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Your team Widelands Developers is requested to review the proposed merge of
lp:~wideland
Hi, I am bunnybot (https://github.com/widelands/bunnybot).
I am keeping the source branch lp:~widelands-dev/widelands/stricter_travis
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Hi, I am bunnybot (https://github.com/widelands/bunnybot).
I am keeping the source branch
lp:~widelands-dev/widelands/png_alternative_method mirrored to
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Looks like my bug is https://bugs.launchpad.net/widelands/+bug/1531114 indeed -
seems more pronounced with small screen resolutions maybe?
I won't have time to look at the code until end of next week, but if everything
has been checked, it can go in.
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SirVer has proposed merging lp:~widelands-dev/widelands/png_alternative_method
into lp:widelands.
Commit message:
Run pngcrush pngcrush -ow -rem allb -reduce $file on all pngs in the repo.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1195724 in widelands: "Warni
The proposal to merge lp:~widelands-dev/widelands/png_alternative_method into
lp:widelands has been updated.
Commit Message changed to:
Run pngcrush pngcrush -ow -rem allb -reduce $file on all pngs in the repo.
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/png_alter
questions to testers:
- does this fix iCCP: "known incorrect sRGB profile"?
- does this break any images?
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Your team Widelands Developers is requested to review the proposed merge of
lp:~widelands-dev/wide
Bunnybot encountered an error while working on this merge proposal:
Running 'git fetch _widelands_dev_widelands_stricter_travis' failed. Output:
progress revision 100 'master' (100/7709)
progress revision 200 'master' (200/7709)
progress revision 300 'master' (300/7709)
progress revision 400 'mas
Review: Approve
I am all for merging it.
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I have the same problem as GunChleoc - though I did not notice it.
Otherwise, it works nicely
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I think this is https://bugs.launchpad.net/widelands/+bug/1531114. I will look
into that soonish. Can this branch go in?
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Review: Approve
LGTM
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I gave this a quick spin in my VM and it runs fine. There is a problem with
drawing rectangles though - got probably introduced in one of the previous
graphics branches.
https://launchpadlibrarian.net/234364565/rectangles.png
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fullscreen and window will likely not make a huge difference. But the size of
the widelands drawing area (i.e. resolution in game) and the amount of objects
on it. The more different objects (terrains, roads, buildings, workers,
critters and windows) the higher the difference in load.
Also mak
Is there a great difference between fullscreen and window mode? I used windowed
mode to have the task manager open to see the CPU usage.
I just tested a little game on my laptop and this branch as current trunk uses
about 12% CPU... So no difference?
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SirVer has proposed merging lp:~widelands-dev/widelands/stricter_travis into
lp:widelands.
Commit message:
- Change warnings around switches: GCC no longer complains if a switch has no
default, clang complains if a switch that covers all cases has a default.
- Run regression test on travis afte
The proposal to merge lp:~widelands-dev/widelands/stricter_travis into
lp:widelands has been updated.
Commit Message changed to:
- Change warnings around switches: GCC no longer complains if a switch has no
default, clang complains if a switch that covers all cases has a default.
- Run regress
3 is better than 2 :-)
May we should make an appointment so that SirVer not have to tell things twice.
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Shall i add the corrections to the current merge proposal?
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Fine by me, thanks for explaining.
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The proposal to merge lp:~widelands-dev/widelands/fix_resource_overlay into
lp:widelands has been updated.
Status: Needs review => Merged
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/fix_resource_overlay/+merge/282680
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I fixed everything but
3. /src/editor/editorinteractive.cc:635:9: Warnung: Die Standardfallbehandlung
in switch fehlt [-Wswitch-default]
that is a stupid warning. I handled all possible cases in this switch()
statement for the enum class it handles. The default: should never be taken, so
it sh
I'm online today, so I can do some testing.
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Review: Approve
Code LGTM, just 1 code style nit.
I noticed that you use variable type "auto" a lot - please double-check if you
can be more specific. Strong typing is good ;)
Diff comments:
>
> === modified file 'src/editor/editorinteractive.h'
> --- src/editor/editorinteractive.h2016-0
Review: Resubmit
Okay, I simplified the code as there is no need to cache the images anymore on
disk - building the atlas is fast. I updated the commit message, merged trunk
and removed codecheck warnings. Tibor, if you approve of the code, could you
merge it in?
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The proposal to merge lp:~widelands-dev/widelands/use_image_cache into
lp:widelands has been updated.
Commit Message changed to:
- Build a texture atlas with the most commonly used images on startup.
- Mild refactorings in the graphic initialization.
- Add a caching mechanism to remember OpenGL
Code LGTM - just one small nit.
Not tested.
Diff comments:
>
> === modified file 'templates/wiki/edit.html'
> --- templates/wiki/edit.html 2015-04-01 20:01:41 +
> +++ templates/wiki/edit.html 2016-01-14 19:36:43 +
> @@ -117,14 +117,24 @@
>
>
I think it would be good to have a team of 3 - so if any of us breaks it, there
would be 2 people around to help. I need to get around to making my test
installation work.
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Some proofreading - sorry I didn't see this before.
There are no financial goal or interest. => There is no financial goal or
interest.
It is customary to use Title Case in English: Project lead => Project Lead
There are several possibilities to get in contact. For questions about the game
or
LGTM:)
If somebody touches this code again in the future, correct English is
"dug_percentage" ;)
It can of course stay the way it is for now!
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Review: Approve
New code still LGTM :)
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Review: Approve correct functionality
Looks very good now :-)
There are some compiler statements/warnings. Because i am not sure to which
code they belong, or if they are importand, i write them down here:
1. /src/editor/editorinteractive.cc:134: No space after opening brace allowed!
2. /src/ed
Next try. Tools were very differently coupled than uI, so that was a little
more work. But I agree that it makes sense. Could you have another look?
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lp
Works now... until one thing related to bug 1521736 :
Loading another map or create a new map does not reset tool size and former
chosen resources or terrain are still used. If you have enabled the info tool
and load/create another map the pointer is still the info tool.
I would expect that loa
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