Review, found so far:
* restructered the sound directory wihht more subdirectories
* Help now shows --nosoundStarts the game with sound disabled.
* Using FXset one could have different soundscapes for testing or scenarions,
interesting
* I assuem the random must be a _local_ random, as
I played the first 3 Tutorial on this branhc and everyhting was fine.
When hanging around in the config I get
> Songset: Loaded song "music/menu_00.ogg"
again and again, is this intended, or should this happen only once
I will try to do a code review. But this seems to be a _bigger_ task :-)
--
OOps, you are right and its a compiler error:
> ../src/wui/mapview.h:83:13: error: expected unqualified-id before 'const'
> bool near(const View& other) const {
^
But I have no idea what the problem ist, did we hit some reserved indentifier
for WIN/GCC?
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Is this for R20?
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Review: Approve compile, test, review
compiled, warnings are gone.
Jumped around a bit in the WideWorldMap, all fine.
Anyrthing else we must check?
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Code looks good.
will copile this and zoom around a bit.
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Review: Approve compile, review, test
Fixed that bug, lets have it.
@bunnybot merge
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Review: Approve code review
Code looks fine, will not do any further tests.
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Found a (related?) Bug at #1819311 before I coould do the > 500 undos :-)
OTOH from the code review it sould not harm.
I will do more tests with this huge (nice) map, lets see what we will find.
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Wow, we should get the Map(s) this user created :-)
To reproduce the first problem we should edit the biggest maxium possible
map with as many objects a possible and zomm out and in like mad.
Never restart to get the overflow in that undo stack?.
An in a normal game this could happen, too?
Can
I quick game for some 40 minutes, found nothing,
will try to produce this in some coop game perhaps.
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Review: Needs Information
OK, his is te code that will (new in R20) add the Helpbutton
so the correct helpwindow for the building in progress will be shown.
_parent is the same as igbase() which is used at the very start of the function,
so I have no idea how this should be come null?
Teh origi
OK merged trunk. I get some
../src/wlapplication.cc:1476:30: warning: unused exception parameter 'e'
[-Wunused-exception-parameter]
} catch (const FileError& e) {
will now use a debugger to poke into that code.
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Review: Approve
@bunnybot merge
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Will add some metasata and thanks
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Mhh, in case (building_in_lambda == nullptr) you return;
In case (parent_ != nullptr) you fall through.
This is in create_capsbuttons() but I dont see this in the stacktrace?
Any idea how to test this?
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compiled found no warnings we an care for
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Thanks for copying the rights to 2019.
Found only these changes and removal of some empty lines.
will noth compile this
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Review: Approve review.
Thanks for catching these warings.
Will fetch and buid this even though you alreaday want to merge this.
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Us tesing with OSX a) requireed
n) if yes where can I downlaod the artifacts from
https://travis-ci.org/widelands/widelands/builds/493702657 or such?
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Uhm, why dont we get another build?
I foundd soum compile warnigns about the new JSON Objects not having virtual
DTors.
but that is some other story.
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Review: Approve listen
Listend to the Sound at:
https://bazaar.launchpad.net/~widelands-dev/widelands/scotty_the_scout/view/head:/data/music/ingame_27.ogg
fine for me.
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Uhm, I dont find any changes for #1421942, #1487887, #1530240, #1547909 ,
#1530398
Bu only soem pluar in the wincondition.
Can we get the relations correct?
The actual fix is ok :-)
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OK, last_economy_serial_ becomes different for replays and causes desnycs.
And restarting a game may result in desyncs as well.
OK, I always try to keep my roads connected, so this may explain why this
does not hit me that often.
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Review: Approve review
That code is straight forard.
But please detail why this should fix some desyncs?
(We had some nice Multiplayer games upto 2 vs 2 tese days
but had some crashes from such desyncs.)
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Review: Approve code review
OK, for the Reeview:
This branch substitutes a streaming JSON aproach with a Tree Object model.
Streaming is normally better as of resource usage,
but in this case this does not matter.
If kaputtnik likes it his way, its all fine with me.
(Solange nix kaputt geht ;-)
Review: Approve review, compile
Straighht forward, should not affect any current change
but can be user for later lua scripts.
@bunnybot merge
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Mhh, I do not see any code changes and cannot pull the branch, whats the
Problem?
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Review: Approve compile, testplay
We played this to the End on a 3vs3 Game on some
large Map and had no problems whatsover.
This way I finally learned Tonis game-name.
Traviss had an error with apt.llvm.org port one build only.
@bunnbot merge
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Review: Resubmit merge
Arty can, you take another look? Maybe my merge broke it
lets try to compile this at leasst
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Hello Arty I try to fix these conflicts, but maybe I will need you help?
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Review: Approve reaprove
I think should get this in now,
I dont think it will break anything.
@bunnybot merge
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Review: Approve review compile, testplay
Travis has only one (Timeout) Problem with GCC_VERSION="4.8" BUILD_TYPE="Debug"
appveyor. has Issue in Configuration: Debug
No artifacts found matching
'Widelands-_widelands_dev_widelands_campaignselect_box-4193-Debug-x64.exe' path
strip -sv %APPVEYOR_BU
Anything I can test for this?
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* Bug #627361: Show available campaigns and missions greyed out
Fine for me except:
- after finishing the last available mission widelands should present a
message like
"Thank you for playing all available missions of widelands."
Mhh, All excpet frisisans show "unimplemened" as last Sce
Review: Needs Fixing review, compile
Findings:
compiles locally on OSX.
src/logic/campaign_visibility.h/.c was move to src/ui_fsmenu/campaigns.h/c
campaigns.conf -> campaigns.ua (to speed upp reading, I assume)
Many reefactorings around campains and scenarios
Travis fails with
Could
as travis had only unrelated Issues with OSX / homebrew:
@bunnybot merge force
kapputnik: that savegame from #1800366 shoud be to old,
but it smells just like thes situation I had.
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Review: Approve compile test
Tested this now, Notabilis hint was 100% correct, I got a desync right at the
start.
This can go in.
@bunnybot merge
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l
Review: Approve review
That code looks perfectly clear and should fix the bug.
Nonetheless I will try to reproduce it in the next days.
So this requires a Network game with at least two Humans and one AI player.
Anyone else with that branch on Disk?
Travis has only problems on OSX with homebrew,
A Debug builds now shows this, too:
https://travis-ci.org/widelands/widelands/jobs/475766582
widelands:
/home/travis/build/widelands/widelands/src/logic/map_objects/draw_text.h:38:
TextToDraw operator~(TextToDraw): Assertion `result >= 0' failed.
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Oops, Benedikt is playing in Frisian/Platdütsch that complicates the Issue :-)
I pulled the branch again and will try tommorow, hopefully merging trunk fixed
the Assertion.
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Review: Abstain debug
I attached a Debuugger and starte to play my latest youtube Video:
https://www.magentacloud.de/share/tu4ayusx.k
Fie_: FRI01_H50_End.wgf
The asser ht me amost immediatedly when Itried to open the Map.
The TextToDraw Enum was 3 which is out of range, hence the assert.
Gu
Review: Needs Fixing testplay
Oops was killed with:
Assertion failed: (result >= 0), function operator~, file
../src/logic/map_objects/draw_text.h, line 38.
will ty to reproduce this in a debugger.
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Uhm, the savegame fails me:
Assertion failed: (result >= 0), function operator~, file
../src/logic/map_objects/draw_text.h, line 38.
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Hmm I don get these travis Errors,
one looks like a timeout, next one hapens only att a pecific compile?
/home/travis/build/widelands/widelands/doc/sphinx/source/autogen_ai_hints.rst:117:
Definition list ends without a blank line; unexpected unindent.
Will try to test this anyway
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Review: Approve compile, test, debug
OK, I did some tests with normal saves and some ways to break it.
Experience tells me that Windows is more picky about such errors
(as it locks open files). I was unable to reproduce all the errors.
But anway, basic Saving is ok and nothing is broken.
The code
Hello artydent,
I checked out this code an attached a debugger,
I will try to gain some coverage an this way understand it.
Gun: shall this become part of R20 or is this is "only" an improvemnet?
Artydent: Im am using OSX, anything special that I should look for?
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Review: Approve compile.ch / 2 x update.sh
Works as desigends, lets have it.
@bunnybot merge
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Had to manully inject code from number_of_cpus branch.
code is straight foreward.
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Review: Approve review, compile, debug, test
Complied this and did a "poor mans coverage" in the debugger.
I was able to hit about 50% of the changed code.
Hitting the rest would need tweaking of the metaserver or such.
But this is all reasonable for me.
@bunnybot mergre
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Uhhm, is there a way to debug lua inside widelands?
Checking that code just by reading is a pain.
I will play some games with territoral time lord, will this be enough?
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Review: Approve
OK, the portraits work as designed.
But as we already have a real Islnad could we have some +/- real Perons
portrait, too?
Like https://de.wikipedia.org/wiki/Aldgisl
Or from here: https://www.youtube.com/watch?v=cVZjSD6_WIQ
Or from some local Museum?
Fell free to merge, thou
Looks like my youtube video reminded you of something ;-)
Will check this now.
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Review: Approve compile, review, test
Reproduced it on trunk, found it fixed here.
Looks like these monster switches in gameclient.cc deserve a refactoring :-)
One Comment inline.
All fine for me.
@bunnybot merge
Diff comments:
> === modified file 'src/network/gameclient.cc'
> --- src/networ
The proposal to merge lp:~widelands-dev/widelands/bug_1794339_center_wo_parent
into lp:widelands has been updated.
Description changed to:
Assert that Window has a parent instead of crashing.
Keep d->modal as parent window in GameClient::run() and set to nullptr as late
as possible. This shoul
The proposal to merge lp:~widelands-dev/widelands/bug_1794339_center_wo_parent
into lp:widelands has been updated.
Commit message changed to:
Assert null access in Window::center_to_parent(), keep parent window in
GameClient::run()
For more details, see:
https://code.launchpad.net/~widelands-d
Ok made this an assert
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Oops, I pushed to :parent, which was my local trunk.
Now I see that I used tabs instead of spaces, uhm.
Can earliest fix this tomorrow, perhpas.
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Review: Approve review, compile, testcases
OK, only one warning left.
src/graphic/image_io.cc:99:6: warning: disabled expansion of recursive macro
[-Wdisabled-macro-expansion]
if (setjmp(png_jmpbuf(png_ptr))) { // NOLINT
I see no sematic changes.
Ran 42 tests in 1196.210s
all fine.
Review: Approve review
OK this just makes the compiler happy, will compile this
after merging with bug-1699852-compiler-warning. WHich should actually get rid
of all warnings (Wow!).
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Review: Approve review, compile
No real changes, so I wont do any further tests.
@bunnybot merge
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I still get these:
.../src/logic/map_objects/tribes/ship.cc:705:3: warning: fallthrough annotation
in
unreachable code [-Wimplicit-fallthrough]
FALLS_THROUGH;
../src/ui_basic/fileview_panel.h:50:23: warning: non-static data member
'style_' of
'FileViewPanel' shadows
Klaus Halfmann has proposed merging
lp:~widelands-dev/widelands/bug_1794339_center_wo_parent into lp:widelands.
Commit message:
Avoid null access in Window::center_to_parent(), keep parent window in
GameClient::run()
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs
The proposal to merge lp:~widelands-dev/widelands/bug_1794339_center_wo_parent
into lp:widelands has been updated.
Status: Needs review => Superseded
For more details, see:
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This works for me, I dont think it will break anything, well.
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Thanks for fixing this one, syntax and usage of templates in C++ still give me
a headache.
I will try to review it,but I am running out of time for this weekend.
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In my case the root cause was a savegame incompatibilty.
void GameClient::disconnect in network/gameclient.cc creates the messagebox as:
UI::WLMessageBox mmb(d->modal,
d is a GameClientImpl* and modal is explicily set as nullpointer in the CTor.
modal is always set to the currently show win
Klaus Halfmann has proposed merging
lp:~widelands-dev/widelands/bug_1794339_center_wo_parent into lp:widelands.
Commit message:
Avoid null access in Window::center_to_parent()
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1794339 in widelands: "segfault jo
Gun/Benedikt we are actually at feature freeze and this _is_ a new feature.
I have no idea about the risks involved and the testing needed for this.
So I propose defering this to R21. What do you think?
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Y
Review: Approve compile, review, testplay (osx, win10, linux)
Played this with kapputnik yesterday for about an hour or such.
We both finally got the Idea about the Map and how smuggling works :-)
We had no desnycs whatsover so this can go in.
Gun: Do you want to open Smugglers for all tribes in
Played this on OSX/localhost only, stating on the last save, no Issues.
Gun: perhpas we need som real world unreliable network to do more test?
I will try to come online this weekend perhpas we can do some smuggling?
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OK after cleaning my confusion about the two builds I will try a 2xWIN/ 2xOSX
Smugglers game.
... some hours later ...
Did so and it was quite ok until I ran into #1794965 I think this is unrelated.
But I may not be
able to continue testing. I will try other variants, later
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When trying to Debug WIndows I gita Problem with system.out, as described in:
#1398536
I will try to debug this anyway
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OK after cleaning my confusion about the two builds I will try a 2xWIN/ 2xOSX
Smugglers game.
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OK cleanup_playerimmovables_area was duplicate code and moved to
do_conquer_area().
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Mhh, don understand that (single) failure on travis:
CMake Error at
/usr/local/cmake-3.9.2/share/cmake-3.9/Modules/CMakeDetermineCCompiler.cmake:48
(message):
Could not find compiler set in environment variable CC:
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Mhh, why can you remove that code and fix it via that other code?
I must take a complete look at this logic.
I will not try to use this replay, but try to reproduce it,
which will become quite tricky.
Any tips how I can provoke this fast and easy?
One nit inline.
Diff comments:
> === modified
Review: Approve testplay on windows
OK, tested along the original Bug, works as desigend.
@bunnybot merge
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Review: Approve review, compile, debug
Tested this on OSX, but found the original Problem was on Windows.
The code works as expected but I did not trigger the original Problem.
e.g. when I make the complete save dir unreadable the save completly
fails, well.
OSX and *nixes behave differnt compar
Looks like Its time to switch on the debugger.
Will compile this and think about all kind of nasty ways to break this :-)
Could we inform the player if this finally failes?
Code LGTM.
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One trasient failure on travis: Failed to connect to apt.llvm.org port 80:
Connection timed out
@bunnybot merge force
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Review: Approve compile, review, testplay
Now ok for me, will still do some testplaye, feel free to merge.
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Review: Needs Fixing review, compile, testplay
played this for a while found not noticable difference.
Still we should fix the pass by reference for the enum,
Ill do so next time I get access to this computer.
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Checked that code, I do not _really_ know what you where doing here but its
looks reasonable.
One remark inline, I think we should change this.
I will test this assuming that I notice almost no differecne except that no
text is hidden.
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Review: Approve code review
Code looks ok and will not afect normal builds in any way.
Go for it. I cannot use this anyway as I use Macports.
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https://code.launchpad.net/~widelands-dev/widelands/macos_build_app_ICU/+merge/354490
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lp:~widel
Review: Approve compile, review, test,
Works for me,
I cannot judge mutch abouthe the code.
ypopezios: you are correct, but lets get rid of the bug first
and do the improvement in some second step.
Gun: will we need a resubmit before wer can merge this?
@bonnybot merge
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Review: Needs Fixing
Checked out and compiled the branch, reproduced the bug on trunk.
(SEGV on unknown address 0x00f0 ...)
This version loads the map without any hazzles.
* Bug: when creating a new Random Map (after loading one)
the number of players is stuck at 2
and cannot be inc
Now I am confused. That code should be semantically identical?
As peformance optimizer I see the the extra null-assignement is a waste :-)
Can you add a comment what compiler/enviroment causes this problem?
I tested this in bzr8791[trunk] and it was ok for me.
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Review: Approve dowload,short testrun
Approve, checked both images, (debug build is 50M,
my develop build is 67M but all libs are staically linked)
I only tried to open a savegame. (which was from some other brach, and failed
to load, well)
travis currebtly has some erro as of a broken test /
@Toni
We already have a description to build developer verions using macports:
https://wl.widelands.org/wiki/Download/
And some dsicussion around this as well:
https://wl.widelands.org/forum/topic/2627/
And the corresponding Portfile, which includes some packagnh, too:
https://github.com/kencu
I rember that SirVer used brew as well for R19 and I used macports
and we had some significat differences in the end, was much bigger, or such.
SirVer, Gun: do we have that Ticket still in some Archive?
Once we target R20 we should use all variants and use the smalles/fastest on.
Lets see.
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h
Mmh, this does not contain the ASAN Flags as we have them in compile.sh,
this would make sense for a debug build (yes, it _is_ slower :-)
OTOH wee need this just for the release in then End, I would guess.
I use macports so lets try this now
wlbuild klaus$ ./build_app.sh clang debug ../maco
Toni, you re doing a great job!
Just give me some time to catch up with your speed :-)
You may contact me via PM or such, so we can align on our skills.
Ill try to review this this week but will not promise anything ...
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Mhh, travis had no sucess with any instalaltions, but did not actually compile
anything on linux.
Gun: can this go in anyway or shall we resubmit this?
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https://code.launchpad.net/~widelands-dev/widelands/bug-1619402-port-work-area-on-expedition/+merge/349594
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The proposal to merge lp:~widelands-dev/widelands/odd_locale_fix into
lp:widelands has been updated.
Commit message changed to:
Fix undefined / unexpected behaviour in case LANG environment is empty.
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/odd_locale_fix/+merg
Klaus Halfmann has proposed merging lp:~widelands-dev/widelands/odd_locale_fix
into lp:widelands.
Commit message:
Fix udefined / unexpected bahviour in case LANG enviromane is empty.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net
I still have no idea what is_warping_ actually means :-).
It was my best idea to leave the original code there while fixing the bug.
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Review: Resubmit
I assume this bug was there since perhaps R18 but can only be found with ASAN.
Now I need someone else for the review.
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reproducing was (to) easy, just clik on the workarea button and right click
immideatley after that.
Problem is that ~BuildingWindow() calls hide_workarea(); calling
configure_workarea_button()
whhich tries to change the tooltip of the already deleted button.
I can provide a quick fix which woul
Review: Needs Fixing
I will try to merge trunk, which contains a workaroud for #1784200.
Until then I wont be able to debug this any further :\
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