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IRC Log for 2012-07-24

Timestamps are in GMT/BST.

00:08:46raptor Quit (Ping timeout: 245 seconds)
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01:55:14sam686question on HeatSeekerProjectile constructor, if it runs MoveItem(pos, true, mRadius, mMass) constructor first, then "mRadius = 7;", what does MoveItem mass get inputted as? mRadius = some extremely huge or random value? that makes setExtent(Rect(p, mRadius)); (mExtent) extremely huge value too...
01:55:35raptorhi
01:55:52raptorare you speaking with context from last nights error i kept getting?
01:56:25sam686yes, that might be the cause of buggy mExtent being some odd number..
01:56:30raptorhmmm
01:56:53raptori did the same thing as burst.. i thought
01:56:57raptorbut you may be right
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02:08:27raptori get the same error with Burst too sometimes
02:08:39raptorwhy do we pass the radius in the constructor like that?
02:09:47sam686don't know, the same problem was there on BurstProjectile before all your HeatSeeker changes
02:18:34sam686The problem with Burst (was named GrenadeProjectile) started in... Changeset: 120 (dba7eae7dd40) Lua Projectile stuff still not working, but making possible progress.
02:18:50raptorwow
02:20:17sam686I think I recently added that TNLAssert in GridDatabase checks about mExtent == extent, i think between 017 and now..
02:26:35raptorahy
02:26:36raptorah
02:26:45raptormaybe that's why i hit it sometimes...
02:26:57raptori don't remember hitting it before 017
02:27:45sam686mRadius was uninitalized number, which might be random, sometimes huge number..
02:28:21sam686simple, I didn't have TNLAssert(theObject->mExtent == extents, "extents does not equal"); before bitfighter 017
02:31:42sam686I added that extent checks in Revision 4648 (3b8abb1bd972) "Added GridDatabase copy constructor to fix some undo crashing in editor..."
02:50:32raptorhmm, ok - that means that we've had this potential problem for a long, long time
02:50:51raptoron a different note...
02:51:20raptorlet's say we have object A and B, and object A hits B
02:51:37raptoris there an easy way to know in class A that it hit object B?
02:52:17raptorin class B we know that object A hit it through damageObject() methods...
02:54:39sam686usually, object A is what call B->damageObject
02:55:48raptoryes, sorry - that was a bad example
02:56:19sam686oh what, object A hit the barrier?
02:56:38raptormore like object A (heat seeker) hits B (ship)
02:57:00raptordo we not have a central way of doing collision checking
02:57:01raptor?
02:57:11raptori thought we did...
02:57:50sam686you could look at how Asteroid works, also in MoveObject::computeCollisionResponseMoveObject
02:59:02raptorthat's the one
03:03:44raptorMoveObject::findFirstCollision
03:43:46BFLogBot - Commit c31d1ae86a6f | Author: buckyballreaction | Log: Remove useless forward declaration
03:43:47BFLogBot - Commit 14f91a4a3058 | Author: buckyballreaction | Log: Get rid of some dynamic_casts
03:45:43raptorevery dynamic_cast removed make for better performance
03:45:53raptori will fight them!!
04:09:02BFLogBot - Commit 11ed5a99731f | Author: buckyballreaction | Log: A couple more dynamic_casts bite the dust
05:11:36raptornight!
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05:54:21sam686my computer's libsdl/SDL2/SDL/stdinc.h line 618 somehow have " ���� ...);" throwing compile error ... maybe my computer RAM or something going bad?
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09:21:30BFLogBot - Commit 2aadaec3abba | Author: sam8641 | Log: Worm is more colorful, can now be destroyed, and no longer go through walls.
09:21:32BFLogBot - Commit 1fc55c16a045 | Author: sam8641 | Log: MoveItem(... mRadius, mMass) constructor runs first, won't work when mRadius not set.
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17:33:08raptorhi sam686
17:33:51raptorhow do you add a Worm? (what is the appropriate level line?
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18:17:40sam686http://sam686.maxhushahn.com/upload/worm1.png
18:18:05raptorcool
18:19:16sam686as for a level line, just add a "Worm 0 0"
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18:23:01raptorneat
18:35:18raptorheat seeking turrets are evil
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