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02:03:06 | sam686 | barrier.h struct WallRec, Vector<F32> verts ... a F32 Verts without Point? |
02:03:24 | raptor | hi |
02:03:26 | raptor | looking... |
02:04:45 | raptor | used in loadBarrierPoints |
02:05:00 | raptor | oh wait |
02:05:27 | sam686 | I wanted to create a WallRec(..., Vector<Point>) but its only F32 instead... |
02:05:31 | raptor | you're saying why is it F32, instead of Point |
02:05:51 | raptor | yeah, it uses an array of points... probably to be network friendly? |
02:06:04 | raptor | GameType::s2cAddWalls |
02:06:44 | sam686 | I don't think it matters.. but it might waste one bit on the size since it might never be a odd number of F32 count... |
02:08:24 | sam686 | there is s2cAddWalls with a Vector<F32> instead of Vector<Point> |
02:09:20 | raptor | yes, that is the only network related method i found |
02:09:23 | sam686 | if it was sent an odd number of Vector<F32> it might cause an index overflow and it might or might not crash not sure.. |
02:10:10 | raptor | maybe... but i don't know of an instance where it has happened before.. |
02:10:39 | sam686 | what I was doing was to try to make the walls update in the middle of the game play... |
02:10:56 | raptor | ahhh |
02:11:07 | raptor | i didn't know we could do that yet.. |
02:11:34 | raptor | i mean, i didn't know if watusimoto had plugged it into the LuaW system yet |
02:12:27 | sam686 | I was, umm, making my own in-game editing walls and any other objects.. the problem is clients can't see the changes to walls.. |
02:12:41 | raptor | haha |
02:12:45 | raptor | cool |
02:34:18 | sam686 | there is like 10 players online |
02:34:24 | raptor | i just joined |
02:35:16 | raptor | i left |
02:45:48 | sam686 | well, that what happens when a server level change isn't passworded and there is no voteing system... |
02:46:05 | raptor | yeah, crazy |
02:46:49 | sam686 | there was half the players in another server with no level change permission to anyone (but most left in one or 2 minutes) |
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03:28:12 | sam686 | well, I had some fun with my 018 in-game editing, looks like I actually found a problem, when you join (or when I move a engineered teleporter), all engineered teleporter green circle is in the wrong position on top of source teleporting (the C-map does show the correct destination though) |
03:31:52 | sam686 | another thing that kindof bothers me, typing /ADD 4 (capital letters, still actually shows the <time in minutes>) but press enter and "Invalid command" |
03:32:54 | raptor | maybe use tolower... |
03:33:42 | raptor | can you write those down in the bug list if you don't want to work on them. I'm currently rewriting the music system and may forget.. |
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15:25:56 | | BFLogBot Commit: 4e1c142db669 | Author: buckyballreaction | Message: Allow commands to be case-insensitive |
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15:45:40 | raptor | good day! |
16:15:49 | raptor | my music system rewrite is getting hairy... |
16:25:26 | watusimoto | really? |
16:35:36 | raptor | sigh, yes |
16:35:45 | raptor | i'm trying to implement fading... |
16:35:49 | raptor | oh and credits music |
16:36:39 | raptor | but maybe it was just late, a refreshed mind might be able to tackle it... |
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17:41:50 | raptor | i'm writing unit tests at work... |
17:41:59 | raptor | i think i'm going to cry.. |
17:42:14 | raptor | i forgot how tedious these can be... |
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20:29:52 | Watusimoto | yeah... unit tests. that sucks. |
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21:55:47 | raptor | heading home... later! |
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23:23:15 | raptor | back |
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