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IDProjectCategoryView StatusLast Update
0002977FSSCPscriptingpublic2013-12-18 12:27
Reporterz64555 Assigned Toz64555  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionfixed 
PlatformSager NP8250 "BlackPhoenix"OSWindowsOS Version8
Product Version3.7.0 
Fixed in Version3.7.1 
Summary0002977: GS_STATE and GS_EVENT names not matching up to proper text strings
DescriptionFringeSpace had an issue where they could not bring up the ship lab via mainhall script since the new Pilot code went in. I have since tracked this down to an issue with the GS_STATE and GS_EVENT names in gamesequence.h not matching up to the text in the char arrays in gamesequence.cpp, resulting in improper referencing to GS_EVENT_LOOP_BRIEF and above, and GS_STATE_LOOP_BRIEF and above.

Since LUA aparently gets the GS_EVENT and GS_STATE index values from this char arrays, any scripts that attempted to use these out-of-sequence indices would fail, or otherwise trigger on/call up the wrong event/state.

Another effect, although minor, was that the "Got event..." strings in the fs2_open.log would show the improper GS_EVENT and GS_STATE names along with their index.
Steps To ReproduceTry running a script that uses any of these, and take careful note of when they trigger in the fs2_open.log:
GS_EVENT_LOOP_BRIEF, GS_EVENT_CAMPAIGN_CHEAT, GS_EVENT_PXO, GS_EVENT_LAB, GS_EVENT_PXO_HELP, GS_EVENT_FICTION_VIEWER, GS_EVENT_SCRIPTING

GS_STATE_LOOP_BRIEF, GS_STATE_PXO, GS_STATE_LAB, GS_STATE_PXO_HELP, GS_STATE_START_GAME, GS_STATE_FICTION_VIEWER, GS_STATE_SCRIPTING
TagsNo tags attached.

Activities

z64555

2013-12-13 06:43

developer   ~0015512

Added a patch that changes the #define lists into enumerations, which should make things easier to add, delete, move around, etc. Just be sure that you make the strings in gamesequence.cpp match up to the enum's sequence or you'll screw up the LUA scripts

m_m

2013-12-13 08:16

developer   ~0015513

Looks good to me although I don't think that the changes to the Visual Studio solution are necessary but everything else seems to be alright.

z64555

2013-12-13 15:09

developer  

mantis_2977_1.diff (17,629 bytes)   
diff --git a/code/gamesequence/gamesequence.cpp b/code/gamesequence/gamesequence.cpp
index c10bfd8..e0e7944 100644
--- a/code/gamesequence/gamesequence.cpp
+++ b/code/gamesequence/gamesequence.cpp
@@ -42,7 +42,7 @@ static int state_in_event_processer = 0;
 
 script_hook GS_state_hooks[GS_NUM_STATES];
 
-// Text of state, corresponding to #define values for GS_STATE_*
+// Text of state, corresponding to enum values for GS_STATE_*
 //XSTR:OFF
 char *GS_event_text[] =
 {
@@ -106,19 +106,19 @@ char *GS_event_text[] =
 	"GS_EVENT_RED_ALERT",
 	"GS_EVENT_SIMULATOR_ROOM",
 	"GS_EVENT_END_CAMPAIGN",
-	"GS_EVENT_LOOP_BRIEF",
+	"GS_EVENT_LOOP_BRIEF",							// 60
 	"GS_EVENT_CAMPAIGN_CHEAT",
 	"GS_EVENT_PXO",
 	"GS_EVENT_LAB",
-	"GS_EVENT_PXO_HELP",							// 65
-	"GS_EVENT_FICTION_VIEWER",
+	"GS_EVENT_PXO_HELP",
+	"GS_EVENT_FICTION_VIEWER",						// 65
 	"GS_EVENT_SCRIPTING"
 };
 //XSTR:ON
 
 int Num_gs_event_text = sizeof(GS_event_text)/sizeof(char*);
 
-// Text of state, corresponding to #define values for GS_STATE_*
+// Text of state, corresponding to enum values for GS_STATE_*
 //XSTR:OFF
 char *GS_state_text[] =
 {
@@ -171,8 +171,8 @@ char *GS_state_text[] =
 	"GS_STATE_GAMEPLAY_HELP",
 	"GS_STATE_LOOP_BRIEF",
 	"GS_STATE_PXO",
-	"GS_STATE_LAB",									// 50
-	"GS_STATE_PXO_HELP",
+	"GS_STATE_LAB",
+	"GS_STATE_PXO_HELP",							// 50
 	"GS_STATE_START_GAME",
 	"GS_STATE_FICTION_VIEWER",
 	"GS_STATE_SCRIPTING"
diff --git a/code/gamesequence/gamesequence.h b/code/gamesequence/gamesequence.h
index e1788ff..33b9e57 100644
--- a/code/gamesequence/gamesequence.h
+++ b/code/gamesequence/gamesequence.h
@@ -15,143 +15,153 @@
 #ifndef __GAMESEQUENCE_H__
 #define __GAMESEQUENCE_H__
 
-// defines for game sequencing events
-//
-
-#define GS_EVENT_MAIN_MENU						0		// first event to move to first state
-#define GS_EVENT_START_GAME						1		// start a new game (Loads a mission then goes to briefing state)
-#define GS_EVENT_ENTER_GAME						2		// switches into game state, probably after mission briefing or ship selection.
-#define GS_EVENT_START_GAME_QUICK				3		// start a new game (Loads a mission then goes to directly to game state)
-#define GS_EVENT_END_GAME						4		// end the current game (i.e. back to main menu)
-#define GS_EVENT_QUIT_GAME						5		// quit the entire game
-#define GS_EVENT_PAUSE_GAME						6		// pause the current game
-#define GS_EVENT_PREVIOUS_STATE					7		// return to the previous state
-#define GS_EVENT_OPTIONS_MENU					8		// go to the options menu
-#define GS_EVENT_BARRACKS_MENU					9		// go to the barracks menu
-#define GS_EVENT_TRAINING_MENU					10		// go to the training menu
-#define GS_EVENT_TECH_MENU						11		// go to the tech room menu
-#define GS_EVENT_LOAD_MISSION_MENU				12		// go to the load mission menu
-#define GS_EVENT_SHIP_SELECTION					13		// Show ship selection menu
-#define GS_EVENT_TOGGLE_FULLSCREEN				14		//	toggle fullscreen mode
-#define GS_EVENT_START_BRIEFING					15		// go to the briefing for the current mission
-#define GS_EVENT_DEBUG_PAUSE_GAME				16
-#define GS_EVENT_HUD_CONFIG						17		// start the HUD configuration screen
-#define GS_EVENT_MULTI_JOIN_GAME				18		// start multiplayer join game screen
-#define GS_EVENT_CONTROL_CONFIG					19		// get user to choose what type of controller to config
-#define GS_EVENT_EVENT_DEBUG					20		 // an event debug trace scroll list display screen
-#define GS_EVENT_WEAPON_SELECTION				21		// Do weapon loadout 
-#define GS_EVENT_MISSION_LOG_SCROLLBACK			22		// scrollback screen for message log entries
-#define GS_EVENT_GAMEPLAY_HELP					23		// show help for the gameplay
-#define GS_EVENT_DEATH_DIED						24		//	Player just died
-#define GS_EVENT_DEATH_BLEW_UP					25		//	Saw ship explode.
-#define GS_EVENT_NEW_CAMPAIGN					26
-#define GS_EVENT_CREDITS						27		// Got to the credits
-#define GS_EVENT_SHOW_GOALS						28		// Show the goal status screen
-#define GS_EVENT_HOTKEY_SCREEN					29		// Show the hotkey assignment screen
-#define GS_EVENT_VIEW_MEDALS					30		// Go to the View Medals screen
-#define GS_EVENT_MULTI_HOST_SETUP				31		// host setup for multiplayer
-#define GS_EVENT_MULTI_CLIENT_SETUP				32		// client setup for multiplayer
-#define GS_EVENT_DEBRIEF						33		// go to debriefing
-#define GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN  	34    // go to the management screen
-#define GS_EVENT_MULTI_STD_WAIT					35    // standalone wait state
-#define GS_EVENT_STANDALONE_MAIN				36    // the main do-nothing state of the standalone
-#define GS_EVENT_MULTI_PAUSE				    37    // pause your multiplayer game
-#define GS_EVENT_TEAM_SELECT					38		// team selection for multiplayer
-#define GS_EVENT_TRAINING_PAUSE					39		// pause game while training message is displayed
-#define GS_EVENT_INGAME_PRE_JOIN				40    // go to ship selection screen for ingame join
-#define GS_EVENT_PLAYER_WARPOUT_START			41		// player hit 'j' to warp out
-#define GS_EVENT_PLAYER_WARPOUT_START_FORCED	42		// player is being forced out of mission no matter what
-#define GS_EVENT_PLAYER_WARPOUT_STOP			43		// player hit 'esc' or something to cancel warp out
-#define GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1		44		// player ship got up to speed
-#define GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2		45		// player ship got through the warp effect
-#define GS_EVENT_PLAYER_WARPOUT_DONE			46		// warp effect went away
-#define GS_EVENT_STANDALONE_POSTGAME			47	   // debriefing, etc
-#define GS_EVENT_INITIAL_PLAYER_SELECT			48		// initial screen where player selects from multi/single player pilots
-#define GS_EVENT_GAME_INIT						49
-#define GS_EVENT_MULTI_MISSION_SYNC				50    // sychronize/transfer/load any mission specific data in multiplayer
-#define GS_EVENT_MULTI_START_GAME				51		// immediately before the create game screen for the host to set the game variables
-#define GS_EVENT_MULTI_HOST_OPTIONS				52		// options the host can set while in the create game scree
-#define GS_EVENT_MULTI_DOGFIGHT_DEBRIEF			53		// multiplayer furball debriefing screen (replaces normal debriefing)
-#define GS_EVENT_CAMPAIGN_ROOM					54
-#define GS_EVENT_CMD_BRIEF						55		// switch to command briefing screen
-#define GS_EVENT_TOGGLE_GLIDE					56		//	GS_EVENT_TOGGLE_GLIDE
-#define GS_EVENT_RED_ALERT						57		// go to red alert screen
-#define GS_EVENT_SIMULATOR_ROOM					58
-#define GS_EVENT_END_CAMPAIGN					59		// end of the whole thang.
-#define GS_EVENT_LOOP_BRIEF						61		// campaign loop brief
-#define GS_EVENT_CAMPAIGN_CHEAT					62		// skip to a mission in a campaign
-#define GS_EVENT_PXO							63
-#define GS_EVENT_LAB							64		// WMC - I-FRED concept
-#define GS_EVENT_PXO_HELP						65
-#define GS_EVENT_FICTION_VIEWER					66
-#define GS_EVENT_SCRIPTING						67
-
+/**
+ *  @brief Enum's for Game Sequence Events.
+ *  
+ *  @details IMPORTANT: When you add a new event, update the initialization for GS_event_text[] which is done in
+ *      gamesequence.cpp. Otherwise, the fs2_open.log string "Got event..." will not display properly.
+ */
+enum GS_EVENT {
+	GS_EVENT_MAIN_MENU                  = 0,    // first event to move to first state
+	GS_EVENT_START_GAME,                        // start a new game (Loads a mission then goes to briefing state)
+	GS_EVENT_ENTER_GAME,                        // switches into game state, probably after mission briefing or ship selection.
+	GS_EVENT_START_GAME_QUICK,                  // start a new game (Loads a mission then goes to directly to game state)
+	GS_EVENT_END_GAME,                          // end the current game (i.e. back to main menu)
+	GS_EVENT_QUIT_GAME,                         // quit the entire game
+	GS_EVENT_PAUSE_GAME,                        // pause the current game
+	GS_EVENT_PREVIOUS_STATE,                    // return to the previous state
+	GS_EVENT_OPTIONS_MENU,                      // go to the options menu
+	GS_EVENT_BARRACKS_MENU,                     // go to the barracks menu
+	GS_EVENT_TRAINING_MENU,                     // go to the training menu
+	GS_EVENT_TECH_MENU,                         // go to the tech room menu
+	GS_EVENT_LOAD_MISSION_MENU,                 // go to the load mission menu
+	GS_EVENT_SHIP_SELECTION,                    // Show ship selection menu
+	GS_EVENT_TOGGLE_FULLSCREEN,                 // toggle fullscreen mode
+	GS_EVENT_START_BRIEFING,                    // go to the briefing for the current mission
+	GS_EVENT_DEBUG_PAUSE_GAME,
+	GS_EVENT_HUD_CONFIG,                        // start the HUD configuration screen
+	GS_EVENT_MULTI_JOIN_GAME,                   // start multiplayer join game screen
+	GS_EVENT_CONTROL_CONFIG,                    // get user to choose what type of controller to config
+	GS_EVENT_EVENT_DEBUG,                       // an event debug trace scroll list display screen
+	GS_EVENT_WEAPON_SELECTION,                  // Do weapon loadout 
+	GS_EVENT_MISSION_LOG_SCROLLBACK,            // scrollback screen for message log entries
+	GS_EVENT_GAMEPLAY_HELP,                     // show help for the gameplay
+	GS_EVENT_DEATH_DIED,                        // Player just died
+	GS_EVENT_DEATH_BLEW_UP,                     // Saw ship explode.
+	GS_EVENT_NEW_CAMPAIGN,
+	GS_EVENT_CREDITS,                           // Got to the credits
+	GS_EVENT_SHOW_GOALS,                        // Show the goal status screen
+	GS_EVENT_HOTKEY_SCREEN,                     // Show the hotkey assignment screen
+	GS_EVENT_VIEW_MEDALS,                       // Go to the View Medals screen
+	GS_EVENT_MULTI_HOST_SETUP,                  // host setup for multiplayer
+	GS_EVENT_MULTI_CLIENT_SETUP,                // client setup for multiplayer
+	GS_EVENT_DEBRIEF,                           // go to debriefing
+	GS_EVENT_GOTO_VIEW_CUTSCENES_SCREEN,        // go to the management screen
+	GS_EVENT_MULTI_STD_WAIT,                    // standalone wait state
+	GS_EVENT_STANDALONE_MAIN,                   // the main do-nothing state of the standalone
+	GS_EVENT_MULTI_PAUSE,                       // pause your multiplayer game
+	GS_EVENT_TEAM_SELECT,                       // team selection for multiplayer
+	GS_EVENT_TRAINING_PAUSE,                    // pause game while training message is displayed
+	GS_EVENT_INGAME_PRE_JOIN,                   // go to ship selection screen for ingame join
+	GS_EVENT_PLAYER_WARPOUT_START,              // player hit 'j' to warp out
+	GS_EVENT_PLAYER_WARPOUT_START_FORCED,       // player is being forced out of mission no matter what
+	GS_EVENT_PLAYER_WARPOUT_STOP,               // player hit 'esc' or something to cancel warp out
+	GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1,        // player ship got up to speed
+	GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2,        // player ship got through the warp effect
+	GS_EVENT_PLAYER_WARPOUT_DONE,               // warp effect went away
+	GS_EVENT_STANDALONE_POSTGAME,               // debriefing, etc
+	GS_EVENT_INITIAL_PLAYER_SELECT,             // initial screen where player selects from multi/single player pilots
+	GS_EVENT_GAME_INIT,
+	GS_EVENT_MULTI_MISSION_SYNC,                // sychronize/transfer/load any mission specific data in multiplayer
+	GS_EVENT_MULTI_START_GAME,                  // immediately before the create game screen for the host to set the game variables
+	GS_EVENT_MULTI_HOST_OPTIONS,                // options the host can set while in the create game scree
+	GS_EVENT_MULTI_DOGFIGHT_DEBRIEF,            // multiplayer furball debriefing screen (replaces normal debriefing)
+	GS_EVENT_CAMPAIGN_ROOM,
+	GS_EVENT_CMD_BRIEF,                         // switch to command briefing screen
+	GS_EVENT_TOGGLE_GLIDE,                      // GS_EVENT_TOGGLE_GLIDE
+	GS_EVENT_RED_ALERT,                         // go to red alert screen
+	GS_EVENT_SIMULATOR_ROOM,
+	GS_EVENT_END_CAMPAIGN,                      // end of the whole thang.
+	GS_EVENT_LOOP_BRIEF,                        // campaign loop brief
+	GS_EVENT_CAMPAIGN_CHEAT,                    // skip to a mission in a campaign
+	GS_EVENT_PXO,
+	GS_EVENT_LAB,                               // WMC - I-FRED concept
+	GS_EVENT_PXO_HELP,
+	GS_EVENT_FICTION_VIEWER,
+	GS_EVENT_SCRIPTING,
+
+	GS_NUM_EVENTS    // Last one++
+};
 // IMPORTANT:  When you add a new event, update the initialization for GS_event_text[]
-//             which is done in GameSequence.cpp
+//             which is done in gamesequence.cpp
 //
 extern char *GS_event_text[];		// text description for the GS_EVENT_* #defines above
 
 
-// defines for game sequencing states
-//
-// IMPORTANT:  When you add a new state, update the initialization for GS_state_text[]
-//             which is done in GameSequence.cpp
-#define GS_STATE_MAIN_MENU							1
-#define GS_STATE_GAME_PLAY							2
-#define GS_STATE_GAME_PAUSED						3
-#define GS_STATE_QUIT_GAME							4
-#define GS_STATE_OPTIONS_MENU						5
-#define GS_STATE_BARRACKS_MENU						6
-#define GS_STATE_TECH_MENU							7
-#define GS_STATE_TRAINING_MENU						8
-#define GS_STATE_LOAD_MISSION_MENU					9
-#define GS_STATE_BRIEFING							10
-#define GS_STATE_SHIP_SELECT						11
-#define GS_STATE_DEBUG_PAUSED						12
-#define GS_STATE_HUD_CONFIG							13
-#define GS_STATE_MULTI_JOIN_GAME					14
-#define GS_STATE_CONTROL_CONFIG						15
-#define GS_STATE_WEAPON_SELECT						16
-#define GS_STATE_MISSION_LOG_SCROLLBACK				17
-#define GS_STATE_DEATH_DIED							18		//	Player just died
-#define GS_STATE_DEATH_BLEW_UP						19		//	Saw ship explode.
-#define GS_STATE_SIMULATOR_ROOM						20
-#define GS_STATE_CREDITS							21
-#define GS_STATE_SHOW_GOALS							22
-#define GS_STATE_HOTKEY_SCREEN						23
-#define GS_STATE_VIEW_MEDALS						24		// Go to the View Medals screen
-#define GS_STATE_MULTI_HOST_SETUP					25		// state where host sets up multiplayer game
-#define GS_STATE_MULTI_CLIENT_SETUP					26		// client setup for multiplayer game
-#define GS_STATE_DEBRIEF							27
-#define GS_STATE_VIEW_CUTSCENES						28
-#define GS_STATE_MULTI_STD_WAIT						29
-#define GS_STATE_STANDALONE_MAIN					30
-#define GS_STATE_MULTI_PAUSED						31
-#define GS_STATE_TEAM_SELECT						32
-#define GS_STATE_TRAINING_PAUSED					33		 // game is paused while training msg is being read.
-#define GS_STATE_INGAME_PRE_JOIN					34		 // go to ship selection screen for ingame join
-#define GS_STATE_EVENT_DEBUG						35		 // an event debug trace scroll list display screen
-#define GS_STATE_STANDALONE_POSTGAME				36		 // debriefing, etc.
-#define GS_STATE_INITIAL_PLAYER_SELECT				37
-#define GS_STATE_MULTI_MISSION_SYNC					38
-#define GS_STATE_MULTI_START_GAME					39
-#define GS_STATE_MULTI_HOST_OPTIONS					40
-#define GS_STATE_MULTI_DOGFIGHT_DEBRIEF				41
-#define GS_STATE_CAMPAIGN_ROOM						42
-#define GS_STATE_CMD_BRIEF							43		// command briefing screen
-#define GS_STATE_RED_ALERT							44		// red alert screen
-#define GS_STATE_END_OF_CAMPAIGN					45		// end of main campaign -- only applicable in single player
-#define GS_STATE_GAMEPLAY_HELP						46
-#define GS_STATE_LOOP_BRIEF							48
-#define GS_STATE_PXO								49
-#define GS_STATE_LAB								50
-#define GS_STATE_PXO_HELP							51
-#define GS_STATE_START_GAME							52
-#define GS_STATE_FICTION_VIEWER						53
-#define GS_STATE_SCRIPTING							54
-
-#define GS_NUM_STATES							55			//Last one++
-
+/**
+ *  @brief Enum's for game sequencing states
+ *  
+ *  @details IMPORTANT: When you add a new state, you must update the initialization for GS_state_text[] in
+ *    gamesequence.cpp. Otherwise, the fs2_open.log string "Got event..." will not display properly.
+ */
+enum GS_STATE {
+	GS_STATE_INVALID           = 0,    // This state should never be reached
+	GS_STATE_MAIN_MENU,
+	GS_STATE_GAME_PLAY,
+	GS_STATE_GAME_PAUSED,
+	GS_STATE_QUIT_GAME,
+	GS_STATE_OPTIONS_MENU,
+	GS_STATE_BARRACKS_MENU,
+	GS_STATE_TECH_MENU,
+	GS_STATE_TRAINING_MENU,
+	GS_STATE_LOAD_MISSION_MENU,
+	GS_STATE_BRIEFING,
+	GS_STATE_SHIP_SELECT,
+	GS_STATE_DEBUG_PAUSED,
+	GS_STATE_HUD_CONFIG,
+	GS_STATE_MULTI_JOIN_GAME,
+	GS_STATE_CONTROL_CONFIG,
+	GS_STATE_WEAPON_SELECT,
+	GS_STATE_MISSION_LOG_SCROLLBACK,
+	GS_STATE_DEATH_DIED,               // Player just died
+	GS_STATE_DEATH_BLEW_UP,            // Saw ship explode.
+	GS_STATE_SIMULATOR_ROOM,
+	GS_STATE_CREDITS,
+	GS_STATE_SHOW_GOALS,
+	GS_STATE_HOTKEY_SCREEN,
+	GS_STATE_VIEW_MEDALS,              // Go to the View Medals screen
+	GS_STATE_MULTI_HOST_SETUP,         // state where host sets up multiplayer game
+	GS_STATE_MULTI_CLIENT_SETUP,       // client setup for multiplayer game
+	GS_STATE_DEBRIEF,
+	GS_STATE_VIEW_CUTSCENES,
+	GS_STATE_MULTI_STD_WAIT,
+	GS_STATE_STANDALONE_MAIN,
+	GS_STATE_MULTI_PAUSED,
+	GS_STATE_TEAM_SELECT,
+	GS_STATE_TRAINING_PAUSED,          // game is paused while training msg is being read.
+	GS_STATE_INGAME_PRE_JOIN,          // go to ship selection screen for ingame join
+	GS_STATE_EVENT_DEBUG,              // an event debug trace scroll list display screen
+	GS_STATE_STANDALONE_POSTGAME,      // debriefing, etc.
+	GS_STATE_INITIAL_PLAYER_SELECT,
+	GS_STATE_MULTI_MISSION_SYNC,
+	GS_STATE_MULTI_START_GAME,
+	GS_STATE_MULTI_HOST_OPTIONS,
+	GS_STATE_MULTI_DOGFIGHT_DEBRIEF,
+	GS_STATE_CAMPAIGN_ROOM,
+	GS_STATE_CMD_BRIEF,                // command briefing screen
+	GS_STATE_RED_ALERT,                // red alert screen
+	GS_STATE_END_OF_CAMPAIGN,          // end of main campaign -- only applicable in single player
+	GS_STATE_GAMEPLAY_HELP,
+	GS_STATE_LOOP_BRIEF,
+	GS_STATE_PXO,
+	GS_STATE_LAB,
+	GS_STATE_PXO_HELP,
+	GS_STATE_START_GAME,
+	GS_STATE_FICTION_VIEWER,
+	GS_STATE_SCRIPTING,
+
+	GS_NUM_STATES    // Last one++
+};
 // IMPORTANT:  When you add a new state, update the initialization for GS_state_text[]
 //             which is done in GameSequence.cpp
 //
mantis_2977_1.diff (17,629 bytes)   

z64555

2013-12-13 15:11

developer   ~0015514

Oh, right. It took me a few times to figure it out, but I uploaded a new version sans the VS solution changes.

(Jeez, only took me 3 attempts to get the blasted thing done.)

z64555

2013-12-18 12:27

developer   ~0015522

Fix committed @r10252

Issue History

Date Modified Username Field Change
2013-12-13 06:41 z64555 New Issue
2013-12-13 06:42 z64555 File Added: mantis_2977.diff
2013-12-13 06:43 z64555 Note Added: 0015512
2013-12-13 06:43 z64555 Assigned To => z64555
2013-12-13 06:43 z64555 Status new => code review
2013-12-13 08:16 m_m Note Added: 0015513
2013-12-13 15:03 z64555 File Added: mantis_2977_1.diff
2013-12-13 15:06 z64555 File Deleted: mantis_2977_1.diff
2013-12-13 15:07 z64555 File Added: mantis_2977_1.diff
2013-12-13 15:08 z64555 File Deleted: mantis_2977_1.diff
2013-12-13 15:09 z64555 File Added: mantis_2977_1.diff
2013-12-13 15:10 z64555 File Deleted: mantis_2977.diff
2013-12-13 15:11 z64555 Note Added: 0015514
2013-12-18 12:27 z64555 Note Added: 0015522
2013-12-18 12:27 z64555 Status code review => resolved
2013-12-18 12:27 z64555 Fixed in Version => 3.7.1
2013-12-18 12:27 z64555 Resolution open => fixed