[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-02-28 Thread Charles Dang
Follow-up Comment #15, bug #25549 (project wesnoth):

How would that work? RGBA 0,0,0,0 is fully transparent black :/

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-02-28 Thread Wedge009
Follow-up Comment #14, bug #25549 (project wesnoth):

I see. So should we introduce zero initialisation to the constructors?

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25550] Secrets of the Ancients: Broken Chocobone Lua Code

2017-02-28 Thread Wedge009
URL:
  

 Summary: Secrets of the Ancients: Broken Chocobone Lua Code
 Project: Battle for Wesnoth
Submitted by: wedge009
Submitted on: Wed 01 Mar 2017 05:52:42 PM AEDT
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: Campaign
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.6+dev
Operating System: All

___

Details:

Testing on d8973041. I think some changes to Lua recently (within last few
days) may have broken or changed something.

Scenario 15: Mountain Pass
Near the start is a skeleton which, when one of your units steps on it,
triggers a dialogue which results in Chocobones being added to the recruit
options, as well as a free Chocobone unit being summoned. Play-testing this
today, I get a lua error:


error scripting/lua: lua/wml/animate_unit.lua:80: attempt to index a nil value
(field 'map_location_ops')
stack traceback:
lua/wml/animate_unit.lua:80: in upvalue 'add_animation'
lua/wml/animate_unit.lua:112: in local 'cmd'
lua/wml-utils.lua:145: in field 'handle_event_commands'
lua/wml-flow.lua:6: in function 


I don't think this is covered by any of the changes in PR #933. I get this
error on a clean campaign file too (debug -> choose_level).




___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-02-28 Thread Charles Dang
Follow-up Comment #13, bug #25549 (project wesnoth):

Essentially, yeah. The old code used uint32_t's which could be
default-initialized to 0.

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-02-28 Thread Wedge009
Follow-up Comment #12, bug #25549 (project wesnoth):

http://www.boost.org/doc/libs/1_63_0/libs/optional/doc/html/index.html

So are we using optional<> to avoid having a null color_t object? Is this why
blend_with_ seems to be uninitialised by default? Just trying to get an
understanding of how these parameters are used.

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-02-28 Thread Wedge009
Follow-up Comment #11, bug #25549 (project wesnoth):

I'm not familiar with what the optional<> does, but that line 952 was what I
was looking at before. It might do some sort of check, but result.blend_with
uses the uninitialised current_val.blend_with (line above), which in turn is
taken from builder_.parameters() (line 895). builder_ also seems to have
blend_with uninitialised.

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-02-28 Thread Charles Dang
Follow-up Comment #10, bug #25549 (project wesnoth):

You're looking at an outdated diff. In master it is checked:
https://github.com/wesnoth/wesnoth/blob/master/src/units/frame.cpp#L952

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-02-28 Thread Daniel
Follow-up Comment #9, bug #25549 (project wesnoth):

i just found somethign possibly related: at
https://github.com/wesnoth/wesnoth/blob/f2d730bd86d6b8b97d89d3f92176a44af6026dc4/src/units/frame.cpp#L952
uses result.blend_with but doesn't check that is initilized.

___

Reply to this item at:

  

___
  Nachricht gesendet von/durch Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-02-28 Thread Daniel
Follow-up Comment #8, bug #25549 (project wesnoth):

> I see the frame_parameter() and frame_builder() constructors leave
blend_with uninitialised, but I would have thought that they would take the
default color_t() constructor. 

Note that blend_with is not a color_t but a optional

___

Reply to this item at:

  

___
  Nachricht gesendet von/durch Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-02-28 Thread Wedge009
Follow-up Comment #7, bug #25549 (project wesnoth):

Just as an experiment, I changed frame_parsed_parameters::parameters()
(frame.cpp:561) so that blend_with is initialised to color_t(0, 0, 0) instead
of just copying the uninitialised blend_with_ member. Poisoned units are
rendered green again.

However, I don't think this is the way to fix this. I see the
frame_parameter() and frame_builder() constructors leave blend_with
uninitialised, but I would have thought that they would take the default
color_t() constructor.

Those of you more familiar with frame.cpp, can you check that blend_with
doesn't remain uninitialised? Or maybe direct me to where I should be making
the initialisation and for what values.

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25541] tutorial: hard crash as delfador summons training dummy for konrad.

2017-02-28 Thread Wedge009
Follow-up Comment #9, bug #25541 (project wesnoth):

Looks like this was in the last few commits. Just retested against d8973041
and it seems okay now.

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-02-28 Thread Wedge009
Follow-up Comment #6, bug #25549 (project wesnoth):

Thanks. I stepped through from unit_drawer::redraw_unit() in drawer.cpp to
unit_frame::merge_parameters() in frame.cpp.


/** engine provide a blend color for poisoned units */
result.blend_with = current_val.blend_with ? current_val.blend_with :
animation_val.blend_with;
if(primary && engine_val.blend_with && result.blend_with) {
result.blend_with =
engine_val.blend_with.get().blend_lighten(result.blend_with.get());
}


Looking at lines 951-954, the result for result.blend_with is { 204, 204, 204,
204 }. animation_val.blend_with and current_val.blend_with were the same. 204
= 0xCC which makes me think these are uninitialised for some reason.

engine_val.blend_with was { 0, 255, 0, 255 } which is the green poison
blending from drawer.cpp. primary = true.

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25541] tutorial: hard crash as delfador summons training dummy for konrad.

2017-02-28 Thread Charles Dang
Update of bug #25541 (project wesnoth):

  Status: In Progress => Fixed  

___

Follow-up Comment #8:

This and several more related errors/crashes have been fixed by celmin. Still,
more testing appreciated.

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25547] Addon mnager closes when doubleckicking on the list

2017-02-28 Thread Wedge009
Follow-up Comment #5, bug #25547 (project wesnoth):

I didn't mean to re-open it. I think what happened was that I had the bug
already open, you replied, then I replied on the original state before you had
already closed it. :/

'All's well that ends well...'

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-02-28 Thread Daniel
Follow-up Comment #5, bug #25549 (project wesnoth):

https://github.com/wesnoth/wesnoth/blob/1.13.6/src/units/drawer.cpp#L124

___

Reply to this item at:

  

___
  Nachricht gesendet von/durch Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-02-28 Thread Charles Dang
Follow-up Comment #4, bug #25549 (project wesnoth):

somewhere in units/frame.cpp, I'd imagine.

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25547] Addon mnager closes when doubleckicking on the list

2017-02-28 Thread Charles Dang
Update of bug #25547 (project wesnoth):

 Open/Closed:Open => Closed 

___

Follow-up Comment #4:

Since this isn't an issue in a released version, it can be closed immediately.

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25547] Addon mnager closes when doubleckicking on the list

2017-02-28 Thread Wedge009
Follow-up Comment #3, bug #25547 (project wesnoth):

Ugh, not sure why I didn't see vultraz' post before.

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-02-28 Thread Wedge009
Follow-up Comment #3, bug #25549 (project wesnoth):

I scanned through for instances of STATE_POISONED... I can see lots of places
in attack and unit and ai, etc, where this is used, but not really sure where
the unit overlay that turns the unit green is supposed to happen.

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25547] Addon mnager closes when doubleckicking on the list

2017-02-28 Thread Wedge009
Update of bug #25547 (project wesnoth):

 Open/Closed:  Closed => Open   

___

Follow-up Comment #2:

Seems to be resolved in
https://github.com/wesnoth/wesnoth/commit/097867429baedf406d30bd6559dcdac3b28a32b1

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-02-28 Thread Wedge009
Follow-up Comment #2, bug #25549 (project wesnoth):

I recall this as well play-testing Secrets of the Ancients - my
Necrophage/Ghast was turning units white instead of green. I need to play more
Wesnoth - it didn't register in my mind that that was incorrect.

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25548] 'use map settings' not greyed out in mp create

2017-02-28 Thread Charles Dang
Update of bug #25548 (project wesnoth):

  Status:None => Fixed  
 Assigned to:None => vultraz


___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25547] Addon mnager closes when doubleckicking on the list

2017-02-28 Thread Charles Dang
Update of bug #25547 (project wesnoth):

  Status:None => Fixed  
 Assigned to:None => vultraz
 Open/Closed:Open => Closed 

___

Follow-up Comment #1:

Fixed: https://github.com/wesnoth/wesnoth/commit/0978674

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #21564] Failed to show a dialog, which doesn't fit on the screen.

2017-02-28 Thread Daniel
Update of bug #21564 (project wesnoth):

Severity:  3 - Normal => 4 - Important  
Priority:  5 - Normal => 6  

___

Follow-up Comment #5:

I think the problme here migth be that some widgets (in particular [spacer])
calculate their width/height based on a formula like
https://github.com/wesnoth/wesnoth/blob/1.13.6/data/gui/window/wml_message.cfg#L512
thta uses screen width and is only evaulated when a widgets is created not
when the dialog is relayouted.

I'm makring this as important since this alspo effects the gui2 loadingscreen
which maked the game crash if this happens.

___

Reply to this item at:

  

___
  Nachricht gesendet von/durch Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-02-28 Thread Charles Dang
Follow-up Comment #1, bug #25549 (project wesnoth):

Confirmed. I must have screwed up something in the color_t transition. :(

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25548] 'use map settings' not greyed out in mp create

2017-02-28 Thread Charles Dang
Follow-up Comment #3, bug #25548 (project wesnoth):

Ok it should be fixed in current master then. The problem was twofold:

First, the GUI2 field API doesn't update the linked widget if it cannot find
it, and I had the preshow call to update the settings button after a new tab
had been selected. This meant the settings were wrong for the first selected
game:
6a763a05b4c55d620f7d643d920400adf15246e3

Second, because of the same issue, the Settings sliders/buttons wouldn't
properly update *visually* if selecting a new game while the settings tab
wasn't selected, even though the new value was saved internally. I added a
hacky fix for that too:
dbd73379c1c86d4886d00c75bb057d6bd7fe1a04

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25467] game map unresponsive

2017-02-28 Thread Daniel
Follow-up Comment #3, bug #25467 (project wesnoth):

I had a similar issue when i resized the window during the loadingscreen
dialog. Are you didn't do a similar thing before?

___

Reply to this item at:

  

___
  Nachricht gesendet von/durch Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25548] 'use map settings' not greyed out in mp create

2017-02-28 Thread Daniel
Follow-up Comment #2, bug #25548 (project wesnoth):

Im using a build from about a week ago

___

Reply to this item at:

  

___
  Nachricht gesendet von/durch Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25548] 'use map settings' not greyed out in mp create

2017-02-28 Thread Charles Dang
Follow-up Comment #1, bug #25548 (project wesnoth):

Cannot repro. I did fix an issue with the settings buttons a few days ago. Are
you sure you're on latest master?

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25332] Texts including alphanumeric or symbol are not displayed in help when language is Japanese or Chinese.

2017-02-28 Thread Jyrki Vesterinen
Update of bug #25332 (project wesnoth):

  Status: In Progress => Fixed  

___

Follow-up Comment #7:

Fixed by merging pull request #937:
https://github.com/wesnoth/wesnoth/commit/c74fcca29b859c7c1ad91c56a88f8e6d1264b793

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #23037] force_lock_settings=yes in campaigns

2017-02-28 Thread SigurdFireDragon
Follow-up Comment #3, bug #23037 (project wesnoth):

I'm not sure what the best way to deal with this would be.

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25549] poisoned units appear white instead of green

2017-02-28 Thread Daniel
URL:
  

 Summary: poisoned units appear white instead of green
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: Di 28 Feb 2017 16:50:31 UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: User Interface
  Status: Confirmed
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.6+dev
Operating System: windows

___

Details:

poisoned untis should have a green blend instead they currently have a white
blend. zookeeper also confirmed this.




___

Reply to this item at:

  

___
  Nachricht gesendet von/durch Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25548] 'use map settings' not greyed out in mp create

2017-02-28 Thread Daniel
URL:
  

 Summary: 'use map settings' not greyed out in mp create
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: Di 28 Feb 2017 14:40:45 UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: User Interface
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.6+dev
Operating System: windows

___

Details:

under some circumstances the 'use map settings' checkbox in mp create will not
be properly greyed out when selecting LoW mp campaign. It will become grexed
out when you try to click on it though.

To redouce this its needed to first select LoW campaign and then switch to the
settings tab.




___

Reply to this item at:

  

___
  Nachricht gesendet von/durch Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25547] Addon mnager closes when doubleckicking on the list

2017-02-28 Thread Daniel
URL:
  

 Summary: Addon mnager closes when doubleckicking on the list
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: Di 28 Feb 2017 14:35:29 UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: User Interface
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.6+dev
Operating System: windows

___

Details:

This is quite unexpected. It is in particular annyoing when you are still used
to the old addon manager where you would install addons by doubleckiging on
the list.




___

Reply to this item at:

  

___
  Nachricht gesendet von/durch Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25285] crash starting campaign

2017-02-28 Thread Daniel
Follow-up Comment #4, bug #25285 (project wesnoth):

> I can still reproduce a crash here if I resize the wesnoth window while the
scenario is loading (== during the loading screen).

So it only happens if you resize dring the loadingscreen? In that case it
would be a result of https://gna.org/bugs/?25376 and
https://gna.org/bugs/?25290 thus a known bug.

___

Reply to this item at:

  

___
  Nachricht gesendet von/durch Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25393] heap use after free in MP map selection

2017-02-28 Thread Daniel
Update of bug #25393 (project wesnoth):

  Status:None => Fixed  


___

Reply to this item at:

  

___
  Nachricht gesendet von/durch Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25161] editor generates invalid map, crash while loading (expand map)

2017-02-28 Thread Daniel
Update of bug #25161 (project wesnoth):

  Status:  Ready For Test => Fixed  


___

Reply to this item at:

  

___
  Nachricht gesendet von/durch Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25161] editor generates invalid map, crash while loading (expand map)

2017-02-28 Thread Matthias Krüger
Follow-up Comment #3, bug #25161 (project wesnoth):

I'm sorry for the delay.
Looks good, please close. :)

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25285] crash starting campaign

2017-02-28 Thread Matthias Krüger
Follow-up Comment #3, bug #25285 (project wesnoth):

I can still reproduce a crash here if I resize the wesnoth window while the
scenario is loading (== during the loading screen).

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25393] heap use after free in MP map selection

2017-02-28 Thread Matthias Krüger
Follow-up Comment #2, bug #25393 (project wesnoth):

Well, this is fixed as of right now so it can be closed.
Didn't spot any other issues around this but with {A,UB}SAN.

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #21930] mp modifications options tags appear in savefiles even when inactive

2017-02-28 Thread Charles Dang
Update of bug #21930 (project wesnoth):

  Status:None => Fixed  

___

Follow-up Comment #1:

Doesn't seem to be an issue in 1.13.6+dev. Only active modifications appear in
savefiles.

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #25065] New credits won't display if too many entries are present

2017-02-28 Thread Charles Dang
Update of bug #25065 (project wesnoth):

  Status:None => Confirmed  
 Assigned to:None => jyrkive


___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #24501] Scrolling terrain palette with mousewheel scrolls map too

2017-02-28 Thread Wedge009
Follow-up Comment #7, bug #24501 (project wesnoth):

Yay, confirmed fixed.

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs


[Wesnoth-bugs] [bug #24501] Scrolling terrain palette with mousewheel scrolls map too

2017-02-28 Thread Charles Dang
Update of bug #24501 (project wesnoth):

  Status:None => Fixed  
 Assigned to:None => vultraz

___

Follow-up Comment #6:

Fixed: https://github.com/wesnoth/wesnoth/commit/48d35a3

___

Reply to this item at:

  

___
  Message sent via/by Gna!
  http://gna.org/


___
Wesnoth-bugs mailing list
Wesnoth-bugs@gna.org
https://mail.gna.org/listinfo/wesnoth-bugs