@bunnybot merge
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Diff comments:
> === modified file 'src/logic/map_objects/tribes/bill_of_materials.h'
> --- src/logic/map_objects/tribes/bill_of_materials.h 2015-12-11 19:06:50
> +
> +++ src/logic/map_objects/tribes/bill_of_materials.h 2016-02-04 17:53:17
> +
> @@ -25,7 +25,7 @@
> #include
Please don't jump off a bridge now, but I get some fuzzy lines now - the
culprit seems to be interpolation of the edges with horizontal/vertical lines
(0°, 90°, 180° and 270°).
https://launchpadlibrarian.net/236372160/fuzzy_lines.png
--
As I said before, there are no possible map loading crashes related to this
branch. This code is only executed while saving a map, and then the only thing
it does is write the "artifacts" tag.
I tried and failed to just iterate over the fields - seems like there is no way
to safely get the
I am still trying to play with it to get rid of the jaggies. Slow going though.
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No change, this is for LayeredFilesystem only.
I can have a look at ZipFilesystem too though in a new branch :)
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I'll merge this now, so we can load those maps again ASAP.
@bunnybot merge
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This is ready for the next round now. I have made a separate commit for each
issue.
There are still some NOCOMs left that can either go or that I need some
information for.
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Mousewheel has been sort of broken since we moved to SDL2.
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Code LGTM, but I have added some comments. Please have a look :)
Diff comments:
>
> === modified file 'src/scripting/lua_game.cc'
> --- src/scripting/lua_game.cc 2016-01-28 05:24:34 +
> +++ src/scripting/lua_game.cc 2016-02-12 17:03:35 +
> @@ -1132,19 +1132,19 @@
> };
>
>
Merging trunk should have fixed the builds.
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GunChleoc has proposed merging lp:~widelands-dev/widelands/fit_button_text into
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Commit message:
Buttons will now automatically scale down their text if it is too wide. Removed
unused function set_fontface from Textarea.
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GunChleoc has proposed merging
lp:~widelands-dev/widelands/bug-1525706-artifacts into lp:widelands.
Commit message:
Fixed checking for artifacts on a map.
Requested reviews:
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Related bugs:
Bug #1525706 in widelands: "Wincondition artifacts
GunChleoc has proposed merging lp:~widelands-dev/widelands/fix_campaign_loading
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Commit message:
Removed unneeded packages from campaign and tutorial maps to fix map loading.
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As long as I am not lost in translation, which would be bad for my job... :P
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GunChleoc has proposed merging lp:~widelands-dev/widelands/pretty-datadirs into
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Commit message:
Canonicalized datadir and datadir_for_testing in WLApplication.
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GunChleoc has proposed merging lp:~widelands-dev/widelands/fix_ware_amount into
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Commit message:
Changed amount in WareAmount from uint8_t to uint32_t.
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Since is the best we can do for now functionality-wise, I'm gonna merge
@bunnybot merge
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Thanks :)
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Thanks for the code review - the branch is ready again.
Note that I had to change a function from protected to public.
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SirVer is out master of everything, but I have worked a bit on Lua and
saveloading as well, so I think this change should be fine. I have opened a new
bug.
@bunnybot merge
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I left the capability for \n it downwards compatibility really. This part of
the code will be reworked anyway when we do the full switch to the new font
renderer. I am not planning to do that switch for Build 19 though, because
there are still to many issues with layouting images.
If we want a
Review: Approve
LGTM
@bunnybot merge
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I had a look at
http://bazaar.launchpad.net/~widelands-dev/widelands/bug-1397500/view/head:/utils/win32/mingw/config.h
and I don't know if the . in the datadir needs removing or something. SInce I
can't test on Windows, it's hard for me to play with stuff.
The variable that needs setting is
We have updated Together We're Strong because of the artifacts, so you will
need to grab the map from Build 18.
I actually want to take a different approach to this: Rather than putting the
compatibility code back in, only load needed packages in the editor. So, this
branch is now only sitting
The proposal to merge lp:~widelands-dev/widelands/map_packet_loading into
lp:widelands has been updated.
Status: Needs review => Work in progress
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GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1530124 into
lp:widelands.
Commit message:
- Fixed crash with richtext font renderer for filenames that contain
in Table, MultilineTextarea and EditBox.
- EditBox now uses the new font renderer.
- Fixed a crash in SpinBox
GunChleoc has proposed merging lp:~widelands-dev/widelands/ui_align into
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Commit message:
UI::Align is now an enum class. Got rid of align aliases in UI::Box.
Requested reviews:
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Related bugs:
Bug #1367725 in widelands: "Consistent n
Now I get what you mean - fixed :)
@Tino: does this help with Windows?
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GunChleoc has proposed merging lp:~widelands-dev/widelands/map_packet_loading
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Commit message:
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- No longer saving or loading unneeded packages in the editor.
- Removed compatibility code from MapBuildingPacket.
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The proposal to merge lp:~widelands-dev/widelands/bug-1526916 into lp:widelands
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Description changed to:
When selecting a map, the parent directory now has a lower sort order than all
other directories.
For more details, see:
When selecting a map, the parent directory now has a lower sort order than all
other directories.
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Commit Message changed to:
When selecting a map, the parent directory now has a lower sort order than all
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GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1526916 into
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Commit message:
When selecting a map, the parent directory now has a lower sort order than all
other directories.
Requested reviews:
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Related bugs:
Bug #1526916
Isn't it fun that 0 still evaluates to NULL...
Code LGTM and tested. Travis also looks clean.
@bunnybot merge
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Commit Message changed to:
Moved all data-related directories into a new "data" directory.
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I can't reproduce the problem, so somebody else will need to test.
Code LGTM.
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GunChleoc has proposed merging lp:~widelands-dev/widelands/editor_help into
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Commit message:
Exposed terrain and resource descriptions to the Lua interface and added tree
and terrain help to the editor.
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Bug
GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1397500 into
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Commit message:
Moved GL shaders into external files. Fragment shaders now live in
"data/shaders/.fp" and vertex shaders in
"data/shaders/.vp".
Requested reviews:
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GunChleoc has proposed merging lp:~widelands-dev/widelands/clang-codecheck into
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Commit message:
Prepared the codecheck rules and source code to be compatible with clang-format.
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@bunnybot merge
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Travis has passed.
@bunnybot merge
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@Tibor: Can you give me a backtrace, or a filename that is causing the issue?
The problem should be fixed now, but there might be some special
characters causing problems - I want to allow localized file names. so simply
restricting to alphanumeric won't work.
@bunnybot merge
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Thanks!
@bunnybot merge
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Added some comments.
IMO the best way to solve the tabs issue is to run clang-format over the whole
codebase and remove the conflicting codecheck rules.
I just tend not to run clang-format ATM, because it makes the diff big.
Diff comments:
>
> === modified file 'src/graphic/text_layout.cc'
>
About the nits: richtext.cc is moribund, so I don't want to make any code
changes to accommodate it that I will need to undo later. Does that make sense?
I haven't tested the behaviour in the renderers carefully, but I expect a word
node won't be broken up into multiple lines - otherwise, there
Thanks for testing!
Yes, the naming is based on the source code, fs = fullscreen in this case. If
we rename anything here, it should be done both in the source code and the
images - naming should be identical.
how about:
ui_sfmenu -> ui_menu
wui -> ui_game?
--
I am getting another crash. To reproduce, start a new game and click on general
statistics.
ComputerPlayer(2): initializing (2)
Forcing flag at (43, 59)
Message: adding (wh) (warehouse) 1
Forcing flag at (42, 21)
Message: adding (wh) (warehouse) 2
Font file not found. Falling back to serif:
I got an error running the Appveyor build - see screenshot:
https://bugs.launchpad.net/widelands/+bug/1531114/comments/4
1 tiny code style consistency nit.
Diff comments:
>
> === modified file 'src/wui/plot_area.cc'
> --- src/wui/plot_area.cc 2016-01-28 21:27:04 +
> +++
+1 for finetuning the file structure later. I have added SirVer's idea to the
bug.
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Review: Approve code
I find update annoying and difficult too, so I'm all for it. I expect that the
added CPU load won't increase for long games, so I think we can afford the
extra CPU time - the recent graphics changes have already saved a lot, so we'll
still be better off than we were before
No crashes now, but another bug in the general stats - looks like the assert
wasn't that silly, maybe?
https://launchpadlibrarian.net/235815511/stats_lines.png
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I am already working on fixing up the codecheck rules so we can run
clang-format, because it is annoying me too.
@bunnybot merge
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Review: Approve testing
I have tested this now - everything seems ok.
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I have pulled the functions out.
The for loop has to stay as it is, because I am referencing iterator.end().
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I agree that this still needs more fixing - right now, I just want to get rid
of the crash.
I tried fiddling wit it a bit, but as soon as I try to get the FCoords from the
Coords, the player positions get messed up, and I have no idea why yet.
So, I am for merging this and leaving the bug
I think I found them - pushed a fix to trunk. Please let me know if this fixes
trunk.
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This will be a problem caused by r7764 and it is not related to this branch.
Could you please open a bug report and also say which of the tests is failing
for you?
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Review: Approve
Code LGTM :)
This can be merged as soon as Travis passes.
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Fixing the nit is beyond my abilities - it will fail on Type*&.
Both the types and the operators are correctly formatted by my clang-format, I
have tested this.
Diff comments:
>
> === removed file 'cmake/codecheck/rules/missing_padding'
> --- cmake/codecheck/rules/missing_padding
GunChleoc has proposed merging lp:~widelands-dev/widelands/compiler_warning
into lp:widelands.
Commit message:
Fixed compiler warning and updated comment in game_renderer.cc.
Requested reviews:
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I can't reproduce that, so it must be a problem that's triggered on your system
specifically. It's not caused by this branch. Maybe go back a few revisions on
trunk to find the commit that causes the problem?
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Your
All I have to do is start a game, open the statistics window and wait. As soon
as a line gets plotted, it gets a diagonal downwards left added to the end node.
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GunChleoc has proposed merging lp:~widelands-dev/widelands/tags_again into
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Commit message:
Added a test for the text renderer to make sure that does not
crash. This test checks Tables, Listselect and MultilineTextarea.
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GunChleoc has proposed merging
lp:~widelands-dev/widelands/bug-1548932-editor-save-zip into lp:widelands.
Requested reviews:
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Related bugs:
Bug #1548932 in widelands: "Editor fails on save with zip filesystem"
https://bugs.launchpad.net/wide
Thanks for testing - I think we're good to go now.
Good luck with he Windows thing!
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I updated the instructions to make MySQL optional. We still need to test the
sqlite version though.
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Is there any partiular reason that you changed
-e
git://github.com/ubernostrum/django-registration/archive/0.8.zip/#egg=registration
to
https://github.com/ubernostrum/django-registration/archive/0.8.zip/#egg=registration
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Thanks for the hint - found it! :)
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@bunnybot merge
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Review: Approve
That broke it for Linus, but I have added an #ifndef that should fix it for
everybody. I have tested with the zip option on and off. COuld you please test
for Windows again to make sure that it's still working?
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Commit message:
Some refactoring for the Soldier code:
- Refactored the battle attributes in SoldierDescr (health, attack, defense,
evade) into a nice Lua table and struct.
- Made member variables
@bunnybot merge
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Review: Needs Fixing
This now works in Windows for the Zip Filesystem, but not for the normal file
system.
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Thanks for the review :)
Tree growth has nothing to do with this branch - the Last Bastion is already
being redesigned to fit the new tree growth parameters
https://wl.widelands.org/forum/topic/1917/
@bunnybot merge
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Me neither, which is why I caused this bug in the first place *lol
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Changing this to a vector is complicated, so I'd like to get this branch in and
leave that as a problem for another day.
> Sorry, cannot keep up with email
>
> I think this can be a vector and that would probably be better.
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@bunnybot merge
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GunChleoc has proposed merging
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Commit message:
Fixed undo/redo bug when drawing terrains in the editor.
Requested reviews:
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Related bugs:
Bug #1546810 in widelands: "Editor: undo
Review: Approve
Now I get it - it's because of file locks.
Everything works on Ubuntu now, so I am in favour of merging. Let's solve the
problem with not being able to save twice in a new branch.
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I have found a safe upper limit for iterating over the fields now, so I'll be
pushing something new as soon as I have compiled & tested it.
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Review: Approve
Tested and LGTM :)
@bunnybot merge
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> The current version does work for directory saves on windows.
>
> But if fails on the second save for a zip save:
> If you start the editor and save the map "abc" and "abc" already exists it
> gets overwritten correctly.
> But you can't save again "abc" without restarting the editor (or save
Only if we also make it optional in the pip-requirements - the instructions
need to match the files, otherwise everybody will to have research the error
messages to find out why it fails.
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GunChleoc has proposed merging
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I'd rather not wait for the backslash bug, because I don't know how to fix that
one.
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You are right, for some reason that package wants to be fetched with https.
I have tested this again and made a small change - is sounded as if we needed
sqlite for mysql.
No idea what happend to the branch history.
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Great :)
@bunnybot merge
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https://code.launchpad.net/~widelands-dev/widelands/ai_upgrading_reworked/+merge/287229
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GunChleoc has proposed merging lp:~widelands-dev/widelands/tree-values into
lp:widelands.
Commit message:
New tree/terrain values by king_of_nowhere.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/tree-values
GunChleoc has proposed merging lp:~widelands-dev/widelands-website/encyclopedia
into lp:widelands-website.
Commit message:
Update the encyclopedia from JSON files.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #350465 in Widelands Website: "online_help re
GunChleoc has proposed merging lp:~widelands-dev/widelands/map_object_info into
lp:widelands.
Commit message:
Created a new executable that will generate JSON files for updating the
e3ncyclopedia on the website.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug
OK, thanks for letting me know. Good luck with the move!
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https://code.launchpad.net/~widelands-dev/widelands/employers/+merge/287384
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The proposal to merge lp:~widelands-dev/widelands/bug-1548932-editor-save-zip
into lp:widelands has been updated.
Status: Needs review => Work in progress
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1548932-editor-save-zip/+merge/287036
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The proposal to merge lp:~widelands-dev/widelands/map_object_info into
lp:widelands has been updated.
Commit Message changed to:
Created a new executable that will generate JSON files for updating the
encyclopedia on the website.
For more details, see:
The proposal to merge lp:~widelands-dev/widelands/bug-1513181-chat-overlay into
lp:widelands has been updated.
Description changed to:
Brought back the chat overlay.
We used to get a crash when an exception was raised while loading a map or
game, so we need to check whether the ChatProvider
GunChleoc has proposed merging
lp:~widelands-dev/widelands/bug-1513181-chat-overlay into lp:widelands.
Commit message:
Fixed check in ChatOverlay whether a chat provider has been assigned.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1513181 in widelands
My idea is to generate them on the server - I have added a call to the
executable in update_help.py. It will also run a python script that checks for
basic JSON validity. My idea is that they aren't part of the Widelands
installation as such and that they shouldn't be packaged, so I prefer to
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