I pushed a fix in r7480. The regression test suite is still broken - some
geologist test fails. But I believe this to be unrelated to this change.
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Review: Approve
Looks good, gonna merge.
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Review: Approve
Merged.
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Merged! Thanks.
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I forgot: Thanks for fixing the image paths :)
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sure, I will. less code is always best.
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kaputtnik, are all of the prerequisites of this branch now met? Can we merge
this?
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Merged!!! Thanks for your hard work!
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Review: Approve
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Review: Needs Fixing
couple of nits not related to your changes. But while you are digging through
the code
Diff comments:
> === modified file 'src/ui_basic/slider.cc'
> --- src/ui_basic/slider.cc2014-11-27 12:02:08 +
> +++ src/ui_basic/slider.cc2015-07-27 07:23:23 +
> @@ -1
Review: Approve
Gonna merge.
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Review: Approve
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Review: Needs Information
I am unsure about this change now. Most UI elements are owned by their parents.
Why did we need the delete before in the first place? More comments inlined.
Diff comments:
>
> === modified file 'src/wui/attack_box.cc'
> --- src/wui/attack_box.cc 2015-03-30 08:45:0
Review: Needs Fixing
Only reviewed the code that I did not write. Some comments inlined.
Diff comments:
>
> === modified file 'src/editor/ui_menus/editor_main_menu_random_map.cc'
> --- src/editor/ui_menus/editor_main_menu_random_map.cc2014-11-30
> 18:49:38 +
> +++ src/editor/ui_men
Review: Approve
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Review: Approve
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the nocom needs to stay, otherwise lgtm.
Diff comments:
> === modified file 'src/graphic/gl/system_headers.h'
> --- src/graphic/gl/system_headers.h 2015-03-01 09:21:20 +
> +++ src/graphic/gl/system_headers.h 2015-07-28 07:15:08 +
> @@ -38,6 +38,7 @@
> #ifdef USE_GLBI
I personally always run pyformat[1] over the code. It changes the ticks to be
consistent. Unfortunately, PEP8 is remarkably ugly, but that is what the python
folks like.
[1] https://pypi.python.org/pypi/pyformat
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Review: Approve
Code looks good. When should I merge this?
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Merged and deployed together with the Widelands change. Thanks.
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Merged and deployed with the website change.
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Review: Approve
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Po
Review: Approve
I reviewed offline and merged right after.
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Yes, you could. Everything is merged into trunk IMHO.
However it is normal to leave merge branches around for posteriority and to
understand the history of the project better. Where does it bother you? If you
set it's status to "merged" it will no longer be listed in most listings.
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Review: Approve
One nit.
Diff comments:
>
> === modified file 'src/editor/ui_menus/editor_player_menu.cc'
> --- src/editor/ui_menus/editor_player_menu.cc 2015-07-29 07:26:48 +
> +++ src/editor/ui_menus/editor_player_menu.cc 2015-08-06 17:33:02 +
> @@ -295,7 +295,7 @@
> //
Review: Approve
lgtm, but not tested clang compilation.
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lgtm.
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Review: Approve
lgtm.
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Not sure what this ExtendedBool is all about... But the rest lgtm.
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Can you make the list of email adresse a setting like the list of admins?
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Review: Approve
looks good. thanks for looking into that. I will try to merge this this week
and fill in my remaining contact data.
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git is now rolled out on launchpad. I did not find anything about travis though
- did you hjd?
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Review: Approve
little hackish, but works.
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Review: Approve
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Review: Approve
sorry - did not see that.
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Review: Approve
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or a better timing information: "animate=falling once" or so.
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Diff comments:
>
> === modified file 'src/ui_basic/messagebox.cc'
> --- src/ui_basic/messagebox.cc2015-08-06 17:14:34 +
> +++ src/ui_basic/messagebox.cc2015-09-09 18:54:54 +
> @@ -20,7 +20,6 @@
> #include "ui_basic/messagebox.h"
>
> #include "base/i1
Review: Approve
one thing to look into, otherwise lgtm.
Diff comments:
>
> === modified file 'tribes/atlanteans/woodcutters_house/help.lua'
> --- tribes/atlanteans/woodcutters_house/help.lua 2015-07-26 10:59:28
> +
> +++ tribes/atlanteans/woodcutters_house/help.lua 2015-09-13 06:
Review: Approve
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Yes. We used to save objects in two steps (this example is for buildings, but
bobs and other stuff were the same). We had a buildings_data packet that
described what buildings are where and the serial number of this building.
Another packet contained 'buildings_data_data' which contained all of
Review: Approve
Merged and deployed! Thanks.
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Review: Approve
lgtm
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I think that is an improvement. A better fix would be to change the
m_animations vector to contain unique_ptr<> instead of raw pointers. The
destructor would then not be needed.
If you do not want to do that, could you add a TODO next to m_animations in the
.h file?
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Review: Approve
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Po
Review: Approve
Diff comments:
> === modified file 'src/editor/ui_menus/editor_main_menu_load_or_save_map.cc'
> --- src/editor/ui_menus/editor_main_menu_load_or_save_map.cc 2015-10-02
> 09:26:57 +
> +++ src/editor/ui_menus/editor_main_menu_load_or_save_map.cc 2015-10-15
> 19:44:24 +
Review: Needs Information
I doubt that this works, but I did not test it. I believe that is_loaded() is
true in our problem case.
The cycle for loading works like this:
load_game()
save_game()
cleanup_for_load() <-- this is the slow part
load_saved_game()
We do not have the problem when loadin
Review: Approve
Thanks for the explanation! I stand corrected and agree with Tibor that this is
a very good fix then, minimal and easy to understand.
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Review: Approve
Tibor, I did my own fix for this when the Mac OS X nightly didn't build in:
http://bazaar.launchpad.net/~widelands-dev/widelands/trunk/revision/7570
Feel free to undo that and commit yours instead. I was not sure about the exact
semantics of that function and just implemented wh
>-Werror=return-type will treat just that warning as an error.
amendment for that: that is a really good thing (TM). Because should in a
release build the execution really reach the code path without a return
statement, the returned value will be random. This leads to undefined behavior
down th
I am in a writing mode right now, so let me add one more thought :)
Be careful with assert()s in general. Actually, ideally do not use them. They
are only executed in debug builds which means that release builds can break
through them without you noticing (case in point: the breakage that we had
Still working on the review. Have another long train ride today and hope to get
it done then. I'll get back to this thread then.
In general I find very little to complain about in the code - really great job
:)
> Am 01.11.2015 um 11:01 schrieb GunChleoc :
>
> Some comments to the code revie
Not yet done. I reviewed everything but src/logic/, I cannot concentrate
anymore now though. I'll finish the rest tomorrow.
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[Num Glob vs list_directory]
I doubt that the regex matching is the slow part, but I can understand that
listing all files in the directories and then filtering the ones we are not
interested in is slow. The numglob is only checking if files exist, which will
be faster.
But I just grepped the
Review: Approve
> Renaming "outputs" to "occupants" won't work, because this is a feature of
> production sites in general and not just militarysites.
Add a TODO that militarysite should not be a productionsite? Outputs is really
weird for militarysites.
Okay, done with the review. I added a
Is this still current? I mean, do you still want to do this?
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> This function is used in the GameSettingsProvider classes before an egbase is
> created. Is there a better design than using static for this?
IMHO, yes. Pull the method out into a stand alone function. It is more modular,
and less coupled (static methods can access private static members and p
as said, other devs that are as experienced as I am disagree with this last
point. So it is more bike shedding and should not be overrated. Other points
are more clear cut.
I suggest reading effective c++ and effective c++11 if you want to learn more
about good code design - both are really exc
Review: Approve
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Sorry for the delay. This is deployed now. Thanks!
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Review: Approve
Just two nits on the c++ part:
- In editor_main_menu_save_map.cc: pull out a reference to eia().egbase() - it
is used like a dozen times.
- In void FullscreenMenuLaunchMPG::win_condition_update(): I suggest pulling
out a function for the 'else' block to make the code more reada
Review: Approve
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Review: Approve
no more grunting spiders? forever silenced.
At least they still have their milking tongs.
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Review: Approve
I like this suggestion better too - it is how we deal with unreachable code
everywhere else.
An even nicer solution would be if we had an UNREACHABLE macro that does behave
exactly the same in every place. It could be implemented differently for each
compiler, for example for c
Review: Needs Fixing
Diff comments:
>
> === modified file 'utils/buildcat.py'
> --- utils/buildcat.py 2015-11-06 18:57:00 +
> +++ utils/buildcat.py 2015-11-27 17:43:13 +
> @@ -58,8 +58,9 @@
> "../../world/*/*/*/*/*/*.lua",
> ]),
> ("tribes/tribes", [
> -"../.
see inline comments
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Review: Approve
lgtm. gonna merge.
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Review: Approve
lgtm. but I did not test it yet.
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SirVer has proposed merging lp:~widelands-dev/widelands/clang_warnings into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
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Fixes some compile warnings for clang
I am working on a buildbot for us, this is testing.
@bunnybot: merge
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Why not pull the duplication out?
http://stackoverflow.com/questions/10985950/how-do-you-insert-a-template-into-another-template
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Review: Disapprove
As discussed in chat, pushing a branch onto github for experimenting is a
faster way to success,
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Review: Needs Fixing
I think this is broken in the current state. The problem is that logic depends
on available_supply which is a multimap. The problem is that the map is sorted
by distance, then by a pointer.
In a replay or in a multiplayer games, the order of elements in this map is
differ
That should work - but I would suggest to make a tiny private struct to improve
readability.
struct SupplyQuality {
uint32 distance;
uint32 serial;
bool operator<(const SupplyQuality& other) const {
return std::forward_as_tuple(distance, serial) <
std::forward_as_tuple(other.d
seems like a transient failure. If this gets too chatty I can special case
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[threshold]
I did not follow the discussion about the threshold though, on a quick thought
I can see downsides to this approach. I suggest doing more timing analysis
(with AI disabled) to figure out what actually takes time here and if there are
ways of improving the situation.
> I dont say tha
The proposal to merge lp:~widelands-dev/widelands/render_queue into
lp:widelands has been updated.
Commit Message changed to:
- Implemented a RenderQueue. All drawing operations during drawing only
register an item into the queue, at the end of the frame, the RenderQueue
will draw everything
Review: Resubmit
Okay, I think the road issue is now fixed. Could I get another look?
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> So I made a bit of profiling, first of all it seems the game (drawing itself)
> takes quite a lot of CPU time - perhaps problem on my side?
No, that is accurate. The render_queue branch makes this already better, but
only a full texture_atlas will make this really fast. I picked up working on
The graph lines are buggy and not intended that way. I will open a bug report
for them when merging this branch. I'd like to get it in sooner than later
though as it is pretty high maintenance to keep it updated.
You have a keen eye, kaputtnik :)
In fact the 'artifacts' are already in the origi
Review: Approve
code lgtm now. A couple of minor nits, feel free to merge after addressing
these.
Diff comments:
> === modified file 'src/economy/economy.cc'
> --- src/economy/economy.cc2015-11-11 09:52:55 +
> +++ src/economy/economy.cc2016-01-04 18:44:46 +
> @@ -664,14 +665,45
Followup bug for the line issue:
https://bugs.launchpad.net/widelands/+bug/1531114
Thanks for testing, everybody!
@bunnbot merge
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e is a singleton implementing the concept of deferred
> +// rendering: Every rendering call that pretends to draw onto the screen will
> +// instead enqueue an item into the RenderQueue. The Graphic::refresh() will
> +// then setup OpenGL to render onto the screen and then call
> +// RenderQueue::
The buildhelp is also broken in trunk, so not the fault of this branch. Please
test, so we can get it merged.
--
https://code.launchpad.net/~widelands-dev/widelands/render_queue/+merge/250524
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lp:~widelands-dev/widelands/render_queue.
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SirVer has proposed merging lp:~widelands-dev/widelands/fix_overlays into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/fix_overlays/+merge/281641
Fixes the buildhelp.
--
Your team Widelands
The proposal to merge lp:~widelands-dev/widelands/fix_overlays into
lp:widelands has been updated.
Commit Message changed to:
Fixes the display of the buildhelp.
This got broken in r7688 by changing the callback function of the
OverlayManager to return a bool instead of a NodeCap.
For more de
Tibor, sure, go ahead and merge.
> I looked at other examples f.e. here:
> http://bazaar.launchpad.net/~widelands-dev/widelands/request_supply_opt/view/head:/src/economy/supply.h#L94
> and everywhere it is done this way.
Ah, that is a philosophical question, really. Does local style trump glob
Review: Approve
Very straightforward fix. I like it. I am in no position to test right now, but
since this is fixing a crashing bug and the diff is tiny, I'll merge it right
now.
@bunnybot merge
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https://code.launchpad.net/~widelands-dev/widelands/bug-1530999/+merge/281691
Your team Wideland
Great achievement. Is there an API so that bunnybot can check for the appveyor
build state too? (I can search for it myself, but maybe you already know where
it is). One inline comment with food for thought.
Diff comments:
>
> === modified file 'utils/detect_revision.py'
> --- utils/detect_rev
Review: Approve
there are still NOCOM in the diff which need removing, otherwise lgtm.
Diff comments:
> === modified file 'src/economy/economy.cc'
> --- src/economy/economy.cc2015-11-11 09:52:55 +
> +++ src/economy/economy.cc2016-01-06 20:05:29 +
> @@ -664,14 +665,42 @@
> R
> Tho code look good, sorry for introducing this bug.
no worries, changing code introduces bugs, that is the way of life.
> I think water is just there or not, and it doesn't deplete - we only have 1
> resource indicator for it too.
that is not correct. Water is not handled special in any way i
The proposal to merge lp:~widelands-dev/widelands/full_texture_atlas into
lp:widelands has been updated.
Commit Message changed to:
- Support maximum dimensions when baking texture atlases.
- Change wl_make_texture_atlas to build a full texture atlas for all images in
the game.
For more detail
Update: If you want te test the usage of the texture atlas in game, use this
branch:
https://code.launchpad.net/~widelands-dev/widelands/use_image_cache
After you generated the texture atlas, you have to move the files into a
directory called cache:
$ build/src/graphic/wl_make_texture_atlas 819
> Isn't it possible to exclude a folder with images from being included into
> the atlas?
yes. in fact, big pictures are already not included into the atlas, so there
will still be a few standalone textures.
> Of course these pics are all very smal...
So they do not really matter that much any
Review: Approve
lgtm.
--
https://code.launchpad.net/~widelands-dev/widelands/logic_directory_layout/+merge/280354
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Review: Approve
some nits. Not sure how to test this though.
Diff comments:
> === modified file 'src/graphic/text/bidi.cc'
> --- src/graphic/text/bidi.cc 2015-10-12 12:11:58 +
> +++ src/graphic/text/bidi.cc 2016-01-06 12:13:29 +
> @@ -555,11 +555,12 @@
> namespace i18n {
>
>
> -//
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