Review: Approve
Awesome!
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What is this waiting on?
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Pos
Review: Needs Fixing
Relying on the filenames is a no go - we have no control over these. Instead,
we need to save the metadata that is encoded in the filenames into the game
somehow and use it for parsing.
Diff comments:
> === modified file 'src/base/time_string.cc'
> --- src/base/time_string
Review: Needs Fixing
Diff comments:
> === modified file 'src/ai/ai_help_structs.h'
> --- src/ai/ai_help_structs.h 2014-07-28 16:59:54 +
> +++ src/ai/ai_help_structs.h 2014-07-29 20:53:33 +
> @@ -137,7 +137,6 @@
> const World& world_;
> };
>
> -
> struct FindNodeWithFlagOrRoa
Sorry. I missed the question in the code and now that I found it, I do not
understand what you mean by it. Can you elaborate a bit more?
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tl;dr: yes, your assumption is correct.
longer:
local rv = plr:get_buildings{"well", "burners_house"}
returns a lua table of tables (see
https://wl.widelands.org/docs/wl/autogen_wl_game/#wl.game.Player.get_buildings).
It will therefore return { "well": { b1,b2}, "burners_house": { b1}} and so o
1582,7 +1585,7 @@
> ("game engine",
>game.get_gametime(),
> Forever(),
>_("Logic error"),
> -
Review: Needs Fixing
I found the bug - you set the variables in the section after the "preload" file
was already written. I also added a bunch of comments to the code, but I think
you can take it up again from here.
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Mines never completely run empty. There is a remaining percentage chance that
the mine will still produce (I think it is 5%) even if there are no resources
in the ground anymore, so that running out of resources is not possible.
I’d say it makes no sense to keep statistics - as soon as the signa
I need to look into this a bit more closely, maybe I can suggest a better place
then. I'll be busy for another week, then I should be back to my old productive
self :)
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I agree with Gun here from the design point of view.
> productions site sends messages for all types of productionsites every time
> the production fails - this is too many messages, and AI has to catch them,
> find out if it is the right receiver, filter out non-mines, and finally
> iterate o
> what does the _t in TypeAndLevel_t mean? We also have some _s stuff in the
> typedefs.
The _t mymics standard naming conventions from C++: uint8_t (_t stands for
type). I think it unwise to use this for user defined types as for me it
symbolizes a standard type. _s I have no idea what it shou
Review: Needs Fixing
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Convert those to using too, but keep the names (that is a compatibility fix for
windows).
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Review: Needs Fixing
Diff comments:
> === modified file 'tribes/scripting/format_help.lua'
> --- tribes/scripting/format_help.lua 2014-07-27 12:51:29 +
> +++ tribes/scripting/format_help.lua 2014-09-08 16:21:38 +
> @@ -667,7 +667,8 @@
> local worker_description =
> buil
Review: Needs Fixing
Diff comments:
> === modified file 'src/game_io/game_loader.cc'
> --- src/game_io/game_loader.cc2014-07-28 14:23:03 +
> +++ src/game_io/game_loader.cc2014-09-11 17:46:54 +
> @@ -32,7 +32,6 @@
> #include "game_io/game_player_info_data_packet.h"
> #i
Review: Approve
two nits. feel free to go ahead and merge this after your done, but do not
forget the msgmerge commends.
Diff comments:
> === added directory 'po/widelands_console'
> === added file 'po/widelands_console/widelands_console.pot'
> --- po/widelands_console/widelands_console.pot
Review: Needs Fixing
I think the code contains a bug. See below.
Diff comments:
> === modified file 'tribes/scripting/format_help.lua'
> --- tribes/scripting/format_help.lua 2014-07-27 12:51:29 +
> +++ tribes/scripting/format_help.lua 2014-09-15 10:33:45 +
> @@ -667,15 +667,15 @@
>
Review: Approve
lgtm.
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Done in trunk r7179.
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P
Review: Approve
couple of nits, otherwise good to go.
Diff comments:
> === modified file 'src/editor/ui_menus/editor_main_menu_load_map.cc'
> --- src/editor/ui_menus/editor_main_menu_load_map.cc 2014-09-14 11:31:58
> +
> +++ src/editor/ui_menus/editor_main_menu_load_map.cc 2014-09-22 11:0
Review: Approve
Can you merge this?
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Review: Needs Fixing
Diff comments:
> === modified file
> 'src/editor/ui_menus/editor_tool_set_terrain_options_menu.cc'
> --- src/editor/ui_menus/editor_tool_set_terrain_options_menu.cc
> 2014-09-10 14:08:25 +
> +++ src/editor/ui_menus/editor_tool_set_terrain_options_menu.cc
Review: Approve
+1 for cross team reviews! We really have to find a way forward that does not
make me the bottleneck all the time. I am stressed out a bit over Widelands
responsibilities anyways :).
Also, code reviews are very educational for the reviewer and the reviewee. And
they are great f
@@
> m_apply.sigclicked.connect
> (boost::bind(&FullscreenMenuOptions::end_modal, this,
> static_cast(om_ok)));
>
> - m_advanced_options.set_font(font_small());
> - m_apply.set_font(font_small());
> - m_cancel.set_font(font_small());
> -
> -
Review: Approve
One nit.
Diff comments:
> === modified file 'src/logic/production_program.cc'
> --- src/logic/production_program.cc 2014-09-14 11:31:58 +
> +++ src/logic/production_program.cc 2014-09-27 15:57:22 +
> @@ -950,23 +950,24 @@
> group_list.push_back(w
Have we ever figured out why this method gets called in the first place? It
seems like you were confident in your original branch that it should never get
called.
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I remember that I reverse engineered the types of terrain that settlers 2 would
use. I then picked keywords that seemed reasonable to me back then, they are
terrible of course from what we see today.
green only means that buildings and trees and stuff can grow there. Similar to
the others: they
Review: Approve
one nit. Please fix and merge.
Diff comments:
> === modified file
> 'src/editor/ui_menus/editor_tool_set_terrain_options_menu.cc'
> --- src/editor/ui_menus/editor_tool_set_terrain_options_menu.cc
> 2014-09-10 14:08:25 +
> +++ src/editor/ui_menus/editor_tool_set_terrai
> How do I turn std::string into const std::string? I tried
const std::string unit_text;
if (sbi->unit.empty()) {
unit_text = (std::to_string(sbi->value)).c_str();
You cannot use const here. Sorry, I saw that wrong. const is a promise that you
will not modify this value ev
Review: Approve
Thanks for digging.
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Review: Approve
Awesome! Code base is getting in ever better shape. Now formatting is the
biggest remaining issue that needs solving.
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Using the same keys is fine: the mail window will have the focus for the
keyboard when it is clicked or just opened, so the keys will do what the user
expects.
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Review: Approve
> We are allowed to specify an URL there instead; shall I replace this with
> "https://bugs.launchpad.net/widelands";?
go ahead!
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> We could have a little script sitting in the base directory that sets all the
> switches for clang_format we wish to use, so everybody will always be using
> the same.
We already do :).
http://bazaar.launchpad.net/~widelands-dev/widelands/trunk/view/head:/.clang-format
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SirVer has proposed merging lp:~widelands-dev/widelands/fix_setup_searchpaths
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Requested reviews:
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Related bugs:
Bug #1342228 in widelands: "Widelands searches system paths for its data
files by default."
https://bugs.lau
Review: Approve
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Since someone changed the history of trunk, I had to fix this branch up and
repush. The branch history therefore looks funny in the launchpad web app, but
it is in fact just the last commit I added.
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Your t
+1 for numbers.
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Diff comments:
> === modified file 'pics/message_archive.png'
> Binary files pics/message_archive.png 2010-01-14 18:22:23 + and
> pics/message_archive.png 2014-09-29 15:04:07 + differ
> === modified file 'pics/message_archived.png'
> Binary files pics/message_archived.png2010-0
> I was just wondering if I had messed anything up. We were both working on
> trunk at the same time.
yes, that is why you always have to pull before pushing, so that you do not
accidentally overpush somebody elses changes. Unfortunately, bzr makes this all
to easy to mess up. If you pull, you
Review: Resubmit
Diff comments:
> === modified file 'src/wlapplication.cc'
> --- src/wlapplication.cc 2014-09-20 09:37:47 +
> +++ src/wlapplication.cc 2014-09-29 19:43:04 +
> @@ -109,97 +109,6 @@
>
> } // namespace
>
> -
> -/**
> - * Sets the filelocators default searchp
Review: Needs Fixing
This branch needs merging, there are conflicts in the diff.
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Review: Needs Fixing
I finally took a long look at this. Sorry that you needed to wait so long. I
marked all things as NOCOM(#codereview). Please have a look at the comments and
fix them.
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should work. our filesystem abstraction works with "/" all the way through, but
no, i have not tested on windows. usually, tino tests if he finds time,
otherwise, the nightlies inform us very quickly.
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Your
> abundant road - is a road not intensivelly used and is not necessary, start
and ends of the road are connected via other roads. (hence that traversing
on roads, if adjacent flags A and B are connected via two routes, one of
them can be cancelled)
please, do not explain stuff here, explain it in
Review: Approve
I added a bunch of small comments in the last revision (grep for NOCOM). Looks
good to me in general, feel free to merge after you've addressed these.
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Review: Approve
Great. I merge this now.
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Review: Approve
Looks good. I went ahead and merged this.
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Review: Needs Fixing
I went over the code and in general it lgtm. I just do not understand some
(most?) of the compatibility cruft that you left in there. For example,
buildings and ships should only ever be in savegames, never in maps. Could you
elaborate on the individual cases, maybe we can
Review: Needs Fixing
Added a bunch of comments in the review.
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This will likely conflict with wl-zockers changes. Is he aware of this branch?
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_
Review: Approve
> SirVer doesn't have time to wait for the compiler when doing code reviews,
that is a poor excuse :(. Sorry for that.
Code lgtm now.
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Review: Needs Fixing
Code looks good (I fixed some nits around, nothing major). the friend
declaration was not necessary, so I removed it.
it doesn't quite work on my system:
- exit shows the dialogue, ctrl exit quits immediately. this is working as
intended.
- the dialogues buttons also do the
Lgtm
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Review: Approve
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Po
Or just do not bother with making the dialogue unique in the first place. As
mentioned, all dialogues seem to be non unique in Widelands right now. If we
change that, we should change it for all dialogues at the same time.
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+1 :). I thought that the message boxes had this behaviour already (build in),
but it seems like they are no unique windows, so this will not work out the way
I hoped. So let's accept that there will be multiple dialogues possible.
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I very quick check showed that the lua_testsuite.wmf map has problems. It seems
that it contains workers in the map data - something that should not be
possible. I think this happened because I was working in an experimental branch
when I created the first version of this map. To fix this, try t
Review: Approve
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> Resaving maps with --nozip doesn't work for the test suite maps, it kills
> them.
Wait, what? --nozip should copy over all scripts. If this doesn't work that is
a regression.
> So, will have to create all of them from scratch. Maybe someone with a big
> screen and practice with the editor c
Review: Approve
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Review: Approve
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Review: Approve
+1 for consistency changes.
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Review: Approve
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Post to : wide
Review: Approve
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Review: Approve
sorry for not notifying you. I forgot about the PPA when writing this patch.
And the patch was needed to fix the mac os nighlies.
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I see a crash too when I try to select a map. It is an "image not found"
exception with an empty image. It is the same crash that I see in the SDL2
branch (see bug 1380048) and now I went back and tried it in trunk and it is
there too.
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My dev build still works on MAC OS. I did not try building a release build
(i.e. an App package), but I am resonable confident that it will still work.
I went over the code and added a bunch of comments. The next step would be to
figure out if locales are installed outside of the datadir on any
Sounds to me like removing the localedir is a good idea then. It could be that
some packagers complain, but we can always bring it back as a compile time
option then.
Also, what about compile.sh? Does it build locales? If so, we need a symlink
from the datadir to the created locale directory.
Review: Approve
Solid change! Lots of small but impactful improvements here.
Diff comments:
> === modified file 'src/base/scoped_timer.cc'
> --- src/base/scoped_timer.cc 2014-07-05 13:14:42 +
> +++ src/base/scoped_timer.cc 2014-10-27 10:39:23 +
> @@ -33,8 +33,8 @@
>
> ScopedTimer::~
Review: Approve
I only skimmed this since Tibor already approved, but I did not see anything
that stood out negative. I also ran it real quick and like the new menu
structure - the teams graphics are awesome! Though I would change the headline
to read "Suggested teams" or "Balanced team suggest
Review: Approve
looks good to me.
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Review: Approve
One nit. Otherwise lgtm.
Diff comments:
> === modified file 'debian/rules'
> --- debian/rules 2014-10-19 10:55:07 +
> +++ debian/rules 2014-10-25 17:22:19 +
> @@ -14,12 +14,9 @@
> CFLAGS="$(CFLAGS)" LDFLAGS="$(LDFLAGS)" CPPFLAGS="$(CPPFLAGS)"
> CXXFLAGS="
Review: Approve
I found one bug:
- secret_village.lua:17 attempt to call global send_msg, a nil value.
I fixed it in 7251.
I didn't look over all the code as Gun did that already. What I saw looked good
(local variables by default mainly and consistent style). The campaigns and
tutorials are
[compile.sh]
> test -d build/locale || mkdir -p build/locale
> test -e locale || ln -s build/locale
I wasn't sure if this was done. That was exactly what I was thinking it needs
to do in the future. So this does not need any change, agreed.
Thanks for checking the arch sources too. Let's assume
Yes, no fallback for SDL. That is excessive maintenance. I am fine with
retiring our 12.04 PPA, but I think we should hard delete it - not that people
are expecting nightlies and we cannot deliver them - better to give them an
error message then old packages.
Please try to set up a PPA with th
I believe that we should not need sdl_gfx anymore - we only used it for it's
rotozoom implementation - and we did not use the roto part at all, only the
zoom part. AFAIK sdl2 has methods for that now build in, so we can loose this
dependency which would be nice.
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Review: Approve
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Please, testers on Linux and Windows are searched for :).
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Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #984372 in widelands: "opengl-es support"
https://bugs.launchpad.net/widelands/+bug/984372
For more details,
I fixed error and warning that tibor pointed out. I compile on clang, and
apparently its std library includes other headers than gcc by default.
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Review: Approve
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Review: Approve
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Review: Needs Fixing
While the okay button is grayed out on invalid files, double clicking them
still tries to load them.
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what is the status of this change?
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lp:~widelands-dev/widelands/reducing-paths into lp:widelands.
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This has been sitting for a while. Is it still ready for review or does it need
updates for sdl2?
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https://code.launchpad.net/~widelands-dev/widelands/fonts/+merge/238608
Your team Widelands Developers is requested to review the proposed merge of
lp:~widelands-dev/widelands/fonts into lp:widel
Review: Approve
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https://code.launchpad.net/~widelands-dev/widelands/bug-1388166/+merge/240355
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Po
SirVer has proposed merging lp:~widelands-dev/widelands/glsl1 into lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/glsl1/+merge/241179
Ports the remaining fixed pipeline OpenGL stuff to OpenGL 2.1
Correction, r7231 removed the remaining stuff that was not compatible to OpenGL
ES 2. I have no means of checking this of course, but to the best of my
knowledge, only the shaders will need minor tweaking for ES.
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https://code.launchpad.net/~widelands-dev/widelands/glsl1/+merge/241179
Your tea
Performance update: I benchmarked this branch and it is ~20% faster on my
system than the current renderer. We could get a ton of performance if we would
build a texture atlas so that we do not need to switch gl textures all the time.
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https://code.launchpad.net/~widelands-dev/widelands/glsl1/
Update on the performance update: I measured foobar before. On my system,
performance is ~30% worse with the new system. glDrawArrays is slower than
immediate mode, which is something that I cannot understand :/. Nevertheless,
rendering is not a bottleneck for the system right now, so it should
GLEW is very poorly written and maintained and does not deal well with modern
OpenGL. See
http://stackoverflow.com/questions/8302625/segmentation-fault-at-glgenvertexarrays-1-vao
and https://www.opengl.org/wiki/OpenGL_Loading_Library for more context.
I thought it was not needed to have a load
Review: Resubmit
> The use case for this would be translators starting a new language.
With my recent changes the process would be: add an entry to txts/locale, add
your language into the locale/ directory.
> This actually makes me wonder, is there any reason why the languages file (or
> mul
Review: Needs Fixing
You have been working on the layout of the menus now for quite some time. Do
you not think it is time to move to UI::Box and a more manageable layout
instead of the hardcoding?
Also, couple of comments.
Diff comments:
> === modified file 'src/build_info.h'
> --- src/build
Review: Approve
Merged and deployed.
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https://code.launchpad.net/~widelands-dev/widelands-website/css-table/+merge/242062
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Do we not have this code all over the place in the code base already? It maybe
makes more sense to pull this out and reuse some code.
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https://code.launchpad.net/~widelands-dev/widelands/bug-1392406/+merge/241727
Your team Widelands Developers is requested to review the proposed merge of
lp:~w
Review: Approve
No need for merge requests to this repo, just go ahead.
Good thinking about adding the originals. I forgot about that :/.
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https://code.launchpad.net/~widelands-dev/widelands-media/message_icons/+merge/241671
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lp:~wideland
Thanks Alexia!!! long time no hear/see. You are not interested in making some
more graphics, are you?
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https://code.launchpad.net/~widelands-dev/widelands-media/message_icons/+merge/241671
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