[Wesnoth-bugs] [bug #25195] MP: faction leader menu auto-closes after scrolling

2016-10-18 Thread Wedge009
Update of bug #25195 (project wesnoth):

  Status:None => Confirmed  
 Release: git => 1.13.5+dev 
Operating System:   linux => All
 Summary: MP: faction leader menu auto-closes after scrolling;
can't select leader without keyboard => MP: faction leader menu auto-closes
after scrolling

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Follow-up Comment #1:

I can confirm this one, but I removed the remark that you 'can't select leader
without keyboard'. An alternative to mouse-dragging the scroll-bar is to use
the mouse scroll wheel (if your mouse has one). You can still select your
leader via mouse-click that way.

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[Wesnoth-bugs] [bug #24022] Crash on Quit Scenario With Planned Recruits Present

2016-10-18 Thread Wedge009
Update of bug #24022 (project wesnoth):

  Status:None => Fixed  
 Assigned to:None => wedge009   
 Release:  master => 1.13.1+dev 

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Follow-up Comment #11:

Fixed with
https://github.com/wesnoth/wesnoth/commit/e80347dae0ab7dc1a9b5f9017b27395bba7bd019

Not sure why I didn't think of that earlier...

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[Wesnoth-bugs] [bug #25193] heap use after free when quitting game after recruiting and moving same unit in planning mode

2016-10-18 Thread Wedge009
Update of bug #25193 (project wesnoth):

  Status:None => Duplicate  
 Assigned to:None => wedge009   
 Open/Closed:Open => Closed 

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Follow-up Comment #2:

Closing this as duplicate of bug #24022 - but check the commit in that report,
it should be resolved now. Let me know if anything is still broken for you.

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[Wesnoth-bugs] [bug #25186] [message] lag

2016-10-18 Thread Pentarctagon
Follow-up Comment #1, bug #25186 (project wesnoth):

After some more investigation, I discovered I can reproduce the issue with
just this code:


  [while]
{EQ var $null}
[do]
  [message]
speaker="narrator"

[option]
  label="label"
[/option]
  [/message]
[/do]
  [/while]


For whatever reason, the issue seems to be specifying the speaker.  Removing
the speaker="narrator" line causes the lag to not appear.

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[Wesnoth-bugs] [bug #25186] [message] lag

2016-10-18 Thread Pentarctagon
Follow-up Comment #3, bug #25186 (project wesnoth):

I haven't tried putting the code in every single mainline scenario, but I
tried placing it in Aethermaw's existing start event, and the lag occurred
with no mods enabled.

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[Wesnoth-bugs] [bug #25192] reference binding to nullpointer when clicking unit recruited in planning mode

2016-10-18 Thread Daniel
Update of bug #25192 (project wesnoth):

  Status:None => Ready For Test 

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Follow-up Comment #2:

https://github.com/wesnoth/wesnoth/commit/30b8a2c0369c4f0ffb1fc19a198c319dd3002053

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[Wesnoth-bugs] [bug #25186] [message] lag

2016-10-18 Thread Daniel
Follow-up Comment #2, bug #25186 (project wesnoth):

Just to be sure, putting this code in any mainline scenario reproduces this
issue without any additional mods?

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[Wesnoth-bugs] [bug #25186] [message] lag

2016-10-18 Thread Daniel
Follow-up Comment #4, bug #25186 (project wesnoth):

Cold you please test whether it still happens if you rmeove the
wesnoth.deselect_hex() here:
https://github.com/wesnoth/wesnoth/blob/1.13.5/data/lua/wml/message.lua#L347 ?

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[Wesnoth-bugs] [bug #25083] leaks in AI vs AI match

2016-10-18 Thread Celtic Minstrel
Follow-up Comment #1, bug #25083 (project wesnoth):

These are all unit attacks being allocated, but in all cases they're stored in
a boost::intrusive_ptr, so I don't see how they're being leaked. My guess
would be that either there's something wrong with the refcount or the messages
are spurious. I can't see anything wrong with the refcounting myself
(src/units/attack_type.hpp, lines 129-137).

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[Wesnoth-bugs] [bug #25077] memleak in wesnoth help

2016-10-18 Thread Celtic Minstrel
Follow-up Comment #1, bug #25077 (project wesnoth):

This appears to be the same as #25083.

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[Wesnoth-bugs] [bug #25083] leaks in AI vs AI match

2016-10-18 Thread Daniel
Follow-up Comment #2, bug #25083 (project wesnoth):

Ok looking at these lines, it eems like intrusive_ptr_release is just not
frreing the object in case that teh refcount is 0.

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[Wesnoth-bugs] [bug #25083] leaks in AI vs AI match

2016-10-18 Thread Daniel
Follow-up Comment #3, bug #25083 (project wesnoth):

freeing*, the*, seems*

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[Wesnoth-bugs] [bug #20861] Modifications

2016-10-18 Thread Daniel
Update of bug #20861 (project wesnoth):

  Status:   Confirmed => Fixed  

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Follow-up Comment #5:

Assuming to be fixed.

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[Wesnoth-bugs] [bug #25192] reference binding to nullpointer when clicking unit recruited in planning mode

2016-10-18 Thread Matthias Krüger
Follow-up Comment #3, bug #25192 (project wesnoth):

The game crashes now when hovering a unit.

new log attached



(file #29049)
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Additional Item Attachment:

File name: hovercrash.log Size:2 KB


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[Wesnoth-bugs] [bug #25192] reference binding to nullpointer when clicking unit recruited in planning mode

2016-10-18 Thread Daniel
Update of bug #25192 (project wesnoth):

  Status:  Ready For Test => Fixed  


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[Wesnoth-bugs] [bug #25192] reference binding to nullpointer when clicking unit recruited in planning mode

2016-10-18 Thread Matthias Krüger
Follow-up Comment #4, bug #25192 (project wesnoth):

Was fixed via
https://github.com/wesnoth/wesnoth/commit/4b9ec1bce1b13f08d58a20394a3d10b954e59d0e

(I can no longer reproduce the crash or the nullptr)

Thanks!

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[Wesnoth-bugs] [bug #25186] [message] lag

2016-10-18 Thread Pentarctagon
Follow-up Comment #5, bug #25186 (project wesnoth):

No change.  It is specifically related to the "narrator" value though;
specifying the speaker as "unit" does not result in lag, for example.

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