and the tests, we'll nail it for sure! |
| 15:59:30 | Watusimoto | koda: yes |
| 15:59:43 | Watusimoto | it probably will not help you with a pascal project |
| 16:01:32 | koda | oh you write unit tests in c++ |
| 16:01:38 | koda | but how to interface it hmmm |
| 16:01:48 | | koda is too tired now but will look it up |
| 16:02:08 | koda | and to think unit testing was one gsoc ideas... |
| 16:02:12 | raptor | seems more like integration tests |
| 16:02:18 | | raptor needs to learn the system |
| 16:04:17 | Watusimoto | I like bigger, grander tests... unit tests can be silly sometimes |
| 16:05:14 | koda | unit testing: https://gs1.wac.edgecastcdn.net/8019B6/data.tumblr.com/1106e60d96005cd07bb4860bb6b1d82a/tumblr_mgo4ucGWTk1qzlfumo1_500.gif |
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| 16:08:08 | raptor | Watusimoto: also notice that now when you start on a level with teleporters, they start as though a ship has gone into them |
| 16:08:53 | Watusimoto | I hadn't noticed... will look |
| 16:12:41 | Watusimoto | koda: indeed! |
| 16:14:30 | raptor | Just thought I should let you know that I've noticed a big improvement on you checking in cross-platform broken code in that past few months - it makes bisect a lot easier |
| 16:15:17 | raptor | Watusimoto: the culprit is: changeset: 8200 917dca20608a |
| 16:15:46 | Watusimoto | that's the one! |
| 16:16:05 | raptor | aww man, looks complicated.. |
| 16:16:09 | Watusimoto | well, luckily I did test coverage with that fix, so it will make it easier to fix the new bug without breaking the old |
| 16:16:37 | Watusimoto | no not really |
| 16:17:21 | Watusimoto | it just pushes cleans up the pack/unpack for teleporter |
| 16:18:00 | Watusimoto | there's lots of trivial cleanup in there |
| 16:18:13 | Watusimoto | (picking one at random) |
| 16:18:14 | Watusimoto | - for(S32 i = mDestManager.getDestCount() - 1; i >= 0; i--) |
| 16:18:14 | Watusimoto | + for(S32 i = getDestCount() - 1; i >= 0; i--) |
| 16:18:46 | Watusimoto | that one, for example, replaces a call to dest manager with a built-in method that does the same |
| 16:18:56 | Watusimoto | most of the edits are stuff like that |
| 16:19:11 | Watusimoto | I was just trying to consolodate calls and make the code more uniform |
| 16:20:22 | Watusimoto | between that and replacing getVert(0) with getOrigin() accounts for probably half the changes |
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| 17:05:37 | kaen | well, because of how old the codebase is, a lot of the classes are very tightly coupled |
| 17:05:46 | kaen | so what should be unit tests end up as integration tests |
| 17:06:08 | kaen | that being said, wat's done some really good decoupling work so we're getting closer to true unit tests |
| 17:06:38 | kaen | and as we write tests bit by bit, our coverage well keep getting better |
| 17:06:58 | kaen | there's really no sense in writing tests for stable, functional production code |
| 17:07:13 | kaen | but rather we should just do it as we add features or refactor |
| 17:09:47 | Watusimoto | yes |
| 17:11:02 | Watusimoto | I just wrote a method that inquires with the engineering helper menu to find out what key it should press to activate the creation of a teleporter entrance |
| 17:11:08 | Watusimoto | KEY_3 is the answer |
| 17:11:21 | raptor | heh |
| 17:11:24 | Watusimoto | will probably never change... but if it does, we're covered! |
| 17:11:40 | Watusimoto | so now I need to simulate a keypress for KEY_3 |
| 17:12:04 | Watusimoto | this is a true integration test! |
| 17:14:44 | raptor | purple cornbread! |
| 17:15:12 | kaen | I've got a working UIEditor test |
| 17:15:20 | kaen | the final frontier... |
| 17:15:24 | raptor | whoa! really? |
| 17:15:30 | kaen | yep! |
| 17:15:36 | kaen | and it doesn't even segfault |
| 17:16:04 | kaen | now we just need to work on implementing sane default constructors and we'll be golden |
| 17:16:49 | kaen | this GamePair thing is too much of a crutch for my taste |
| 17:19:48 | Watusimoto | it's a total crutch, but saves a lot of repeat code |
| 17:19:53 | kaen | indeed |
| 17:20:00 | Watusimoto | if you can see a good way to refactor it away... I'd be happy! |
| 17:20:33 | kaen | ideally things that need a Game in order to function would just create one in their default constructor |
| 17:20:39 | Watusimoto | the problem is the games need a gameType, and that is a game object, and so can;t be made in the constructor |
| 17:20:49 | | koda Quit (Quit: koda) |
| 17:20:58 | Watusimoto | we need a coupled pair of games, which share a gameType |
| 17:21:16 | Watusimoto | so there are several steps that are required, which don;t fit into a constructor |
| 17:22:05 | kaen | well, those objects should create "zero-value" game, which would create a "zero-value" gametype, etc. on down the line |
| 17:22:16 | kaen | only in their default constructor, which would be used only in tests |
| 17:24:03 | kaen | then they would keep the normal "injected" constructors for use in production or tests that need special injected objects |
| 17:24:39 | Watusimoto | I see the design you are describing, and agree it would be nice; I'm just not sure it would work in this case, specifically because of the GameType object |
| 17:25:06 | Watusimoto | if you created your defaults as you described, then read a chunk of level code, you'd have two gametypes |
| 17:25:26 | Watusimoto | or you'd need a way to propagate to the client a message to discard the first gametype |
| 17:25:40 | Watusimoto | _maybe_ you could do it wiht a change level message |
| 17:25:46 | kaen | only in paired client/server tests, where we could actually use GamePair for what I intended |
| 17:26:11 | Watusimoto | so a default level (i.e. "") gets loaded first, with a default gametype, then you read the level code, and then change to the new level |
| 17:26:39 | Watusimoto | that might work, and that might get you the elegance you crave |
| 17:26:42 | kaen | that sounds exactly like what I'm envisioning |
| 17:29:39 | Watusimoto | but you still need to create your client/server games at the same time, so they will be linked |
| 17:29:47 | Watusimoto | and for that you need... a gamepair! |
| 17:30:25 | kaen | right, right |
| 17:30:34 | Watusimoto | or if you wanted to test client-client interaction.., a game triplet1 |
| 17:30:36 | kaen | this default construction business is more for unit tests i.e. with a single game |
| 17:31:16 | kaen | so that, for instance, if I want to test an EditorUserInterface, I don't have to first construct a ClientGame in my tests |
| 17:32:31 | kaen | I could just do: EditorUserInterface editor; |
| 17:32:33 | kaen | and get to work |
| 17:32:53 | kaen | and then also not have to juggle pointers and stuff in my test |
| 17:34:14 | Watusimoto | yes, good point |
| 17:34:21 | Watusimoto | I am just amazed that this all works |
| 17:34:41 | Watusimoto | I can pump events and keys into a client and the server responds |
| 17:36:37 | kaen | hehe |
| 17:48:28 | Watusimoto | bed time for me |
| 17:48:48 | | BFLogBot Commit: d882b3607997 | Author: watusimoto | Message: Several intertwined rendering fixes |
| 17:48:50 | | BFLogBot Commit: bdb2fe136b3f | Author: watusimoto | Message: Make sure every call to getShip can handle NULL -- this was the cause of the crash fixed in 996cc24470b3394f34925d4e0b9cc51b29432bc1 |
| 17:48:51 | | BFLogBot Commit: f3d3090b1576 | Author: watusimoto | Message: Test coverage demonstrating teleporter engineer assertion failure. Does not fix. Yet. |
| 17:48:55 | Watusimoto | I am checking in a test that demonstrates the teleporter bug, but the fix will have to wait until tomorrow. |
| 17:50:48 | Watusimoto | tomorrow I start french classes! |
| 17:52:32 | fordcars | Hehe you'll learn french? |
| 17:52:52 | Watusimoto | oui |
| 17:53:25 | fordcars | Hehe cool |
| 17:54:06 | fordcars | If you need any help, French and English are both my primary languages :P |
| 17:57:44 | | raptor Quit () |
| 17:58:17 | Watusimoto | great! My wife and kids also speak fluent french, so I should be set! |
| 17:58:25 | Watusimoto | bon nuit! |
| 17:59:09 | fordcars | Night! |
| 18:02:59 | | Watusimoto Quit (Ping timeout: 268 seconds) |
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| 18:42:31 | | BFLogBot Commit: c29f12752eb8 | Author: buckyballreaction | Message: Fix compiling with SDL 1.2. SDL_Keycode is SDL2 only. The related gtests are probably broken |
| 18:53:50 | | BFLogBot Commit: 1c6fd0396916 | Author: buckyballreaction | Message: Engineered teleporters now only take half as many hits to kill |
| 18:56:51 | | fordcars has joined |
| 18:58:34 | Nothing_Much | Hey fordcars |
| 18:58:39 | fordcars | hi |
| 18:58:49 | Nothing_Much | What's up? |
| 18:59:27 | fordcars | Not much |
| 18:59:33 | fordcars | You? |
| 18:59:46 | Nothing_Much | Trying to figure out this convoluted mess called OpenID |
| 19:00:04 | Nothing_Much | I seriously don't understand it at all |
| 19:00:50 | fordcars | Hah ok |
| 19:01:15 | fordcars | Looks cool though |
| 19:02:13 | Nothing_Much | I don't understand how to use it on launchpad |
| 19:02:33 | Nothing_Much | Apparently I have 3, 2 on Gmail and 1 on Yahoo |
| 19:02:35 | Nothing_Much | Bleh |
| 19:02:44 | Nothing_Much | Such a mess when I want Launchpad only |
| 19:03:30 | fordcars | hah |
| 19:03:42 | fordcars | What are you looking for? |
| 19:03:52 | fordcars | Some server-side stuff for logging-in? |
| 19:04:04 | Nothing_Much | I'm TRYING to use Launchpad |
| 19:06:04 | Nothing_Much | Oh screw it, I- |
| 19:06:12 | fordcars | Oh is launchpad a distribution version control system? |
| 19:06:23 | fordcars | Like mercurial? |
| 19:06:48 | Nothing_Much | Distribution control system? |
| 19:06:50 | Nothing_Much | I think so |
| 19:07:22 | Nothing_Much | check it out though |
| 19:07:25 | Nothing_Much | launchpad.net |
| 19:07:29 | fordcars | What's up with Bazarr? |
| 19:07:45 | Nothing_Much | I think it's more like Github, but it also hosts .debs for whatever you want. |
| 19:07:59 | fordcars | There is an irc channel: #launchpad |
| 19:08:02 | fordcars | On freenode |
| 19:08:45 | Nothing_Much | I guess I'll just stick to the crappy Gmail stuff |
| 19:08:54 | fordcars | :P |
| 19:08:55 | Nothing_Much | But if Gmail expects me to use my first and last name |
| 19:09:04 | Nothing_Much | Oho boy am I gonna complain.\ |
| 19:09:11 | fordcars | Just make a new one? |
| 19:09:44 | Nothing_Much | No |
| 19:09:45 | Nothing_Much | I mean |
| 19:09:55 | Nothing_Much | Gmail FORCES you to pick a First and Last name |
| 19:10:03 | Nothing_Much | It's BS |
| 19:10:04 | fordcars | Hah maybe |
| 19:10:07 | fordcars | :P |
| 19:10:25 | Nothing_Much | It is, especially when I wanna keep my internet and real life separate. |
| 19:10:26 | fordcars | I hate it when it asks that |
| 19:16:08 | Nothing_Much | Yeah |
| 19:17:35 | Nothing_Much | Any luck on the RPi? |
| 19:19:01 | fordcars | Not yet, I had quite allot of work to do these past days :P |
| 19:19:08 | Nothing_Much | Ah, cool |
| 19:20:07 | Nothing_Much | OMFG |
| 19:20:14 | Nothing_Much | That scared the hell outta me.. |
| 19:20:39 | | BFLogBot Commit: e1f59639ae23 | Author: buckyballreaction | Message: Fix admin making commands on master: - Fix relaying some admin commands to clients as chats (oops) - Fix allowing admins to send private messages |
| 19:22:08 | fordcars | What?? |
| 19:23:49 | Nothing_Much | I thought I lost the entire source of the trailer... ;_; but it recovered itself properly :) |
| 19:35:16 | fordcars | haha |
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| 19:36:55 | amgine1234567890 | sup |
| 19:48:05 | kaen | hi o/ |
| 19:49:45 | Nothing_Much | Hello |
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