01:04:26 <06m​umra> Feels like there should be some general system for this ... retile any feature and set a description key. Rather than having to add endless enums to dungeon_feature_type (which already struggles by having e.g. 3 different tree types that are all functionally the same) 01:28:07 <06r​egret-⸸nde※> : set_feature_name covers most capacities of this, but doesn't work well with the recent highly-specific Xom message set / planned animation set (unless using that a generic decor feature Xom never cares about), and it also doesn't work out very well with using the same feature of two different appearances (the most obvious being a vault with both living and dead trees, which hasn't worked for a long while). If arbitrary 01:28:07 renames and dbnames were just supported under a KFEAT definition, the way vault monsters and vault items already work, then some of this would be fairly better off and potentially more consistently easy to read? Also, the four tree types are a lot more functionally differentiated (1/4 are diggable and don't burn, 1/4 create forest fires, 2/4 don't server either) than several other things still lingering around (until I go adjust Sprint there's 01:28:08 one vault left left using opaque runed doors, unless I go write new flavour messages the four fountain types still do absolutely nothing, all the endless wall-types are still really weird for various edge-cases like wall-jumping off them). 05:08:10 Unstable branch on crawl.akrasiac.org updated to: 0.33-a0-26-gd232e38 (34) 07:18:58 <08n​icolae> yes i saw those, i am planning to try to use them 08:46:30 Reporting from inside the school 08:46:46 Any pixel art needs doing? 08:50:49 why does monster movement depend on the player's knowledge of terrain? 08:51:39 In order to not give away terrain locations. 08:56:54 it doesn't make sense for monsters to know what terrain the player has seen 08:58:21 <06m​umra> In what situations is there a significant advantage to learning a bit about unseen terrain from observing monster movement? Seems like a very edge case thing\ 08:59:01 <06m​umra> The answer is more likely it's just always been that way and it's not a serious enough thing for anyone to strongly want to change it 08:59:09 <06p​leasingfungus> yeah, seems goofy 09:00:34 <06m​umra> (Monster movement also depends on whether you can see them or not, even if that's via Revelation and the monster doesn't know you can see them; also something that's just very historical code and probably could be improved) 09:02:14 <06m​umra> (Or maybe it's just the observer principle in action!) 09:06:43 Anyways, any pixel art needs doing? 09:33:05 <06p​leasingfungus> probably just the stuff on the wiki page? 09:50:11 <04d​racoomega> I don't know if there was some misunderstanding about what I said about Gavotte earlier. Where they would actually move doesn't depend on what the player knows or doesn't know. What the targeter will indicate will happen to them does. 09:50:31 <04d​racoomega> ie: they'll hit a wall even if the player doesn't know it's there, but the targeter won't tell you that they'll hit a wall you've never seen before 09:59:05 Sorry I had to leave to do something, what pixel art should I work on? 10:34:41 <06m​umra> You should check the arts requests wiki page here https://github.com/crawl/crawl/wiki/Art-Requests 10:39:58 <06m​umra> Yes that is more normal (although I think what i said about revelation/scrying sometimes affecting movement is true still but probably shouldn't be...) 10:59:03 <04d​racoomega> Scrying affecting monster movement for monsters that the player could see without scrying? Or only for ones that they couldn't? 10:59:34 <04d​racoomega> (Scrying has definitely had its share of weird bugs, though I felt most of those stemmed from monsters being able to see the player when they shouldn't, rather than otherwise caring about what the player sees. Could easily be wrong, though) 12:13:15 <06m​umra> Exactly - ones they couldn't. i.e. you scry some monsters through a wall and now they'll take different pathfinding decisions. (Also works for revelation scroll, and wizmode X-ray vision). 12:13:40 <06m​umra> I uncovered this a while back when i was looking at the door pathfinding stuff? 12:15:03 <06m​umra> But it's also an extremely edge case thing and not exploitable in any meaningful way 12:20:06 03CipHuK02 {regret-index} 07* 0.33-a0-27-gdf10614e8e: fix(trove): allow wand of digging for trove_misc_dual_throne_room (#3993) 10(3 days ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/df10614e8e31 12:20:07 03CipHuK02 {regret-index} 07[stone_soup-0.32] * 0.32-b1-28-g0df2df03a2: fix(trove): allow wand of digging for trove_misc_dual_throne_room (#3993) 10(3 days ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/0df2df03a222 13:05:11 03perci02 07https://github.com/crawl/crawl/pull/3992 * 0.32-a0-2099-ge15ce11ccf: fixed compile error typo 10(79 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/e15ce11ccf51 15:19:10 New branch created: pull/3996 (11 commits) 13https://github.com/crawl/crawl/pull/3996 15:19:17 03Alejandro Ramirez02 07https://github.com/crawl/crawl/pull/3996 * 0.33-a0-27-gcf8d61ff03: * Creatures of extreme rarity and recluse, changelings are hardly ever seen in their base form. Quick to hide, they use their shapeshifting prowess to assume the forms of native creatures and go about their business! 10(2 weeks ago, 60 files, 1447+ 155-) 13https://github.com/crawl/crawl/commit/cf8d61ff034e 15:19:17 03Alejandro Ramirez02 07https://github.com/crawl/crawl/pull/3996 * 0.33-a0-28-g6333cd95bc: * Spells are now dynamically set by DungeonDenizen transformations, allowing different monsters to have different spell loadouts - further dependent on player XL. * Added a new header file (name pending) with a helper function to map non-player spells to acceptable replacements (caveat, summon spells seem really strong compared to others). * Adding logic check to ensure dungeon denizens populate their spell list on game load. 10(2 days ago, 4 files, 945+ 1-) 13https://github.com/crawl/crawl/commit/6333cd95bc68 15:19:17 03Alejandro Ramirez02 07https://github.com/crawl/crawl/pull/3996 * 0.33-a0-29-g4d1c3a1eed: * Moving monster_info::reach_range internal logic related to innate monster reach out into mons_class_innate_reach in mon-util for easier API usage 10(2 days ago, 3 files, 29+ 13-) 13https://github.com/crawl/crawl/commit/4d1c3a1eedb8 15:19:17 03Alejandro Ramirez02 07https://github.com/crawl/crawl/pull/3996 * 0.33-a0-30-ge440848958: * Added support for monster attack verbs while form shifted into a dungeon denizen. * Letting forms provide monster-style attack flavors and types for damage, effects, and verbage. * Allow for dungeon denizens to dynamically determine which slots are blocked or not based on body type (e.g., Centaurs). * Shorting a change to give players a UC brand based on attack flavor (AF_*) since we already can apply AF properties on attack... but right now we miss out on a visual indicator for what AF's you have currently. 10(2 days ago, 5 files, 83+ 8-) 13https://github.com/crawl/crawl/commit/e44084895891 15:19:17 03Alejandro Ramirez02 07https://github.com/crawl/crawl/pull/3996 * 0.33-a0-31-gdc19b2a534: * Adding logic to removal and melding of equipment in transform.cc to manage dungeon denizen (and potentially other forms which can have open equipment slots, but require size wield/wear checks. * Note: Giant/Large entities can still wind up wearing smaller helmets with the current code 10(5 days ago, 1 file, 143+ 33-) 13https://github.com/crawl/crawl/commit/dc19b2a5349c 15:19:17 03Alejandro Ramirez02 07https://github.com/crawl/crawl/pull/3996 * 0.33-a0-32-g380e34f9ad: Lets Trog or some other god de-transform you if you are hated by them on conversion 10(11 days ago, 1 file, 9+ 0-) 13https://github.com/crawl/crawl/commit/380e34f9ad02 15:19:17 03Alejandro Ramirez02 07https://github.com/crawl/crawl/pull/3996 * 0.33-a0-33-g74f4790b1c: Fixing checks for (A)ttack (F)lavors that do poison to not crash if a player uses them (e.g., we're a Water Mocassin). 10(5 days ago, 1 file, 6+ 3-) 13https://github.com/crawl/crawl/commit/74f4790b1cd9 15:19:17 03Alejandro Ramirez02 07https://github.com/crawl/crawl/pull/3996 * 0.33-a0-34-g1933074665: Added Bloodzerking to the supported list of possible player (A)ttack (F)lavours that can be used when transformed into a Skyshark 10(4 days ago, 1 file, 31+ 10-) 13https://github.com/crawl/crawl/commit/1933074665ba 15:19:17 03Alejandro Ramirez02 07https://github.com/crawl/crawl/pull/3996 * 0.33-a0-35-g7a4f35eb77: Fixing typos in _god_prevents_berserk_haste description 10(4 days ago, 1 file, 3+ 3-) 13https://github.com/crawl/crawl/commit/7a4f35eb77d9 15:19:17 03Alejandro Ramirez02 07https://github.com/crawl/crawl/pull/3996 * 0.33-a0-36-gec76202661: Making player slimes immune to slime walls 10(4 days ago, 1 file, 3+ 1-) 13https://github.com/crawl/crawl/commit/ec7620266134 15:19:17 03Alejandro Ramirez02 07https://github.com/crawl/crawl/pull/3996 * 0.33-a0-37-g80d65b617a: Allow players transformed into monsters large or bigger to throw large rocks 10(25 hours ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/80d65b617a0f 15:38:41 Unstable branch on underhound.eu updated to: 0.33-a0-27-gdf10614e8e (34) 16:05:04 Stable (0.32) branch on cbro.berotato.org updated to: 0.32-b1-28-g0df2df03a2 19:39:57 -!- The topic of #crawl-dev is: Crawl Development | https://github.com/crawl/crawl | Logs: http://s-z.org/crawl-dev/, temporarily http://crawl.akrasiac.org/logs/cheibriados/ | People with +v have commit access, devs on bridged discord as well | General Crawl-related chat to #crawl | Long stuff to a pastebin service, please 19:39:57 -!- The topic of #crawl is: Play Dungeon Crawl Stone Soup online now! Type ??online for instructions, ??lg / !lg for play stats | PM Sequell for long queries | http://crawl.develz.org | FooTV game replays: ??footv for instructions | #crawl-dev for dev discussion, #crawl-offtopic for offtopic 20:53:42 <08n​icolae> the feature in local tiles wizmode, where you hover the mouse over a tile and you get information about that square, has lost the feature where it tells you what vault placed that particular tile 21:33:04 <08n​icolae> wait, no, there it is again 22:06:54 Stable (0.32) branch on underhound.eu updated to: 0.32-b1-28-g0df2df03a2 22:35:22 Unstable branch on crawl.develz.org updated to: 0.33-a0-27-gdf10614e8e (34) 22:57:55 Windows builds of master branch on crawl.develz.org updated to: 0.33-a0-27-gdf10614e8e 23:13:06 Unstable branch on cbro.berotato.org updated to: 0.33-a0-27-gdf10614e8e (34) 23:55:31 Monster database of master branch on crawl.develz.org updated to: 0.33-a0-27-gdf10614e8e