00:03 <+bridge> [ddnet] have run count in practice mode of /r is never used? 00:14 <+bridge> [ddnet] no 00:14 <+bridge> [ddnet] runs in practice mode do not count 00:15 <+bridge> [ddnet] how do you remove it though 00:15 <+bridge> [ddnet] i thought killing would do it 00:16 <+bridge> [ddnet] currently: join a different team 00:21 <+bridge> [ddnet] lame 00:26 <+bridge> [ddnet] rust most loved again 01:17 <+bridge> [ddnet] ./practice broken on some maps 01:18 <+bridge> [ddnet] such as: Yo'ci (/r doesn't work with deepfreeze) 01:18 <+bridge> [ddnet] additionally, in parts where a powerup is changed, failing past the powerup could mean your whole team fails in practice mode 01:19 <+bridge> [ddnet] for example, if there was a hammerfly part through a freeze to unfreeze, followed by hammer off tile to hookfly, failing past the hookfly would mean your team dies because you no longer have the hammer for the hammerfly part 01:19 <+bridge> [ddnet] Finally, rescue on a lot of insane/brutal 4*/5\* maps does not work very well if there are kill tiles in the map because killing would kill everyone and you would need to /r very fast 01:20 <+bridge> [ddnet] the practice mode is very good for some maps, but does not work for others. I think a good way to fix this would to use /setspawn or allow players to /disablekill 01:20 <+bridge> [ddnet] @heinrich5991 this looks interesting: https://github.com/calccrypto/uint128_t 01:20 <+bridge> [ddnet] or @Jupstar ✪ 01:20 <+bridge> [ddnet] For the powerup changes, i think a good way to fix it would to give commands like /enable hammeroff, etc. 08:08 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/715446277961154590/unknown.png 08:13 <+bridge> [ddnet] lmao you also cant save 08:13 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/715447584759480401/unknown.png 08:29 <+bridge> [ddnet] @fokkonaut did `std::bitset` attack your family or something? 08:30 <+bridge> [ddnet] @ZombieToad were you in a team? 08:30 <+bridge> [ddnet] @deen its solo map 08:36 <+bridge> [ddnet] That was less issues then I expecte 08:36 <+bridge> [ddnet] d 08:39 <+bridge> [ddnet] @deen can you also kill players that leave practice teams in #2218? 12:24 <+Konsti> ban cheaters 13:19 <+Konsti> i suggest adding totele command for t0 :danAmazing: 13:28 <+bridge> [ddnet] Konsthings 13:42 <+bridge> [ddnet] FYI, our release build times 13:42 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/715530547392282674/screenshot-20200528134207.png 13:43 <+bridge> [ddnet] Can be viewed in about:tracing in Chrome/Chromium 13:43 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/715530631450460200/ddnet-release.json 13:45 <+bridge> [ddnet] what is this pause? 13:46 <+bridge> [ddnet] Waiting for a dependency usually 13:46 <+bridge> [ddnet] is this ninja or make? 13:46 <+bridge> [ddnet] ninja 13:47 <+bridge> [ddnet] with ninjatracing: https://github.com/nico/ninjatracing 13:47 <+bridge> [ddnet] yeah, those are all the small executables, they wait for system.c to link it in 13:48 <+bridge> [ddnet] and block the rest of the queue by doing so 13:48 <+bridge> [ddnet] theoretically it could start a job not depending on these 13:48 <+bridge> [ddnet] yep, that would be smart 13:48 <+bridge> [ddnet] hm. surely ninja doesn't pick jobs that still have unmet dependencies while there are others that are ready? oO 13:49 <+bridge> [ddnet] maybe everything depends on BASE being there? 13:51 <+bridge> [ddnet] that loses ~600ms of build time 13:52 <+bridge> [ddnet] hm. maybe one can get ninja to ouptu the dependency graph 13:53 <+bridge> [ddnet] -t graph 13:57 <+bridge> [ddnet] -t browse is nicer for browsing (but only works with python aliased to python2 for me) 13:59 <+bridge> [ddnet] Everything has a dependency on "engine-shared (order-only)" 13:59 <+bridge> [ddnet] but only the linkings i think, hmm 17:05 <+bridge> [ddnet] @deen quick question about #2212, sv_practice can change at runtime, what should happen to teams already in practice mode? 17:06 <+bridge> [ddnet] Should we maybe kill those teams? 17:31 <+bridge> [ddnet] is it possible to use kill bind for rescue instead of /r when practice enabled? we can just use /kill for kill 18:15 <+bridge> [ddnet] @Learath2 atm they stay in practice 18:18 <+bridge> [ddnet] it's a bit harsh to kill them 18:18 <+bridge> [ddnet] @deen is that fine? we would be disabling teams if we discover a bug with it, maybe we should just kill the people in practice 18:18 <+bridge> [ddnet] sv_team 0 also doesn't kill teams 18:19 <+bridge> [ddnet] oh, I guess we can keep the same behaviour then 18:19 <+bridge> [ddnet] but yeah, feel free to improve it later 18:19 <+bridge> [ddnet] I'll merge #2212 if you think it's ready 18:19 <+bridge> [ddnet] Thanks! 18:19 <+bridge> [ddnet] yes 18:19 <+bridge> [ddnet] i mean there are many more possible improvements, but can do them separately 18:19 <+bridge> [ddnet] #2218* 18:19 <+bridge> [ddnet] 😄 18:20 <+bridge> [ddnet] i just didn't want to keep conflicting with myself 18:22 <+bridge> [ddnet] One issue with bors is that it's slow, I get distracted while waiting for it to merge 18:22 <+bridge> [ddnet] do you need to wait for the merge? 18:22 <+bridge> [ddnet] I want to deploy it too 18:22 <+bridge> [ddnet] ah 18:22 <+bridge> [ddnet] well 18:23 <+bridge> [ddnet] hm, no idea 18:23 <+bridge> [ddnet] bors could really use some optimization 18:24 <+bridge> [ddnet] Like in this case the base branch compiles, the PR itself compiles, there is no batching, thus it could just be merged without a staging branch waiting for build 18:25 <+bridge> [ddnet] the pull request is not based on master right now 18:25 <+bridge> [ddnet] it has to test it again 18:25 <+bridge> [ddnet] but the optimization you mentioned should be implemented, there's no point to run the tests again if master has not changed since the PR 18:28 <+bridge> [ddnet] @Learath2 will you deploy it? 18:28 <+bridge> [ddnet] Sure 18:29 <+bridge> [ddnet] @heinrich5991 btw github api exposes a `merge_commit_sha` which shows a hypothetical merge, I wonder if that could be used to do this somehow 18:47 <+bridge> [ddnet] @heinrich5991 CHN seems to have trouble setting `BUILD_RPATH` 19:14 <+bridge> [ddnet] is there any better way to get access to gameconsole at CEditor than 'CGameClient *pGameClient = (CGameClient *)Kernel()->RequestInterface();' ? 19:14 <+bridge> [ddnet] is there any better way to get access to CGameConsole at CEditor than 'CGameClient *pGameClient = (CGameClient *)Kernel()->RequestInterface();' ? 19:16 <+bridge> [ddnet] (I`d like to make it work in editor) 19:19 <@deen> @BannZay There should be pGameClient already, I don't see a better way 19:22 <+bridge> [ddnet] well, okay, how do I set it? I failed to inject it via ctor/OnInit without modifying engine classes 19:27 <+bridge> [ddnet] I mean, I cant get rid of this cast. I dont know how to set it in first place 19:46 <+bridge> [ddnet] @Learath2 details? 19:59 <+bridge> [ddnet] hmm 19:59 <+bridge> [ddnet] I think there is a way to improve the dummy hammer fly code 20:00 <+bridge> [ddnet] maybe make it only hammer when it touches the player 20:01 <+bridge> [ddnet] and make it track its movement(from the local maybe) 20:09 <+bridge> [ddnet] if it's not a bad idea 20:10 <+bridge> [ddnet] someone could point me to where in ther code it is and i try my best to conterbute 20:14 <+bridge> [ddnet] @heinrich5991 `-- Can't set BUILD_RPATH in CMake before 3.8, pass -Wl,-rpath,'$ORIGIN' manually if you wish to emulate this. Or just install a newer version of CMake...` 20:16 <+bridge> [ddnet] ah, needs `LDFLAGS=-Wl,-rpath,'$ORIGIN'`, but I guess I already set it? 20:18 <+bridge> [ddnet] oh yep you did 20:19 <+bridge> [ddnet] The cmake output just concerned me, didn't see the LDFLAGS