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Teeworlds
IRC / bridge
One-way IRC channel bridge. If you want to be able to send messages to IRC, contact @Dune or @heinrich5991. https://www.teeworlds.com/?page=docs&wiki=rules/irc_rules
Between 2020-09-17 00:00:00Z and 2020-09-18 00:00:00Z
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Reviewing takes time and is ungrateful work
12:19
Contributors come and go as their motivation spikes, maintainers are supposed to always be there on the span of a decade :)
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i see
12:21
if the contributor is not active anymore can i PR the same thing?
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Who made the grenade fix?
14:22
with direction being rounded?
14:22
my mod has server-side dummies which follow a specific path, always the same, and with the rounded m_Direction of the grenade projectiles he can not do the path with grenade jump as before
14:22
he fails
14:23
i think this needs a clientside fix because this is a physics change, not a visual glitch fix
14:23
so we need to revert the rounding and we need to fix it clientside
14:24
i mean, its not really noticeable for normal players, but my dummy shows that it has impact...
14:25
@Dune ?
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@TsFreddie imo that's a good thing yeah. Sometimes issues stall because the PR is deadlocked by the contributor
14:51
@fokkonaut maybe redix? Look in the recently closed PRs
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but is such a physics change okay?
14:53
because i think this is a client visual issue, not a server issue
14:53
the server should not round the position
14:53
lol
14:53
ah no wait
14:53
its the rounded Direction
14:54
that shouldnt happen imo
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You cannot fix it client side without changing the protocol. For the normal game the precision in the snapshot is enough. Showing another path on client side is just wrong and prevents any sort of rocket jump prediction. The characters use quantization and so should all other physics elements. The server should only use the values that it sends to the clients.
15:31
If it breaks your code just revert it 🙂
15:32
But you should at least keep the changes in the snap method
15:32
That at least reduces the client side error
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I realize i never said anything in IRC about my attempts to rework TextRender.
22:25
I took the concept of deferred text render, that was used in in TextShadowed, and applied it everywhere by storing the deferred text into CTextCursor.
22:26
Also i'm rewriting the code for laying out text and supports text alignment directly in TextRender
22:27
Currently the rework is going pretty well with noticeable performance increase with large amount of text on screen.
22:28
But I've changed the API of textrender, so I also rewrote all instance of text throughout the client. Currently everything is rewritten except chat and console.
22:30
but I don't feel like rewriting text calls in the already bloated chat.cpp, would it be sensible if I deal with https://github.com/teeworlds/teeworlds/issues/2706 first or should I restore text calls in chat and console to their original states first.
22:33
btw, this is additional reworks besides the font texture work to support multiple fonts, if it wasn't clear.
Exported 34 message(s)