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git mvrenames files and directories andgit rmremoves them from the repo. Once stuff is removed from Git, or renamed, it no longer shows up in the current state, just the historical state. 🙂Yeah, it’s a bit of a mess. There are macro constants littered everywhere, including some duplicates, instead of being in a single place. That’s also on the list to take care of to make it easier to find everything.
I also want to set up a better way to handle versions but I keep second guessing myself. Here’s what I’ve been thinking: set it up so that we store the version numbers in variables in the GitHub Actions configuration, which are then passed to CMake. In the CMake script, we’d check to see if the variables are set and, if not, set them to 0. Then we run
configure_fileon aconfig.h.infile, setting up the variables for the headers and source files. Additionally, we do it for the resource files as well. If possible, we’d pass the variables to the file name for the archive upload to set up its final name. In this way, we could do version numbers all with a single edit.Yep, the classes and such could use some work. That’s a future project since there’s quite a bit of stuff that needs to be done first.
There are also a few files with spelling errors and the general naming conventions aren’t followed in some cases so all of those should probably be corrected as well. I’m leaning towards having subdirectories in the
esm/directory (or whatever it winds up being called) for game specific stuff for when we finally bring in Dave’s other repos for other games, with the root being for common parameters. Of course, it may change down the road if I can resurrect my system of using config files to describe the file formats. That’s far future, however. Additionally, I’m leaning towards renaming theesm/directory togame/to represent the fact that it’s for game format support. How does that sound?The directory structure changes would be for the code repository to make working with the source files easier. As it is, things are mostly lumped together. The icons are buried under the generic project directory instead of having their own directory, the old build files were dumped in with the source files and hard to find, etc. NimrodPSI did do some organizing but we may be able to take it a step further to make it even easier to locate stuff.
No idea why everything is prefixed with Esm but the
esm/directory is for the binary file format, while theproject/directory is assorted stuff, mostly the GUI shell but with some algorithm processing mixed in, such as the script editor. As we know,Common/is a lot of reimplementation of standard features, some of which didn’t exist at the time of original creations and others which are just “there”.Yep, a portable option would be nice. Will create an issue later but part of it may require a better installer and changing the settings from the registry to config files instead (necessary anyways to support other operating systems)
Okay, got that commit pushed up. Just realized that I need to fix the order of the files in the CMake script but I’ll do that later on as I continue.
And got the issue up for the directory layout: https://github.com/Walrus-Tech/MWEdit/issues/40
Let me know if I missed any important points!
Use the reverse image search periodically but rarely use it for faces. Mostly, I use it to try and find an article something came from 😛
People are funny about their faces and Google blurs them by default in Street View so I’m surprised they have a facial search function
And Zork is now open source!
Sorry! Been busy!
Let’s not forget this one!
Feel bad. I haven’t been listening to much music lately. Really need to change that 🙁
Okay, the container directory has had its includes fixed so it’ll be in the next push. I’ll open a directory layout thread soon
Most of those are readability changes: a lot of unneeded comments were removed as they were just clutter, for instance. There are some functional changes but the trick is to determine what in the diff broke things. Maybe you’ll see something that I missed 🙂
How does the two-dot version differ? To me, things look the same. 😛
Think I’m done with the Common container library but I want to give it another look before I commit it in case I missed something. I’m also tempted to enable dev builds just to help with testing, CI limits be damned
Once that’s done, I may open a new issue for the directory layout so that we can start figuring out what to do with it 🙂
Almost got the includes sorted out for the Containers library in common. We’ll definitely want to review the directory structure at some point. We can do that now or later, doesn’t really matter when. If we do it later, though, that’ll mean I’ll need to adjust some include paths again. Will already need to do that anyways since I had to add the directories to them when I was setting up the build script
Regarding the containers library, I’d like to remove it in favor of the containers in the standard but we’ll need to see how they compare first.
Additionally, I’m adding some notes about other tasks that need doing, such as namespacing stuff that replaces things in the standard library and swapping out the byte typedef for
std::byteAnd here’s the full diff of stuff that changed between 0.6.3 and 0.7.0 if you want to take a look and see if anything stands out.
Never was a fan of Carell’s comedy, maybe I’ll like his dramas better?
Sadly, none of those are available over here 🙁
Been continuing to watch old Looney Tunes lately and I’m still enjoying them quite a bit. The older ones from the 40s were a lot more creative than the later ones, in my opinion, with the characters being a lot less cliche.
Looks like we can turn on experimental Unicode support by just setting up the
_UNICODEandUNICODEmacros in CMake and replacing the DevIL libraries with the Unicode versions. The code already has checks for those to use the wide-character version of TCHAR (it may be done in the Windows API already but I haven’t gotten there yet) if the macros are present. Will add it to test list at some point.At the basic level, we could have config files that simply list the files associated with a project and then have a separate list-view for each. Wouldn’t be hard to implement for someone more familiar with GUI programming. After the windows are set up, you’d simply populate them with a loop, going until you reach EOF.
Working on more cleanup tasks now. Adding missing includes and splitting up headers into headers and source files. We’ll need to look at replacing NULL with
nullptrandnullptr_tonce we learn the differences.
A bit slow-going due to the nature of hunting down all of the include nesting. Worth it, though. When it’s done, we’ll be able to see at a glance where all of the symbols are coming from, making things easier to work with.Putting the loading troubles on the back-burner for now as I can’t see anything in my changes that would have caused the problems (I even did a deep dive into the project files (both the old VS project files and the vcxproj files) and didn’t see anything that I missed), unless it has to do with the DevIL changes. Which is quite possible as we may be using an incompatible version and I never did hear back from NimrodPSI or rfuzzo about their changes after we got the initial permissions to edit their code.
Haven’t been watching a whole lot myself, lately. Been reading most of the time.
Going to try and catch The Terror of Tiny Town, though. It looks like quite a bit of fun!
There’ll be nothing left at the rate he’s going!
Make sure to give it a straw bed or the likes to keep it comfortable! 🙂
Ugh. That’s annoying! Well, on the bright side, at least you have an extra set!
Yeah, I don’t generally trust those metrics and usually try to find the actual research. Or, better yet, I would ask my own dentist 😛
Just checked the local grocers…only four varieties of gum that aren’t sugar free 😛
Not really. Ideally, that kind of thing needs a native environment or you could get weird results.
I’m not really seeing much in the commit log. Even the changes necessary to the Windows API and for C++20 compliance look relatively benign so I’m not sure why it works in 0.6.3 but not in 0.7.0. Right now, the best I can say is that the ongoing overhaul should fix it as that will pretty much rewrite most of the internals and replace the GUI.
Haven’t thought about it too much, been busy with other tasks. We could simply replace the list with a standard open file dialogue box that other programs use. If we want to keep it, we’ll definitely want to fix it to actually search in the path specified by the settings window (why it was written otherwise is beyond me). That could be fixed by simply passing the path variable to it, will check on that. There’s also a third, more complex option: implement project workspaces where each workspace saves a list of plugins to filter out based on configuration. Many new land projects have a set grouping they work with, for instance.
Okay, I pulled the release off of GitHub. I’ll update the threads in the morning.
In all likelihood, ill probably hold off on doing another release until after the overhaul has made more progress due to how unwieldy the code is at the moment
Still haven’t looked into the changes but it’s going to be pulled regardless.
Okay, I’ll put it on ice as soon as I get to the computer — probably tomorrow. Not sure what’s going on but I’ll take a look at the changes and see if they enlighten me. If not, it’ll probably stay in alpha until I finish modernizing the code as it should go away as we switch GUI toolkits and get rid of the nonstandard stuff, as well as fixing up the various warnings. I was really hoping to be able to have 64-bit release out, though
Are you able to reproduce issue #38? Since it sounds like 0.6.3 is working, that mostly narrows it down to one of two things: missing Unicode support (not likely as abot is using ASCII) or the Windows API updates that had to be done. It also sounds similar to an issue I found while packaging 0.6.3 and put on the back burner as it was mostly worked around as part of #31: just using the same directory and ignoring the settings screen
I’ll go ahead and reversion it as an alpha release. It may take a while before it can be fixed if it’s more than just the API changes due to how the code is laid out.
And 0.7.0 has been released 🙂
And all of the appropriate announcements have been made 🙂
Nope. Wasn’t able to find much on the community forums: just about everything I found dealt with doing restoration on your own, which isn’t feasible for me. I’ll probably need to reach out to that list and see what they say
In related news, this got announced last week: https://www.nintendo.com/us/store/products/legend-of-zelda-limited-edition-vinyl-8lp-set-127813/
No details about the pressings but I’m sure they’ll be fine
Used to have that happen all the time with old mice that simply used the rubber ball since it’d suck dirt up into the works. A simple cleaning always did the trick 🙂
Much harder now as it’s not as easy to access the mechanism 🙁
Sure, we can mirror it. That would definitely help.
Redistribution is definitely allowed per the license:
For example, if you distribute copies of the library, whether gratis or for a fee, you must give the recipients all the rights that we gave you. You must make sure that they, too, receive or can get the source code. If you link other code with the library, you must provide complete object files to the recipients, so that they can relink them with the library after making changes to the library and recompiling it. And you must show them these terms so they know their rights.Yep. Went ahead and uploaded it here. GitHub is cranking away now so I’ll fix the tags tomorrow and finish publishing the new version 🙂
And updated the description of the DevIL mirror to comply with the license
So, new error today: looks like SourceForge is blocking the automatic download of DevIL from the CI but I can grab it fine with wget locally. Will need to come up with a new way of getting it. I’d rather not add DevIL back into the repository if I can help it. And I was just about to publish version 0.7.0, too 🙁
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