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- Feb 3 2017, 10:51 PM (357 w, 2 d)
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Yesterday
Great, thank you!
Should be fixed with the last update. To reproduce (I wasn't able locally) you need to choose OpenGL backend (restart after that), enable post processing, set scale to 200%.
Fixes compute_downscale.cs compilation
Scaling requires post processing be enabled indeed.
libxml2 v1.12.1 includes less header implicitly.
You mean v2.12.1?
Could you post your userreport_hwdetect.txt?
Yeah, I will do after committing.
Sat, Dec 9
Fri, Dec 8
Sun, Dec 3
It was and still is about lag, but I'm also worrying that the queue capacity isn't limited anymore.
Sat, Dec 2
Have you measured performance for those changes?
Thu, Nov 30
Mon, Nov 20
Nov 10 2023
Nov 9 2023
Nov 8 2023
You mean like #1229?
Nov 7 2023
Yeah, thanks!
Nov 6 2023
Nov 5 2023
Could you make a test for that?
Not perfect but I can live with it.
Nov 2 2023
Nov 1 2023
Oct 31 2023
This commit introduced serialization test failure (I've bisected it between 27104 and 27894):
Oct 30 2023
Animation became noticeably out of sync with movement speed (reported by @abian):
I believe it requires to login.
It'd be good to attach comparison images to such changes.
Oct 29 2023
autobuild is broken (logs from Jenkins):
Oct 28 2023
Oct 27 2023
Oct 26 2023
Oct 25 2023
Oct 24 2023
Oct 23 2023
I mean if we have a plan to restrict the CLogger scope by some class later then the change is unnecessary, if we don't have a plan then it's kind of ok (it's not perfect and in your terms a new dev might be "scared" because it looks like a workaround).
Oct 20 2023
Fixed in rP27893.
Oct 19 2023
A question: if there was a proper CApplication class (which controls lifetime of CLogger), would the LifetimeGuard be necessary?
Oct 18 2023
Oct 17 2023
Shouldn't it behave like the follow hotkey (F by default)?
I don't think that the word "might" is applicable here. The diff uses the code that was added.
Oct 14 2023
Oct 13 2023
Oct 12 2023
Currently it's better to fix the behavior rather than making it always allocating. It was broken in rP23191. We construct CStrIntern with the same const char* many times per frame.
It should be mentioned in the changelog because there might be mods which use this function.
Is there a more powerful combination with riscv64?
The main idea is to not make everything clean at once, but move towards by small steps. All polishing refactorings might be done afterwards. You might take a look my GL -> abstract API refactoring history. It took me more than a year (and it's still far from perfect). But it allowed me to add Vulkan support and make players life more comfortable in some cases (especially on macOS).
Could you attach screenshots for long translations?
Could you adjust your patch to have a context? You can find how to do that here: https://trac.wildfiregames.com/wiki/SubmittingPatches#Makingsomechanges