[Wesnoth-bugs] [bug #25292] Crash when viewing in-game Help with large font size.

2016-11-13 Thread Wedge009
Update of bug #25292 (project wesnoth): Status:None => Confirmed Operating System: Windows 10 => All ___ Follow-up Comment #3: Oh I see, I hadn't

[Wesnoth-bugs] [bug #25292] Crash when viewing in-game Help with large font size.

2016-11-13 Thread Wedge009
Follow-up Comment #1, bug #25292 (project wesnoth): I gather font size means what you have set the OS to render fonts? I thought high DPI fonts were supposed to be improved in Windows 10, but I'm running at 114% in Windows 7 without issues.

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

2016-11-13 Thread Wedge009
Follow-up Comment #3, bug #25288 (project wesnoth): I find this issue seems specific to Linux - Windows is fine. I recall we had issues with this in SDL1 but I thought it was resolved with the move to SDL2. Regardless, this seems related to your own bug #24984.

[Wesnoth-bugs] [bug #24986] KDE5: compositing with OpenGL breaks after closing wesnoth.

2016-11-13 Thread Wedge009
Follow-up Comment #4, bug #24986 (project wesnoth): I haven't noticed this happening since Kubuntu 16.10 release. ___ Reply to this item at: ___ Message sent

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

2016-11-13 Thread Wedge009
Follow-up Comment #1, bug #25285 (project wesnoth): The complaint seems to be in libSDL. I presume you're using SDL 2.0.4? ___ Reply to this item at: ___

[Wesnoth-bugs] [bug #25291] translations - alignment is sometimes shown translated, sometimes not

2016-11-13 Thread Wedge009
Update of bug #25291 (project wesnoth): Status:None => Duplicate Open/Closed:Open => Closed ___ Follow-up Comment #2: Sounds very much

[Wesnoth-bugs] [bug #25283] Elvish archer sprite changes to orcish assassin sprite when attacking

2016-11-12 Thread Wedge009
Update of bug #25283 (project wesnoth): Status:None => Works For Me Open/Closed:Open => Closed ___ Follow-up Comment #5: It's okay, thank

[Wesnoth-bugs] [bug #25283] Elvish archer sprite changes to orcish assassin sprite when attacking

2016-11-11 Thread Wedge009
Follow-up Comment #3, bug #25283 (project wesnoth): I'm not sure if there were that many contacts with the enemy for Chantal's team. Is it possible that a memory glitch or some other factor happened for your sprites to go wonky? Without a way to reliably reproduce this I can only think that this

[Wesnoth-bugs] [bug #25283] Elvish archer sprite changes to orcish assassin sprite when attacking

2016-11-11 Thread Wedge009
Follow-up Comment #1, bug #25283 (project wesnoth): I tried the attached save file with current master (1.13.6+dev) and carefully observed all animations, particularly for the allies (orange team). I did not notice anything unusual or incorrect about the sprite animations. I find it hard to

[Wesnoth-bugs] [bug #23670] Language settings not persistent after exit BfW

2016-11-11 Thread Wedge009
Update of bug #23670 (project wesnoth): Status:None => Works For Me Open/Closed:Open => Closed ___ Follow-up Comment #6: Just tried this

[Wesnoth-bugs] [bug #22324] team name in turn dialog untranslateable since save id is used

2016-11-07 Thread Wedge009
Update of bug #22324 (project wesnoth): Status: Ready For Test => Fixed Assigned to:None => gfgtdf Open/Closed:Open => Closed

[Wesnoth-bugs] [bug #25271] Lobby shows host multiple times for guest

2016-11-07 Thread Wedge009
Follow-up Comment #2, bug #25271 (project wesnoth): Would appreciate testing from others on this. I just retested on current master (6faef63b) on the following scenarios: * Windows 7 and Linux instances connecting to the official server. * Two Windows 7 instances connecting to the official

[Wesnoth-bugs] [bug #23608] UBSAN: findings while playing tutorial

2016-11-07 Thread Wedge009
Follow-up Comment #3, bug #23608 (project wesnoth): The commentary on l_hashfloat() seems to suggest this is a conscious decision to use a signed int. Is this a valid issue? ___ Reply to this item at:

[Wesnoth-bugs] [bug #22028] Crashing Titlescreen with an empty background

2016-11-07 Thread Wedge009
Update of bug #22028 (project wesnoth): Status:None => Confirmed Assigned to:mordante => None ___ Follow-up Comment #2: Noting it's still

[Wesnoth-bugs] [bug #21928] "enemy unit sighted!" announcement plays during replays

2016-11-07 Thread Wedge009
Follow-up Comment #2, bug #21928 (project wesnoth): I think it's fine to have these messages in replays. Do we need to keep this open? ___ Reply to this item at:

[Wesnoth-bugs] [bug #20352] Assertion failure line 631 of src/whiteboard/side_actions.cpp line 631, done via planning mode

2016-11-07 Thread Wedge009
Update of bug #20352 (project wesnoth): Status:None => Confirmed Assigned to: gabba => None Operating System: Win => All

[Wesnoth-bugs] [bug #25227] assertion failure when normal/planned moves conflict

2016-11-07 Thread Wedge009
Follow-up Comment #4, bug #25227 (project wesnoth): Bug #20352 seems related, has the same assertion failure in erase(). ___ Reply to this item at: ___ Message

[Wesnoth-bugs] [bug #19704] Deactivating Use new lobby interface doesn't switch back to the old one

2016-11-07 Thread Wedge009
Update of bug #19704 (project wesnoth): Status:None => Wont Fix Assigned to:mordante => None ___ Follow-up Comment #2: I understand this

[Wesnoth-bugs] [bug #17498] Text layout is broken

2016-11-07 Thread Wedge009
Update of bug #17498 (project wesnoth): Status: Confirmed => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #5: This not an issue

[Wesnoth-bugs] [bug #15894] (new) MP Lobby - Text no longer selectable.

2016-11-07 Thread Wedge009
Update of bug #15894 (project wesnoth): Status:None => Confirmed ___ Follow-up Comment #3: Noting it is still yet to be resolved in 1.13.6+dev.

[Wesnoth-bugs] [bug #25266] Save load dialog appears collapsed

2016-11-07 Thread Wedge009
Follow-up Comment #2, bug #25266 (project wesnoth): Agreed. The problem may be OSX specific. Regardless, I believe 1.13.6 should be released soon - try again on that and let us know if the issue is still there. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25271] Lobby shows host multiple times for guest

2016-11-07 Thread Wedge009
URL: <http://gna.org/bugs/?25271> Summary: Lobby shows host multiple times for guest Project: Battle for Wesnoth Submitted by: wedge009 Submitted on: Mon 07 Nov 2016 11:08:42 PM AEDT Category: Bug Se

[Wesnoth-bugs] [bug #23021] AI leaders in MP no longer have names

2016-11-07 Thread Wedge009
Update of bug #23021 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #11: Closing with

[Wesnoth-bugs] [bug #24846] Segfault when exiting editor

2016-11-07 Thread Wedge009
Update of bug #24846 (project wesnoth): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #10: No further

[Wesnoth-bugs] [bug #13041] Glitch when a submerged unit stands on an [item]

2016-11-07 Thread Wedge009
Update of bug #13041 (project wesnoth): Operating System: win xp => All ___ Reply to this item at: ___ Message

[Wesnoth-bugs] [bug #13041] Glitch when a submerged unit stands on an [item]

2016-11-07 Thread Wedge009
Update of bug #13041 (project wesnoth): Status:None => Confirmed Assigned to: boucman => None ___ Reply to this item at:

[Wesnoth-bugs] [bug #14487] unicode text not rendering properly in menus and dialogs

2016-11-07 Thread Wedge009
Update of bug #14487 (project wesnoth): Status: Confirmed => Fixed Assigned to:mordante => None Open/Closed:Open => Closed

[Wesnoth-bugs] [bug #25087] create game: error: Image doesn't fit on canvas

2016-11-07 Thread Wedge009
Follow-up Comment #5, bug #25087 (project wesnoth): Any further comment on this one? ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

[Wesnoth-bugs] [bug #25112] ai vs ai game, experimental AI recruits nothing, humans recruit drakes, SNAFU

2016-11-07 Thread Wedge009
Update of bug #25112 (project wesnoth): Open/Closed:Open => Closed ___ Follow-up Comment #4: Closing as requested. ___ Reply to

[Wesnoth-bugs] [bug #24622] Keyboard shortcuts don't work on non-QWERTY keyboard

2016-11-07 Thread Wedge009
Update of bug #24622 (project wesnoth): Status: Duplicate => Fixed Assigned to: aginor => wedge009 Open/Closed:Open =&g

[Wesnoth-bugs] [bug #24180] Recall list has an upper limit of about 30 units

2016-11-07 Thread Wedge009
Update of bug #24180 (project wesnoth): Status:None => Works For Me Open/Closed:Open => Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #24202] Wesnoth does not exist on the panel

2016-11-07 Thread Wedge009
Update of bug #24202 (project wesnoth): Open/Closed:Open => Closed ___ Reply to this item at: ___ Message

[Wesnoth-bugs] [bug #23682] Wesnoth flashes from lobby to game tutorial midst writing a whisper

2016-11-07 Thread Wedge009
Update of bug #23682 (project wesnoth): Status:None => Invalid Open/Closed:Open => Closed ___ Follow-up Comment #2: Without further

[Wesnoth-bugs] [bug #23645] LoW scenario3 bugged in local mp

2016-11-07 Thread Wedge009
Update of bug #23645 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #3: Closing with

[Wesnoth-bugs] [bug #23579] save/reload process corrupts team_name

2016-11-07 Thread Wedge009
Update of bug #23579 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #18: Closing with

[Wesnoth-bugs] [bug #14300] in game chat gets blurry on small maps, refresh command cleans it up.

2016-11-07 Thread Wedge009
Update of bug #14300 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #5: Closing with

[Wesnoth-bugs] [bug #20388] Can't type non-latin characters in chat and other text inputs

2016-11-07 Thread Wedge009
Update of bug #20388 (project wesnoth): Status: Need Info => Works For Me Open/Closed:Open => Closed ___ Follow-up Comment #4: Closing with

[Wesnoth-bugs] [bug #19742] "mandatory WML child missing yet untested for, please report" on trying to reload a stuck/saved "deep shrine"game on MP

2016-11-07 Thread Wedge009
Update of bug #19742 (project wesnoth): Status:None => Works For Me Open/Closed:Open => Closed ___ Follow-up Comment #3: Closing with

[Wesnoth-bugs] [bug #19247] when toggling fullscreen gnome-shell overview is shown

2016-11-07 Thread Wedge009
Update of bug #19247 (project wesnoth): Status:None => Works For Me Open/Closed:Open => Closed ___ Follow-up Comment #3: Closing with

[Wesnoth-bugs] [bug #18867] Some units' images get pushed under mountains' images when defending on mountains

2016-11-07 Thread Wedge009
Update of bug #18867 (project wesnoth): Status:None => Fixed Assigned to: boucman => None Open/Closed:Open => Closed

[Wesnoth-bugs] [bug #18269] Quick loading in mp campaigns messes up side info

2016-11-07 Thread Wedge009
Update of bug #18269 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #7: Closing with

[Wesnoth-bugs] [bug #23235] Resizing window makes buttons in cut scenes unclickable

2016-11-07 Thread Wedge009
Update of bug #23235 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #23247] Missing: Terrain Modifiers in help (from title screen)

2016-11-07 Thread Wedge009
Update of bug #23247 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Reply to this item at:

[Wesnoth-bugs] [bug #23019] Mounted units incorrectly scaled in recruit list

2016-11-07 Thread Wedge009
Update of bug #23019 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #12: Reconfirmed this

[Wesnoth-bugs] [bug #22368] Wrong unit sprite displayed.

2016-11-07 Thread Wedge009
Update of bug #22368 (project wesnoth): Status: Confirmed => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #5: Closing with

[Wesnoth-bugs] [bug #21662] maximizing window causes portrait to cover message text

2016-11-07 Thread Wedge009
Update of bug #21662 (project wesnoth): Status:None => Fixed ___ Follow-up Comment #2: Closing upon lack of further input.

[Wesnoth-bugs] [bug #21156] Flicker after loading an MP campaign

2016-11-07 Thread Wedge009
Update of bug #21156 (project wesnoth): Status:None => Works For Me Open/Closed:Open => Closed ___ Follow-up Comment #8: A lot of the UI

[Wesnoth-bugs] [bug #20245] Status table "scenario settings" shows leader id's

2016-11-07 Thread Wedge009
Update of bug #20245 (project wesnoth): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #5: No further input,

[Wesnoth-bugs] [bug #19215] Random maps made with 1.9.13 are shown as having been created under 1.9.5+svn

2016-11-07 Thread Wedge009
Update of bug #19215 (project wesnoth): Status:None => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #7: Closing with

[Wesnoth-bugs] [bug #18868] Hotkeys now go by qwerty layout, and not what is set in Windows

2016-11-07 Thread Wedge009
Update of bug #18868 (project wesnoth): Status: Ready For Test => Fixed Open/Closed:Open => Closed ___ Follow-up Comment #12: Closing as

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

2016-10-31 Thread Wedge009
Follow-up Comment #6, bug #25130 (project wesnoth): This is on master, I understand it's part of the dialogue conversion to gui2. ___ Reply to this item at: ___

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

2016-10-30 Thread Wedge009
Follow-up Comment #2, bug #25244 (project wesnoth): I also don't notice anything amiss in 1.12.6+dev, on Windows or Linux. Might be an OSX-specific issue. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25227] assertion failure when normal/planned moves conflict

2016-10-26 Thread Wedge009
Update of bug #25227 (project wesnoth): Status:None => Confirmed Operating System: linux => All ___ Follow-up Comment #3: I managed to

[Wesnoth-bugs] [bug #25227] assertion failure when normal/planned moves conflict

2016-10-24 Thread Wedge009
Follow-up Comment #1, bug #25227 (project wesnoth): From what you describe, it sounds like this is a problem. However, I can't replicate the issue. I have a unit starting at hex A. I make a move which requires several turns: it moves to hex B for this turn, and will move to hex C in the next

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

2016-10-24 Thread Wedge009
Follow-up Comment #5, bug #25222 (project wesnoth): wesnoth.exe!wb::side_actions_container::queue(unsigned int turn_num, std::shared_ptr action) Line 163C++ wesnoth.exe!wb::side_actions::synced_enqueue(unsigned int turn_num, std::shared_ptr act) Line 659 C++

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

2016-10-24 Thread Wedge009
Follow-up Comment #7, bug #25080 (project wesnoth): I know that, I was speaking generally. Also, my point was that it was a different situation to the report I mentioned previously. Not really sure what you're trying to say with all your typing errors anyway. Regardless, in this case, it does

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

2016-10-23 Thread Wedge009
Follow-up Comment #5, bug #25080 (project wesnoth): Hmm, it's been a while since I've really worked in-depth in C/C++. I recall the stuff about passing by reference when you're dealing with function parameters. But in this case expand_direction_ is a private member of the teditor_resize_map

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

2016-10-23 Thread Wedge009
Update of bug #25222 (project wesnoth): Status:None => Confirmed Release: git => 1.13.5+dev Operating System: linux => All

[Wesnoth-bugs] [bug #25218] UB when TOD progresses

2016-10-23 Thread Wedge009
Update of bug #25218 (project wesnoth): Status: Ready For Test => Fixed Assigned to:None => wedge009 ___ Reply to this item at:

[Wesnoth-bugs] [bug #25223] planning mode: don't allow planning of movement after planning of attack

2016-10-23 Thread Wedge009
Follow-up Comment #1, bug #25223 (project wesnoth): It's risky to predict that far into the future, of course - as you never really know what the outcome of the attack will be nor where the enemy will be afterwards - but it is indeed possible to attack and then move afterwards (in the subsequent

[Wesnoth-bugs] [bug #25220] UB: integer overflow (ai) in test scenario

2016-10-23 Thread Wedge009
Update of bug #25220 (project wesnoth): Release: git => 1.13.5+dev ___ Follow-up Comment #1: int rating = hp * defense * most_damage * village_bonus / 200; I wasn't able to get that

[Wesnoth-bugs] [bug #25221] MP slot selection becomes black

2016-10-23 Thread Wedge009
Update of bug #25221 (project wesnoth): Release: git => 1.13.5+dev ___ Follow-up Comment #1: At first I thought this might be related to bug #25107, but it doesn't look like it. I'm

[Wesnoth-bugs] [bug #25219] UB: left shift of -1000 on AI turn

2016-10-23 Thread Wedge009
Update of bug #25219 (project wesnoth): Release: git => 1.13.5+dev Operating System: linux => All ___ Follow-up Comment #1: std::size_t

[Wesnoth-bugs] [bug #25218] UB when TOD progresses

2016-10-23 Thread Wedge009
Update of bug #25218 (project wesnoth): Status:None => Ready For Test Release: git => 1.13.5+dev Operating System: linux => All

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

2016-10-23 Thread Wedge009
Update of bug #25095 (project wesnoth): Status: Ready For Test => Fixed ___ Follow-up Comment #3: 1.12 and 1.13 show slightly different error messages, but I think that's due to the

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

2016-10-22 Thread Wedge009
Update of bug #25215 (project wesnoth): Status: Ready For Test => Fixed ___ Follow-up Comment #5: Following vultraz' example in https://github.com/wesnoth/wesnoth/commit/755b6b80, I realised I

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

2016-10-22 Thread Wedge009
Follow-up Comment #3, bug #25215 (project wesnoth): Sorry, yes, 'unknown' not 'unhandled'. ___ Reply to this item at: ___ Message sent via/by Gna!

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

2016-10-22 Thread Wedge009
Follow-up Comment #6, bug #25214 (project wesnoth): As mentioned on #wesnoth-dev, this seems to let Lua catch the division by zero instead of making Wesnoht crash. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25195] MP: faction leader menu auto-closes after scrolling

2016-10-22 Thread Wedge009
Follow-up Comment #4, bug #25195 (project wesnoth): Confirmed fixed, thanks. ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

[Wesnoth-bugs] [bug #25079] UB in font code

2016-10-22 Thread Wedge009
Update of bug #25079 (project wesnoth): Status: Ready For Test => Fixed ___ Follow-up Comment #9: Where else does this happen? ___

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

2016-10-22 Thread Wedge009
Update of bug #25214 (project wesnoth): Assigned to:wedge009 => None ___ Reply to this item at: <http://gna.org/bugs/?25214> ___

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

2016-10-22 Thread Wedge009
Update of bug #25214 (project wesnoth): Status: Fixed => None ___ Follow-up Comment #3: Then it begs the question of how far do you want to go in accounting for every single illegal

[Wesnoth-bugs] [bug #25079] UB in font code

2016-10-21 Thread Wedge009
Follow-up Comment #7, bug #25079 (project wesnoth): Sorry: https://github.com/wesnoth/wesnoth/commit/bb436220811a1f53408c77e180ae4e0f23d5b76c ___ Reply to this item at:

[Wesnoth-bugs] [bug #25079] UB in font code

2016-10-21 Thread Wedge009
Update of bug #25079 (project wesnoth): Status:None => Ready For Test Assigned to:None => wedge009 Operating System: linux

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

2016-10-21 Thread Wedge009
Update of bug #24937 (project wesnoth): Operating System: Windows => Windows,OSX ___ Follow-up Comment #7: I just tested this again and confirm Linux is okay (although it does drop error messages to

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

2016-10-21 Thread Wedge009
URL: <http://gna.org/bugs/?25215> Summary: Lua exception on attempting to exit during message Project: Battle for Wesnoth Submitted by: wedge009 Submitted on: Sat 22 Oct 2016 12:15:02 PM AEDT Categor

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

2016-10-21 Thread Wedge009
Update of bug #25214 (project wesnoth): Status:None => Fixed Assigned to:None => wedge009 Release: git => 1.13.5+dev Operati

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

2016-10-20 Thread Wedge009
Follow-up Comment #3, bug #25080 (project wesnoth): I was wondering about that. expand_direction_ is defined as a EXPAND_DIRECTION& and I'm not quite sure what the intention was behind that. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25079] UB in font code

2016-10-20 Thread Wedge009
Update of bug #25079 (project wesnoth): Status: Invalid => None Open/Closed: Closed => Open ___ Follow-up Comment #5: Oh, right. I'll

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

2016-10-20 Thread Wedge009
Follow-up Comment #2, bug #25089 (project wesnoth): Whoops, sorry, was looking at the wrong part of the log. void editor_map::expand_right(int count, const t_translation::t_terrain & filler) { t_translation::t_map tiles_new(tiles_.w + count, tiles_.h); w_ += count; for

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

2016-10-20 Thread Wedge009
Update of bug #25161 (project wesnoth): Release: git => 1.13.5+dev ___ Follow-up Comment #1: I think when I looked at this previously I was not able to get the crash. I did find that the

[Wesnoth-bugs] [bug #25112] ai vs ai game, experimental AI recruits nothing, humans recruit drakes, SNAFU

2016-10-20 Thread Wedge009
Follow-up Comment #2, bug #25112 (project wesnoth): Any luck replicating this issue? ___ Reply to this item at: ___ Message sent via/by Gna! http://gna.org/

[Wesnoth-bugs] [bug #25111] tutorial: getting stuck sometimes, have to undo turn or reload

2016-10-20 Thread Wedge009
Follow-up Comment #5, bug #25111 (project wesnoth): Sort of reported in bug #21940 as well. ___ Reply to this item at: ___ Message sent via/by Gna!

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

2016-10-20 Thread Wedge009
Update of bug #25089 (project wesnoth): Release: git => 1.13.5+dev ___ Follow-up Comment #1: This looks like the same as bug #25079 and bug #25080.

[Wesnoth-bugs] [bug #25079] UB in font code

2016-10-20 Thread Wedge009
Update of bug #25079 (project wesnoth): Status:None => Invalid Open/Closed:Open => Closed Release: git => 1.13.5+dev

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

2016-10-20 Thread Wedge009
Update of bug #25080 (project wesnoth): Release: git => 1.13.5+dev ___ Follow-up Comment #1: The code hasn't changed since this was first reported: for(int i = 0; i < 9; ++i) {

[Wesnoth-bugs] [bug #24502] UB showing unit description in 'help'

2016-10-20 Thread Wedge009
Update of bug #24502 (project wesnoth): Status:None => Works For Me Open/Closed:Open => Closed Release: git => 1.13.2+dev

[Wesnoth-bugs] [bug #25079] UB in font code

2016-10-20 Thread Wedge009
Follow-up Comment #1, bug #25079 (project wesnoth): Font code has been refactored recently - does this still happen? Looks like it's a hash function of some sort - wouldn't that mean some overflow would be expected? ___ Reply to this item

[Wesnoth-bugs] [bug #25077] memleak in wesnoth help

2016-10-20 Thread Wedge009
Update of bug #25077 (project wesnoth): Status:None => Fixed Assigned to:None => celticminstrel Release: git => 1.13.5+dev

[Wesnoth-bugs] [bug #24502] UB showing unit description in 'help'

2016-10-20 Thread Wedge009
Follow-up Comment #2, bug #24502 (project wesnoth): Can you check if this is still happening? I'm looking over the scaleImage() function and I'm finding it hard to see how an invalid BlendType entry could be generated in the BlendResult object but I might be missing something. The stack trace is

[Wesnoth-bugs] [bug #25193] heap use after free when quitting game after recruiting and moving same unit in planning mode

2016-10-18 Thread Wedge009
Update of bug #25193 (project wesnoth): Status:None => Duplicate Assigned to:None => wedge009 Open/Closed:Open =&g

[Wesnoth-bugs] [bug #24022] Crash on Quit Scenario With Planned Recruits Present

2016-10-18 Thread Wedge009
Update of bug #24022 (project wesnoth): Status:None => Fixed Assigned to:None => wedge009 Release: master => 1

[Wesnoth-bugs] [bug #25195] MP: faction leader menu auto-closes after scrolling

2016-10-18 Thread Wedge009
Update of bug #25195 (project wesnoth): Status:None => Confirmed Release: git => 1.13.5+dev Operating System: linux => All Summary:

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

2016-10-17 Thread Wedge009
Follow-up Comment #4, bug #25130 (project wesnoth): Downloading works fine, both the add-ons list and add-ons themselves. I can't comment on uploading, but I presume it's also fine. ___ Reply to this item at:

[Wesnoth-bugs] [bug #25193] heap use after free when quitting game after recruiting and moving same unit in planning mode

2016-10-17 Thread Wedge009
Update of bug #25193 (project wesnoth): Release: git => 1.13.5+dev Operating System: linux => All ___ Follow-up Comment #1: Possibly related

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

2016-10-16 Thread Wedge009
Update of bug #25094 (project wesnoth): Status: Ready For Test => Fixed Assigned to:None => gfgtdf Release: git => 1.13.5+dev

[Wesnoth-bugs] [bug #25177] Loading text not cleared properly

2016-10-15 Thread Wedge009
Follow-up Comment #9, bug #25177 (project wesnoth): Should we require SDL 2.0.4 for Linux builds as well then? I had to rebuild my Linux compilation yesterday after a distribution upgrade and I noticed SConstruct specifies 2.0.4 for Windows, Mac and Cygwin, but only 2.0.2 for everything else.

[Wesnoth-bugs] [bug #25177] Loading text not cleared properly

2016-10-13 Thread Wedge009
Follow-up Comment #7, bug #25177 (project wesnoth): I just did a Linux rebuild on current master (1d820b2f) and confirm the loading screens appear to work normally on both start-up and campaign loading. I thought I was using an older libsdl2 but it appears I've been using 2.0.4 since the last

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

2016-10-07 Thread Wedge009
Update of bug #25130 (project wesnoth): Summary: Add-On Options Dialogue Results in Deadlocked UI => Clicking Add-On Dialogue Buttons Results in Deadlocked UI ___ Follow-up Comment #2: Just discovered this applies to the

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

2016-10-07 Thread Wedge009
Update of bug #25130 (project wesnoth): Severity: 3 - Normal => 4 - Important ___ Follow-up Comment #1: Ran into this again today - forgot that this is still a problem. Increasing to 'important'

<    1   2   3   4   5   6   7   8   9   >