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- User Since
- Aug 21 2021, 5:41 PM (152 w, 6 d)
Tue, Jul 23
That is indeed horrible.
Sun, Jul 21
Sat, Jul 20
Well, the linked upstream commit bumps to 2.2.7 but the tag 2.2.7 doesn't contain this commit, so seems I was mislead.
Should be miniupnpc 2.2.7, right?
Thu, Jul 18
I prefer the approach used for the logger, ie put some profiler object on the stack that sets the g_profiler to something usable in the constructor and cleans up in the destructor. Maybe also replace the use of optional with a dummy profiler, similar to the blackhole logger.
Tue, Jul 16
Tue, Jul 2
Jun 20 2024
The summary doesn't say why exactly 2.12 and looking at https://babel.pocoo.org/en/latest/changelog.html I don't see an obvious reason either. Can you please clarify?
Jun 17 2024
CPU skinned? Is this what is commonly known as gpu skinning but the work done on the cpu? isn't that prohibitively expensive?
Went trough all, no accidental code changes spotted.
Can't figure how the comments lead to this but as it's the same as my initial take no objections from me.
Jun 15 2024
Jun 13 2024
Up to northern_lights
Jun 12 2024
Checked maps starting with a trough f (up to frontier), no real issue found, will continue another time. Line breaking for code I guess one could do some bike shedding here but I say your changes are ok as-is.
Didn't spot any issues
While huge it still can be reviewed after you fixed all linter warnings, so I'd say getting this one in next is fine.
I agree that the current one is a bit unfortunate just that reorganizing leads to people to have to get used to it again. So I suggest to also try to address other issues at the same time. For instance single-player and multiplayer replay are the same, just a different default for one filter. Then the multiplayer vs single-player and the lobby vs lan always felt awkward to me and I'm sure this can be improved.
Jun 10 2024
fd xml$ -0 | xargs -0 xmllint --xpath '//column/@color' --quiet
Jun 1 2024
May 28 2024
Would be nice if it were an upstream tarball that gets extracted during build instead of checking in sources, similar to how sm is handled.
May 24 2024
The global header with the wfg styling I'd only use for global icons and links like forum, web, trac, irc and so forth; don't think reusing the global header style for application headers is a good idea.
May 11 2024
There is code to handle filesystem 2 & 3 implementation, if you want to to require boost filesystem 4 it be best to remove the handling for old versions. V4 is probably around for more then 10 minor boost versions which I'd say is old enough, tho you'd have to check which exact version would be the new minimal version anyway.
Apr 19 2024
Apr 8 2024
Apr 7 2024
Guess some of those let could be const instead.
Mar 31 2024
Mar 30 2024
Mar 27 2024
Mar 20 2024
However clients have no idea which user issued which command which might be ok-ish or not, you don't need it for basic gameplay but per user stats are of reach for instance.
Thinking a bit more about player spoofing, it probably is a bad idea in the first place and extending the command protocol to have both a "user" and "player" id would probably make implementing co-op play a lot cleaner. Sure it's not the intended scope of this patch ...
Mar 19 2024
Mar 18 2024
Mar 17 2024
Quick review
Mar 14 2024
Mar 9 2024
That all maps must be migrated more or less immediately to use the new way is a given and doesn't depend on whether to leave a compatibility layer behind.
Mar 6 2024
*shrug, also would be more obvious an improvement if the old way is removed.
Checking the code in pyrogenesis the global object is indeed available under the name "global" in js running in pyrogenesis, my bad, I got tricked to believe you added a property global to the global object :)
Also now that you drive generation from cpp why the need to call export map from js?
global is as good a name as rootedvalue or habakuk.
why not Engine.map?
Feb 25 2024
Ok, now that we have established that for sufficiently small deviation in radius this approach is acceptable let's continue getting the patch into shape.
Feb 23 2024
@Baelish , not sure I follow you. To find a solution one must exist, the code you touch doesn't guarantee such at all. What the ticket suggest is to make the radius variable to some extent to increase the probability such a solution exist in the first place. Ofc there is a tradeoff that now possible minor imbalance is introduced, like one players chickens are on average one tile further away than the other players or the like. The change from random angle to iterative angle in practice should be less impactful.
Feb 22 2024
Thanks for the rational, tho the idea was to update the summary at the top of this web page. The summary is what the commit message should be based on.
I did not remove old parts, so i took them as comments
Feb 19 2024
Feb 18 2024
I suggest to add a shaders not found error message and maybe give a hint as for the possible cause and solution, otherwise LGTM apart from the obvious linter warning.
Feb 17 2024
If selecting vulkan can break the game then it shouldn't be exposed in the gui in the first place, even less be recommended. At least as long as reinstalling can't fix the issue. So before a release this needs to be addressed anyway.
Vulkan being _highly recommended_ but not the default is a contradiction, the note about drivers could be read as don't try unless you are sure it works because you will lock yourself out if not. Graceful degradation from vulkan to gl if something goes wrong is a must have.
Feb 16 2024
Well, I'd say gl is supposed to be labeled legacy. So I'd use stronger language and move vulkan to the top of the list and make it default in default.cfg
Feb 11 2024
Feb 10 2024
Feb 9 2024
Haven't tested so just some comments based on a quick review. First is you are switching between perspective and orthographic projection, not between 2D and 3D (ie if in orthographic mode you can still 3D navigate the viewport, right?), so names should reflect that. Secondly, if you want to log output use the logger infrastructure provided by pyrogenesis, tho I guess the printf are just for the sake of development and therefore should be removed.
Jan 20 2024
we could adopt the upstream fix instead found at https://github.com/premake/premake-core/pull/2117, but this one looks ok as well.
Binary patches are a real pain to test so I skip doing that, always ;)
Jan 12 2024
make the textures less blurry
Jan 6 2024
Jan 1 2024
The packaging tarball and the wheels could be hosted as a tarball like the mozjs tarball or bundled with it instead of committed to svn. Actually the mozjs tarball isn't pristine (subset of firefox tarball), @wraitii already runs autoconf first, so just plain updating vendored python packages doesn't seem that big of a leap anymore. Just let us name it mozjs-ps-91.13.1.tar.xz
Dec 31 2023
Dec 29 2023
Dec 10 2023
But might have been using opengl, maybe related to enabling postprocessing or some part thereof.
ERROR: Failed to compile shader 'shaders/glsl/compute_downscale.cs': 0:27(31): error: no function with name 'texture2D' 0:27(2): error: no matching function for call to `imageStore(image2D, ivec2, error)'; candidates are: 0:27(2): error: void imageStore(image1D, int, vec4) 0:27(2): error: void imageStore(image2D, ivec2, vec4) 0:27(2): error: void imageStore(image3D, ivec3, vec4) 0:27(2): error: void imageStore(image2DRect, ivec2, vec4) 0:27(2): error: void imageStore(imageCube, ivec3, vec4) 0:27(2): error: void imageStore(imageBuffer, int, vec4) 0:27(2): error: void imageStore(image1DArray, ivec2, vec4) 0:27(2): error: void imageStore(image2DArray, ivec3, vec4) 0:27(2): error: void imageStore(imageCubeArray, ivec3, vec4) 0:27(2): error: void imageStore(image2DMS, ivec2, int, vec4) 0:27(2): error: void imageStore(image2DMSArray, ivec3, int, vec4) 0:27(2): error: void imageStore(iimage1D, int, ivec4) 0:27(2): error: void imageStore(iimage2D, ivec2, ivec4) 0:27(2): error: void imageStore(iimage3D, ivec3, ivec4) 0:27(2): error: void imageStore(iimage2DRect, ivec2, ivec4) 0:27(2): error: void imageStore(iimageCube, ivec3, ivec4) 0:27(2): error: void imageStore(iimageBuffer, int, ivec4) 0:27(2): error: void imageStore(iimage1DArray, ivec2, ivec4) 0:27(2): error: void imageStore(iimage2DArray, ivec3, ivec4) 0:27(2): error: void imageStore(iimageCubeArray, ivec3, ivec4) 0:27(2): error: void imageStore(iimage2DMS, ivec2, int, ivec4) 0:27(2): error: void imageStore(iimage2DMSArray, ivec3, int, ivec4) 0:27(2): error: void imageStore(uimage1D, int, uvec4) 0:27(2): error: void imageStore(uimage2D, ivec2, uvec4) 0:27(2): error: void imageStore(uimage3D, ivec3, uvec4) 0:27(2): error: void imageStore(uimage2DRect, ivec2, uvec4) 0:27(2): error: void imageStore(uimageCube, ivec3, uvec4) 0:27(2): error: void imageStore(uimageBuffer, int, uvec4) 0:27(2): error: void imageStore(uimage1DArray, ivec2, uvec4) 0:27(2): error: void imageStore(uimage2DArray, ivec3, uvec4) 0:27(2): error: void imageStore(uimageCubeArray, ivec3, uvec4) 0:27(2): error: void imageStore(uimage2DMS, ivec2, int, uvec4) 0:27(2): error: void imageStore(uimage2DMSArray, ivec3, int, uvec4)
After fiddling a while with this new feature and checking the console after I saw the above, but can't figure out how to reproduce it :)
LGTM if you fix the linter warnings.
How is it supposed to interact with gui.scale?
Dec 4 2023
Should be var -> let, const
Nov 22 2023
Nov 16 2023
Nov 15 2023
Seems not easy to describe that function, no wonder the original comment was lousy ...
Nov 14 2023
Nov 7 2023
I generally like it and agree with you.