| BZNotify | main @ bzo: timriker pushed 2 commits (https://github.com/timriker/bzo/compare/89cd6f1565db...3a1b86ed99a4): | 02:54 |
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| BZNotify | main @ bzo: timriker d2b00b: PWA install, BZFlag tank collision box, and BZFlag movement resolution (https://github.com/timriker/bzo/commit/d2b00bd820fd467e7b911fec126be9e8c079a8a9) | 02:54 |
| BZNotify | main @ bzo: timriker 3a1b86: Release v1.0.40 (https://github.com/timriker/bzo/commit/3a1b86ed99a4b10ee5aca1d66f68a2f22050ac4c) | 02:54 |
| BZNotify | bzo: timriker tagged main * 3a1b86 (Release v1.0.40) as v1.0.40 (https://github.com/timriker/bzo/compare/v1.0.40) | 02:54 |
| TimRiker | have you tested bzo lately? using bzflag model, textures (mostly) and added audio files. Collision/slide/fall code is slowly aligning with bzflag which actually simplifies the code I had in bzo somewhat. teleporters are working. teams, but no team score or flags yet. Installable PWA that runs on mobile, desktop and headset. It's fun to have a bzflag icon on my android that I can click on and have it look much like bzflag. radar is upper right to | 02:56 |
| TimRiker | accommodate virtual controls, and no alert test yet. Interested in what else people would like to see added. | 02:56 |
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| BZNotify | bzo: timriker commented on pull request #28 "Add capability-aware WebGL quality scaling" by Sythos (https://github.com/timriker/bzo/pull/28#issuecomment-5473406897): Something like this is probably needed. What I want to know is what... | 03:41 |
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| tupone | We could add the link to bzo in the room topic | 06:45 |
| BZNotify | bzflag: atupone edited pull request #382 "Optimize RadarRenderer::renderBoxPyrMesh()" (https://github.com/BZFlag-Dev/bzflag/pull/382) | 07:01 |
| BZNotify | bzo: Sythos commented on pull request #28 "Add capability-aware WebGL quality scaling" (https://github.com/timriker/bzo/pull/28#issuecomment-5475313083): on pc i've fps capped (rtx5060), on quest2 i've both version (2 con... | 07:42 |
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| BZNotify | bzo: Sythos synchronized pull request #28 "Add capability-aware WebGL quality scaling" (https://github.com/timriker/bzo/pull/28) | 07:56 |
| BZNotify | bzflag: tainn opened pull request #394 "Use OCI-standard Containerfile" (https://github.com/BZFlag-Dev/bzflag/pull/394) | 08:16 |
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| BZNotify | 2.4 @ bzflag: atupone pushed 1 commit (https://github.com/BZFlag-Dev/bzflag/compare/8162ec501e6e...a06a9b14a318): | 11:34 |
| BZNotify | 2.4 @ bzflag: atupone a06a9b: Allow use of frame-pointer add info to get a perf report (https://github.com/BZFlag-Dev/bzflag/commit/a06a9b14a31871fd233e02938772b9bb98061b5a) | 11:34 |
| BZNotify | bzflag: atupone synchronized pull request #389 "compareObstacles simplified" (https://github.com/BZFlag-Dev/bzflag/pull/389) | 11:36 |
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| BZNotify | bzflag: atupone synchronized pull request #382 "Optimize RadarRenderer::renderBoxPyrMesh()" (https://github.com/BZFlag-Dev/bzflag/pull/382) | 16:02 |
| tupone | I would like to commit RadarRenderer::renderBoxPyrMesh. Anything against it? on RatsNext from 30% to 8% here | 16:28 |
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| BZNotify | main @ bzo: timriker pushed 2 commits (https://github.com/timriker/bzo/compare/3a1b86ed99a4...56aed76512a3): | 18:36 |
| BZNotify | main @ bzo: timriker 140217: XR entry dialog, immersive launch, and green app icons (https://github.com/timriker/bzo/commit/1402171211dd701c193abc973214dc7c4cbab8ab) | 18:36 |
| BZNotify | main @ bzo: timriker 56aed7: Release v1.0.41 (https://github.com/timriker/bzo/commit/56aed76512a3ddef9cff5c1223e78dd8cc6b59de) | 18:36 |
| BZNotify | bzo: timriker tagged main * 56aed7 (Release v1.0.41) as v1.0.41 (https://github.com/timriker/bzo/compare/v1.0.41) | 18:36 |
| blast007 | tupone: I'll try it out here quick. Is this for a specific radar mode? | 18:36 |
| tupone | I use enhanched | 18:48 |
| tupone | enhanced | 18:48 |
| tupone | use the last code on the PR | 18:49 |
| BZNotify | main @ bzo: timriker pushed 2 commits (https://github.com/timriker/bzo/compare/56aed76512a3...9e7fef6123ed): | 18:58 |
| BZNotify | main @ bzo: timriker 1a54b8: Drop the click-to-enter-VR fallback and the close-on-exit (https://github.com/timriker/bzo/commit/1a54b86800660dc35f989ed42144ae64c088b1e1) | 18:58 |
| BZNotify | main @ bzo: timriker 9e7fef: Release v1.0.42 (https://github.com/timriker/bzo/commit/9e7fef6123eda7dcbe5db1d91a14951c3ac5358f) | 18:58 |
| BZNotify | bzo: timriker tagged main * 9e7fef (Release v1.0.42) as v1.0.42 (https://github.com/timriker/bzo/compare/v1.0.42) | 18:58 |
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| Optic_Delusion | Here's my take on how teleporters and links function. | 20:22 |
| Optic_Delusion | On a random map, using -t will add teleporters to the map, (I always thought it should be -t {number} so you can choose how many you want) | 20:22 |
| Optic_Delusion | When using a bzw, If you provide teleporters but no links, at startup bzfs will generate random links and they do not change thereafter | 20:23 |
| Optic_Delusion | You can alternatively provide links for some teleporters but not all, and the missing links will be generated at server start, then the non-random teleporters will not be considered when the random links are generated. | 20:23 |
| Optic_Delusion | teleporter names do not work. not at all. You can put a name in the tele definition but it does not appear to do anything. | 20:24 |
| Optic_Delusion | When making links, the first teleporter instantiated in the bzw will be /t1, the second will be /t2, etcetera (whether you put /t1.../t2 in the tele definition or not). For this reason, when adding new teleporters to a bzw, you always put the new one after the older ones, or you have to change your entire link table. | 20:24 |
| Optic_Delusion | BZFlag 2.99 had vertical and horizontal teleporters. Also team selection for both shots and tanks. | 20:36 |
| Optic_Delusion | there are examples of that in trepan.bzflag.bz, but that directory appears to be locked closed. | 20:37 |
| Optic_Delusion | linkMaterial is a special material name, like groundMatrerial and the six skyBoxMaterials. creating a material named linkMaterial will change the appearance of all teles, with no further action. | 20:40 |
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| Optic_Delusion | teles are always generated in X then Y, then you can add rotation. The x dimension should always be small, example: "size 0.125 5 20"... you cannot use "size 5 0.125 20", wierd things will happen. | 20:54 |
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| blast007 | If you add teleporters without links, then the teleporters just won't be linked. | 21:18 |
| blast007 | (And you'll be able to just drive straight through them) | 21:19 |
| Optic_Delusion | you're right | 21:31 |
| Optic_Delusion | putting this in your link makes it random. * | 21:33 |
| tupone | blast007: did you test radar? Going to sleep now :) | 21:35 |
| Optic_Delusion | there might be some unknown trick to get tele names to work | 21:36 |
| BZNotify | bzo: timriker commented on pull request #28 "Add capability-aware WebGL quality scaling" by Sythos (https://github.com/timriker/bzo/pull/28#issuecomment-5485170367): Thanks for this — the capability probe is genuinely good work and I... | 21:52 |
| BZNotify | main @ bzo: timriker pushed 2 commits (https://github.com/timriker/bzo/compare/9e7fef6123ed...bef629cecffe): | 21:59 |
| BZNotify | main @ bzo: timriker 0334be: Detect render capabilities and gate features on them (https://github.com/timriker/bzo/commit/0334be807bf2dd6946fb429f4e4e6679e8339669) | 21:59 |
| BZNotify | main @ bzo: timriker bef629: Release v1.0.43 (https://github.com/timriker/bzo/commit/bef629cecffef621f69618cdf60c17f50b283402) | 21:59 |
| BZNotify | bzo: timriker tagged main * bef629 (Release v1.0.43) as v1.0.43 (https://github.com/timriker/bzo/compare/v1.0.43) | 21:59 |
| blast007 | tupone: not yet. I compiled it, and then got side tracked. :) | 22:05 |
| blast007 | Optic_Delusion: also, 2.4 technically has "horizontal" teleporters, but they don't work are are all glitchy. 2.99 has completely freeform teleporters on any mesh surface, so you could even have angled teleporters. And there were physics properties you could adjust, so you could make the tank shoot out of the teleporter at higher speed or at some angle. | 22:06 |
| Optic_Delusion | wow. I always thought teleporter names would work if i learned some unknown syntax | 22:09 |
| Optic_Delusion | "the text object" would be another very nice thing to pull from 2.99 | 22:10 |
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| blast007 | teleporter names also work just fine. you just have to use the names in the links. For example, if a teleport is named Output, your link would link destination or source would be Output:f for the front or Output:b for the back. | 22:19 |
| blast007 | And you can use wildcards to match part of the teleporter name, so if you had Output1, Output2, Output3, you could use Output*:f to target the front of all 3 of them, randomly (for either to 'to' or 'from' part of the link) | 22:25 |
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