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| BZNotify | main @ bzo: timriker pushed 2 commits (https://github.com/BZFlag-Dev/bzo/compare/7075faa52f64...3d40863e3082): | 00:59 |
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| BZNotify | main @ bzo: timriker 6bc51b: dodecagon (https://github.com/BZFlag-Dev/bzo/commit/6bc51b9f010dda0bc13b998f83975b7003ddb947) | 00:59 |
| BZNotify | main @ bzo: timriker 3d4086: rework colision code (https://github.com/BZFlag-Dev/bzo/commit/3d40863e30827a00bef3b66d9846e2255a898c4c) | 00:59 |
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| TimRiker | should I be able to drive up steps in bzflag? ie each block is 0.25 units higher than the previous? | 02:18 |
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| TimRiker | also what happens if there are .25 high stacked boxes? do we climb all of them? or block against them? | 04:29 |
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| TimRiker | tried to make my test server public on bz.rikers.org but I get: Got line: "ERROR: Host mismatch for server authentication key" and I'm providing the new registered key. | 05:39 |
| BZNotify | main @ bzo: timriker pushed 2 commits (https://github.com/BZFlag-Dev/bzo/compare/3d40863e3082...267b8f663363): | 06:39 |
| BZNotify | main @ bzo: timriker 774184: test objects (https://github.com/BZFlag-Dev/bzo/commit/774184c88593b87e19d31829f027b2077361f3ba) | 06:39 |
| BZNotify | main @ bzo: timriker 267b8f: self destruct "q" key, geometry and collision changes (https://github.com/BZFlag-Dev/bzo/commit/267b8f66336398a4cbcbbe3e1fb62ddd70167f1b) | 06:39 |
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| BZNotify | main @ bzo: timriker pushed 1 commit (https://github.com/BZFlag-Dev/bzo/compare/267b8f663363...1bf48c805597): | 07:51 |
| BZNotify | main @ bzo: timriker 1bf48c: tank colors, shot colors, jump path (https://github.com/BZFlag-Dev/bzo/commit/1bf48c8055971d9ee02ded882466903400fc75a1) | 07:51 |
| TimRiker | fun with "Debug Geometry" on bzo. try it out. :) | 08:01 |
| BZNotify | main @ bzo: timriker pushed 1 commit (https://github.com/BZFlag-Dev/bzo/compare/1bf48c805597...e44a33ffcf84): | 08:02 |
| BZNotify | main @ bzo: timriker e44a33: debug on-surface (https://github.com/BZFlag-Dev/bzo/commit/e44a33ffcf840fe21f187e5b2a6f92439c938831) | 08:02 |
| BZNotify | main @ bzo: timriker pushed 1 commit (https://github.com/BZFlag-Dev/bzo/compare/e44a33ffcf84...cc79ccc8f61f): | 09:00 |
| BZNotify | main @ bzo: timriker cc79cc: death cam (https://github.com/BZFlag-Dev/bzo/commit/cc79ccc8f61ff51bcab36158a545838bfe2ffe3a) | 09:00 |
| BZNotify | main @ bzo: timriker pushed 1 commit (https://github.com/BZFlag-Dev/bzo/compare/cc79ccc8f61f...854feb0161d7): | 09:06 |
| BZNotify | main @ bzo: timriker 854feb: landing sound (https://github.com/BZFlag-Dev/bzo/commit/854feb0161d7102a22688aa2a5f22e387e104d79) | 09:06 |
| blast007 | TimRiker: if it's old style objects, yes, you're able to "bump up" over objects that are less than the _maxBumpHeight (which defaults to 0.33). Works for an obstacle that returns true to isFlatTop(). | 10:24 |
| blast007 | returns true from isFlatTop()* | 10:24 |
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| blast007 | looking at the code, it appears that meshbox/meshpyramid/arc might also work, but I'm not sure if that actually does | 10:30 |
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