[Wesnoth-bugs] [bug #25183] Intermittent severe lag in mp-server games

2016-10-14 Thread Daniel
Follow-up Comment #1, bug #25183 (project wesnoth): Solition mentioned that once the processing of the [leave_game] took 10 seconds. So what i suggested is to to the replay saving asynchronously (in another thread) so that the main thread doesn't have to wait for this disk io but this was really

[Wesnoth-bugs] [bug #25214] crashes when dividing by 0 in test scenario

2016-10-22 Thread Daniel
Update of bug #25214 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #7: https://github.com/wesnoth/wesnoth/commit/806a388b9d39707fa293b6747598d04bf2633a36

[Wesnoth-bugs] [bug #25215] Lua exception on attempting to exit during message

2016-10-22 Thread Daniel
Update of bug #25215 (project wesnoth): Status:None => Ready For Test ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #25215] Lua exception on attempting to exit during message

2016-10-22 Thread Daniel
Follow-up Comment #4, bug #25215 (project wesnoth): This is likeley to be casues by the lua config file not beeing preperly included in your projectfiels, please add '#error "asdf"' at https://github.com/wesnoth/wesnoth/blob/master/src/lua/ldo.cpp#L56 if it doent comple then your projectfiles are

[Wesnoth-bugs] [bug #25214] crashes when dividing by 0 in test scenario

2016-10-22 Thread Daniel
Follow-up Comment #4, bug #25214 (project wesnoth): I think he problem here is not that this gives an error, the problem is that this error makes wesnoth crash instead of giving a proper error message. If such an erro mkaes wewsnoth crash, thats an bug of the c++ side of the lua api that shoduld

[Wesnoth-bugs] [bug #25215] Lua exception on attempting to exit during message

2016-10-22 Thread Daniel
Follow-up Comment #1, bug #25215 (project wesnoth): cannot fidn the string "Lua caught unhandled exception" in soruce sourcecode, sure its correct? ___ Reply to this item at:

[Wesnoth-bugs] [bug #25194] lua: crash starting multiplayer scenario

2016-10-22 Thread Daniel
Follow-up Comment #4, bug #25194 (project wesnoth): The crash was fixed in https://github.com/wesnoth/wesnoth/commit/806a388b9d39707fa293b6747598d04bf2633a36 The error with [options] was fixed in https://github.com/wesnoth/wesnoth/commit/80115b11faa30710f2f43a893da8ec4da5734a9c Multiple other

[Wesnoth-bugs] [bug #25214] crashes when dividing by 0 in test scenario

2016-10-22 Thread Daniel
Follow-up Comment #5, bug #25214 (project wesnoth): please test whetehr this commit https://github.com/wesnoth/wesnoth/commit/de96f8c042698f7e73389c0bfe13173c067618f6 (not yet im master!) fixes the issue. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25194] lua: crash starting multiplayer scenario

2016-10-22 Thread Daniel
Update of bug #25194 (project wesnoth): Status:None => Fixed ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #25095] wesnoth -t: "reload & exec lua code" segfaults

2016-10-22 Thread Daniel
Update of bug #25095 (project wesnoth): Status: Confirmed => Ready For Test ___ Reply to this item at: ___ Nachricht

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

2016-10-23 Thread Daniel
Follow-up Comment #6, bug #25186 (project wesnoth): When the lag appears does wesnoths ram or cpu useage increate noticably? ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #25080] UB in map resize window

2016-10-23 Thread Daniel
Follow-up Comment #4, bug #25080 (project wesnoth): expand_direction_ is like an output paramter of that dialog, like when you pass a pointer as a parameter to a function, but actually the function ignores the value of that parameter and just write it so tzhat the caller can use it.

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

2016-10-23 Thread Daniel
Follow-up Comment #8, bug #25186 (project wesnoth): > Ram usage not particularly, but the CPU does increase noticeably .. Thx for this information. Hm ok i think the easiest Way to figure out what's wrong would be to rprpdce this in a profiler and then just check what the cpu is doing all the

[Wesnoth-bugs] [bug #25224] add translation friendly string.format function

2016-10-23 Thread Daniel
URL: Summary: add translation friendly string.format function Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: So 23 Okt 2016 22:56:45 UTC Category: Feature Request

[Wesnoth-bugs] [bug #25222] crash in planning mode, moving planned recruit

2016-10-23 Thread Daniel
Follow-up Comment #2, bug #25222 (project wesnoth): > when I was testing, num_turns() returned 1 and it was the first turn of the game You know what the 'turn_num' variable was? ___ Reply to this item at:

[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 ___ Follow-up Comment #2: https://github.com/wesnoth/wesnoth/commit/30b8a2c0369c4f0ffb1fc19a198c319dd3002053

[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? ___ Reply to this item at:

[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 ? ___ Reply to

[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. ___ Reply to this item at:

[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* ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna! http://gna.org/

[Wesnoth-bugs] [bug #20861] Modifications

2016-10-18 Thread Daniel
Update of bug #20861 (project wesnoth): Status: Confirmed => Fixed ___ Follow-up Comment #5: Assuming to be fixed. ___ Reply to

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

2016-10-24 Thread Daniel
Follow-up Comment #15, bug #25186 (project wesnoth): Well, at least we have a workaround then: we could add an wesnoth.wml_actions.redraw {} at the end of the lua [message] implmementation. I think one possible reason why this lag appears is that here

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

2016-10-25 Thread Daniel
Update of bug #25186 (project wesnoth): Status: In Progress => Ready For Test ___ Follow-up Comment #17: @Pentarctagon: please test whether this fixed the issue.

[Wesnoth-bugs] [bug #25194] lua: crash starting multiplayer scenario

2016-10-21 Thread Daniel
Update of bug #25194 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #2: https://github.com/wesnoth/wesnoth/commit/e46f3a67bdaab6241c8d46074848b3c8429b7b9b might have

[Wesnoth-bugs] [bug #25194] lua: crash starting multiplayer scenario

2016-10-21 Thread Daniel
Follow-up Comment #3, bug #25194 (project wesnoth): tad_carlucci tested that it didnt fix the issue. ___ Reply to this item at: ___ Nachricht gesendet von/durch

[Wesnoth-bugs] [bug #25194] lua: crash starting multiplayer scenario

2016-10-21 Thread Daniel
Update of bug #25194 (project wesnoth): Status: Ready For Test => None ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #25080] UB in map resize window

2016-10-24 Thread Daniel
Follow-up Comment #6, bug #25080 (project wesnoth): This is actuall nothing related to c++11/14/17 features. > But in this case expand_direction_ is a private member of the teditor_resize_map class. This is provate doesn tmant that the actual pbject is points to is also a member of the

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

2016-10-24 Thread Daniel
Follow-up Comment #11, bug #25186 (project wesnoth): In the discussion here: https://www.wesnoth.org/irclogs/2016/10/%23wesnoth-dev.2016-10-24.log starting with 20161024 16:53:33< tad_carlucci> gfgtdf, HttT S01 I can cause issues with any [message] speaker= does not seem to be related. Speed

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

2016-10-24 Thread Daniel
Follow-up Comment #13, bug #25186 (project wesnoth): go* ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna! http://gna.org/

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

2016-10-24 Thread Daniel
Follow-up Comment #12, bug #25186 (project wesnoth): Desow the lag o away if you add a [redraw] after the [message]? ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #24937] Problems with loading/deleting file names with spaces

2016-10-20 Thread Daniel
Follow-up Comment #6, bug #24937 (project wesnoth): As i said in some other thea my earler post here about "The is most likeley caused by out use of std::strftime" went accidnetly here and belonged to another issue. The problem here is that our ui code translated spaces to underscores, so that

[Wesnoth-bugs] [bug #25081] memleaks in tutorial start

2016-10-20 Thread Daniel
Update of bug #25081 (project wesnoth): Status:None => Ready For Test ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #25204] use after free when advancing unit in test scenario

2016-10-20 Thread Daniel
Update of bug #25204 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #1: https://github.com/wesnoth/wesnoth/commit/00e008df5d59bb87fb482bf60915b107ffc7446a

[Wesnoth-bugs] [bug #25204] use after free when advancing unit in test scenario

2016-10-20 Thread Daniel
Update of bug #25204 (project wesnoth): Status: Ready For Test => Fixed ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #25089] editor: buffer overflow while expanding map

2016-10-20 Thread Daniel
Update of bug #25089 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #3: https://github.com/wesnoth/wesnoth/commit/7b44cee405f1cbbcf5515f6fee1540b55c48dd36

[Wesnoth-bugs] [bug #25106] assertion failure when shroud/FoW update undelayed

2016-10-17 Thread Daniel
Update of bug #25106 (project wesnoth): Status: Ready For Test => Fixed ___ Reply to this item at: ___ Nachricht

[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 ___ Reply to this item at: ___ Nachricht

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

2016-11-14 Thread Daniel
Follow-up Comment #2, bug #25285 (project wesnoth): The error seems to come comes from sdl_blit when drawing while showing the loadingscreen. (https://github.com/wesnoth/wesnoth/blob/1.13.5/src/gui/core/canvas.cpp#L1518) Does the crash happen immidiateley after the loadgscreen appear or afer

[Wesnoth-bugs] [bug #25299] UTBS/Performance: unit movement over shroud is laggy

2016-11-14 Thread Daniel
Follow-up Comment #2, bug #25299 (project wesnoth): > When I used the random map generator in 1.13.6+dev and enabled shroud, there weren't delays. This coudl be becasue your map was too small to reproduce try with a max size (100x100) map in the stardard map generator

[Wesnoth-bugs] [bug #24531] GUI2 sliders sometimes don't reach max value

2016-11-25 Thread Daniel
Update of bug #24531 (project wesnoth): Severity: 3 - Normal => 4 - Important Priority: 5 - Normal => 6 ___ Reply to this item at:

[Wesnoth-bugs] [bug #25323] segfault after showing message about errors in an add-on

2016-11-21 Thread Daniel
Follow-up Comment #2, bug #25323 (project wesnoth): Thx for this additional research. This is loaginscreen issue, the problem here is that we show another dialog (somwhere in game_config_manager.cpp) while the loadingscreen is up which casues threadign issue in the gui2 code, the proper fix is

[Wesnoth-bugs] [bug #25337] allow custom widget definitions in umc

2016-11-23 Thread Daniel
URL: Summary: allow custom widget definitions in umc Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Mi 23 Nov 2016 15:15:51 UTC Category: Feature Request

[Wesnoth-bugs] [bug #25323] segfault after showing message about errors in an add-on

2016-11-21 Thread Daniel
Follow-up Comment #3, bug #25323 (project wesnoth): Note that you cna temporarily work around this issue by adding disable_loadingscreen_animation=yes to your preferences file. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25310] don't show random leader option if the faction has only one possible leader

2016-11-28 Thread Daniel
Update of bug #25310 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #1: https://github.com/wesnoth/wesnoth/commit/a67f91987ee0c1b10dd77392ba8ab8a304bd6621

[Wesnoth-bugs] [bug #25337] allow custom widget definitions in umc

2016-11-23 Thread Daniel
Follow-up Comment #2, bug #25337 (project wesnoth): > I think it would make more sense to automatically unregister any custom definitions when the Lua kernel is destroyed. .. Hmm yes i had the same idea, but i wonder whether that's enough ? If you have code that adds a new definition everytme

[Wesnoth-bugs] [bug #25290] Game crashes when exiting the loadingscreen îna unusual way

2016-11-16 Thread Daniel
Follow-up Comment #2, bug #25290 (project wesnoth): > The game will also crash with WML errors if you go through the full cycle of 'try load without addons' without fixing the error. Not sure what you mean here, erros casues by the actual loading (like syntax erros in the wml files) should't

[Wesnoth-bugs] [bug #25290] Game crashes when exiting the loadingscreen îna unusual way

2016-11-16 Thread Daniel
Follow-up Comment #3, bug #25290 (project wesnoth): s/just a bug/such a bug ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna! http://gna.org/

[Wesnoth-bugs] [bug #25310] don't show random leader option if the faction has only one possible leader

2016-11-17 Thread Daniel
URL: Summary: don't show random leader option if the faction has only one possible leader Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Do 17 Nov 2016 18:18:51 UTC Category:

[Wesnoth-bugs] [bug #25288] Crash if wesnoth resolution is higher than desktop resolution.

2016-11-12 Thread Daniel
Follow-up Comment #1, bug #25288 (project wesnoth): this coudl be relatd to caused by https://gna.org/bugs/index.php?25290 ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #25290] Game crashes when exiting the loadingscreen îna unusual way

2016-11-12 Thread Daniel
URL: Summary: Game crashes when exiting the loadingscreen îna unusual way Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: So 13 Nov 2016 01:13:10 UTC Category: Bug

[Wesnoth-bugs] [bug #25322] movement/resistance tooltips missing in unit preview panel widget

2016-11-20 Thread Daniel
URL: Summary: movement/resistance tooltips missing in unit preview panel widget Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: So 20 Nov 2016 16:34:25 UTC Category: Bug

[Wesnoth-bugs] [bug #25317] Add a lua interface for the unit preview panel dialog.

2016-11-20 Thread Daniel
Update of bug #25317 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #1: already impleented

[Wesnoth-bugs] [bug #25299] UTBS/Performance: unit movement over shroud is laggy

2016-11-15 Thread Daniel
Follow-up Comment #4, bug #25299 (project wesnoth): > Without minimap terrain drawing it's as bad as with. Hm and when youd deactivate all the minimaostuff (to that all the minmap buttons (except zoom) are 'blue') ___ Reply to this item

[Wesnoth-bugs] [bug #25317] Add a lua interface for the unit preview panel dialog.

2016-11-19 Thread Daniel
URL: Summary: Add a lua interface for the unit preview panel dialog. Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Sa 19 Nov 2016 16:06:53 UTC Category: Feature Request

[Wesnoth-bugs] [bug #25089] editor: buffer overflow while expanding map

2016-10-20 Thread Daniel
Update of bug #25089 (project wesnoth): Status: Ready For Test => Fixed ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #24304] [item]s missing during replay

2016-10-30 Thread Daniel
Update of bug #24304 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #4: I vagueley remember that this was fixed, makeing as 'ready to test'

[Wesnoth-bugs] [bug #25224] add translation friendly string.format function

2016-10-31 Thread Daniel
Follow-up Comment #10, bug #25224 (project wesnoth): multiple issues were found in the pr at https://github.com/wesnoth/wesnoth/pull/850, those must be fixd before the pr can be merged. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25130] Clicking Add-On Dialogue Buttons Results in Deadlocked UI

2016-10-31 Thread Daniel
Follow-up Comment #5, bug #25130 (project wesnoth): I assume this is about the gui1 verion of this dialog? If we cannot fix this bug before 1.13.6 we should just disable those buttons for that release. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25164] SoF: Caverns of Flame - lua error at end

2016-10-31 Thread Daniel
Update of bug #25164 (project wesnoth): Open/Closed: Closed => Open ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #25139] UtBS lua error in final scenario

2016-10-31 Thread Daniel
Update of bug #25139 (project wesnoth): Open/Closed: Closed => Open ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #25144] LoW: crash when trying to start campaign

2016-10-16 Thread Daniel
Follow-up Comment #8, bug #25144 (project wesnoth): my preiousl commit was for the sp path only, commited https://github.com/wesnoth/wesnoth/commit/3b04fecb3c9f73772d6f88c0c87d081c3d44ec0b for the mp case. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25096] heap use after free when "reset to beginning" test map save replay

2016-10-16 Thread Daniel
Update of bug #25096 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #1: https://github.com/wesnoth/wesnoth/commit/982d9dc428666aed39de8ffd1c7e8d443f7877bb

[Wesnoth-bugs] [bug #25082] UB in tutorial start

2016-10-16 Thread Daniel
Update of bug #25082 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #2: https://github.com/wesnoth/wesnoth/commit/9d31ae24d2cc6efde974104aa9f6408a28220652

[Wesnoth-bugs] [bug #25094] heap-use-after-free in test scenario (wesnoth -t)

2016-10-16 Thread Daniel
Update of bug #25094 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #2: https://github.com/wesnoth/wesnoth/commit/ab1b499730a462c447fc406aef86c9a36313bee1

[Wesnoth-bugs] [bug #25097] heap buffer overflow when using planning mode

2016-10-16 Thread Daniel
Update of bug #25097 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #1: https://github.com/wesnoth/wesnoth/commit/d64d871e4d9e4cb7a2af35ed4ccd70a7189bb61b

[Wesnoth-bugs] [bug #25096] heap use after free when "reset to beginning" test map save replay

2016-10-16 Thread Daniel
Update of bug #25096 (project wesnoth): Status: Ready For Test => Fixed ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #25097] heap buffer overflow when using planning mode

2016-10-16 Thread Daniel
Update of bug #25097 (project wesnoth): Status: Ready For Test => Fixed ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #25082] UB in tutorial start

2016-10-16 Thread Daniel
Follow-up Comment #4, bug #25082 (project wesnoth): THe last one is the ame as https://gna.org/bugs/?25079 and the first one is internal to the lua code, marking this as fixed. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25144] LoW: crash when trying to start campaign

2016-10-16 Thread Daniel
Update of bug #25144 (project wesnoth): Status: Ready For Test => Fixed ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #25082] UB in tutorial start

2016-10-16 Thread Daniel
Update of bug #25082 (project wesnoth): Status: Ready For Test => Fixed ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #25194] lua: crash starting multiplayer scenario

2016-10-16 Thread Daniel
Follow-up Comment #1, bug #25194 (project wesnoth): The lua error happens because the scenarios [options] variables are not added to the scenario properly. Not sure whether the crash is related. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25143] MP: buffer overflow while assigning slots

2016-10-17 Thread Daniel
Update of bug #25143 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #25194] lua: crash starting multiplayer scenario

2016-10-17 Thread Daniel
Update of bug #25194 (project wesnoth): Severity: 3 - Normal => 5 - Blocker ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #25106] assertion failure when shroud/FoW update undelayed

2016-10-17 Thread Daniel
Update of bug #25106 (project wesnoth): Status: Confirmed => Ready For Test ___ Follow-up Comment #2: https://github.com/wesnoth/wesnoth/blob/master/src/pathfind/pathfind.cpp

[Wesnoth-bugs] [bug #25130] Clicking Add-On Dialogue Buttons Results in Deadlocked UI

2016-10-17 Thread Daniel
Follow-up Comment #3, bug #25130 (project wesnoth): Does uploading/downloading addons work? ___ Reply to this item at: ___ Nachricht gesendet von/durch Gna!

[Wesnoth-bugs] [bug #25106] assertion failure when shroud/FoW update undelayed

2016-10-17 Thread Daniel
Follow-up Comment #3, bug #25106 (project wesnoth): wrong link. https://github.com/wesnoth/wesnoth/commit/ac9729f6127fc5c3548553b2cafdf389db1081e9 ___ Reply to this item at:

[Wesnoth-bugs] [bug #25182] changing controller can cause OOS

2016-10-14 Thread Daniel
URL: Summary: changing controller can cause OOS Project: Battle for Wesnoth Submitted by: gfgtdf Submitted on: Fr 14 Okt 2016 19:17:05 UTC Category: Bug Severity: 3 - Normal

[Wesnoth-bugs] [bug #23314] Units movement wrong during side turn events in replays causes OOS

2016-10-15 Thread Daniel
Update of bug #23314 (project wesnoth): Release:1.12.0, 1.13-dev => 1.12.0 ___ Follow-up Comment #1: This commit https://github.com/wesnoth/wesnoth/commit/bc846c73acc459abe5e87b2101c7298d6dc88e1c

[Wesnoth-bugs] [bug #23314] Units movement wrong during side turn events in replays causes OOS

2016-10-15 Thread Daniel
Follow-up Comment #2, bug #23314 (project wesnoth): Actualyl that commit message was wrong and that commit fixed a different bug (https://gna.org/bugs/?23316). still this bug is fixed in master and onyl present on 1.12 ___ Reply to this

[Wesnoth-bugs] [bug #25370] Segmentation fault, possibly related to [animate_unit] with many [animate] subtags

2016-12-07 Thread Daniel
Follow-up Comment #2, bug #25370 (project wesnoth): Do you know whether this effecs Wesnoth 1.13 too? Wesnoth 1.12 is not beeing worked on since >1 Year. So it's quite unliekely that this will be fixed on 1.12 ___ Reply to this item at:

[Wesnoth-bugs] [bug #25322] movement/resistance tooltips missing in unit preview panel widget

2016-12-08 Thread Daniel
Update of bug #25322 (project wesnoth): Status: Confirmed => Fixed ___ Follow-up Comment #2: fixed in https://github.com/wesnoth/wesnoth/commit/28df71d13aa8ba786cb6f2aceca5332b88989cb0

[Wesnoth-bugs] [bug #25323] segfault after showing message about errors in an add-on

2016-12-08 Thread Daniel
Follow-up Comment #4, bug #25323 (project wesnoth): This was fixed in https://github.com/wesnoth/wesnoth/commit/fb2e87b36be4206db4a1b8e12f94c71f54f1edba but it onyl fixed this special case, it might still crash if an erro is found in mianline content. THe wir does it in a deifferent way than

[Wesnoth-bugs] [bug #25244] Issuing a network command while in a network game crashes the game client

2016-12-08 Thread Daniel
Follow-up Comment #4, bug #25244 (project wesnoth): @shanunovic dodes this also happen to you in wesnoth 1.13.6 ? ___ Reply to this item at: ___ Nachricht

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

2016-12-08 Thread Daniel
Update of bug #25161 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #2: There were some fixes in the editor resize code please retest this.

[Wesnoth-bugs] [bug #25337] allow custom widget definitions in umc

2016-12-06 Thread Daniel
Follow-up Comment #6, bug #25337 (project wesnoth): https://github.com/wesnoth/wesnoth/pull/895 implents this, the wesnoth.unregister_widget_defnition function might be added later when we have a usecase for it. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25337] allow custom widget definitions in umc

2016-12-06 Thread Daniel
Update of bug #25337 (project wesnoth): Status:None => Fixed ___ Reply to this item at: ___ Nachricht

[Wesnoth-bugs] [bug #8099] start compaign: differentiate add-ons and factory campaigns

2016-12-11 Thread Daniel
Update of bug #8099 (project wesnoth): Status:None => Fixed Assigned to:mordante => None Open/Closed:Open => Closed

[Wesnoth-bugs] [bug #8961] Showing a diff instead of the complete config when a data missmatch occurs

2016-12-11 Thread Daniel
Update of bug #8961 (project wesnoth): Status:None => Wont Fix Open/Closed:Open => Closed ___ Follow-up Comment #3: as noted this is

[Wesnoth-bugs] [bug #12600] Lobby: Allow to move from player slot to obs slot

2016-12-11 Thread Daniel
Update of bug #12600 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #2: The first point is

[Wesnoth-bugs] [bug #25105] UB and memleaks in testsuite

2016-12-08 Thread Daniel
Update of bug #25105 (project wesnoth): Status:None => Ready For Test ___ Follow-up Comment #1: Fixed some of these please test. ___

[Wesnoth-bugs] [bug #25348] segfault: killed a unit with debug mode, which should have triggered an event afterwards

2016-12-01 Thread Daniel
Follow-up Comment #1, bug #25348 (project wesnoth): could e caused by https://github.com/wesnoth/wesnoth/commit/c66325856b73d2d610d44377c187ddbadda2978d could you test whether it still appens without that commits? ___ Reply to this item

[Wesnoth-bugs] [bug #23298] overwrite unit advancements in campaigns

2016-12-25 Thread Daniel
Follow-up Comment #3, bug #23298 (project wesnoth): > re (1): > That reloading is pretty much unavoidable. All core wml content is in general dependent on macros, and even if it isn't each campaign has its own campaign define symbol, and mp lives in its own macro space as well. I think it would

[Wesnoth-bugs] [bug #25619] using invalid unit types in debug mode

2017-03-23 Thread Daniel
Follow-up Comment #2, bug #25619 (project wesnoth): in case someone wants to work on this, the code that handles the :unit type= changes is here https://github.com/wesnoth/wesnoth/blob/master/src/synced_commands.cpp#L439 ___ Reply to this

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

2017-03-23 Thread Daniel
Follow-up Comment #6, bug #25467 (project wesnoth): hmm it may not be fixed yet, a similar bug was reported in the forums, see https://forums.wesnoth.org/viewtopic.php?f=5=45175#p609811. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25621] hotkey preferences: add a hotkey which needs shift

2017-03-23 Thread Daniel
Follow-up Comment #1, bug #25621 (project wesnoth): > [editing the savefile manually works though] you mean the preferences file? ___ Reply to this item at: ___

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

2017-03-23 Thread Daniel
Follow-up Comment #7, bug #25467 (project wesnoth): this commit https://github.com/wesnoth/wesnoth/commit/d22a4ca6962d1ac0ef0ad63d9f0e9a8a002a2128 from vultraz could also fix it. ___ Reply to this item at:

[Wesnoth-bugs] [bug #21285] Undo command fires an event

2017-03-23 Thread Daniel
Update of bug #21285 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #3: 1.13 supports a [on_undo] tgha that contsins actionwml that is exscuted when the action that

[Wesnoth-bugs] [bug #16538] Being able to customize recall cost based on unit characteristics criteria.

2017-03-23 Thread Daniel
Update of bug #16538 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #3: You can already set the recall costs for indivudal unit and the rest can be done with lua/wml

[Wesnoth-bugs] [bug #21906] replays can change global variables

2017-03-23 Thread Daniel
Update of bug #21906 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #2: yes seesm to be

[Wesnoth-bugs] [bug #24149] undroiding doesnt work in 1.12

2017-03-23 Thread Daniel
Update of bug #24149 (project wesnoth): Summary: undroiding doesnt work => undroiding doesnt work in 1.12 ___ Reply to this item at: ___

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