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[00:15] <csnover> take cover!
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[00:27] dreammaster (~dreammast@c-73-149-116-247.hsd1.vt.comcast.net) got lost in the net-split.
[00:27] evil-t0by (~t0by@unaffiliated/t0by) got lost in the net-split.
[00:27] Strangerke (~Strangerk@cable-85.28.84.13.coditel.net) got lost in the net-split.
[00:27] TAS-2012v (~2012@c-b5fd71d5.024-3-67626724.cust.bredbandsbolaget.se) got lost in the net-split.
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[00:34] <-- m_kiewitz left irc: Quit: technology isn't intrinsically good or evil. It's how it's used. Like the Death Ray.
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[00:44] <GitHub127> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vQfqQ
[00:44] <GitHub127> scummvm/master 6ccbdf7 Paul Gilbert: TITANIC: Fix Bellbot walking off during checkin
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[00:57] <GitHub137> [scummvm] csnover pushed 3 new commits to master: https://git.io/vQfmM
[00:57] <GitHub137> scummvm/master 5d04679 Colin Snover: SCI32: Add workaround for invalid kPalVarySetStart call in PQ4...
[00:57] <GitHub137> scummvm/master 71e2f9d Colin Snover: SCI32: Add workaround for uninitialised read in PQ4...
[00:57] <GitHub137> scummvm/master dcc4a1b Colin Snover: SCI32: Add workaround for invalid kFrameOut call in PQ4...
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[01:14] <GitHub11> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vQfYi
[01:14] <GitHub11> scummvm/master 5a512c1 Paul Gilbert: TITANIC: Fix exiting elevator 3 on floor 28
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[01:45] <GitHub39> [scummvm] csnover pushed 1 new commit to master: https://git.io/vQf3R
[01:45] <GitHub39> scummvm/master a3824d0 Colin Snover: SCI32: Create Torin-specific save game count limitation remover...
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[01:53] <GitHub160> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vQf3H
[01:53] <GitHub160> scummvm/master 9f055d4 Paul Gilbert: TITANIC: Set SGT TV Magazine announcement to use speech sound type
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[03:16] <Joefish> morning
[03:17] <snover> hi Joefish
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[05:10] <Simei> Morning
[05:15] <Joefish> morning Simei
[05:15] <Simei> :)
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[06:46] <waltervn> morning
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[07:24] <Strangerke|work> hi guys
[07:31] <criezy> Good morning
[07:32] <Strangerke|work> Kingdom is resisting and it's frustrating... The user input code is a large piece of hardcoded shit, I wonder what I missed in it :(
[07:43] <TMM> I think the worst part of it is this whole userinput variable
[07:43] <TMM> I can kind of see why it seemed appealing at the time, but debugging that for them must've been hell
[07:44] <TMM> I'd be super-surprised if there aren't any bugs related to that in the original exe
[07:47] <Strangerke|work> That could happen
[07:47] <Strangerke|work> We fixed several bugs with Dreammaster in TsAGE caused by that
[07:47] <Strangerke|work> original bugs, I mean
[07:48] <Strangerke|work> the positive part is that with a couple of playthrough, you usually manage to fix most of the bugs we introduced during the process :)
[07:48] <Strangerke|work> and once it's stable, it's stable forever ;)
[07:49] <Strangerke|work> also for the others: TMM just told me that my last commit made the menu somewhat reactive, which is a nice step in the right direction :)
[07:49] <Strangerke|work> (yes, I didn't have time to test it myself because I had to run away with the kids)
[07:49] <Strangerke|work> (yes, I'm ashamed)
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[10:03] <Joefish> I've been wondering (and asking for clarification a bit late..) what Clib functions are exposed and supposed to be used? So far I set myself in the mindset of removing all explicit clib functions like memcpy or itoa family with function found in Common namespace. Other engines use them to varying degrees where I'm not sure what the official guideline is or if there is even one. So just to be sure, what C functions (that are not explicitly
[10:03] <Joefish> included) are save to be called?
[10:05] <Strangerke|work> We could turn it the other way round
[10:05] <Strangerke|work> unsafe functions are forbidden and it won't compile if you try to use them
[10:06] <Strangerke|work> such as fread, printf, ...
[10:06] <Strangerke|work> try to use a printf and you'll see
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[10:06] <Joefish> ah right. forgot about the forbidden macros
[10:07] <Joefish> so anything that's not explicitly defined there as forbidden is fair game?
[10:07] <Strangerke|work> That's at least how I proceed
[10:07] <Joefish> alright. good to know :)
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[10:09] <Strangerke|work> and avoid modern standards, it'll be annoying for some old devices
[10:09] <Strangerke|work> but you already know that too :)
[10:11] <Joefish> I even dug up my c++98 stroustrup so I'm on the save side. It's just not as comfortable to search like cppref :P
[10:11] <Joefish> so there sometimes some misunderstandings like my wrong assumptions about static member variables
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[10:14] <Joefish> besides that, I really made it so much harder on me trying to abstract it and somehow let my derived rooms inherit the pointers to the engine and game class that I didn't even consider (or thought about it too verbose) the easiest solution you suggested and it really wasn't a big deal at all..
[10:22] <Strangerke|work> Yeah, I'm lazy so I try to come with the easier solution ;)
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[10:46] <evil-t0by> oh rats, I'm evil
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[10:46] <Strangerke|work> t0by: We knew that
[10:47] <t0by> Speaking of which
[10:47] <t0by> Simei, you probably should register your nick with nickserv.
[10:47] <t0by> Also, how's stuff? :)
[10:47] <t0by> Also, good morning
[10:52] <Simei> Hi, t0by, ok, how to register it ?
[10:53] <Simei> /msg NickServ VERIFY REGISTER Simei bkmwbrnxhcvi
[10:53] <TMM> Simei, you need to remove the leading space
[10:54] <TMM> I also hope that's not your password
[10:54] <TMM> if it is I recommend you change it *now* this channel is publicly logged
[10:54] <Simei> Ah, ok, haha, it's the activation code
[10:55] <Simei> I think it's good now ? Thanks!
[10:56] <t0by> Uh-oh
[10:56] <t0by> http://logs.scummvm.org/log.php?log=scummvm.log.20Jun2017&format=text
[10:56] <t0by> ^ remember
[10:56] #scummvm: mode change '+v Simei' by t0by!~t0by@unaffiliated/t0by
[10:57] <Simei> Good, i'm green now
[10:57] <t0by> Simei, remember to authenticate on login
[10:57] <t0by> https://www.youtube.com/watch?v=DbCI68eSNsA
[10:58] <TMM> you're not green, you're yellow!
[10:58] <TMM> (different clients :P)
[10:58] <Simei> Haha, that's funny
[10:59] <t0by> Simei, are you still chasing that bug with the tal kaction?
[10:59] <Simei> t0by, what does it mean to authenticate on login ? It's what I did just now ?
[10:59] <TMM> Simei, when you login to freenode you need to /msg nickserv identify <password>
[10:59] <t0by> Simei, when you login to the network you should authenticate, i.e. enter your password and tell the network that it's really you.
[10:59] <TMM> Simei, some clients will let you automate that
[10:59] <t0by> Most clients can do that automatically
[10:59] <t0by> ^
[11:00] <t0by> Remember that now that the nick is registered the network will force-change it if you don't authenticate
[11:00] <t0by> (Which is a good thing)
[11:00] <TMM> t0by, I don't think that's true
[11:01] <t0by> TMM, then freenode hates me specifically
[11:01] <TMM> t0by, it will just keep you unauthenticated so someone with the password can ghost you
[11:01] <t0by> Oh
[11:01] <t0by> That's probably it
[11:01] <Simei> Ok, I see, thanks for clarifying the things twice, haha, TMM, t0by
[11:02] <TMM> trying to be helpful, with somewhat limited success
[11:02] <t0by> So Simei, are you still chasing that bug with the talk action?
[11:02] <t0by> Any luck?
[11:03] <Simei> t0by, that one has been solved this sunday
[11:03] <Simei> last*
[11:03] <t0by> Ah, fantastic
[11:03] <Simei> I mean all bugs were cleared then
[11:04] <Simei> _sev, t0by: things are going smoothly now with zBuffer zone, I've successfully read the zbuffer file and display it, which is a 8int image, I will modify the reading procedure to have a 32int surface this afternoon
[11:04] <t0by> So what are you up to now? :)
[11:04] <t0by> Great great great.
[11:04] <t0by> Also fallback detection?
[11:05] <Simei> _sev, t0by, And then I will look into how layers work and then fallback detection for new games
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[11:05] <t0by> FWIW I would *personally* urge you to add fallback detection because it makes testing subsequent work *much* easier.
[11:05] <t0by> (And because it's a 5 minute job)
[11:06] <t0by> (folder contains a single .scp file -> ok)
[11:06] <Simei> Ok, I will do it when I finish the z-buffer zone
[11:06] <t0by> :)))
[11:07] <Simei> :)
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[12:32] <t0by> Mh.
[12:33] <t0by> Simei, sorry, on a second thought why would you want to convert the zbuffer to 8bpp?
[12:33] <t0by> (I'm not saying there isn't a good reason, just curious)
[12:37] <Simei> In zbuffer, they save only one single color for regions on the same layer, so 8bpp image is enough, and then when display, link it to the backdrop texture
[12:40] <Simei> I think it may be good to copy directly the relative backdrop part to zBuffer zones when loading the 8bpp image. Then the display part will be easier
[12:41] Action: t0by squints
[12:42] <Simei> Or there is a better way?
[12:42] <t0by> Let me look at the code
[12:43] <Simei> the sludge code ?
[12:43] <t0by> Simei, what are the relevant files | lines?
[12:43] <t0by> Ah, I get it
[12:44] <t0by> you want to copy the backdrop to a transparentsurface then blend it with the zbuffer bitmap?
[12:44] <Simei> When reading : https://github.com/yinsimei/opensludge/blob/master/source/Engine/zbuffer.cpp#L94
[12:44] <t0by> Does not sound wrong, I think
[12:44] <Simei> Display : https://github.com/yinsimei/opensludge/blob/master/source/Engine/zbuffer.cpp#L140
[12:45] <t0by> ^
[12:45] <t0by> Yes, makes sense
[12:45] <t0by> I think.
[12:46] <Simei> No, I didn't use blend just replace relative colors byte in zbuffer zones by backdrop pixel colors
[12:46] <t0by> Just in case you haven't already: I would drop that chunk of code altogether, using TransparentSurface you can probably get away with 3 LOC.
[12:46] <t0by> Hm?
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[12:48] <Simei> _sev, t0by, by the way, how to we deal with different layers in scummvm ? Is there an example ? At present, all zbuffers display above the character.
[12:48] <t0by> Simei, I'm sorry - what is the intended semantics of the zbuffer?
[12:48] <Simei> t0by, just replace this line https://github.com/yinsimei/opensludge/blob/master/source/Engine/zbuffer.cpp#L106 by true colors
[12:50] <t0by> Oh rats, it's multilayered.
[12:50] <t0by> Right.
[12:50] <Simei> there is a depth for every sprite. And characters become smaller with larger depth and bigger with smaller depth.
[12:51] <Simei> and for every zbuffer, they give a fixed depth
[12:51] <t0by> Give me a second, sorry
[12:52] <Simei> then, when characters go nearer, whether they are behind of in front of a zbuffer zone changes
[12:57] <t0by> Right. Okay, there is the y-threshold beyond which each layer kicks in.
[12:58] <t0by> That complicates things slightly.
[13:00] <t0by> Simei, let us assume for a second there are no layers. How would you do it?
[13:00] <Simei> _sev, t0by, I think maybe we can prepare a linked list sorted with sprite depth and display the list at the end of the frame ? Or there is a better way ?
[13:00] <t0by> I mean - let yus assume there is *exactly one* layer.
[13:01] <Simei> yes, that what I assume as well
[13:01] <t0by> (Turns out you can't because there are multiple layers, but forget about that for a second)
[13:01] <Simei> sort first and then display in order
[13:01] <t0by> Sort what?
[13:02] <Simei> sort the surfaces by their depths first and copy to screen in order
[13:02] <Simei> every frame
[13:02] <t0by> Right. Abnd where does the z-buffer come in?
[13:02] <Simei> when display, they enter the sorted list
[13:03] <Simei> and get displayed when everything has been well sorted
[13:03] <t0by> You mean, you would *display* the z-buffer bitmap? Wouldn't that amount to displaying large swaths of black stuff?
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[13:03] <Simei> what does it mean ?
[13:04] <t0by> I'm confused.
[13:05] <Simei> When loading zBuffer zone, I will copy relative backdrop parts onto z-buffer bitmap and set the rest part alpha = 0
[13:05] <t0by> Right.
[13:05] <Simei> Then it can be displayed like a normal image
[13:05] <t0by> Absolutely, my idea.
[13:06] <t0by> What I *would* do at this point is as follows:
[13:07] <t0by> instead of "set pixel (x,y) opacity = z-buffer(x,y)"
[13:08] <t0by> for (layers 1...n) { if (layer[i].y-threshold > character.y_pos) { set pixel (x,y) opacity = max(opacity, layer[i](x,y)) } }
[13:08] <t0by> or something like that
[13:08] <t0by> Yes, for every frame.
[13:09] <t0by> Simei, makes sense to you?
[13:09] <t0by> It's not pretty but would work for now.
[13:10] <Simei> In fact the image loading only happens in the beginning, but it means we move it also into the display loop ?
[13:10] <t0by> No, why should you reload it?
[13:11] <Simei> why do we change pixels of surfaces here ?
[13:11] <t0by> Streaming from disk on each frame doesn't sound like a super great idea.
[13:11] <t0by> Simei, well, your idea :P
[13:11] <t0by> You said "I will copy relative backdrop parts onto z-buffer bitmap and set the rest part alpha = 0"
[13:11] <t0by> I assume by "z-buffer bitmap" you mean "overlayed background parts".
[13:11] <Simei> No, that happens when loading the image at the beginning
[13:12] <Simei> only once
[13:12] <t0by> That's not viable.
[13:12] <Simei> And then in the display loop, we sort the surfaces
[13:13] <t0by> You can do as above, *or* (slightly more complex solution) have n overlayed surfaces, one per layer, which is rendered iff the character is above its y-threshold
[13:13] <t0by> In that case you can do it once, during loading.
[13:14] <t0by> The point is still that for every frame you'll have to check the character's y-position and decide whether to render the i-th alpha-masked copy of the background, no?
[13:14] <t0by> Or am I missing the obvious?
[13:17] <Simei> Sorry, I don't understand. What's the issue with sorting surfaces in terms of the sprite depth ? I think this depth value, z , has already been calculated for every sprite in the original sludge code
[13:17] <t0by> Simei, of course overlays are rendered last in order, obviously.
[13:17] <t0by> Simei, if you already have i sprites, one for layer, it's great.
[13:18] <t0by> s/i/n/
[13:19] <t0by> Simei, in that case I'm not sure what the problem you are facing is.
[13:20] <t0by> Rendering surfaces in order by sprite depth is obviously the right way to do it
[13:20] <t0by> but you'll have to make sure you are not rendering overlays that have a y-threshold greater than the character's current y-position
[13:20] <Simei> I think it's fine, I just want to know does there exist a similar usage in other engines
[13:20] <t0by> (I don't know if you have code that does that already)
[13:21] <t0by> Simei, for the time being do it naively
[13:21] <t0by> ie sort and blit
[13:21] <Simei> What does "rendering overlays that have a y-threshold greater than the character's current y-position" mean ?
[13:22] <t0by> Simei, if you open room.zbu in the editor you'll find each z-layer is associated with a y-value
[13:22] <Simei> yes, that's the depth I mentioned
[13:23] <t0by> Hurr, z is "depth", y is "height" :P
[13:24] <t0by> Sorry, my bad
[13:24] <Simei> It is used as depth in the code
[13:25] <t0by> Let me see
[13:25] <Simei> Or rather, used to calculate depth
[13:26] <t0by> Ah, in void drawZBuffer, you mean?
[13:27] <Simei> They sort it here: https://github.com/yinsimei/opensludge/blob/master/source/Engine/zbuffer.cpp#L24
[13:28] <Simei> And calculate it here : https://github.com/yinsimei/opensludge/blob/master/source/Engine/zbuffer.cpp#L144
[13:28] <Simei> If I don't make mistake, it's the z that matters
[13:31] <Simei> When displaying characters, the z is calculated like this : https://github.com/yinsimei/opensludge/blob/master/source/Engine/sprites.cpp#L739
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[13:32] <t0by> Sorry, my stupid X crashed
[13:34] <Simei> No problem :)
[13:36] <logix> use a console irc client :)
[13:36] <TMM> t0by, maybe get a non-stupid X? :P
[13:37] <t0by> TMM, I like my X to reflect my personality, thank you.
[13:38] <TMM> t0by, that's not a very nice thing to do to your X
[13:39] <Simei> t0by, sorry, I should leave for a while. But I will keep an eye on irc
[13:40] <t0by> Simei, I'm digging through opensludge code, I'll let you know. To be honest, I'm still of the idea that my way is the simplest one, but I don't really know what I'm talking about. I'm working to fix that.
[13:41] <t0by> The third alternative, of course, is to set the character's z-depth based on its y-position
[13:41] <t0by> but I don't know if you can do that already with what you have
[13:41] <t0by> I'll have a look at your current code in a short while
[13:47] <t0by> Simei, ah, there it is. sprites.cpp:905
[13:48] <t0by> when rendering a sprite they give it z = 0.999 - (double) i * (1.0 / 128.0), which magically is the correct z-depth so that it ends exactly above the last layer with zBuffer.panel[i] >= y + cameraY
[13:49] <TMM> wow
[13:49] <t0by> I think the reason they do it like so is to take advantage of hardware z-buffering support.
[13:49] <TMM> fp math for that?
[13:50] <t0by> Or at least it's what I think is happening, although the function name is not very telling
[13:51] <t0by> (It's called scaleSprite, but it seems to do much more than scaling, in fact on a quick glance it seems to do *all* necessary updating of the gl texture)
[13:52] <t0by> I would not try to mimic that closely, you can achieve the same effect with an array of transparentsurfaces and a 5-lines loop.
[13:53] <TMM> is it doing hardware clipping for this?
[13:53] <TMM> seems... overkill
[13:54] <t0by> Not super pretty, but would do for now.
[13:54] <t0by> TMM, I admit I haven't followed the white rabbit all the way into the rabbit hole, but... https://github.com/opensludge/opensludge/blob/master/source/Engine/sprites.cpp
[13:54] <t0by> Have yourself a blast :)
[13:55] <TMM> jesus 1100 lines
[13:55] <t0by> 1/3*100 lines for every year of His life.
[14:07] <t0by> Simei, I haven't thought a *lot* about this, but I would still make a bunch of pre-alpha-clipped copies of the background on loading (which is O(1)), sort them by y-threshold (with full background being 0), then in the rendering loop blit those *and* the sprites in ascending order of y. This should do the trick. It's O(layers), where layers is typically ~5-6 with a maximum of 16, so it shouldn't slow you down *terribly*.
[14:08] <t0by> You would get away with 10 lines of code and we can worry about making it run fast later.
[14:09] <t0by> Right now, we do everything in software anyway, so I don't *think* there is a big incentive in doing anything fancier.
[14:09] <t0by> If somebody who actually knows what they are talking about wants to chime in, please do.
[14:19] <t0by> I'll be afk for 15 minutes
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[14:43] <Simei> t0by: Ok, so I'll keep a list of transparentSurfaces aside ?
[14:43] <Simei> https://github.com/yinsimei/scummvm/blob/newWIP1-1/engines/sludge/sludger.cpp#L670
[14:45] <Simei> In the display loop, all zBuffers are displayed first and then Characters, so I think I will put them in the list first and really display it after the call drawPeople() ?
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[15:41] <t0by> Sorry, it took me a bit more than 15 minutes
[15:43] <t0by> Simei, let's make some clarity here
[15:44] <t0by> Let's call "z-buffer" the various alpha masks.
[15:44] <t0by> i.e. not something you actually blit.
[15:44] <snover> TMM, t0by: fyi, the behaviour of services regarding the use of a registered nick changes depending upon whether you have turned on nick protection or not. if it is on, services will forcibly change your nick if you fail to authenticate within a short period of time.
[15:44] <t0by> Ah, that's why freenode hates me personally
[15:45] <t0by> Thanks
[15:46] <t0by> Simei, a second
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[15:51] <t0by> Simei, yes, I guess the "simple" idea would be to make a list of alpha-clipped clones of the background, then blit all of those that have the correct y-value *after* you've blitted sprites.
[15:52] <t0by> You probably still want to blit cursor and menus last, of course.
[15:52] <t0by> That's what I think is the dead simple way.
[15:53] <t0by> The slightly more complex to implement and cleaner and more efficient is doing as I mentioned above.
[15:53] <t0by> Simei, to avoid a lot of refactoring of that code you can probably get away with blint background - blit characters - blit clipped copi(es) of background.
[15:54] <t0by> Simei, see any obvious reason why this wouldn't work?
[15:54] <t0by> (There *might* be some pesky edge case)
[15:55] <t0by> _sev, any thoughts? I might very well be down the wrong path.
[15:55] <t0by> Simei, i.e. yes, "after the call to drawPeople"
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[16:06] <t0by> I wonder whether TransparentSurface could use a blitWithAlphaMask(mask) method or something.
[16:08] <WooShell> meow =^.^=
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[17:49] <t0by> _sev, I'm sorry, out of curiosity where did you get the notion that kEventMouseDown is to be handled only when _vm->getVersion() > 3?
[17:49] <Simei> t0by, _sev, Ok, I will get on to create the list next
[17:50] <_sev> simply because there is no such event in D2 and D3
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[17:57] <t0by> _sev, I figured as much and I'm not doubting it, but p.200 from D2 docs mentions "mouseDown events".
[17:57] <_sev> then I could be wrong
[17:57] <t0by> Incorrectly named/plkaced file/dir?
[17:57] <_sev> I'll take a look at it later
[17:57] <t0by> Thank you
[17:57] <_sev> just make a note to doublecheck
[17:57] <t0by> Yup.
[17:58] <_sev> ah, I think, that there is no difference for mouseup/mousedown in pre-D4
[17:58] <_sev> so in order to avoid that, one of the events is ignored
[17:58] <t0by> Ah
[17:58] <_sev> need to check that, though
[17:59] <t0by> Thanks
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[18:01] <t0by> Does sound like intentional trolling from the language designers...
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[20:32] <GitHub12> [scummvm] criezy pushed 1 new commit to master: https://git.io/vQUcZ
[20:32] <GitHub12> scummvm/master 3213c42 Thierry Crozat: GUI: Separate bevel and shadow effect when extending widget rect...
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[20:32] <GitHub66> [scummvm] criezy pushed 3 new commits to master: https://git.io/vQUcl
[20:32] <GitHub66> scummvm/master a914c30 Ivan Lukyanov: I18N: Update translation (Belarusian)...
[20:32] <GitHub66> scummvm/master c8643d7 Ivan Lukyanov: I18N: Update translation (Russian)...
[20:32] <GitHub66> scummvm/master 4a22c08 Thierry Crozat: I18N: Update translations templates
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[20:34] <GitHub75> [scummvm] criezy closed pull request #959: GUI: Separate bevel and shadow effect when extending widget rect (master...shadowhunter) https://git.io/vHVks
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[20:55] <t0by> um
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[21:26] <[md5]> good evening :)
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[21:40] <Joefish> evening :)
[21:40] <Strangerke> hey [md5] :) Nice to see you around :)
[21:41] <[md5]> hello Joefish
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[21:47] <t0by> _sev, sorry, what are kGlobalScripts again?
[21:49] <t0by> My googling finds nothing except a few guys on a forum saying it's "like a movie script"
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[22:02] <t0by> (i.e. nothing)
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[23:52] <GitHub171> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vQUD6
[23:52] <GitHub171> scummvm/master c9b5c52 Paul Gilbert: TITANIC: Show GUI error dialog if titanic.dat is missing
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[00:00] --- Wed Jun 21 2017