[Widelands-dev] Bunnybot says...

2016-01-20 Thread bunnybot
Travis build 307 has changed state to: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/103335898.
-- 
https://code.launchpad.net/~widelands-dev/widelands/resize_texture_cache/+merge/283048
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[Widelands-dev] Bunnybot says...

2016-01-20 Thread bunnybot
Travis build 304 has changed state to: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/103304106.
-- 
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[Widelands-dev] Bunnybot says...

2016-01-20 Thread bunnybot
Travis build 299 has changed state to: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/103208245.
-- 
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[Widelands-dev] Bunnybot says...

2016-01-20 Thread bunnybot
Travis build 300 has changed state to: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/103208466.
-- 
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[Widelands-dev] Bunnybot says...

2016-01-20 Thread bunnybot
Travis build 310 has changed state to: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/103434523.
-- 
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[Widelands-dev] Bunnybot says...

2016-01-20 Thread bunnybot
Travis build 122 has changed state to: failed. Details: 
https://travis-ci.org/widelands/widelands/builds/99778652.
-- 
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[Widelands-dev] Bunnybot says...

2016-01-20 Thread bunnybot
Travis build 124 has changed state to: failed. Details: 
https://travis-ci.org/widelands/widelands/builds/99784765.
-- 
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[Widelands-dev] Bunnybot says...

2016-01-20 Thread bunnybot
Travis build 126 has changed state to: failed. Details: 
https://travis-ci.org/widelands/widelands/builds/99797556.
-- 
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[Widelands-dev] Bunnybot says...

2016-01-20 Thread bunnybot
Travis build 127 has changed state to: failed. Details: 
https://travis-ci.org/widelands/widelands/builds/99803809.
-- 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/resize_texture_cache into lp:widelands

2016-01-20 Thread kaputtnik
Is there something special to look at?

Runs fine.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/resize_texture_cache into lp:widelands

2016-01-20 Thread SirVer
Not really you can click around a lot in the Map select dialogue, this will 
exercise the code - the cache will overflow and items will get dropped and put 
back in. 
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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/disable_gl_depth into lp:widelands

2016-01-20 Thread SirVer
SirVer has proposed merging lp:~widelands-dev/widelands/disable_gl_depth into 
lp:widelands.

Commit message:
Disable GL_DEPTH testing for most operations and only enable it temporarily 
when everything is drawn onto the screen. 

Historically, WIdelands always implicitly defined the z-ordering by drawing 
stuff in the right order. With the render queue this has been changed: items 
are batched together and open gl takes care of the correct draw order. As a 
side effect, we enabled DEPTH testing also for offscreen surfaces - but there 
we are still working on the old assumption that order defines Z layer. Also, we 
never clear the Z buffer before starting to draw. Maybe this is causing the 
z-layering issues we see on Windows.

Requested reviews:
  Widelands Developers (widelands-dev)
Related bugs:
  Bug #1535732 in widelands: "Most texts not displayed correctly"
  https://bugs.launchpad.net/widelands/+bug/1535732

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/disable_gl_depth/+merge/283353

See commit message.
-- 
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/disable_gl_depth into lp:widelands.
=== modified file 'src/graphic/graphic.cc'
--- src/graphic/graphic.cc	2016-01-16 15:19:32 +
+++ src/graphic/graphic.cc	2016-01-20 20:10:57 +
@@ -120,7 +120,7 @@
 
 	glDrawBuffer(GL_BACK);
 
-	glEnable(GL_DEPTH_TEST);
+	glDisable(GL_DEPTH_TEST);
 	glDepthFunc(GL_LEQUAL);
 
 	glEnable(GL_BLEND);

=== modified file 'src/graphic/render_queue.cc'
--- src/graphic/render_queue.cc	2016-01-13 07:27:55 +
+++ src/graphic/render_queue.cc	2016-01-20 20:10:57 +
@@ -196,6 +196,7 @@
 	Gl::State::instance().bind_framebuffer(0, 0);
 	glViewport(0, 0, screen_width, screen_height);
 
+	glEnable(GL_DEPTH_TEST);
 	glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
 
 	glDisable(GL_BLEND);
@@ -212,6 +213,7 @@
 	blended_items_.clear();
 
 	glDepthMask(GL_TRUE);
+	glDisable(GL_DEPTH_TEST);
 	next_z_ = 1;
 }
 

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/screenshot_from_backbuffer into lp:widelands

2016-01-20 Thread TiborB
Review: Approve

Works.
Code LGTM
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[Widelands-dev] Bunnybot says...

2016-01-20 Thread bunnybot
Hi, I am bunnybot (https://github.com/widelands/bunnybot).

I am keeping the source branch lp:~widelands-dev/widelands/disable_gl_depth 
mirrored to 
https://github.com/widelands/widelands/tree/_widelands_dev_widelands_disable_gl_depth

You can give me commands by starting a line with @bunnybot . I 
understand: 
 merge: Merges the source branch into the target branch, closing the merge 
proposal. I will use the proposed commit message if it is set.
-- 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/disable_gl_depth into lp:widelands

2016-01-20 Thread TiborB
Review: Approve

I tested it, I noticed no issues
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[Widelands-dev] Bunnybot says...

2016-01-20 Thread bunnybot
Travis build 324 has changed state to: passed. Details: 
https://travis-ci.org/widelands/widelands/builds/103692405.
-- 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/screenshot_from_backbuffer into lp:widelands

2016-01-20 Thread SirVer
thanks! 

@bunnybot merge
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/disable_gl_depth into lp:widelands

2016-01-20 Thread SirVer
Thanks for testing and the review. Let's see if that fixes the Windows problem 
before merging it in.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_ship_tweaks into lp:widelands

2016-01-20 Thread SirVer
Really great work! That was not easy, but I think this design fits much better 
into the existing code. I think that reads much better than before.

Last comment is about dealing with ship names. I suggest dealing with the 
string sets directly instead of indices into an array. 

Diff comments:

> 
> === modified file 'src/ai/defaultai.h'
> --- src/ai/defaultai.h2016-01-06 19:11:20 +
> +++ src/ai/defaultai.h2016-01-20 20:12:20 +
> @@ -348,13 +349,16 @@
>   uint32_t ai_productionsites_ratio_;
>   uint32_t ai_personality_early_militarysites;
>  
> + //this points to persistent data stored in Player object

. Not owned.

so that nobody wonders if this leaks memory.

> + Widelands::Player::AiPersistentState* persistent_data;
> +
>   // this is a bunch of patterns that have to identify weapons and armors 
> for input queues of trainingsites
>   std::vector const armors_and_weapons =
>   {"ax", "lance", "armor", "helm", "lance", "trident", "tabard", 
> "shield", "mask"};
>  
>   enum {kReprioritize, kStopShipyard, kStapShipyard};
>  
> - std::vector marineTaskQueue_;
> + std::vector marine_task_queue;
>  
>   
> std::unique_ptr>
>  field_possession_subscriber_;
> 
> === added file 'src/game_io/game_player_ai_persistent_packet.h'
> --- src/game_io/game_player_ai_persistent_packet.h1970-01-01 00:00:00 
> +
> +++ src/game_io/game_player_ai_persistent_packet.h2016-01-20 20:12:20 
> +
> @@ -0,0 +1,37 @@
> +/*
> + * Copyright (C) 2002-2004, 2006-2009 by the Widelands Development Team
> + *
> + * This program is free software; you can redistribute it and/or
> + * modify it under the terms of the GNU General Public License
> + * as published by the Free Software Foundation; either version 2
> + * of the License, or (at your option) any later version.
> + *
> + * This program is distributed in the hope that it will be useful,
> + * but WITHOUT ANY WARRANTY; without even the implied warranty of
> + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
> + * GNU General Public License for more details.
> + *
> + * You should have received a copy of the GNU General Public License
> + * along with this program; if not, write to the Free Software
> + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  
> 02110-1301, USA.
> + *
> + */
> +
> +#ifndef WL_GAME_IO_GAME_PLAYER_AI_PERSISTENT_PACKET_H
> +#define WL_GAME_IO_GAME_PLAYER_AI_PERSISTENT_PACKET_H
> +
> +#include "game_io/game_data_packet.h"
> +
> +namespace Widelands {
> +
> +/*
> + * how many and which economies does a player have?

fix comment

> + */
> +struct GamePlayerAiPersistentPacket : public GameDataPacket {
> + void read (FileSystem &, Game &, MapObjectLoader * = nullptr) override;
> + void write(FileSystem &, Game &, MapObjectSaver  * = nullptr) override;
> +};
> +
> +}
> +
> +#endif  // end of include guard: 
> WL_GAME_IO_GAME_PLAYER_AI_PERSISTENT_PACKET_H
> 
> === modified file 'src/game_io/game_player_info_packet.cc'
> --- src/game_io/game_player_info_packet.cc2015-11-28 22:29:26 +
> +++ src/game_io/game_player_info_packet.cc2016-01-20 20:12:20 +
> @@ -62,6 +62,7 @@
>  
>   player.set_ai(fr.c_string());
>   player.read_statistics(fr);
> + player.read_remaining_shipidx(fr);

I find dealing with indices around ship names overly complex. these indices 
might be invalid. Why not keep a std::set with the ship names around 
and save the individual ship name in the ship code? When you need to choose a 
new ship name you just use random_choice(set(kAllNames) - set(names of all 
ships)).

>  
>   player.m_casualties = fr.unsigned_32();
>   player.m_kills  = fr.unsigned_32();


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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/screenshot_from_backbuffer into lp:widelands

2016-01-20 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/screenshot_from_backbuffer 
into lp:widelands has been updated.

Status: Needs review => Merged

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/screenshot_from_backbuffer/+merge/283043
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai_ship_tweaks into lp:widelands

2016-01-20 Thread TiborB
OK, I will move also remaining personality variables there then...

I left one question in diff



Diff comments:

> 
> === modified file 'src/ai/defaultai.h'
> --- src/ai/defaultai.h2016-01-06 19:11:20 +
> +++ src/ai/defaultai.h2016-01-20 20:12:20 +
> @@ -348,13 +349,16 @@
>   uint32_t ai_productionsites_ratio_;
>   uint32_t ai_personality_early_militarysites;
>  
> + //this points to persistent data stored in Player object

Do you mean that I should change it somehow?

> + Widelands::Player::AiPersistentState* persistent_data;
> +
>   // this is a bunch of patterns that have to identify weapons and armors 
> for input queues of trainingsites
>   std::vector const armors_and_weapons =
>   {"ax", "lance", "armor", "helm", "lance", "trident", "tabard", 
> "shield", "mask"};
>  
>   enum {kReprioritize, kStopShipyard, kStapShipyard};
>  
> - std::vector marineTaskQueue_;
> + std::vector marine_task_queue;
>  
>   
> std::unique_ptr>
>  field_possession_subscriber_;


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[Widelands-dev] [Merge] lp:~widelands-dev/widelands/rotate_terrains into lp:widelands

2016-01-20 Thread SirVer
SirVer has proposed merging lp:~widelands-dev/widelands/rotate_terrains into 
lp:widelands.

Commit message:
Fixes an error in converting from pixel space to opengl space which flipped all 
textures vertically when drawn on screen.


Requested reviews:
  Widelands Developers (widelands-dev)
Related bugs:
  Bug #1532019 in widelands: "Animated terrains are flipped"
  https://bugs.launchpad.net/widelands/+bug/1532019

For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/rotate_terrains/+merge/283389

A one byte fix for the flipped terrains.
-- 
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/rotate_terrains into lp:widelands.
=== modified file 'src/graphic/game_renderer.cc'
--- src/graphic/game_renderer.cc	2016-01-10 11:36:05 +
+++ src/graphic/game_renderer.cc	2016-01-21 07:04:27 +
@@ -188,7 +188,7 @@
 			const FCoords& fcoords = map.get_fcoords(coords);
 
 			f.texture_x = float(x) / kTextureSideLength;
-			f.texture_y = float(y) / kTextureSideLength;
+			f.texture_y = -float(y) / kTextureSideLength;
 
 			f.gl_x = f.pixel_x = x + surface_offset.x;
 			f.gl_y = f.pixel_y = y + surface_offset.y - fcoords.field->get_height() * HEIGHT_FACTOR;

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[Widelands-dev] Bunnybot says...

2016-01-20 Thread bunnybot
Hi, I am bunnybot (https://github.com/widelands/bunnybot).

I am keeping the source branch lp:~widelands-dev/widelands/rotate_terrains 
mirrored to 
https://github.com/widelands/widelands/tree/_widelands_dev_widelands_rotate_terrains

You can give me commands by starting a line with @bunnybot . I 
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 merge: Merges the source branch into the target branch, closing the merge 
proposal. I will use the proposed commit message if it is set.
-- 
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/resize_texture_cache into lp:widelands

2016-01-20 Thread TiborB
Review: Approve

I think it can go...
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