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Agatha | bit confused then . . . it sortof sounded like you weren't overjoyed to have a gazillion bugs pinpointed | 08:16 |
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blast007 | Agatha: because if I'm trying to use it to fix something specific, there's other stuff unrelated to that (a.k.a. "noise") | 12:18 |
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macsforme | any further thoughts on a target for the next major release, whether it's a selective backport onto 2.4, finishing/stabilizing 2.5, or otherwise? | 17:06 |
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blast007 | we're not at the 2.99 level of broken, but we should decide if we want to finish or revert some changes in 2.5 at the very least | 17:22 |
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blast007 | the issue I forgot from yesterday is that right now, Null flags will spawn if you allow random flag spawns, so you end up with "Unknown" flags on the map | 17:30 |
blast007 | that's probably part of the flag effect decoupling changes | 17:31 |
blast007 | https://docs.google.com/document/d/1u5sFsj42tp8tpvYTvGpEbZhylj1MMg3xnz8Nytx2XzM/edit | 17:31 |
blast007 | macsforme: for "target" are you meaning goals for what features/changes the next major release would have? | 17:41 |
macsforme | more like what general approach to take (selective backport, fix 2.5, or otherwise), given the current state of 2.5 (stability issues and unfinished projects) | 17:43 |
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blast007 | I'd probably lean towards trying to fix 2.5 as of right now | 17:44 |
blast007 | perhaps reverting changes that are causing problems that nobody intends to fix/finish | 17:45 |
macsforme | okay | 17:46 |
blast007 | moving geno to a plugin is complicated (I think) by the flag decouping code as well. IIRC, I was having trouble deciding how to allow the geno plugin to replicate the old behavior, specifically around indicating that the death reason was the genocide effect. | 17:48 |
blast007 | the team changing support needs testing and some additional thought as to *when* a team change can occur. for instance, if we allow it to change while a player is alive, how do we notify the player of that change, and what happens to bullets that are already in-flight. | 17:49 |
blast007 | team changing support could also replace the MsgNewRabbit message, and allow for multiple rabbits | 17:50 |
blast007 | libpng support we could get rid of if there's not enough benefit. that is effectively done, but it is another dependency. | 17:52 |
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blast007 | the Wavefront OBJ loading/rendering I don't believe is used by anything right now. So unless we intend for that to be used by something, I'd say get rid of it. | 17:52 |
blast007 | I don't recall what the shot manager/tracker stuff is, but I had noted it was a large set of changes. | 17:53 |
blast007 | If the high jitter issue in 2.5 can be consistently replicated, a 'git bisect' might be able to help track down where that started. | 17:59 |
blast007 | The inability to identify tanks is because we only run setTarget() now if the player has GM, but that function is used both for GM locks *and* for identifying a player | 18:00 |
Juest | the high jitter issue seems to be consistent, happens all the time | 19:47 |
Agatha | Frankly, I've always suspected there's some deep issue with the network and jitter. Like, if you want a jittering tank, they jump about every half-second or so. This happens even if the tank has a jitter size far *far* lower than a half second, and occurs even if the tank is moving in a straight line. | 19:50 |
SpringTank | packets need to be time stamped in the ms, old/late out-of-order packets discarded. | 20:07 |
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