00:41:41 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-5014-gf9597c7f93 03:22:22 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5014-gf9597c7f93 03:29:14 Markself (L16 DEHu) Crash caused by signal #11: Segmentation fault (Orc:2) 04:07:24 <03s​emi_tonal> i was ready for that to be something complicated to repro but actually the complicated thing seems to be that i can't get dimensional bullseye to not crash immediately (despite the fact that it didn't crash immediately in this log: https://crawl.project357.org/morgue/WinterFox/crash-WinterFox-20230908-103418.txt) 04:29:38 03kate-02 07* 0.31-a0-703-gcfe89afef6: Fix Dimensional Bullseye crashing when aimed 10(7 minutes ago, 1 file, 8+ 4-) 13https://github.com/crawl/crawl/commit/cfe89afef652 04:33:39 Unstable branch on crawl.kelbi.org updated to: 0.31-a0-703-gcfe89afef6 (34) 04:33:51 <03s​emi_tonal> the to-hit display will be wrong now, i think that the accuracy modifier just needs to be duplicated in to_hit_pct(), since that uses a monster_info (i can maybe take a look later but that should fix the crash in the meantime at least) 05:12:39 Unstable branch on crawl.akrasiac.org updated to: 0.31-a0-703-gcfe89af (34) 05:35:06 <04d​racoomega> I am confused how this happened (but since the major rebasing/squashing seemed to have somehow fucked something else about this spell earlier, it's not surprising there might be more things). Sorry =/ 05:48:01 <04d​racoomega> ....actually, I'm confused, looking at that commit 05:49:48 <04d​racoomega> It's seemingly now guarding against there not being a defender, but how can there not be a defender for an attack, before the attack has even had a chance to affect it? 06:20:44 <05i​coson> the way kate described that crash it's during aiming, not during an actual attack 06:23:17 <05i​coson> a lot of the newer info displayed while targeting simulates an attack to some degree, from the stack trace this is doing it for some kind of to hit calculation 06:23:41 <05i​coson> not sure why it would need to call that code path if there is no actor though 10:10:18 <03s​emi_tonal> when displaying to-hit, a dummy ranged_attack gets set up with an attacker but no defender, yeah (and then a monster_info gets passed to a different function instead to calculate the displayed to-hit separately) 10:11:49 <03s​emi_tonal> i don't know why it works that way (i think @pleasingfungus did the to-hit display implementation?) but i think it needed to be somewhat separate to get an actual usable percentage out of the hit calcs 10:12:28 <06p​leasingfungus> hi 10:12:58 <06p​leasingfungus> basically yeah, the alternative was somehow initializing attacks with a mon info 10:13:06 <06p​leasingfungus> which seemed impractical 10:13:16 <06p​leasingfungus> or just leaking monster info, which seemed bad 10:13:30 <06p​leasingfungus> (though we have less to leak these days) 10:13:48 <03s​emi_tonal> a good note from the commit message which i just spotted: - Don't amuse Xom with non-random attacks (which aren't real). 10:23:05 <04d​racoomega> Haha 10:23:12 <04d​racoomega> I am curious how I never saw this crash myself, though 10:23:37 <04d​racoomega> Maybe I literally never used non-auto, directional shots after I changed the accuracy bonus?? 10:23:43 <04d​racoomega> Somehow 10:25:02 <04d​racoomega> Unrelatedly, I was asked to pass this along regarding the long earlier chat about restriction branch appearances of iconic monsters in #dcss earlier today: 10:25:03 <04d​racoomega> https://cdn.discordapp.com/attachments/747522859361894521/1149757301171966114/index_on_branch_bleed.txt 10:36:47 <06p​leasingfungus> @qwqwqwqwqwqwqw probably i guess 11:18:58 Palms (L9 KoHs) Crash caused by signal #11: Segmentation fault (D:8) 11:19:25 Palms (L9 KoHs) Crash caused by signal #11: Segmentation fault (D:8) 11:20:19 Palms (L9 KoHs) Crash caused by signal #11: Segmentation fault (D:8) 11:23:36 <03s​emi_tonal> looks like cbro just needing a rebuild, if anyone has access for that? 11:26:39 <06p​leasingfungus> fired one off 11:29:08 <06p​leasingfungus> no idea if it's working tbh 11:51:58 <13q​wqwqwqwqwqwqw> I actually had forgotten gloorx's level has curse skulls - I'm not sure they are actually doing much for the level, but I think they are fine anyway if people like them given how much harder in difficulty gloorx level is than crypt (I mainly just wanted to forbid putting curse skulls in random vaults outside of crypt in 3-rune content, not that this is really being done currently afaik!) 12:17:52 Unstable branch on cbro.berotato.org updated to: 0.31-a0-703-gcfe89afef6 (34) 14:45:10 03elliptic02 07* 0.31-a0-704-g1016066182: Actually suppress MUT_CLAWS in bladeform. 10(2 minutes ago, 2 files, 4+ 5-) 13https://github.com/crawl/crawl/commit/101606618284 14:50:10 Unstable branch on crawl.kelbi.org updated to: 0.31-a0-704-g1016066182 (34) 15:26:50 Unstable branch on underhound.eu updated to: 0.31-a0-704-g1016066182 (34) 15:40:40 03PleasingFungus02 07* 0.31-a0-705-ga145531891: Remove a charmingly obsolete comment 10(72 seconds ago, 1 file, 0+ 1-) 13https://github.com/crawl/crawl/commit/a1455318910c 15:49:24 Unstable branch on crawl.kelbi.org updated to: 0.31-a0-705-ga145531891 (34) 22:35:06 Unstable branch on crawl.develz.org updated to: 0.31-a0-705-ga145531891 (34) 22:56:42 Windows builds of master branch on crawl.develz.org updated to: 0.31-a0-705-ga145531891 23:14:53 Unstable branch on cbro.berotato.org updated to: 0.31-a0-705-ga145531891 (34) 23:54:22 Monster database of master branch on crawl.develz.org updated to: 0.31-a0-705-ga145531891