[Wesnoth-bugs] [bug #25183] Intermittent severe lag in mp-server games

2016-10-14 Thread Daniel
Follow-up Comment #1, bug #25183 (project wesnoth):

Solition mentioned that once the processing of the [leave_game] took 10
seconds. So what i suggested is to to the replay saving asynchronously (in
another thread) so that the main thread doesn't have to wait for this disk io
but this was really just a random guess.

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[Wesnoth-bugs] [bug #25214] crashes when dividing by 0 in test scenario

2016-10-22 Thread Daniel
Update of bug #25214 (project wesnoth):

  Status:None => Fixed  

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Follow-up Comment #7:

https://github.com/wesnoth/wesnoth/commit/806a388b9d39707fa293b6747598d04bf2633a36

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[Wesnoth-bugs] [bug #25215] Lua exception on attempting to exit during message

2016-10-22 Thread Daniel
Update of bug #25215 (project wesnoth):

  Status:None => Ready For Test 


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[Wesnoth-bugs] [bug #25215] Lua exception on attempting to exit during message

2016-10-22 Thread Daniel
Follow-up Comment #4, bug #25215 (project wesnoth):

This is likeley to be casues by the lua config file not beeing preperly
included in your projectfiels, please add '#error "asdf"' at
https://github.com/wesnoth/wesnoth/blob/master/src/lua/ldo.cpp#L56 if it doent
comple then your projectfiles are wrong.

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[Wesnoth-bugs] [bug #25214] crashes when dividing by 0 in test scenario

2016-10-22 Thread Daniel
Follow-up Comment #4, bug #25214 (project wesnoth):

I think he problem here is not that this gives an error, the problem is that
this error makes wesnoth crash instead of giving a proper error message. If
such an erro mkaes wewsnoth crash, thats an bug of the c++ side of the lua api
that shoduld be fixed.

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[Wesnoth-bugs] [bug #25215] Lua exception on attempting to exit during message

2016-10-22 Thread Daniel
Follow-up Comment #1, bug #25215 (project wesnoth):

cannot fidn the string "Lua caught unhandled exception" in soruce sourcecode,
sure its correct?

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[Wesnoth-bugs] [bug #25194] lua: crash starting multiplayer scenario

2016-10-22 Thread Daniel
Follow-up Comment #4, bug #25194 (project wesnoth):

The crash was fixed in
https://github.com/wesnoth/wesnoth/commit/806a388b9d39707fa293b6747598d04bf2633a36

The error with [options] was fixed in
https://github.com/wesnoth/wesnoth/commit/80115b11faa30710f2f43a893da8ec4da5734a9c

Multiple other bugs in the 2p dark forecast lua code were fixed in
https://github.com/wesnoth/wesnoth/pull/837

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[Wesnoth-bugs] [bug #25214] crashes when dividing by 0 in test scenario

2016-10-22 Thread Daniel
Follow-up Comment #5, bug #25214 (project wesnoth):

please test whetehr this commit
https://github.com/wesnoth/wesnoth/commit/de96f8c042698f7e73389c0bfe13173c067618f6
(not yet im master!) fixes the issue.

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[Wesnoth-bugs] [bug #25194] lua: crash starting multiplayer scenario

2016-10-22 Thread Daniel
Update of bug #25194 (project wesnoth):

  Status:None => Fixed  


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[Wesnoth-bugs] [bug #25095] wesnoth -t: "reload & exec lua code" segfaults

2016-10-22 Thread Daniel
Update of bug #25095 (project wesnoth):

  Status:   Confirmed => Ready For Test 


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[Wesnoth-bugs] [bug #25186] [message] lag

2016-10-23 Thread Daniel
Follow-up Comment #6, bug #25186 (project wesnoth):

When the lag appears does wesnoths ram or cpu useage increate noticably?

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[Wesnoth-bugs] [bug #25080] UB in map resize window

2016-10-23 Thread Daniel
Follow-up Comment #4, bug #25080 (project wesnoth):

expand_direction_ is like an output paramter of that dialog, like when you
pass a pointer as a parameter to a function, but actually the function ignores
the value of that parameter and just write it so tzhat the caller can use it.

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[Wesnoth-bugs] [bug #25186] [message] lag

2016-10-23 Thread Daniel
Follow-up Comment #8, bug #25186 (project wesnoth):

> Ram usage not particularly, but the CPU does increase noticeably  ..

Thx for this information.

Hm ok i think the easiest Way to figure out what's wrong would be to rprpdce
this in a profiler and then just check what the cpu is doing all the time. If
you don't have a profiler and just a normal debugger, you can try to reproduce
this in a debugger and then at 5 random times while the game is freezing with
100% cpu usage press stop in the debugger and look at the stacktrace.

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[Wesnoth-bugs] [bug #25224] add translation friendly string.format function

2016-10-23 Thread Daniel
URL:
  

 Summary: add translation friendly string.format function
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: So 23 Okt 2016 22:56:45 UTC
Category: Feature Request
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: WML
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13
Operating System:  

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Details:

as noted by celmin, codes like:

stding.format(_("Yout got %n, but you need %n"), n_items, max_items)

are not really translation friendly since it can happen that the 2 numbers
appear in a different order in the translated string.

To fix this issue we need a different function like

newfunction(_("Yout got %items, but you need %items_needed"), {items =
n_items, items_needed = max_items})

that doesn't identify the inserted strings by their index. 

Ideally such function would also return a lua tstring userdata if one of it's
parameters was a tstring.




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[Wesnoth-bugs] [bug #25222] crash in planning mode, moving planned recruit

2016-10-23 Thread Daniel
Follow-up Comment #2, bug #25222 (project wesnoth):

> when I was testing, num_turns() returned 1 and it was the first turn of the
game

You know what the 'turn_num' variable was?


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[Wesnoth-bugs] [bug #25192] reference binding to nullpointer when clicking unit recruited in planning mode

2016-10-18 Thread Daniel
Update of bug #25192 (project wesnoth):

  Status:None => Ready For Test 

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Follow-up Comment #2:

https://github.com/wesnoth/wesnoth/commit/30b8a2c0369c4f0ffb1fc19a198c319dd3002053

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[Wesnoth-bugs] [bug #25186] [message] lag

2016-10-18 Thread Daniel
Follow-up Comment #2, bug #25186 (project wesnoth):

Just to be sure, putting this code in any mainline scenario reproduces this
issue without any additional mods?

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[Wesnoth-bugs] [bug #25186] [message] lag

2016-10-18 Thread Daniel
Follow-up Comment #4, bug #25186 (project wesnoth):

Cold you please test whether it still happens if you rmeove the
wesnoth.deselect_hex() here:
https://github.com/wesnoth/wesnoth/blob/1.13.5/data/lua/wml/message.lua#L347 ?

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[Wesnoth-bugs] [bug #25083] leaks in AI vs AI match

2016-10-18 Thread Daniel
Follow-up Comment #2, bug #25083 (project wesnoth):

Ok looking at these lines, it eems like intrusive_ptr_release is just not
frreing the object in case that teh refcount is 0.

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[Wesnoth-bugs] [bug #25083] leaks in AI vs AI match

2016-10-18 Thread Daniel
Follow-up Comment #3, bug #25083 (project wesnoth):

freeing*, the*, seems*

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[Wesnoth-bugs] [bug #20861] Modifications

2016-10-18 Thread Daniel
Update of bug #20861 (project wesnoth):

  Status:   Confirmed => Fixed  

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Follow-up Comment #5:

Assuming to be fixed.

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[Wesnoth-bugs] [bug #25186] [message] lag

2016-10-24 Thread Daniel
Follow-up Comment #15, bug #25186 (project wesnoth):

Well, at least we have a workaround then: we could add an
wesnoth.wml_actions.redraw {} at the end of the lua [message]
implmementation.


I think one possible reason why this lag appears is that here
https://github.com/wesnoth/wesnoth/blob/1.13.5/src/gui/widgets/window.cpp#L616
it might happen that if the new window is shown before before the draw timer
of the old window has stopped, the code will creatre another draw timer so
that the there will not twice as many draw events in the queue repating  this
process over and over coudl thne result in 3 or more as many draw events
beeing fired.


I also think the reason why this doesn't happen with speaker=unit is that we
here
https://github.com/wesnoth/wesnoth/blob/1.13.5/data/lua/wml/message.lua#L357
issue a [redraw] in case that a valid unit was chosen as speaker 

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[Wesnoth-bugs] [bug #25186] [message] lag

2016-10-25 Thread Daniel
Update of bug #25186 (project wesnoth):

  Status: In Progress => Ready For Test 

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Follow-up Comment #17:

@Pentarctagon: please test whether this fixed the issue.

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[Wesnoth-bugs] [bug #25194] lua: crash starting multiplayer scenario

2016-10-21 Thread Daniel
Update of bug #25194 (project wesnoth):

  Status:None => Ready For Test 

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Follow-up Comment #2:

https://github.com/wesnoth/wesnoth/commit/e46f3a67bdaab6241c8d46074848b3c8429b7b9b
might have fixed this, not sure though.

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[Wesnoth-bugs] [bug #25194] lua: crash starting multiplayer scenario

2016-10-21 Thread Daniel
Follow-up Comment #3, bug #25194 (project wesnoth):

tad_carlucci tested that it didnt fix the issue.

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[Wesnoth-bugs] [bug #25194] lua: crash starting multiplayer scenario

2016-10-21 Thread Daniel
Update of bug #25194 (project wesnoth):

  Status:  Ready For Test => None   


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[Wesnoth-bugs] [bug #25080] UB in map resize window

2016-10-24 Thread Daniel
Follow-up Comment #6, bug #25080 (project wesnoth):

This is actuall nothing related to c++11/14/17 features.

> But in this case expand_direction_ is a private member of the
teditor_resize_map class.

This is provate doesn tmant that the actual pbject is points to is also a
member of the teditor_resize_map  class.

>  Is it really necessary or helpful to have it as a reference?

Wll you can locally try to change to be a value, butmy guess is that the map
resizing in the esitor just won't work then.

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[Wesnoth-bugs] [bug #25186] [message] lag

2016-10-24 Thread Daniel
Follow-up Comment #11, bug #25186 (project wesnoth):

In the discussion here:
https://www.wesnoth.org/irclogs/2016/10/%23wesnoth-dev.2016-10-24.log starting
with 


20161024 16:53:33< tad_carlucci> gfgtdf, HttT S01 I can cause issues with any
[message] speaker= does not seem to be related. Speed of cliking is. Resizing
main window is.


tad said its unrelated to speaker. Not sure what to believe now.

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[Wesnoth-bugs] [bug #25186] [message] lag

2016-10-24 Thread Daniel
Follow-up Comment #13, bug #25186 (project wesnoth):

go*

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[Wesnoth-bugs] [bug #25186] [message] lag

2016-10-24 Thread Daniel
Follow-up Comment #12, bug #25186 (project wesnoth):

Desow the lag o away if you add a [redraw] after the [message]?

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[Wesnoth-bugs] [bug #24937] Problems with loading/deleting file names with spaces

2016-10-20 Thread Daniel
Follow-up Comment #6, bug #24937 (project wesnoth):

As i said in some other thea my earler post here about "The is most likeley
caused by out use of std::strftime" went accidnetly here and belonged to
another issue.


The problem here is that our ui code translated spaces to underscores, so that
when you type 'a b' in the savegame dialog the generated filename is actually
'a_b', a similar code is also in the loadgame dialog.

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[Wesnoth-bugs] [bug #25081] memleaks in tutorial start

2016-10-20 Thread Daniel
Update of bug #25081 (project wesnoth):

  Status:None => Ready For Test 


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[Wesnoth-bugs] [bug #25204] use after free when advancing unit in test scenario

2016-10-20 Thread Daniel
Update of bug #25204 (project wesnoth):

  Status:None => Ready For Test 

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Follow-up Comment #1:

https://github.com/wesnoth/wesnoth/commit/00e008df5d59bb87fb482bf60915b107ffc7446a

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[Wesnoth-bugs] [bug #25204] use after free when advancing unit in test scenario

2016-10-20 Thread Daniel
Update of bug #25204 (project wesnoth):

  Status:  Ready For Test => Fixed  


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[Wesnoth-bugs] [bug #25089] editor: buffer overflow while expanding map

2016-10-20 Thread Daniel
Update of bug #25089 (project wesnoth):

  Status:None => Ready For Test 

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Follow-up Comment #3:

https://github.com/wesnoth/wesnoth/commit/7b44cee405f1cbbcf5515f6fee1540b55c48dd36

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[Wesnoth-bugs] [bug #25106] assertion failure when shroud/FoW update undelayed

2016-10-17 Thread Daniel
Update of bug #25106 (project wesnoth):

  Status:  Ready For Test => Fixed  


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[Wesnoth-bugs] [bug #25192] reference binding to nullpointer when clicking unit recruited in planning mode

2016-10-18 Thread Daniel
Update of bug #25192 (project wesnoth):

  Status:  Ready For Test => Fixed  


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[Wesnoth-bugs] [bug #25285] crash starting campaign

2016-11-14 Thread Daniel
Follow-up Comment #2, bug #25285 (project wesnoth):

The error seems to come comes from sdl_blit when drawing while showing the
loadingscreen.
(https://github.com/wesnoth/wesnoth/blob/1.13.5/src/gui/core/canvas.cpp#L1518)

Does the crash happen immidiateley after the loadgscreen appear or afer some
time?


If it happens after some time, what is the last stage shown in loadingscreen
and is this sonsitantly the always te same stage shown while crashing?

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[Wesnoth-bugs] [bug #25299] UTBS/Performance: unit movement over shroud is laggy

2016-11-14 Thread Daniel
Follow-up Comment #2, bug #25299 (project wesnoth):

> When I used the random map generator in 1.13.6+dev and enabled shroud, there
weren't delays. 


This coudl be becasue your map was too small to reproduce try with a max size
(100x100) map in the stardard map generator 

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[Wesnoth-bugs] [bug #24531] GUI2 sliders sometimes don't reach max value

2016-11-25 Thread Daniel
Update of bug #24531 (project wesnoth):

Severity:  3 - Normal => 4 - Important  
Priority:  5 - Normal => 6  


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[Wesnoth-bugs] [bug #25323] segfault after showing message about errors in an add-on

2016-11-21 Thread Daniel
Follow-up Comment #2, bug #25323 (project wesnoth):

Thx for this additional research.

This is loaginscreen issue, the problem here is that we show another dialog
(somwhere in game_config_manager.cpp) while the loadingscreen is up which
casues threadign issue in the gui2 code, the proper fix is to somehow move the
other dialog ourt of the wokring thread so that the working thread just stores
erros somehwere and then the mainthread shows these erromessages after the
loadingscren was shown.

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[Wesnoth-bugs] [bug #25337] allow custom widget definitions in umc

2016-11-23 Thread Daniel
URL:
  

 Summary: allow custom widget definitions in umc
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: Mi 23 Nov 2016 15:15:51 UTC
Category: Feature Request
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13
Operating System:  

___

Details:

It would be nice to allow custom widget definitions for existant widgets.
There are multiple approaches on how a syntrax could look:

1) Allow to inline the efinition directly into the widget:

...
T.button
{
  label = "Sometext"
  T.definition {
.. button_definition wml
  } 

}
...


2) add a new function wesnoth.register_widget_defnition("buttion", "my_id", {
.. button_definition wml .. })

Both approaches have differnet (dis)advantages:
(1) would require more parsing and coudl be a little slower in general when
the definition is used many times. (2) could leave these defintions
permanently loadd so that we likele need to add a second function
wesnoth.unregister_widget_defnition, sepcially when.


I'm currnetly more in favour of the second options since it allows reusing the
widgets, for exampel one resource addon can provide mode widgert defintions
that are then used by a second addon.




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[Wesnoth-bugs] [bug #25323] segfault after showing message about errors in an add-on

2016-11-21 Thread Daniel
Follow-up Comment #3, bug #25323 (project wesnoth):

Note that you cna temporarily work around this issue by adding 

disable_loadingscreen_animation=yes

to your preferences file.

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[Wesnoth-bugs] [bug #25310] don't show random leader option if the faction has only one possible leader

2016-11-28 Thread Daniel
Update of bug #25310 (project wesnoth):

  Status:None => Fixed  

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Follow-up Comment #1:

https://github.com/wesnoth/wesnoth/commit/a67f91987ee0c1b10dd77392ba8ab8a304bd6621

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[Wesnoth-bugs] [bug #25337] allow custom widget definitions in umc

2016-11-23 Thread Daniel
Follow-up Comment #2, bug #25337 (project wesnoth):

> I think it would make more sense to automatically unregister any custom
definitions when the Lua kernel is destroyed. ..

Hmm yes i had the same idea, but i wonder whether that's enough ? If you have
code that adds a new definition everytme before our dialog shows those now
unused defeintions might accuuilate in ram during gameplay


> you do not want to allow existing definitions to be overridden

I agree here aswell.

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[Wesnoth-bugs] [bug #25290] Game crashes when exiting the loadingscreen îna unusual way

2016-11-16 Thread Daniel
Follow-up Comment #2, bug #25290 (project wesnoth):

> The game will also crash with WML errors if you go through the full cycle of
'try load without addons' without fixing the error.

Not sure what you mean here, erros casues by the actual loading (like syntax
erros in the wml files) should't dont casue crashes currently. There was just
a bug that was fixed in
https://github.com/wesnoth/wesnoth/commit/b8467cc0c2cd3f6a59c1176ef2119f4db8365413
though.

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[Wesnoth-bugs] [bug #25290] Game crashes when exiting the loadingscreen îna unusual way

2016-11-16 Thread Daniel
Follow-up Comment #3, bug #25290 (project wesnoth):

s/just a bug/such a bug

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[Wesnoth-bugs] [bug #25310] don't show random leader option if the faction has only one possible leader

2016-11-17 Thread Daniel
URL:
  

 Summary: don't show random leader option if the faction has
only one possible leader
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: Do 17 Nov 2016 18:18:51 UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group:  None of the others
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.6
Operating System:  

___

Details:

Currently the engine always adds a 'random' option on top o the mp flg dialog
leader list, even if the faction has only one leader avaialbe (in particular
the mp staging dialog shows a '?' for that sides leade even tough its fulle
cler that what type of leader that side gets). It'd be better if the flg
dialog would only have that one avaiable leader in the list and not an
additional 'random' option.





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[Wesnoth-bugs] [bug #25288] Crash if wesnoth resolution is higher than desktop resolution.

2016-11-12 Thread Daniel
Follow-up Comment #1, bug #25288 (project wesnoth):

this coudl be relatd to caused by https://gna.org/bugs/index.php?25290

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[Wesnoth-bugs] [bug #25290] Game crashes when exiting the loadingscreen îna unusual way

2016-11-12 Thread Daniel
URL:
  

 Summary: Game crashes when exiting the loadingscreen îna
unusual way
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: So 13 Nov 2016 01:13:10 UTC
Category: Bug
Severity: 4 - Important
Priority: 5 - Normal
  Item Group: User Interface
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13
Operating System: all

___

Details:

I thought there was already a bugreport for this one but i couldn't find one.

This was observed my multiple persons: when a the loadingscreen is exited by
an exception (which for example when you close wesnoth during loadingscreen,
but also if it closed becasue of a gui exception like 'dialog didn't fit on
screen') the game sometimes crashes.

What happens in this case is that the gui::tloadscreen object is destroed but
the worker thread didn't finish yet and the mainthread just detaches the
workingthread which obviously can cause crashes.

There are at least 2 known approaches to fix this issue:

1) when exting during a loadingscreen by an exception we just call exit(),
this should be rather easy to implement.


2) We try to exit the worker thread. Since just killing it coudl result in
corrupt objects/memory, we'd need to add 'safe exit points' to the worker code
e.g. calls to somethin like
'tloadscreen::maybe_throw_exit_thread_exception()'.

Another problem with 2) is that it is afaik currently not possible to add
'quit callbacks' in gui2 dialogs (to overwrite the defautl bahviour of
throwing CVideo::quit())




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[Wesnoth-bugs] [bug #25322] movement/resistance tooltips missing in unit preview panel widget

2016-11-20 Thread Daniel
URL:
  

 Summary: movement/resistance tooltips missing in unit preview
panel widget
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: So 20 Nov 2016 16:34:25 UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: User Interface
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13.6
Operating System: windows

___

Details:

the recruit/recall dialogs doesn't have toolips that show the units movement
costs and resistance like the rigth side panel has.




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[Wesnoth-bugs] [bug #25317] Add a lua interface for the unit preview panel dialog.

2016-11-20 Thread Daniel
Update of bug #25317 (project wesnoth):

  Status:None => Fixed  
 Open/Closed:Open => Closed 

___

Follow-up Comment #1:

already impleented in
https://github.com/wesnoth/wesnoth/commit/144ce315c3ab8e61c7e31ea99f080530b2def1fd.
Dont know why i didnt see this when i looked at that file befor opening this
bugrequest.

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[Wesnoth-bugs] [bug #25299] UTBS/Performance: unit movement over shroud is laggy

2016-11-15 Thread Daniel
Follow-up Comment #4, bug #25299 (project wesnoth):

> Without minimap terrain drawing it's as bad as with. 

Hm and when youd deactivate all the minimaostuff (to that all the minmap
buttons (except zoom) are 'blue')

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[Wesnoth-bugs] [bug #25317] Add a lua interface for the unit preview panel dialog.

2016-11-19 Thread Daniel
URL:
  

 Summary: Add a lua interface for the unit preview panel
dialog.
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: Sa 19 Nov 2016 16:06:53 UTC
Category: Feature Request
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: WML
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13
Operating System:  

___

Details:

wesnoth.set_dialog_value shodul support units/unittypes for unit preview panel
gui2 widgets. like in


wesnoth.set_dialog_value(wesnoth.get_unit(6,7), "preview_panel_id")



or 


wesnoth.set_dialog_value(wesnoth.unit_types["Ancient Lich"]),
"preview_panel_id")






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[Wesnoth-bugs] [bug #25089] editor: buffer overflow while expanding map

2016-10-20 Thread Daniel
Update of bug #25089 (project wesnoth):

  Status:  Ready For Test => Fixed  


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[Wesnoth-bugs] [bug #24304] [item]s missing during replay

2016-10-30 Thread Daniel
Update of bug #24304 (project wesnoth):

  Status:None => Ready For Test 

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Follow-up Comment #4:

I vagueley remember that this was fixed, makeing as 'ready to test'

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[Wesnoth-bugs] [bug #25224] add translation friendly string.format function

2016-10-31 Thread Daniel
Follow-up Comment #10, bug #25224 (project wesnoth):

multiple issues were found in the pr at
https://github.com/wesnoth/wesnoth/pull/850, those must be fixd before the pr
can be merged.

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[Wesnoth-bugs] [bug #25130] Clicking Add-On Dialogue Buttons Results in Deadlocked UI

2016-10-31 Thread Daniel
Follow-up Comment #5, bug #25130 (project wesnoth):

I assume this is about the gui1 verion of this dialog?

If we cannot fix this bug before 1.13.6 we should just disable those buttons
for that release.

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[Wesnoth-bugs] [bug #25164] SoF: Caverns of Flame - lua error at end

2016-10-31 Thread Daniel
Update of bug #25164 (project wesnoth):

 Open/Closed:  Closed => Open   


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[Wesnoth-bugs] [bug #25139] UtBS lua error in final scenario

2016-10-31 Thread Daniel
Update of bug #25139 (project wesnoth):

 Open/Closed:  Closed => Open   


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[Wesnoth-bugs] [bug #25144] LoW: crash when trying to start campaign

2016-10-16 Thread Daniel
Follow-up Comment #8, bug #25144 (project wesnoth):

my preiousl commit was for the sp path only, commited
https://github.com/wesnoth/wesnoth/commit/3b04fecb3c9f73772d6f88c0c87d081c3d44ec0b
for the mp case.

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[Wesnoth-bugs] [bug #25096] heap use after free when "reset to beginning" test map save replay

2016-10-16 Thread Daniel
Update of bug #25096 (project wesnoth):

  Status:None => Ready For Test 

___

Follow-up Comment #1:

https://github.com/wesnoth/wesnoth/commit/982d9dc428666aed39de8ffd1c7e8d443f7877bb

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[Wesnoth-bugs] [bug #25082] UB in tutorial start

2016-10-16 Thread Daniel
Update of bug #25082 (project wesnoth):

  Status:None => Ready For Test 

___

Follow-up Comment #2:

https://github.com/wesnoth/wesnoth/commit/9d31ae24d2cc6efde974104aa9f6408a28220652

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[Wesnoth-bugs] [bug #25094] heap-use-after-free in test scenario (wesnoth -t)

2016-10-16 Thread Daniel
Update of bug #25094 (project wesnoth):

  Status:None => Ready For Test 

___

Follow-up Comment #2:

https://github.com/wesnoth/wesnoth/commit/ab1b499730a462c447fc406aef86c9a36313bee1

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[Wesnoth-bugs] [bug #25097] heap buffer overflow when using planning mode

2016-10-16 Thread Daniel
Update of bug #25097 (project wesnoth):

  Status:None => Ready For Test 

___

Follow-up Comment #1:

https://github.com/wesnoth/wesnoth/commit/d64d871e4d9e4cb7a2af35ed4ccd70a7189bb61b

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[Wesnoth-bugs] [bug #25096] heap use after free when "reset to beginning" test map save replay

2016-10-16 Thread Daniel
Update of bug #25096 (project wesnoth):

  Status:  Ready For Test => Fixed  


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[Wesnoth-bugs] [bug #25097] heap buffer overflow when using planning mode

2016-10-16 Thread Daniel
Update of bug #25097 (project wesnoth):

  Status:  Ready For Test => Fixed  


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[Wesnoth-bugs] [bug #25082] UB in tutorial start

2016-10-16 Thread Daniel
Follow-up Comment #4, bug #25082 (project wesnoth):

THe last one is the ame as https://gna.org/bugs/?25079 and the first one is
internal to the lua code, marking this as fixed.

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[Wesnoth-bugs] [bug #25144] LoW: crash when trying to start campaign

2016-10-16 Thread Daniel
Update of bug #25144 (project wesnoth):

  Status:  Ready For Test => Fixed  


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[Wesnoth-bugs] [bug #25082] UB in tutorial start

2016-10-16 Thread Daniel
Update of bug #25082 (project wesnoth):

  Status:  Ready For Test => Fixed  


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[Wesnoth-bugs] [bug #25194] lua: crash starting multiplayer scenario

2016-10-16 Thread Daniel
Follow-up Comment #1, bug #25194 (project wesnoth):

The lua error happens because the scenarios [options] variables are not added
to the scenario properly. Not sure whether the crash is related.

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[Wesnoth-bugs] [bug #25143] MP: buffer overflow while assigning slots

2016-10-17 Thread Daniel
Update of bug #25143 (project wesnoth):

  Status:None => Fixed  
 Open/Closed:Open => Closed 


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[Wesnoth-bugs] [bug #25194] lua: crash starting multiplayer scenario

2016-10-17 Thread Daniel
Update of bug #25194 (project wesnoth):

Severity:  3 - Normal => 5 - Blocker


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[Wesnoth-bugs] [bug #25106] assertion failure when shroud/FoW update undelayed

2016-10-17 Thread Daniel
Update of bug #25106 (project wesnoth):

  Status:   Confirmed => Ready For Test 

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Follow-up Comment #2:

https://github.com/wesnoth/wesnoth/blob/master/src/pathfind/pathfind.cpp

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[Wesnoth-bugs] [bug #25130] Clicking Add-On Dialogue Buttons Results in Deadlocked UI

2016-10-17 Thread Daniel
Follow-up Comment #3, bug #25130 (project wesnoth):

Does uploading/downloading addons work?

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[Wesnoth-bugs] [bug #25106] assertion failure when shroud/FoW update undelayed

2016-10-17 Thread Daniel
Follow-up Comment #3, bug #25106 (project wesnoth):

wrong link.
https://github.com/wesnoth/wesnoth/commit/ac9729f6127fc5c3548553b2cafdf389db1081e9

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[Wesnoth-bugs] [bug #25182] changing controller can cause OOS

2016-10-14 Thread Daniel
URL:
  

 Summary: changing controller can cause OOS
 Project: Battle for Wesnoth
Submitted by: gfgtdf
Submitted on: Fr 14 Okt 2016 19:17:05 UTC
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
  Item Group: Multiplayer
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.13, 1.12, and earlier
Operating System: all

___

Details:

Assume a mp scenario with 2 clients, side 1 is host, its turn of side 2. when
side 1 now uses :control command to reassign side 1 to another player client 2
might get an OOS in case that he did moved at the same time (since the server
will rekect those moves but the client has already done them and cannot undo
them.)


Thre are multilpe was to fix the problem, for example:
1) we could make :control work in 2 phases where first everyones moves are
blockes and the the sides controllers are changes, like in:

1) host -> server ':control'
2) server -> c 'lock moves'
3) current player -> server 'lock done'
4) server -> all clients 'change controller and release lock'

where step 4 only happens after the server recived 'lock done' form the
current player clients.


2) Another was to fix this problem would be to make the server smart enough to
notice that a package was rejected because of an async controller change and
then send the curent player the correct gamestate to fix the OOS.

3) Another option, not really a fix but sureley an improvement of the current
situation would be to make the server smart enough to notice that a package
was rejected because of an async controller change and then send the cilent a
clear message of what has happened istead of just a 'rejected package'
message.




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[Wesnoth-bugs] [bug #23314] Units movement wrong during side turn events in replays causes OOS

2016-10-15 Thread Daniel
Update of bug #23314 (project wesnoth):

 Release:1.12.0, 1.13-dev => 1.12.0 

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Follow-up Comment #1:

This commit
https://github.com/wesnoth/wesnoth/commit/bc846c73acc459abe5e87b2101c7298d6dc88e1c
has fixed this in wesnoth 1.13 . So this bug should onyl effect wesnoth 1.12
now.

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[Wesnoth-bugs] [bug #23314] Units movement wrong during side turn events in replays causes OOS

2016-10-15 Thread Daniel
Follow-up Comment #2, bug #23314 (project wesnoth):

Actualyl that commit message was wrong and that commit fixed a different bug
(https://gna.org/bugs/?23316). still this bug is fixed in master and onyl
present on 1.12

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[Wesnoth-bugs] [bug #25370] Segmentation fault, possibly related to [animate_unit] with many [animate] subtags

2016-12-07 Thread Daniel
Follow-up Comment #2, bug #25370 (project wesnoth):

Do you know whether this effecs Wesnoth 1.13 too?


Wesnoth 1.12 is not beeing worked on since >1 Year. So it's quite unliekely
that this will be fixed on 1.12

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[Wesnoth-bugs] [bug #25322] movement/resistance tooltips missing in unit preview panel widget

2016-12-08 Thread Daniel
Update of bug #25322 (project wesnoth):

  Status:   Confirmed => Fixed  

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Follow-up Comment #2:

fixed in
https://github.com/wesnoth/wesnoth/commit/28df71d13aa8ba786cb6f2aceca5332b88989cb0

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[Wesnoth-bugs] [bug #25323] segfault after showing message about errors in an add-on

2016-12-08 Thread Daniel
Follow-up Comment #4, bug #25323 (project wesnoth):

This was fixed in
https://github.com/wesnoth/wesnoth/commit/fb2e87b36be4206db4a1b8e12f94c71f54f1edba
but it onyl fixed this special case, it might still crash if an erro is found
in mianline content.

THe wir does it in a deifferent way than proposed in ym previous commit: it
adds a function to invoke functions liek dialog::show in the main thread and
uses that to display the erro doaiog from the loadingscreen worker thread.

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[Wesnoth-bugs] [bug #25244] Issuing a network command while in a network game crashes the game client

2016-12-08 Thread Daniel
Follow-up Comment #4, bug #25244 (project wesnoth):

@shanunovic dodes this also happen to you in wesnoth 1.13.6 ?

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[Wesnoth-bugs] [bug #25161] editor generates invalid map, crash while loading (expand map)

2016-12-08 Thread Daniel
Update of bug #25161 (project wesnoth):

  Status:None => Ready For Test 

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Follow-up Comment #2:

There were some fixes in the editor resize code please retest this.

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[Wesnoth-bugs] [bug #25337] allow custom widget definitions in umc

2016-12-06 Thread Daniel
Follow-up Comment #6, bug #25337 (project wesnoth):

https://github.com/wesnoth/wesnoth/pull/895 implents this, the
wesnoth.unregister_widget_defnition function might be added later when we have
a usecase for it.

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[Wesnoth-bugs] [bug #25337] allow custom widget definitions in umc

2016-12-06 Thread Daniel
Update of bug #25337 (project wesnoth):

  Status:None => Fixed  


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[Wesnoth-bugs] [bug #8099] start compaign: differentiate add-ons and factory campaigns

2016-12-11 Thread Daniel
Update of bug #8099 (project wesnoth):

  Status:None => Fixed  
 Assigned to:mordante => None   
 Open/Closed:Open => Closed 

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Follow-up Comment #3:

The campaigsn are currently already sorted by first having the maindline
campaigsn and then the umc campaigns.

The addon manager also already has a type column.

Also you cannot download update for mainline campaign via the addo manaer so i
dont knwo why you mean by "SP-campaign - Mainline (i.e. download an update) "

It seems to me like wesnoth was quite different when this fr was filed.
Assuming to be fixed.

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[Wesnoth-bugs] [bug #8961] Showing a diff instead of the complete config when a data missmatch occurs

2016-12-11 Thread Daniel
Update of bug #8961 (project wesnoth):

  Status:None => Wont Fix   
 Open/Closed:Open => Closed 

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Follow-up Comment #3:

as noted this is not posible to implement because the client doesn't have this
data, closing this.

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[Wesnoth-bugs] [bug #12600] Lobby: Allow to move from player slot to obs slot

2016-12-11 Thread Daniel
Update of bug #12600 (project wesnoth):

  Status:None => Fixed  
 Open/Closed:Open => Closed 

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Follow-up Comment #2:

The first point is alredy there, marking this as fixed. Please file a new
bugreport for the point 2 if you still want it.

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[Wesnoth-bugs] [bug #25105] UB and memleaks in testsuite

2016-12-08 Thread Daniel
Update of bug #25105 (project wesnoth):

  Status:None => Ready For Test 

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Follow-up Comment #1:

Fixed some of these please test.

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[Wesnoth-bugs] [bug #25348] segfault: killed a unit with debug mode, which should have triggered an event afterwards

2016-12-01 Thread Daniel
Follow-up Comment #1, bug #25348 (project wesnoth):

could e caused by
https://github.com/wesnoth/wesnoth/commit/c66325856b73d2d610d44377c187ddbadda2978d
could you test whether it still appens without that commits?

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[Wesnoth-bugs] [bug #23298] overwrite unit advancements in campaigns

2016-12-25 Thread Daniel
Follow-up Comment #3, bug #23298 (project wesnoth):

> re (1):
> That reloading is pretty much unavoidable. All core wml content is in
general dependent on macros, and even if it isn't each campaign has its own
campaign define symbol, and mp lives in its own macro space as well. I think
it would be very difficult and undesirable to change this.

The wesnothdir/data/core wml currently basically only depends on those unit
advancement macros, {EDITOR}, and some macros whose values can only be set at
programmstart, if it werent for them it would sureley be easier to cache those
part of the wml tree better and load them faster.

what was not mentioned in the first post is that the current [advancefrom] +
ifdef has other disadvatages:
3) [advancefrom] is unusable in mp since it will also add those units with the
era that adds this units isnt currently played.
4) It cannot remove advancements from units.

Currently there are only 2 ways a wml developer can to fix this
1) copy the whole unit type tree with basetypes, overwrite the advancements
and dont use the original unit types in your scenarios/era.
2) changing the advance_to dynamically with lua/wml

Both approaches have disadvantages, a problem that they both share is that the
help system can no longer show correct and clean information, in the first
case each unit will appear twice in the help while with (2) the help wont show
the new advncement options at all.

Thus i think we need a way to change units or at least units advancements on
[campaign] level, and not durng wml loading.

I am not convinced about the proposed syntax though. Mostly becasue currently
unit type ids can use characters that are not usable as attribute names in wml
tables.

> re [overwrite_unit_advancements]:
>
> I wonder if you couldn't just write some lua script that scans all the unit
types and makes substitutes for your campaign with the appropriate unit
advancements? It might be useful as a utility.
> If you like I think you could then go on to make a wml tag defined using the
lua utility.
>
> I think that would be what we the devs would do also most likely, rather
than implement it in C++.

Sry but i am unusre about what you mean here, sure it is possible to write a
lua (or and other language) script helps you creating .cfg files for copied
unit types. But i dont see how a wml tag could use such a code.


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[Wesnoth-bugs] [bug #25619] using invalid unit types in debug mode

2017-03-23 Thread Daniel
Follow-up Comment #2, bug #25619 (project wesnoth):

in case someone wants to work on this, the code that handles the :unit type=
changes is here
https://github.com/wesnoth/wesnoth/blob/master/src/synced_commands.cpp#L439

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[Wesnoth-bugs] [bug #25467] game map unresponsive

2017-03-23 Thread Daniel
Follow-up Comment #6, bug #25467 (project wesnoth):

hmm it may not be fixed yet, a similar bug was reported in the forums, see
https://forums.wesnoth.org/viewtopic.php?f=5=45175#p609811.

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[Wesnoth-bugs] [bug #25621] hotkey preferences: add a hotkey which needs shift

2017-03-23 Thread Daniel
Follow-up Comment #1, bug #25621 (project wesnoth):

> [editing the savefile manually works though] 

you mean the preferences file?

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[Wesnoth-bugs] [bug #25467] game map unresponsive

2017-03-23 Thread Daniel
Follow-up Comment #7, bug #25467 (project wesnoth):

this commit
https://github.com/wesnoth/wesnoth/commit/d22a4ca6962d1ac0ef0ad63d9f0e9a8a002a2128
from vultraz could also fix it.

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[Wesnoth-bugs] [bug #21285] Undo command fires an event

2017-03-23 Thread Daniel
Update of bug #21285 (project wesnoth):

  Status:None => Fixed  

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Follow-up Comment #3:

1.13 supports a [on_undo] tgha that contsins actionwml that is exscuted when
the action that fired the event that is appears in is undone.

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[Wesnoth-bugs] [bug #16538] Being able to customize recall cost based on unit characteristics criteria.

2017-03-23 Thread Daniel
Update of bug #16538 (project wesnoth):

  Status:None => Fixed  

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Follow-up Comment #3:

You can already set the recall costs for indivudal unit and the rest can be
done with lua/wml code.

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[Wesnoth-bugs] [bug #21906] replays can change global variables

2017-03-23 Thread Daniel
Update of bug #21906 (project wesnoth):

  Status:None => Fixed  
 Open/Closed:Open => Closed 

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Follow-up Comment #2:

yes seesm to be fixed

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[Wesnoth-bugs] [bug #24149] undroiding doesnt work in 1.12

2017-03-23 Thread Daniel
Update of bug #24149 (project wesnoth):

 Summary:  undroiding doesnt work => undroiding doesnt work in
1.12


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