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[00:55] <rsn8887> @Cpasjuste: Do you remember back when you removed the SDL_LockSurface(_hwscreen) and SDL_UnlockSurface(_hwscreen) from ScummVM-Vita, do you think that still gives a performance boost after you commented out the code in Vita_UnlockSurface in SDL2 Vita port?
[00:56] <rsn8887> @cpasjuste: I think it should not be neccessary anymore to get rid of Lock/Unlock calls with a recent version of SDL2 for Vita, since that is now taken care of by the library port itself.
[00:58] <rsn8887> @cpasjuste: I remember you mentioned something about performance boost when NOT locking/unlocking. I think that was before the fix of Vita_UnlockSurface though.
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[01:00] <GitHub123> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vNmBe
[01:00] <GitHub123> scummvm/master 3956dc4 Paul Gilbert: XEEN: Fix opening of World of Xeen menu
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[01:02] <rsn8887> @cpasjuste: I cannot seem to detect any performance loss comparing ScummVM with Lock/Unlock and without.
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[02:28] <GitHub64> [scummvm] dreammaster pushed 1 new commit to master: https://git.io/vNmzb
[02:28] <GitHub64> scummvm/master bc29219 Paul Gilbert: XEEN: Fix monsters starting ranged attacks
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[06:28] <waltervn> morning
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[08:33] <Strangerke|work> hi guys
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[09:47] <edheldil_> Dark-Star, tsoliman, linux_dr: see my wiki I posted a link to yesterday; Lionheart used some 3d objects in RAD Game Tools GR2 files, which were not (to my knowledge) analyzed yet. The rest is comparatively easy
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[17:51] <Dark-Star> edheldil_: GR2 is apparently partially (or mostly?) reverse-engineered: http://www.subsim.com/radioroom/showthread.php?t=188290
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[18:37] <Mataniko> whats up
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[21:11] <Strangerke> hi guys
[21:12] <Joefish> hey Strangerke
[21:14] <criezy> Hi Strangerke
[21:15] <Strangerke> what's up dudes? :)
[21:16] <criezy> I am slowly morphing back into my non-holidays self.
[21:16] <Strangerke> :)
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[21:51] <criezy> If you escape during the snoring sequence in the supernova intro the mouse remains hidden at the start of the game proper!
[21:51] <criezy> It's like a hidden High Difficulty mode :P
[21:53] <Strangerke> lol :)
[21:53] <Joefish> kinda like this I guess :P https://youtu.be/6YOR-nAnj4I?t=302
[21:54] <criezy> :D
[21:54] <criezy> OK. It's fixed now.
[21:56] <Joefish> When it gets merged how would you go about fixing the commits so they conform to the changed initGraphics()? Cherrypick and fix the 'broken' commits by hand?
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[21:58] <criezy> I am not sure. I guess this is a question for the git gurus.
[22:00] <criezy> We will also have to remember to add a call to initGraphicsModes() since supernova is one of the enfiges that benefit from the new OSystem::initSizeHint() as well.
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[22:01] <Joefish> yea I already did it but didn't come around pushing it yet..
[22:02] <Joefish> also did you see my audio PR for protracker?
[22:03] <criezy> I saw it but didn't look at it in details yet.
[22:03] <criezy> I am looking quickly at your commits for the past two weeks in supernova currently and I have almost finished.
[22:03] <criezy> I will take a look at the protracker PR afterward.
[22:04] <Joefish> I linked a video that 'shows' the difference in the intro music
[22:05] <Joefish> I was already thinking about converting the music to wave and store it in the dat file as I didn't think I would find the bug in protracker module. But when I did.. :)
[22:07] <criezy> Joefish: Do you have more translations updates in the pipe for supernova? Otherwise I will push an updated supernova.dat now.
[22:08] <Joefish> I don't. you can go ahead
[22:11] <criezy> Am I missing something or is the RandomSource in SupernovaEngine not used?
[22:13] <Joefish> yea I added it really early on then realized it isn't used in the first game. But iirc it is used in the second game during the museum heist
[22:13] <Joefish> *it will be used
[22:13] <Joefish> *needed
[22:13] <Joefish> ..
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[00:00] --- Thu Jan 11 2018