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04:24.17 | BZnotify | [13bzflag] 15allejo pushed 1 new commit to 062.4: 02http://git.io/vY7eu |
04:24.17 | BZnotify | 13bzflag/062.4 14bc624b1 15allejo: Allow plugins to disable a player ability to spawn... |
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04:28.29 | allejo | I'm not too familiar with the linux build system, but is there a way to get configure.ac and plugins/Makefile.am not to contain all of the plugins in the build? each time there's a change to that file, I have to check it out, pull, and then copy paste all of my custom plugins |
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04:34.08 | BulletCatcher | Have you tried "git stash" before the pull? |
04:34.47 | allejo | that'd save my files as is. i wonder if there's a way merge a stash with what's been pulled |
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04:35.45 | BZnotify | [13bzflag] 15allejo pushed 1 new commit to 062.4: 02http://git.io/vY7fi |
04:35.45 | BZnotify | 13bzflag/062.4 14174eeab 15allejo: Updated changelog with commit bc624b1 |
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04:36.07 | BulletCatcher | I think a stash is actually stored as a patch or diff. |
04:36.08 | BulletCatcher | A "git stash pop" does merge the stashed changes into the working tree. |
04:37.07 | allejo | omg if that's how it works that'd be amazing |
04:39.45 | allejo | I think that is how it works! |
04:41.11 | BulletCatcher | If you have a local set of changes you don't want to commit, then that is a fairly easy way to manage it. |
04:47.00 | allejo | I never knew git stash saved things as diffs/patches. thank you for the knowledge :D |
04:49.45 | BulletCatcher | A stash is actually a pair of commits that you can see with the "git log" command. |
04:52.49 | BulletCatcher | And, yes, Git probably already has at least one way to do any crazy thing you can think of when managing a source tree. |
04:56.04 | allejo | so if there's a stash then it would appear under "git log?" |
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05:01.31 | BulletCatcher | "git log --all" will show it. |
05:02.10 | Notify | 03BZFlag:Allejo * 8895 /Functions(API): Added bz_isPlayerSpawnable and bz_setPlayerSpawnable as officially part of 2.3+ |
05:04.27 | Notify | 03BZFlag:Allejo * 8896 /Bz_setPlayerSpawnable: Added minimum API verision |
05:04.47 | allejo | this is handy :o |
05:05.37 | BulletCatcher | You can have multiple stashes if needed. |
05:07.16 | Notify | 03BZFlag:Allejo * 8897 /Bz_setPlayerSpawnable: Add return type |
05:07.17 | BulletCatcher | But I haven't found a way to include only a subset of the un-checked-in changes in a stash, so if you pop more than one at a time then you won't be able to easily create them again. |
05:07.24 | allejo | yea i've abused multiple stashes before lol |
05:07.50 | allejo | instead of pop, use apply? |
05:08.31 | BulletCatcher | Huh. Now *I* have learned something! |
05:09.22 | allejo | :D |
05:13.04 | Notify | 03BZFlag:Allejo * 8898 /Bz_isPlayerSpawnable: Created page |
05:22.10 | alezakos | I think ideally users shouldn't have to edit files tracked by git to add custom plugins |
05:34.43 | BulletCatcher | With GNU autotools, the list of Makefiles to be created is specified by the AC_CONFIG_FILES macro in configure. |
05:34.46 | BulletCatcher | It may be possible for that list to be dynamic, but we would have to invent (and document) some system for adding custom plugins to it. |
05:35.58 | BulletCatcher | Don't forget to mention the custom plugin(s) in plugins/Makefile.am too. |
05:37.35 | BulletCatcher | Okay. I'll think about adding a --with-custom-plugin option to configure. |
05:39.23 | BulletCatcher | Support for multiple custom plugins is needed. I don't think that configure supports repeated command line options, but we could provide a list to that one. |
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06:55.47 | BulletCatcher | Yay. I have implemented --enable-custom-plugins, I just need to sleep and then test it a bit more before committing. |
06:58.44 | BulletCatcher | It should make the addToBuild.sh and removeFromBuild.sh scripts obsolete. |
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11:08.01 | BZnotify | [13bzflag] 15macsforme pushed 1 new commit to 062.4: 02http://git.io/vY5xS |
11:08.01 | BZnotify | 13bzflag/062.4 1479b17f9 15Joshua Bodine: Initialize members in the same order they are defined to make gcc happy. |
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11:40.22 | BZnotify | [13bzflag] 15macsforme pushed 2 new commits to 062.4: 02http://git.io/vYdLD |
11:40.22 | BZnotify | 13bzflag/062.4 14177a89a 15Joshua Bodine: Fix detection of team kill ability so that the warning symbol properly shows when locking onto a teammate on experimental quality. |
11:40.22 | BZnotify | 13bzflag/062.4 14d01e859 15Joshua Bodine: Fixed rendering of the warning symbol when locked onto a teammate on experimental quality, and enlarged it for better visibility.... |
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11:50.05 | Constitution | after further reflection, I think purging unused files or functionality (like PTSceneNode as we discussed, as well as others I have found) might cause more trouble than it's worth right before we're trying to push out a release... so I take back that suggestion |
11:54.04 | Constitution | perhaps after the release |
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11:57.00 | BZnotify | [13bzflag] 15macsforme pushed 1 new commit to 062.4: 02http://git.io/vYd3r |
11:57.00 | BZnotify | 13bzflag/062.4 145da5153 15Joshua Bodine: Center the teammate warning symbol between the locked on braces on experimental quality. |
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13:10.12 | alezakos | Here's a proof of concept I had created a while ago: http://helit.org/bzdoc/doc/api/html/group__PlayerScore.html |
13:22.55 | allejo | alezakos, that's generated by doxygen, right? we'd simply be add javadoc style comments to the source and that'd be it? |
13:23.34 | alezakos | yup |
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17:22.47 | BulletCatcher | grrr |
17:22.48 | BulletCatcher | autoconf.sh needs to know about custom plugins to create their Makefile.in files. |
17:34.55 | BulletCatcher | er, autogen.sh |
17:48.42 | BulletCatcher | Running automake in configure will work around that. |
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19:01.19 | BZnotify | [13bzflag] 15JMakey pushed 1 new commit to 062.4: 02http://git.io/vYNiU |
19:01.19 | BZnotify | 13bzflag/062.4 142a0f128 15Jeff Makey: Add the configure --enable-custom-plugins option.... |
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19:04.31 | BulletCatcher | MSVC and Xcode must still have their build systems modified manually to build custom plugins, just as before. |
19:05.32 | blast007 | generally with the plugins, they have their own .sln file, which allows them to be built individually (as long as there's a bzfs.lib and a couple necessary headers) |
19:06.15 | blast007 | we even ship those with the installer, so someone can build extra plugins against a release and not have to even have our normal source |
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19:08.07 | blast007 | The limiting factor for that working might be the availibility of Visual C++ 2010 as the express versions older than 2013 are no longer available. Might work with a newer release, but I've not tried. |
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20:38.44 | allejo | BulletCatcher, with your latest change, how are the custom plugins defined on linux? you definite each one in the configure? |
20:38.57 | allejo | well, with ./configure? |
21:12.47 | blast007 | allejo: hint hint: ./configure --help |
21:12.52 | blast007 | ;) |
21:19.26 | blast007 | BulletCatcher: ./plugins/newplug.sh calls addToBuild.sh - how do we want to handle that now? Just not add them to the build system and print a message about using --enable-custom-plugins? |
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22:57.07 | khonkhortisan1 | Is there a way to run bzflag from the same msvc instance it was built in? I´ve been using one instance opening MSVC/fullbuild.sln and pressing F7, and another instance opening bin_Debug_Win32/bzflag.exe and pressing F5. |
23:07.12 | alezakos | ~BulletCatcher++ |
23:14.22 | blast007 | khonkhortisan1: you have to edit the properties for the 'bzflag' project and set the the 'command' and 'working directory' in the Debugging section. For instance, if you have the code checked out to d:\bzflag\, you'd set the command to d:\bzflag\bin_Debug_Win32\bzflag.exe and the working directory to d:\bzflag\bin_Debug_Win32\ |
23:14.38 | blast007 | you can optionally pass arguments via the 'command arguments' setting |
23:16.51 | blast007 | then you can set it as the startup project (right click on the 'bzflag' project and it should be an option there) and just hit F5 or the green arrow to start an instance |
23:28.06 | khonkhortisan1 | ok thanks, for Working Directory I could get away with $(ProjectDir)\..\..\..\bin_Debug_Win32 |
23:38.36 | blast007 | doesn't really help though. The debugging info is saved in a user file that isn't under version control. |