03:34:31 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5208-geafff8c3b6 05:23:31 Branch pull/4046 updated to be equal with master: 13https://github.com/crawl/crawl/pull/4046 05:28:42 Unstable branch on crawl.akrasiac.org updated to: 0.33-a0-218-g4438645 (34) 08:31:29 03NotAJumbleOfNumbers02 07https://github.com/crawl/crawl/pull/4039 * 0.33-a0-108-ge16d944a54: Update backgrounds.txt 10(25 seconds ago, 1 file, 4+ 4-) 13https://github.com/crawl/crawl/commit/e16d944a546b 08:40:07 03NotAJumbleOfNumbers02 07https://github.com/crawl/crawl/pull/4039 * 0.33-a0-109-ged8b4e5833: Update backgrounds.txt 10(32 seconds ago, 1 file, 4+ 4-) 13https://github.com/crawl/crawl/commit/ed8b4e5833f2 08:42:17 03NotAJumbleOfNumbers02 07https://github.com/crawl/crawl/pull/4039 * 0.33-a0-110-g464cdbc5e2: Update backgrounds.txt 10(22 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/464cdbc5e23d 10:43:46 New branch created: pull/4076 (1 commit) 13https://github.com/crawl/crawl/pull/4076 10:43:47 03heinrich02 07https://github.com/crawl/crawl/pull/4076 * 0.33-a0-219-g07ded6db6f: Fixed 0_stat effects for revived characters. 10(12 minutes ago, 1 file, 4+ 1-) 13https://github.com/crawl/crawl/commit/07ded6db6f48 11:04:17 <04d​racoomega> Crawl tile-rendering code sure is a baffling mess in some places. I have made a new feature, given it a tile in the usual way, and when I look the feature up in the help menu, it shows the proper tile. But if I actually turn a wall into it in an actual game, it looks like a metal statue instead. 11:04:26 <04d​racoomega> For unclear reasons 11:09:59 <08n​icolae> i gotta say, i really admire the effort you're putting in here 11:10:08 <08n​icolae> especially considering all the horrors you uncover in the process 15:11:43 <04d​racoomega> I seem to recall running into a handful of bizarre issues when I tried to extend temp terrain changes to let you change floor tiles (at one point while the Makhleb rework was in development). The way Crawl handles a bunch of this is... kind of a mess, I think. But fixing low-lying stuff like that is well out of scope for what I'm trying to do now. I just need to make this turret/trap not look like a specific metal statue ^^; 15:40:43 Unstable branch on underhound.eu updated to: 0.33-a0-218-g443864507a (34) 16:42:34 <04d​racoomega> Well, after a bunch of time unsuccessfully trying to trace code and figure out why this might be happening, I managed to solve the bug and I very much hate how 16:43:04 <04d​racoomega> (I changed the position in dc-feat the tile was defined) 16:47:00 <06p​leasingfungus> errr 16:47:09 <06p​leasingfungus> maybe i’ll have to see the commit. 16:47:30 <04d​racoomega> What commit? 16:48:44 <04d​racoomega> Like, to clarify: I am adding a new feature as part of a forgecraft spell I am working on locally. But it was appearing as a metal statue in-game for some reason (but not in the feature look up!). But this problem went away when I defined the tile in a different place in dc-feat (ie: making the enum order be different) 16:49:37 <04d​racoomega> I know there are several visual things that work differently for tile enums between particular ranges (such as whether or not they animate, eww), but I don't know what special range this may have been in or how that resulted in it being a metal statue 16:50:10 <04d​racoomega> It is entirely fine and harmless to move where in the file I defined the tile, but it's just cursed behavior that the enum order has these hidden effects, imo >.> 16:51:31 <06p​leasingfungus> yeah i’d be concerned about why moving the enum helped 16:51:42 <06p​leasingfungus> but can’t say why without knowing more 16:57:02 <04d​racoomega> It wasn't specifically this, but there might be comparable things elsewhere, for example: C++ else if (((bg_idx >= TILE_DNGN_ENTER_ZOT_CLOSED && bg_idx < TILE_DNGN_CACHE_OF_FRUIT) || (bg_idx >= TILE_DNGN_SILVER_STATUE && bg_idx < TILE_ARCANE_CONDUIT)) && Options.tile_misc_anim) { flv->special = random2(256); } (tile_apply_animations() is full of stuff like that) 16:58:15 <04d​racoomega> (There are at least comments in dc-feat about much of this, though) 18:44:06 sjaakdevlaming (L18 VpMo) Crash caused by signal #11: Segmentation fault (Elf:1) 18:58:37 !crashlog sjaakdevlaming xl=18 vpmo 18:58:37 1. sjaakdevlaming, XL18 VpMo, T:61083 (milestone): https://cbro.berotato.org/morgue/sjaakdevlaming/crash-sjaakdevlaming-20241006-014359.txt 19:04:08 weird. did the game let the player take an action before the knockback from a force lance happened, which action killed the monster that cast the force lance? the messaging seems to imply that, unless "you consecrate your suffering" is a reaction (I don't usually play Makh so don't know its current crop of passives)? 19:05:17 …it's in god-passive.cc so I'll take that as a hint 😁 19:05:54 so the knockback happened after the Makh passive reaction killed the monster that caused it 19:06:17 <06p​leasingfungus> classic 19:13:13 (and a call to pos() on said monster seems to have caused the core dump) 19:14:39 in 0.32.1 fwiw 19:15:48 the gdb trace seems to be missing a lot of stuff, I wonder if inlining is obscuring how it all got fit together 19:20:37 right, I think agent() is returning NULL because the monster is already dead? 19:20:50 but it's of course not getting checked 19:22:25 it does raise the question of why all the other similar usages don't cause problems though. what's special about knockback? 19:27:47 New branch created: pull/4077 (1 commit) 13https://github.com/crawl/crawl/pull/4077 19:27:48 03geekosaur02 07https://github.com/crawl/crawl/pull/4077 * 0.33-a0-219-ga74bfa89ce: work around crash in actor::knockback 10(3 minutes ago, 1 file, 4+ 0-) 13https://github.com/crawl/crawl/commit/a74bfa89ced9 19:28:36 what, I followed the crawl style… 19:29:09 sigh, apparently my attempt to configure nvim to not use tabs failed 19:29:58 03geekosaur02 07https://github.com/crawl/crawl/pull/4077 * 0.33-a0-219-gae86b14f16: work around crash in actor::knockback 10(5 minutes ago, 1 file, 4+ 0-) 13https://github.com/crawl/crawl/commit/ae86b14f1625 19:38:21 so much for my C++… 19:39:26 03geekosaur02 07https://github.com/crawl/crawl/pull/4077 * 0.33-a0-219-g5e952c4150: work around crash in actor::knockback 10(15 minutes ago, 1 file, 3+ 0-) 13https://github.com/crawl/crawl/commit/5e952c4150e2 19:59:12 03geekosaur02 07https://github.com/crawl/crawl/pull/4077 * 0.33-a0-219-g0ad130699b: work around crash in actor::knockback 10(34 minutes ago, 1 file, 4+ 1-) 13https://github.com/crawl/crawl/commit/0ad130699b9c 20:05:41 03geekosaur02 07https://github.com/crawl/crawl/pull/4077 * 0.33-a0-219-gfc1bd73d75: work around crash in actor::knockback 10(41 minutes ago, 1 file, 4+ 1-) 13https://github.com/crawl/crawl/commit/fc1bd73d7522 20:14:54 <06p​leasingfungus> geekosaur: thanks! 20:15:18 <06p​leasingfungus> haven’t dug into the pr but appreciate you investigating 🙂 22:06:24 I don't promise it's the best solution, but I don't see many other options given that it's trying to get a position that disappeared several actions previously and wouldn't easily be plumbed down separately from the now-defunct monster 22:08:15 03geekosaur02 07https://github.com/crawl/crawl/pull/4077 * 0.33-a0-219-g5276fc0315: work around crash in actor::knockback 10(3 hours ago, 1 file, 5+ 1-) 13https://github.com/crawl/crawl/commit/5276fc03156f 22:08:18 improved the comment slightly to explain the situation; think that's final 23:15:26 -!- ProzacElf_ is now known as ProzacElf 23:46:34 Monster database of master branch on crawl.develz.org updated to: 0.33-a0-218-g443864507a 23:58:07 <09g​ammafunk> single line if statement!