[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1782593-segfault-random-map into lp:widelands

2018-07-21 Thread Notabilis
Notabilis has proposed merging lp:~widelands-dev/widelands/bug-1782593-segfault-random-map into lp:widelands. Commit message: Fixing failed assert in random map generator and fixing bug in code for selection of start position. Requested reviews: Widelands Developers (widelands-dev) Related bu

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1782593-segfault-random-map into lp:widelands

2018-07-21 Thread GunChleoc
LGTM :) @bunnybot merge -- https://code.launchpad.net/~widelands-dev/widelands/bug-1782593-segfault-random-map/+merge/350384 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/bug-1782593-segfault-random-map into lp:widelands. ___

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1782593-segfault-random-map into lp:widelands

2018-07-21 Thread kaputtnik
So bug 1580892 (Random Map Generator doesn't always find viable player starting positions) is also fixed with this branch? -- https://code.launchpad.net/~widelands-dev/widelands/bug-1782593-segfault-random-map/+merge/350384 Your team Widelands Developers is requested to review the proposed merge

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1782593-segfault-random-map into lp:widelands

2018-07-21 Thread Notabilis
Thanks for the review and for looking up that bug. It is not totally fixed. In current trunk it nearly never finds a valid position, while with this branch it has a fair chance to assign valid start positions. Its still random based and can fail but it fails much less frequent that before (teste

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1782593-segfault-random-map into lp:widelands

2018-07-21 Thread bunnybot
Continuous integration builds have changed state: Travis build 3698. State: passed. Details: https://travis-ci.org/widelands/widelands/builds/406542858. Appveyor build 3497. State: success. Details: https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_bug_178259

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1782593-segfault-random-map into lp:widelands

2018-07-21 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/bug-1782593-segfault-random-map into lp:widelands has been updated. Status: Needs review => Merged For more details, see: https://code.launchpad.net/~widelands-dev/widelands/bug-1782593-segfault-random-map/+merge/350384 -- Your team Widelan

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/remove-savegame-compatibility-after-economy-change into lp:widelands

2018-07-21 Thread bunnybot
Continuous integration builds have changed state: Travis build 3699. State: passed. Details: https://travis-ci.org/widelands/widelands/builds/406553761. Appveyor build 3498. State: success. Details: https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_remove_sav

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

2018-07-21 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/inputwarequeue_display into lp:widelands. Commit message: Missing wares (and workers) are indicated differently in InputQueueDisplays if the ware is on the way to the building than if it's really missing Requested reviews: Widel

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

2018-07-21 Thread Notabilis
Good feature, I like it. The structure of the code looks good, but there might be a bug in the calculations. When testing I reduced the maximum amount of requested wares for a building. It seems as if the number of darker shadow (the wares on their way?) is always the number of wares I reduced

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

2018-07-21 Thread Benedikt Straub
The bug was that request_->get_open_count() also seems to count wares that could be brought to the building at once if suddenly needed. Fixed this now by defining in the GUI that all wares beyond the player-defined limit are shown as missing unless they´re present. >From left to right in the qu

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

2018-07-21 Thread bunnybot
Continuous integration builds have changed state: Travis build 3702. State: passed. Details: https://travis-ci.org/widelands/widelands/builds/406665001. Appveyor build 3501. State: success. Details: https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_inputwareq

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

2018-07-21 Thread Notabilis
Thanks, it seems much more logical now. Mostly, that is, sometimes the "dark" section changes its size based on the current max-amount (i.e., 2 cloth requested -> 2 dark; 3 cloth requested -> only 1 dark). Might be correct inside the code based on how requests are calculated, guess you can't do