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SpringTank | Shaders!? | 00:47 |
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SpringTank | Im excited about any kind if news about that! | 00:47 |
SpringTank | Even if its just talk. | 00:47 |
blast007 | SpringTank: https://github.com/atupone/bzflag/tree/GL2.0 | 00:49 |
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macsforme | at the risk of being hypocritical (given my own projects merged into 2.4 recently), while that PR seems to be functionally equivalent to what it is replacing, I question why we would target 2.4 for significant projects like a new math library or implementing shader-based graphics | 18:08 |
macsforme | although granted, there has been little movement toward a protocol-breaking major release for some time, and I know the frustration of hard work going into a seemingly dead-end branch | 18:15 |
macsforme | I would think that if we are fundamentally refactoring the graphics pipeline, other major changes (and a protocol break) would accompany that... perhaps we should deem our current paradigms of 1) branch structure (stable versus development), and 2) coupling the protocol version to major releases, as no longer suitable | 18:23 |
macsforme | I know blast007 gave us a helpful summary a while back of the projects currently in our master branch (my premake build system being one of them)... it is just hard to envision an actual release materializing from that branch at this point, although the the periodic merges from 2.4 have been helpful in keeping it up-to-date | 18:28 |
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Juest | yeah tupone, why it has been opened for 2.4 instead of master? | 20:06 |
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blast007 | IIRC, he was doing it against 2.4 so that he could test it more easily because there's only a few maps running on master right now and no players there | 20:11 |
blast007 | it's probably not too much of a challenge to instead base it against master later since our graphics code likely has not changed much between 2.4 and master | 20:12 |
Juest | but it means that 2.4 is getting things that it shouldnt | 20:14 |
blast007 | you realize that he's doing the work in a branch on a fork, right? it's not actually *in* the official repo in any way | 20:15 |
blast007 | the glm PR I don't personally see the need for, though | 20:16 |
Juest | i am aware, but the issue is the PR because if that passes it means the unnecessary change is pushed into the wild 2.4 which defeats the spirit of the branch | 20:18 |
Juest | sorry for my wording, i meant to say that 2.4 is going to get things it shouldnt with those PRs | 20:19 |
Juest | working on something for a branch in itself is fine, i take issue when it goes against the spirit and i kind of can understand if it needs to be tested in the wild | 20:20 |
Juest | considering the variety of servers | 20:20 |
Zehra | Maybe I'm wrong, but I think you are saying that why would "unneeded" changes be made to 2.4.x., when 2.5 (future 2.6) is the next development version. | 20:21 |
tupone | It has been years that the changes are sleeping. I am isolating what has zero impact on the algorithms and protocols. | 20:22 |
Juest | pretty much, Zehra | 20:23 |
Juest | exactly | 20:23 |
Juest | to be fair, something that doesnt break protocol has some merit of allowance | 20:24 |
Juest | just voicing my opinion :) | 20:24 |
Juest | one that aligns with the spirit of this project's development cycle | 20:24 |
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Zehra | Looking back on some records, if I remember/understand them correctly, as long as no "game play" changes occur, it generally can be done. | 20:38 |
Zehra | a.k.a. why the server shots API got overhauled in 2.4, rather than 2.5, was simply because it could be done without any "game play" changes occur. | 20:39 |
Zehra | While even a simple client mod, would not, since it could/would provide unfair advantages/disadvantages in the game. | 20:40 |
Zehra | But since this is related simply to the mathematics of the game play and since the maths don't change, it shouldn't be of any issue, if I understand correctly, as since no "game play" changes occur. | 20:41 |
blast007 | yeah, our protocol version extends beyond the actual over-the-wire network protocol and into gameplay behavior | 20:43 |
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macsforme | agreed, doing work in a personal branch based on 2.4 is understandable and justified... I was questioning the pull request, which seems to imply an intention to merge the changes upstream | 21:22 |
macsforme | although he also has PR #306 described as "not for merge," which seems to me like an unconventional use of a pull request | 21:25 |
blast007 | perhaps 306 was intended to be a draft PR. | 21:52 |
blast007 | though for that I also rather we didn't have a python plugin API built into the server at all.. | 21:53 |
Zehra | Related to the API, for the future, could we see a "setPlayerDead" API function for 2.5/2.6? | 21:54 |
Zehra | GameKeeper::Player *p = GameKeeper::Player::getPlayerByIndex(playerID); //newline p->player.setDead();//newline p->player.setRestartOnBase(false); | 21:55 |
Zehra | Granted, I have some use for creating teleport flags and "teleportation" of players. | 21:56 |
Zehra | Is it a Python specific or general concern with the API, if we have Python or scripting in the BZFS API? | 21:58 |
Juest | ya, draft PRs should be swiftly marked as such | 22:02 |
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Zehra | Something along the lines of a teleport function for the API: https://github.com/Zehra/Teleport/blob/master/Teleport.cpp | 22:28 |
SpringTank | or how about just "setPlayerPosition(playerID,X,Y,Z) function? | 23:36 |
Zehra | True, but if so, it would be good if we could add velocity/momentum to a player then. | 23:53 |
Zehra | In theory we could create dash/quick move/super jump flags easily then. | 23:53 |
Zehra | Or custom physics in a per-player type of variety. | 23:54 |
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