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[04:24] [scummvm] djsrv pushed 4 new commits to master: https://git.io/Jn7Hk [04:24] scummvm/master a049a01 djsrv: DIRECTOR: LINGO: Remove evaluate on pop [04:24] scummvm/master 3ae6829 djsrv: DIRECTOR: LINGO: Add missing func descriptions [04:24] scummvm/master d9dfad6 djsrv: DIRECTOR: LINGO: Evaluate var refs in LC::call [05:49] Maturion (~Maturion@p200300ede7352a0021817a7681ab704b.dip0.t-ipconnect.de) joined #scummvm. [06:34] Build [#169](https://buildbot.scummvm.org/#builders/45/builds/169) of `nightly-master` completed successfully. [07:23] girafe (~girafe@176-147-142-235.abo.bbox.fr) joined #scummvm. [08:20] Maturion (~Maturion@p200300ede7352a0021817a7681ab704b.dip0.t-ipconnect.de) left irc: Ping timeout: 250 seconds [08:51] [scummvm] orgads pushed 1 new commits to master: https://git.io/Jn5oy [08:51] scummvm/master 780c456 orgads: GUI: Fix compiler warning [09:53] [scummvm] sev- closed pull request #3010: GRAPHICS: Integrate Graphics::ColorMasks with Graphics::PixelFormat (master...colormask) https://git.io/JsGnH [09:53] [scummvm] sev- pushed 8 new commits to master: https://git.io/Jn5Hp [09:53] scummvm/master f9dc98b ccawley2011: MYST3: Remove unneeded use of Graphics::ColorMasks [09:53] scummvm/master 757a819 ccawley2011: GRIM: Remove unneeded use of Graphics::createPixelFormat [09:53] scummvm/master 10b724f ccawley2011: SWORD25: Remove unneeded use of Graphics::ColorMasks [10:28] [scummvm] criezy pushed 1 new commits to master: https://git.io/Jn5AR [10:28] scummvm/master b7f86bd criezy: MOHAWK: Fix curly apostrophe in GUI tooltip [10:29] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/Jn5AE [11:05] Maturion (~Maturion@p200300ede7352a0021817a7681ab704b.dip0.t-ipconnect.de) joined #scummvm. [11:13] Maturion (~Maturion@p200300ede7352a0021817a7681ab704b.dip0.t-ipconnect.de) left irc: Read error: Connection reset by peer [11:45] _sev (~sev@scummvm/sev) left irc: Quit: This computer has gone to sleep [11:48] _sev (~sev@d158167.upc-d.chello.nl) joined #scummvm. [11:48] _sev (~sev@d158167.upc-d.chello.nl) left irc: Changing host [11:48] _sev (~sev@scummvm/sev) joined #scummvm. [11:48] #scummvm: mode change '+o _sev' by ChanServ!ChanServ@services.libera.chat [12:15] scummvm/master 1bec82d : I18N: Update translations templates [12:15] [scummvm] ccawley2011 pushed 1 new commits to master: https://git.io/JndOW [12:15] scummvm/master 9165345 ccawley2011: BACKENDS: Fix compiler warning [12:15] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JndO8 [12:15] scummvm/master f8122a3 : I18N: Update translation files [12:28] Hey there, I have a question related to the latest text updates: what's SDL Surface and should it be something translatable? [12:32] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/Jndsp [12:32] scummvm/master 54e8d43 IlDucci: I18N: Update translation (Spanish) [12:32] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/Jndsj [12:32] scummvm/master 0c4d593 goodoldgeorge: I18N: Update translation (Hungarian) [12:53] borosky (~borosky@89-64-74-154.dynamic.chello.pl) left irc: Read error: Connection reset by peer [12:53] borosky (~borosky@89-64-74-154.dynamic.chello.pl) joined #scummvm. [12:58] <_athrxx> No, that shouldn't be translatable [13:06] perhaps we need to add an I18N comment there to explain it [13:38] [scummvm] ysj1173886760 opened pull request #3087: DIRECTOR: Apartment/User Event fix (master...apartment-event-fix) https://git.io/JndEj [14:12] Maturion (~Maturion@p200300ede7352a0021817a7681ab704b.dip0.t-ipconnect.de) joined #scummvm. [14:40] [scummvm] peres opened pull request #3088: PARALLACTION: make IFCHAR command skip other characters' commands (master...fix/ifchar-command-flipped) https://git.io/JndXA [15:11] [scummvm] digitall closed pull request #3088: PARALLACTION: make IFCHAR command skip other characters' commands (master...fix/ifchar-command-flipped) https://git.io/JndXA [15:11] [scummvm] digitall pushed 2 new commits to master: https://git.io/JndHZ [15:11] scummvm/master 0716481 : PARALLACTION: fix IFCHAR command to skip if other character. [15:11] scummvm/master 376c264 : PARALLACTION: style. [15:32] Smedles (~quassel@2403-5800-5100-f00-aaa1-59ff-fe53-1a69.ip6.aussiebb.net) got netsplit. [15:32] Unseen2 (snowcat@snowcat.de) got netsplit. [15:32] ids1024 (~ids1024@iandouglasscott.com) got netsplit. [15:32] Unseen2 (snowcat@snowcat.de) returned to #scummvm. [15:33] ids1024 (~ids1024@iandouglasscott.com) returned to #scummvm. [15:34] Smedles (~quassel@2403-5800-5100-f00-aaa1-59ff-fe53-1a69.ip6.aussiebb.net) returned to #scummvm. [15:43] ny00123 (~ny00123@5.102.197.120) joined #scummvm. [15:50] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/Jndxz [15:50] scummvm/master 745f912 tag2015: I18N: Update translation (Italian) [16:23] akaWolf (~akaWolf@akawolf.org) left irc: Ping timeout: 265 seconds [16:32] akaWolf (~akaWolf@akawolf.org) joined #scummvm. [16:42] "Software rendering (SDL)" and "Hardware rendering (OpenGL)" might make more sense [16:53] btw i don't see the Scaler options mentioned in this PR, are they gated behind something? https://github.com/scummvm/scummvm/pull/2853 [16:53] Are you using OpenGL? [16:54] if so, don't [16:54] ah ok OpenGL is the new default [16:55] hopefully that's not confusing to people looking for their favorite scalers [16:57] huuum good point [16:58] we've got two changes recently that may clash: @rootfather one toggling OpenGL by default and @ccawley2011 which split gfx mode in multiple settings [16:59] i like the split settings, just the settings vanishing is not obvious. do we have a "disabled" widget state? [16:59] or i guess we wait until someone adds scalers to opengl 😛 [16:59] hehe [17:00] I just understood why my cursor looked garbled the other day! I'm on ScummVM Modern theme and not the remastered one [17:00] the Modern theme only has bmp cursor, is it possible to have the SVG one? [17:09] TMM_ (hp@amanda.tmm.cx) left irc: Quit: https://quassel-irc.org - Chat comfortably. Anywhere. [17:09] TMM_ (hp@amanda.tmm.cx) joined #scummvm. [17:10] @sev do you think it's a good idea? It seems cursor didn't change between modern and remastered so it's just a matter of copying cursor.svg and editing the stx file. I have it working in my tree [17:11] i don't see the bug myself, do you have a screenshot? [17:12] https://cdn.discordapp.com/attachments/735979767643504654/856121345204158474/Screenshot_20210620_123910.png [17:13] it's with OpenGL, modern theme and big window [17:15] @lephilousophe we need to decide, shall we move all SVGs to all themes [17:15] maybe it is a good topic for the team talk [17:22] @lephilousophe i think that's just uneven scaling, maybe it should use a smoother [17:24] it's because of bitmap scaling, SVG is OK 🙂 [17:26] Yeah, but I'm just setting gfx_mode by default, nothing fancy with scalers at all 🙂 [17:26] so basically just to invoke the openGL renderer [17:27] yes, but with @ccawley2011 scalers disappear [17:28] and i bet neither of them updated the docs 😜 [17:29] haha good question [17:29] Nah, I won't touch the docs 😛 [17:36] But looks like despite the recent changes, everything works as aspected for me on Win32 [17:36] That the scalers disappear is correct, since we don't have scalers on OpenGL yet [17:36] or "correct" as in "expected" [17:36] yes, just that user will say "where are my scalers"? [17:37] Okay, I'll revert it, so that Win32 will use the old SDL surface foo again [17:38] huum not so fast [17:39] SylvainTV__ (~SylvainTV@2a01cb0c08ebe800005219ab8ce88e21.ipv6.abo.wanadoo.fr) joined #scummvm. [17:39] Well, I'm not sure, I surely don't want to cause confusion [17:39] rootfather would rather not code than document 😛 [17:39] first, what happens if someone has set a scaler in previous release and upgrade? [17:40] ccawley2011 change will upgrade the configuration but how will it behave with your change? [17:40] Then nothing will change, since with my implementation, you either need to have no gfx_mode set or opengl explicitly [17:41] So having a scaler selected on the "old" version, an upgrade wouldn't do anything [17:41] the upgrade will do change something [17:41] Since something like gfx_mode=normal2x will have priority [17:41] it will move some setting from gfx_mode to new esstings [17:42] SylvainTV (~SylvainTV@2a01cb0c08ebe800a4a1e9a0afdf62ca.ipv6.abo.wanadoo.fr) left irc: Ping timeout: 244 seconds [17:43] yes, and then you have gfx_mode=surfacesdl set thanks to ccawley's migration magic [17:43] Then, we have a value there which is not empty and not opengl which won't trigger openGL [17:43] let me do a quick check [17:43] ok, so that won't break for exisiting users [17:43] if I have an old build [17:44] maybe what we have to do is just disable the scalers combo box instead of hiding it [17:44] Okay, I started with a clean install (older build), fresh config, and I set the old scaling to "normal4x" [17:45] very nice: [17:45] https://cdn.discordapp.com/attachments/581224061091446795/857678462725783569/unknown.png [17:45] so, no disruption for existing users, while new users might have difficulties to find the scalers since they are "hidden" [17:50] currently the code checks if system supports scalers and hides them if not. This is OK when the platform doesn't support scalers at all [18:02] Oh... and it looks like the OpenGL window autoscaling broke [18:02] not fully, but it was flakey at the first launch [18:03] Ah, nevermind. Looks like I was still using surfacesdl [18:04] yup, glitch on my end [18:04] I wonder, now that we have a selection between "SDL Surface" and "OpenGL" - does it make sense to remove the "" selection from the dropdown menu? [18:08] The "Graphics mode" selection means different things on different platforms, so it would be best to leave the default option as-is. [18:08] okay [18:11] To avoid confusion, @ccawley2011 what do you think about chaning "Surface SDL" to "Surface SDL (with scaler support)" for now? [18:12] maybe this will encourage people searching for the scalers to pick the surface sdl renderer instead [18:15] I do agree with the previous comment from @SupSuper that "Surface SDL" is not a very good name. At least his suggestion of "Software Rendering (SDL)" and "Hardware Rendering (OpenGL)" seems better to me (and I don't have anything better to suggest at this point). [18:18] @sev I just would like to thank you for your kind words in regards to the blade runner design document that I posted. Blade runner is my favourite game of all time and I was thrilled when I heard it was being ported to scumm and some of the unused content was going to be restored. I figured that making this design document was the least I could do to help you guys out with further improving a game you have already been working on [18:18] for many years to bring onto the scumm engine. Hopefully in the future we may find a way to include even more content that was intended by the original devs but never came to fruition. Judging by the code there is a quite a bit they intended to do but never got around to it. Anyway thanks again. 😁 [18:19] Oh and thank you @g.elfas and @madmoose for the positive emoticons. [18:20] And special thanks to @antoniou79 for wthout his help and guidance that design document wouldn't be possible, thank you my friend. 😁 [18:31] Why do we need this distinction? SDL and OpenGL are implementation details. [18:34] even more, why do we even need this dropdown anymore? We should always run in opengl mode, unless the system doesn't support it, and we fallback to software rendering [18:35] The only place it makes sense is for 3d games, since the renderer produces different results [18:35] [scummvm] eriktorbjorn closed pull request #3081: RFC: Allowing music players to use the Mixer mutex (master...public-mixer-mutex) https://git.io/JnPF5 [18:35] [scummvm] eriktorbjorn pushed 2 new commits to master: https://git.io/JnFzW [18:35] scummvm/master 1bd7028 eriktorbjorn: AUDIO: Added mutex() method to return the mixer's internal mutex. [18:35] scummvm/master 0c3872d eriktorbjorn: SCUMM: Use the mixer's mutex in Player_AD [18:35] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JnFzz [18:35] scummvm/master 426b785 : I18N: Update translation files [18:36] The problem is that we currently have no scaler/filter support for OpenGL - or do you mean something like a "soft" fallback when a scaler is selected? [18:42] ok that's new, oof [18:42] because the scalers did use to work with opengl [18:44] As soon as you select a scaler, it does an auto-fallback to Surface SDL even in previous version [18:44] Our opengl renderer doesn't support the scalers/filters [18:44] I wasn't even aware [18:46] I think that works best then - remove "graphics mode" and use opengl where possible [18:46] eventually we will support scalers in opengl mode [18:46] and it will remain transparent [18:46] to the users [18:47] i doubt it will be "transparent" as opengl and sdl will have completely different scalers. or worse, duplicates 😛 [18:48] I don't follow. If we add the HQ scaler to OpenGL, there would be no more reason to run HQ scaler in software anymore [18:48] unless the system doesn't support opengl [18:49] so for the user, the change is transparent, as the underlying surface changes, but the scaler remains the same [18:50] Well, I can imagine that there won't be a fixed selection of OpenGL shaders, but more likely a "bring your own shader file" instead 😉 [18:50] my understanding is OpenGL scalers (will be) just arbitrary shader files. so users can add whatever from retroarch etc. they may or may not overlap [18:50] right - custom scalers [18:50] we could still provide some built in ones [18:50] we have no way of knowing "this file is the same scaler as this software option" [18:51] also, it's ok to kill some of them in the future, we don't have to keep supporting SAI until the end of days [18:51] so the graphics mode option is still useful, as one will list all current plugin scaler options, and the other will list all current shader options, and having both combined sounds like a mess [18:52] You're designing around the edge case - "what if some user has 20 custom shaders" [18:53] we can support a set of scalers that we want to be persistent across hardware/software and deprecate some of the existing ones [18:56] even with custom shaders, we haven't decided if we just allow selection a file, or enumerating through multiple, etc. [19:07] grogbot1 (~grogbot@al.scummvm.net) joined #scummvm. [19:11] grogbot (~grogbot@al.scummvm.net) left irc: Ping timeout: 268 seconds [19:12] Nick change: grogbot1 -> grogbot [19:47] As I have already indicated in the past, once we have shader support for OpenGL I would be happy to see the surface SDL graphics manager killed (or at least keep it only for platforms that do not support OpenGL). The duality of graphics managers on desktop platforms currently add some complexity and make it hard to make some changes. [19:58] just an example of something that might not be obvious in all this: we just switched the default graphics renderer in windows builds from Normal2x to OpenGL, and that doesn't just mean that users will start seeing the hi-dpi GUI, that means next release every game is going to suddenly look different. (most users won't have explicitly set a mode.) it makes a significant difference (to my eyes) in SCI games as they're suddenly quite blurry, [19:58] especially at full screen. it's not necessarily bad... but i'm wondering if we're all on the same page about all the effects of some of these subtle commits [20:00] [ not a complaint, just a "oh... YIKES... that's a big change... does everyone know that?" ] [20:22] Build [#769](https://buildbot.scummvm.org/#builders/108/builds/769) of `master-ios7-arm64` failed. [20:41] Any plan for Fidelity FX Super Resolution? [21:06] [scummvm] bluegr closed pull request #3086: TINSEL: Add detection for Discworld 1 PSX Ger/Jap PSX versions (master...discworld_detect_psx_ger_and_jpn) https://git.io/JnQoM [21:06] [scummvm] bluegr pushed 1 new commits to master: https://git.io/JnFNr [21:06] scummvm/master 014e539 eddebaby: TINSEL: Add detection for Discworld 1 PSX Ger/Jap PSX versions [21:07] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JnFNi [21:07] scummvm/master 9d115be : I18N: Update translations templates [22:05] [scummvm] athrxx pushed 1 new commits to master: https://git.io/Jnbv7 [22:05] scummvm/master a370d45 athrxx: AUDIO: (FM-TOWNS/PC-98) - adapt mutex handling to latest mixer code changes [22:05] [scummvm] ScummVM-Translations pushed 1 new commits to master: https://git.io/JnbvF [22:05] scummvm/master 44a0b2c : I18N: Update translation files [22:06] murr4y (ali@user/murr4y) joined #scummvm. 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[22:20] #scummvm: mode change '+o eriktorbjorn ' by cadmium.libera.chat [22:20] dos (~dos@dosowisko.net) returned to #scummvm. [22:20] Endy (ender@sand.enderboi.com) returned to #scummvm. [22:20] ids1024 (~ids1024@iandouglasscott.com) left irc: Quit: WeeChat 2.9 [22:20] ids1024 (~ids1024@iandouglasscott.com) joined #scummvm. [22:20] bgK (~arch@scummvm/bgK) returned to #scummvm. [22:20] jschwart (~quassel@2001:985:2c6e:0:b00b:32ff:fe28:5567) joined #scummvm. [22:20] APic (apic@apic.name) returned to #scummvm. [22:20] phyber (phyber@user/phyber) returned to #scummvm. [22:20] #scummvm: mode change '+o bgK ' by cadmium.libera.chat [22:20] LePhilousophe[m] (~lephilous@scummvm/LePhilousophe) returned to #scummvm. [22:20] LePhilousophe (valemboi20@scummvm/LePhilousophe) returned to #scummvm. [22:20] somaen (somaen@scummvm/somaen) returned to #scummvm. [22:20] #scummvm: mode change '+ooo LePhilousophe[m] LePhilousophe somaen' by cadmium.libera.chat [22:21] balrog (znc@user/balrog) left irc: Max SendQ exceeded [22:21] Maturion (~Maturion@p200300ede7352a0021817a7681ab704b.dip0.t-ipconnect.de) left irc: Read error: Connection reset by peer [22:22] grogbot (~grogbot@al.scummvm.net) joined #scummvm. [22:22] TMM_ (hp@amanda.tmm.cx) returned to #scummvm. [22:25] LePhilousophe[m] (~lephilous@scummvm/LePhilousophe) left irc: Ping timeout: 272 seconds [22:29] balrog (znc@user/balrog) joined #scummvm. [22:36] Harekiet_ (harekiet@kittens.harekiet.com) joined #scummvm. [22:36] Harekiet (harekiet@kittens.harekiet.com) left irc: Ping timeout: 252 seconds [22:37] @sluicebox SCI games blurry? Do you have an example? [00:00] --- Fri Jun 25 2021