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Meeting_2024 03 17

Vankata453 edited this page Mar 19, 2024 · 2 revisions

The 2024-03-17 meeting was held on March 17th at 18:30 UTC on IRC.

Present were:

Additional participants:

Minutes

1. What about investing donations into music resources for OST revamp?

  • Up to $300 (approximate limit) could be given out as donations to music composers, or for music equipment, if needed. Can be increased a little if necessary.

2. How to resolve resolutions causing inconsistencies in cutscenes and badguy activation/deactivation?

  • Cutscene issues could be looked into more, but we cannot limit the window size to account for certain inconsistencies.

2.1. Should we remove the "Magnification" option?

  • Limit magnification option to just "adapted" (formerly "auto") and "pixel perfect" (100%).

2.2. Should we remove the "Aspect Ratio" option?

  • Leave the "Aspect Ratio" option as it is for now, otherwise new problems would be made up.

3. Should we try out exponential smoothing for the camera?

Postponed for next meeting: Mathnerd314 was not present.

4. How many approvals should a PR (Pull Request) be required to have to be mergable, and how long should a merge be delayed after it's announced?

  • 1 review required for cosmetic PRs, 2 reviews required for small PRs, 3 required for big PRs.
  • We should wait 10-15 minutes before merging small PRs, and a few hours for big PRs.
  • Cosmetic PRs are apparent (for example, README.md typo fix). Whether a PR is small/big is determined on case-by-case basis.

5. What about our current sound system? Maybe rewriting it in SDL, which allows for more control over samples, would be a good idea?

  • mrkubax10 will have a try at rewriting the sound system in SDL for more control over samples.

6. What about replacing the fmt dependency?

  • Writing a wrapper around snprintf, which would pass all arguments to it and output a std::string, will be looked into.

7. What's the current progress on the BI1 (Bonus Island 1) revamp?

Postponed for next meeting: frostc3424, who suggested this question, was not present at that time.


Next meeting will take place in a week, where postponed questions will be discussed, as well as any potential new ones.

Log

Messages were logged on the UTC+1 timezone.

(19:30:29) * mrkubax10 is logging
(19:30:33) tylerandari12: First
(19:30:35) mrkubax10: I guess we can start?
(19:30:43) Vankata453: maybe someone ping him on discord
(19:30:43) matusguy: wheres mathnerd
(19:30:52) matusguy: mathnerd314: yoohoo?
(19:31:01) frostc3424: wait is there a vc going on rn?
(19:31:11) tylerandari12: Thats what im sayin
(19:31:13) matusguy: rustybox: you too?
(19:31:22) frostc3424: imma just join playroom for the time being
(19:31:25) rustybox: huh?
(19:31:29) Vankata453: meeting
(19:31:30) matusguy: Meeting
(19:31:34) tylerandari12: meeting
(19:31:36) rustybox: oh yeah. i forgor
(19:31:39) weluvgoatz: meeting
(19:31:42) tylerandari12: Ill also join playroom for now
(19:31:44) mrkubax10: here is the meeting agenda: https://termbin.com/fcyv
(19:31:59) Vankata453: first we should prob complete the 4th question
(19:32:17) weluvgoatz: should be good
(19:32:19) matusguy: orange do you have your coffee ready
(19:32:21) mrkubax10: well that's up to marty
(19:32:34) Vankata453: let me find the message
(19:32:43) Vankata453: > How we sometimes just merge things without thinking? How we sometimes just leave it to rusty to test things in game? I still remember the time when i asked rusty here for a review and you merged it anyway only because it wasnt on the github
(19:32:48) tylerandari12: I cant hear you guys lmao
(19:32:59) mrkubax10: meeting is here anyway
(19:33:13) tylerandari12: Bruh
(19:33:29) Vankata453: yeah stuff discussed in VCs is not logged
(19:33:49) Vankata453: I guess we could start with teh first question if y'all want to
(19:33:56) tylerandari12: I mean id still like to be in the vc lmao
(19:34:03) mrkubax10: I don't get why people are joining VC when meeting is announced to be held on IRC
(19:34:12) tylerandari12: because its fun
(19:34:12) Vankata453: as long as we discuss stuff here be in the VC ig, but idk the point
(19:34:25) tylerandari12: Hold up im gonna do some trolling
(19:34:30) tylerandari12: You guys can go on
(19:34:36) mrkubax10: yeah we can start with first topic
(19:34:38) Vankata453: 1. What about investing donations into music resources for OST revamp?
(19:34:58) mrkubax10: so currently we don't do anything with donated money
(19:35:02) Vankata453: I agree we should to some extent, because music is something the game has been lacking for a long time, so it'll be like a little push
(19:35:09) Vankata453: also some use of the lots of donated money
(19:35:53) tylerandari12: Tbh id say if possible reach out to people before we use the money, but it is there if we do wanna commission.
(19:36:09) Vankata453: yeah yeah, the offer is the question
(19:36:19) mrkubax10: also equipment
(19:36:45) matusguy: i think we should only invest when the current music contributors are feeling burnt out or something.
(19:37:02) frostc3424: huh?
(19:37:06) matusguy: What we could invest on is sound effects
(19:37:14) Vankata453: i kinda disagree with that because making something already great even better would have an even better effect
(19:37:18) rustybox: we should have plans for what we want and need if we spend money
(19:37:24) mrkubax10: also music is not something that block development of the game
(19:38:00) Vankata453: about sound effect, can't we count those towards music investments?
(19:38:08) matusguy: sure
(19:38:20) matusguy: How much will we invest tho?
(19:38:34) mrkubax10: Some budget planning would be good lol
(19:38:38) tylerandari12: Guys drag me in
(19:38:40) Vankata453: not sure what the current amount of money is
(19:38:53) mrkubax10: that's why Tobbi should be here too
(19:39:02) Vankata453: oh yeah for this question definitely
(19:39:22) matusguy: Crap
(19:39:36) Vankata453: ...yeah, i mean we can come back to it later if necessary
(19:39:57) mrkubax10: but I think it's around 1800$?
(19:40:01) mrkubax10: not sure exactly
(19:40:03) Vankata453: yeah me too
(19:40:18) matusguy: Damn thats a lot
(19:40:21) matusguy: i mean im 14
(19:40:25) Vankata453: $200-300 doesn't sound bad?
(19:40:45) Vankata453: idk what music creators need exactly tho
(19:40:55) matusguy: it doesnt sound bad
(19:40:59) tylerandari12: Yea
(19:41:05) mrkubax10: I'm not into music so idk
(19:41:08) Miner34 has quit (Quit: Client closed)
(19:41:12) Vankata453: but i guess we have the option
(19:41:43) tylerandari12: Yeah its there
(19:41:55) frostc3424: also idk if this was mentioned before but i think donating some of the money to people to who are working the ost would be a good idea
(19:42:08) mrkubax10: But like 300$ in what timespan?
(19:42:34) mrkubax10: it's probably not one time thing
(19:42:36) Vankata453: as long as stuff is needed ig
(19:43:03) Vankata453: since it would be a budget for music stuff, as long as there is still money left...
(19:43:21) mrkubax10: then 300$ limit doesn't make much sense
(19:43:25) mrkubax10: any limit doesn't
(19:43:26) Vankata453: if there is a need to discuss this again i'd imagine it'd be a time for a new meeting anyways
(19:43:37) tylerandari12: Yea
(19:43:38) Vankata453: not exactly a limit, more like an approximate range
(19:43:45) mrkubax10: for one donation?
(19:43:50) tylerandari12: This chat is dead lmao
(19:43:54) matusguy: no it sint
(19:43:55) mrkubax10: wat?
(19:43:58) Vankata453: i'm not talking about the donations, im talking about the question
(19:44:11) mrkubax10: orange when there is no 209380913809213 messages per second
(19:44:13) Vankata453: about the music equipment
(19:44:16) tylerandari12: Yes
(19:44:21) tylerandari12: I need engagement
(19:44:25) Vankata453: but donations sound like a great idea
(19:44:31) Vankata453: too
(19:45:02) mrkubax10: yeah I'm also talking about music equipment, it's donation from us in some way
(19:45:29) Vankata453: well, i guess in a way it is, but we get something from it back so it's also an investment
(19:46:17) Vankata453: but then you can call donating to composers also an investment cause it motivates them to work on more music so...
(19:46:22) mrkubax10: so I guess the conclusion is yes, and amount depends on need
(19:46:31) tylerandari12: Ok now this chat is dead lol
(19:46:34) Vankata453: but i guess we should keep that amount under a certain value
(19:46:40) frostc3424: orange
(19:46:41) frostc3424: please
(19:46:43) Vankata453: like under $500, $600?
(19:46:51) Vankata453: tylerandari12: let's be on-topic
(19:46:53) mrkubax10: I think that 300$ is a good limit
(19:47:02) Vankata453: i also do too
(19:47:05) frostc3424: yeah 300 seems fair
(19:47:13) frostc3424: and if need be we can go over
(19:47:14) frostc3424: but yeah
(19:47:22) mrkubax10: tylerandari12: then add something to the conversation
(19:47:27) Vankata453: any more opinions?
(19:47:32) Vankata453: otherwise i'll type out a conclusion
(19:47:32) tylerandari12: what am i supposed to add lmao
(19:47:38) frostc3424: nothing
(19:47:45) tylerandari12: 300 spunds good i guess lol
(19:47:45) Vankata453: if you ain't got nothing to say you don't say anything ig
(19:48:26) tylerandari12: That explains where everyone is lmao
(19:49:23) frostc3424: Gonna say this just in case i forget, we should discuss the current progress on the bi1 revamp after the main questions
(19:49:25) Vankata453: any more opinions once again?
(19:49:40) Vankata453: FrostC: you could mention that again after all questions are over
(19:49:42) matusguy: i dont have any more opinions
(19:49:47) tylerandari12: same
(19:49:50) Vankata453: QUESTION 1 CONCLUSION: Money up to $300 (approximate limit) could be given out as donations, or for music equipment to music composers, if needed, can be increased a little if necessary.
(19:49:57) Vankata453: good?
(19:50:08) mrkubax10: good
(19:50:12) frostc3424: Vankata: sure
(19:50:17) rustybox: can we add there needs to be a proper plan idea on what we want too?
(19:50:28) rustybox: i mean kinda obvious but just to make sure we don't spend willy nilly
(19:50:36) Vankata453: we will discuss that in internet i'd imagine
(19:50:39) Vankata453: internal*
(19:51:02) Vankata453: the question was more like in general
(19:51:13) mrkubax10: yeah this is just general plan, particular cases will require further discussion
(19:51:16) rustybox: alrighty
(19:51:20) Vankata453: question 2?
(19:51:27) mrkubax10: yes
(19:51:27) tylerandari12: sure
(19:51:28) Vankata453: 2. How to resolve resolutions causing inconsistencies in cutscenes and badguy activation/deactivation?
(19:51:40) matusguy: what does this mean again?
(19:51:41) tylerandari12: What does this even mean?
(19:51:42) mrkubax10: now with that I'm not sure
(19:51:47) mrkubax10: not sure what this is about
(19:51:49) Vankata453: My opinion is that badguy activation/deactivation consistencies aren't much of an issue
(19:51:52) Vankata453: to begin with
(19:51:55) rustybox: so what inconsistency are we talking about
(19:52:06) Vankata453: resolutions, people have reported this over time
(19:52:18) matusguy: "resolving resolutions"
(19:52:25) rustybox: well, the solution I know of is to limit the options
(19:52:42) rustybox: and remove magnification setting
(19:52:51) mrkubax10: I don't like the idea of limiting window size flexibility
(19:52:56) matusguy: magnification is only useful for mobile
(19:52:57) Vankata453: also inconsistencies in cutscenes is something Servalot mentioned a while ago regarding The Crystal Catacombs, I remember
(19:53:04) mrkubax10: matusguy: and also for slow computers
(19:53:10) rustybox: it think that has to do with the wait script
(19:53:13) matusguy: slow computers? really?
(19:53:15) rustybox: it isn't always the same
(19:53:24) rustybox: sometimes a wait of 8 is less or more
(19:53:26) Vankata453: resolutions don't affect waiting
(19:53:27) rustybox: idk how to explain it
(19:53:29) mrkubax10: matusguy: yeah, Narre used that to make Supertux run faster on his PC collection
(19:53:30) matusguy: now what we could remove is the aspect ratio setting... it's kinda useless
(19:53:57) Vankata453: that would be for another question
(19:54:10) mrkubax10: questions can be added on demand if necessary
(19:54:13) Vankata453: mrkubax10: could you add those additional questions in the meantime
(19:54:17) Vankata453: in that document
(19:54:23) mrkubax10: that is not editable :/
(19:54:28) mrkubax10: it's just like pastebin
(19:54:30) Vankata453: oh well
(19:54:37) Vankata453: back to the question
(19:55:11) matusguy: i can imagine magnification could be hard to work with though. especially with camera zooming and stuff
(19:55:18) Vankata453: do we ask servalot to elaborate on the resolution inconsistencies?
(19:55:29) matusguy: servalot: yoohoo
(19:55:32) mrkubax10: yeah it seems like a good idea
(19:55:44) mrkubax10: also we need Mathnerd314 for 3 topic
(19:55:48) Vankata453: if he can't then we could postpone this question
(19:55:53) matusguy: mathnerd said hed be on
(19:55:56) tylerandari12: Me when i gotta place my crushers in a way that people playing with 500% magnification can see:
(19:56:33) mrkubax10: well you cannot foresee every case
(19:56:53) Vankata453: can you seriously set 500% magnification? just why...
(19:57:00) Vankata453: anyways not on-topic
(19:57:07) mrkubax10: at least magnification is not buggy
(19:57:26) Vankata453: about badguys, any opinions?
(19:57:26) mrkubax10: finally something that works
(19:57:28) tylerandari12: Bro what do you mean its not on topic? Were literally talking about magnification?
(19:57:33) Vankata453: cause the question got 2 parts
(19:57:43) tylerandari12: Yeah, im talking about the 1st part
(19:57:43) Vankata453: > Were literally talking about magnification?  check the question again
(19:57:54) Vankata453: resolutions, not the magnification option
(19:57:56) rustybox: magnification is awful for level design. case in point crusher
(19:57:59) tylerandari12: Yes
(19:58:01) matusguy: rusty is right
(19:58:45) mrkubax10: well magnification can be removed I guess, it's not something critical
(19:58:53) Vankata453: idk if anyone uses it
(19:58:54) rustybox: yes pls
(19:58:54) mrkubax10: it will resolve the resolution issue partially
(19:58:58) matusguy: and aspect ratio!!!!
(19:58:58) tylerandari12: Yea
(19:59:12) mrkubax10: so maybe voting will be a good idea?
(19:59:15) Vankata453: the resolution issue was more about the cutscene/badguy inconsistencies, idk if there are any more?
(19:59:37) tylerandari12: Same
(19:59:43) matusguy: Also do we really need to make the window resizable
(19:59:47) mrkubax10: yes
(19:59:51) frostc3424: Tbh i don't think removing it would be a good idea, but instead have a warning that the game might have some issues when ur magnification is set high
(19:59:57) Vankata453: i think we should, but that's a part of the problem
(20:00:10) Vankata453: that's why i'm puzzled on this
(20:00:18) mrkubax10: frost3424: do you use magnification?
(20:00:46) mrkubax10: so far I don't think that anyone used it when running in typical environment
(20:00:53) Vankata453: wait i just checked
(20:01:00) Vankata453: my PC runs ST on fullscreen with 160% magnification
(20:01:06) Vankata453: otherwise it's boxed and it doesn't look good
(20:01:17) tylerandari12: Me playing the game on 10% magnification :heart_eyes:
(20:01:28) Vankata453: i guess we could just limit it to sensible values
(20:01:32) rustybox: i use 150
(20:01:39) rustybox: but only cuz i can
(20:01:41) weluvgoatz: i just use the normal one, i like it
(20:01:50) tylerandari12: I dont touch tje settings lol
(20:01:54) rustybox: i like 150 cuz its zoomed in some more but I like both
(20:01:59) matusguy: i dont play fullscreen anyway
(20:02:01) Vankata453: actually currently it seems to be up to 250%, that's pretty much what you'd need
(20:02:16) rustybox: also who uses below 100%
(20:02:19) rustybox: red f l a g
(20:02:34) Vankata453: eh, it isn't a problem if we keep it either way though
(20:02:35) matusguy: mmm yes i love playing with a big black border around the viewport
(20:02:43) tylerandari12: Theyre like the minecraft high FOV users of ST
(20:02:46) frostc3424: Mrkubax10: no but i can see somebody being upset if we remove it. Idk
(20:02:51) matusguy: SO TRUE
(20:02:51) rustybox: c'est parfît
(20:02:56) mrkubax10: or just make it adapt to window size and remove magnification option
(20:02:58) Vankata453: now that i checked I'd be upset
(20:03:05) tylerandari12: Theyll be upset if we remove anything lmao
(20:03:08) matusguy: mrkubax10: good idea
(20:03:09) Vankata453: mrkubax10: good idea actually
(20:03:24) rustybox: facts
(20:03:25) Vankata453: it's basically like the "auto" option for magnification currently
(20:03:30) Vankata453: but it's forced on "auto"
(20:03:47) mrkubax10: yes
(20:03:57) Vankata453: and auto makes it the way it should be
(20:04:08) mrkubax10: this is the idea that I had from the beginning
(20:04:21) Vankata453: still, let's leave this for another question?
(20:04:42) matusguy: Eh
(20:04:45) tylerandari12: idk
(20:04:49) matusguy: Do we at least agree that
(20:04:53) mrkubax10: does that matter?
(20:04:54) matusguy: we can remove aspect ratio
(20:05:05) Vankata453: wanna ask about resolution issues with badguy activation/deactivation, do you all think they matter much
(20:05:08) tylerandari12: Not against it
(20:05:16) tylerandari12: Talkingnto Marty
(20:05:18) matusguy: what about aspect ratio!!!!!!!!!
(20:05:23) Vankata453: matusguy: let's leave it for another quewstion
(20:05:42) mrkubax10: but does the aspect ratio option cause any issues?
(20:05:45) matusguy: grr ok
(20:05:51) rustybox: :snowballclueless:
(20:05:55) tylerandari12: :snoozrun:
(20:05:56) matusguy: mrkubax10: its useless
(20:06:00) matusguy: the setting
(20:06:04) matusguy: is useless
(20:06:08) matusguy: it just stretches ur screen
(20:06:09) mrkubax10: well maybe for someone it's useful
(20:06:16) tylerandari12: Yeah for like 0.5 people
(20:06:28) mrkubax10: if it doesn't cause issues then it can be kept
(20:06:31) matusguy: how is it useful
(20:06:33) Vankata453: ...
(20:06:45) mrkubax10: matusguy: I think that you are overcomplicating there
(20:06:47) matusguy: it's literally a stretch your screen to make it look bad button
(20:06:54) tylerandari12: Is stretching your screen an issue?
(20:07:01) tylerandari12: Asking for a friend
(20:07:05) mrkubax10: just don't use it
(20:07:19) matusguy: ok whatever
(20:07:24) frostc3424: Actually wait
(20:07:30) * mrkubax10 actually waits
(20:07:48) frostc3424: I do use the screen scale thing sometimes
(20:08:05) tylerandari12: sosad
(20:08:24) matusguy: what screen scale
(20:08:28) frostc3424: Because often if i needa take a screenshot of the game, ill set the scale to 100% so that i can actually like, get a sense of scale when doing some graphics stuff
(20:09:00) frostc3424: Very specific but yeah.
(20:09:10) mrkubax10: so maybe let's just make 2 options: 100% and auto
(20:09:18) tylerandari12: True
(20:09:41) tylerandari12: 100% for pixel perfect and auto for auto
(20:09:48) frostc3424: Yeah that seems fair
(20:09:51) tylerandari12: Heck, we could even call it pixel perfect
(20:09:52) rustybox: autobots roll out
(20:10:02) tylerandari12: AutoBlocks roll out
(20:10:02) Vankata453: I agree
(20:10:16) mrkubax10: alright so maybe continue with what Vankata said
(20:11:23) Vankata453: about resolution issues with badguy activation/deactivation, do you all think they matter much
(20:11:33) tylerandari12: idk
(20:12:05) Vankata453: personally i don't really but there may be something i'm missing
(20:12:06) servalot: pretty sure different aspect ratios cause different inconsistencies in cutscenes, causing elements to desync. idk why. but it happens
(20:12:17) mrkubax10: in what way desync?
(20:12:35) tylerandari12: I can see GUI elements desyncing, but not gameplay
(20:12:49) servalot: it desyncs, like scripting controller uses can fail
(20:13:10) mrkubax10: ah
(20:13:24) tylerandari12: How does that happen lmao
(20:13:27) mrkubax10: it looks more like timing issue
(20:13:36) Vankata453: QUESTION 2.1 CONCLUSION: Limit magnification option to just "auto" and "100%" (pixel perfect).
(20:13:40) Vankata453: (ignore this)
(20:13:48) tylerandari12: (ok)
(20:13:49) mrkubax10: maybe "adapted" and "pixel perfect"
(20:13:53) tylerandari12: Yeah
(20:14:01) Vankata453: that doesn't affect their naming, just an explanation
(20:14:15) tylerandari12: Yea, but names are also cool
(20:14:19) Vankata453: yeah yeah
(20:14:40) mrkubax10: I would have to see that desync issue to say anything more about it
(20:14:47) Vankata453: QUESTION 2.1 CONCLUSION: Limit magnification option to just "adapted" (formerly "auto") and "pixel perfect" (100%).
(20:14:53) Vankata453: yeah me too
(20:15:36) rustybox: sounds good to me
(20:15:58) frostc3424: Could someone repost the agenda?
(20:16:02) Vankata453: about resolution issues, there's probably no opinions as far as i can see
(20:16:12) mrkubax10: frost3424: https://termbin.com/fcyv
(20:16:21) frostc3424: Thanks
(20:16:42) Vankata453: i just wanna mention a solution for badguy inconsistencies (if they matter): a virtual viewport which is as big as the biggest possible resolution is
(20:16:49) mrkubax10: vankata453: For now I don't see any good way of solving this
(20:16:56) tylerandari12: same
(20:17:14) Leopold has quit (Ping timeout: 260 seconds)
(20:17:16) mrkubax10: because currently it depends on viewport size right?
(20:17:38) mrkubax10: just making sure
(20:17:43) Vankata453: i'm not even sure how it works tbh
(20:17:51) Vankata453: but ik people have mentioned incosnsteicnes
(20:17:56) Leopold has joined #supertux
(20:18:22) Vankata453:  static const float X_OFFSCREEN_DISTANCE = 1280; static const float Y_OFFSCREEN_DISTANCE = 800;
(20:18:35) tylerandari12: Bros hacking the IRC oh noooo
(20:18:36) mrkubax10: so there shouldn't be any inconsitencies
(20:18:51) mrkubax10: offscreen distance is always the same
(20:18:52) Vankata453: so it checks based on distance from the camera center based on those constants
(20:19:08) Vankata453: well seems like there shouldn't be? but why was it mentioned before
(20:19:31) mrkubax10: who was the first to mention this?
(20:19:56) Vankata453: i remember someone in #general did recently
(20:20:29) mrkubax10: could you look it up?
(20:21:21) Vankata453: https://discord.com/channels/396020303257534474/396022213100437504/1213508033259503647
(20:22:06) Vankata453: "i know the badguys spawning is at least consistent" hm
(20:22:13) Vankata453: maybe that wasn't the issue
(20:22:35) tylerandari12: Inconsistencies? Just make them consistent.
(20:22:40) tylerandari12: Its that simple.
(20:23:10) mrkubax10: ah so I don't think that we can do anything without limiting window size
(20:23:28) mrkubax10: so it's not related to offscreen distance
(20:23:37) Vankata453: if y'all want we can conclude this question with "cutscene issues could be looked into more", but not account for the other, since we cannot just limit hte window size
(20:23:45) mrkubax10: seems good
(20:24:38) tylerandari12: Also speaking of badguys despawning shoutout to how i throw an iceblock offscreen and i think it dies but ut actually just despawned.
(20:25:07) Vankata453: QUESTION 2 CONCLUSION: Cutscene issues could be looked into more, but we cannot limit the window size to account for certain inconsistencies.
(20:25:29) Vankata453: wanna discuss aspect ratios as question 2.2?
(20:25:37) matusguy: yea
(20:25:41) Vankata453: i honestly don't see the point either
(20:25:50) mrkubax10: for me if it works then why remove it
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(20:26:07) Vankata453: i mean it's good to keep the options that make sense, that have a use
(20:26:12) matusguy: i just wanna say that phones have weirdest aspect ratios out there
(20:26:20) tylerandari12: True
(20:26:37) tylerandari12: Me when i 15683:5
(20:26:39) matusguy: aspect ratio option has no use
(20:26:46) Vankata453: well we could just limit it to the closest aspect ratio available depending on the device?
(20:26:55) Vankata453: we can't do every weird aspect ratio
(20:27:05) Vankata453: preset ratios is what would help us
(20:27:09) matusguy: or we could just
(20:27:17) matusguy: w:h
(20:27:19) matusguy: done
(20:27:23) matusguy: theres ur aspect ratio
(20:27:30) Vankata453: you mean custom?
(20:27:42) tylerandari12: custom aspect ratio :fire"
(20:27:44) matusguy: in fact i think the game already supports this
(20:28:06) mrkubax10: I don't have anything to say there
(20:28:09) Vankata453: honestly not a bad idea, but it may contribute to inconsistencies mentioned earlier. but even then, we already cannot account for those so...
(20:28:24) rustybox: custom ratio "l"
(20:28:33) mrkubax10: L+ratio
(20:28:41) matusguy: https://i.imgur.com/YNiCEUm.png
(20:28:45) tylerandari12: L bozo
(20:28:52) Vankata453: 404
(20:28:59) matusguy: wtf
(20:29:01) matusguy: whatever
(20:29:03) tylerandari12: Abseloute peak
(20:29:14) matusguy: i just realized that screenshot doesnt even prove anything anway
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(20:29:26) Vankata453: anyways the question was about whether to keep the option
(20:30:07) matusguy: maybe keep the option and only support auto, 4:3, and 16:19
(20:30:10) matusguy: 16:9
(20:30:31) tylerandari12: Isnt that what we already do lol
(20:30:38) matusguy: No we support like
(20:30:40) matusguy: 5:4
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(20:30:46) tylerandari12: Also 16:19 is peak
(20:30:51) matusguy: and other random stuff
(20:30:57) tylerandari12: Huh
(20:31:03) tylerandari12: This is so 5:4
(20:31:06) Vankata453: weren't some monitors 5:4
(20:31:17) Vankata453: would make sense for us to
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(20:31:22) rustybox: i thought it was 4:3
(20:31:23) matusguy: 1368:768
(20:31:25) Vankata453: wait, what if we just did the same thing as magnification
(20:31:30) Vankata453: just leave it as auto
(20:31:31) rustybox: kill me now
(20:31:55) tylerandari12: auto plz
(20:31:56) mrkubax10: hmm however since window is resizable I don't think that this aspect ratio make any sense
(20:32:01) mrkubax10: you can just resize window
(20:32:11) Vankata453: what about fullscreen
(20:32:20) matusguy: fullscreen is just a big window
(20:32:36) Vankata453: but how would you go about resizing it
(20:32:48) tylerandari12: like a big window?
(20:32:51) mrkubax10: fullscreen just adapts window size to window screen
(20:32:58) tylerandari12: Yea
(20:33:10) mrkubax10: makes it top level and without decorations
(20:33:30) Vankata453: ah so you mean users should just not use the fullscreen option but rather resize the window however they want
(20:33:44) Vankata453: to simulate aspect ratio
(20:33:52) tylerandari12: Sounds good to me
(20:34:01) matusguy: the case for windowed fullscreen. Theres also video fullscreen which lets you choose the resolution and accidentally mess up your screen setup
(20:34:12) matusguy: about the window top level and without decorations
(20:34:26) mrkubax10: I don't think that we are going anywhere with this..
(20:34:37) Vankata453: perhaps better to leave it for now
(20:34:38) matusguy: kinda true yea
(20:34:42) matusguy: leave it for nopw
(20:34:43) Vankata453: idk i see what kubax meant earler
(20:34:44) tylerandari12: lol
(20:35:04) mrkubax10: right now it's just making up problems
(20:35:17) matusguy: sooooooo
(20:35:23) Vankata453: QUESTION 2.2 CONCLUSION: Leave all "Aspect Ratio" options as they are for now, otherwise new problems are made up.
(20:35:29) matusguy: ok
(20:35:30) mrkubax10: good
(20:35:30) matusguy: next
(20:35:38) rustybox: sure
(20:35:38) Vankata453: no mathnerd
(20:35:43) tylerandari12: sosad
(20:35:49) mrkubax10: mathnerd came up with this idea so not sure what to do now
(20:35:52) Vankata453: i could skip to 4th question
(20:35:54) matusguy: Skip
(20:36:00) mrkubax10: yes
(20:36:02) Vankata453: 4. Taking about how we review things...?
(20:36:08) tylerandari12: Yooo the good stuff
(20:36:11) matusguy: Us coders should review things IN GAME
(20:36:21) matusguy: quit leaving everything to rusty
(20:36:21) Vankata453: i think we already agreed to review more thorougly or if we approve partially, mention that in the description of approval
(20:36:23) mrkubax10: I always do that
(20:36:30) matusguy: YOU DO?
(20:36:34) tylerandari12: :chadnolok:
(20:36:35) mrkubax10: that one time I didn't
(20:36:36) Vankata453: yeah kubax does that
(20:36:50) mrkubax10: for the most part I do
(20:37:04) matusguy: Alright, but...
(20:37:05) mrkubax10: firstly I read the changes and then check it in game
(20:37:07) Vankata453: but can we still mention if we didn't fully review in approval description so it isn't counted as a 100% approval?
(20:37:13) Vankata453: but we could do it later
(20:37:18) Vankata453: or is that advised against
(20:37:32) mrkubax10: if someone is not sure with approval then they should mention that
(20:37:41) matusguy: if it's related to a graphical change or a game design change, always ask rusty
(20:37:43) Vankata453: but under approval or just a comment?
(20:37:58) mrkubax10: whatever fits better
(20:38:04) mrkubax10: doesn't matter much
(20:38:15) Vankata453: we should always go through all approvals in a PR and check them for messages ig
(20:38:23) mrkubax10: yes
(20:38:24) Vankata453: they can have notes like "didn't check in-game yet"
(20:38:33) Vankata453: so like you don't count it
(20:38:48) mrkubax10: but we are still following the 2 full approval rule before merging?
(20:38:51) Vankata453: and about review requests: always on github, otherwise they aren't taken into account
(20:39:05) Vankata453: mrkubax10: i believe so?
(20:39:09) mrkubax10: alright
(20:39:10) Vankata453: we always seem to do that
(20:39:21) matusguy: Yes but its kinda stupid to decide to merge something in irc even though i asked rusty right before
(20:39:50) matusguy: Example: sliding rotation pr
(20:39:54) Vankata453: i am not required to have checked all chats for potential review requests though
(20:40:02) Vankata453: no one is
(20:40:13) matusguy: You shoudl!!!
(20:40:15) Vankata453: even tho we still do the 15-20 minutes before merge thingy
(20:40:23) mrkubax10: I tend to try to not check Discord very often because it distracts me
(20:40:23) Vankata453: so idk how that happened
(20:40:33) matusguy: kubax it was in irc
(20:40:35) Vankata453: matusguy: i object, github review requiests are for that
(20:40:45) weluvgoatz: So the rule, if i remember, is if a PR receives 2 approvals, then after 20 minutes it gets merged?
(20:40:51) Vankata453: 15-20 minutes...
(20:41:00) mrkubax10: matusguy: yeah but I'm referring to checking very chat
(20:41:02) Vankata453: like it's mentioned here in IRC always
(20:41:04) tylerandari12: I thought it was 10 minutes lmao
(20:41:18) matusguy: 10 miniutes is fine
(20:41:21) Vankata453: 10 is little
(20:41:25) Vankata453: 5 more wouldn't hurt
(20:41:26) Vankata453: imo
(20:41:28) matusguy: true
(20:41:34) tylerandari12: Not against it
(20:41:37) Tobbi: morning.
(20:41:44) mrkubax10: there is no specific time before merging
(20:41:48) mrkubax10: usually 10-20 minutes
(20:41:50) matusguy: hahaha morning
(20:41:56) mrkubax10: Tobbi: hello
(20:41:58) Vankata453: could it be at least 15 minutes? more chance of someone catching up
(20:42:00) tylerandari12: :coffee:
(20:42:07) weluvgoatz: I think 20 mins is way too short. Some people (like me) can be entirely busy for up to 12 hours and may have objections, so I feel like it should be at least 12 hours before merging of medium/big PRs at least
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(20:42:19) allie: Only for big prs
(20:42:24) tylerandari12: Yea
(20:42:27) Vankata453: for big PRs i would agree
(20:42:28) matusguy: only for big ones
(20:42:29) weluvgoatz: Small PRs it is ok for 10-15 mins
(20:42:34) Vankata453: otherwise small PRs have been opened for a while and you had the chance
(20:42:36) mrkubax10: alright
(20:42:43) allie: also one thing tiny prs shouldnt require 2 approvals if thats the case
(20:42:47) Vankata453: so at least 10 or 15 minutes?
(20:42:55) allie: 15
(20:42:57) matusguy: i think tiny prs require 2 approvals
(20:42:57) Tobbi: What are bros cooking?
(20:42:58) weluvgoatz: I think all PRs should require 2 approvals
(20:42:58) Vankata453: allie: don't think that's fair
(20:43:06) Vankata453: small PRs can introduce big bugs
(20:43:09) mrkubax10: Tobbi: we have team meeting currently
(20:43:22) Vankata453: perhaps even require big PRs 3 approvals or smth
(20:43:28) Vankata453: to be fair
(20:43:33) tylerandari12: so sad
(20:43:37) mrkubax10: that will slow down merging
(20:43:37) Tobbi: mrkubax10: I can see that :D
(20:43:39) weluvgoatz: I think for smaller PRs 15 mins should be fine and larger, a couple hours?
(20:43:48) Vankata453: mrkubax10: but it will increase quality control
(20:43:55) weluvgoatz: Agree
(20:43:57) mrkubax10: if you say so
(20:44:06) weluvgoatz: But we also have to determine what constitutes a big vs small PR
(20:44:08) tylerandari12: I mean its already hard enough to get 2 approves
(20:44:17) Tobbi: Okay, I'm gonna push directly to master way more often from this point on.
(20:44:23) tylerandari12: lmao
(20:44:23) weluvgoatz: Lol
(20:44:24) rustybox: shut up
(20:44:27) matusguy: stfu tobbi
(20:44:29) mrkubax10: on the edge
(20:44:33) Vankata453: master for like very little stuff
(20:44:34) tylerandari12: edging
(20:44:38) matusguy: edging
(20:44:42) allie: ...
(20:44:44) Vankata453: ...
(20:44:46) mrkubax10: ...
(20:44:48) tylerandari12: ...
(20:44:48) matusguy: ...
(20:44:49) Tobbi: Speaking of edging.
(20:44:54) frostc3424: bro
(20:44:55) mrkubax10: orange is literally trolling this meeting
(20:44:57) frostc3424: :snowstare:
(20:45:04) tylerandari12: lmao
(20:45:05) Tobbi: This ties nicely into the discussion we had yesterday in FAVORMS.
(20:45:14) tylerandari12: i am the embodiment of chaos
(20:45:22) Tobbi: You're the embodiment of concrete.
(20:45:22) mrkubax10: want kick? :D
(20:45:28) Tobbi: Good idea.
(20:45:28) frostc3424: LMAO
(20:45:29) Vankata453: can we continue
(20:45:41) rustybox: yeah please
(20:45:43) mrkubax10: yeah pls
(20:45:46) matusguy: yea pls
(20:45:52) tylerandari12: yeah pls
(20:45:54) Tobbi: I'm trolling the meeting
(20:45:57) Tobbi: And I'M part of the team.
(20:46:01) Tobbi: Something's definitely wrong here.
(20:46:07) Vankata453: last thing we talked about is 10 minutes or 15 at least?
(20:46:07) matusguy: why is tobbi irc operator
(20:46:07) tylerandari12: This meeting is great
(20:46:09) Vankata453: for small PRs
(20:46:15) mrkubax10: Tobbi: not as much as tylerandari12
(20:46:20) jesusalva: (don't you usually discriminate as "bugfix" versus "feature/enhancement"?)
(20:46:28) Tobbi: /kick matusguy feel the power of the superior masses
(20:46:31) Vankata453: right, right
(20:46:32) weluvgoatz: 15 mins for small prs, a couple hours (maybe 12) for bigger ones
(20:46:41) weluvgoatz: True
(20:46:45) Vankata453: we have labels for that
(20:46:48) Tobbi: What are we talking about?
(20:47:01) mrkubax10: how we review things
(20:47:02) Vankata453: time before PR merge, what is a big/small PR
(20:47:08) Tobbi: And what about timing?
(20:47:18) mrkubax10: how much wait before merging after 2 approvals
(20:47:18) Tobbi: I think the whole time thing is overrated tbh
(20:47:21) Vankata453: > 15 mins for small prs, a couple hours (maybe 12) for bigger ones  i agree with daneil
(20:47:21) weluvgoatz: About the required # of approvals...do we stick with 2 for all, or bump it up to 3 for bigger ones?
(20:47:29) Tobbi: I get the approvals thing but...
(20:47:37) Tobbi: either people have something to say against things or not.
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(20:47:45) Vankata453: no timing actually helps if someone has last objections
(20:47:46) allie: A case when 3 approvals would be nice wouldve been the tile pr.
(20:47:54) tylerandari12: I guess whether it counts as a big PR should be decided per PR
(20:48:04) tylerandari12: Example of a big pr being the tile pr(s)
(20:48:08) mrkubax10: let's leave that for further interpretation
(20:48:14) Tobbi: I'd *really* like to know how other projects do it.
(20:48:17) Vankata453: i agree, further interpretation
(20:48:19) matusguy: yea and like vankata said we could use tags
(20:48:24) Tobbi: I've never seen people being so strict on timing...
(20:48:26) tylerandari12: Thats true
(20:48:31) mrkubax10: Tobbi: most of our current practices were stolen by me from Minetest :D
(20:48:41) mrkubax10: like the merging in x minutes
(20:48:41) weluvgoatz: Anyway I'm gonna eat lunch rn I will talk to you guys in a bit.
(20:48:49) tylerandari12: Yum
(20:48:51) matusguy: yum
(20:48:53) Tobbi: mrkubax10: I'm not sure if minetest is the best example
(20:49:02) mrkubax10: maybe not but I liked the idea
(20:49:03) matusguy: Tobbi minetest is peak
(20:49:12) Tobbi: Do we have a meeting agenda up?
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(20:49:18) mrkubax10: yeah
(20:49:22) mrkubax10: https://termbin.com/fcyv
(20:49:27) Tobbi: schankedön
(20:49:34) matusguy: whatever this means!
(20:49:39) mrkubax10: however I have idea for 5 topic
(20:49:47) frostc3424: Were on topic 4, correct?
(20:49:50) mrkubax10: yes
(20:49:51) Vankata453: so do we do the 3 reviews for big PRs (determined case-by-case)?
(20:49:57) matusguy: Yea
(20:50:00) allie: yea
(20:50:03) tylerandari12: yes
(20:50:04) frostc3424: Okay
(20:50:04) Vankata453: i think we should
(20:50:11) mrkubax10: as you say
(20:50:12) tylerandari12: Sounds good to me
(20:50:15) Vankata453: but i don't rmemeber
(20:50:18) Vankata453: okay, okay
(20:50:36) weluvgoatz: Yes i agree with 3 #agreeWith3
(20:50:45) mrkubax10: (spoiler: it won't be practiced anyway)
(20:50:46) tylerandari12: #agreeWith3
(20:50:48) Tobbi: What constitutes a big PR?
(20:50:55) Tobbi: How do we define that?
(20:51:00) Vankata453: kinda wanna do a sum-up, 2 reviews - small PRs, 3 - big PRs; we should wait 10-15 minutes for small PRs and a few hours for big PRs
(20:51:03) tylerandari12: I guess wed have to see when the PR is open
(20:51:13) Vankata453: i think we were gonna do it case-by-case
(20:51:18) matusguy: like, adding a badguy for example, a big feature
(20:51:21) tylerandari12: Yeah
(20:51:24) mrkubax10: Tobbi: when you have wait a while before PR diff page loads
(20:51:25) mrkubax10: :D
(20:51:33) matusguy: lmao
(20:51:37) Tobbi: Can I still do "switch variable name letters around so they are unrecognizable and make the code way more complicated than it's supposed to be" PRs without 2 approvals?
(20:51:40) Vankata453: internet speeds quickly gonna make some PRs slow
(20:51:45) tylerandari12: When GitHub Desktop says the file is too big.
(20:51:49) mrkubax10: Tobbi: yes
(20:51:53) Tobbi: cool.
(20:52:09) Vankata453: PRs without 2 approvals doens't seem like a good idea imo
(20:52:31) mrkubax10: but when it's trivial?
(20:52:47) Vankata453: wdym
(20:52:56) matusguy: yea
(20:52:57) mrkubax10: like the situation FIXED TYPO IN README NOW PLS ADD ME TO CONTRIBUTORS
(20:53:02) matusguy: 2 approvals minimum
(20:53:07) Vankata453: typo in readme i agree there
(20:53:11) matusguy: uea
(20:53:14) Vankata453: can we call those "minimalistic"?
(20:53:18) Vankata453: or "cosmetic"?
(20:53:22) mrkubax10: yes
(20:53:27) matusguy: meta
(20:53:40) Vankata453: okay, adding: "cosmetic" PRs don't require more than 1 approval
(20:53:41) Vankata453: good?
(20:53:43) mrkubax10: so I guess it's discussed
(20:53:45) mrkubax10: yes
(20:53:47) matusguy: yea
(20:53:49) Vankata453: let's do a sum-up first
(20:53:51) tylerandari12: Tbh when does one receive the contributors role? Do we have some sprta set guidelines on how to get it?
(20:54:03) matusguy: on discord?
(20:54:05) rustybox: be active
(20:54:07) tylerandari12: Yea
(20:54:09) mrkubax10: when you make PRs regularly enough
(20:54:11) rustybox: not just one commit and bye
(20:54:22) rustybox: active part of community and helpful
(20:54:24) mrkubax10: it cannot be defined, just when it seems appropriate
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(20:54:32) tylerandari12: Bruh
(20:54:37) tylerandari12: This is so sad
(20:54:40) mrkubax10: same way when adding people to team
(20:54:59) Vankata453: QUESTION 4 CONCLUSION: 1 review required for cosmetic PRs, 2 reviews required for small PRs, 3 required for big PRs. We should wait 10-15 minutes before merging small PRs, and a few hours for big PRs.
(20:55:20) Vankata453: for dev contributors, multiple PRs with notable contributions seems good enough
(20:55:29) matusguy: yea
(20:55:34) tylerandari12: sure
(20:55:38) Vankata453: okay now it's time for the additional questions
(20:55:42) Vankata453: frost had one
(20:55:48) Vankata453: we discussed the other ones under 2 i think
(20:56:15) Vankata453: @frostc3424 what was your question
(20:56:32) mrkubax10: alright so I have fifth topic if someone wants to discuss that: What about our current sound system? Maybe rewriting it in SDL which allows more control over samples would be a good idea
(20:56:43) mrkubax10: for example for adding sound effects
(20:56:49) Vankata453: im not familiar enough
(20:56:54) frostc3424: I remember how i wanted to discuss the BI1 project
(20:56:56) matusguy: Do we get to remove any dependencies
(20:57:01) mrkubax10: OpenAL
(20:57:04) matusguy: AMAZING
(20:57:05) matusguy: yes
(20:57:06) Vankata453: let's first do kubax's question
(20:57:09) tylerandari12: Peak
(20:57:19) frostc3424: Please do something else before this though as currently im walking a dog
(20:57:27) Vankata453: 5. What about our current sound system? Maybe rewriting it in SDL which allows more control over samples would be a good idea?
(20:57:30) matusguy: also we should remove glm and fmt
(20:57:33) mrkubax10: with SDL you write samples manually to provided buffer
(20:57:37) matusguy: but thats for another time
(20:57:44) mrkubax10: yeah, not important rn
(20:57:46) frostc3424: (Preferably keep the bi discussion last)
(20:57:47) Vankata453: maybe next meeting
(20:57:54) mrkubax10: yes
(20:58:00) tylerandari12: SO SAD
(20:58:04) matusguy: soo we still need ogg vorbis
(20:58:06) Vankata453: im not sure what more control over samples means here
(20:58:15) mrkubax10: matusguy: for decoding compressed audio, yes
(20:58:35) mrkubax10: Vankata453: as I said you write samples manually
(20:58:39) matusguy: oh right for reading the file
(20:58:41) mrkubax10: so you can alter then however you want
(20:58:44) matusguy: Whatever happened to sdl mixer
(20:58:51) tylerandari12: just use `play_sound()` :trollcan:
(20:58:51) Vankata453: you can alter the sound?
(20:58:58) mrkubax10: obviously you can
(20:59:02) matusguy: yea obviouslty
(20:59:11) Vankata453: that will be really useful for one suggestion i've had in mind
(20:59:11) mrkubax10: just like you have pixels with video, you have samples with sound
(20:59:15) Vankata453: the underwater effect
(20:59:31) matusguy: Yea the underwater effect is nice
(20:59:43) Vankata453: i see this as a must to implement tbh
(20:59:43) matusguy: is a nice idea
(20:59:47) tylerandari12: underwater effect would be peak
(20:59:54) mrkubax10: obviously you have to know how to change the values to get certain effect but this would allow it
(20:59:58) Vankata453: if you think this will help
(21:00:10) Vankata453: could play around with those values
(21:00:22) Vankata453: so it can't be done currently?
(21:01:07) mrkubax10: maybe with streaming OpenAL buffers but removing another dependency seems nice :D
(21:01:16) Vankata453: ah, definitely
(21:01:25) matusguy: removing another dependency
(21:01:28) matusguy: is a blessing
(21:01:32) Vankata453: marty will be partying
(21:01:37) mrkubax10: since I know how to do most of what OpenAL does manually
(21:01:45) matusguy: Really noce
(21:01:46) tylerandari12: :partyclueless:
(21:01:51) Vankata453: let's give it a try??
(21:01:57) mrkubax10: yeah
(21:02:06) Vankata453: and to be exact, give you a try at it, right?
(21:02:09) mrkubax10: also OpenAL is quite buggy
(21:02:11) Vankata453: cause you said you have the knowledge
(21:02:18) matusguy: openal is buggy yea
(21:02:18) mrkubax10: I can try
(21:02:29) mrkubax10: to be exact, openal-soft is
(21:02:34) matusguy: yea
(21:02:37) matusguy: salright i think its decided?
(21:02:45) mrkubax10: yeah
(21:02:49) tylerandari12: syeah
(21:02:55) Vankata453: QUESTION 5 CONCLUSION: mrkubax10 will have a try at rewriting the sound system in SDL for more control over samples.
(21:02:56) matusguy: sexpression
(21:03:04) tylerandari12: sexp
(21:03:06) matusguy: OOH! I wanna talk about how to replace fmt
(21:03:14) mrkubax10: so topic 6?
(21:03:17) Vankata453: 6. What about replacing the fmt dependency?
(21:03:23) matusguy: Yea and then b1 progress
(21:03:27) matusguy: bi1*
(21:03:27) mrkubax10: we are going for 1,5h lol
(21:03:33) tylerandari12: peak
(21:03:36) Vankata453: i'll have to go soon btw
(21:03:40) matusguy: oh
(21:03:45) tylerandari12: :oh:
(21:03:46) mrkubax10: we can do another meeting in one week if necessary
(21:03:55) Vankata453: we can still discuss fmt
(21:03:58) Vankata453: we already started
(21:04:09) matusguy: anyway, i was thinking, would using snprintf be enough to replace fmt?
(21:04:29) mrkubax10: one problem is that you cannot pass std::strings to it
(21:04:38) matusguy: Then we write a wrapper
(21:04:39) mrkubax10: you would have to do .c_str() every time
(21:04:45) Vankata453: wrapper can work
(21:04:53) mrkubax10: how would you do it?
(21:04:56) Vankata453: is c_str() slowing down anything
(21:05:04) mrkubax10: no
(21:05:14) mrkubax10: it just introduces the so called "noise" to the code
(21:05:23) tylerandari12: woag
(21:05:48) Vankata453: okay, but with variadic arguments or templates...
(21:05:53) matusguy: just make a function that takes const std::string& and gives std::string, calls std::snprintf, and returns the result, then we use it everywhere
(21:05:55) Vankata453: can't it be modified to have all string arguments c_str
(21:05:59) mrkubax10: snprintf expects variadic arguments
(21:06:11) matusguy: variadic arguments are easy
(21:06:14) mrkubax10: at this point it makes more sense to write own string formatting function
(21:06:58) Vankata453: idk about this one
(21:07:13) Vankata453: but it should be possible since we use just that 1 function from fmt
(21:07:15) mrkubax10: Vankata453: maybe you could somehow iterate over the arguments and convert them to char*
(21:07:35) mrkubax10: not sure, this has to be looked into
(21:07:36) Vankata453: i know you can do that with templates at least...
(21:07:54) Vankata453: you can iterate over Args... afair
(21:08:01) mrkubax10: but again, snprintf expects variadic arguments
(21:08:11) matusguy: whats the problem with that
(21:08:16) matusguy: i dont get it
(21:08:22) Vankata453: well, can't we pass the variadic arguments of the template over
(21:08:28) mrkubax10: yeah
(21:08:33) mrkubax10: you would have to somehow convert that
(21:08:52) Vankata453: we could just make the question to be whether we should look into it
(21:08:52) matusguy: template? who said anything about templates
(21:09:08) Vankata453: not exactly how but whether we should
(21:09:30) Vankata453: i think we should personally
(21:09:47) mrkubax10: so I guess for now the simples option is to just write wrapper around snprintf that outputs a std::string and passes all arguments to snprintf
(21:09:59) matusguy: Yea
(21:10:35) mrkubax10: alright so this is the decision?
(21:10:50) matusguy: Yes
(21:11:02) mrkubax10: vankata453: ?
(21:11:04) Vankata453: QUESTION 6 CONCLUSION: Writing a wrapper around snprintf that outputs a std::string and passes all arguments to it will be looked into.
(21:11:14) Vankata453: this?
(21:11:17) mrkubax10: yes
(21:11:18) matusguy: yep
(21:11:21) matusguy: errr
(21:11:22) matusguy: wat now
(21:11:22) mrkubax10: alright so we probably should stop now
(21:11:26) matusguy: but frost
(21:11:32) Vankata453: about the frost question...
(21:11:34) Vankata453: i will go now
(21:11:35) allie: @frostc3424 walk the dog faster
(21:11:37) mrkubax10: we can do next meeting next week
(21:11:38) matusguy: oops
(21:12:00) mrkubax10: it doesn't have to be every 1-2 months
(21:12:07) Vankata453: so we close this?
(21:12:09) mrkubax10: can be more often if needed
(21:12:12) mrkubax10: I guess
(21:12:15) matusguy: sure
(21:12:17) matusguy: next week
(21:12:19) Vankata453: okay, stop logging here
(21:12:20) mrkubax10: good
(21:12:23) matusguy: sunday probably
(21:12:24) matusguy: LAST
(21:12:25) * mrkubax10 is not logging anymore
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