IRC logs of Freenode #BZFlag for Monday, 2019-07-08

BZNotifybzflag: jwmelto opened pull request #203 "simplify singleton pattern, silencing compile warnings for issue #176" (https://git.io/fji8W)00:10
BZNotifybzflag: jwmelto review_requested pull request #203 00:10
BZNotifybzflag: jwmelto review_requested pull request #203 00:10
BZNotifybzflag: jwmelto review_requested pull request #203 00:10
BZNotifybzflag: jwmelto commented on issue #176 "XCode Build Warnings" (2.4.20 - https://git.io/fji8l): #20300:11
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blast007Flash: 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-L4400:17
Flashif adding it caused plugins not to load, then it would be invasive00:17
blast007I tried previously to get Linux to correctly export only the API stuff, but it kept exporting everything regardless of the visibility setting00:17
Flashnothing wrong with using it, if we wanted to, but I'd think that would be a deliberate effort00:17
blast007shouldn't be invasive.  should just be messing with the definition of BZF_API.00:18
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Flashmaybe so00:18
blast007on Windows it's already exporting only the API stuff00:18
blast007(which is why plugins that bypass the API don't work on Windows)00:18
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FlashQ3BSP.hh in modeltool is (C) Id Software ... should we have it?00:40
blast007dunno.  it's from here: https://github.com/OGRECave/ogre/blob/master/PlugIns/BSPSceneManager/include/OgreQuake3Types.h01:08
blast007not seeing the same thing in the ioquake3 codebase01:08
BZNotifybzflag.org: jwmelto synchronized pull request #31 "offer a homebrew alternative" (https://git.io/fj6bS)01:15
BZNotifybzflag.org: jwmelto synchronized pull request #31 01:15
Flashmacsforme: the BZFlag project has debug symbols not hidden and release symbols hidden, but bzfs has both version not hidden01:44
Flasheverything I've read suggests that all compilation units should have the same setting01:45
Flashif I change it to be the same as the default, the warnings go away01:49
Flashnope. never mind. Xcode is smarter than me ... looks like I wasn't actually building :(02:19
blast007the settings should be the same for all projects regardless02:20
blast007for mac, we previously had debug symbols enabled for release builds because the builds (or apple's drivers) used to be quite crashy02:21
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BZNotifybzflag: 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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BZNotifybzflag: 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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macsformetupone: great, I'll check it out06:24
macsformeI'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
macsformeI'm excited to get shader support... that will facilitate the new menus I want to implement06:28
macsformeblast007: 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
macsformetupone: yep, looks good06:43
macsformethe clouds look like they're lower than in the standard client, though... not sure where that issue was introduced06:43
macsformeFlash: 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 executables06:53
macsformeI probably had to change bzfs way back in the day to not hide symbols in order to make plugins load06:55
macsformewhen 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/kHgnXSVH07:11
macsformelooks like overriding it to YES still throws warnings in those same two places07:21
macsformecuriously, 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 up07:46
macsformepassing -fvisibility=default, or leaving it out entirely, causes the warnings to appear in those same two link steps07:46
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tuponemacsforme: 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 commits08:44
tuponeafter that GL2.0 ... I have some dependency on SDL2 that needs to be ported on other platform08:45
tuponelike selecting opengl version and reading file08:46
tuponefile -> shader08:47
tuponeI will check the cloud when at home. Doing a bisect should be enough08:48
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blast007I still don't like the idea of applying the glm/missile changes to 2.4.11:11
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tuponei can remove the missile things. but glm is  my gl2.0 porting12:05
blast007isn'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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tuponewhy change the protocol if only the graphics is changing13:24
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The_NoahDoes anyone have an idea when GL2.0 will be ready?15:15
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blast007tupone: major releases aren't just for network protocol changes15:48
The_NoahI think his point is why force people and servers to update when it is not required.15:54
blast007because I want a 2.6 release to happen :)15:54
blast007and 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 differently15:55
blast007protocol is also about client behavior - if the client behavior changes, the protocol should be bumped15:56
The_NoahTrue. And I also really want 2.6 to be released :)16:14
The_NoahWhat 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
tuponeI 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 ahead16:27
blast007I want 2.4 to be done with just minor maintenance16:43
tuponeI agree with that16:44
tuponeBut why 2.6 had network changes if not needed16:44
blast007because we're adding new features that require network or behavior changes16:48
blast007I'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
tuponeglm  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 then16:56
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macsformeI say we take all the projects currently being discussed/worked on, roll them into master, and move ahead with releasing 2.619:22
tuponemacsforme: is that anything there that needs protocol changes ?19:24
macsformeyes, 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 platforms19:26
macsformeI suggest that the 2.6 release is an ideal time to do that19:28
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blast0072.4 could even be the "classic" version, if we'd want to have one :)20:14
tuponefog is coded (not tested). Bisecting the snow now20:28
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BZNotifybzflag: 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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