#bitfighter IRC Log

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IRC Log for 2014-02-09

Timestamps are in GMT/BST.

00:01:07koda Quit (Quit: koda)
00:04:55raptorkaen: would you be willing to let me step in to help out with the debian stuff?
00:05:01kaenabsolutely
00:05:24kaenI'm afraid I won't have much time for bitfighter in the coming month or so
00:05:35raptoroh yeah, completely understandable
00:05:44kaenthere's no red tape around that, you can just step in without any process
00:06:15raptorwould you be able to point me in the right direction? maybe give me a status update with what you were planning next?
00:06:27raptoror what a good next move(s) would be?
00:07:10kaenthe thing that I was blocking on was getting this accepted http://mentors.debian.net/package/libpoly2tri
00:11:09raptorok
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00:17:22raptorkaen: what do you think is the best way I could announce my intercession of your projects?
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00:42:29Nothing_MuchWho'd have thought that changing a Grub menu would get a monitor to properly show up?
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01:19:49amgine123hmm
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06:51:32-ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response.
11:57:54BFLogBot Commit: 0790bed086c3 | Author: watusimoto | Message: Slightly less unhelpful comment
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11:59:01-ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response.
12:13:35BFLogBot Commit: a1528db1cc5d | Author: watusimoto | Message: Clean up constants
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13:57:20BFLogBot Commit: a803081fa8f8 | Author: watusimoto | Message: Fix spark freezing problem when in /idle
13:57:22BFLogBot Commit: 965ba54f4cbd | Author: watusimoto | Message: Make sure teleporters (and other objects) continue to idle when we are /idled... this will prevent teleporters from "freezing" while /idled. I hope this has no weird side effects
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15:12:13raptorgood mroning!
15:33:27BFLogBot Commit: 35863f31906e | Author: buckyballreaction | Message: Fix compiling. Apparently shared_ptr can't take NULL?
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16:07:35Watusimoto_hi
16:07:41raptorhello
16:09:05Watusimoto_do you see any danger in idling objects on the client while you are suspended?
16:09:20Watusimoto_(that was the core of my most recent fixes)
16:10:31Watusimoto_also we need to discuss schedule a little
16:10:49Watusimoto_next week I'm going to be away, probably completely out of contact
16:11:05Watusimoto_so we'll either need to do the 019a release before I go or after I come back
16:11:22raptorwhat do you m ean by idling objects?
16:11:33Watusimoto_I'm going to guess you would vote for before; if so, it would probably have to be Wed or earlier
16:11:44Watusimoto_(I mean calling each client object's idle method)
16:11:58Watusimoto_(or rather, calling each object's idle method on the client)
16:12:42raptori don't think there's a problem with the rendering (sparks/teleporter), but BfObject::idle is problematic because many objects don't receive updates from the server
16:12:48raptorsince there is no controlObject
16:13:14Watusimoto_yes
16:13:46Watusimoto_but that doesn't really matter too much... when you respawn, the screen will (likely) change, and you don't always expect objects to be as they were before you spawned
16:14:05Watusimoto_so if they get a bit out of sync with the server, it should be fixed on spawn, no?
16:14:47raptorI guess i don't see what goal you're working towards..
16:15:11raptorit seems OK right now - already /idle doesn't really break game continuity like it used to
16:16:42Watusimoto_the goal was animating teleporters while you were /idle
16:16:50Watusimoto_it looked goofy that they froze after 2 seconds
16:19:11raptorok, that's the rendering
16:19:18raptornot actually bfobject::idle()
16:19:22raptori have no problem with that
16:20:19Watusimoto_you need to run idle() on the teleporter to get it to animate
16:23:34raptorreally?? i thought it was handled by the graphics (spark) manager
16:25:02Watusimoto_there is a counter at the very top of the teleporter idle method that needs to be advanced
16:25:17Watusimoto_I commented that one line out, and teleporters no longer animated
16:27:31raptorinteresting
16:29:15raptori wonder if that should be moved to sparkmanager and have variables in sparkmanager be updated
16:32:36raptori don't think it warrants idling all BfObjects
16:33:22raptorbut we probably don't want to do a refacter
16:38:19Watusimoto_probably want to do that; I don't know if it would be much of a refactor or not
16:49:36raptoryes, i'd be willing to do the release if we can finish stuff up before your departure
16:55:43Watusimoto_I'm working on the help item item I added today
16:55:52Watusimoto_and a related item I did not add, but just discovered
16:56:19Watusimoto_in a pinch, I'd be willing to let most of the remaining items go, so I think unless we find anythign big we can do the release soon
16:56:31Watusimoto_and having a deadline is probably a good thing
16:56:48raptori think s_bot shoule be reverted for now - fordcars gave it a go, fixed several bugs but said lots still existed
17:05:49raptori have to go - i'll be back in a few hours. after release I have plans to take a look at s_bot
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17:39:15BFLogBot Commit: defe2b81b134 | Author: watusimoto | Message: Make coords explicit
17:39:17BFLogBot Commit: 1908d4b49199 | Author: watusimoto | Message: Warnings and formatting
17:39:20BFLogBot Commit: d4de1e709f0d | Author: watusimoto | Message: Make coords explicit, fix warnings
17:39:22BFLogBot Commit: 371fe9ffff03 | Author: watusimoto | Message: Add shouldRender() to BfObject, use it to suppress inline-help outlines on things like asteroids that have been killed but are still lingering for a few frames. This will help formalize the 'when to render' logic we have strewn around in a few places. Also renamed some method vars to use "m" prefix.
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21:17:09BFLogBot Commit: 07e6fbb2926a | Author: watusimoto | Message: Reversing the logic makes this a tad clearer
21:17:10BFLogBot Commit: abc8876ba6e4 | Author: watusimoto | Message: Formatting
21:17:12BFLogBot Commit: be3ab547c2c3 | Author: watusimoto | Message: Break apart rendering a little; format for shorter lines; disable inline help rendering when /idle
21:17:13BFLogBot Commit: fa594a7652e8 | Author: watusimoto | Message: Turn off ingame help messages when server is suspended
21:17:15BFLogBot Commit: c0ae022e46a8 | Author: watusimoto | Message: Whitespace, formatting
21:17:17BFLogBot Commit: 969ddfe38d5d | Author: watusimoto | Message: More effectively suppress inline help when /idle
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22:28:05BFLogBot Commit: eba5c20c2225 | Author: buckyballreaction | Message: Fix compiler warning
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23:31:13raptorkoda!
23:31:35raptordoes hedgewars use Lua 5.1, 5.2, or luajit?
23:35:20koda5.1
23:35:34raptorok, thanks!
23:37:08kodathere was a patch to move to 5.2 but it got lost
23:37:20kodanot sure what are the differences between versions either
23:37:45raptori tried moving bitfighter to 5.2, but we use a custom Lua interpreter called lua-vec and I couldn't reliably merge the additions in 5.2
23:37:58raptorso now i'm thinking about moving to luajit
23:38:20kodawait for luajit2
23:38:32raptoryes, 2.0.2 was recently released
23:38:41raptorbenchmarks are impressive
23:39:40kodaAH, i would say it was released…
23:39:46kodaJust In Time
23:39:48koda8-)
23:39:50raptorhehe
23:40:32raptorbut the build system is going to be interesting... the only real way to build it on any platform is to use the custom Makefile included
23:40:45raptorso i'm researching how to call it from CMake
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