00:58:57 -!- indigaz21 is now known as indigaz2 03:33:01 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5261-gd9800d219b 05:09:12 Unstable branch on crawl.akrasiac.org updated to: 0.34-a0-925-g2c4840a (34) 06:47:08 03person5060502 {dolorous} 07* 0.34-a0-926-g75e778cf4b: Update translation guide 10(3 weeks ago, 1 file, 40+ 89-) 13https://github.com/crawl/crawl/commit/75e778cf4bc7 06:47:08 03dolorous02 07* 0.34-a0-927-g35f8af1e77: Checkwhite. 10(3 minutes ago, 2 files, 71+ 71-) 13https://github.com/crawl/crawl/commit/35f8af1e776b 07:44:30 03Implojin02 07* 0.34-a0-928-g64110d9d53: Add a new tile for darts of disjunction 10(10 minutes ago, 3 files, 8+ 6-) 13https://github.com/crawl/crawl/commit/64110d9d5323 11:54:56 <09h​ellmonk> tfw assert failing bc a zap is out of range notlikethis 11:55:57 <02D​arby> > I've found an excuse to make one more thing in crawl purple. truly a motivation I can support 15:41:01 Unstable branch on underhound.eu updated to: 0.34-a0-928-g64110d9d53 (34) 20:29:35 scisormetimb3rs (L23 GrFi) ASSERT(m.alive()) in 'mon-transit.cc' at line 71 failed. (Depths:1) 21:44:03 <06m​umra> !crashlog scisormetimb3rs 21:44:04 <04C​erebot> 1. scisormetimb3rs, XL23 GrFi, T:50815 (milestone): https://cbro.berotato.org/morgue/scisormetimb3rs/crash-scisormetimb3rs-20251011-032927.txt 21:44:53 <06m​umra> pyrrhic_recollection -> shaft 21:49:25 <06m​umra> (i think a trap got triggered by Summon Vermin, causing Nobody to blink and get shafted, when they hadn't been revived yet) 21:51:23 <04d​racoomega> That message isn't for casting the spell, but just gaining knowledge of the spell. (However, timing-wise, they probably move before they get healed. It looks like it might actually be harmless if it was done the other way around? They're literally adjacent lines.) 21:54:08 <06m​umra> should shafts (and other traps) maybe be deferred anyway tho? seems like a lot of other stuff happens after that blink 21:55:37 <06m​umra> a monster possibly not even being on the level anymore immediately after calling monster_blink seems like it will hide a lot of rare crashes 22:17:52 <04d​racoomega> ...hmmm... now that you mention it, there are actually a bunch of cases where movement involving shafts has caused crashes that have been individually patched by confirming the monster is still alive after moving. And maybe it is possible to use deferment to avoid having to check this individually in different places? 22:18:31 <04d​racoomega> Like, I myself recall patching shaft-related crashes with Surprising Crocodile and barbs damage (ie: trying to apply barbs damage to the monster after it's moved) 22:18:34 <04d​racoomega> And possibly more 22:35:29 Unstable branch on crawl.develz.org updated to: 0.34-a0-928-g64110d9d53 (34) 22:58:34 Windows builds of master branch on crawl.develz.org updated to: 0.34-a0-928-g64110d9d53 23:27:42 Unstable branch on cbro.berotato.org updated to: 0.34-a0-928-g64110d9d53 (34) 23:53:03 <06m​umra> Seems like the kind of thing you want deferment for yeah. I'm sure I've seen similar crashes before as well. Level transit puts the target into such a weird state, and I at least can't think of a situation where you'd really want it to interrupt other things that need to happen in the current flow (or at least, where it isn't funniest as the last thing that happens in a sequence, sort of a punchline...) 23:55:16 Monster database of master branch on crawl.develz.org updated to: 0.34-a0-928-g64110d9d53 23:58:55 <06m​umra> Say you have an effect where the monster blinks and then attacks in the same turn, e.g. Vhi's or Portable piledriver. Do you want the shafting to prevent the attack occurring, or let the whole attack happen and then let reality catch up and drop them in the shaft (sort of Road Runner physics where you get a moment to do stuff before you actually realise there's a gaping pit underneath you...)