IRC log for #bzflag on 20150729

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04:24.17BZnotify[13bzflag] 15allejo pushed 1 new commit to 062.4: 02http://git.io/vY7eu
04:24.17BZnotify13bzflag/062.4 14bc624b1 15allejo: Allow plugins to disable a player ability to spawn...
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04:28.29allejoI'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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04:34.08BulletCatcherHave you tried "git stash" before the pull?
04:34.47allejothat'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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04:35.45BZnotify[13bzflag] 15allejo pushed 1 new commit to 062.4: 02http://git.io/vY7fi
04:35.45BZnotify13bzflag/062.4 14174eeab 15allejo: Updated changelog with commit bc624b1
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04:36.07BulletCatcherI think a stash is actually stored as a patch or diff.
04:36.08BulletCatcherA "git stash pop" does merge the stashed changes into the working tree.
04:37.07allejoomg if that's how it works that'd be amazing
04:39.45allejoI think that is how it works!
04:41.11BulletCatcherIf you have a local set of changes you don't want to commit, then that is a fairly easy way to manage it.
04:47.00allejoI never knew git stash saved things as diffs/patches. thank you for the knowledge :D
04:49.45BulletCatcherA stash is actually a pair of commits that you can see with the "git log" command.
04:52.49BulletCatcherAnd, yes, Git probably already has at least one way to do any crazy thing you can think of when managing a source tree.
04:56.04allejoso if there's a stash then it would appear under "git log?"
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05:01.31BulletCatcher"git log --all" will show it.
05:02.10Notify03BZFlag:Allejo * 8895 /Functions(API): Added bz_isPlayerSpawnable and bz_setPlayerSpawnable as officially part of 2.3+
05:04.27Notify03BZFlag:Allejo * 8896 /Bz_setPlayerSpawnable: Added minimum API verision
05:04.47allejothis is handy :o
05:05.37BulletCatcherYou can have multiple stashes if needed.
05:07.16Notify03BZFlag:Allejo * 8897 /Bz_setPlayerSpawnable: Add return type
05:07.17BulletCatcherBut 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.
05:07.24allejoyea i've abused multiple stashes before lol
05:07.50allejoinstead of pop, use apply?
05:08.31BulletCatcherHuh.  Now *I* have learned something!
05:09.22allejo:D
05:13.04Notify03BZFlag:Allejo * 8898 /Bz_isPlayerSpawnable: Created page
05:22.10alezakosI think ideally users shouldn't have to edit files tracked by git to add custom plugins
05:34.43BulletCatcherWith GNU autotools, the list of Makefiles to be created is specified by the AC_CONFIG_FILES macro in configure.
05:34.46BulletCatcherIt 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.
05:35.58BulletCatcherDon't forget to mention the custom plugin(s) in plugins/Makefile.am too.
05:37.35BulletCatcherOkay. I'll think about adding a --with-custom-plugin option to configure.
05:39.23BulletCatcherSupport 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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06:55.47BulletCatcherYay.  I have implemented --enable-custom-plugins, I just need to sleep and then test it a bit more before committing.
06:58.44BulletCatcherIt should make the addToBuild.sh and removeFromBuild.sh scripts obsolete.
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11:08.01BZnotify[13bzflag] 15macsforme pushed 1 new commit to 062.4: 02http://git.io/vY5xS
11:08.01BZnotify13bzflag/062.4 1479b17f9 15Joshua Bodine: Initialize members in the same order they are defined to make gcc happy.
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11:40.22BZnotify[13bzflag] 15macsforme pushed 2 new commits to 062.4: 02http://git.io/vYdLD
11:40.22BZnotify13bzflag/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.
11:40.22BZnotify13bzflag/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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11:50.05Constitutionafter 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
11:54.04Constitutionperhaps after the release
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11:57.00BZnotify[13bzflag] 15macsforme pushed 1 new commit to 062.4: 02http://git.io/vYd3r
11:57.00BZnotify13bzflag/062.4 145da5153 15Joshua Bodine: Center the teammate warning symbol between the locked on braces on experimental quality.
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13:10.12alezakosHere's a proof of concept I had created a while ago: http://helit.org/bzdoc/doc/api/html/group__PlayerScore.html
13:22.55allejoalezakos, that's generated by doxygen, right? we'd simply be add javadoc style comments to the source and that'd be it?
13:23.34alezakosyup
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17:22.47BulletCatchergrrr
17:22.48BulletCatcherautoconf.sh needs to know about custom plugins to create their Makefile.in files.
17:34.55BulletCatcherer, autogen.sh
17:48.42BulletCatcherRunning automake in configure will work around that.
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19:01.19BZnotify[13bzflag] 15JMakey pushed 1 new commit to 062.4: 02http://git.io/vYNiU
19:01.19BZnotify13bzflag/062.4 142a0f128 15Jeff Makey: Add the configure --enable-custom-plugins option....
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19:04.31BulletCatcherMSVC and Xcode must still have their build systems modified manually to build custom plugins, just as before.
19:05.32blast007generally 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)
19:06.15blast007we 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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19:08.07blast007The 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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20:38.44allejoBulletCatcher, with your latest change, how are the custom plugins defined on linux? you definite each one in the configure?
20:38.57allejowell, with ./configure?
21:12.47blast007allejo: hint hint:  ./configure --help
21:12.52blast007;)
21:19.26blast007BulletCatcher: ./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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22:57.07khonkhortisan1Is 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.
23:07.12alezakos~BulletCatcher++
23:14.22blast007khonkhortisan1: 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\
23:14.38blast007you can optionally pass arguments via the 'command arguments' setting
23:16.51blast007then 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
23:28.06khonkhortisan1ok thanks, for Working Directory I could get away with $(ProjectDir)\..\..\..\bin_Debug_Win32
23:38.36blast007doesn't really help though.  The debugging info is saved in a user file that isn't under version control.

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