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crizCraig

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Posts posted by crizCraig

  1. Ah yes, if you rebase already pushed commits, I can see how that is Very Bad Thing™. Someone had to've "git push --force" to the public branch which leads to fistacuffs at my office ^^. So key takeaway is that rebase is okay when all of your non-published commits are replayed *on top of* the published commits, basically "git pull --rebase". Thanks for the clarification.

  2. Looks like this a windows 8 problem.

    One of the reasons for installing the DirectX SDK is to get the 'developer runtime' with debug versions of various components and the reference devices. The Windows 8.0 SDK includes these debugging facilities for Direct3D 10.x/11.x, Direct2D, and DXGI for Windows 7 and Windows 8. Parts of the DirectX SDK (June 2010) developer runtime are not compatible with Windows 8, and won't install, so the Windows 8.0 SDK is required for DirectX debugging support on Windows 8. The Windows 8.0 SDK does not include support for debugging Direct3D 9 applications. The only way to get the debug version of Direct3D 9 for Windows 8 is to install a 'checked' version of the OS.

    http://blogs.msdn.com/b/chuckw/archive/ ... x-sdk.aspx

    Going to install Windows 7 and see how it goes. A checked windows 8 version sounds suck.

  3. You're right that rebasing changes the commit hash, since part of the hash consists of the parent commit and the commit time, and both change during rebase. However, this is okay as git can handle merging and rebasing makes the history cleaner as it avoids merge-commits which can be very ugly. Rebasing can cause problems though if branches are used instead of tags for versioning since branches are moving targets, unlike tags which are static. It looks like both tags and branches have the name 1.4.1 in the repo on github, so just deleting the branches, and using the tags instead once they're finalized would probably clear things up.

  4. Hello,

    I'm trying to diagnose the cause of some DirectX errors (D3DERR_INVALIDCALL), but am having a hard time with the directx debug levels set to zero.

    dxdiag:

    DirectX Debug Levels

    --------------------

    Direct3D: 0/4 (retail)

    DirectDraw: 0/4 (retail)

    DirectInput: 0/5 (retail)

    DirectMusic: 0/5 (retail)

    DirectPlay: 0/9 (retail)

    DirectSound: 0/5 (retail)

    DirectShow: 0/6 (retail)

    I've followed the advice of several threads elsewhere to no avail:

    http://gamedev.stackexchange.com/questi ... -direct3d9

    https://social.technet.microsoft.com/Fo ... proinstall

    http://www.gamedev.net/topic/278167-cre ... validcall/

    http://stackoverflow.com/questions/1775 ... wont-stick

    I've even upgraded Visual Studio to Ultimate and also tried setting the directx 10 debug settings. I'm currently checking the output window of visual studio and do see MTA OutputDebugLine output, but no directx messages.

    Full MTADiag here: http://pastebin.mtasa.com/326160800

    Thanks in advance for your help.

  5. Hello,

    I'd like to emulate a Velodyne LIDAR in MTA for an autonomous car simulator. This would mean a 10Hz 1.3 million point scan of the area around a vehicle. I'm okay with editing the project in C++ if need be, but was wondering if there was a way to do it in LUA.

    Thanks!

    Craig

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