spldart | Thanks for the heads up :thumbup: | 00:16 |
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the_map | ouch, thanks for letting us know blast | 01:45 |
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The_Noah | Oh. Guess I should finally update my Linux systems. | 02:55 |
spldart | sure enough. A new kernel. Not sure it's for this or not but doin the update. ;) | 03:00 |
blast007 | spldart: if you're running Debian at least, you can check which version fixed the exploit if you look at the debian security tracker links from that news.ycombinator.com link above | 03:06 |
spldart | OK! Thanks again :) | 03:21 |
spldart | Sweet! One reboot and I'm fixed ;) Thanks again! Huzzah | 03:23 |
spldart | Got 10 goin on one of my rigs. Really need to get around to the other 3 :/ | 03:26 |
blast007 | Debian 10 is scheduled to release on July 6th, so you can wait until then | 03:28 |
blast007 | (unless there's some delay in their release) | 03:28 |
blast007 | you don't necessarily get timely security updates with testing | 03:29 |
spldart | Usually I jump 6 months ahead of release but I'm getting old and decrepit so... Yeah. But LXDE deb 10 is plenty stable. | 03:29 |
spldart | Oh. I know. In fact there is warnings about that on the download page about security. | 03:30 |
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macsforme | tupone: I can help test the shader... which branch is it in? | 06:52 |
tupone | GL2.0 | 06:54 |
tupone | and up to now the shader file should be in the pwd | 06:55 |
tupone | I should change it asap | 06:55 |
macsforme | well, the Xcode project is all messed up... did you delete all the medium and low tank models? | 07:22 |
tupone | yes. to simplify i get only high quality and ecperimental | 07:25 |
macsforme | I'll try a command-line build with make instead | 07:29 |
tupone | if you find some problem you can commit | 07:31 |
macsforme | k, got it to run... seems to work fine | 07:34 |
macsforme | no shots on the radar with smooth points enabled | 07:35 |
tupone | Any how do you enable smooth points ? | 07:35 |
tupone | I run with lag and lead and point with size 2 | 07:36 |
macsforme | smoothing on in display settings | 07:36 |
tupone | I tested with bigger size and I see big squares | 07:37 |
tupone | I will check when at home. Point size is something in the fragment shader and I use the default one | 07:37 |
tupone | any speed increase you noticed ? | 07:38 |
macsforme | with smoothing on, I can see my own shots but not enemy shots | 07:42 |
macsforme | although I do see the lines in both cases | 07:43 |
macsforme | the shot lines occasionally do weird collapsing (like start out long, then get shorter until they go away... just every now and then) | 07:45 |
macsforme | will try to compare performance | 07:45 |
tupone | other shot are more or less opaque depending on the delta height | 08:09 |
macsforme | well, it's hard to tell because a lot of the quality/effects settings are different, but trying to match the settings closely, it seems like an 80-100 FPS improvement (~645 to ~745 in the scene I tested) | 08:10 |
macsforme | on my GTX TITAN | 08:10 |
macsforme | and yeah, it's glitchy, but I'm sure you know that | 08:11 |
macsforme | and darn it, allejo, why do you keep taking away my Riker Cup replay server :-P how am I supposed to benchmark... | 08:13 |
BZNotify | master @ bzflag-dependencies: macsforme pushed 2 commits (https://git.io/fjaFB): | 08:24 |
BZNotify | master @ bzflag-dependencies: macsforme c00803: Made the macOS build script correctly report build failures of the libraries (tested with a c-ares failure, at least). (https://git.io/fjaFR) | 08:24 |
BZNotify | master @ bzflag-dependencies: macsforme 85ef66: Changed macOS deployment target from 10.7 to 10.9 so that c-ares builds on Mojave, and we get better C++11 support and a higher minimum guaranteed version of OpenGL (IIRC). (https://git.io/fjaF0) | 08:24 |
BZNotify | master @ bzflag: macsforme pushed 1 commit (https://git.io/fjaFz): | 08:26 |
BZNotify | master @ bzflag: macsforme 3eb4fc: Changed macOS deployment target from 10.7 to 10.9 so that c-ares builds on Mojave, and we get better C++11 support and a higher minimum guaranteed version of OpenGL (IIRC). (https://git.io/fjaFg) | 08:26 |
tupone | macsforme: if the line are vertical are shorter. or if they bounce on pyramid | 09:41 |
tupone | and with the shader every point of the line get its opaquiness depending on the heigt. specially visible on th or laser | 09:43 |
tupone | glitchy? explain! | 12:33 |
tupone | macsforme: I see. Smoothing :( Had to fix them | 16:41 |
macsforme | tupone: by "glitchy," I mean there are line artifacts that show up all over the screen while playing... if you don't see this, I can try to take a video | 19:06 |
macsforme | the collapsing shot lines are not just shots hitting pyramids... the end of the line stays fixed, and the beginning of it collapses in to meet it... I only see it now and then | 19:09 |
tupone | glitchy I see when I smooth. I have not tested smoothing so I did not see | 19:10 |
allejo | macsforme: oops sorry about that, i keep forgetting that exists when i reboot my servers lol i'll put it back up later today | 19:30 |
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