[Wesnoth-bugs] [bug #21765] segfault in animation code

2014-07-10 Thread Chris Beck
Update of bug #21765 (project wesnoth): Status:None = Fixed ___ Follow-up Comment #2: I tested this in 1.13.0, it works now. I believe I fixed it in this branch and the subsequent

[Wesnoth-bugs] [bug #21768] segfault in lua_function= filter

2014-07-10 Thread Chris Beck
Follow-up Comment #7, bug #21768 (project wesnoth): I think this is a good point about security issues with exposing units. It would be nice if we could make a safe lua mode where we expose only a const reference to the wesnoth object somehow but as far as I know lua doesn't support this. Does

[Wesnoth-bugs] [bug #21768] segfault in lua_function= filter

2014-07-10 Thread Chris Beck
Follow-up Comment #8, bug #21768 (project wesnoth): I looked at this again, and I don't think there is actually a security risk here in the sense of buffer overflow / illegal memory access, due to the interaction of lua with units. The lua userdata construct is meant to abstract C types from lua

[Wesnoth-bugs] [bug #21156] Flicker after loading an MP campaign

2014-07-10 Thread Chris Beck
Follow-up Comment #2, bug #21156 (project wesnoth): I have also noticed this. I have a few theories about the bug although I don't know what's going on for sure: (1) I've observed that the flicker is related to the number of sides in the game. (2) I think it has to do with the do_init_side /

[Wesnoth-bugs] [bug #20810] Make disconnected user aware of his situation

2014-07-10 Thread Chris Beck
Follow-up Comment #1, bug #20810 (project wesnoth): Just a comment: There is a command :ping which you can issue to your client which will cause it to send a small packet to the server. I believe the intention is to use it to check if you are disconnected, (although I'm not totally sure of this).

[Wesnoth-bugs] [bug #20746] mouse and menu options are out of sync

2014-07-10 Thread Chris Beck
Update of bug #20746 (project wesnoth): Status:None = Postponed ___ Follow-up Comment #3: I'm marking this bug postponed. IIUC the problem is that the Mac OS X window manager behaves

[Wesnoth-bugs] [bug #21335] Make delay proportional to acceleration

2014-07-10 Thread Chris Beck
Follow-up Comment #1, bug #21335 (project wesnoth): Are you sure it doesn't currently do this? This seems to be already implemented here: https://github.com/wesnoth/wesnoth/blob/0ebaae5acf4afc8eb0dee59535ae48a968ab7bd5/src/unit_animation.cpp#L1387

[Wesnoth-bugs] [bug #21565] Fullscreen does not resize when dragging window to fullscreen.

2014-07-10 Thread Chris Beck
Follow-up Comment #1, bug #21565 (project wesnoth): Wesnoth doesn't have special code to handle the different ways that different operating systems resize windows, we rely on SDL to manage our windows for us. Can you check if this windows feature works for any SDL game or application? If not

[Wesnoth-bugs] [bug #20833] Mouse problems in xmonad after resizing

2014-07-10 Thread Chris Beck
Follow-up Comment #1, bug #20833 (project wesnoth): Wesnoth does not contain special code to interact with window managers on windows, mac, or linux, we rely on SDL to manage our windows for us. Does this bug affect all SDL games / applications for you, or just Wesnoth? If it affects only

[Wesnoth-bugs] [bug #21565] Fullscreen does not resize when dragging window to fullscreen.

2014-07-10 Thread Daniel
Follow-up Comment #2, bug #21565 (project wesnoth): I do not have this bug (in 1.13-dev). I do have a similar bug (resizing doesnt work during storyscreen) but that's not related to how i rezize I do also (in 1.13-dev) have a similar bug that when a rezize the window by gragging to the

[Wesnoth-bugs] [bug #22305] assertion failure in unit map

2014-07-10 Thread Daniel
URL: http://gna.org/bugs/?22305 Summary: assertion failure in unit map Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 10 Jul 2014 22:57:12 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #22305] assertion failure in unit map

2014-07-10 Thread Daniel
Follow-up Comment #1, bug #22305 (project wesnoth): ignore the '' character which caused quoting highlighting in teh previous post. ___ Reply to this item at: http://gna.org/bugs/?22305 ___

[Wesnoth-bugs] [bug #22305] assertion failure in unit map

2014-07-10 Thread Chris Beck
Update of bug #22305 (project wesnoth): Status:None = Fixed ___ Follow-up Comment #2: This was fixed in this commit: http://git.io/93iOqA Thanks for reporting

[Wesnoth-bugs] [bug #22250] Using no_leader=yes causes 100% CPU usage

2014-07-10 Thread Dan Gerhards
Follow-up Comment #2, bug #22250 (project wesnoth): (Sorry for the slow response--I've been out of town with no Internet.) I did what you suggested. The backtrace looks like this every time: #0 0x77b5a685 in ?? () from /usr/lib64/libSDL-1.2.so.0 #1 0x77b71152 in SDL_LowerBlit

[Wesnoth-bugs] [bug #22306] move_unit moves a unit even when it shouldn't

2014-07-10 Thread Dan Gerhards
URL: http://gna.org/bugs/?22306 Summary: move_unit moves a unit even when it shouldn't Project: Battle for Wesnoth Submitted by: beetlenaut Submitted on: Thu 10 Jul 2014 07:16:07 PM PDT Category: Bug