00:10 <+ddnet-discord> [discord] @ChillerDragon please don't convert huge parts of the code (that you aren't touching anyway in some commit) between styles :/ 00:12 <+ddnet-discord> [discord] Oh. Why? ._. I thought you like that 00:12 <+ddnet-discord> [discord] it's okay if you change the style of code you touch 00:13 <+ddnet-discord> [discord] or if we will find some solution to do it mechanically, I'd be kinda okay to run it on the code 00:13 <+ddnet-discord> [discord] but just changing the style of code generally results in unneeded friction 00:13 <+ddnet-discord> [discord] e.g. merge conflicts when you try to apply some kind of patch 00:14 <+ddnet-discord> [discord] when you change the code anyway, that's not a big problem, because the actual change would have stopped the patch from applying as well 00:15 <+ddnet-discord> [discord] @ChillerDragon I hope you haven't done all that manually, but with a search-and-replace function? 00:18 <+ddnet-discord> [discord] @heinrich5991 i didn't use a script. But i used strg+f but i didnt spam but Check what Is getting changed 03:01 < ddnet-commits> [ddnet] heinrich5991 closed pull request #1003: fixed styling in src/game/server ('if (' -> 'if(') (master...master) https://git.io/vNryl 04:57 <+ddnet-discord> [discord] We should really have a kill protection command to activate it more quickly. Because i have some dumb friends that press it on accident 05:02 <+ddnet-discord> [discord] client side kill protection? 05:05 <+Learath2> a command to make the kill protection start instantly after start maybe 05:44 <+ddnet-discord> [discord] so you can get veto by giving yourself kill protection? 06:29 <+Learath2> veto != kill protection 07:50 < ddnet-commits> [ddnet] def- pushed 1 new commit to master: https://git.io/vNo0i 07:50 < ddnet-commits> ddnet/master f3256f0 Dennis Felsing: Revert "Only make grenades explode once (fix by timakro)"... 08:03 <+ddnet-discord> [discord] @deen why did you revert it? 08:42 <@deen> https://forum.ddnet.tw/viewtopic.php?t=5914&p=61010#p61010 08:42 <@deen> can't finish maps anymore 09:05 <+ddnet-discord> [discord] Just remove all maps that rely on any kind of bugs 09:57 <+ddnet-discord> [discord] I agree with @Tom 09:57 <+ddnet-discord> [discord] We shoulnt touch the Core Vanilla physics 13:00 <+ddnet-discord> [discord] hUH! ? 13:01 <+ddnet-discord> [discord] If bug is long enough in a ecosystem, we can't just remove it. 13:03 <+ddnet-discord> [discord] It could broke to much things. It could work, if we would have a big amount of testers, to test every map when we change gameplay/physics issues 😛 13:03 <+ddnet-discord> [discord] "if bug is long enough in a ecosystem, we can't just remove it" 13:03 <+ddnet-discord> [discord] if it never happens (which is not the case for this bug) then a fix like this would be fine 13:04 <+ddnet-discord> [discord] yea, that's why I sent second sentence. To make clear my opinion 😄 14:12 <+ddnet-discord> [discord] "If bug is long enough in a ecosystem, we can't just remove it." 14:12 <+ddnet-discord> [discord] @ChillerDragon jail rls area 14:27 <+ddnet-discord> [discord] this morning i was playing the map triplecan, it contains a triple grenade part which was now much much harder than before. this will also make every other triple on every other map harder. not to mention that you cant properly speedrun those now or that most of these were tested with ddnet servers 14:27 <+ddnet-discord> [discord] @fokkonaut xxxD 14:34 <+ddnet-discord> [discord] Just remove all ranks np 14:37 <+ddnet-discord> [discord] And the rocket bug has no influence on normal triple imo 14:44 <+ddnet-discord> [discord] >"just remove all ranks np" 14:44 <+ddnet-discord> [discord] >"just delete tw np" 14:48 <+ddnet-discord> [discord] "this will also make every other triple on every other map harder. not to mention that you cant properly speedrun those now or that most of these were tested with ddnet servers" well this is simply false, u can do a normal triple just fine and consistently with the right timing. idk how it is with freeze triple or other buggy stuff like this 14:48 <+ddnet-discord> [discord] "this will also make every other triple on every other map harder. not to mention that you cant properly speedrun those now or that most of these were tested with ddnet servers" 14:48 <+ddnet-discord> [discord] well this is simply false, u can do a normal triple just fine and consistently with the right timing. idk how it is with freeze triple or other buggy stuff like this 16:11 <+ddnet-discord> [discord] is there a summary of the bug and what the fix is doing? 16:15 <+ddnet-discord> [discord] https://forum.ddnet.tw/viewtopic.php?f=68&t=5914 16:20 <+ddnet-discord> [discord] doesn't contain much relevant information, neither what exactly causes the bug nor how it's fixed 16:56 <@deen> cinaera: sometimes grenade exploded twice 16:56 <@deen> this fixed it by returning after it exploded already 22:06 <+ddnet-discord> [discord] `vector2_base operator *(const vector2_base &v) const { return vector2_base(x*v.x, y*v.y); }` is this even mathematically correct?, i think you cannot multiply vectors like that 22:07 <+ddnet-discord> [discord] (vmath.h) 22:07 <+ddnet-discord> [discord] also is this even used? xD 22:08 <+eeeee> there are a bunch of ways to multiply vectors, this particular one is this https://en.wikipedia.org/wiki/Dot_product 22:09 <+ddnet-discord> [discord] tthis isn't the dot product 22:09 <+ddnet-discord> [discord] dot product results in a scalar 22:10 <+ddnet-discord> [discord] it should be like this, more or less: `T operator *(const vector2_base &v) const { return x * v.x + y * v.y; };` if i got the equation right 22:13 <+ddnet-discord> [discord] there is also `vector2_base operator /(const vector2_base &v) const { return vector2_base(x/v.x, y/v.y); }` which i also doubt its mathematically right 22:13 <+eeeee> hmm idk then. did you try commenting those out to see if they are actually used anywhere? 22:14 <+ddnet-discord> [discord] ill try now 22:16 <+ddnet-discord> [discord] lol 22:16 <+ddnet-discord> [discord] the CEditor uses it 22:17 <+ddnet-discord> [discord] well, there is a inline dot function in vmath also 22:17 <+ddnet-discord> [discord] but that operator overload doesn't make much sense 22:18 <+ddnet-discord> [discord] pointwise multiplication is also sometimes used 22:18 <+ddnet-discord> [discord] numpy also does it that way 22:18 <+ddnet-discord> [discord] `*` is point-wise there, `@` matrix-multiplication/dot product 22:24 < ***> Buffer Playback... 22:24 <+ddnet-discord> [22:20:17] [discord] ``` 22:24 <+ddnet-discord> [22:20:17] [discord] bool operator ==(const vector2_base &v) const { return x == v.x && y == v.y; } //TODO: do this with an eps instead``` what is eps? 22:24 <+ddnet-discord> [22:21:16] [discord] why? that * seems good 22:24 <+ddnet-discord> [22:21:54] [discord] you can just num * [x, y] = [num*x, num*y] 22:24 <+ddnet-discord> [22:22:13] [discord] you can just num * [x, y] = [num * x, num * y] 22:24 <+ddnet-discord> [22:22:22] [discord] you can just `num * [x, y] = [num * x, num * y]` 22:24 <+ddnet-discord> [22:22:37] [discord] either for division 22:24 <+ddnet-discord> [22:22:50] [discord] what u talking about? 22:24 <+ddnet-discord> [22:23:01] [discord] `T operator *(const vector2_base &v) const { return x * v.x + y * v.y; };` 22:24 <+ddnet-discord> [22:23:05] [discord] no i 22:24 <+ddnet-discord> [22:23:08] [discord] thats my version 22:24 <+ddnet-discord> [22:23:11] [discord] dot product 22:24 <+ddnet-discord> [22:23:12] [discord] `vector2_base operator *(const vector2_base &v) const { return vector2_base(x*v.x, y*v.y); } ` 22:24 <+ddnet-discord> [22:23:24] [discord] thats not mathematically correct 22:24 <+ddnet-discord> [22:23:27] [discord] why 22:24 <+ddnet-discord> [22:23:27] [discord] ? 22:24 <+ddnet-discord> [22:23:29] [discord] thats what i pointeed out 22:24 <+ddnet-discord> [22:23:48] [discord] https://en.wikipedia.org/wiki/Multiplication_of_vectors 22:24 <+ddnet-discord> [22:24:00] [discord] but you can multiple be single num 22:24 <+ddnet-discord> [22:24:03] [discord] also 22:24 <+ddnet-discord> [22:24:11] [discord] thats a correct way 22:24 <+ddnet-discord> [22:24:19] [discord] but its not vector multiplication 22:24 <+ddnet-discord> [22:24:23] [discord] its scalar multiplication 22:24 < ***> Playback Complete. 22:27 <+ddnet-discord> [discord] it is? 22:28 <+ddnet-discord> [discord] for me it's perfectly fine. But im not mathematics ;p 22:39 <+ddnet-discord> [discord] the eps thing is using a tolerance (\epsilon) instead of exact matching 22:42 <+ddnet-discord> [discord] I really doubt that product function is actually used as I don't see a hadamard product being useful in anyway in tw 😛 22:58 <+ddnet-discord> [discord] https://en.wikipedia.org/wiki/Hadamard_product 22:58 <+ddnet-discord> [discord] can you use some terminology that I know? 😛 22:58 <+ddnet-discord> [discord] the wiki page doesn't say anything about vectors 22:59 <+ddnet-discord> [discord] well any vector can be represented as a matrix 22:59 <+ddnet-discord> [discord] matrix? 22:59 <+ddnet-discord> [discord] that good movie? 😮 23:00 <+ddnet-discord> [discord] we even called matrixes with one column or one row, column and row vectors respectively 23:01 <+ddnet-discord> [discord] just say "point-wise" or "element-wise" multiplication 😛 23:01 <+ddnet-discord> [discord] SIR YES SIR 23:03 <+ddnet-discord> [discord] pointwise multiplication is usually defined for functions btw 23:03 <+ddnet-discord> [discord] https://en.wikipedia.org/wiki/Pointwise_product