Timestamps are in GMT/BST.
| 00:00:09 | kaen | I was actually thinking about that last night |
| 00:00:20 | kaen | a lua binding for gtest assertions |
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| 00:00:54 | raptor | hmmm |
| 00:01:18 | kaen | it'd be tricky because I think the expect/asserts are methods, so there'd have to be like a dynamic luaW-ifying of each test fixture |
| 00:01:36 | raptor | you mean to be able to right down something like: EXPECT_TRUE(luaRun("5 + 3 == 8")) |
| 00:01:39 | kaen | if I'm wrong and expect/assert are simple static functions, then it's a trivial wrap-and-push |
| 00:01:50 | kaen | no, I mean like make assertions in lua |
| 00:02:04 | kaen | within the lua you write |
| 00:03:15 | kaen | then bob and amgine123 could help us write unit tests for the lua environment! |
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| 00:04:10 | kaen | (also it'd just be tons easier to write lua environment tests in lua than c++) |
| 00:04:41 | raptor | so in a lua script, i could do: gtest.expect_true(5 +3 ==8) |
| 00:04:44 | raptor | ? |
| 00:04:51 | kaen | I was thinking something a lot simpler |
| 00:05:01 | raptor | or do you mean fully allow a lua script to test core bitfighter code? |
| 00:05:04 | kaen | assert(5 + 3 == 8) |
| 00:05:31 | kaen | basically I just mean replacing lua's assert() with a C function that wraps EXPECT_TRUE |
| 00:11:05 | raptor | but are you thinking to allow it to test bitfighter c++ code? or just the Lua API stuff? |
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| 00:38:46 | amgine123 | ;) |
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| 01:25:08 | | BFLogBot Commit: 31985633d2c6 | Author: buckyballreaction | Message: Add a little more test, sandbox ones will fail for now... |
| 01:26:15 | amgine123 | so sam |
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| 02:39:55 | fordcars_xp | I tracked down the levelgen crash: 71AB4EA0 mov dword ptr [edi+8],eax |
| 02:40:22 | fordcars_xp | Unhandled exception at 0x71ab4ea0 in user.dmp: 0xC0000005: Access violation writing location 0x00000009 |
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| 02:55:31 | kaen | fordcars_xp: cool assembly dump! |
| 02:55:51 | kaen | it's actually not very useful though :/ |
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| 02:56:26 | kaen | I don't even know what revision that is to try to convert the address to a line of code |
| 02:56:57 | fordcars_xp | hah sorry |
| 02:57:17 | fordcars_xp | i tried commenting out the code that changes the chape of the zones, but it still crashes |
| 02:58:31 | kaen | oh wait, you build from source? |
| 02:58:41 | fordcars_xp | nonononono sorry, levelgen :P 018a |
| 02:58:44 | kaen | try running it in visual studio |
| 02:59:06 | kaen | oh, and try this: |
| 02:59:12 | kaen | oh |
| 02:59:26 | kaen | do you know what line makes it crash |
| 02:59:37 | fordcars_xp | no! Bitfighter crashes |
| 02:59:46 | fordcars_xp | So I get nothing :/ |
| 03:00:15 | kaen | ok, try running it from a console window |
| 03:00:22 | kaen | and use logprint statements around lines that look suspicious |
| 03:00:22 | fordcars_xp | ok |
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| 03:14:23 | fordcars_xp | kaen, the bitfighter command prompt in windows goes away, even if Bitfgihter is running from command prompt. |
| 03:15:10 | fordcars_xp | nmnmnmnmnmnmnmnmnmn |
| 03:16:49 | fordcars_xp | ahhh ha! |
| 03:22:04 | fordcars_xp | yay I found the function that ruins everything! |
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| 03:23:01 | kaen | sorry fordcars_xp my connection sucks |
| 03:23:21 | fordcars_xp | It's fine :P |
| 03:23:47 | kaen | what function? |
| 03:24:01 | fordcars_xp | My function :P castSingleArray() |
| 03:24:23 | kaen | what line yujn |
| 03:24:34 | kaen | sorry wrestling with my girlfriend |
| 03:24:39 | fordcars_xp | hahahahhaha |
| 03:24:40 | kaen | which +[] |
| 03:24:56 | kaen | which line |
| 03:24:58 | kaen | "?; |
| 03:25:03 | kaen | in htat |
| 03:25:03 | kaen | ']\ |
| 03:25:07 | fordcars_xp | 212 |
| 03:25:09 | kaen | function |
| 03:25:14 | kaen | \what's |
| 03:25:17 | kaen | ... |
| 03:25:33 | kaen | the actual line of code? |
| 03:25:36 | fordcars_xp | yeah |
| 03:26:05 | kaen | I mean what's the actual line of code? |
| 03:26:15 | kaen | sorry dude she was messing with the keyboard ... |
| 03:26:20 | fordcars_xp | 212?? |
| 03:26:25 | fordcars_xp | It's fine :P |
| 03:26:32 | kaen | can you paste it? |
| 03:26:36 | fordcars_xp | ahhhhh |
| 03:26:42 | kaen | I'm trying to figure out if it's setGeom, or whatever |
| 03:26:48 | fordcars_xp | ooh okok |
| 03:26:57 | fordcars_xp | It's not that though, it's commented out |
| 03:27:03 | amgine123 | hia |
| 03:27:05 | kaen | sure |
| 03:27:06 | kaen | hi amgine123 |
| 03:27:19 | amgine123 | is there a afk command xd |
| 03:27:33 | fordcars_xp | http://pastie.org/8476426#8 |
| 03:27:43 | fordcars_xp | ./idle |
| 03:29:03 | kaen | do you know what actual line of code |
| 03:29:22 | kaen | in that function? |
| 03:29:27 | fordcars_xp | nope |
| 03:29:29 | fordcars_xp | not yet |
| 03:29:41 | kaen | can you find it? I'm stepping out for 20 minutes then I'll be back |
| 03:29:59 | fordcars_xp | Sure, I was just cleaning this code |
| 03:31:55 | amgine123 | ./idle invalid cmand |
| 03:32:11 | fordcars_xp | in what? Linux, Windows, Irc, Bitfighter, Mac... |
| 03:32:26 | amgine123 | irc |
| 03:32:34 | amgine123 | is there a afk command for irc |
| 03:32:43 | fordcars_xp | oh, uh I think so |
| 03:32:58 | | amgine123 shrugs |
| 03:33:15 | fordcars_xp | ./away |
| 03:33:20 | amgine123 | ok |
| 03:33:28 | amgine123 | do you know the one i used above |
| 03:33:48 | fordcars_xp | ./idle is for bitfighter |
| 03:44:01 | fordcars_xp | I HAVE FOUND THE PROBLEM MHAHAHAHAHHAHA |
| 03:44:07 | fordcars_xp | Infinite while loop |
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| 04:03:10 | SolumnMushroom | Hello all! |
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| 04:29:45 | fordcars_xp | Gtg, might be back in an hour |
| 04:29:58 | fordcars_xp | kaen, the crash was an infiinite while loop. It's good now :P |
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| 04:37:52 | raptor | I just have to say that 5-month-olds and slinkies are hilarious |
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| 04:49:38 | kaen | lol |
| 04:50:35 | kaen | not sure if you saw the logs, but spicey's been terrorizing the channel today :x |
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| 05:28:52 | amgine123 | http://i43.tinypic.com/2942lnd.jpg |
| 05:28:55 | amgine123 | oops wrong link |
| 05:29:02 | amgine123 | :$ |
| 05:29:59 | fordcars_xp | huh?à |
| 05:30:23 | amgine123 | i ment to lnk a pastie |
| 05:30:26 | amgine123 | link |
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| 05:57:52 | amgine123 | gtg bye |
| 05:57:57 | amgine123 | (bye) |
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| 14:09:12 | | BFLogBot Commit: 775e2f415e84 | Author: sam8641 | Message: Added TestObjects.cpp, fixes some processArguments crash |
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| 16:14:29 | kaen | upgrading to Debian unstable! hopefully I'll be back in a minute @_@ |
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| 17:00:37 | raptor | good day! |
| 17:02:53 | raptor | looks like sam686 picked up on the test framework quickly... I guess I have no excuse now.. |
| 17:02:57 | raptor | :) |
| 17:03:22 | sam686 | Guess what I did to access a private variable? |
| 17:03:45 | raptor | what? |
| 17:03:54 | sam686 | I did a #define private public |
| 17:04:14 | raptor | hahahaha |
| 17:04:17 | raptor | no way... |
| 17:04:23 | sam686 | it works |
| 17:04:38 | raptor | yes, it does.. |
| 17:04:43 | raptor | that's funny |
| 17:04:45 | raptor | I would have never thought about that |
| 17:08:34 | kaen | that's clever :) |
| 17:08:55 | kaen | but don't do that, include #include "gtest/gtest_prod.h" in the class's header |
| 17:09:00 | kaen | and use FRIEND_TEST |
| 17:09:08 | raptor | will that work as well? |
| 17:09:15 | kaen | that's what it's for :P |
| 17:09:22 | raptor | even for private... ok |
| 17:09:59 | sam686 | I don't know everything, and I didn't think I want to blindly delete the private either.. |
| 17:10:29 | kaen | good call :) |
| 17:10:37 | kaen | we're all learning here, no worries |
| 17:10:53 | raptor | i still it's hilarious |
| 17:10:58 | kaen | ditto |
| 17:11:08 | sam686 | maybe #define is a bit too powerful.. |
| 17:11:21 | kaen | I had no idea it could do that... |
| 17:11:37 | kaen | kind of nuts that you can define over a keyword |
| 17:12:47 | raptor | you'll have to excuse my LuaEnvironment tests from failing - they will do so for a little while |
| 17:12:59 | raptor | also there are loadout indicator tests failing for some reason |
| 17:12:59 | kaen | I like them, regardless |
| 17:13:05 | kaen | I was going to bring that up |
| 17:13:13 | kaen | thought maybe it was my GL implementation or something |
| 17:13:16 | sam686 | my tests used printf, to see whats going on |
| 17:13:44 | kaen | yeah, gtest is missing a debug() function |
| 17:13:49 | sam686 | logprintf doesn't work in test (nothing outputted), probaby because it isn't setup |
| 17:14:03 | kaen | usually test frameworks define something like that with a flag that turns the output on/off |
| 17:14:37 | raptor | seems complicated: http://stackoverflow.com/questions/7923903/printing-additional-output-in-google-test |
| 17:14:43 | raptor | or at least moreso than it should be |
| 17:14:56 | sam686 | but, if logprintf outputs to console during test, there will probably be huge number of line of text related to my bogus random processArguments |
| 17:15:41 | kaen | wow that is just ridiculous, raptor |
| 17:15:52 | kaen | maybe we should make our own debug() |
| 17:16:37 | sam686 | simple: printf("hi \n") works anywhere, even in test.. |
| 17:17:02 | kaen | it'd be nice to be able to turn the output off too though |
| 17:17:12 | kaen | or even better, have it off by default and turn it on |
| 17:17:30 | kaen | then we could apply it liberally and not spam the output |
| 17:18:01 | sam686 | simple isn't always better, maybe you can come up with something better.. |
| 17:20:23 | kaen | it's almost time to drop gtest_main for our own test runner main() I think |
| 17:20:32 | kaen | getting to the point where the test exe needs more flags |
| 17:28:55 | sam686 | TestRobot.cpp line 55 still have some memory corruption, maybe the way it is removing the bot in LUA have a problem? |
| 17:30:36 | kaen | that's my guess... if that's the case, then it's likely my fault |
| 17:30:38 | sam686 | 202 memory leaks in Test: http://sam6.25u.com/upload/text1311/131113_17-11-03.txt |
| 17:31:41 | raptor | I'll be honest and say I'm not too worried about memory leaks in our tests (yet) unless they start affecting results or other tests |
| 17:32:07 | raptor | also sam686, what memory analyzer are you using? |
| 17:32:32 | kaen | agreed |
| 17:32:33 | sam686 | Visual Leak Detector, |
| 17:33:13 | sam686 | Its mostly failing to delete ClientGame |
| 17:33:42 | sam686 | I guess when ClientGame isn't deleted, everything in the ClientGame isn't deleted as well.. |
| 17:35:22 | raptor | ah |
| 17:41:14 | sam686 | on TestSpawnDelay.cpp doScenario2 I put a single delete clientGame2, that cuts the memory leak down to 87 memory leaks |
| 17:42:20 | raptor | maybe they should be wrapped in shared_ptr |
| 17:43:50 | sam686 | http://sam6.25u.com/upload/text1311/131113_17-11-50.txt umm... multiple memory leaks of the same call stack, maybe the memory leak is coming from font manager? |
| 17:44:08 | sam686 | (or nearly the same stack trace) |
| 17:44:14 | raptor | the font system does need to be shut down |
| 17:44:25 | raptor | it does use 'new' |
| 17:44:44 | sam686 | should be done on some destructor... |
| 17:45:47 | raptor | FontManager::cleanup() need to be called if ::initialize() was called |
| 17:47:58 | sam686 | a bigger problem is, FontManager::initialize is a static method, why call it multiple times? |
| 17:48:17 | raptor | that would be a problem, yes |
| 17:54:52 | kaen | I think it should be init'd and cleanup'd for each case |
| 17:55:28 | kaen | because you want to test the components in isolation from each other, so the tests shouldn't share a FM instance |
| 18:07:58 | watusimoto | I'm in a panic at work right now, so no time to chat, just wanted to say I like kaen's idea to allow users like bobdaduck to write test in lua for us |
| 18:08:20 | kaen | thanks, and good luck! |
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| 18:50:14 | | BFLogBot Commit: 4604e38f9ee3 | Author: sam8641 | Message: Fixed many memory leaks on tests |
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| 19:23:13 | raptor | thanks sam686! |
| 19:33:36 | raptor | I'm actually curious sam686: you modified fontstash.c itself, which is an upstream project, do you want to submit that as a patch? |
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| 19:54:33 | | BFLogBot Commit: 654498779c98 | Author: watusimoto | Message: Fix crash on startup... |
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| 20:05:20 | sam686 | sure if you want.. |
| 20:05:34 | sam686 | was away for 30 minutes.. |
| 20:28:15 | kaen | inline bool operator !=(const Point& a, const Point& b) |
| 20:28:15 | kaen | {return !(a.x == b.x) && !(a.y == b.y); } |
| 20:28:30 | kaen | won't this count (0,1) and (0, 2) as "equal"? |
| 20:28:33 | kaen | it's in poly2tri |
| 20:29:07 | sam686 | lets see... |
| 20:29:28 | sam686 | !(0 == 0) && !(1 == 2) |
| 20:29:47 | sam686 | !ftrue && !false |
| 20:29:59 | sam686 | it will be false |
| 20:31:39 | kaen | so, Sweep::FillRightConcaveEdgeEvent and Sweep::FillLeftConcaveEdgeEvent should be broken |
| 20:32:42 | kaen | I'm not sure exactly how, but I imagine it involves rectilinear points |
| 20:33:08 | kaen | I'm not eagle-eyed enough to spot it, but I saw https://code.google.com/p/poly2tri/issues/detail?id=80 |
| 20:33:15 | sam686 | return !(a.x == b.x && a.y == b.y) would be more correct.. |
| 20:33:39 | kaen | yeah |
| 20:33:51 | kaen | it's weird that they have a != and an == operator |
| 20:33:56 | kaen | with two separate implementations |
| 20:34:12 | kaen | defining != as inverse == sounds less error-prone |
| 20:34:36 | sam686 | a.x != b.x || a.y != b.y would be correct as well for (true if not equal) |
| 20:48:28 | kaen | sweet! just built a test program against my poly2tri packages :) |
| 20:48:50 | kaen | time to see if debian-mentors thinks they're up to snuff |
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| 20:55:38 | Watusimoto | raptor: about GCI -- I think we are ok; I don't see a task list anywhere... but I would expect some of our tasks to be on it |
| 21:11:24 | sam686 | one problem I keep seeing on 018a editor is, saving then loading the map keeps changing forcefields and turret's position |
| 21:12:02 | sam686 | one level broke (bossibly by someone's edits) because the forcefield is not blocking the path and cannot get through |
| 21:14:50 | Watusimoto | Does this happen in 019? This issue was the main reason we got rid of gridsize |
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| 21:16:05 | sam686 | haven't tried much of 019's editor, but one related problem also is that dragging everything, walls and turrets and forcefields all at once causes positions to become out of wack for turrets forcefields |
| 21:16:44 | kaen | one thing I noticed in the editor dragging code is that it tries to snap engineered items to the grid |
| 21:17:01 | kaen | whereas I think it should leave the mounted items alone and let them re-snap when the dragging stops |
| 21:17:04 | sam686 | small performance problem, dragging hundreds of walls at once freezes the editor for a few seconds |
| 21:17:24 | Watusimoto | I think it always has |
| 21:17:36 | Watusimoto | does the freezing happen when you drop them, or while you are dragging? |
| 21:17:53 | sam686 | only when dropping them, not while dragging |
| 21:18:10 | kaen | that's because it's retriangulating I think |
| 21:18:22 | sam686 | after done dragging hundreds of walls, the game is basically stuck and frozen for a few seconds |
| 21:18:26 | Watusimoto | oh, that could be |
| 21:18:48 | Watusimoto | we probably don't need to triangulate rectanglurar wall segments |
| 21:19:04 | sam686 | retriangulating hundreds of times? once for each walls dragged? |
| 21:19:26 | sam686 | or more like calculating wall edge lines? |
| 21:19:41 | kaen | regarding the turret snapping, when I made it stop snapping until the end, it helped the problem sams's describing with turrets/forcefields, but there was still a little wonkiness |
| 21:19:43 | Watusimoto | it may be the wall edges |
| 21:20:28 | kaen | it might also be retirangulating hundreds of times. it does that when you addItem from a plugin, at least |
| 21:21:01 | sam686 | I think retriangulating is limited to only itself |
| 21:21:10 | sam686 | as loading level with hundreds of walls is fast |
| 21:21:28 | kaen | there's also a union that takes place |
| 21:21:28 | sam686 | moving all of hundreds of walls is much slower |
| 21:21:29 | Watusimoto | it probably needs to do a big ol' intersection with any other wall items in the area, then retriangluate the whole shebang |
| 21:21:42 | kaen | ^ |
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| 21:35:08 | Watusimoto | we could actually try to be smarter about it... |
| 21:35:24 | Watusimoto | when zoomed in, we could retriangulate what;s on screen first, then do the rest later |
| 21:35:47 | Watusimoto | when zoomed out, we could just draw walls as a solid line while we are triangulating |
| 21:36:00 | Watusimoto | in both cases, refined triangulation could happen in a separate thread |
| 21:36:07 | sam686 | triangulate on a seperate thread while the main thread can just render and process other things... |
| 21:36:13 | Watusimoto | yes |
| 21:36:36 | Watusimoto | of course, threads are painful |
| 22:13:22 | raptor | howdy folks |
| 22:14:38 | kaen | hello |
| 22:14:57 | raptor | ok, on two points |
| 22:15:16 | raptor | 1. I fixed much of the FF/Turret jumping issues for 019, it's still there, and mostly becasue of snapping |
| 22:15:32 | raptor | 2. I think the editor might be doing too much triangulation |
| 22:15:37 | raptor | like on every tick |
| 22:15:43 | raptor | haven't confirmed yet, though |
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| 22:35:08 | raptor | ha |
| 22:35:19 | raptor | editor Game Type level parameter list is not sorted |
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| 23:17:41 | raptor | sam686: that fonstash change - was that an actual bug in the fontstash code, or was that just to handle our usage of it? |
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| 23:19:26 | | Watusimoto Quit (Ping timeout: 246 seconds) |
| 23:22:42 | raptor | I'll submit it as an issue |
| 23:29:36 | raptor | ok, submitted: https://github.com/akrinke/Font-Stash/issues/7 |
| 23:33:10 | kaen | wee! |
| 23:33:11 | kaen | http://mentors.debian.net/package/libpoly2tri |
| 23:33:17 | kaen | now I wait ... |
| 23:33:22 | kaen | actually now I move on to clipper |
| 23:33:49 | kaen | that was infuriatingly difficult by the way ... |
| 23:33:55 | raptor | CONGRATS |
| 23:34:02 | raptor | that's actually quite the accomplishment |
| 23:34:04 | kaen | thanks :) |
| 23:34:21 | kaen | just to be clear, it's not actually in debian |
| 23:34:24 | kaen | it still needs a sponsor |
| 23:34:39 | Nothing_Much | what happened? |
| 23:34:44 | raptor | I like RPM for a reason, by the way... it because I dislike DEB (specifically because of teh build processes...) |
| 23:34:44 | kaen | but it is lintian-clean and builds from source |
| 23:35:00 | kaen | ah, that makes sense |
| 23:35:11 | Nothing_Much | libpoly2tri? |
| 23:35:17 | | amgine123 has joined |
| 23:35:23 | kaen | Nothing_Much: just packaged the first of between 3 and 5 packages I have to make before I can package bitfighter for debian |
| 23:35:33 | amgine123 | amgine123: SUP |
| 23:35:37 | Nothing_Much | dude, that's awesome |
| 23:35:50 | kaen | amgine123: did you just... highlight yourself? |
| 23:35:54 | Nothing_Much | wish I could do something like that |
| 23:36:07 | amgine123 | idn i think i did on accident |
| 23:36:20 | kaen | Nothing_Much: you can. you just need a week of your life to throw away :P |
| 23:36:25 | raptor | i love that statement: "of between 3 and 5 packages"... |
| 23:36:44 | Nothing_Much | kaen: I procrastinate waaaaaay too much :( |
| 23:36:49 | amgine123 | so any thing new kaen and wattsimimo and raptor |
| 23:37:10 | Nothing_Much | I keep trying to learn some html at codecademy, but I keep putting it off |
| 23:38:16 | raptor | nope |
| 23:38:26 | amgine123 | erg did i make a typo http://pastie.org/8478764 |
| 23:38:53 | kaen | amgine123: line 17 |
| 23:38:58 | kaen | where does #things come from? |
| 23:40:14 | amgine123 | i |
| 23:40:23 | amgine123 | ?? |
| 23:40:32 | kaen | what I mean is |
| 23:40:43 | kaen | you don't define any variable named "things" in your script |
| 23:40:57 | kaen | so the computer has no idea what you're talking about |
| 23:41:20 | kaen | you need to use a variable you've defined with = |
| 23:41:38 | amgine123 | objects? |
| 23:41:46 | kaen | yep :) |
| 23:44:35 | raptor | kaen: how did you come up with the version number? |
| 23:45:12 | amgine123 | uhoh |
| 23:45:48 | kaen | it's in the wscript file |
| 23:46:14 | amgine123 | kaen now it stack all objects in 1 spot it didnt do that before |
| 23:46:26 | kaen | well that's what you script does |
| 23:46:29 | kaen | your* |
| 23:46:38 | amgine123 | kinda |
| 23:46:43 | kaen | the computer will only do exactly what you tell it to :) |
| 23:47:01 | amgine123 | before it moved stuff bu kept the objects relitive posistioon of another now it stacks them i dont want that5 |
| 23:47:22 | raptor | interesting - you had to change teh "include style" |
| 23:47:36 | kaen | yes ,to make work as a system include |
| 23:48:13 | amgine123 | include........ |
| 23:48:13 | | BFLogBot Commit: f4037eb91ca2 | Author: watusimoto | Message: Don't overwrite constructors |
| 23:48:15 | | BFLogBot Commit: d3ae74a5bb86 | Author: watusimoto | Message: Add generated constructor example code to all constructors |
| 23:48:16 | | BFLogBot Commit: 25589ebfc7a6 | Author: watusimoto | Message: A lot of work to remove an annoying character. Docs look better now. |
| 23:48:34 | kaen | since poly2tri.h is the "public header" such as there is, it probably should have been that way before |
| 23:48:56 | kaen | but the quote form is better for including it in-tree I suppose |
| 23:49:15 | amgine123 | hmm non stacking how...... |
| 23:50:27 | amgine123 | is there a way to fix that kaen |
| 23:50:33 | kaen | amgine123: before you write the code you have to figure out exactly what you mean |
| 23:50:55 | kaen | when you say "move to" |
| 23:51:02 | amgine123 | well i want this same code but i want it to keep the objects relitive posistion to another the same |
| 23:51:49 | kaen | you can move them all to one spot, as you see, or you can move them so that the old center point of the group is at the position specified, or you can simply add the coordinates specified to the old coordinates of the objects |
| 23:52:22 | kaen | call those different behaviors "individual absolute", "group absolute" and "relative" |
| 23:52:32 | kaen | respectively |
| 23:53:37 | amgine123 | so where wuld i put that in my code |
| 23:53:49 | kaen | you don't put any of that in your code |
| 23:54:19 | kaen | you have to decide how *exactly* you want to move the objects first, then I'll help you figure out how to write the code |
| 23:55:24 | kaen | for instance, if I put in X: 100 Y: 200 should it move the center of the group to (100, 200), or should it move all objects over 100 and down 200 from where they start? |
| 23:55:59 | amgine123 | iwant them to move to 100 200 asa group |
| 23:56:26 | amgine123 | er |
| 23:56:30 | amgine123 | let me rephrase that |
| 23:57:08 | amgine123 | hmm |
| 23:57:23 | kaen | this is really the hard part of programming :) |
| 23:57:32 | amgine123 | now comes the deemia want if i want A and b but not C XD |
| 23:57:42 | kaen | translating what you want to do into simple enough steps that a computer can understand. |
| 23:57:47 | amgine123 | as a option |
| 23:58:08 | amgine123 | for exmple on your clip polygons code there are 3 settings |
| 23:59:09 | amgine123 | setting 1 being as it is setting 2 would be to move all objects from the center to a group to the coordinetes....., |
| 23:59:09 | kaen | options are hard |
| 23:59:17 | amgine123 | bullion/ |
| 23:59:19 | amgine123 | ?? |
| 23:59:24 | kaen | better to stick with something simple and just write a bunch of plugins |
| 23:59:35 | kaen | trust me. |
| 23:59:38 | amgine123 | wht if i want it hard XD |
| 23:59:47 | amgine123 | what if im stubberon xd |