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[03:20] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://is.gd/zG4FXY
[03:20] <Scummette> scummvm/master 6074b24 dreammaster: M4: RIDDLE: Fix triggering actions at end of walks
[05:16] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://is.gd/Xzp1CK
[05:16] <Scummette> scummvm/master 33edd61 dreammaster: M4: RIDDLE: Fix calculating sprite scales in triggerMachineByHash_3000
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[05:24] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/4laE5b
[05:24] <Scummette> scummvm/master e4f3e73 aquadran: WINTERMUTE: Sync renderer setProjection function with original code
[05:26] <Scummette> [scummvm] dreammaster pushed 1 new commits to master: https://is.gd/MH6fFr
[05:26] <Scummette> scummvm/master 15e1721 dreammaster: M4: RIDDLE: Another machine sprite scaling fix
[05:35] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/pnpZcD
[05:35] <Scummette> scummvm/master b658555 aquadran: WINTERMUTE: Get rid _viewport3dRect
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[08:30] <ScummBot> Build [#1112](https://buildbot.scummvm.org/#/builders/159/builds/1112) of `daily-master` completed successfully.
[08:52] <Scummette> [scummvm] mduggan pushed 2 new commits to master: https://is.gd/mcFy0p
[08:52] <Scummette> scummvm/master 8b5bc71 mduggan: DGDS: Clean up scene functions a little
[08:52] <Scummette> scummvm/master 36fe1cd mduggan: DGDS: Fix ADS execution order again
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[12:20] <Scummette> [scummvm] sev- pushed 11 new commits to master: https://is.gd/uv49oW
[12:20] <Scummette> scummvm/master 686efba sev-: QDENGINE: Fix 3mice2_testo.dll minigame
[12:20] <Scummette> scummvm/master f6ec521 sev-: QDENINGE: Initial code for 3mice2_plate.dll minigame
[12:20] <Scummette> scummvm/master eb26767 sev-: QDENINGE: Implemented all methods for 3mice2_plate.dll minigame
[12:49] <Scummette> [scummvm] sev- pushed 1 new commits to master: https://is.gd/c61Hp1
[12:49] <Scummette> scummvm/master 207d2e5 sev-: QDENGINE: Plugged in 3Mice2_raskr2-4.dll
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[14:00] <Scummette> [scummvm] mgerhardy pushed 11 new commits to master: https://is.gd/RSWGWS
[14:00] <Scummette> scummvm/master 02dd268 mgerhardy: TWINE: reduced scope in Renderer::fillTextPolyNoClip
[14:00] <Scummette> scummvm/master 16249e3 mgerhardy: TWINE: added debug option for playing the object-found-animation
[14:00] <Scummette> scummvm/master 68f7c92 mgerhardy: TWINE: renamed members and functions to match original sources
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[16:21] <Scummette> [scummvm] athrxx pushed 1 new commits to master: https://is.gd/nJl6Xo
[16:21] <Scummette> scummvm/master 980572c athrxx: SCI: (PC-98 audio) - fix sound enable switch for SCI0
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[18:36] <Scummette> [scummvm] mgerhardy pushed 2 new commits to master: https://is.gd/hR70FQ
[18:36] <Scummette> scummvm/master fd56aba mgerhardy: TWINE: fade the holomap trajectory
[18:36] <Scummette> scummvm/master 8ac2ed0 mgerhardy: TWINE: renamed members and methods to match original sources
[18:44] <Scummette> [scummvm] kursataktas opened pull request #6190: Introducing ScummVM Guru on Gurubase.io (master...scummvm-guru) https://is.gd/37oeWM
[18:48] <Scummette> [scummvm] lotharsm closed pull request #6190: Introducing ScummVM Guru on Gurubase.io (master...scummvm-guru) https://is.gd/37oeWM
[19:45] <Scummette> [scummvm] Strangerke pushed 2 new commits to master: https://is.gd/dduFlK
[19:45] <Scummette> scummvm/master a8f60bd Strangerke: M4: RIDDLE: Refactor room804, move move of the methods to a new section8 room class. Fix an issue in Room804::init()
[19:45] <Scummette> scummvm/master 282563b Strangerke: M4: RIDDLE: Implement room 814 as a Sector8Room
[19:59] <Scummette> [scummvm] sluicebox pushed 1 new commits to master: https://is.gd/znZPJB
[19:59] <Scummette> scummvm/master 42cbbcd sluicebox: SCI: Fix `Window` destructor not running
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[20:07] <Scummette> [scummvm] Strangerke pushed 2 new commits to master: https://is.gd/GjC6b6
[20:07] <Scummette> scummvm/master bdadc89 Strangerke: M4: RIDDLE: Add preload() to Sector8Room
[20:07] <Scummette> scummvm/master bb8f3fe Strangerke: M4: RIDDLE: Implement room 824 as a Sector8Room
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[21:58] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/fkxc7B
[21:58] <Scummette> scummvm/master 6695eb6 aquadran: WINTERMUTE: Sync view matrix code in renderer
[22:04] <grogbot> [discord] <oneeighthundred> If you want some fun anecdotes about increasing frame rates, ask me about the amazing time I had trying to convert Abuse from 15fps to 60fps! Or ask me what happens if you try to run Anachronox on a modern machine without throttling the frame rate!
[22:09] <Scummette> [scummvm] sluicebox pushed 1 new commits to master: https://is.gd/NKwlGF
[22:09] <Scummette> scummvm/master 27fb4f0 sluicebox: SCI: Test `FSNode::getChildren` return value
[22:10] <Scummette> [scummvm] Strangerke pushed 1 new commits to master: https://is.gd/qugElc
[22:10] <Scummette> scummvm/master ee72182 Strangerke: M4: RIDDLE: Implement room 834 as a Sector8Room
[22:30] <ScummBot> Build [#12163](https://buildbot.scummvm.org/#/builders/95/builds/12163) of `master-dreamcast` failed.
[22:33] <Scummette> [scummvm] Strangerke pushed 2 new commits to master: https://is.gd/ZKSjfN
[22:33] <Scummette> scummvm/master a6aa498 Strangerke: M4: RIDDLE: Fix an issue in rooms 824 and 834
[22:33] <Scummette> scummvm/master 8240029 Strangerke: M4: RIDDLE: Implement room 844 as a Sector8Room
[22:43] <Scummette> [scummvm] aquadran pushed 1 new commits to master: https://is.gd/cLg6wE
[22:43] <Scummette> scummvm/master 558582e aquadran: WINTERMUTE: Sync renderer code with original
[22:45] <ScummBot> Build [#11081](https://buildbot.scummvm.org/#/builders/34/builds/11081) of `fetch-master` failed.
[22:54] <ScummBot> Build [#12164](https://buildbot.scummvm.org/#/builders/95/builds/12164) of `master-dreamcast` completed successfully.
[23:01] <grogbot> [discord] <eientei> Ooh, does Anachronox tie the physics to the frame rate like Half-Life 2 does?
[23:02] <Scummette> [scummvm] Strangerke pushed 1 new commits to master: https://is.gd/YM4mhN
[23:03] <Scummette> scummvm/master 3f166cd Strangerke: M4: RIDDLE: Some renaming in Section8Room
[23:07] <ScummBot> Build [#11082](https://buildbot.scummvm.org/#/builders/34/builds/11082) of `fetch-master` completed successfully.
[23:30] <grogbot> [discord] <oneeighthundred> that's part of it, but it has other problems. A bunch of the character animations break down, and it has a problem it inherited from Quake 2 where the movement code rounds your final position to the nearest integer coordinate, the movement amount is frame rate dependent, and it rounds toward zero. On a modern PC, the movement steps are so small compared to the integer rounding that your movement speed if you're moving toward
[23:30] <grogbot> [discord] <oneeighthundred> that is, of course, absolute peanuts compared to Abuse's physics code, where nearly every calculation is fundamentally broken
[23:36] <grogbot> [discord] <oneeighthundred> I'd have to try to remember all of the problems with Abuse's physics code but two notable issues are that a.) the game applies gravity to your acceleration every frame instead of your velocity, which makes its physics an unusual character where you abruptly drop like a rock, and also breaks the terminal velocity calculations because the per-frame velocity is constantly increasing from the constantly-increasing acceleration
[23:42] <grogbot> [discord] <oneeighthundred> ... and, way more brokenly, b.) it stores subpixel values for velocity and acceleration separate from the full-pixel values, and will split and recombine them. Except the subpixel amount is always a positive number, and IIRC the store function extracts the subpixel amounts by masking off the low bits of a high-precision number, and the load function re-applies it by negating the subpixel amount if the whole-pixel amount is neg
[23:42] <grogbot> [discord] <oneeighthundred> That is obviously broken if you understand how the numbers are stored. Masked-off bits are twos-complement, meaning they approach zero as they increase, but sign-copying means they approach zero as they decrease, so the load and store functions don't encode the value the same way.
[23:42] <grogbot> [discord] <oneeighthundred> ... and, way more brokenly, b.) it stores subpixel values for velocity and acceleration separate from the full-pixel values, and will split and recombine them. Except the subpixel amount is always a positive number, and IIRC the store function extracts the subpixel amounts by masking off the low bits of a high-precision number, and the load function re-applies it by negating the subpixel amount if the whole-pixel amount is neg
[23:42] <grogbot> [discord] <oneeighthundred> That is obviously broken if you understand how the numbers are stored. Masked-off bits are twos-complement, meaning that for negative numbers, they approach zero as they increase, but sign-copying means they approach zero as they decrease, so the load and store functions don't encode the value the same way. (edited)
[23:45] <grogbot> [discord] <oneeighthundred> So yeah let's see what happens when your subpixel speeds randomly wobble by a half-pixel every frame because the math is broken, and you speed that up to 4 times the frames? 🙂
[23:46] <Scummette> [scummvm] sev- pushed 2 new commits to master: https://is.gd/JCwMnI
[23:46] <Scummette> scummvm/master 116dea7 sev-: QDENGINE: Added support for 3mice2-demo2
[23:46] <Scummette> scummvm/master 53ccfae sev-: QDENGINE: Fix warning
[23:53] <grogbot> [discord] <oneeighthundred> frame interpolation has numerous headaches but the biggest headache is when you're interpolating between 2 frames and an object exists in one of the two interpolation frames and doesn't exist in the other. Like the Quake games had this problem with exploding projectiles. Rockets would be interpolated frame-by-frame and replaced with an explosion sprite when they hit something, meaning that the frame prior to the impact, the r
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