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[02:41:58] <GitHub53> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vDx67
[02:41:58] <GitHub53> scummvm/master 1a25abb Paul Gilbert: GRAPHICS: Apply eriktorbjorn's fix for non-origin transBlitFrom calls
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[03:22:27] <GitHub115> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/vDxMt
[03:22:27] <GitHub115> scummvm/master 902ce47 Paul Gilbert: TSAGE: R2R: Don't allow F8 to start credits when they're already on
[03:22:27] <GitHub115> scummvm/master 0706da8 Paul Gilbert: TITANIC: Assert dynamic_cast result in CBellot::Use
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[04:55:01] <GitHub75> [scummvm] dreammaster pushed 2 new commits to master: https://git.io/vDxHa
[04:55:01] <GitHub75> scummvm/master 2857acb Paul Gilbert: TITANIC: Add missing timer call in endgame sequence
[04:55:01] <GitHub75> scummvm/master d27aba0 Paul Gilbert: TITANIC: Cleanup and renaming for endgame classes
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[05:49:30] <rsn8887> Working on ScummVM is too addictive :)
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[07:40:12] <waltervn> morning
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[09:33:38] <GitHub70> [scummvm] rsn8887 opened pull request #908: SDL: Fix erratic analog pointer + control options (master...upstream) https://git.io/vDpkL
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[09:34:08] <rsn8887> I just made a PR to dix remaining problems with analog joystick mouse control. And add the mouse speed and analog joystick deadzone to the new control tab.
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[11:17:05] <wjp> rsn8887: you are unnecessarily (and sometimes incorrectly) changing a lot of whitespace in there which makes it harder than necessary to see what the actual changes are
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[13:49:13] <Harekiet> snover http://imgur.com/a/etrQ1 another crash
[13:50:32] <m_kiewitz> Harekiet: uh oh that looks kinda bad
[13:50:37] <m_kiewitz> buy may even be a script bug
[13:50:43] <m_kiewitz> *but
[13:52:03] <Harekiet> I had some unitialized variable warning before as well, that might be a script error that kinda worked
[13:52:51] <m_kiewitz> you got that output somewhere still?
[13:53:20] <Harekiet> [2017-02-22 12:25:16] WARNING: Uninitialized read for parameter 1 from method GKFeature::doVerb (room 5411, script 64950, localCall ffffffff)!
[13:54:45] <m_kiewitz> when did this happen?
[13:55:34] <Harekiet> euhm think it was early after arriving in the hunting lodge
[13:56:06] <Harekiet> this other crash from the screenshot is when you're in the woods with the wolf
[13:58:03] <Harekiet> oh that one happens pretty much all the time after you encounter the wolf if I retry it with a savegame
[13:59:07] <m_kiewitz> hmm I'm not sure if I'm not getting something, I'm not experienced in SCI32 at all
[14:00:32] <m_kiewitz> but it seems the current signature for kList should be "i(.*)". Just a minor nit-pick (unless of course I'm wrong, maybe it was done that way intentionally)
[14:01:09] <m_kiewitz> 8 would be kListNodeValue
[14:01:25] <m_kiewitz> so the uninitialized value should be a node or a null and it's neither
[14:02:12] <m_kiewitz> i guess i should improve the signature checking code and actually allow uninitialized variables for the main kernel call in case there are sub ops
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[14:02:25] <m_kiewitz> because then you would have gotten the sub op signature mismatch instead
[14:03:00] <m_kiewitz> ah sounds really like some kind of script bug then
[14:03:38] <m_kiewitz> it tries to delete a timer
[14:03:58] <m_kiewitz> was surely ignored by the original interpreter :( but well we could add a workaround for this
[14:04:17] <m_kiewitz> anyway, as I said - I'm no expert on SCI32, so let's wait what snover thinks about it
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[14:05:47] <m_kiewitz> Harekiet: ah, still got that ScummVM window open?
[14:05:54] <m_kiewitz> if so please enter "room" and then press enter
[14:06:17] <m_kiewitz> nvm, we already write that info out
[14:06:51] <m_kiewitz> im a bit sick today (including the last few days), so I'm a bit slow
[14:07:17] <Harekiet> I can just recreate it fairly easy from my savegame, and it happens in different locations, you encounter the wolf and then I think the walkthrough says you have a limited amount of time before shit goes down
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[14:12:29] <Harekiet> well no more gk2 at least for now :)
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[14:15:22] <m_kiewitz> Harekiet: if you have some time, you could try to figure out every possible room and/or if the room number actually even changes
[14:15:42] <m_kiewitz> just enter debugger by pressing Ctrl-Shift-D and then enter "room"
[14:15:56] <m_kiewitz> that would be useful information for building a workaround
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[14:21:38] <Harekiet> I'd imaigne it's all the rooms that make up the forest area since I am seem to be able to trigger it everywehre
[14:22:16] <Harekiet> 611, 621, 631, 641, dunno if it's some logic to that
[14:25:50] <m_kiewitz> sadly it's not that simple to figure out room numbers anymore. in SCI16 you could most of the time just check for certain background graphics and voila resouce number of those was the room number
[14:26:04] <m_kiewitz> i see there's a script 651
[14:27:02] <m_kiewitz> and there's also 610, 620, 630, 640. Also 600, 601, 605, 606, 615, 616, 625, 626, 635, 636
[14:28:53] <m_kiewitz> but those may be just scripts and no actual rooms
[14:32:54] <Harekiet> indeed, more different numbers popping up, although all in the 6xx range
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[14:36:53] <m_kiewitz> that's good to know. right now we do not support ranges with workarounds. it's so many rooms then, that we may simply use a wildcard for rooms and cross our fingers that nothing else slips through
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[16:27:01] <rsn8887> wjp
[16:28:38] <rsn8887> wjp: I agree, but I don't know a good way to undo only the whitespace changes. They are scattered all over because I kept adding and removing code to debug this thing before I commited
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[17:21:19] <snover> m_kiewitz, Harekiet: Uninitialised param read warnings show up all the time right now; they were silently being ignored before and always returned zero, which usually works OK, except notably when there is an interaction with a draggable screen item, returning 0 for the param usually results in a non-draggable draggable
[17:21:56] <snover> I can’t really make those reads work the same as temp reads without having to go through every single sci game
[17:23:22] <wjp> hrm, annoying
[17:23:32] <Harekiet> snover yeh that warning didn't really seem to cause issues, that timer deletion thing is preventing progress here now
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[17:39:03] <snover> with regards to the kList crash, the Collect system class… seems broken
[17:41:09] <snover> or, actually… hm.
[17:42:27] <snover> its nextNode property should be initialised to 0, i’m not super sure where the uninitialised value is coming from. it would have to be the node value of a node in the list, if I’m reading this correctly
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[17:53:00] <WooShell> meow =^.^=
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[17:56:39] <m_kiewitz> snover: that should have been a pointer to a node, right? (of course no pointer for us)
[17:57:04] <m_kiewitz> or what exactly did sierra pass in such case? simply a number starting at 0?
[17:57:34] <m_kiewitz> also what do you think about the signatures right now, it should be "i[n0]" for kList, right?
[17:57:50] <m_kiewitz> right now it's "[n0]"
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[18:02:27] <snover> sorry, i seem to be having connectivity issues
[18:02:46] <snover> node keys are passed into delete
[18:03:16] <m_kiewitz> hmm weird then that it passes uninitialized as node key O_o
[18:03:18] <snover> the code looks like this https://gist.github.com/csnover/dabee21b3b00771191fbec98014c0005
[18:06:43] <snover> there are only two methods that set the nextNode member, delete and release
[18:06:59] <snover> release just walks through and deletes all the nodes in the elements member
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[18:10:20] <snover> m_kiewitz: as far as your question about the signature, which signature are you referring to specifically? kList itself is "(.*)"
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[18:12:03] <snover> kList(NodeValue) expects a single key node
[18:22:03] <Harekiet> didn't this timer thing happen before snover since i thought you said people had finished it
[18:22:13] <snover> i finished the game myself
[18:22:35] <snover> it never came up on my playthrough
[18:23:02] <snover> but, i didn’t test every possible path, just followed a walkthrough
[18:23:19] <Harekiet> weird indeed
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[18:23:22] <GitHub58> [scummvm] sev- pushed 14 new commits to master: https://git.io/vDhlD
[18:23:22] <GitHub58> scummvm/master 7db8908 Eugene Sandulenko: DIRECTOR: Lingo: Hid another trace under lingoparse debug flag
[18:23:22] <GitHub58> scummvm/master 9dfb8ff Eugene Sandulenko: DIRECTOR: Lingo: Turned if() statement code into relative jumps...
[18:23:22] <GitHub58> scummvm/master d73ebf5 Eugene Sandulenko: DIRECTOR: Lingo: Fixed float constants processing
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[18:29:25] <m_kiewitz> snover: the non sub opcode signature
[18:29:35] <m_kiewitz> the generic one, which then goes to the sub opcode one
[18:30:03] <snover> { MAP_CALL(List), SIG_SINCE_SCI21, SIGFOR_ALL, "(.*)", kList_subops, NULL },
[18:30:15] <m_kiewitz> oh right, yeah sorry about that bollocks about the signature right now, i mentioned the correct one 6 hours ago. im really sick atm
[18:30:21] <snover> no worries.
[18:30:31] <m_kiewitz> yeah the "(.*)" one, that should bette be "i(.*)"
[18:30:34] <m_kiewitz> right?
[18:30:46] <m_kiewitz> because first parameter should always be the sub opcode number
[18:30:52] <m_kiewitz> correct?
[18:30:58] <snover> i’d have to double-check but i don’t even know that these signatures are used if there are subops
[18:31:16] <m_kiewitz> i should also change signature checking for those, so that we verify that one, but let uninitialized parameters through
[18:31:35] <m_kiewitz> so that Harekiet would have gotten signature mismatch on kList(NodeValue) instead
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[18:32:13] <m_kiewitz> the main signature is checked of course
[18:32:50] <m_kiewitz> maybe we could even just add a "!" to let uninitialized values through, so that they get caught by the sub opcode later
[18:33:07] <m_kiewitz> in case "!" includes uninitialized values, i haven't checked yet
[18:33:30] <m_kiewitz> the point is that the first integer is verified, before it gets passed to sub opcode checking
[18:34:05] <m_kiewitz> so that in case kList(pointer, 5) was called, kList signature mismatch would get triggered, because it's an invalid sub opcode
[18:34:29] <m_kiewitz> i hope you can understand what I mean
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[18:35:22] <snover> i think i do
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[18:44:33] <GitHub10> [scummvm] criezy pushed 1 new commit to master: https://git.io/vDhRi
[18:44:33] <GitHub10> scummvm/master f9707a8 Timo Mikkolainen: I18N: Update translation (Finnish)...
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[18:45:37] <Harekiet> Just skipping the call seems to make it work for now, maybe it messes up the logic in the wolf attack but it still seemed to kill me
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[20:33:42] <Harekiet> snover waiting for the guard to move in the ludwig castle also has the game weirdly freezing up while it's waiting to play some animation
[20:34:07] <snover> Harekiet: where did you say you got the game from again? gog?
[20:34:14] <Harekiet> yeh
[20:35:14] <snover> i think someone else complained about this problem before, but refused to follow my request to send a save game and reproduction steps
[20:35:56] <snover> i was not able to reproduce it with my copy of gk2
[20:36:25] <snover> if you have a reproducible freeze, that would be useful
[20:36:35] <Harekiet> I noticed it before as well in some previous chapter, if oyu hang around in the grotto the guard moves around now and then but an hourglass pops up and nothing really happens
[20:36:48] <Harekiet> I'm still waiting with the game in the background frozen
[20:37:18] <snover> do you have a debugger that will let you execute code?
[20:37:38] <Harekiet> euhm run and edit and vstudio you mean
[20:38:05] <snover> when i get a hang like that, which doesn’t allow ctrl+shift+d to go into the scummvm debugger, i break into lldb and then run `p g_sci->getSciDebugger()->cmdBacktrace(0, nullptr)`
[20:38:16] <Harekiet> I can get into the scumm debugger
[20:38:19] <snover> oh
[20:38:20] <snover> godo
[20:38:26] <Harekiet> the music plays and all but it doesn't do much :)
[20:38:31] <snover> that makes it easier to get the backtrace
[20:39:34] <Harekiet> I need to get this debugger output sent to some console somewhere
[20:39:50] <Harekiet> guess a screenshot will do
[20:40:59] <Harekiet> http://imgur.com/a/as3pF
[20:41:11] <snover> ./configure --enable-text-console
[20:41:49] <Harekiet> I'll have to see how that's done in vstudio
[20:42:48] <snover> maybe just add `-DUSE_TEXT_CONSOLE_FOR_DEBUGGER`, however that works with MSVC
[20:43:26] <snover> this call stack is reminding me of a similar problem that i ran into in LSL7, where an animation got stuck
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[20:43:50] <snover> this is probably the same bug, but i have no idea what the bug is yet
[20:44:18] <snover> i also don’t remember how i identified the defective object in that scenario…
[20:45:01] <snover> what is the room number?
[20:45:18] <Harekiet> 960
[20:45:36] <Harekiet> I'll see if my save triggers it again
[20:45:52] <Harekiet> pretty much just involves waiting :)
[20:46:38] <snover> `vo guardControl` and check the value of the `state` property
[20:46:51] <snover> it is probably stuck at 1
[20:47:04] <Harekiet> yep that's 1
[20:47:25] <snover> try running `send guardControl changeState 2`
[20:47:48] <Harekiet> nop
[20:47:57] <snover> try running `send guardControl changeState 0` :)
[20:48:37] <snover> looks like the guard movement should happen randomly between 40 and 50 seconds of waiting
[20:48:39] <Harekiet> then the hourglass is gone
[20:48:45] <Harekiet> but the guard is still there
[20:49:03] <snover> i guess the problem is in guard3 then
[20:49:59] <Harekiet> it's weird since it happens before in the game but then I just had to wait a very long time and it did eventually go forward
[20:50:53] <Harekiet> oh returning to the room now the guard is gone
[20:51:00] <Harekiet> at least I can continue :)
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[20:51:15] <GitHub43> [scummvm] criezy pushed 1 new commit to master: https://git.io/vDh9p
[20:51:15] <GitHub43> scummvm/master 80aba31 Lyubomyr Lisen: I18N: Update translation (Ukrainian)...
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[20:53:12] <GitHub82> [scummvm] criezy pushed 1 new commit to master: https://git.io/vDhHB
[20:53:12] <GitHub82> scummvm/master 6fb0f5b Eugene Sandulenko: I18N: Update translation (Ukrainian)...
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[20:53:15] <rsn8887> wjp: do you want me to go through and remove all the added whitespace? or is it acceptable as is?
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[20:54:57] <GitHub196> [scummvm] criezy pushed 1 new commit to master: https://git.io/vDhH6
[20:54:57] <GitHub196> scummvm/master d2e2eac Eugene Sandulenko: I18N: Update translation (Ukrainian)...
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[20:56:50] <GitHub142> [scummvm] criezy pushed 1 new commit to master: https://git.io/vDhHN
[20:56:50] <GitHub142> scummvm/master 842cda6 Eugene Sandulenko: I18N: Update translation (Russian)...
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[20:58:19] <rsn8887> wjp: I will clean it up...
[21:26:39] <t0by> rsn8887, on the wiki there is an astyle file
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[21:47:08] <rsn8887> @wjp t0by, I fixed all the whitespace, should be much easier now to review https://github.com/scummvm/scummvm/pull/908/files
[21:47:27] <rsn8887> I mean https://github.com/scummvm/scummvm/pull/908
[21:49:36] <rsn8887> How does git see if "both files changed"? Changed compared to WHAT?
[21:51:15] <rsn8887> I am so confused. I would like to rebase after cherry-pick but I NEVER want to merge those 30 manual merge conflicts on one of my files ever again, when I cherry-pick next time from my development branch
[21:52:08] <rsn8887> So I guess I can never squash my PR into just one commit, because then later on I will have to manually merge again when I want to cherry pick from my own development branch
[21:53:01] <rsn8887> Ah well. I will just leave it as is for now.
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[21:59:28] <GitHub74> [scummvm] lubomyr opened pull request #909: ANDROIDSDL: changed filename in assets file with scummvm-data for replace old data files (master...master) https://git.io/vDhpx
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[22:04:44] <GitHub108> [scummvm] sev- pushed 2 new commits to master: https://git.io/vDhhD
[22:04:44] <GitHub108> scummvm/master 8a70c0c lubomyr: ANDROIDSDL: changed filename in asset file with scummvm-data for replacing old data-files
[22:04:44] <GitHub108> scummvm/master db4ef7c Eugene Sandulenko: Merge pull request #909 from lubomyr/master...
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[22:04:45] <GitHub177> [scummvm] sev- closed pull request #909: ANDROIDSDL: changed filename in assets file with scummvm-data for replace old data files (master...master) https://git.io/vDhpx
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[22:04:54] <GitHub10> [scummvm] criezy pushed 1 new commit to master: https://git.io/vDhh9
[22:04:54] <GitHub10> scummvm/master 15625c9 Arius: I18N: Update translation (Greek)...
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[22:06:52] <_sev> rsn8887: please, read our code formatting conventions :/
[22:07:38] <_sev> rsn8887: your new switch statement has extra indent
[22:09:02] <Harekiet> snover http://imgur.com/a/kgwMC that ever happened before?
[22:09:54] <_sev> rsn8887: and line 2063
[22:11:37] <rsn8887> _sev: yes got it, will fix asap
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[22:20:11] <snover> Harekiet: i never saw it
[22:24:35] <Harekiet> snover looks like it's some initial state mess up after loading a game right after scummvm starts, moving to another room it's fine and if you then load the previous save again it's fine as well
[22:25:33] <snover> darn, more bugs with the launcher integration.
[22:25:39] <snover> can you give me the save game?
[22:27:15] <Harekiet> https://dl.dropboxusercontent.com/u/3873490/Scene/gk2-cd.024
[22:31:10] <snover> thanks, i got it.
[22:37:14] <rsn8887> _sev: I am reworking the shader selector.
[22:37:32] <_sev> nice
[22:37:38] <rsn8887> _sev: wth is "p->code" impossible to search a var named p.
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[22:38:35] <_sev> what do you mean?
[22:38:53] <rsn8887> I am scared by this:
[22:38:55] <rsn8887> for (int i = 0; p->code; ++p, ++i) {
[22:38:55] <rsn8887> if (renderMode == p->id)
[22:38:55] <rsn8887> sel = p->id;
[22:39:06] <rsn8887> no idea what p is.
[22:39:12] <_sev> pointer?
[22:39:12] <snover> Harekiet: seems like such an odd thing to show up now, but it looks like it might be due to a palette submission problem that i also noticed in LSL7
[22:39:39] <snover> i’ll need to take a look at that code more to figure out what is wrong
[22:39:41] <rsn8887> nevermind I see it it is pointer
[22:39:48] <Harekiet> ah that might explain the blackness indeed, thought it was some unloaded asset
[22:40:01] <_sev> rsn8887: const Common::RenderModeDescription *p = Common::g_renderModes;
[22:41:00] <_sev> rsn8887: in fact, I believe that you can use shaders instead of render modes
[22:41:21] <_sev> rsn8887: there is no sense to use both at the same time
[22:41:52] <rsn8887> _sev: There is great sense having software AND hardware scalers and shaders at the same time.
[22:42:09] <_sev> but can you use them at the same time?
[22:42:10] <rsn8887> _sev: for example, the shader could do an overlay, while the software scaler could do scaling etc.
[22:42:16] <_sev> I see
[22:42:37] <rsn8887> _sev: yes, because scalers are purely done in software, then the shader takes that texture and does something more with it.
[22:43:20] <rsn8887> _sev: A good example is many emulators on xbox and some on windows that allow pre-scale in software 2x and then a shader on top
[22:43:35] <_sev> I understand
[22:43:56] <rsn8887> _sev: now I will have to extend common and include g_shaderModes etc. But that should be fine
[22:44:02] <_sev> yes
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[23:19:58] <rsn8887> _sev: nevermind there's a rat's tail of hundred's of lines of code just to change Rendermode or graphicsMode going all the way back to main.cpp and all the way into the Osystem_PSP2 etc. implementations. I will try to find a simpler way and remove the shader stuff from my PR now, to at least fix the analog stick.
[23:30:41] <rsn8887> _sev: and SDL2 doesn't even support shaders. It just happens that they can be hacked into the Vita port *very* easily, but no other system will use them, unless it is based of opengl-sdl (where shaders are almost done anyways).
[23:31:14] <rsn8887> _sev: so there's no point in putting in the work for SDL backend shader suppport. I will leave it to the OpenGL backend.
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[23:50:17] <rsn8887> _sev: it should be clean now and ready to go. All references to shaders have been removed. After all the reason for PR was analog mouse fixes...
[23:51:40] <rsn8887> _sev: well one more...
[23:54:15] <rsn8887> _sev: ok done. Tell me if you need anything else.
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   February 22, 2017  
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