Follow-up Comment #1, bug #23037 (project wesnoth):
Partly done by gfgtdf in 213c8293ba7
https://github.com/gfgtdf/wesnoth-old/commit/213c8293ba78f9d156756616b413bb2c9cf4ceed.
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Update of bug #16075 (project wesnoth):
Status:None = Fixed
Assigned to:None = gfgtdf
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Follow-up Comment #4:
Fixed in PR #276
Update of bug #20193 (project wesnoth):
Status:None = Fixed
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Follow-up Comment #2:
Detection is possible in SDL2 and is in the master branch. It will be present
in 1.13.0
Update of bug #22068 (project wesnoth):
Status:None = Ready For Test
Assigned to:None = gfgtdf
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Follow-up Comment #9:
Given that #201 has
Follow-up Comment #1, bug #22046 (project wesnoth):
bug #22144 is a specific case of this.
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Update of bug #22088 (project wesnoth):
Status:None = Fixed
Assigned to:None = ai0867
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Follow-up Comment #3:
Fixed in
URL:
http://gna.org/bugs/?22144
Summary: Empty label in gamestate inspector fails an
assertion
Project: Battle for Wesnoth
Submitted by: ai0867
Submitted on: Thu 05 Jun 2014 03:29:02 PM CEST
Category: Bug
Follow-up Comment #1, bug #21747 (project wesnoth):
I've 'fixed' this by disabling the run of the tests with new_widgets set to
true.
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Update of bug #22139 (project wesnoth):
Status:None = Fixed
Assigned to:None = ai0867
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Follow-up Comment #2:
Fixed in
Update of bug #20895 (project wesnoth):
Status:None = Fixed
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Follow-up Comment #18:
That is, commit 8617a02a88a38d8fe01ee0a3672d75fc5fe72924
Update of bug #22007 (project wesnoth):
Status:None = Fixed
Open/Closed:Open = Closed
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Follow-up Comment #1:
Fixed in
Update of bug #21706 (project wesnoth):
Status:None = Fixed
Assigned to:None = ai0867
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Follow-up Comment #2:
Fixed Fisher-Yates
Follow-up Comment #4, bug #21706 (project wesnoth):
Ah, right. It was taking quite a lot of effort to adapt my thinking to lua's
1-based indexing, so I may have overlooked that.
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Update of bug #21749 (project wesnoth):
Status:None = Fixed
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Update of bug #21724 (project wesnoth):
Status:None = Fixed
Assigned to: elvish_hunter = ai0867
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Follow-up Comment #3:
Implemented/fixed in
Update of bug #21578 (project wesnoth):
Status:None = Fixed
Assigned to:None = ai0867
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Update of bug #21358 (project wesnoth):
Status: Confirmed = Fixed
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Follow-up Comment #3, bug #21266 (project wesnoth):
Fixed in d07af9a0ada4 http://git.io/ZDDQXQ.
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Follow-up Comment #3, bug #21512 (project wesnoth):
The question raised here is if [hide_unit] is needed any longer at all. The
event functionality should be possible using store and unstore, so it might be
preferable to just get rid of it. If we want to use it outside of events, it
should have
URL:
http://gna.org/bugs/?21584
Summary: Display of off-map terrain on small maps
Project: Battle for Wesnoth
Submitted by: ai0867
Submitted on: Sun 02 Feb 2014 04:21:33 PM CET
Category: Bug
Severity: 3 -
Follow-up Comment #3, bug #21450 (project wesnoth):
Crab added a command_disabler to linger mode. This fixes this bug, but raises
the question of why linger mode worked before. He suspects this was a bug
itself and that it was accidentally fixed at some point.
Follow-up Comment #5, bug #21512 (project wesnoth):
I don't think performance is particularly important here. Even if you want to
hide an entire map full of units, it just needs to be fast enough that humans
won't notice. I don't see any usecase where you would repeat this hundred of
times.
We
Update of bug #21541 (project wesnoth):
Open/Closed: Closed = Open
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Follow-up Comment #3:
I've handled a number of these issues lately, like bug #21277.
That one was fixed in
Update of bug #21541 (project wesnoth):
Open/Closed:Open = Closed
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Follow-up Comment #5, bug #21336 (project wesnoth):
I just reproduced this, but haven't found a way to do so reliably yet.
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Message
Follow-up Comment #1, bug #21450 (project wesnoth):
Bisect indicates this was broken in 5463068caffb42df8eeb9a044479ef7fc379e622
https://github.com/wesnoth/wesnoth-old/commit/5463068caffb.
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Follow-up Comment #2, bug #21450 (project wesnoth):
My previous bisect got the wrong commit because incompatible preferences files
rendered my attempts to move units ineffective.
The actual commit is 7e46df919167c6906d7a782b8f7710cdee5a
Update of bug #21450 (project wesnoth):
Assigned to:None = fendrin
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Update of bug #21266 (project wesnoth):
Status:None = Fixed
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Follow-up Comment #1:
This was fixed in 1.11.2 and I've just backported the fix to 1.10, in case
there's ever a 1.10.8
Update of bug #21030 (project wesnoth):
Status:None = Invalid
Assigned to:None = ai0867
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Follow-up Comment #5:
Compiling with
Follow-up Comment #1, bug #20193 (project wesnoth):
I've implemented option 1 in 38df70d25ff0 http://git.io/R_OhUQ.
Actually trying to detect things may also make sense though.
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Update of bug #21488 (project wesnoth):
Status:None = Fixed
Assigned to: fendrin = ai0867
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Follow-up Comment #1:
Fixed in
Update of bug #21351 (project wesnoth):
Status: Need Info = Confirmed
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Follow-up Comment #6:
This is easy to reproduce: you select a border hex (only the bottom and right
edges work,
Update of bug #21351 (project wesnoth):
Status: Confirmed = Fixed
Assigned to: fendrin = ai0867
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Follow-up Comment #7:
I believe this is
Update of bug #21489 (project wesnoth):
Status:None = Fixed
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Follow-up Comment #1:
Fixed in 7e9c5473bc77 http://git.io/kn5hWg.
Update of bug #17827 (project wesnoth):
Status:None = Duplicate
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Follow-up Comment #1:
This sounds like a duplicate of bug #13926.
Update of bug #21280 (project wesnoth):
Status: Confirmed = Fixed
Assigned to: fendrin = ai0867
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Follow-up Comment #1:
Fixed in
Follow-up Comment #3, bug #16638 (project wesnoth):
Can you still reproduce this bug? I just checked the code, and the only thing
that's done between the printing of those two lines is a call to
SDL_VideoModeOK(), which would make this an upstream bug.
Update of bug #18166 (project wesnoth):
Status:None = Fixed
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Follow-up Comment #10:
Fixed in 0addcc7a11ae http://git.io/4PfXcg.
The current system is as likely to cause bugs as
Update of bug #20895 (project wesnoth):
Status:None = Fixed
Assigned to:None = ai0867
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Follow-up Comment #5:
Fixed in
Update of bug #20895 (project wesnoth):
Status: Fixed = None
Assigned to: ai0867 = None
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Follow-up Comment #6:
Wrong bug.
Update of bug #21402 (project wesnoth):
Status:None = Fixed
Assigned to:None = ai0867
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Follow-up Comment #1:
Fixed in
Follow-up Comment #3, bug #18921 (project wesnoth):
A backtrace of the double-debug-kill version of this bug:
#3 0x74c9c3d2 in __GI___assert_fail (assertion=0xed5c0a false,
file=0xbc2c47 src/unit_animation.cpp, line=1394,
function=0xbc3460 void unit_animator::wait_for_end() const)
Update of bug #21277 (project wesnoth):
Status: Confirmed = Fixed
Assigned to: fendrin = ai0867
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Follow-up Comment #2:
Fixed in
URL:
http://gna.org/bugs/?21323
Summary: PersistenceWML crash
Project: Battle for Wesnoth
Submitted by: ai0867
Submitted on: Tue 03 Dec 2013 06:07:50 PM CET
Category: Bug
Severity: 3 - Normal
Update of bug #20951 (project wesnoth):
Status:None = Need Info
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Update of bug #13256 (project wesnoth):
Status:None = Fixed
Open/Closed:Open = Closed
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Follow-up Comment #8:
I can no longer
Follow-up Comment #8, bug #18877 (project wesnoth):
There's an idea to replace the underlying_id with UUIDs. They would be
deterministically generated in a scenario, but no other playthrough is likely
to ever generate a collision. This wouldn't fix unstores from persistent
variables during the
Update of bug #16350 (project wesnoth):
Assigned to:None = ai0867
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Follow-up Comment #2:
The always show selected ellipse and don't show interaction stuff on map
when interaction is
Update of bug #16350 (project wesnoth):
Status: In Progress = Fixed
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Follow-up Comment #3:
With http://git.io/t3XTeg we're finally done.
Update of bug #16350 (project wesnoth):
Status:None = In Progress
Release: SVN = git
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Follow-up Comment #1:
The 3 hover-hex box
Update of patch #3914 (project wesnoth):
Status:None = Done
Assigned to:None = ai0867
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Follow-up Comment #3:
I've merged the
Follow-up Comment #4, bug #20742 (project wesnoth):
I've just cherry-picked the commit that r55857 became into the 1.10 branch.
https://github.com/wesnoth/wesnoth-old/commit/bbd7f6
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Follow-up Comment #1, bug #20385 (project wesnoth):
Here is a persistence file resulting from an unknown number of runs of the
test campaign.
(file #17663)
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Additional Item Attachment:
File name: PersistenceWML.cfg Size:1
Follow-up Comment #1, bug #20089 (project wesnoth):
Bug #13926 is a case of this bug #20089.
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Follow-up Comment #6, bug #13926 (project wesnoth):
More general version is bug #20089.
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URL:
http://gna.org/bugs/?20518
Summary: Add-ons with the same title show up as a single
entry in the addon manager
Project: Battle for Wesnoth
Submitted by: ai0867
Submitted on: Sun 17 Feb 2013 02:04:54 AM CET
Category:
Update of patch #3622 (project wesnoth):
Status:None = Done
Assigned to:None = ai0867
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Update of bug #20416 (project wesnoth):
Status:None = Fixed
Assigned to:None = ai0867
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Follow-up Comment #3:
Fixed in trunk in
Update of bug #20329 (project wesnoth):
Status: Ready For Test = Fixed
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Follow-up Comment #2:
I can no longer reproduce it, so I'm marking the bug fixed.
URL:
http://gna.org/bugs/?20329
Summary: Assertion failure after closing a map in the editor
Project: Battle for Wesnoth
Submitted by: ai0867
Submitted on: Wed 28 Nov 2012 04:17:35 PM CET
Category: Bug
Update of patch #3570 (project wesnoth):
Status:None = Done
Assigned to:None = ai0867
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Update of bug #20217 (project wesnoth):
Status:None = Fixed
___
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http://gna.org/bugs/?20217
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Update of patch #3537 (project wesnoth):
Status:None = Done
___
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http://gna.org/patch/?3537
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Follow-up Comment #6, bug #20011 (project wesnoth):
According to the description of the ability in UtBS, this ability is
attack-only. The DW description doesn't mention this, but consistency would be
nice to have.
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Update of bug #20016 (project wesnoth):
Status:None = Fixed
Assigned to:None = ai0867
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Follow-up Comment #3, bug #20016 (project wesnoth):
Notifying translation maintainer of this fix using GNA's CC.
___
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http://gna.org/bugs/?20016
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Update of bug #5061 (project wesnoth):
Status:None = Fixed
Open/Closed:Open = Closed
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Follow-up Comment #1:
It currently prints
Update of bug #19656 (project wesnoth):
Status: Fixed = Invalid
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Follow-up Comment #4:
Reverted in revision 54211.
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Reply
Follow-up Comment #10, patch #2642 (project wesnoth):
backtrace
#0 game_error (this=0x40ab440, msg=...) at src/game_errors.hpp:48
#1 0x006c1986 in get_unit_type (type_id=...) at src/unit.cpp:70
#2 0x006c1a34 in generate_gender (type_id=..., random_gender=false,
Update of patch #2642 (project wesnoth):
Status: Wont Do = Done
Assigned to: boucman = ai0867
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Follow-up Comment #21, patch #3083 (project wesnoth):
Applied.
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http://gna.org/patch/?3083
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Follow-up Comment #12, patch #3083 (project wesnoth):
Another warning. I'm not sure why I didn't find this one earlier (I did a
non-strict build so I could find all warnings at the same time)
cc1plus: warnings being treated as errors
src/unit_display.cpp:301: error: unused parameter ‘drain’
Follow-up Comment #8, patch #3083 (project wesnoth):
Sorry for taking so long to respond, but there are still a few things:
-A stray dump() call in battle_context_unit_stats::battle_context_unit_stats()
causes stuff to be printed to stdout after every attack.
-Wesnoth does not really accommodate
Follow-up Comment #10, patch #3083 (project wesnoth):
Just a final few things:
Many of compile in strict mode as we try to keep our code free from warnings.
cc1plus: warnings being treated as errors
src/attack_prediction.cpp: In member function
‘voidunnamed::prob_matrix::shift_cols(unsigned
Follow-up Comment #2, bug #19201 (project wesnoth):
I'm attaching a possible workaround which detects if reinterpretation as a
number changes the string value and then stores it as a string instead.
It's still vulnerable to true and false being folded onto yes and no
though.
(file #15066)
Follow-up Comment #5, patch #3083 (project wesnoth):
My previous comment was quite confused, but the std::abs template does exist,
but requires the 'complex' header for some reason.
A non-template version exists in cstdlib.
My comment referred to some round function that people tend to assume
Follow-up Comment #20, bug #17961 (project wesnoth):
There are 4 scaling-related bugs:
* Portraits get scaled when they don't need to be.
** Fixed in r52205.
* Portraits get scaled rather than cropped above 500px when there's no room.
** No other bug filed.
* Too-large portraits occasionally
Follow-up Comment #2, bug #19220 (project wesnoth):
That's what those lines currently look like, and it's also where things are
located on wesnoth.org, so I'm not sure what you mean.
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Update of bug #19220 (project wesnoth):
Status:None = Fixed
Open/Closed:Open = Closed
___
Follow-up Comment #4:
The updater was
Update of bug #19032 (project wesnoth):
Status: In Progress = Fixed
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Follow-up Comment #5:
I've applied the patch, but you still haven't included a credits entry for
yourself.
Follow-up Comment #3, bug #18686 (project wesnoth):
I've tried the rithrandil portrait on various too-short resolutions. Both
tiny netbook resolutions and cropped-1080p ones. It seems to be fixed.
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Update of bug #18745 (project wesnoth):
Status: In Progress = Fixed
___
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http://gna.org/bugs/?18745
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Follow-up Comment #13, bug #17961 (project wesnoth):
That may be true, but rithrandil was designed against the spec I described,
which was an idea to make huge units look that way without noticeable
cropping. (if the screen is tall, you can show the whole portrait. If it's
short you can crop
Update of bug #19032 (project wesnoth):
Status:None = In Progress
Assigned to:crab = ai0867
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Follow-up Comment #2:
The patch looks
Update of bug #18971 (project wesnoth):
Status:None = Fixed
Assigned to:None = ai0867
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Follow-up Comment #1:
Fixed in r52116.
Update of bug #18622 (project wesnoth):
Status:None = Fixed
Assigned to:None = ai0867
___
Follow-up Comment #2:
That's what you'd
Follow-up Comment #5, bug #18856 (project wesnoth):
It is especially noticeable with ghosts.
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Update of bug #17961 (project wesnoth):
Severity: 4 - Important = 5 - Blocker
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Follow-up Comment #8:
Bumping up to blocker as we do not want to release 1.10 with portraits
looking like this.
Update of bug #14269 (project wesnoth):
Status: Invalid = Postponed
Assigned to:None = crab
Open/Closed: Closed = Open
Update of bug #16727 (project wesnoth):
Status:None = Duplicate
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Follow-up Comment #1:
This is a duplicate of bug #13926
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Update of bug #18745 (project wesnoth):
Status:None = In Progress
___
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http://gna.org/bugs/?18745
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Update of bug #13926 (project wesnoth):
Status:None = Postponed
Assigned to:None = ai0867
___
Follow-up Comment #5:
Replacing the
Update of bug #15060 (project wesnoth):
Status: Confirmed = Duplicate
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Follow-up Comment #6:
As bug #1 is the same bug and contains more information, I'm marking this
one as a
URL:
http://gna.org/bugs/?18663
Summary: Tutorial crashes due to invalid shared_object
Project: Battle for Wesnoth
Submitted by: ai0867
Submitted on: Fri 16 Sep 2011 03:54:12 PM CEST
Category: Bug
Update of bug #18663 (project wesnoth):
Status:None = Fixed
Assigned to:None = thonsew
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Follow-up Comment #4:
Confirmed.
Follow-up Comment #7, bug #17961 (project wesnoth):
Reading a commit shadowmaster linked to [1], it appears the max width is now
screen_width/3. Which may be more reasonable than 500px, but is probably what
causes the scaling at smaller resolutions. (1024px wide - scales everything
wider than
Follow-up Comment #6, bug #17961 (project wesnoth):
There are two issues here:
1. Portraits are scaled when there is no need to do so. This was probably
introduced along with extremely tall portraits ( 500 px, like the wose) as a
temporary fix. Wanted behavior:
-Scale down to 500px wide if
Update of bug #17395 (project wesnoth):
Status:None = Fixed
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Follow-up Comment #7:
I noticed, so I changed that in r48091.
Follow-up Comment #2, bug #17395 (project wesnoth):
Well, the rest of that file seems to work in the expected way, not simply
being a dummy key to declare the string to wmlxgettext.
The reason I checked into this in the first place is to see what was needed
to allow UMC to make their own ranges
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