Timestamps are in GMT/BST.
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| 00:35:47 | fordcars | Night! |
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| 01:10:00 | raptor | good evening |
| 01:12:42 | raptor | Watusimoto: what do you make of this crash report from sky_lark?: http://pastie.org/pastes/9639143/text |
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| 01:17:08 | Watusimoto | hmmmm |
| 01:17:14 | Watusimoto | could ship somehow be null? |
| 01:17:27 | raptor | that's what it looks like... |
| 01:17:29 | raptor | but... |
| 01:17:32 | Watusimoto | or one of the ship's move states? |
| 01:18:18 | raptor | can MoveStates ever be null? |
| 01:19:20 | raptor | it looks like it's created on the MoveObject at construction (if that's what declaring the struct in the header does), so it would be on the Ship object |
| 01:30:23 | Watusimoto | yes, I agree... moveStates can never be NULL |
| 01:30:35 | Watusimoto | so ship must be NULL... but... ??? |
| 01:30:47 | raptor | so something happened to Ship... in the middle of evaluating a movestate |
| 01:31:32 | raptor | findDeployPoint uses: const Ship *ship |
| 01:34:06 | raptor | maybe we need to use smart pointers... |
| 01:35:22 | raptor | that 'const' isn't doing something tricky is it? |
| 01:36:05 | raptor | hmm... too many layers for changing it to a smart pointer without a lot of refactoring |
| 01:36:51 | Watusimoto | well, it's all in the middle of a render loop |
| 01:37:09 | Watusimoto | renderGameNormal has this: |
| 01:37:19 | Watusimoto | Ship *ship = getGame()->getLocalPlayerShip(); |
| 01:37:19 | Watusimoto | if(!ship) // If we don't know where the ship is, we can't render in this mode |
| 01:37:19 | Watusimoto | return; |
| 01:37:30 | Watusimoto | I doubt ship is getting set to null after that |
| 01:37:49 | raptor | wait wait |
| 01:37:55 | Watusimoto | so maybe ship pointer is coming from a different source later on that is in an inconsistent state |
| 01:37:55 | raptor | that check is *not* in 019c |
| 01:38:06 | raptor | maybe that's the problem right there |
| 01:38:09 | Watusimoto | no? |
| 01:38:15 | Watusimoto | it's been around forever |
| 01:38:17 | raptor | nope, no check in renderNormal |
| 01:38:51 | Watusimoto | http://hastebin.com/oreserezik.txt |
| 01:38:55 | Watusimoto | not like this? |
| 01:39:22 | raptor | those pastie names always get me to read them twice |
| 01:39:29 | Watusimoto | ha |
| 01:39:36 | raptor | nope, not like that |
| 01:39:39 | Watusimoto | they have a good name generator |
| 01:39:47 | raptor | i will add that, then, and hope for the best |
| 01:40:21 | Watusimoto | maybe the ship got killed while engineering |
| 01:40:30 | raptor | huh - you added that here: https://code.google.com/p/bitfighter/source/detail?r=b9b383471a72 |
| 01:40:43 | raptor | that was before 019c |
| 01:41:13 | raptor | but not in 019c... |
| 01:41:14 | raptor | oh |
| 01:41:16 | raptor | oh right |
| 01:41:28 | raptor | you were already doing *lots* of refactoring when I started the 019c branch |
| 01:41:30 | Watusimoto | hmmm.... no recollection of that at all |
| 01:41:45 | Watusimoto | there must have been a reason |
| 01:41:53 | Watusimoto | but that might fix it |
| 01:42:09 | raptor | yes, I will do that |
| 01:42:16 | raptor | thanks! |
| 01:46:03 | Watusimoto | ok, I'm heading to bed... time to pay the piper for last night |
| 01:46:11 | raptor | night! |
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| 01:53:25 | | BFLogBot Commit: dad75bba02 | Author: buckyballreaction | Message: Add NULL check to Ship object in rendering loop. Hopefully will fix weird crash sky_lark got. Pulled from b9b383471a72 |
| 02:12:33 | raptor | good night |
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| 13:52:25 | fordcars | raptor: in Bitfighter, when drawing ships, does it rotate the Context? |
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| 14:06:08 | fordcars | Oh never mind |
| 14:06:17 | fordcars | I got it |
| 14:16:27 | raptor | fordcars: hi |
| 14:16:34 | fordcars | Hi |
| 14:16:38 | raptor | I, uh... don't remember, but i doubt it |
| 14:16:51 | fordcars | Are you good at math? |
| 14:17:00 | raptor | once upon a time, yes |
| 14:17:09 | fordcars | I am trying to draw a triangle with a certain angle to draw ships in the web app |
| 14:17:11 | fordcars | Haha :P |
| 14:17:31 | raptor | oh |
| 14:17:32 | fordcars | I don't want to translate the context since it would be a hassle |
| 14:17:36 | fordcars | *rotate |
| 14:17:47 | fordcars | I already scale and translate the context |
| 14:17:56 | raptor | i wrote some lua functions that do rotation like that for bobdaduck once |
| 14:18:03 | raptor | is this in c++? |
| 14:18:06 | fordcars | In js |
| 14:18:08 | fordcars | :) |
| 14:18:15 | raptor | oh boy |
| 14:19:02 | fordcars | I wish I could just get three points and draw those |
| 14:19:09 | raptor | just make 3 points |
| 14:19:37 | raptor | i think the ships use a static triangle and jsut rotate it based on the angle it's facing |
| 14:19:56 | fordcars | I checked out the code, all it does is draw the ships coords |
| 14:20:07 | fordcars | So I guess that's it |
| 14:20:11 | fordcars | *draw ship points |
| 14:20:26 | fordcars | ship->getPoitns or something |
| 14:22:02 | fordcars | renderVertexArray(shipShapeInfo->innerHullPieces[i].points |
| 14:22:38 | raptor | oh yeah, i forgot I abstracted that... |
| 14:23:09 | raptor | do it does a glRotate call first |
| 14:23:16 | fordcars | :( |
| 14:23:17 | raptor | then just draws the triangle |
| 14:23:30 | fordcars | Ok |
| 14:23:30 | raptor | but you probably don't have an API like that in JS |
| 14:24:01 | fordcars | Yes, but I already translated and scaled to fit the level, so I would need to translate to the ship's pos, and draw with scaling and blah |
| 14:24:23 | fordcars | There is an api for that though |
| 14:24:40 | fordcars | context.rotate()/context.transform() |
| 14:24:51 | fordcars | In html5 |
| 15:27:30 | | BFLogBot Commit: e8fae72c06 | Author: buckyballreaction | Message: Allow case-insensitive level name submission for the /map command |
| 15:27:31 | | BFLogBot Commit: 044dac60b1 | Author: buckyballreaction | Message: Allow case-insensitive level name submission for the /map command |
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| 21:34:57 | raptor | I'm not sure it's possible to implement sky_lark's /map change requests without a major refactor and possible protocol change |
| 21:35:03 | raptor | maybe i can get 2 of them.. |
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| 23:56:57 | raptor | c++ reference cannot be NULL :( |