| blast007 | Looks like it might be determinist based on the server shot ID (according to an AI analysis), but I'm not sure how the local client handles that. | 00:02 |
|---|---|---|
| TimRiker | ok. bzo does not support that for now. I upgraded chat so there are tabs now, including adding a debug tab for all the debug data when the debug panel is open. | 00:08 |
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| Juest | blast007: remind me, the new cmake deps are for both master and 2.4 ? | 01:07 |
| blast007 | just 2.4 right now. I don't have libpng in there. | 01:41 |
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| Juest | blast007: are you able to reproduce the cares issue i posted about on windows yourself? | 01:44 |
| blast007 | I can maybe try tomorrow. Trying to finish applying for another job before the end of the day. | 02:12 |
| Juest | ah alright | 02:20 |
| TimRiker | player and shot teleport handling now in bzo | 03:21 |
| TimRiker | how do I tie bzo commits here? or do you not want them here? | 03:22 |
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| Juest | TimRiker: if you have access, fork your repo into bzflag-dev and have it automatically sync? | 14:47 |
| Juest | not sure if the latter is possible | 14:47 |
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| blast007 | Juest: I gave him the info for talking to the bot | 15:17 |
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| Juest | oh okay, that seems better | 15:53 |
| Juest | thanks blast007 | 15:53 |
| Juest | how its going btw? | 15:54 |
| Juest | i've tried the cmake deps and it works on win7 woo | 15:54 |
| Juest | i meant that i tried the build archive you sent and works great | 16:08 |
| Juest | btw, how do you post process the build directory into a installed game folder that can be ran? (without depending on the installer) | 16:09 |
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| tupone | blast007: have you in mind an upper limit on the mesh face point count ? | 16:17 |
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| blast007 | Juest: release build, and then all it needs is the data directory copied into that bin_ directory | 17:32 |
| blast007 | then maybe needing to install the Visual C++ redist | 17:32 |
| blast007 | tupone: Why limit it at all? | 17:34 |
| blast007 | or is this for some optimization target? | 17:35 |
| tupone | optimization. I will do a PR soon. I put a limit to 16 now, and over that dynamic allocation | 18:16 |
| tupone | I don't know if MeshFace::inBox is called many time. I guess so | 18:17 |
| BZNotify | bzflag: atupone opened pull request #390 "avoid heap allocation for face < 16 point" (https://github.com/BZFlag-Dev/bzflag/pull/390) | 19:03 |
| BZNotify | bzflag: atupone edited pull request #390 "avoid heap allocation for face < 16 point" (https://github.com/BZFlag-Dev/bzflag/pull/390) | 19:18 |
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| Juest | ah cool | 20:34 |
| Juest | and the doc directory? | 20:34 |
| Juest | its not there for you | 20:34 |
| Juest | i do junctions for that | 20:35 |
| blast007 | doc dir isn't needed to run the game | 20:36 |
| Juest | heh | 20:48 |
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