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[00:44] <GitHub121> [scummvm] dafioram opened pull request #1159: MOHAWK: MYST: Fix Observatory displayed hour from 0:XX to 12:XX (master...fix10486) https://git.io/vperd
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[05:24] <waltervn> morning
[05:27] <bonki> waltervn: good morning!
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[05:52] <GitHub165> [scummvm] bgK pushed 1 new commit to master: https://git.io/vpeME
[05:52] <GitHub165> scummvm/master b1f927f Bastien Bouclet: MOHAWK: MYST: Make changeBackgroundSound wait for the effect to complete...
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[05:55] <GitHub88> [scummvm] bgK pushed 1 new commit to master: https://git.io/vpeMo
[05:55] <GitHub88> scummvm/master 24956f0 Bastien Bouclet: MOHAWK: MYST: Fix observatory slider sounds repeating too quickly...
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[07:18] <rootfather> morning folks
[07:19] <rootfather> PSA: The GoG.com version of Myst and Riven are updated to ScummVM \o/
[07:25] <Lightkey> you were not around when bgK told us five days ago
[07:26] <rootfather> oops, sorry
[07:42] <rootfather> I wonder if Cyan already compiled the Gold Master for their upcoming Myst Collection or if we would have time for an additional testing period for Myst and Riven
[07:46] <bgK> rootfather: I'm planning to contact them to see if they need anything and maybe send them updated builds with all the Myst / Riven / Exile fixes that have been done since the release of 2.0.0
[07:48] <rootfather> bgK: that's great
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[08:44] <bonki> I'm confused, has Colin retired?!
[08:49] <rootfather> what?
[08:49] <rootfather> why do you think this?
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[08:58] <bgK> I hope this is not related to him not getting the proper access to update the buildbot server as mentioned here: https://github.com/csnover/scummvm-buildbot/issues/28#issuecomment-379426629
[08:59] <rootfather> that's sad...
[09:02] <bgK> indeed
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[09:34] <rootfather> criezy, I think I'll tackle the unknown game dialog :)
[09:34] <rootfather> I'm just afraid it doesn't meet your expectations
[09:35] <rootfather> but on the other hand - what could go wrong besides a "lol nope" :D
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[10:08] <GitHub195> [scummvm] criezy pushed 1 new commit to master: https://git.io/vpeQM
[10:08] <GitHub195> scummvm/master 57ae3a6 Lothar Serra Mari: I18N: Update translation (German)...
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[10:12] <bonki> rootfather: https://bugs.scummvm.org/ticket/10196#comment:15
[10:15] <bonki> bgK: oh, I totally missed that one
[10:24] <bgK> bonki: snover did amazing work on the new buildbot it's a real shame he was not able to deploy it.
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[10:32] <rootfather> true...
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[10:52] <criezy> rootfather: great. Let me know if you need help at some point.
[10:52] <rootfather> first question since I don't know the convention
[10:52] <criezy> bonki, bgK: I missed that comment from snover as well. That's sad :-(
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[10:53] <rootfather> is it preferred to write the new dialog functions in a new gui/unknownGameDialog.cpp/.h or should the dialog functions be included in advancedDetector.cpp?
[10:54] <criezy> Do not add it to advancedDetector.cpp. I was wondering however if it might be better to use a new file or to add it to engines/dialogs.cpp.
[10:55] <criezy> I think you can use new files. That's what I would tend to do anyway.
[11:09] <bgK> rootfather, criezy: regarding the unknown game dialog, this branch contains code that moves the unknown game message out of the advanced detector, so it is hopefully easier to implement a GUI dialog: https://github.com/bgK/scummvm/commits/detection-refactor-unknown
[11:09] <bgK> it is untested, might be completely broken, but feel free to use it if you find it useful
[11:10] <bgK> (and I won't mind if you ignore it)
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[11:33] <GitHub156> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vpedt
[11:33] <GitHub156> scummvm/master 95741aa Paul Gilbert: XEEN: Yet further fixes to clip scene drawing to scene area
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[11:46] <GitHub18> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vpedK
[11:46] <GitHub18> scummvm/master a38e16b Paul Gilbert: XEEN: Fix opening of Ali Baba's chest
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[12:06] <rootfather> criezy, is it possible for gettext translated strings to use the original string instead of the translated one?
[12:07] <rootfather> e.g. I'd like to print the translated unknown game message in the dialog, but store the original english one in the logfile and console
[12:26] <Deledrius> That's very unfortunate, re: csnover :'(
[12:29] <bonki> rootfather: I guess you could set the locale to "C" before calling _() to return the untranslated string and restore the locale afterwards
[12:29] <bonki> indeed
[12:40] <criezy> rootfather: Yes, what I had in mind was display the translating string in the dialog, but have the untranslated string in the log and console. The copy to clipboard would also copy the untranslated string.
[12:41] <criezy> And to do so you just have to not translate it.
[12:41] <criezy> By that I mean use "some" text for the log and console and _("some text") for the dialog.
[12:42] <criezy> The is a small difficulty here as the full message is actually built from several bits. So you might have to build two version of the message, the translated one and untranslated one, at the same time.
[12:51] <bonki> d'oh. yes, just don't translate it :D
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[13:07] <GitHub153> [scummvm] rsn8887 pushed 1 new commit to master: https://git.io/vpeNZ
[13:07] <GitHub153> scummvm/master a7bc089 Cameron Cawley: IMAGE: INDEO: Use the system pixel format for non-8bpp screen modes
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[13:52] <GitHub150> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vpexL
[13:52] <GitHub150> scummvm/master caba188 Paul Gilbert: XEEN: Mode renamings, fix loading savegame during script dragging party
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[13:56] <dreammaster> Coould someone check if the logs or Buildbot is up and running? I can't access either. Even though downforeveryone says they're up
[13:57] <dreammaster> Oh actually, trying to go to buildbot now is giving me a privacy error about bugs.scummvm.org, and if I ignore it, it's going to the bug tracker instead
[13:57] <rootfather> both are up here
[13:58] <rootfather> gnarf
[13:58] <rootfather> "Could not load widget position for..."
[13:58] <rootfather> I'm too stupid :D
[14:01] <dreammaster> Well, I have to leave for some gym time in a few minutes, so apologies if Buildbot is still running and borks on some errors due to my recent commits. ;)
[14:05] <bonki> dreammaster: buildbot.scummvm.org is HTTP-only, you are probably surfing to https://buildbot.scummvm.org
[14:06] <bonki> I assume we are hosting them on the same server without SNI so there is only one TLS-enabled doc root which seems to be Trac
[14:06] <bonki> so, just navigate to plain HTTP and it should work
[14:07] <dreammaster> Unfortunately, it's just giving me "There is no internet connection": ERR_PROXY_CONNECTION_FAILED
[14:07] <dreammaster> Build if you can connect, could you tell me whether there are any of the servers finished compiling without any errors?
[14:07] <bonki> sec
[14:08] <bonki> about 70% done without errors
[14:08] <bonki> for caba18856914daac4339f040b39b7b73795c6310
[14:08] <dreammaster> Okay, safe me to head off then. Thanks
[14:08] <bonki> deffo
[14:08] <bonki> enjoy! :)
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[14:33] <GitHub166> [scummvm] bonki pushed 1 new commit to master: https://git.io/vpepG

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[14:44] <rootfather> criezy, do you think it's better to spawn/craete an entire new dialog or rely on the GUI::...alert() function since the new dialog would be rather simple too?
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[14:46] <GitHub83> [scummvm] bonki pushed 1 new commit to master: https://git.io/vpepK

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[15:06] <criezy> rootfather: I was thinking of a new dialog so that we could thrown in a couple of additional functionalities, such as copy the message to the clipboard (of the clipboard feature is available) and open URL to bug tracker (if open URL feature is available).
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[15:32] <rootfather> after declaring/creating a dialog, what
[15:32] <rootfather> what's the right command to invoke it?
[15:32] <rootfather> I get errors like C:\msys64\home\lotharsm\scummvm/engines/advancedDetector.cpp:360: undefined reference to `GUI::UnknownGameDialog::UnknownGameDialog()'...
[15:34] <lePhilousophe> I would bet you missed to add your new cpp file to build system
[15:35] <rootfather> nope, I entered it in modules.mk
[15:35] <lePhilousophe> :(
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[16:07] <criezy> That would have been my bet as well.
[16:08] <criezy> rootfather: can you push your current code to your fork so that I can have a look?
[16:08] <criezy> Unless you already found out what the issue is.
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[16:10] <rootfather> this is solved, but I think I'm not invoking/drawing the dialog properly - the test dialog I made won't open
[16:10] <rootfather> pushing asap
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[16:12] <rootfather> criezy: https://github.com/rootfather/scummvm/commit/03647540e8f051b3b02c3f01c74d2e7a357ebb74
[16:16] <rootfather> basically if drawing and opening the dialog itself is done, I know pretty much how to implement the other stuff (besides the URL opening part)
[16:21] <criezy> First question, but this is not the issue here: why did you reimplement open() and close() in the UnknownGameDialog()?
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[16:22] <rootfather> this was taken by the fluidsynth dialog
[16:22] <rootfather> void FluidSynthSettingsDialog::open() {
[16:22] <rootfather> Dialog::open();
[16:23] <rootfather> I thought this is necessary
[16:23] <criezy> If you don't reimplement those in your dialog that derives from the Dialog class, it will just execute the function from Dialog. So this is unnecessary.
[16:24] <criezy> But this is not an error either. Both work.
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[16:25] <criezy> Also does your code actually compile? Or was the code you push in some intermediate state?
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[16:26] <criezy> rootfather: You declare the UnknownGameDialog() as taking no argument, but in advanceDetector you use it with 4 arguments: GUI::UnknownGameDialog::Dialog(1, 1, 320, 200);
[16:26] <criezy> That shouldn't even compile.
[16:27] <criezy> rootfather: And one more thing: in advancedDetector.cpp after you create the dialog you need to run it.
[16:28] <rootfather> it compiles - when I pass no arguments then it doesn't compile expecting 4 int arguments
[16:28] <rootfather> and how do I actually run it? :D
[16:28] <criezy> So something like GUI::UnknownGameDialog dialog(); dialog.runModal();
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[16:29] <criezy> rootfather: And those 4 arguments should actually be used when you call Dialog() in unknown-game-dialog.cpp
[16:29] <criezy> Here: https://github.com/rootfather/scummvm/blob/03647540e8f051b3b02c3f01c74d2e7a357ebb74/gui/unknown-game-dialog.cpp#L35
[16:30] <criezy> And indeed, that probably compiles. I didn't see the ::Dialog part in the 'GUI::UnknownGameDialog::Dialog(1, 1, 320, 200)' line because I didn't expect it (and it shouldn't be thetre ;) ).
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[16:34] <GitHub162> [scummvm] bgK pushed 1 new commit to master: https://git.io/vpvfC
[16:34] <GitHub162> scummvm/master 284f720 David Fioramonti: MOHAWK: MYST: Fix Observatory displayed hour from 0:XX to 12:XX...
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[16:34] <GitHub198> [scummvm] bgK closed pull request #1159: MOHAWK: MYST: Fix Observatory displayed hour from 0:XX to 12:XX (master...fix10486) https://git.io/vperd
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[16:34] <rootfather> error: request for member 'runModal' in 'dialog', which is of non-class type 'GUI::Dialog()'
[16:34] <rootfather> hrm
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[16:35] <criezy> So you have GUI::UnknownGameDialog dialog; on one line
[16:35] <criezy> And dialog.runModal(); on the next?
[16:36] <rootfather> yep
[16:37] <rootfather> stupid me
[16:37] <rootfather> I used GUI::UnknownGameDialog dialog(); instead
[16:37] <rootfather> and now C:\msys64\home\lotharsm\scummvm/engines/advancedDetector.cpp:361: undefined reference to `GUI::UnknownGameDialog::UnknownGameDialog()' is back :D
[16:39] <criezy> This error looks like the unkown-game-dialog.o file is not included in the link.
[16:39] <criezy> I see you added it to gui/module.mk though
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[16:40] <lePhilousophe> make clean?
[16:43] <criezy> I wonder if it might be related to the order in which the libengine.a and libgui.a libraries are linked.
[16:46] <criezy> rootfather: could you move you unknown-game-dialog files to engines/ instead of gui/?
[16:52] <rootfather> lePhilousophe make clean and a ccache clean didn't work
[16:52] <rootfather> criezy, I'll try that
[16:55] <rootfather> simply moving the files didn't work, trying without ccache now
[16:57] <criezy> You also removed it from gui/module.mk and added it to engines/module.mk? (just making sure you did not forget that)
[16:57] <rootfather> yep
[17:02] <rootfather> engines/libengines.a(unknown-game-dialog.o):unknown-game-dialog.cpp:(.rdata$_ZTVN3GUI17UnknownGameDialogE[_ZTVN3GUI17UnknownGameDialogE]+0x20): undefined reference to `GUI::UnknownGameDialog::handleCommand(GUI::CommandSender*, unsigned int, unsigned int)'
[17:02] <rootfather> engines/libengines.a(unknown-game-dialog.o):unknown-game-dialog.cpp:(.rdata$_ZTVN3GUI17UnknownGameDialogE[_ZTVN3GUI17UnknownGameDialogE]+0xb0): undefined reference to `GUI::UnknownGameDialog::open()'
[17:02] <rootfather> engines/libengines.a(unknown-game-dialog.o):unknown-game-dialog.cpp:(.rdata$_ZTVN3GUI17UnknownGameDialogE[_ZTVN3GUI17UnknownGameDialogE]+0xb8): undefined reference to `GUI::UnknownGameDialog::close()'
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[17:05] <criezy> rootfather: Ahah! That is because you declared the handleCommand function in UnknownGameDialog, but have not added it to the cpp yet.
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[17:07] <rootfather> thanks, good catch, that was it
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[17:08] <rootfather> erm... now it compiles and runs, but when it should display the dialog, it quits...
[17:08] <rootfather> Could not load widget position for 'UnknownGame.Title' is in the log file
[17:09] <criezy> Right. I suspected you would get things like that.
[17:09] <criezy> Basically you have two options: specify the layout of a dialog and widget position in the theme file, or hardcode them in the c++ code.
[17:10] <rsn8887> have fun editing that layout file ;)
[17:10] <criezy> Here by specifying a name "UnknownGame.Title" you tell it to look into the theme file, but it is not there.
[17:10] <rsn8887> files, there are two themes
[17:10] <criezy> Actually for a simple dialog like that I don't think we need to add it to the theme file.
[17:10] <rsn8887> ah ok, nevermind then.
[17:11] <rootfather> then I'll choose the hardcoded way.
[17:11] <criezy> Look for example at gui/updates-dialog.cpp for a dialog that doesn't use the theme.
[17:13] <criezy> It still use some values from the theme, for example for the button height. But otherwise the position and width of widgets is computed in there.
[17:16] <rootfather> wohoo, the first totally empty dialog appeared right when it should :D
[17:17] <criezy> Congrats! :-)
[17:17] <criezy> Now you "just" have to add some content!
[17:19] <rootfather> next big thing is making the advanceDetector passing the reported data to the new dialog function :D
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[17:21] <criezy> The easiest might be to generate the report messages (both English and translated) in advanceDetector (where it does it now for the translated one) and pass those to the dialog.
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[17:57] <rootfather> criezy, can you tell me why https://github.com/rootfather/scummvm/commit/e4891dea63b3009fd6d65a748341d3037ddd5bd8 fails with
[17:57] <rootfather> C++ engines/advancedDetector.o
[17:58] <rootfather> engines/advancedDetector.cpp: In member function 'void AdvancedMetaEngine::reportUnknown(const Common::FSNode&, const ADFilePropertiesMap&, const ADGameIdList&) const':
[17:58] <rootfather> engines/advancedDetector.cpp:360:25: error: no matching function for call to 'GUI::UnknownGameDialog::UnknownGameDialog()'
[17:58] <rootfather> GUI::UnknownGameDialog dialog;
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[17:58] <GitHub133> [scummvm] criezy pushed 35 new commits to master: https://git.io/vpvkn
[17:58] <GitHub133> scummvm/master 80be48c Joseph-Eugene Winzer: SUPERNOVA: Removes redundant keypress check...
[17:58] <GitHub133> scummvm/master 7dab7b7 Joseph-Eugene Winzer: SUPERNOVA: Renames wait2() to wait()
[17:58] <GitHub133> scummvm/master 9689dff Joseph-Eugene Winzer: SUPERNOVA: Removes mouseInput3()...
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[17:58] <GitHub165> [scummvm] criezy pushed 1 new commit to master: https://git.io/vpvkC
[17:58] <GitHub165> scummvm/master 91a1bbd Thierry Crozat: I18N: Update translations templates
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[17:59] <criezy> Pass the "THis is the demo report data." string when you create the dialog, not when you call runModal()
[17:59] <criezy> So GUI::UnknownGameDialog dialog("This is the demo report data.");
[18:00] <criezy> dialog.runModal();
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[18:02] <GitHub144> [scummvm] criezy closed pull request #1151: [WIP] SUPERNOVA: Refactoring of the engine (master...merge_nova) https://git.io/vxE3E
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[18:06] <criezy> rootfather: In case you did not see my reply, because I forgot to ping you, see 6 minutes ago.
[18:10] <rootfather> working now :D
[18:10] <rootfather> thanks for your help, I really appreciate that
[18:24] <rootfather> assuming we have two Common::Strings, is something like the following possible?
[18:24] <rootfather> report & reportTranslated += "\n";
[18:24] <rootfather> basically add tne "\n" to both strings without having to do this separately
[18:27] <rootfather> otherwise, having the original and translated message generated in advancedDetector might lead to quite some additional code...
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[18:35] <criezy> Unfortunately it is not possible. So you will indeed have some dupplicate code.
[18:37] <criezy> Note however that everything after the "Matched game IDs:" is not translated and would be the same for both message. So you could build that part in a separate Common::String and then add it to both the translated and English message.
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[18:50] <rootfather> yep that's my current approach
[18:50] <rootfather> hm, shouldn't OSystem_SDL::setTextInClipboard("Demo"); work?
[18:50] <rootfather> I get engines/unknown-game-dialog.cpp:85:44: error: cannot call member function 'virtual bool OSystem_SDL::setTextInClipboard(const Common::String&)' without object
[19:00] <criezy> Yep, you need to call it on the OSystem instance: g_system->setTextInClipboard("Demo");
[19:02] <criezy> Only functions declared as static can be called without such an instantiated object.
[19:08] <rootfather> that makes sense
[19:09] <rootfather> enough for today, I think I can finish it tomorrow
[19:09] <rootfather> at least the basic functinallity without the URL stuff
[19:10] <rootfather> assuming I can figure out how to make the buttons magically appear after having them declared in the .cpp file :/
[19:10] <rootfather> see you then!
[19:16] <rootfather> criezy, maybe you can tell me what the "Copy to clipboard" button doesn't appear in the dialog, only the plain text as intended?
[19:16] <rootfather> https://github.com/scummvm/scummvm/compare/master...rootfather:unknown-game-dialog
[19:24] <criezy> rootfather: I don't know. You might want to check the values of _h, _w, buttonPos, buttonWidth and buttonHeight to make sure the button is not draw somewhere outside the dialog.
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[19:44] <rootfather> the button is also not drawn if I manually set it to 10, 10...
[19:45] <criezy> OK. I am fetching your code right now and I will see if I can figure it out.
[19:48] <rootfather> thanks ;)
[19:48] <rootfather> see you tomorrow
[19:48] Nick change: rootfather -> rootfather|afk
[19:55] <criezy> rootfather|afk: I found out what the issue is. I will add comments to your commit on GitHub...
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[20:12] <GitHub12> [scummvm] yinsimei pushed 5 new commits to master: https://git.io/vpvOI
[20:12] <GitHub12> scummvm/master 756a109 Simei Yin: SLUDGE: Remove unused global variable captureAllKeys
[20:12] <GitHub12> scummvm/master 7c74e81 Simei Yin: SLUDGE: Objectify PeopleManager
[20:12] <GitHub12> scummvm/master 53c79fd Simei Yin: SLUDGE: Refactor PersonaAnimation related code in PeopleManager
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[21:56] <GitHub155> [scummvm] sev- pushed 1 new commit to master: https://git.io/vpvZE
[21:56] <GitHub155> scummvm/master 0e02da6 Eugene Sandulenko: JANITORIAL: Fix code formatting
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[00:00] --- Mon Apr 16 2018