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[01:35] <Deledrius> lb_ii: a bit off-topic, but I see you have a Ren'Py decompiler up there. A general-purpose decompiler we use in our projects may interest you https://github.com/zrax/pycdc/
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[06:07] <rootfather> morning folks
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[06:48] <Deledrius> morning
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[07:24] <_sev> Deledrius: morning
[07:33] <rootfather> morning Deledrius _sev
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[07:37] <stroggoff> Hi guys
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[07:40] <rootfather> hi stroggoff
[07:41] <stroggoff> :)

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[09:05] <GitHub48> [scummvm] sev- pushed 1 new commit to master: https://git.io/fNKnh
[09:05] <GitHub48> scummvm/master d796670 Eugene Sandulenko: NEWS: Formatting fixes
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[10:57] <stroggoff> _sev: I read your new comment on the PR for Blade Runner subtitles. I think I was looking mainly at the wrong wordwrap(?). I thought I was supposed to use the wordWrap in common/str.cpp

[10:58] <_sev> Graphics::Font::wordWrapText()
[10:58] <stroggoff> Yes


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[13:55] <rootfather> hi mataniko
[13:55] <mataniko> good morning
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[16:50] <LubomirR> Can somebody take a look at https://github.com/scummvm/scummvm/pull/1266 , please?
[16:53] <_sev> looking
[16:54] <_sev> good catch! merging
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[16:54] <GitHub81> [scummvm] sev- closed pull request #1266: COMMON: Fix kerning issue in wordWrapText. (master...wordwrapfix) https://git.io/fNgdd
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[16:54] <GitHub20> [scummvm] sev- pushed 1 new commit to master: https://git.io/fN6qC

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[16:55] <LubomirR> Thanks!
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[17:55] <LubomirR> _sev: One more question - at which stage would you suggest trying to merge Mutation of JB to master? I'm just asking so we can focus on those areas first.
[17:57] <LubomirR> (Assuming you accept not fully implemented engines, but if that's not the case, I'm fine with that too, it'll just be a huge PR. :-) )
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[18:12] <GitHub146> [scummvm] whiterandrek pushed 1 new commit to master: https://git.io/fN6Cv
[18:12] <GitHub146> scummvm/master e9fde87 whiterandrek: PINK: fixed bug when in walking state you choose another location
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[19:13] <somaen> For reference (although t0by isn't around); there are some mechanisms in place in the WME persistence code to retain backwards compatibility with save games even if new fields are added, there's an entire versioning system for that.
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[19:15] <somaen> Old saves will get some default value for that field, and potentially not work with that particular game, but if I understand correctly, that game is broken as is.
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[19:16] <somaen> As for issues you're seeing, IIRC there's some placement-new magic that happens in the persistence code, so that the various pointers can be properly set up again during deserialization. This means that you'll have to set up _everything_ properly in the save/load code, for all classes that get (de)serialized
[19:19] <somaen> The way that works in WME, is that the Foo::persist() function is used both for save and load, your field should have an entry there to have any chance to survive a save/load-event. Potentially with a version-number guard that special-cases loading to use some default-value if the save-game version is below a particular version-number.
[19:21] <somaen> There, that should cover most of the issues raised, if anyone sees t0by or lb_ii, please tell point them towards the logs :)
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[20:42] <_sev> LubomirR: yes, we even welcome in-tree development
[20:43] <_sev> somaen: I think, some simple gist with code or reference to existing case in master could help
[20:53] <LubomirR> _sev: Okay, does that mean I could prepare a PR with the current state? (I put some information including a video on the wiki: http://wiki.scummvm.org/index.php/MutationOfJB )
[20:56] <_sev> yes
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[20:59] <lb_ii> somaen, this sounds to be just what we need, I totally will look at it
[20:59] <LubomirR> Awesome, thanks!
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[21:17] <GitHub119> [scummvm] lolbot-iichan opened pull request #1269: COMMON: Added Ukrainian language (master...master) https://git.io/fN6P2
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[22:14] <somaen> lb_ii: An example of a (fairly convoluted) persist function that has a special case for game versions: https://github.com/scummvm/scummvm/blob/master/engines/wintermute/base/base_game.cpp#L3067
[22:16] <somaen> Note that checkVersion() returns true for any value when saving, and is as such effectively a (isLoading && checkVersion(1,3,1))
[22:20] <somaen> The pointer-deserialization stuff I mentioned happens through https://github.com/scummvm/scummvm/blob/master/engines/wintermute/base/base_persistence_manager.cpp#L828
[22:22] <somaen> And the macro-magic that handles all the placement new stuff is in https://github.com/scummvm/scummvm/blob/master/engines/wintermute/persistent.h
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[22:31] <somaen> And then a lot of the deserialization magic also happens in the System-classes
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[22:40] <SupSuper> can someone answer some questions about detection tables for me?
[22:41] <lb_ii> somaen: Thanks a lot!
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[22:44] <GitHub59> [scummvm] sev- pushed 1 new commit to master: https://git.io/fN6Ha
[22:44] <GitHub59> scummvm/master d91307e lolbot-iichan: COMMON: Added Ukrainian language...
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[22:44] <GitHub9> [scummvm] sev- closed pull request #1269: COMMON: Added Ukrainian language (master...master) https://git.io/fN6P2
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[22:45] <lb_ii> Wooh! Here goes my first pull request ever! *^_^*
[22:47] <lb_ii> SupSuper: I have some experience with them, so let's give it a try
[22:53] <mataniko> lb_ii
[22:54] <mataniko> lb_ii: awesome, thank you for contributing!
[22:54] <lb_ii> thanx!
[22:54] <SupSuper> lb_ii: i guess my question is, just how detailed does variant detection need to be, and what's the advantage over just abstracting the engine from the data?
[22:55] <SupSuper> all the engines i checked had a huge matrix of platform x language x gog release x disc release x ...
[22:58] <lb_ii> I guess this still depends on engine and difference between game versions
[22:59] <lb_ii> there are some engines with detection.cpp and no detection_tables.h
[23:02] <SupSuper> hmm
[23:03] <SupSuper> i guess to get more to the point, my game has 3 main variants: Standard Performance, High Performance and Director's Cut. does this work in detection tables?
[23:04] <SupSuper> they are data differences, not platform differences, eg. both Standard and High Performance are separate installs of a DOS release
[23:05] <lb_ii> somaen: could you and/or t0by please find some time on weekend to take a look at https://github.com/lolbot-iichan/scummvm/commit/91d1047 ? I'll continue work on FoxTail next week and it would be nice to have some feedback on coding style and things done
[23:11] <lb_ii> _sev: could you please help SupSuper on detection tables?
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[00:00] --- Fri Aug 3 2018