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BZNotify | bzflag.org: allejo labeled pull request #26 "Add some admin related documentation for API functions" by The-Noah as ready for merge (https://git.io/fjZjX) | 02:45 |
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BZNotify | bzflag.org: allejo closed pull request #26 "Add some admin related documentation for API functions" by The-Noah (https://git.io/fjZjX) | 02:46 |
BZNotify | master @ bzflag.org: allejo pushed 2 commits (https://git.io/fjnvt): | 02:47 |
BZNotify | master @ bzflag.org: The-Noah 37a538: Add some admin related documentation for API functions (https://git.io/fjnvq) | 02:47 |
BZNotify | master @ bzflag.org: allejo 5d5457: Merge pull request #26 from The-Noah/documentation/api-admin (https://git.io/fjnvm) | 02:47 |
allejo | anyone else want to chime in for https://github.com/BZFlag-Dev/bzflag/pull/193 | 05:51 |
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The_Noah | Chime in what way? | 16:25 |
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allejo | e.g. opinions on the changes. positive or negative | 17:10 |
blast007 | or ideas for other changes to default settings | 17:10 |
blast007 | trying to make the default configuration closer to what a typical player would prefer | 17:11 |
The_Noah | Okay | 17:11 |
The_Noah | I'll see after I get home | 17:12 |
BZNotify | 2.4 @ bzflag: atupone pushed 1 commit (https://git.io/fjn3r): | 19:44 |
BZNotify | 2.4 @ bzflag: atupone 6b816f: Use CLIP_PLANE0 for ground clipping only. (https://git.io/fjn3o) | 19:44 |
BZNotify | bzflag: atupone synchronized pull request #194 "Use glm instead of our implementation (vectors.h)" (https://git.io/fjYFq) | 19:47 |
BZNotify | bzflag: atupone synchronized pull request #148 "Use of Vertex Buffer Objects instead of Client Arrays" (https://git.io/vhCKr) | 20:09 |
BZNotify | bzflag: atupone synchronized pull request #148 "Use of Vertex Buffer Objects instead of Client Arrays" (https://git.io/vhCKr) | 20:22 |
blast007 | tupone: what is the advantage of glm over our existing code? | 20:23 |
tupone | for the current code is just that it can use SIMD instruction | 20:28 |
blast007 | k | 20:28 |
tupone | for the future could be used to prepare the view/model matrix on > opengl2. And more | 20:30 |
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