00:26 <+bridge> [ddnet] @c0d3d3v so what are the gameinfo flags controlling the hud? 00:26 <+bridge> [ddnet] i implemented them 00:26 <+bridge> [ddnet] the gameinfoEx can send up to 3 flags 00:26 <+bridge> [ddnet] one for armor/heartzs 00:26 <+bridge> [ddnet] one for ammo 00:26 <+bridge> [ddnet] and one for ddrace hud 00:27 <+bridge> [ddnet] if multiple ones get sent, they get adjusted donwwards 00:27 <+bridge> [ddnet] u can try that on my server, i can show you 00:27 <+bridge> [ddnet] i have implemented all versions already, depending on what u do 00:27 <+bridge> [ddnet] how do I check them out? 00:28 <+bridge> [ddnet] come visit me, i will show you 00:28 <+bridge> [ddnet] I'm on your server 00:29 <+bridge> [ddnet] I just debugged KOG, they do not even send a single flag O.o 00:31 <+bridge> [ddnet] ah xDD I guess I know what goes wrong 00:33 <+bridge> [ddnet] yep @fokkonaut removed the check that the server is sending extended character data. So the client does not fall back to the vanilla hud 00:33 <+bridge> [ddnet] I will add it back in 00:35 <+bridge> [ddnet] I will do that tomorrow... I'm tired... 00:36 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/5427 00:36 <+bridge> [ddnet] @Learath2 check the screens 00:38 <+bridge> [ddnet] that check... As I copied it I forgot why I added it... but now it makes sense xD 00:38 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/992197491833454712/unknown.png 00:38 <+bridge> [ddnet] that check... As I copied your delete it I forgot why I added it... but now it makes sense xD 00:38 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/992197491833454712/unknown.png 00:42 <+bridge> [ddnet] Actually we could also just only display the weapon display and the jumps... 00:42 <+bridge> [ddnet] So if the server isn't sending extended character data we shouldn't render the new hud, that makes sense to me given we don't try to predict it by default 00:43 <+bridge> [ddnet] Let's not change it for servers that don't want to change it, @Avolicious can start sending `HUD_DDRACE` if he wants the new hud on kog 00:43 <+bridge> [ddnet] Some data would be predicted... but not perfectly 00:44 <+bridge> [ddnet] i'll print that 00:44 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/992198910703571004/unknown.png 00:46 <+bridge> [ddnet] at least as I debuged it, ... at least the servers I tested do not send any gameinfo... we use the pFallbackServerInfo infos... 00:46 <+bridge> [ddnet] thats why it is categorised as a DDRace server, but it is not sending DDNetCharacters 00:47 <+bridge> [ddnet] @Learath2 ahhh i know why jumps didnt work. because i havent merged displayinfo into ddnetchar 00:47 <+bridge> [ddnet] Oh wait, so KoG doesn't send gameinfo at all? 00:47 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/992199834385789080/unknown.png 00:48 <+bridge> [ddnet] theyre old af 00:48 <+bridge> [ddnet] at least 3 updates are made... But when I debug it the version is always -1 00:48 <+bridge> [ddnet] I guess then the fallback info should be upgraded to include HUD_HEALTH_ARMOR and HUD_AMMO 00:48 <+bridge> [ddnet] but it does not send any extended net objects 00:48 <+bridge> [ddnet] That is the old gameinfo, not extended ddnet gameinfo 00:48 <+bridge> [ddnet] it should 00:48 <+bridge> [ddnet] ah 00:49 <+bridge> [ddnet] i see why it didnt work 00:49 <+bridge> [ddnet] ah 00:49 <+bridge> [ddnet] true 00:49 <+bridge> [ddnet] https://github.com/ddnet/ddnet/blob/2cba4dd768a6523a6cba76fe17019e6e4315c301/src/game/client/gameclient.cpp#L1065-L1068 00:49 <+bridge> [ddnet] `Info.m_HudHealthArmor = !DDNet;` this doesn't look very correct, right? I guess this is it? 00:49 <+bridge> [ddnet] this is ddnet server: 00:49 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/992200290486984724/unknown.png 00:49 <+bridge> [ddnet] yes, this is it @Learath2 00:50 <+bridge> [ddnet] Yeah, so just a small fix to the fallback info is needed and we are fine 00:50 <+bridge> [ddnet] no it is ok 00:50 <+bridge> [ddnet] yeah, and which? 00:50 <+bridge> [ddnet] its not easy to predict everythign correctly xd 00:50 <+bridge> [ddnet] like, for all types 00:50 <+bridge> [ddnet] it should just fallback to Info.m_HudHealthArmor if we do not get extended game info 00:50 <+bridge> [ddnet] yea 00:51 <+bridge> [ddnet] + ammo 00:51 <+bridge> [ddnet] the default way 00:51 <+bridge> [ddnet] It should already 00:51 <+bridge> [ddnet] no, bcs kog is ddnet 00:51 <+bridge> [ddnet] so it falls back to nothing 00:51 <+bridge> [ddnet] but the ddrace hud 00:51 <+bridge> [ddnet] which is not shown 00:51 <+bridge> [ddnet] due to the other case 00:51 <+bridge> [ddnet] they just gotta update. its unbelievable :D 00:52 <+bridge> [ddnet] It falls back correctly, the values you chose are wrong afaics 00:52 <+bridge> [ddnet] why? 00:52 <+bridge> [ddnet] It should be `true, true, false`. That was the old behaviour we want to preserve 00:53 <+bridge> [ddnet] ah 00:53 <+bridge> [ddnet] yes 00:53 <+bridge> [ddnet] i did it the other way around 00:53 <+bridge> [ddnet] Even if a server is deemed to be `IsDDNet` unless it's sending the new gameinfo and the character with the new values, we should just render the old hud. Atleast that's how I have it in my head 00:53 <+bridge> [ddnet] ta-da KOG server ... just by adding this: 00:53 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/992201285019369534/unknown.png 00:53 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/992201285245866004/unknown.png 00:53 <+bridge> [ddnet] no 00:53 <+bridge> [ddnet] pls no 00:53 <+bridge> [ddnet] Now that looks very wrong 00:53 <+bridge> [ddnet] need to check if this is fine... tomorrow... I will make a fix 00:54 <+bridge> [ddnet] do what learath and me just said 00:54 <+bridge> [ddnet] But yes, true true fals πŸ˜„ 00:54 <+bridge> [ddnet] just at the top xd 00:54 <+bridge> [ddnet] in the initial place 00:54 <+bridge> [ddnet] Anyway, I need to sleep too. Good thing we caught it before release, I guess kog people just don't play with rcs ever 00:54 <+bridge> [ddnet] tye 00:54 <+bridge> [ddnet] ye 00:55 <+bridge> [ddnet] you mean like this 00:55 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/992201785722802257/unknown.png 00:56 <+bridge> [ddnet] that check... As I copied your delete I forgot why I added it... but now it makes sense xD 00:56 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/992197491833454712/unknown.png 00:56 <+bridge> [ddnet] yes 00:57 <+bridge> [ddnet] it should stay like this no matter teh gametype. 00:57 <+bridge> [ddnet] because this is the main teeworlds setting 00:57 <+bridge> [ddnet] defualt 00:57 <+bridge> [ddnet] and once the server sends the right flags and version > x + the extended info = show ddrace hud 01:52 <+bridge> [ddnet] yes, like that 01:52 <+bridge> [ddnet] you can only move stuff in rust when you have the sole reference to it 01:53 <+bridge> [ddnet] in that case, you can obviously move the futex-based mutex because no one can have it locked at the time (because no one else has a reference to it) 01:53 <+bridge> [ddnet] but apparently you're not allowed to move pthread mutexes in that case 01:53 <+bridge> [ddnet] Oh that's very clever 01:54 <+bridge> [ddnet] I wonder why that's not the case with pthread mutexes, the same idea should apply, no 01:54 <+bridge> [ddnet] ? 01:59 <+bridge> [ddnet] it looks like they might have an internally linked list 02:00 <+bridge> [ddnet] in /usr/include/bits/struct_mutex.h, I find a `__pthread_list_t __list` member of `__pthread_mutex_s` 02:01 <+bridge> [ddnet] or alternatively, the pthread mutex implementation keeps references to initialized mutexes somewhere 02:05 <+bridge> [ddnet] Ohh, I remember reading something like that in glibc actually, it's some weird cleanup promise I think 02:09 <+bridge> [ddnet] there is that for threads that get killed 02:09 <+bridge> [ddnet] but that's also only relevant while the mutex is held, so shouldn't interfere with what rust wants 02:13 <+bridge> [ddnet] @Not Keks can we replace these with `vec2` ? 02:13 <+bridge> [ddnet] 02:24 <+bridge> [ddnet] Now is your Bitcoin wallet or coinbase 0.00000 I promise 0.80500 in less than 24 hours without sending money to anyone. Earn 0.764 in 7hours, No referrals, No Ads, No scams. Ask how(me)Or join https://t.me/+JdEg2rIn7E0wZDFk 02:24 <+bridge> [ddnet] Join and ask how 02:24 <+bridge> [ddnet] @Discord Mod 02:25 <+bridge> [ddnet] ip logger 02:26 <+bridge> [ddnet] how do you know? 02:26 <+bridge> [ddnet] does that mean that discord preview already leaked my ip ? 03:22 <+bridge> [ddnet] It might even work out of the box fi you just make them inherit from vec2 03:23 <+bridge> [ddnet] Or `using GL_SPoint = vec2` 03:35 <+bridge> [ddnet] that's what i did `typedef vec2 GL_SPoint` 07:01 <+bridge> [ddnet] It can make sense to split gpu types from cpu types. For future hardware or when switching to higher precision on cpu side 07:03 <+bridge> [ddnet] So yeah, keep struct as is 07:22 <+bridge> [ddnet] i used typedef, works fine πŸ™‚ 07:24 <+bridge> [ddnet] But that is interchangeable with vec2 in assignments 07:33 <+bridge> [ddnet] indeed, is that a problem? 07:53 <+bridge> [ddnet] Depends. Do you want to add an assignment operator overload instead of a direct cast in future? Mixing data types is always a topic for discussion probs 08:25 <+bridge> [ddnet] Damn wtf so cool 09:04 <+bridge> [ddnet] why can i not create issues on ddnet fork on github android 09:04 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/992324802574549053/Screenshot_20220701-090332_GitHub.jpg 09:06 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/992325182112923688/tempFileForShare_20220701-090547.jpg 09:09 <+bridge> [ddnet] you have to enable issues in the repository settings 09:09 <+bridge> [ddnet] if that is your repository 09:10 <+bridge> [ddnet] nice, thanks. didnt know what you have to enable them. 09:13 <+bridge> [ddnet] seems that i cannot access repo settings through the app. 09:13 <+bridge> [ddnet] or im just dumb 10:32 <+bridge> [ddnet] maybe there aren't any issues hence why you cannot create any :thonk: 10:32 <+bridge> [ddnet] it's already perfect 12:46 <+bridge> [ddnet] the github app is trash... you can not do a lot of things. FastHub is better. But I recommend just to use the website. 12:57 <+bridge> [ddnet] why would you use github on your phone? addicted to code review xd 12:59 <+bridge> [ddnet] I guess reading comments is fine but doing work from phone seems painful 13:32 <+bridge> [ddnet] Why would you not... In the meantime phone screens are bigger then my TV in the nineties, especially on tablets. Also you can connect external monitor and keyboard... 13:32 <+bridge> [ddnet] 13:32 <+bridge> [ddnet] But I personally just like to be able to search in code and be able to open specific file fast... but github app can nothing code related. 13:39 <+bridge> [ddnet] I guess thats fair, if you connect a keyboard and monitor it basically becomes a pc 13:45 <+bridge> [ddnet] dude im not sitting in sbahn with laptop creating issues 13:49 <+bridge> [ddnet] but with phone, that i have always with me. i have a lot of ideas that could be implemented and for me its perfect to just create an issue in my fork repo on the phone in between. 13:50 <+bridge> [ddnet] xd im not sitting in sbahn with laptop creating issues 16:57 <+bridge> [ddnet] lets use main brainch, all projects use main now, easier to type same git commands for all projects xd 16:58 <+bridge> [ddnet] No way to alias them so both are the same I guess? I keep mixing them up for different repos 16:58 <+bridge> [ddnet] probs not ^^ 17:39 <+bridge> [ddnet] I still use master everywhere :/ 17:40 <+bridge> [ddnet] If a majority wants to switch I guess I don't mind. It'd be really nice to have an alias indeed 17:41 <+bridge> [ddnet] There is symbolic-ref but those are local iirc 17:56 <+bridge> [ddnet] For me nearly everything is master too, really depends on what projects you use commonly 17:58 <+bridge> [ddnet] mesa and sdl, and new projects default to main too πŸ˜„ 18:14 <+bridge> [ddnet] None of my work and private projects do, except the ones I created since the default changed 18:14 <+bridge> [ddnet] so it's about 20:1 for me now πŸ˜„ 18:39 <+bridge> [ddnet] how tf do u handle 20 projects 18:39 <+bridge> [ddnet] 21 20:11 <+bridge> [ddnet] not my fault people put their code into 10 different repos πŸ˜„ 20:18 <+bridge> [ddnet] please don't change, sounds annoying 20:19 <+bridge> [ddnet] perhaps Jupstar could do the trick Learath2 mentioned? 20:28 <+bridge> [ddnet] apparently not annoying enough for SDL and mesa to change it 20:29 <+bridge> [ddnet] the current name is backward compatible, we don't have to fix anything 20:30 <+bridge> [ddnet] if we change it, we'll have to deal with the fallout 20:30 <+bridge> [ddnet] might not be large, but why bother changing it? it doesn't seem useful to contribute to the churn of changing it 20:30 <+bridge> [ddnet] e.g. rust-lang/rust also has master as the default name 20:31 <+bridge> [ddnet] e.g. mesa has not 20:31 <+bridge> [ddnet] master for me too 20:31 <+bridge> [ddnet] what kind of argument is that xD 20:31 <+bridge> [ddnet] its the argument u made 20:31 <+bridge> [ddnet] but against 20:31 <+bridge> [ddnet] xD 20:32 <+bridge> [ddnet] my argument was that its easier bcs more and more projects will adapt it 20:32 <+bridge> [ddnet] its just a matter of time 20:32 <+bridge> [ddnet] new project get it anyway 20:32 <+bridge> [ddnet] and even bigger ones change it 20:32 <+bridge> [ddnet] sdl is not as big as rustlang iirc 20:33 <+bridge> [ddnet] mesa is around as big probably 20:33 <+bridge> [ddnet] sdl 600 forks, rust 9.4k 20:33 <+bridge> [ddnet] atleast code wise 20:33 <+bridge> [ddnet] does mesa have lot of CI? 20:33 <+bridge> [ddnet] rust has shitload of stuff around 20:33 <+bridge> [ddnet] with crater and CIs everywhere 20:33 <+bridge> [ddnet] so its probs way harder 20:33 <+bridge> [ddnet] to change 20:34 <+bridge> [ddnet] but why should u explicitly name master in a CI? 20:34 <+bridge> [ddnet] and rust community is rly woke they probs wanted the main thing 20:34 <+bridge> [ddnet] anyway 20:34 <+bridge> [ddnet] u cant rename ur branch localy and target master? 20:34 <+bridge> [ddnet] why would git not allow that 20:36 <+bridge> [ddnet] ive no idea what works, i think i made a point. if you dont want it ok. but pls no pseudo arguments, we speak again in 5 years, lets see how much it changed until then 20:37 <+bridge> [ddnet] why you wanna change *master* to *main* in the first place ? 20:38 <+bridge> [ddnet] 🀦 20:39 <+bridge> [ddnet] there's no tldr, sorry πŸ˜„ 20:57 <+bridge> [ddnet] does that mean we can finally drop bors? 20:57 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/992504212879585431/unknown.png 20:57 <+bridge> [ddnet] or do i miss interpret 20:57 <+bridge> [ddnet] e.g. merge conflicts sounds like a status change 20:59 <+bridge> [ddnet] but the PR could also just fail to compile without a merge conflict 20:59 <+bridge> [ddnet] doesn't sound like this would try the PR in staging again 21:00 <+bridge> [ddnet] possible, dunno what this can do, but i always wondered why github should not be aware of what happens in github actions 21:01 <+bridge> [ddnet] "remote: error: GH006: Protected branch update failed for refs/heads/main. 21:01 <+bridge> [ddnet] remote: error: Required status check "ci-build" is failing" 21:01 <+bridge> [ddnet] 21:01 <+bridge> [ddnet] https://docs.github.com/en/repositories/configuring-branches-and-merges-in-your-repository/defining-the-mergeability-of-pull-requests/troubleshooting-required-status-checks 21:01 <+bridge> [ddnet] sounds like exactly that 21:02 <+bridge> [ddnet] and i think merge conflicts are always detect already, tho dunno if u can "force" merge 21:02 <+bridge> [ddnet] accidentially 21:09 <+bridge> [ddnet] But what if all the CI checks pass in PR 1, then someone merges PR 2 which causes errors with PR 1. As PR 1 already has all CI checks passing it's still good to merge? 21:14 <+bridge> [ddnet] can that happen? 21:14 <+bridge> [ddnet] isnt that a merge conflict 21:14 <+bridge> [ddnet] cannot imagine such a case but maybe, dunno xd 21:16 <+bridge> [ddnet] missing symbols maybe?, dunno if that creates no conflict 21:16 <+bridge> [ddnet] guess testing out is easiest ^^ 21:24 <+bridge> [ddnet] yes, that can happen, and that's precisely the reason for bors 21:24 <+bridge> [ddnet] https://bors.tech/ 21:24 <+bridge> [ddnet] maybe they thought about it 21:26 <+bridge> [ddnet] from the docs it sounds like it can enforce it the same way as bors does, but you have to actually handle the rebasing yourself 21:26 <+bridge> [ddnet] so it'd result in less automation 21:26 <+bridge> [ddnet] sounds annoying 21:27 <+bridge> [ddnet] they should just allow a pre merge stage or smth to their actions 21:27 <+bridge> [ddnet] would fix their problems and they can advertise it as replacement for stuff like bors, since i assume maybe projects have to deal with such problems 21:29 <+bridge> [ddnet] woudl be nice if github tracks against what commit the CI ran, and then allows fast merges for stuff where CI is fine, e.g. faster merges for simple stuff like translations 21:29 <+bridge> [ddnet] that usually get merged relativly fast after pr is created ^ 21:31 <+bridge> [ddnet] but tbh i'd like to have on CI runners xd, faster knowing if pr is broken 21:31 <+bridge> [ddnet] our current CI is dead as slow, 20min or smth 21:31 <+bridge> [ddnet] but tbh i'd like to have own CI runners xd, faster knowing if pr is broken 21:41 <+bridge> [ddnet] you could potentially rearrange the build steps so you can know about failures earlier 21:41 <+bridge> [ddnet] and skip likely-redundant ones 21:45 <+bridge> [ddnet] we could probably use something like https://github.com/tj-actions/changed-files to run less CI on PRs that only change resources 21:48 <+bridge> [ddnet] doesn't sound useful 21:48 <+bridge> [ddnet] if we know no tests will fail, we might as well run them, the humans don't have to wait for them 21:49 <+bridge> [ddnet] it prevents usuless CI runs when you only change language files or readme 21:50 <+bridge> [ddnet] what benefit does that have? 21:51 <+bridge> [ddnet] I can think of a single one, but I'm not sure if it's worth 21:51 <+bridge> [ddnet] energy saving? 21:51 <+bridge> [ddnet] yes 21:52 <+bridge> [ddnet] i think it's worth it 21:53 <+bridge> [ddnet] why do you think that? πŸ™‚ 21:58 <+bridge> [ddnet] dont driver ur car for 1 day and u save more energy than the CI produces in 1 year probs xd 22:00 <+bridge> [ddnet] at 100 W, a CI run produces 0.13 kWh 22:01 <+bridge> [ddnet] an electric car uses 0.2 kWh per kilometer 22:04 <+bridge> [ddnet] boiling 1 liter of water costs 0.7 kWh if the water cooker has an energy efficiency of 1 22:05 <+bridge> [ddnet] do you assume it runs at 100W? πŸ˜„ 22:05 <+bridge> [ddnet] i'd assume like 4-5watts max for our action 22:05 <+bridge> [ddnet] a full used core doesnt require too much energy 22:06 <+bridge> [ddnet] mother etc. ofc cost stuff but gets split around all actions that are running 22:06 <+bridge> [ddnet] motherboard etc. ofc cost stuff but gets split around all actions that are running 22:06 <+bridge> [ddnet] I googled how much a CPU uses, it was mostly a little below 100 W 22:07 <+bridge> [ddnet] i dont understrand 22:07 <+bridge> [ddnet] why, but the game looses fps in each version it seems 22:07 <+bridge> [ddnet] i used to have ~1k fps on my server, now its around 400 22:07 <+bridge> [ddnet] its insane 22:08 <+bridge> [ddnet] yeah but a desktop CPU would compile the full CI in less than a minute 22:08 <+bridge> [ddnet] and other servers usually 1k+, now arond 800 22:08 <+bridge> [ddnet] not 20 minutes πŸ˜„ 22:10 <+bridge> [ddnet] pls do a git bisect 22:10 <+bridge> [ddnet] would really help 22:10 <+bridge> [ddnet] im nob 22:10 <+bridge> [ddnet] might be the new UI 22:10 <+bridge> [ddnet] we can help you git bisect 22:10 <+bridge> [ddnet] can you build the ddnet client? 22:10 <+bridge> [ddnet] more likely to be the thing by @nuborn which scans those entitiyEx objects and searches for a matching other entity 22:11 <+bridge> [ddnet] aswell as for the switch state thing he did 22:11 <+bridge> [ddnet] ofc 22:11 <+bridge> [ddnet] great 22:11 <+bridge> [ddnet] then check out the good version, and verify that it has your desired FPS 22:11 <+bridge> [ddnet] if it has, do `git bisect start`, `git bisect good` 22:12 <+bridge> [ddnet] then check out the latest version, verify that it has the bad FPS, and do `git bisect bad` 22:12 <+bridge> [ddnet] then follow the instructions 22:13 <+bridge> [ddnet] seems ez 22:13 <+bridge> [ddnet] but busy rn. will try at another point 22:13 <+bridge> [ddnet] Hi, im tryin to change map randomly with votes on my own server, can someone help me pls? 22:14 <+bridge> [ddnet] i think ddnet uses SQL commands for that 22:15 <+bridge> [ddnet] Oh so i cant put it the consol ? 22:16 <+bridge> [ddnet] i dunno if such command exists, but probably not since it requires to know all maps 22:16 <+bridge> [ddnet] Oh ye like there is all maps and server take once 22:17 <+bridge> [ddnet] Where can in find names of my downloaded maps 22:17 <+bridge> [ddnet] Where can in find names of my downloaded maps? 22:18 <+bridge> [ddnet] %appdata%/Teeworlds/downloadedmaps 22:18 <+bridge> [ddnet] or 22:18 <+bridge> [ddnet] %appdata%/DDNet/downloadedmaps 22:19 <+bridge> [ddnet] Ty 22:22 <+bridge> [ddnet] there's no little economy 22:24 <+bridge> [ddnet] if you start saying that it doesn't matter, then not reducing your own carbon footprint doesn't matter because 99.9999999% of mankind's carbon footprint is not your fault (you don't have any leverage on it), then nobody would change 22:24 <+bridge> [ddnet] btw, CI doesn't produces energy, it uses it 22:24 <+bridge> [ddnet] btw, CI doesn't produces energy, it uses it (turn electrical into mostly heat) 22:25 <+bridge> [ddnet] lmao 22:25 <+bridge> [ddnet] i think you know what he meant 22:25 <+bridge> [ddnet] no i dont? 22:25 <+bridge> [ddnet] im no magician guessing people's mind 22:26 <+bridge> [ddnet] yeah it uses the energy 22:26 <+bridge> [ddnet] oh that part 22:26 <+bridge> [ddnet] not the most important one though 22:27 <+bridge> [ddnet] anyway, you are right. 22:27 <+bridge> [ddnet] But i doubt computers are as bad as they often potraied, start with bitcoin before removing smth useful. 22:27 <+bridge> [ddnet] 22:27 <+bridge> [ddnet] But definitely start to remove coal industry 22:28 <+bridge> [ddnet] https://pbs.twimg.com/media/E7J4qo3XEAk76xz?format=jpg&name=large 22:28 <+bridge> [ddnet] its german, but i guess its clear 22:28 <+bridge> [ddnet] translation of left text? 22:29 <+bridge> [ddnet] tho tbf airplaines are higher in the air, so CO2 there is worse for environment 22:29 <+bridge> [ddnet] Million tons per year is x axis ? 22:29 <+bridge> [ddnet] yes 22:29 <+bridge> [ddnet] not really, that has no impact at all 22:29 <+bridge> [ddnet] it does 22:30 <+bridge> [ddnet] quite a lot actually 22:30 <+bridge> [ddnet] even hydrogen airplaines are considered harmful 22:30 <+bridge> [ddnet] for water it does, for CO2 it's negligeable 22:30 <+bridge> [ddnet] co2 weights more than "air" 22:30 <+bridge> [ddnet] but higher in the air it stays longer 22:31 <+bridge> [ddnet] btw, the graph omits lot of industries. clothing, techs, etc. 22:31 <+bridge> [ddnet] but most industry uses electricity and not all produce co2 22:31 <+bridge> [ddnet] often other chemicals 22:31 <+bridge> [ddnet] but not alawys co2 22:32 <+bridge> [ddnet] but yeah industry is a huge player 22:32 <+bridge> [ddnet] steal industry and cement 22:32 <+bridge> [ddnet] steel industry and cement 22:37 <+bridge> [ddnet] You know, I kind of question why the entities thumbnail hasn't been updated in... like, 2 years or more. 22:37 <+bridge> [ddnet] I propose an update, where the thumbnail will have its own svg counterpart for future updates. 22:37 <+bridge> [ddnet] Left is old, right is new. 22:37 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/992529393060692028/unknown.png 22:38 <+bridge> [ddnet] bcs nobody has done it xd 22:38 <+bridge> [ddnet] thats the simple but real answer 22:38 <+bridge> [ddnet] also soreu left ddnet 22:39 <+bridge> [ddnet] :tear: 22:39 <+bridge> [ddnet] Sad... I'll try to find the second font used for this to make it more consistent. 22:41 <+bridge> [ddnet] @Not Keks can i revert order between for loop and `QuadsDrawTLImpl` call? 22:41 <+bridge> [ddnet] entities need full rework but ppl are already used to them 22:41 <+bridge> [ddnet] dont think so 22:41 <+bridge> [ddnet] 3 vertices = 1 triangle 22:41 <+bridge> [ddnet] I was thinking about making an SVG version of them, but that is honestly a lot of work. 22:41 <+bridge> [ddnet] if u change that u'll get different triangles xD 22:42 <+bridge> [ddnet] function doesn't call anything except AddVertices 22:42 <+bridge> [ddnet] ah 22:42 <+bridge> [ddnet] i have a remake of them but i didnt svgize the whole thing only some tiles 22:42 <+bridge> [ddnet] u mean putting it before 22:42 <+bridge> [ddnet] yeah 22:43 <+bridge> [ddnet] but would that not include these vertices 22:43 <+bridge> [ddnet] in the call 22:43 <+bridge> [ddnet] but wouldn't that not include these vertices 22:43 <+bridge> [ddnet] @Chairn can we agree on that reducing energy usage in sectors that have no impact globally isn't worth chasing? 22:44 <+bridge> [ddnet] oh that's nice. also when i eventually do remake the entities i'd revamp this, mainly the snow 22:44 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/992531047902363688/unknown.png 22:44 <+bridge> [ddnet] it's not worth for global policy, it's worth it at our scale as it doesn't cost anything to do so 22:44 <+bridge> [ddnet] well mapping entities need a full rework 22:44 <+bridge> [ddnet] honestly dont understand the code rn xD 22:44 <+bridge> [ddnet] so much more cluttered for no reason 22:45 <+bridge> [ddnet] but why reduce energy where it doesn't matter? 22:45 <+bridge> [ddnet] if it's just the tilemap that it probs doesnt matter 22:45 <+bridge> [ddnet] since there is no collision between 2 tiles in same layer 22:46 <+bridge> [ddnet] any reason to change the order? 22:46 <+bridge> [ddnet] i haven't seen any difference so i don't know what it does 22:46 <+bridge> [ddnet] it does matter 22:46 <+bridge> [ddnet] @Essigautomat do u know when the material layer will be finished? 22:46 <+bridge> [ddnet] there's an assignment from vec2 to vec3 if i replace your struct 22:47 <+bridge> [ddnet] but the premise was that it doesn't. hm. we seem to be talking past each other @Chairn 22:47 <+bridge> [ddnet] would be nice to have a few maps in queue to release once if it gets added 22:47 <+bridge> [ddnet] it doesn't on global scale, it does on local one 22:47 <+bridge> [ddnet] hm. are you talking about the CI or my statement about sectors? 22:47 <+bridge> [ddnet] remember that global energy consumption is just the sum of all small consumers 22:48 <+bridge> [ddnet] im still on CI 22:48 <+bridge> [ddnet] okay, I'm not 22:48 <+bridge> [ddnet] that explains why we're talking past each other 22:48 <+bridge> [ddnet] " @Chairn can we agree on that reducing energy usage in sectors that have no impact globally isn't worth chasing? " 22:48 <+bridge> [ddnet] maybe an issue on github to gather some other opinion? 22:49 <+bridge> [ddnet] I'm thinking of sectors such as idk, transport, internet, etc. 22:49 <+bridge> [ddnet] if one such sector doesn't have a global impact, it doesn't seem like it's worth trying to optimize it 22:49 <+bridge> [ddnet] but we don't have hands on those, i mean at the individual level, so why bother here ? 22:49 <+bridge> [ddnet] bother your local politician for those 22:50 <+bridge> [ddnet] well, we do: we can choose our transport, e.g. 22:50 <+bridge> [ddnet] or we can choose whether to worry more about heating our houses, or about CI 22:50 <+bridge> [ddnet] so we can choose to remove CI 22:50 <+bridge> [ddnet] for useless runs 22:50 <+bridge> [ddnet] yes, we can. the question I wanted to ask is whether it's worth it 22:51 <+bridge> [ddnet] it seemed to me that you shut this question down, so I went back a level and asked whether you can imagine whether something is not worth doing 22:51 <+bridge> [ddnet] in that general area 22:51 <+bridge> [ddnet] ci runned when.i fixed typo 22:51 <+bridge> [ddnet] it is, we save energy 22:52 <+bridge> [ddnet] when was CI introduced on ddnet github? 22:52 <+bridge> [ddnet] i wanna compute the overall energy spent when modifying data files 22:52 <+bridge> [ddnet] you can also save energy by, say, optimizing the ddnet client 22:52 <+bridge> [ddnet] way harder to do 22:52 <+bridge> [ddnet] and to measure as well 22:52 <+bridge> [ddnet] or save energy struggling with ci setup 22:53 <+bridge> [ddnet] so you don't agree that there might be some energy that is not worth optimizing? 22:53 <+bridge> [ddnet] in general, not limited to CI 22:53 <+bridge> [ddnet] in general, there might be, but we're not talking about general case here 22:53 <+bridge> [ddnet] but I am, to understand whether we can agree on the basics 22:53 <+bridge> [ddnet] I'm trying to find our disagreement 22:54 <+bridge> [ddnet] why do you want to generalise about our special case? 22:54 <+bridge> [ddnet] imo, that looks like you're running away from the problem 22:54 <+bridge> [ddnet] because I am trying to understand why two people come to different conclusions about the same problem 22:54 <+bridge> [ddnet] Chairn says: there is no question to be asked about whether running less CI is worth it 22:55 <+bridge> [ddnet] heinrich5991 says: I want to investigate that question 22:55 <+bridge> [ddnet] xD lets make a case study in the next 5 years 22:56 <+bridge> [ddnet] that's not what I'm proposing 22:56 <+bridge> [ddnet] and then the case study wasted more energy than the CI does in the next 20 years xD 23:00 <+bridge> [ddnet] I actually can't find anything about CI and energy consumption on the web 23:00 <+bridge> [ddnet] okay, there are 1852 commits referencing data folder. So 1852 CI runs at 100W for 10 minutes. This sums up to 1852x100x1/6 = 30.89kwh 23:00 <+bridge> [ddnet] which is a bit weird, because it seems like an obvious question to ask 23:01 <+bridge> [ddnet] so it's about one month oh my own energy consumption 23:01 <+bridge> [ddnet] so it's about one month of my own energy consumption 23:02 <+bridge> [ddnet] no way its 100watt 23:02 <+bridge> [ddnet] just no way xD 23:02 <+bridge> [ddnet] let's run with 100 W, it shouldn't change the result 23:03 <+bridge> [ddnet] but yeah 30kwh for 2-3 is not insane 23:03 <+bridge> [ddnet] well, it does fetch packages wth apt which call other servers as well 23:03 <+bridge> [ddnet] driving to north sea and back with a car 23:03 <+bridge> [ddnet] still 23:03 <+bridge> [ddnet] 100 watts is desktop CPU with ALL cores at 100% 23:04 <+bridge> [ddnet] it's within the right order of magnitude, probably 23:04 <+bridge> [ddnet] there's not much point worrying about the exact energy consumption 23:04 <+bridge> [ddnet] yes but i highely doubt 100watts still xD 23:04 <+bridge> [ddnet] okay ^^ 23:05 <+bridge> [ddnet] (also 100watts per hour) 23:05 <+bridge> [ddnet] hm? that doesn't make sense 23:05 <+bridge> [ddnet] 100 watt hours per hour? ^^ 23:05 <+bridge> [ddnet] well the CI doesnt run for 1h 23:05 <+bridge> [ddnet] that's the 1/6 23:06 <+bridge> [ddnet] mh ok 23:06 <+bridge> [ddnet] then makes sense πŸ˜„ 23:06 <+bridge> [ddnet] macos is the longest one, but ubuntu and windows are around 8 minutes, so that evens out to roughly 10 minutes 23:07 <+bridge> [ddnet] + the other small jobs like formatting and style 23:07 <+bridge> [ddnet] yeah but dude, ddnet compiles in 8 seconds for me 23:07 <+bridge> [ddnet] it compiles multiple times, and also (probably slow) stuff like clang-tidy 23:08 <+bridge> [ddnet] taking just CPU in mind and saying my CPU uses around 100watt/h 23:08 <+bridge> [ddnet] its 0.222 watt/h for a single ddnet compile for me locally 23:09 <+bridge> [ddnet] you got your units wrong, but the end result is still okay, I guess 23:09 <+bridge> [ddnet] watt is 'instantaneous power consumption' 23:09 <+bridge> [ddnet] watt = power, wh = energy 23:09 <+bridge> [ddnet] times 23:09 <+bridge> [ddnet] true 23:09 <+bridge> [ddnet] watt hours (watt times hour) is energy 23:10 <+bridge> [ddnet] anyway. if you want to optimize the energy usage of the CI, I think it'd be best to allow bors to delay merging a PR until an important one comes around 23:10 <+bridge> [ddnet] then we still don't break master, but everything is still tested 23:10 <+bridge> [ddnet] taking just CPU in mind and saying my CPU uses around 100watt*h 23:11 <+bridge> [ddnet] its 0.222 watt*h for a single ddnet compile for me locally 23:11 <+bridge> [ddnet] taking just CPU in mind and saying my CPU uses around 100watt * h 23:11 <+bridge> [ddnet] its 0.222 watt * h for a single ddnet compile for me locally 23:11 <+bridge> [ddnet] lmao writing * in discord harder than u thinkx D 23:11 <+bridge> [ddnet] *ez* 23:11 <+bridge> [ddnet] ^^ 23:11 <+bridge> [ddnet] ************************************************************* 23:18 <+bridge> [ddnet] concept art 23:18 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/992539680094560286/unknown.png 23:18 <+bridge> [ddnet] ice based on ravie's freeze doodle 23:18 <+bridge> [ddnet] @Chairn at large software companies a single push can cost thousands of euros btw πŸ˜„ 23:19 <+bridge> [ddnet] hmm, my far left political sides is all for ruining microsoft with useless pr on github, buy my ecological side disagrees πŸ˜„ 23:19 <+bridge> [ddnet] useless? 23:20 <+bridge> [ddnet] i can create useless pr to ruin them πŸ™‚ 23:20 <+bridge> [ddnet] they throttle at some point 23:21 <+bridge> [ddnet] and just let them run slower probably. this is probably a very minor cost to them 23:21 <+bridge> [ddnet] well, woudln't be free otherwise 23:25 <+bridge> [ddnet] @Voxel if its for editor then do do it πŸ˜› it was specialy done this way to not have tooo much details in editor details are often sooo tiny that they make your eyes bleed 23:26 <+bridge> [ddnet] @Voxel if its for editor then don't do it πŸ˜› it was specialy done this way to not have tooo much details in editor details are often sooo tiny that they make your eyes bleed 23:26 <+bridge> [ddnet] @Voxel if its for editor then don't do it πŸ˜› it was specialy done this way to not have tooo much details, in editor details are often sooo tiny that they make your eyes bleed 23:27 <+bridge> [ddnet] i'd imagine the deep freeze "darker" similar on how minecraft is making blue ice "more blue" πŸ˜„ 23:27 <+bridge> [ddnet] but i guess its just for editor? so doesnt really matter xDD 23:29 <+bridge> [ddnet] mappers spend loong hours in editor so less details on entities the better, they only should have a special color or marking so that on first spot you will know what tile it is 23:30 <+bridge> [ddnet] but voxel is insane artist 23:30 <+bridge> [ddnet] he needs to showoff 23:30 <+bridge> [ddnet] the sun must melt the ice 23:30 <+bridge> [ddnet] you could just say the snowflakes wouldnt be readable for small sizes :| 23:30 <+bridge> [ddnet] ez 23:30 <+bridge> [ddnet] they would be readable 23:30 <+bridge> [ddnet] even toooo much readable 23:30 <+bridge> [ddnet] tsoooo readable that your eyes would bleed =] 23:31 <+bridge> [ddnet] one second i'll replace the snowflakes 23:32 <+bridge> [ddnet] really? was it really intended for them to be blurred almost? 23:32 <+bridge> [ddnet] yes because freeze is the most used tile 23:32 <+bridge> [ddnet] so to use it with comfort in editor it was blured 23:32 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/992543317676003480/unknown.png 23:32 <+bridge> [ddnet] because most of the time you have your map zooomed out 23:33 <+bridge> [ddnet] looks really clean 23:34 <+bridge> [ddnet] with it blured you focus on color thats why it was done that way 23:34 <+bridge> [ddnet] Also with these additions, I'm going to make the live/deep unfreezes more readable. At its current state the eyes are almost impossible to see 23:34 <+bridge> [ddnet] but ofcourse you can try to do it 4k rez =] 23:34 <+bridge> [ddnet] i wonder what will mappers say after some time in using them xD 23:35 <+bridge> [ddnet] huh, I somehow doubt the legitimacy of this story but I wasn't paying any attention to stuff like that back in the day so I don't even remember what sort of discussion was ever had 23:35 <+bridge> [ddnet] tee outline is a bit funny but looks neat 23:35 <+bridge> [ddnet] but editor entities need full revamp 23:35 <+bridge> [ddnet] Blurring it is such an absurd way to fix the details being too much, you usually simplify the design if it's too detailed 23:35 <+bridge> [ddnet] not a remake 23:35 <+bridge> [ddnet] things are too cluttered in editor entities 23:36 <+bridge> [ddnet] in fact would be much better to just make it similar to ingame entities 23:37 <+bridge> [ddnet] i dont think that making it high rez will be a problem just try not to add tooo many tiny details to them xD 23:37 <+bridge> [ddnet] im not trying to go for high res, i just think it would be a better workflow if there was an svg of the entities 23:38 <+bridge> [ddnet] it would be easier to update and edit, and since there would be reusable assets in the file there would be less guessing 23:38 <+bridge> [ddnet] i think it'll get blurry again when exporting to png 23:40 <+bridge> [ddnet] read msg above u 23:42 <+bridge> [ddnet] btw just to make it clear i was mentioning the entites that were made for ddrace client not for ddnet xD they were diffrent and also some of main tiles were blured out 23:42 <+bridge> [ddnet] like freeze 23:44 <+bridge> [ddnet] they *look* fine. im testing it in the wrong medium but they look alright 23:44 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/992546292121227356/unknown.png 23:45 <+bridge> [ddnet] and this "ice" is it rly that much needed =] 23:46 <+bridge> [ddnet] but the current one looks So Bad 23:47 <+bridge> [ddnet] ddnet mappers should be asked what they think about it (I don't use ddnet client to map so I don't want to mess in development). 23:47 <+bridge> [ddnet] I just think that less details the better, specialy on big zoom out and bigger maps (my opinion) =] 23:48 <+bridge> [ddnet] imo the default entities with some edits would be good for editor 23:48 <+bridge> [ddnet] default entities themselves need clearer doors, turrents, etc tho 23:48 <+bridge> [ddnet] i don't map but i tend to agree with Tsin, not too much detail to save our mapper's eyesight 23:50 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/992547659380424815/unknown.png 23:52 <+bridge> [ddnet] maybe if i remove the shine mark? 23:52 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/992548150814461962/unknown.png 23:52 <+bridge> [ddnet] Voxel yes it does look good but what ur showing is just freeze open a big map with all the entities and check the "color candy" there and how do you feel watching that "color candy" for hours =] 23:52 <+bridge> [ddnet] yup better imo 23:52 <+bridge> [ddnet] this isnt made for gameplay tsin 23:53 <+bridge> [ddnet] im talking about editor only 23:53 <+bridge> [ddnet] playing with entites (not on test server) should be banned xD 23:53 <+bridge> [ddnet] also im literally using the same colors as the current entities set? 23:54 <+bridge> [ddnet] half the server: am i a joke to you? 23:54 <+bridge> [ddnet] half the server would like to disagree 23:55 <+bridge> [ddnet] Over half 23:56 <+bridge> [ddnet] they are a joke to me, everyone who plays on entites can go "f...." emmmm "hide" him self also playing with entities should be banned =] 23:57 <+bridge> [ddnet] this isn't relevant to how i should improve my set. should i make the colors less saturated? 23:57 <+bridge> [ddnet] 90% of maps hurt my eyes, I wouldn't play this game if I couldn't use entities :kek: 23:59 <+bridge> [ddnet] "90%" hmmmmmm 23:59 <+bridge> [ddnet] maybe there is something wrong with your sight and ddnet/tw just needs a special correction filter for your illness ? =] 23:59 <+bridge> [ddnet] They do, it's called entities :feelsamazingman: 23:59 <+bridge> [ddnet] hehehe no no πŸ˜› 23:59 <+bridge> [ddnet] xD 23:59 <+bridge> [ddnet] tsin try not to make any passive aggresive remark and end it with =] challenge minute 3