05:35 <+bridge> [ddnet] how does the map oco works? 09:54 <+bridge> [ddnet] lots of tunezones i guess 10:38 <+ChillerDragon> @nouaa yea you shouldn't be ashamed about ddnet ... but about discord hrhrhr 11:13 <+bridge> [ddnet] is it normal that the freeze canon/turret gets influenced by other players in a solo part? 11:15 <+bridge> [ddnet] yes, that‘s why solo server has a separate team for each player 11:16 <+bridge> [ddnet] cant that be fixed? 11:16 <+bridge> [ddnet] it can get really annoying 12:23 <+bridge> [ddnet] is it possible to add wether dummy copy is on or off? 12:23 <+bridge> [ddnet] is it possible to show wether dummy copy is on or off? 12:41 <+bridge> [ddnet] It'd break a lot of maps 13:22 <+bridge> [ddnet] hehe I have a funny bug for you today, which is already for more than 11 years in the code and certainly already noticed by a few. Spoiler in 0.7 it is already fixed. I would suggest we also fix it 13:23 <+bridge> [ddnet] It is about this function 13:23 <+bridge> [ddnet] our angle: https://github.com/C0D3D3V/ddnet/blob/dbd9c40893a18dccb7f70f0e2bb77c4384877973/src/game/gamecore.cpp#L143-L152 13:23 <+bridge> [ddnet] 0.7 angle: https://github.com/teeworlds/teeworlds/blob/81c95de3f14b9df1947bf67347784730aba7bed1/src/game/gamecore.cpp#L103 13:23 <+bridge> [ddnet] 13:23 <+bridge> [ddnet] result of the calculation using our function and the new form 0.7: (first column are coordinates) 13:23 <+bridge> [ddnet] our new 13:23 <+bridge> [ddnet] 0|1: 201 402 13:23 <+bridge> [ddnet] 1|1: 201 201 13:23 <+bridge> [ddnet] 1|0: 0 0 13:23 <+bridge> [ddnet] 1|-1: -201 -201 13:23 <+bridge> [ddnet] 0|-1: -201 -402 13:23 <+bridge> [ddnet] -1|-1: 1005 -603 13:23 <+bridge> [ddnet] -1|0: 804 804 13:24 <+bridge> [ddnet] -1|1: 603 603 13:24 <+bridge> [ddnet] 0|1: 201 402 13:24 <+bridge> [ddnet] This is a visual bug 😄 I will make a video 13:24 <+bridge> [ddnet] Since the angle is only used for client side display and not for physics 13:26 <+bridge> [ddnet] It is about this function 13:26 <+bridge> [ddnet] our angle: https://github.com/C0D3D3V/ddnet/blob/dbd9c40893a18dccb7f70f0e2bb77c4384877973/src/game/gamecore.cpp#L143-L152 13:26 <+bridge> [ddnet] 0.7 angle: https://github.com/teeworlds/teeworlds/blob/81c95de3f14b9df1947bf67347784730aba7bed1/src/game/gamecore.cpp#L103 13:26 <+bridge> [ddnet] 13:26 <+bridge> [ddnet] result of the calculation using our function and the new form 0.7: (first column are coordinates) 13:26 <+bridge> [ddnet] our new 13:26 <+bridge> [ddnet] 0|1: 201 402 13:26 <+bridge> [ddnet] 1|1: 201 201 13:26 <+bridge> [ddnet] 1|0: 0 0 13:26 <+bridge> [ddnet] 1|-1: -201 -201 13:26 <+bridge> [ddnet] 0|-1: -201 -402 13:26 <+bridge> [ddnet] -1|-1: 1005 -603 13:26 <+bridge> [ddnet] -1|0: 804 804 13:26 <+bridge> [ddnet] -1|1: 603 603 13:28 <+ChillerDragon> @jao u still here? 13:41 <+ChillerDragon> @Learath2 wats dis i2fx maffs magic https://github.com/ddnet/ddnet/commit/586043fc648963b15e1fd9710d117798d022682c 13:41 <+ChillerDragon> ubsan does not approve shifting the negative values :( 13:42 <+ChillerDragon> https://github.com/ddnet/ddnet/blob/9c4c49e0b7a8057e594904eed494dcecfe5a3850/src/game/editor/editor.cpp#L6360 13:42 <+bridge> [ddnet] Yeah not my fault everyone using C++ is addicted to using ints 13:42 <+ChillerDragon> this boi sets x 0 and width 64. So it will i2fx(-64) and then ub 13:42 <+ChillerDragon> so there could be dragons 13:42 <+ChillerDragon> i did post that talk here didnt i? 13:43 <+bridge> [ddnet] you can just replace it with multiplication if you care, I already made the commit but I haven't gotten around to making a PR yet 13:43 <+ChillerDragon> ah nice robyt the ubsan hunter 13:43 <+ChillerDragon> ill wait :) 13:44 <+bridge> [ddnet] Multiplication should work as expected indeed 13:44 <+bridge> [ddnet] Hopefully gcc and clang are smart enough to optimize that 13:48 <+bridge> [ddnet] (It is just supposed to be an arithmetic shift, preserving sign. So SAR) 13:48 <+bridge> [ddnet] what @ChillerDragon.* ? 13:50 <+ChillerDragon> you seem to have added the width and height parameter and changed the thingy 13:51 <+ChillerDragon> you meande x and y the center and not the left top position of the quad so i wanted to ask how to fix the ub but seems liek multiplication is the solutuon 13:51 <+ChillerDragon> @jao but nice to see ur still alive :) 14:22 <+bridge> [ddnet] nice 😊 14:24 <+bridge> [ddnet] hi @jao 14:27 <+bridge> [ddnet] hi 18:45 <+bridge> [ddnet] i meant the fake teleport tiles 18:46 <+bridge> [ddnet] edited client most likely 19:38 <+bridge> [ddnet] You have to send @Pulsar a gift 😄 then he will tell you 19:44 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/4958 19:44 <+bridge> [ddnet] has anyone actually tested this? does not work for me? 22:41 <+bridge> [ddnet] Oh yikes. Works for me .\_. What do you try and how does it not work I can have a look tomorrow 22:41 <+bridge> [ddnet] (@c0d3d3v) 22:51 <+bridge> [ddnet] yo, i noticed that sometimes the sound of the gun was bugged, even with the option "activate gun sound" disabled, it makes the sound 22:51 <+bridge> [ddnet] does anyone reported that issue? 22:53 <+bridge> [ddnet] and it seems to be related to vulkan, because it works as it should with opengl 22:57 <+bridge> [ddnet] nvm, i found out why 23:16 <+bridge> [ddnet] why? 23:46 <+bridge> [ddnet] well, i suppose it's server side as it works in every servers except one 23:48 <+bridge> [ddnet] like the option can't be disabled in one server (and it's not a ddnet offical srv, so nothing u can do)