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12:00 AM
RELOAD!
[Cardshifter/Cardshifter] 34 commits. 1 opened issue.
 
@Duga wait for it
 
[retailcoder/Rubberduck] 5 commits. 12 opened issues. 1 closed issue. 5 issue comments.
[Unihedro/JavaBot] 1 issue comment.
 
@rolfl totally understandable
@Duga I gotta see what the ducks have to say about that
 
> Definitely use JSDoc and be very thorough when documenting the API, but it's not exactly the place for a "Guide". I would recommend running the JSDoc through a tool to get it in HTML format to produce something like I did for our [Source Control API][scDoc]. I did it by hand, because I needed markdown, but I'm sure there are tools out there.

The guide itself could be in the form of a detailed tutorial or as simple as an [example usage][ex].

[scDoc]:https://github.com/retailcoder/Rubberd
 
12:25 AM
> @ckuhn203 great advice, thanks for chiming in!
 
libGDX UI is pure coding compared to JavaFX
 
12:51 AM
@bazola indeed. "often involves a bit of coding" might have been the understatement of the day
@sᴉɔuɐɹɥԀ ^^
 
lol ok
 
its not so bad for me, but thats how I have to do it with SpriteKit on iOS also, so i have a bit of experience
 
Maybe at some point later we can all just get on Skype for a short time, I'd love to help as long as I can learn the ropes
 
 
1 hour later…
1:57 AM
[Cardshifter/Cardshifter] Phrancis pushed commit 394648e5 to js: Mech cards added
 
@SimonAndréForsberg I changed apply:healTurnEnd=1 to healTurnEnd: 1, hope that's OK.
 
[Cardshifter/Cardshifter] build #876 for commit 394648e5 on branch js passed
[Cardshifter/Cardshifter] Phrancis pushed commit 5906f9b3 to js: added Bio creatures
 
Also renamed apply:giveRanged=1 to ranged: 1
 
[Cardshifter/Cardshifter] build #877 for commit 5906f9b3 on branch js passed
[Cardshifter/Cardshifter] Phrancis pushed commit ff4ba9c6 to js: added enchantments, everything converted to JSON, AFAIK
 
2:21 AM
@Simon LMK if anything needs changed!
 
[Cardshifter/Cardshifter] build #878 for commit ff4ba9c6 on branch js passed
[Cardshifter/Cardshifter] build #879 for commit 6dd60247 from pull request #204 to branch js-load passed
 
Maybe that merge is not needed though, and it should go in the other direction
 
2:36 AM
[Cardshifter/Cardshifter] Phrancis pushed commit f7ba7ca1 to js: phrancis-cards.cards reverted back to original data - no other change
[Cardshifter/Cardshifter] build #881 for commit 36a69720 from pull request #204 to branch js-load passed
[Cardshifter/Cardshifter] build #882 for commit 36a69720 from pull request #204 to branch js-load passed
[Cardshifter/Cardshifter] build #880 for commit f7ba7ca1 on branch js passed
 
        {
            name: "Inside Man",
            creature: "Bio",
            health: 6,
            attack: 0,
            onCast: {
                summon: {
                    count: 1,
                    card: "Bodyman",
                    where: "Board",
                    who: "self"
                }
            }
            // apply:summon:2,"Bodyman",
            manaCost: 8,
            attack: 2,
            flavor: "A government official with wider web control. Usually brings friends."
@Simon, mind this please^^; unimplemented syntax, change as needed
 
 
7 hours later…
9:53 AM
hey
@SimonAndréForsberg Is the JS version easier to work with than the Java version?
 
10:15 AM
@Phrancis that needs to be the following: onEndOfTurn: { heal: { value: 1, target: "owner" } }
@Phrancis that is give: { denyCounterAttack: 1 }
@Phrancis yes, please only merge from js-load to js at this moment, not the other direction.
@Phrancis two problems: 1. I have forgotten to implement any kind of onCast feature (will likely be afterPlay) 2. missing comma after a }
@skiwi I think so, yes. The best part is that the JS can be dynamically changable without restarting anything. I started 36 games yesterday, with some changes in each, without restarting.
perhaps you should ask @Phrancis though about what is easier
hey, you changed your name, @Phrancis!
 
@SimonAndréForsberg Scripting languages ftw
 
 
2 hours later…
12:30 PM
:| :| :|
I thought I was quickly done with my homework, turns out it this time has more exercises than last time
 
[Cardshifter/Cardshifter] Zomis pushed commit ed27bef9 to js-load: added keyword for afterPlay
[Cardshifter/Cardshifter] build #884 for commit ed27bef9 on branch js-load passed
 
12:52 PM
[Cardshifter/Cardshifter] Zomis pushed 5 commits to js-load
[Cardshifter/Cardshifter] Zomis pushed commit 13cda3e0 to js-load: Merge branch 'js' into js-load, making the game the same as PhrancisGame
[Cardshifter/Cardshifter] Zomis pushed commit 11fb7784 to js-load: added the option to run server without a security manager
[Cardshifter/Cardshifter] Zomis pushed 17 commits to js
[Cardshifter/Cardshifter] build #885 for commit 13cda3e0 on branch js-load passed
 
@Duga Too soon for the security manager?
 
[Cardshifter/Cardshifter] build #886 for commit 11fb7784 on branch js-load errored
@SimonAndr, your build reported bad status: Errored!
[Cardshifter/Cardshifter] build #887 for commit 11fb7784 on branch js errored
@SimonAndr, your build reported bad status: Errored!
[Cardshifter/Cardshifter] Zomis pushed commit dcc38102 to js-load: fixed reliance on default encoding
 
@skiwi I have not tested the security manager with the new js-load things. Although I doubt it would work on the first try. I like to have the possibility of running the server without the security manager, at my own risk.
 
1:08 PM
@SimonAndréForsberg So in hindsight it would've been better to introduce the security manager later? Assuming we were really limited on time, that time [to setup the security manager] would've been better used for somewhat else
 
@skiwi probably yes.
 
Hey @all!
 
Minecraft plugins doesn't run with a security manager, and it seems to work for them
 
@SimonAndréForsberg That's a scary thought if you ask me
 
Security is important, but if users want to run server without security, who are we to stop them?
 
1:11 PM
Perhaps this day I'd suggest running a Cardshifter server in a VM rather than messing with a security manager
All you need to do is forward the ports and you're done
 
@skiwi having seen several Minecraft plugins, that's not what is the most scary.
 
Security manager and running an instance of a jvm with limited right are two different things, and ther don't protect from the same things ;)
 
Only inconvenience is that if someone wants to attack your server then it's still vulnerable, just our own PC/server is not
 
@skiwi feel free to suggest it, just as long as we don't enforce it.
 
@SimonAndréForsberg That one surely cannot be enforced I think
 
1:12 PM
exactly
 
[Cardshifter/Cardshifter] build #888 for commit dcc38102 on branch js-load passed
 
It's just that people really need to be aware that hosting a Cardshifter-server comes with responsibility
 
[Cardshifter/Cardshifter] Zomis pushed 1 commit to js
 
@skiwi responsibility about what? That their own computer won't get messed up?
 
@SimonAndréForsberg Yeah
When installing software I most often am under the assumption that my because won't be at risk because of it
 
1:16 PM
?
 
@skiwi that's not really "responsibility". that's "USE AT YOUR OWN RISK"
 
@SimonAndréForsberg That's the word(s) I was looking for
 
The best way to solve that is to provide a "USE AT YOUR OWN RISK"-clause, not a security manager.
And I believe our license covers that quite well already
 
[Cardshifter/Cardshifter] build #889 for commit dcc38102 on branch js passed
 
2:15 PM
[Cardshifter/Cardshifter] Zomis pushed commit d8793974 to js-load: moved validation of values
[Cardshifter/Cardshifter] Zomis pushed commit 64f79eae to js-load: added more support for value lookup. can now be a random value, or the result from a function
[Cardshifter/Cardshifter] Zomis pushed commit 749e6b00 to js-load: extracted effects to keywords-effects.js
> I'm not sure if this is required at the moment, as I have managed to dynamically generate the description?
> What exactly is it that you want to document? Please elaborate.
> I'd say this is accomplished by now.
 
> @skiwi2 Is it just me or has this been implemented with the new js-load branch and JS modding system?
 
@skiwi please take a look at that ^^ when you have time
 
2:48 PM
too bad the server idea didn't win for the community challenge
just a couple hundred lines of code to put that together
 
Is it normal that the scores are not sorted ?
 
working on that now :)
 
good
 
 
1 hour later…
4:05 PM
now I just need to figure out how to render 3600 regions with html and javascript
 
@bazola create a PNG image?
 
ah
thats a really good idea :)
 
4:33 PM
that was pretty easy too
 
GARBAGE!!!
@bazola Time to work on a better map generation algorithm?
 
hehe no that was just a test
not reading the real data yet
although i do need a better map generation algorithm also
 
too bad Cardshifter doesn't use maps. I love map generation!
2
 
i have trouble enjoying any game that doesn't have some kind of procedural generation
 
5:01 PM
@SimonAndréForsberg If you want to dynamically generate something, then you can work on dynamically generating cards and effects ;-)
 
@skiwi yeah, right!
 
You didn't say it had to be easy
 
Actually, it wouldn't be that hard, it would just be very hard to get well-balanced :)
 
It would be cool though if it could also create names
That make some sense :P
 
> It's (correct me if wrong) using a different approach, but the goal is quite similar indeed.
 
5:08 PM
@skiwi there's a gazillion name generators on the web already
like this one, for example:
31
Q: Regularity in the "Rusty Towel of Mutual understanding"

NitI have the following Java class: import java.util.Random; public class RandomNameGenerator { private Random rand; private static String[] prefixes = { "Ultimate", "Bloody", "Crooked", "Hallowed", "Magnificent", "Heavy", "Jagged", "Grand", "Shiny", "Rusty" }; ...

 
> I'd say that is correct, yes. It's up to you whether or not you want to continue working on this one. I'll remove the "in progress" label as there haven't been any news on this one for a while.
 
@SimonAndréForsberg True, but it shoudl also match effects, etc. not easy, but very cool if it would work out
@Duga Fair enough there @SimonAndréForsberg
 
5:57 PM
> As the game can get more and more complex, and more and more moddable, it could be helpful to have the possibility to dump ***ALL*** information available about a game, as a way of 'debugging'.

Things like:

- [ ] Entities
- [ ] Systems
- [ ] Components
- [ ] Cards, Zones
- [ ] Resources
- [ ] Resource Modifiers - see #182
- [ ] Event Listeners
- [ ] Actions (which actions are available, where, and **why**)

Possible output formats are:

- [ ] Text file
- [ ] HTML
 
6:31 PM
Sigh
Wasting an hour finding a simple REST library for Django
Turns out I don't need the library, but can just create views instead
import json
from django.http import HttpResponse


def numbers(request):
    local_numbers = [1, 2, 3]
    data = json.dumps(local_numbers)
    return HttpResponse(data, content_type="application/json")
 
6:47 PM
Monking
 
hey @Phrancis
 
hey @Phrancis
 
> Done and pushed to JS branch
 
@SimonAndréForsberg Sorry I was sick today and just now got to feeling better
I'll go check all your pings now :)
 
6:50 PM
@SimonAndréForsberg this is what the real map looks like
 
looks better, but still garbage :)
 
@SimonAndréForsberg Alright I made all the changes, including using afterPlay instead of onCast
 
@Phrancis good good, I think I fixed that and pushed to your branch though
 
@SimonAndréForsberg one thing I have been wondering about that you may know about is how to schedule things such that they never occur at the same time. At first I thought it was just a matter of setting them to occur at different intervals (such 30 minutes and 45 minutes, etc), but then I realized that eventually those intervals are going to overlap and happen at the same time
I'm using the built in ScheduleExecutorService thing
 
On branch js
Your branch is up-to-date with 'origin/js'.

Changes not staged for commit:
  (use "git add <file>..." to update what will be committed)
  (use "git checkout -- <file>..." to discard changes in working directory)

	modified:   extra-resources/JSGame.js
 
6:59 PM
@bazola if you want to ensure that two things cannot happen at the same time, you should use synchronization
@Phrancis try to do an git pull
 
Ah I see
 
@SimonAndréForsberg what if the two things are happening on different servers? like server B connects to server A at a specified interval, but server A might be coincidentally writing to the files at that same moment
 
@SimonAndréForsberg I pulled from js and do not see your changes
 
@bazola if server B connects to server A, you should use synchronization on server A to make sure it doesn't interfere with things. if the servers are unrelated, then why would it matter if something happens at the same time? why do you use the same files for different servers?
@Phrancis what's the most recent message in git log ?
 
commit dcc381021a32ca4d93b19d41577f271a92027d9b
Author: Simon Forsberg <xxxxxxxx@hotmail.com>
Date:   Tue May 5 15:05:39 2015 +0200

    fixed reliance on default encoding
 
7:05 PM
the idea is that server C regularly backs up the game data from memory to disk. every 20 or so times that it does this backup, it also writes them to another directory. Server A is also running in that same location. Server B connects to Server A and requests that it send that backup data
server B is really a client that also generates the web pages based on the player and region data that it gets from server A
 
@Phrancis do git pull origin js-load as well
@bazola why isn't Server A in charge of all of that? Why do you have so many different Java programs for this?
 
Scratch getting hopes up on JavaScript, ECMAScript 6 is still a stinking pile for any form of serious programming
Which involves no headaches
 
my thought was that it would be bad to have the MMO game server also serve up the files for the dynamic web content generation, so i made a separate project. the web content generator is on a different server so that one has to be separate
 
@bazola I thought your plan was to have the MMO server write to the files every x minutes?
either way, I'm not sure what bad thing could happen if things actually happened at the same time?
 
[Cardshifter/Cardshifter] Phrancis pushed 3 commits to js
 
7:12 PM
what things are you afraid of should happen at the same time?
 
Still don't see the changes to the JSON...
 
the client connects and requests the files while they are being written by the mmo server, and gets incomplete or corrupted data
 
I think that the web server and the MMO server should be different. You don't want all your traffic at the same place
 
well the actual website is hosted on another server, yeah
 
Wait, @Simon I see changes, I think you just missed one. Sorry for the confusion :)
 
7:15 PM
i think i should probably post this idea for review, but i probably wont have time today
 
@Phrancis see the JSGame.js file instead. I did not touch CardData.js (and CardData.js is not used. JSGame.js is the file to edit if you want to see the changes)
 
OK. I think I need to clean up a bit :)
No point in keeping phrancis-cards.cards now either, correct? Or should we keep it for now until the documentation about JSON cards is written?
(which I will start on today)
 
@bazola the web server and MMO server should absolutely be different, yes. I think you can use a file lock approach. While you are writing to the files, add a file to the directory that indicates that they are being updated. then remove that file when you are done. whenever you read, check if the file exists.
@Phrancis no need to remove it. PhrancisGame.java depends on that file.
 
OK
 
@SimonAndréForsberg thats very interesting. i noticed those being automatically created when my logging library is working, but as far as I know I didn't set it up to do that purposely
 
7:23 PM
/**
 * Contains the library of cards available for a Cardshifter game in JSON format.
 * See the game documentation for an explanation of the usage of each
 *  attribute and effect.
 * @param {Object} game - An instance of the game.
 * @param {Object} zone - An instance of the zones.
 * @param {Object} cards - Collection of card attributes, properties and effects.
 */
function addCards(game, zone) {
    applyCardKeywords(game, zone, {
        cards: [
@Simon ^^ Can the @param descriptions for game and zone be improved somehow? I'm not sure how to word it better
 
@Phrancis zone is the zone to where the cards should be added
and you have no cards parameter there
 
OK
 
[Cardshifter/Cardshifter] build #891 for commit 749e6b00 on branch js passed
[Cardshifter/Cardshifter] Phrancis pushed commit 15c64c33 to js: finalized conversion of cards to JSON
[Cardshifter/Cardshifter] Phrancis pushed commit b1ba2f23 to js: removed unused proof-of-concept JS files, since @Zomis has a working JS implementation now
> I agree.
> I don't think this will be needed after all. I think your JS implementation looks good and won't need this particular type of documentation, at least for now.
[Cardshifter/Cardshifter] Phrancis pushed commit af5e69a2 to js: Create card-library-guide.md
 
7:48 PM
@Phrancis Upcoming feature:
                effects: [
                    {
                        res: SCRAP,
                        priority: 1,
                        change: 1,
                        filter: { samePlayer: true, zone: "Battlefield", creature: true }
                    }
                ]
can you guess what that does? ^^
I should perhaps rename 'effects' to... 'whilePresent'
 
That would be much more clear
Does that make it where any of your creature cards in play are worth +1 scrap than their initial values?
I would also suggest, if possible, to use resource: instead of res:
res: I feel is a bit ambiguous...
 
@Phrancis yup
 
That's sweet though!
 
@Phrancis 'if possible'? Of course it's possible. Will fix.
I think I might have used 'res' at several places.
 
And I'm guessing the resource could be any of the values in the ECSResourceMap eh?
 
7:53 PM
'resource' is really much better
@Phrancis yup
 
That's going to be awesome
 
[Cardshifter/Cardshifter] build #892 for commit b1ba2f23 on branch js passed
 
Just my opinion, but I think soon enough we should pop out a new release, after we have a few more effects under our belt, and documentation written
 
not so sure about a full release, but at least a snapshot release
2
 
Yeah that would be good, that way we can do some game balance design and testing with the new JS toys ;)
 
7:58 PM
[Cardshifter/Cardshifter] Zomis pushed 3 commits to js-load
[Cardshifter/Cardshifter] Zomis pushed commit ce293b2f to js-load: added ComponentRetriever.singletonOptional
[Cardshifter/Cardshifter] Zomis pushed commit 26811717 to js-load: changed ECSResourceStrategy
[Cardshifter/Cardshifter] Zomis pushed commit 87846f07 to js-load: added first basic support for whilePresent ability! (issue #182)
2
[Cardshifter/Cardshifter] Zomis pushed commit 5dcfacf1 to js-load: Merge branch 'js' of github.com:Cardshifter/Cardshifter into js-load
 
@Phrancis Just a suggestion: Feel free to always use a comma at the end, even if it is the end of a list or object. It makes it easier to add new things afterwards. JS does not cause an error if there is a trailing comma
(the same is true for Java, btw)
 
Oh OK, good. So used to SQL bitching because of a tiny extra / missing comma lol.
 
[Cardshifter/Cardshifter] build #893 for commit af5e69a2 on branch js passed
> With #182 somewhat applied, I noticed that those modifications are not shown properly to clients. The data being sent to the clients does not take the resource strategy into consideration.
 
Hmm, interesting
class APITest(TestCase):
    def setUp(self):
        self.client = Client()

    def test_message(self):
        response = self.client.get("/api/message")
        response_content = response.content
        if six.PY3:
            response_content = str(response_content, encoding="utf8")

        self.assertJSONEqual(
            response_content,
            {
                "message": "Hello world!"
            }
        )
Just adding a little bit of refactoring and this part is actually not too bad
There's still hope
 
8:17 PM
[Cardshifter/Cardshifter] build #894 for commit 5dcfacf1 on branch js-load errored
@SimonAndr, your build reported bad status: Errored!
[Cardshifter/Cardshifter] Zomis pushed commit 99450f27 to js-load: fixed compiler error in ResourceTest
 
How do you do code blocks in .md files?
 
@Phrancis same as on Stack Exchange. four spaces
 
[Cardshifter/Cardshifter] Phrancis pushed commit 9a3de5bc to js: Update card-library-guide.md
 
@Simon If I created a creature card with health: 0 it would die immediately after being played, right?
 
@Phrancis yes, unless there is something in play that gives it +health
(at least that is how it is supposed to work)
 
8:33 PM
OK.
Hypothetically, what would happen in consequence of having two completely different cards with the same name:?
 
undefined behavior for what card would be returned if you were to search for it (for example in a 'summon' effect)
 
[Cardshifter/Cardshifter] build #895 for commit 99450f27 on branch js-load passed
 
8:47 PM
[Cardshifter/Cardshifter] build #896 for commit 9a3de5bc on branch js passed
 
@SimonAndréForsberg Would that cause a run-time error? Or do you think we should have a test for that as a game is starting?
 
@Phrancis it would currently not cause a run-time error. can only cause unexpected behavior, possibly.
don't know if we should test for it or not
 
OK.
 
speaking of tests....
 
Probably not worth worrying about for now, since there are so few of us working on that aspect, but maybe in the future at some point we can think of adding that, might be useful for larger card libraries.
 
8:57 PM
> For modders, it would be really helpful if they could run some kind of "unit tests" on their JS mods.

Would be good to have a *simple* way to do this.
 
@Phrancis absolutely
 
@Duga simple is the key word!
 
I honestly don't have much of a clue for how to test that part...
 
What, the mod unit tests?
 
yes
the JS mods
How to test JS mods?
 
8:59 PM
Other than actually running the game eh?
 
Well... what would you think of perhaps some way that all the different functions are called and return a log of all the game mapping? (e.g., what things carry what value)
 
> For some possible inspiration (of how Java mods can be tested), see github.com/Cardshifter/Cardshifter/blob/develop/…
 
Kind of a human-readable "summary" of the different game parameters
 
that's not really testing though
 
9:01 PM
True
 
but perhaps could also be helpful
 
So... what would real testing imply?
I think we could test the JSON cards for invalid values, e.g., name: true or health: "hello"
Maybe test for int overflow... health: 9999999999999999999999
 
	@Test
	public void summoningSicknessCannotAttack() {
		Entity attacker = mod.createCreature(0, field.get(currentPlayer()), 1, 1, "B0T", 1);
		assertResource(attacker, PhrancisResources.SICKNESS, 1);
		assertResource(attacker, PhrancisResources.ATTACK_AVAILABLE, 1);
		useFail(attacker, PhrancisGame.ATTACK_ACTION);
	}
 
I see
 
1. create a creature
2. make sure that it has a SICKNESS of 1 and ATTACK_AVAILABLE of 1
3. make sure that it cannot attack
 
9:08 PM
Well, might be a good start to just replicate what tests are written for the Java version
I just saw a test that I think might actually be a feature to add to the JS cards
canOnlyAttackOpponentPlayer
In HS you can attack your own creatures, and I think even yourself
Might be something we would want to either turn on or off (perhaps as different game styles)
 
@Phrancis No, in HS you can only attack your opponent creatures and the opponent player (unless there's some secret in play that screws things up, of course...)
 
Oh, is that so? I haven't played in a while
 
me neither
 
Let's just wait to see if a need comes up for it, then
@Simon if I wanted to compile and run from js or js-load branch using Eclipse, do I need Gradle plug-in and Android SDK as well?
 
@Phrancis nope, for that you only need the regular Eclipse stuff
 
9:17 PM
How would I go about it? (sorry, I've only compiled it a few times and that was in Netbeans long ago)
 
@Phrancis first of all: What does the 14 errors say?
 
Looks like it's mostly related to Maven
Brb smoke, no hurry on this, I can work on it just fine without compiling for now
 
right, I'll get on that... I just need to make a snapshot deploy
Once the errors are solved: Navigate to ServerMain.java (use Ctrl + Shift + T) and click on "Run". Then do the same for GameClient.java
 
OK
 
9:36 PM
@Phrancis Select a project to the left and click Alt + F5 to try to fix the maven problems
 
[Cardshifter/Cardshifter] Zomis pushed commit b55cfcec to js-load: corrected usage of denyCounterAttack
[Cardshifter/Cardshifter] Zomis pushed commit 79bb1bf9 to js-load: refactored filter keywords
[Cardshifter/Cardshifter] Zomis pushed commit 58e68d98 to js-load: extracted keywords-filters.js
[Cardshifter/Cardshifter] Zomis pushed commit 2ada65ab to js-load: fixed some JavaDoc issues
 
@Phrancis I suggest you merge these things into your branch ^^
 
Your branch is up-to-date with 'origin/js'.
Francis-Veilleux-Gabourys-MacBook:cardshifter francisveilleux-gaboury$ git merge origin/js-load
Already up-to-date.
? ^^
 
git pull origin js-load
 
OH
Francis-Veilleux-Gabourys-MacBook:cardshifter francisveilleux-gaboury$ git status
On branch js
Your branch is ahead of 'origin/js' by 10 commits.
  (use "git push" to publish your local commits)
 
9:43 PM
yes, feel free to push
 
After pulling... ^ I tried to git push after that but it errored
 
with what message?
 
Francis-Veilleux-Gabourys-MacBook:cardshifter francisveilleux-gaboury$ git push
To github.com/Cardshifter/Cardshifter
 ! [rejected]        js -> js (fetch first)
error: failed to push some refs to 'https://github.com/Cardshifter/Cardshifter'
hint: Updates were rejected because the remote contains work that you do
hint: not have locally. This is usually caused by another repository pushing
hint: to the same ref. You may want to first integrate the remote changes
hint: (e.g., 'git pull ...') before pushing again.
 
try this: git pull origin js --rebase
 
Francis-Veilleux-Gabourys-MacBook:cardshifter francisveilleux-gaboury$ git pull origin js --rebase
error: unknown option `rebase'
o.o
 
9:45 PM
how about just git pull --rebase then?
or git pull --rebase origin js
 
[Cardshifter/Cardshifter] Phrancis pushed commit d5cc7444 to js: added ComponentRetriever.singletonOptional
[Cardshifter/Cardshifter] Phrancis pushed commit 9730389c to js: changed ECSResourceStrategy
 
[Cardshifter/Cardshifter] Phrancis pushed commit 8ae5d2cb to js: added first basic support for whilePresent ability! (issue #182)
 
That was git pull --rebase
And then push
 
this was not planned...
 
9:46 PM
[Cardshifter/Cardshifter] Phrancis pushed commit 499015cc to js: fixed compiler error in ResourceTest
[Cardshifter/Cardshifter] Phrancis pushed commit efb2bc86 to js: corrected usage of denyCounterAttack
[Cardshifter/Cardshifter] Phrancis pushed commit 4be5c80b to js: refactored filter keywords
[Cardshifter/Cardshifter] Phrancis pushed commit 5c4696ca to js: extracted keywords-filters.js
 
Francis-Veilleux-Gabourys-MacBook:cardshifter francisveilleux-gaboury$ git status
On branch js
Your branch is up-to-date with 'origin/js'.

nothing to commit, working directory clean
 
[Cardshifter/Cardshifter] Phrancis pushed commit 04e9a435 to js: fixed some JavaDoc issues
 
eh, whatever, it works now at least.
 
@SimonAndréForsberg Well, Eclipse has the updated files and all now, guess it worked, though probably not as "cleanly" as it could have been
 
git pull --rebase did not do what I expected it to do this time, but that's alright
just results in more commits in the statistics.
 
9:49 PM
> Did I miss a commit-fest?
 
[Cardshifter/Cardshifter] Zomis pushed 9 commits to js
[Cardshifter/Cardshifter] Zomis pushed commit 6148e9ba to js: Merge branch 'js' into js-load
[Cardshifter/Cardshifter] Zomis pushed 10 commits to js-load
 
I think you did
@Phrancis do a normal git pull now
 
Francis-Veilleux-Gabourys-MacBook:cardshifter francisveilleux-gaboury$ git pull
remote: Counting objects: 1, done.
remote: Total 1 (delta 0), reused 1 (delta 0), pack-reused 0
Unpacking objects: 100% (1/1), done.
From github.com/Cardshifter/Cardshifter
   04e9a43..6148e9b  js         -> origin/js
   2ada65a..6148e9b  js-load    -> origin/js-load
Updating 04e9a43..6148e9b
Fast-forward
 
Francis-Veilleux-Gabourys-MacBook:cardshifter francisveilleux-gaboury$ git status
On branch js
Your branch is up-to-date with 'origin/js'.
 
9:52 PM
I love fast-forwards
 
\o/
 
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