17:24 <+breton> hi 17:25 <+breton> can i please get my infclass server added to the "DDNet" tab in the client? 17:32 <+breton> ok bugreport then 20:28 <+bridge_> [ddnet] im still for a "trusted" servers tab or smth like that 20:42 <+bridge_> [ddnet] I'm still for just finishing up work on http masters so we don't need stopgap measures 21:14 <+bridge_> [ddnet] lerath fix ddos plz 21:20 <+bridge_> [ddnet] Hey peoples. I play on a mac book air 2015 and teeworlds laggs sometimes. But it is not the internet connection it is more like the gpu is too slow...? Any advice? 21:20 <+bridge_> [ddnet] try limiting fps 21:21 <+bridge_> [ddnet] cl_refresh_rate 200; gfx_refresh_rate 200 for example 21:22 <+bridge_> [ddnet] wow.fixed it thatnks 21:23 <+bridge_> [ddnet] still happens but less fata 21:23 <+bridge_> [ddnet] still happens but less fatal 21:24 <+bridge_> [ddnet] try higher or lower fps than 200, also try toggling vsync or opengl if that doesnt work 21:38 <+bridge_> [ddnet] Yikes air is the worst :/ 22:02 <+bridge_> [ddnet] do you guys have any documentation of the source code? 22:05 <+bridge_> [ddnet] @xy0 no. ask around if you have questions 22:05 <+bridge_> [ddnet] @Learath2 we calculate it because it's supposed to be stateless until we confirm the client's IP address 22:06 <+bridge_> [ddnet] I just wanted to get into the sourcecode and thought if there's a documentation that would come in handy, but I'll just get into it and come back with questions if they come up at some point, ty 22:09 <+bridge_> [ddnet] src/engine is supposed to be some game-unrelated stuff, like talking to the graphics card, doing the network, etc., src/game is the game part, i.e. the actual gameplay, the menus 22:12 <+bridge_> [ddnet] gamecore.cpp tick(bool) is the "gameloop"? 22:12 <+bridge_> [ddnet] Tick* 22:13 <+bridge_> [ddnet] I only see the `CCharacterCore::Tick` function there 22:13 <+bridge_> [ddnet] that's what happens to a single tee in a tick 22:14 <+bridge_> [ddnet] ah yes I see 22:14 <+bridge_> [ddnet] cserver::run() is the closest thing to a gameloop 22:14 <+bridge_> [ddnet] i think 22:14 <+bridge_> [ddnet] the outermost "gameloopy" thing in the client is `CGameContext::OnTick()` in `src/game/server/gamecontext.cpp` 22:14 <+bridge_> [ddnet] oh or that 22:14 <+bridge_> [ddnet] gamecore is mainly physics 22:14 <+bridge_> [ddnet] in the server* 22:15 <+bridge_> [ddnet] the client doesn't really have a gameloop, it only has a renderloop 22:15 <+bridge_> [ddnet] that advances the world accordingly 22:15 <+bridge_> [ddnet] you can find `CGameClient::OnRender()` in `src/game/client/gameclient.cpp` 22:17 <+bridge_> [ddnet] yeah I see, thx that's really helpful 22:20 <+bridge_> [ddnet] so server always holds the model and sends it to the clients for the view to update in the CGameClient::OnRender() ? 22:20 <+bridge_> [ddnet] "model" what do u mean by that 22:20 <+bridge_> [ddnet] yes 22:20 <+bridge_> [ddnet] the server holds the single truth 22:20 <+bridge_> [ddnet] the clients only send input 22:21 <+bridge_> [ddnet] i.e. left, right, jump, mouse coordinates, fire 22:22 <+bridge_> [ddnet] the server sends back snapshots that tell the client where other entities (tees, lasers etc) are 22:25 <+bridge_> [ddnet] the snapshots contain all the information that the client needs to display the current position 22:26 <+bridge_> [ddnet] all projectiles, tees, pickups, current health, what @onby said 22:27 <+bridge_> [ddnet] I guess that would be m_Snap? 22:27 <+bridge_> [ddnet] yes 23:22 <+bridge_> [ddnet] is it normal that if I import the git repo via the cmake that there're errors in the vs studio syntax highlighting? 23:49 <+bridge_> [ddnet] I guess not 23:49 <+bridge_> [ddnet] screenshot/description?