BZNotify | bzflag: jwmelto opened pull request #203 "simplify singleton pattern, silencing compile warnings for issue #176" (https://git.io/fji8W) | 00:10 |
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BZNotify | bzflag: jwmelto review_requested pull request #203 | 00:10 |
BZNotify | bzflag: jwmelto review_requested pull request #203 | 00:10 |
BZNotify | bzflag: jwmelto review_requested pull request #203 | 00:10 |
BZNotify | bzflag: jwmelto commented on issue #176 "XCode Build Warnings" (2.4.20 - https://git.io/fji8l): #203 | 00:11 |
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blast007 | Flash: what would be the problem with -fvisibility=hidden? for our plugins it's already set up to (be able to) export symbols via https://github.com/BZFlag-Dev/bzflag/blob/2.4/include/bzfsAPI.h#L30-L44 | 00:17 |
Flash | if adding it caused plugins not to load, then it would be invasive | 00:17 |
blast007 | I tried previously to get Linux to correctly export only the API stuff, but it kept exporting everything regardless of the visibility setting | 00:17 |
Flash | nothing wrong with using it, if we wanted to, but I'd think that would be a deliberate effort | 00:17 |
blast007 | shouldn't be invasive. should just be messing with the definition of BZF_API. | 00:18 |
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Flash | maybe so | 00:18 |
blast007 | on Windows it's already exporting only the API stuff | 00:18 |
blast007 | (which is why plugins that bypass the API don't work on Windows) | 00:18 |
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Flash | Q3BSP.hh in modeltool is (C) Id Software ... should we have it? | 00:40 |
blast007 | dunno. it's from here: https://github.com/OGRECave/ogre/blob/master/PlugIns/BSPSceneManager/include/OgreQuake3Types.h | 01:08 |
blast007 | not seeing the same thing in the ioquake3 codebase | 01:08 |
BZNotify | bzflag.org: jwmelto synchronized pull request #31 "offer a homebrew alternative" (https://git.io/fj6bS) | 01:15 |
BZNotify | bzflag.org: jwmelto synchronized pull request #31 | 01:15 |
Flash | macsforme: the BZFlag project has debug symbols not hidden and release symbols hidden, but bzfs has both version not hidden | 01:44 |
Flash | everything I've read suggests that all compilation units should have the same setting | 01:45 |
Flash | if I change it to be the same as the default, the warnings go away | 01:49 |
Flash | nope. never mind. Xcode is smarter than me ... looks like I wasn't actually building :( | 02:19 |
blast007 | the settings should be the same for all projects regardless | 02:20 |
blast007 | for mac, we previously had debug symbols enabled for release builds because the builds (or apple's drivers) used to be quite crashy | 02:21 |
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BZNotify | bzflag: jwmelto commented on issue #176 "XCode Build Warnings" (2.4.20 - https://git.io/fji4D): >>ld: warning: direct access in function 'AccessControlList::sendId... | 03:08 |
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BZNotify | bzflag: macsforme commented on issue #176 "XCode Build Warnings" by jwmelto (2.4.20 - https://git.io/fji4b): The `-fvisibility=hidden` was I believe the suggested remedy in the... | 03:34 |
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macsforme | tupone: great, I'll check it out | 06:24 |
macsforme | I'm a little confused by all your PRs and branches, and all the forced pushes... I hope you can eventually do one clean feature per PR, so each feature can be understood and evaluated independently (although I know some features depend on others) | 06:27 |
macsforme | I'm excited to get shader support... that will facilitate the new menus I want to implement | 06:28 |
macsforme | blast007: yes, -NSDocumentRevisionsDebugMode has YES after it, although it looks like you figured that out... without checkargc, the client was trying to join the server with the address "YES" | 06:34 |
macsforme | tupone: yep, looks good | 06:43 |
macsforme | the clouds look like they're lower than in the standard client, though... not sure where that issue was introduced | 06:43 |
macsforme | Flash: okay, it looks like in Xcode the default behavior is for symbols to not be hidden by default for libraries, and for symbols to be hidden by default on executables | 06:53 |
macsforme | I probably had to change bzfs way back in the day to not hide symbols in order to make plugins load | 06:55 |
macsforme | when I delete all of the overrides for that setting, and then override it just once at the workspace level to NO, the only times I see those errors are when linking bzfs and when linking bzflag: https://pastebin.com/kHgnXSVH | 07:11 |
macsforme | looks like overriding it to YES still throws warnings in those same two places | 07:21 |
macsforme | curiously, in master, with the premake-generated Xcode projects, using -fvisibility=hidden eliminates those warnings entirely... I wonder if there is some linker setting in our 2.4 Xcode project that is causing those to show up | 07:46 |
macsforme | passing -fvisibility=default, or leaving it out entirely, causes the warnings to appear in those same two link steps | 07:46 |
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tupone | macsforme: I would like to push glm and missile first. But I don't want to break the tree so I need some support from you. Then I have to cleanup my port to GL1.5 reducing the number of commits | 08:44 |
tupone | after that GL2.0 ... I have some dependency on SDL2 that needs to be ported on other platform | 08:45 |
tupone | like selecting opengl version and reading file | 08:46 |
tupone | file -> shader | 08:47 |
tupone | I will check the cloud when at home. Doing a bisect should be enough | 08:48 |
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blast007 | I still don't like the idea of applying the glm/missile changes to 2.4. | 11:11 |
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tupone | i can remove the missile things. but glm is my gl2.0 porting | 12:05 |
blast007 | isn't GL 2.0 a big enough feature that it could be the focus of a new major release of the game? | 12:59 |
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tupone | why change the protocol if only the graphics is changing | 13:24 |
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The_Noah | Does anyone have an idea when GL2.0 will be ready? | 15:15 |
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blast007 | tupone: major releases aren't just for network protocol changes | 15:48 |
The_Noah | I think his point is why force people and servers to update when it is not required. | 15:54 |
blast007 | because I want a 2.6 release to happen :) | 15:54 |
blast007 | and part of the change is switching to a new math library and I don't want some odd issues to crop up that cause 2.4.18 and 2.4.20 to behave differently | 15:55 |
blast007 | protocol is also about client behavior - if the client behavior changes, the protocol should be bumped | 15:56 |
The_Noah | True. And I also really want 2.6 to be released :) | 16:14 |
The_Noah | What do you think about when you are locked on to someone with GM it will highlight them somehow on the radar? Kinda like when graphics are set to experimental. | 16:15 |
tupone | I would like to have GL2.0 on current server. If 2.6 is going to mantain the current protocol I agree on moving my branch on it. But I think the protocol was already moved ahead | 16:27 |
blast007 | I want 2.4 to be done with just minor maintenance | 16:43 |
tupone | I agree with that | 16:44 |
tupone | But why 2.6 had network changes if not needed | 16:44 |
blast007 | because we're adding new features that require network or behavior changes | 16:48 |
blast007 | I'll try to take some time to look at the changes. I'm probably just worried about nothing and it'll be fine for 2.4. | 16:52 |
tupone | glm and Missile I won't be worried. GL2.0 is a bigger change and need to be tested. I did playing but something I missed, macsforme found some problem that I fixed then | 16:56 |
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macsforme | I say we take all the projects currently being discussed/worked on, roll them into master, and move ahead with releasing 2.6 | 19:22 |
tupone | macsforme: is that anything there that needs protocol changes ? | 19:24 |
macsforme | yes, several things (I have to look back to remember what)... and anyway, IMHO, we need to move to a process where the protocol is updated regularly, and we can push out new clients to all platforms | 19:26 |
macsforme | I suggest that the 2.6 release is an ideal time to do that | 19:28 |
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blast007 | 2.4 could even be the "classic" version, if we'd want to have one :) | 20:14 |
tupone | fog is coded (not tested). Bisecting the snow now | 20:28 |
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BZNotify | bzflag: The-Noah opened issue #204 "Thief doesn't always set reload timer before being able to fire." (https://git.io/fjiPD) | 22:03 |
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