[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1810062-territorial-calculations into lp:widelands

2019-01-05 Thread bunnybot
Continuous integration builds have changed state: Travis build 4384. State: passed. Details: https://travis-ci.org/widelands/widelands/builds/475608975. Appveyor build 4176. State: success. Details: https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_bug_181006

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1810062-territorial-calculations into lp:widelands

2019-01-05 Thread kaputtnik
30 seconds is definitely to long. What about the idea mentioned in https://bugs.launchpad.net/widelands/+bug/1622307/comments/2 ? So we have a check in c++, which should be faster than lua. We can add an additional tag in the elemental file like we have for 'seafaring': When the map is saved, i

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1796364-blinking-buildings into lp:widelands

2019-01-05 Thread Klaus Halfmann
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 -- https://code

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1796364-blinking-buildings into lp:widelands

2019-01-05 Thread Klaus Halfmann
Uhm, the savegame fails me: Assertion failed: (result >= 0), function operator~, file ../src/logic/map_objects/draw_text.h, line 38. -- https://code.launchpad.net/~widelands-dev/widelands/bug-1796364-blinking-buildings/+merge/359348 Your team Widelands Developers is requested to review the propo

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1810062-territorial-calculations into lp:widelands

2019-01-05 Thread Toni Förster
The checks here not only "minimize" a map. They also increase it. The map Astoria 2.R goes from 37602 to 42610 fields. 12% more fields that were covered by trees and stones before and weren't counted. Calculation time here is not really noticeable. The Map the Nile already can be played in terr

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1796364-blinking-buildings into lp:widelands

2019-01-05 Thread Klaus Halfmann
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. -- https://code.launchpad.net/~widelands-dev/widelands/bug-1796364-blinking-buildings/+merge/3593

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1796364-blinking-buildings into lp:widelands

2019-01-05 Thread Klaus Halfmann
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1796364-blinking-buildings into lp:widelands

2019-01-05 Thread kaputtnik
A video is added to the bugreport in comment 1. I have merged trunk into this branch, so appveyor should give a windows executable. Funnily playing the saved game, with was saved with revision r8874, do work with this branch after merging trunk (so r8913). Didn't saw those blinking buildings a

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1796364-blinking-buildings into lp:widelands

2019-01-05 Thread Klaus Halfmann
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. -- https://code.launchpad.net/~widelands-dev/widelands/bug-1796364-blinking-buildings/+merge/359348 Your team Widelands Deve

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1810062-territorial-calculations into lp:widelands

2019-01-05 Thread kaputtnik
> Instead, the Editor should calculate the amount of fields for territorial and > store this table in the map file. When starting a new game we then just need > to load the table instead of calculation the fields. +1 :-) -- https://code.launchpad.net/~widelands-dev/widelands/bug-1810062-territo

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1796364-blinking-buildings into lp:widelands

2019-01-05 Thread bunnybot
Continuous integration builds have changed state: Travis build 4385. State: failed. Details: https://travis-ci.org/widelands/widelands/builds/475766568. Appveyor build 4177. State: success. Details: https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_bug_179636

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1796364-blinking-buildings into lp:widelands

2019-01-05 Thread Klaus Halfmann
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. -- https://code.launchpad.net/~widelands-dev/wid