00:47:37 Monster database of master branch on crawl.develz.org updated to: 0.31-a0-988-g08d55dae12 01:31:29 Fork (bcrawl) on crawl.kelbi.org updated to: 0.23-a0-5119-g87b74fb374 04:24:14 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5119-g87b74fb374 04:30:23 Do rays check collision? 04:30:53 I presume so, given that find_ray explicitly tries to find a ray that doesn't go through a wall 04:31:16 but I can't for the life of me find anything in the ray code that checks the level geometry 05:26:40 my confusion is somewhat abated; _find_ray_se at least visibly checks collision 05:42:10 Ok, someone correct me if this is incorrect- A 'ray' in crawl is usually, in fact, a los_ray- which contains a pair of indices that can be used to find the ray's exact path from a bigass array containing all minimal ray paths 05:44:11 However, the functions in ray.cc disregard this path entirely; e.g. ray::advance() will iterate along a straight line path from source to destination ignoring OPC 05:44:35 and also ignoring the path stored in los_ray 06:46:39 <05i​coson> the way to think of it is that rays are an abstract interface to raycasting on an arbitrary grid 06:46:48 <05i​coson> have you looked at bolt::do_fire() for example? 06:47:10 <05i​coson> that is a function that uses that interface to actually do raycasting on a real dungeon grid 06:47:32 <05i​coson> Monkooky ^ 06:49:06 <05i​coson> what you do with the rays is extremely dependent on intent, and ray.cc is the most abstract part of it, just advancing through a grid 06:50:21 <05i​coson> example: the conditions under which a ray for digging/passwall stops are completely different than for a classic bolt or again a non-penetrating spell, or an effect that goes through plants under fedhas 06:54:26 <05i​coson> in that sense los.cc::find_ray (etc) is a different case that uses rays to do something on a real dungeon grid, so it is definitely a thing to look at too 06:56:26 <05i​coson> but iirc rays themselves don't check "collision" at all in the sense you're asking about 06:58:27 <05i​coson> well, they do know about walls and stuff because that interacts with how raycasting works in a dcss grid 07:10:06 <05i​coson> (small correction, I'm not sure passwall uses rays at all) 07:21:56 Honestly what I need is the absolute most basic functionality of rays- projecting a vector further on the grid 07:21:57 was just worried because I'd seen a lot of ray usage where rays did seem to have collision and store a path 07:35:01 Does can_affect_unseen() get LUA hooks or something? Cause it appears totally unused 07:49:34 <05i​coson> "git grep can_affect_unseen" returns all sorts of stuff 07:49:48 <05i​coson> looks like one key use is in directn.cc 07:50:00 <05i​coson> introduced in cae90e3dcecc that I linked in the other thread 08:28:29 <05i​coson> %git 960c72b71053 08:28:31 <04C​erebot> advil * 0.28-a0-512-g960c72b710: fix: clean up failed crawl processes correctly in webtiles (2 years, 1 month ago, 2 files, 11+ 2-) https://github.com/crawl/crawl/commit/960c72b71053 08:28:49 Hm. something is deeply screwed up in my workspace. 08:30:33 oh never mind I'm a fool 09:06:48 03PleasingFungus02 07* 0.31-a0-989-gaa2abb9e42: Fix some monspeak keys (rypofalem) 10(2 minutes ago, 1 file, 3+ 3-) 13https://github.com/crawl/crawl/commit/aa2abb9e4272 09:20:43 Unstable branch on crawl.kelbi.org updated to: 0.31-a0-989-gaa2abb9e42 (34) 13:03:16 <05i​coson> %git b7f16da2700da00 13:03:17 <04C​erebot> advil * 0.28-a0-1034-gb7f16da270: fix: improve `.prf` file naming/location on DGL builds (1 year, 11 months ago, 1 file, 25+ 3-) https://github.com/crawl/crawl/commit/b7f16da2700d 15:38:51 03hellmonk02 {regret-index} 07* 0.31-a0-990-g60c323e8ed: feat: Library ghost vault 10(1 year, 4 months ago, 1 file, 25+ 0-) 13https://github.com/crawl/crawl/commit/60c323e8eddf 15:38:51 03hellmonk02 {regret-index} 07* 0.31-a0-991-gc0ee4c512b: feat: Two library overflows 10(1 year, 4 months ago, 1 file, 64+ 0-) 13https://github.com/crawl/crawl/commit/c0ee4c512b1e 15:38:51 03hellmonk02 {regret-index} 07* 0.31-a0-992-g676ae46b74: feat: Small library arrival vault 10(1 year, 4 months ago, 1 file, 23+ 0-) 13https://github.com/crawl/crawl/commit/676ae46b74c8 15:38:51 03hellmonk02 {regret-index} 07* 0.31-a0-993-gc0b921035c: feat: Serial library vaults 10(1 year, 3 months ago, 1 file, 572+ 0-) 13https://github.com/crawl/crawl/commit/c0b921035cc7 15:38:51 03hellmonk02 {regret-index} 07* 0.31-a0-994-gb08921ce47: feat: Another library vault 10(10 months ago, 1 file, 28+ 0-) 13https://github.com/crawl/crawl/commit/b08921ce473d 15:38:51 03regret-index02 07* 0.31-a0-995-g04711c9635: Editing pass + extra fleshing-out vaults for serial_library (#2903) 10(11 minutes ago, 1 file, 388+ 265-) 13https://github.com/crawl/crawl/commit/04711c9635c8 15:51:16 Unstable branch on crawl.kelbi.org updated to: 0.31-a0-995-g04711c9635 (34) 16:21:34 <06p​leasingfungus> nice nice nice 16:25:24 Unstable branch on underhound.eu updated to: 0.31-a0-995-g04711c9635 (34) 16:59:48 <08n​icolae> thank you, regret-index, for having your shit together far more than i do, re: vault lookin' at 20:12:41 <09g​ammafunk> I looked at a vault once 20:51:24 <04⸸​※> the real question, of course, is who will look at my vaults and how long will that take once I've finally finished the vault looking backlog 21:20:03 <04⸸​※> (speaking of that backlog, I still haven't figured out a name for muscle liches for updating zonguldrok) 23:34:56 Unstable branch on crawl.develz.org updated to: 0.31-a0-995-g04711c9635 (34) 23:57:06 Windows builds of master branch on crawl.develz.org updated to: 0.31-a0-995-g04711c9635