00:28 <+bridge> [ddnet] Happy to provide that btw πŸ™‚ 00:55 <+bridge> [ddnet] Huge thanks! USA2 sponsored by secured.gg is running already, GER1 coming up in a few minutes πŸ™‚ 01:00 <+bridge> [ddnet] excited to see how these will perform πŸ™‚ 02:24 <+bridge> [ddnet] They seem to be a really small and new Hoster huh? Did they contact you because of the hn post? 04:07 <+bridge> [ddnet] anyone here know how freeze vs deepfreeze is calculated differently in the code? 04:07 <+bridge> [ddnet] like what order they are given vs movement inputs for each tick 06:19 <+bridge> [ddnet] @louis they are the same 06:20 <+bridge> [ddnet] Well 06:20 <+bridge> [ddnet] Not entirely 06:21 <+bridge> [ddnet] Deepfreeze is applied after the core tick, where normal freeze is triggered before 06:22 <+bridge> [ddnet] But in the end, you have a constant freezetime which doesnt change anything in their behaviour 06:40 <+bridge> [ddnet] ah ok 06:40 <+bridge> [ddnet] i noticed some differences that would probably be explained by that 06:57 <+bridge> [ddnet] What kind of differences? 07:09 <+bridge> [ddnet] like freezejump behavior and behavior when u walk off a platform with freeze on the edge 07:09 <+bridge> [ddnet] its little stuff but its different 07:29 <+bridge> [ddnet] :poggers: 07:49 <+bridge> [ddnet] right 07:55 <+bridge> [ddnet] Hm 07:56 <+bridge> [ddnet] Yes, that can be possible because the core tick applies input 10:01 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/892682506569146368/Screenshot_2021-09-29-11-00-55-305_com.github.android.jpg 10:01 <+bridge> [ddnet] :monkaS: 10:03 <+bridge> [ddnet] :zzzz: 10:03 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/892682937328349194/Screenshot_2021-09-29-11-02-42-723_com.github.android.jpg 10:06 <+bridge> [ddnet] Undo list :poggers: 10:06 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/892683741992988712/Screenshot_2021-09-29-11-05-16-834_com.github.android.jpg 10:09 <+bridge> [ddnet] spam :monkalaugh: 10:12 <+bridge> [ddnet] Just cuz android large screenshots 13:08 <+bridge> [ddnet] @Jupstar βœͺ\: hm i cant ping you on discord.gg/teeworlds are you there? Then ima ask here. https://github.com/teeworlds/teeworlds/pull/2921#issuecomment-923345540which commit did i forget? .-. 13:37 <+bridge> [ddnet] I’ll be in sweden for a week or so, none of you were swedish, right? 13:42 <+bridge> [ddnet] chillerdragon: I am 13:42 <+bridge> [ddnet] 13:42 <+bridge> [ddnet] The last commit.. The third 13:51 <+bridge> [ddnet] matricks :kek: 16:37 <+bridge> [ddnet] How code a spinbot? 16:38 <+bridge> [ddnet] A simple client with the aim rotate 16:39 <+bridge> [ddnet] no 16:46 <+bridge> [ddnet] :justatest: 16:50 <+bridge> [ddnet] [Jupstar βœͺ](https://matrix.to/#/@jupeyy:matrix.org)\: ah ye found it hmm but im confused about all the initalizeses and robyt also requesting a refactor now 16:55 <+bridge> [ddnet] Are all collisions square-shaped and how do they work overall? 16:55 <+bridge> [ddnet] https://code.visualstudio.com/blogs/2021/09/29/bracket-pair-colorization 16:55 <+bridge> [ddnet] @heinrich5991\: im not sure i udnerstand what oyu mean https://github.com/ddnet/ddnet/pull/4173#issuecomment-925252276 17:00 <+bridge> [ddnet] rip 17:02 <+bridge> [ddnet] Anyway, vanilla is not c++11 anyway, so be careful, besides the refactor stuff 17:11 <+bridge> [ddnet] do tees bump up and down a little when they walk? 17:11 <+bridge> [ddnet] idk why i just noticed this 17:12 <+bridge> [ddnet] yes 17:13 <+bridge> [ddnet] i swear i never noticed it 17:13 <+bridge> [ddnet] xd 17:13 <+bridge> [ddnet] its not that apparent 17:14 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/892791424830029864/2021-09-29_17-13-40.mkv 17:14 <+bridge> [ddnet] wait ill process it 17:15 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/892791700496474122/bump.mp4 17:15 <+bridge> [ddnet] xd 17:16 <+bridge> [ddnet] fullscreen to see it ez 17:16 <+bridge> [ddnet] I learned that in the making of this video ^^ https://www.youtube.com/watch?v=fAgZDcklGjg 17:16 <+bridge> [ddnet] amazing 17:17 <+bridge> [ddnet] would love to see some map part and the tee with some shaders 17:17 <+bridge> [ddnet] I already have a working map converter (without envelopes (yet)) 17:18 <+bridge> [ddnet] though I wanted to release it with some fancy videos where I try out some blender stuff, however that is taking me ages 17:18 <+bridge> [ddnet] especially the water simulation 17:19 <+bridge> [ddnet] it spinsπŸ˜΅β€πŸ’« 17:29 <+bridge> [ddnet] @Jupstar βœͺ llvm 13 new pass manager will increase compile times a lot apparently 17:29 <+bridge> [ddnet] it does so on rust: https://perf.rust-lang.org/compare.html?start=e9f29a851917a706c01b6f51331894df1d15770b&end=63cc2bb3d07d6c726dfcdc5f95cbe5ed4760641a 17:29 <+bridge> [ddnet] :poggers: 17:29 <+bridge> [ddnet] decrease* 17:29 <+bridge> [ddnet] xd 17:31 <+bridge> [ddnet] im chillin on llvm 14 17:31 <+bridge> [ddnet] my arch has 12 17:31 <+bridge> [ddnet] i wonder when it will upd 17:33 <+bridge> [ddnet] https://blog.llvm.org/posts/2021-03-26-the-new-pass-manager/ 17:33 <+bridge> [ddnet] blog about it 17:34 <+bridge> [ddnet] so its only when optimizations are on? 17:34 <+bridge> [ddnet] well thats when compile time matters the most 17:35 <+bridge> [ddnet] i'd say debug maters most 17:35 <+bridge> [ddnet] i'd say debug matters most 17:35 <+bridge> [ddnet] since i'm on debug 99.99% of the time 17:35 <+bridge> [ddnet] xd 17:35 <+bridge> [ddnet] in release i use LTO anyway 17:35 <+bridge> [ddnet] that kills all time savings that will ever exists xD 17:35 <+bridge> [ddnet] ikr xd 17:37 <+bridge> [ddnet] but anyway, any improvement is an improvement πŸ˜„ 17:50 <+bridge> [ddnet] all collisions in tw are circle-circle unless tiles