UkoeHB
UkoeHB
The current implementation does round-robin signing. The 16-signer limit exists because wallet setup becomes extremely slow with larger group sizes. I have aggregation-style signing implemented for CLSAG in the Seraphis...
Yes, [here](https://github.com/UkoeHB/monero/blob/60c5d7e8058008e6b755c0ceadb86c1fd88b52cf/tests/unit_tests/multisig_signing.cpp#L579) is a test for it.
> Is it true that changing the key aggregation style from MuSig2 to FROST would require changings in the wallet functions that handle multisig operations? or are they both endup...
Working on the implementation for propagating render groups now. I think I can manage the following rules without needing to change the time complexity of existing code: - Any entity...
> Something that would be helpful, I think, is a high-level description of the propagation algorithm. I wrote a description and notes at the top of the `propagate_render_groups.rs` file.
> I commented on the issue here https://github.com/bevyengine/bevy/issues/12468#issuecomment-1997934690, but I think the preference is to remove RenderLayers from the shader code entirely and compute light visibility on the cpu as...
> I think, at best, we should warn. Added a warning at 1024 layers, and a panic failsafe if you exceed 1mill, which would be 24MB per RenderLayers struct.
> At this point I would have expected the second model not to be visible. However, both models were visible. A default RenderGroups starts with the default render layer. Use...
> I changed the camera to CameraView, but I still see both models. Can you share your code? Maybe in a gist. If there is a bug then I will...
Changing this to **ADOPT ME** status since I don't have time or motivation to continue working on it.