| BZNotify | bzflag: macsforme commented on pull request #208 "Cleanup for consistency with mesh rendering" by Zehra (https://git.io/fjH1D): If your goal is to make it consistent, why don't you make it consis... | 00:02 | 
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| BZNotify | bzflag: Zehra commented on pull request #208 "Cleanup for consistency with mesh rendering" (https://git.io/fjHMm): The 1.0 graphical effect seems to appear quite dated in my opinion.... | 01:05 | 
| BZNotify | bzflag: The-Noah commented on pull request #208 "Cleanup for consistency with mesh rendering" by Zehra (https://git.io/fjHMO): A toggle would be fine, but personally I like the effect and agree ... | 01:06 | 
| BZNotify | bzflag: Zehra commented on issue #211 "Got shot by Lazer while holding Cloaking" by The-Noah (https://git.io/fjHMH): While this happens quite rarely, lag has been known to make it occur. | 02:01 | 
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| BZNotify | bzflag: allejo commented on pull request #208 "Cleanup for consistency with mesh rendering" by Zehra (https://git.io/fjHDT): There are quite enough options already in the client; adding yet an... | 02:27 | 
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| BZNotify | bzflag: macsforme labeled pull request #208 "Cleanup for consistency with mesh rendering" by Zehra as wontfix (https://git.io/fjy7Q) | 03:24 | 
| BZNotify | bzflag: macsforme commented on pull request #208 "Cleanup for consistency with mesh rendering" by Zehra (https://git.io/fjHDP): I never heard one complaint about this effect until you brought it ... | 03:25 | 
| BZNotify | bzflag: macsforme closed pull request #208 by Zehra | 03:25 | 
| BZNotify | bzflag: JeffM2501 commented on pull request #208 "Cleanup for consistency with mesh rendering" by Zehra (https://git.io/fjHD7): The IDL is an important part of the game. When inside an object wit... | 03:42 | 
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| BZNotify | bzflag: macsforme commented on issue #211 "Got shot by Lazer while holding Cloaking" by The-Noah (https://git.io/fjHyD): > While this happens quite rarely, lag has been known to make it oc... | 05:34 | 
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| BZNotify | bzflag: The-Noah commented on issue #211 "Got shot by Lazer while holding Cloaking" (https://git.io/fjHpK): Sounds like that's what happened. I'm guessing there isn't an easy ... | 16:20 | 
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| The_Noah | Is there a plan to update the Windows build to VS 2019? I would do it myself but since I have problem compiling I wouldn't be able to verify it works. | 17:33 | 
| blast007 | I'm still using 2017 | 17:49 | 
| Zehra | Same. | 17:49 | 
| blast007 | until there's a good reason to move to 2019, I'll likely keep targeting 2017 | 17:49 | 
| blast007 | (for instance, if we start using or want to use some newer C++ features that require a newer version of Visual C++) | 17:52 | 
| macsforme | premake may be able to generate project files for it, if anyone wants to experiment | 17:54 | 
| Zehra | Changing the subject. Macsforme, what kind of effects are you looking for precisely? | 17:56 | 
| Zehra | In reference to https://github.com/BZFlag-Dev/bzflag/pull/208 | 17:58 | 
| macsforme | I wasn't | 18:03 | 
| macsforme | *I'm not | 18:03 | 
| blast007 | is that (adding either geometry, such as a pattern of triangles, or some other visual effect) something well suited to a shader? | 18:04 | 
| Zehra | I'm thinking of somewhat a border type outline appearing around the HUD, which is colour coded to indicate the properties of the object being driven through, such as "drive-through" and "shoot-through". | 18:07 | 
| macsforme | a different visual effect, probably... the current effect of static triangles with 3D positioning would still require geometry, I think (unless a geometry shader was used) | 18:08 | 
| blast007 | Zehra: drive-through and shoot-through are only somewhat related to OO | 18:08 | 
| blast007 | the PR in question is about the OO effect | 18:09 | 
| Zehra | With mesh being newer, I assumed making OO effect consistent with mesh was the goal. | 18:11 | 
| blast007 | nope | 18:13 | 
| blast007 | it was just that nobody adding the code to make it work with the newer objects | 18:13 | 
| blast007 | assume that a lot of things in BZFlag are half-way completed ;) | 18:14 | 
| Zehra | I wonder about mesh and 1.0 objects. =) | 18:16 | 
| macsforme | making it consistent could be a future goal, yes | 18:16 | 
| blast007 | macsforme: yeah, I was just wondering if it's be faster/possible to generate the additional geometry in a shader instead of pushing more geometry from the CPU | 18:17 | 
| blast007 | I know *very* little about shaders :) | 18:17 | 
| macsforme | we could probably make a lot more of them :-) | 18:17 | 
| macsforme | I know close to nothing about geometry shaders, though | 18:18 | 
| blast007 | I know that they exist.. and.. that's it | 18:19 | 
| macsforme | I don't know how much support there is right now for testing whether you are inside an arbitrary mesh... that could be tricky... I know we can specify inside and outside points, but I have no idea what that is for | 18:21 | 
| macsforme | we could probably refer back to Epyon's GSoC project for the random map generator... I vaguely remember discussions about them back then | 18:22 | 
| Boombala | 2019 buggy | 18:24 | 
| Boombala | but 2017 project builds good in 2019 with no change | 18:32 | 
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