00:25:04 Unstable branch on cbro.berotato.org updated to: 0.33-a0-1045-gf0a98eff6c (34) 00:45:14 Monster database of master branch on crawl.develz.org updated to: 0.33-a0-1024-g4ee2c7fec9 03:05:10 <04d​racoomega> Planning to get rid of the concept of 'partially suppressed' mutations while I'm at this. As best I can see, this is only currently used for level 3 DS scale mutations in statue form and rough brown scales in any form (so you keep the HP bonus, but not the AC). Doesn't seem worth all the infrastructure around it for just this (I don't think anywhere in-game even tells you what part of them doesn't function and what does.) 03:05:20 <04d​racoomega> So that mutations are either on or off 03:05:45 <04d​racoomega> (There's code to handle partial suppression of a bunch of mutations that, as best I can tell, can only ever be fully suppressed) 03:05:56 <04d​racoomega> Or that don't do anything bit give you AC now 04:34:46 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5261-gd9800d219b 04:51:33 <12g​e0ff> DCSS already has maybe_bool, so what the game really needs is maybe_suppressed for some mutations :kobold: 05:02:51 <09g​ammafunk> Half of crawlcode is maybe_c++ (gottem) 06:17:48 -!- MakMorn_ is now known as MakMorn 06:52:28 -!- Discord|3 is now known as Discord| 11:21:14 <06m​umra> @cgettys I got so so close now. I have it building and running in the browser now (using emscripten's ports of sdl and sdl-image) but there's a runtime error trying to initialise tiles, as glTexEnvf doesn't like the enum being passed to pname. I'm assuming this has to be because emscripten's versions of those libs are much more recent and/or because crawl has made some customisations to them. I can instead separately build crawl's sdl for 11:21:15 emscripten with pthread, per the instructions here https://github.com/libsdl-org/SDL/blob/SDL2/docs/README-emscripten.md -- but I haven't yet been able to build sdl-image the same way as its instructions are rather different and it fails complaining that I don't have the right version of automake (it wants 1.13, but that doesn't seem to be available in apt anyway). crawl's sdl-image is still on 2.0.0. i feel like if I could get that build working as 11:21:15 well it might have a chance. 12:35:36 03DracoOmega02 07* 0.33-a0-1046-gb2a08d023c: Fix shapeshifter monsters spawning in their natural form (Ge0FF) 10(57 seconds ago, 1 file, 13+ 11-) 13https://github.com/crawl/crawl/commit/b2a08d023c6c 14:18:12 mgntr (L2 TrBe) Crash caused by signal #6: Aborted (D:2) 16:40:18 Unstable branch on underhound.eu updated to: 0.33-a0-1046-gb2a08d023c (34) 18:38:51 <06p​leasingfungus> draco: i wasn't trying to squash, just rebase instead of merge 18:54:22 <09g​ammafunk> @dracoomega commented on that vector erasure connundrum with what I think is the right answer. Let me know what you think there 18:55:07 <09g​ammafunk> That whole assigning a ref to an element of a vector and using pop_back to delete felt confusing, but I don't think there was an actual problem with it 20:03:45 hmmm 20:04:00 @mumra - if you hit issues when it comes to mipmapping, can always hack that off 20:04:06 but not sure what to think of glTexEnvf having issues 20:07:31 Wonder if you could comment it out for now? 20:07:33 GL_TEXTURE_ENV_MODE defaults to GL_MODULATE 20:07:39 https://docs.gl/gl3/glTexEnv 20:37:37 03radio-gra02 {gammafunk} 07* 0.33-a0-1047-gb9e851eaf5: Let players query elapsed real time from Lua 10(4 days ago, 1 file, 7+ 0-) 13https://github.com/crawl/crawl/commit/b9e851eaf54d 20:59:18 <06m​umra> Yeah managed to get past it all just changing some of the enums (the android build already has some similar changes as it too uses a different SDL) 21:07:03 Right, in theory we should be able to use more of thsoe codepaths 21:07:26 webgl is closer to opengles that android uses than normal esktop opengl 21:07:31 <06m​umra> Just trying to get to loading screen now without getting into an infinite loop 🙂 So there's a bit of an issue with crawl's overall control flow. I saw on your branch how you used emscripten_set_main_loop on _launch_game_loop. This doesn't work in practise as that's not the real game loop starting there, and in fact there simply isn't a game loop in the normal sense (i.e. something that gets called n frames per second). But at the 21:07:32 end of _launch_game we get a while (true) _input(); and inside _input eventually there's an infinite loop waiting for a command and it's there we actually need to insert an emscripten game loop. But all this is only once the game is started, the menu needs to display first (it's probably invoking this same keycode function tho) 21:07:47 I just didn't have luck with trying to get it to target opengl 21:07:51 but that's the better answer 21:08:19 Yeah, that game loop one was speculative 21:10:16 I didn't expect it to work, just figured something like taht would be needed 21:10:36 Very nice tho, glad to hear you're getting somewhere 21:12:16 <06m​umra> https://cdn.discordapp.com/attachments/747522859361894521/1346696792376475678/image.png?ex=67c9209f&is=67c7cf1f&hm=e3419cfd2e2adca5f8683fe8e4821c308f55297eb51e1e8eb0589cab5513f130& 21:24:09 <06m​umra> @cgettys 21:24:10 <06m​umra> https://cdn.discordapp.com/attachments/747522859361894521/1346699786082058312/image.png?ex=67c92369&is=67c7d1e9&hm=8a6bbe92c39bc17344a399c1f7cc3823a680043d58053f2a591c0158459441b8& 21:24:33 <06m​umra> What ... the ... actual 😂 21:27:03 <06m​umra> https://cdn.discordapp.com/attachments/747522859361894521/1346700514464632842/image.png?ex=67c92417&is=67c7d297&hm=f0f823d32819ea818669c5eb776581ad9ba5b7b1efb2950050e233b1ba30e3bc& 21:27:41 <06m​umra> This seems ... hilarious to me. Now how do I get my morgue when it's in a virtual wasm file system? 22:03:34 <06m​umra> In Firefox i made it into the tutorial 22:03:36 <06m​umra> https://cdn.discordapp.com/attachments/747522859361894521/1346709711109754950/image.png?ex=67c92ca7&is=67c7db27&hm=9752280471e2943d69592af8dd7ceb6e8e0f863410dc1e65edacee105779f936& 22:03:47 <06m​umra> In chrome I'm getting wasm "memory access out of bounds" 22:05:57 <06m​umra> Something very screwy has happened with the player object apparently 22:05:58 <06m​umra> https://cdn.discordapp.com/attachments/747522859361894521/1346710308772778035/image.png?ex=67c92d36&is=67c7dbb6&hm=297aee042dec6f41139b40bbb7f5bbb362c1dcc8debd274abdf895de364766b7& 22:06:18 <09h​ellmonk> normal set of statuses 22:30:18 03pyy15694102 {GitHub} 07* 0.33-a0-1048-gdc4d684894: Fix: prompt dangerous TSO summon (#4182) (#4186) 10(28 seconds ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/dc4d68489479 22:31:25 03hellmonk02 07* 0.33-a0-1049-g8eeeba328a: reorder prompt 10(33 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/8eeeba328a24 23:26:43 03NormalPerson702 {GitHub} 07* 0.33-a0-1050-g4a4ec41471: Improve colours of spells in spellbooks (#3645) 10(12 seconds ago, 2 files, 13+ 13-) 13https://github.com/crawl/crawl/commit/4a4ec41471af 23:26:45 <09h​ellmonk> really hope this doesn't break anything 23:36:01 <04d​racoomega> but I figure there's a reason why WebTiles and local tiles have different formatting in the first place That being more generous than I would be 😛 23:36:31 03hellmonk02 07* 0.33-a0-1051-g2fe43ac7d6: update zot springs 10(73 seconds ago, 1 file, 1+ 2-) 13https://github.com/crawl/crawl/commit/2fe43ac7d6fa 23:36:32 <04d​racoomega> (Really, a bunch of differences are just "These were made independently of each other, and most differences are coincidence of that fact." 23:39:48 <04d​racoomega> ...losing the orb of fire there feels really sad to me >.> Oh, wait, that isn't the Zot vault 23:40:20 <09h​ellmonk> it's the volcano inspired by the zot vault 23:40:46 <09h​ellmonk> now that thermic dynamos exist there's no reason to use the iconic zot monster there even though it's really funny 23:42:18 <09h​ellmonk> Did you see the pf comment on that pr saying hopefully we can merge it soon (posted march 2024) 23:42:41 <09h​ellmonk> the eternal struggle... 23:45:02 <09h​ellmonk> maybe I'll start looking at these year and a half old sentientsupper prs tomorrow 23:46:23 <04d​racoomega> I mean, there was a reason I didn't merge most of those (though arguably I should have also closed some of them at the time) 23:47:23 <09h​ellmonk> if there's stuff you for sure don't want feel free to close, otherwise I might take on some salvaging projects if there are worthwhile elements 23:47:26 <04d​racoomega> (It just feels more combative to do that summarily instead of letting it sit quietly for at least a while) 23:47:45 <09h​ellmonk> looking at these 3 year old unrand prs... 23:48:06 <09h​ellmonk> a great sense of wistfulness and mourning 23:48:19 <04d​racoomega> (Did you have anything in particular from among them you were interested in?) 23:48:29 <09h​ellmonk> no, I haven't even looked at them yet 23:48:57 <09h​ellmonk> ...apparently I made a jiyva mutation a year and a half ago and forgot about it 23:53:17 <04d​racoomega> I got the impression a bunch of those unrands 'weren't quite there' and then never elaborated on (but I don't remember too much about most of them)