10:46 < ***> Buffer Playback... 10:46 <+bridge> [09:00:57] [ddnet] @heinrich5991 remembering the topic about static dispatch and code bloat, i remembered a design that exists in rust called enum dispatch 10:46 <+bridge> [09:01:00] [ddnet] https://docs.rs/enum_dispatch/latest/enum_dispatch/ 10:46 <+bridge> [09:01:07] [ddnet] https://www.reddit.com/r/rust/comments/a7n5hb/enum_dispatch_speed_up_your_dynamic_dispatched/ 10:46 < ***> Playback Complete. 12:10 <+bridge> [ddnet] Hey i have had a bug for like 4 months on blmapchill basically onky on this map my backeound is green wich is not the normal backeound of the map i have asked countless of people even the develipers of maps and they still have no idea i have deleted all my maps and re downloaded them 12:10 <+bridge> [ddnet] Still doesnt work 12:10 <+bridge> [ddnet] But on all other maps backround is normal 12:10 <+bridge> [ddnet] And im not pressing pg down 12:10 <+bridge> [ddnet] Please help 12:56 <+bridge> [ddnet] With DDNet client? Happens with different GPU renderers too? (Settings -> Graphics) 15:02 <+ChillerDragon> tubo's krx client has graphic bugs axaxaxaxax 15:04 <+bridge> [ddnet] stop mentioning this trash 15:06 <+ChillerDragon> hrhr sori 15:08 <+bridge> [ddnet] np we all know you like bot clients xd 15:36 <+bridge> [ddnet] @murpi host a music competition for the background music 😄 16:03 <+ChillerDragon> When running DDNet-Server it creates a "ddnet-server.sqlite" in the current directory which is nice for multiple servers with different databases and a proper folder structure. But when I as a non server hoster want to spin up a local ddnet server that i installed via my packet manager by running ``DDNet-Server`` in my terminal I kinda do not expect to pollute my current directory but rather use the 16:03 <+ChillerDragon> more central user dir ~/.teeworlds any opinions on this? 16:04 <+bridge> [ddnet] yes 16:05 <+bridge> [ddnet] and when you are at it do the same for the log 16:05 <+bridge> [ddnet] and close this issue 16:05 <+bridge> [ddnet] https://github.com/ddnet/ddnet/issues/4755 16:54 <+ChillerDragon> isnt it bad style to escape the steam dir? 16:55 <+ChillerDragon> @k2d222 any issue with the CI ? 16:55 <+bridge> [ddnet] It's even worse style to write user files into steam dir I guess 16:55 <+ChillerDragon> ou 16:56 <+ChillerDragon> idk much about steam practices i was just assuming its supposed to be a closed eco system and when steam is uninstalling the game it should wipe all data 16:57 <+ChillerDragon> Logging by default ends up in the userdir i assume the steam release has a custom storage.cfg to load the ressources from the steamdir 16:57 <+bridge> [ddnet] steam has steamapps/compatdata/ 16:58 <+bridge> [ddnet] it uses it for steamplay, dunno if its used for normal games 17:03 <+bridge> [ddnet] no, I haven't setup a CI before so I'll trust you on this one 🙂 18:14 <+ChillerDragon> its no virus i promise :p 20:38 <+bridge> [ddnet] 20:38 <+bridge> [ddnet] mem leaks 20:49 <+bridge> [ddnet] With C++20 we would have std::counting_semaphore to replace CSemaphore, so base/tl/threading.h could also be removed then 20:55 <+bridge> [ddnet] 👍 20:56 <+bridge> [ddnet] in 1 year 20:56 <+bridge> [ddnet] we can upgrade 21:07 <+bridge> [ddnet] :fuckyousnail: 21:16 <+bridge> [ddnet] why is it the more i zoom out the less fps i get? i get down to 10 fps if i zoom out far, i do have a good cpu and gpu 21:16 <+bridge> [ddnet] has it something to do with opengl? 21:18 <+bridge> [ddnet] try vulkan 21:18 <+bridge> [ddnet] but ye its normal 21:20 <+bridge> [ddnet] i have problems with vulkan 21:20 <+bridge> [ddnet] try modern opengl 21:20 <+bridge> [ddnet] but its completly normal 21:20 <+bridge> [ddnet] u see more = more resources 21:24 <+bridge> [ddnet] use entities while zooming xd 21:24 <+bridge> [ddnet] i did 21:24 <+bridge> [ddnet] we could think about clamping the world border in entities 21:24 <+bridge> [ddnet] 21:24 <+bridge> [ddnet] 21:24 <+bridge> [ddnet] in design it won't work tho 21:25 <+bridge> [ddnet] yeah wow now i have 300fps when im zoomed out max 21:25 <+bridge> [ddnet] nice 21:26 <+bridge> [ddnet] the new opengl is so much better 21:26 <+bridge> [ddnet] its not that new 21:27 <+bridge> [ddnet] but lets say its not as ancient as the non modern one 21:27 <+bridge> [ddnet] as long as its stable 21:28 <+bridge> [ddnet] u were the one with freezing videos? 21:28 <+bridge> [ddnet] in vk? 21:28 <+bridge> [ddnet] yes 21:28 <+bridge> [ddnet] yeah weird stuff 21:28 <+bridge> [ddnet] i hope they fix it xd 21:29 <+bridge> [ddnet] its very weird, its like my whole processing power is concentrating on just ddnet so everything other that needs somewhat of "high" processing just freezes 21:29 <+bridge> [ddnet] do you clamp FPS? 21:29 <+bridge> [ddnet] its not impossible that vulkan can use much more of your GPU 21:29 <+bridge> [ddnet] bcs thats basically what more FPS means 21:30 <+bridge> [ddnet] but clamping FPS -> more efficient 21:30 <+bridge> [ddnet] clamping? 21:30 <+bridge> [ddnet] maybe it uses so much gpu that the cpu bottlenecks? 21:30 <+bridge> [ddnet] gfx_refresh_rate 1200 21:30 <+bridge> [ddnet] i have it off 21:31 <+bridge> [ddnet] gfx_refresh_rate 1200 should be fine without any input lags 21:31 <+bridge> [ddnet] im too lazy to switch to vulkan again for testing but if i remember correctly, vulkan did use an absurd procentage of either my cpu or gpu 21:32 <+bridge> [ddnet] well thats sounds good to me 😄 21:33 <+bridge> [ddnet] ddnet standard is 480, does that mean its more input lag? 21:33 <+bridge> [ddnet] ddnet standard is 0 21:33 <+bridge> [ddnet] 21:33 <+bridge> [ddnet] only very old clients used 480 21:33 <+bridge> [ddnet] cl_refresh_rate 480 was it 21:33 <+bridge> [ddnet] somehow it was 480 standard for me 21:33 <+bridge> [ddnet] note the CL instead of GFX 21:34 <+bridge> [ddnet] cl = CPU 21:34 <+bridge> [ddnet] gfx = GPU 21:34 <+bridge> [ddnet] oh okay 21:34 <+bridge> [ddnet] clamping your CPU power can defs result in input lag 21:34 <+bridge> [ddnet] gaming mice have 1000 hertz polling rate 21:34 <+bridge> [ddnet] so 480 is less 21:34 <+bridge> [ddnet] but tbh just test it out 21:34 <+bridge> [ddnet] some humans dont notice vsync off / on 21:35 <+bridge> [ddnet] some die, like me xd 21:35 <+bridge> [ddnet] i dont really notice anything if its not above 10ms input lag 21:35 <+bridge> [ddnet] xd 21:37 <+bridge> [ddnet] does ddnet maybe have an old version of vulkan? 21:37 <+bridge> [ddnet] maybe the fixed it long time ago 21:37 <+bridge> [ddnet] ddnet is new 21:37 <+bridge> [ddnet] seems like a huge problem 21:37 <+bridge> [ddnet] lol 21:37 <+bridge> [ddnet] vulkan is new* 21:37 <+bridge> [ddnet] hm okay 21:37 <+bridge> [ddnet] since ddnet 16 21:38 <+bridge> [ddnet] you mean the whole renderer? 21:38 <+bridge> [ddnet] yes 21:38 <+bridge> [ddnet] i've seen it for quite a while in other games 21:38 <+bridge> [ddnet] it exists since 2016 21:38 <+bridge> [ddnet] its the newest renderer in the industry 21:39 <+bridge> [ddnet] like directx 12 23:55 <+bridge> [ddnet] how did you amend a pr @deen ? 23:58 <+bridge> [ddnet] When you create a PR you can give permissions to project owners to push into that branch. I think it's on by default 23:58 <+bridge> [ddnet] so I just checked out their branch, created another commit and pushed it to their repo