06:42 <+bridge> Thank me later 👉 06:42 <+bridge> https://t.me/+OuATQxCrsLkwY2Y0 08:55 <+bridge> has anybody made web version of demo viewer? 11:42 <+bridge> <Сeeper> can you advise me a card for a laser, which is single 11:43 <+bridge> <Сeeper> can you advise me a card for a laser, which is single or dummy 12:23 <+bridge> @Jupeyy_Keks FPS on M1 Max is about the same as on M1 Pro, I guess we are not GPU-bound 12:24 <+bridge> Yeah I think so. But sadly molten VK is buggy or bad. And the opengl wrapper is also not very fast. 12:25 <+bridge> Guess I'll have to wait until the Linux port gets around 80% perf of what's possible. If they even reach that point 12:57 <+bridge> heyo guys, what's up? :D 12:57 <+bridge> I've been playing on an older client version for long now and I kind of don't want to update it rn because of the freeze bar and spec animation. 12:57 <+bridge> I was wondering if that can't simply be made an optional setting since it probably doesn't match all of the player's vibe and style. 12:58 <+bridge> Have u at least tried it for 2 weeks 13:02 <+bridge> no, why would I if everything is fine for me with an older client 13:05 <+bridge> I'd say, so your brain gets used to it and we don't have extra work because of a single unhappy person 13:10 <+bridge> wont be added 99% 13:10 <+bridge> so u gotta adapt 13:10 <+bridge> why would I go through that process in the first place if everything is fine in an older client verion..? xD 13:10 <+bridge> Idk if you just make this up but I've heard plenty of negative opionions on this, so I kind of don't know what to say to this. 13:10 <+bridge> Anyway, this was just a suggestion since I'm good on my current client, just for you to take note and perhaps even consider adding it 13:11 <+bridge> Then use old client 13:11 <+bridge> if you ask my opinion, u can stay on ur older client, we take no responsability on bugs, security issues, or the game not being compatible in the future 13:11 <+bridge> thats my take xd 13:12 <+bridge> time to find RCEs kek 13:12 <+bridge> Maybe in future we have a new client, that fixes this issue in a different way, we will see 13:12 <+bridge> But rn just use old client if it's so horrible 13:12 <+bridge> i was also against it, but after playing a bit u get used 13:13 <+bridge> I just don't understand why you'd force this kind of animation setting after tw has existed with these settings for ~15 years 13:14 <+bridge> if it could just be optional 13:14 <+bridge> How is it forced? Old clients are still useable 13:14 <+bridge> It is optional, game is open source 13:15 <+bridge> yeah, I lack the programming knowledge to do so, that's why I'm suggesting it here 13:15 <+bridge> obviously it's forced in the newer client versions 13:18 <+bridge> Because we are open to change. If we see a way to improve the game, then we evaluate if it is worth to add an option. 13:18 <+bridge> However it is really frustrating to accommodate users who are not even willing to try it out. 13:18 <+bridge> I think the quote "Not every change is an improvement but every improvement is a change" is really fitting. If you are not open to try change out, you are also dismissing improvement, which is not a healthy mindset for developing a game. 13:19 <+bridge> I'm the only dev that is remotely interested in adding this option and maintaining it and I'm way too busy to work on that. So unless you convince another dev, it's unlikely this will be added 13:21 <+bridge> You can convince me that the sitting animation looks too bad if that makes u happy xd 13:22 <+bridge> tbh I use ghost skin so I don't see the animations 😉 13:24 <+bridge> Tho it is quite funny that some people just refuse to even give it a try. This would be an interesting psych study 13:26 <+bridge> I can understand your point for sure. It's definitely nice to see you guys making changes and trying to improve the game! 13:26 <+bridge> Anyway, I'm not so sure if it's the right way you're taking for tw since it's a rather traditional game for most of the players and is based on its old player base. 13:26 <+bridge> Hence, forcing such graphics settings just mustn't be, well at least in my opinion 13:26 <+bridge> Fwiw we have almost equal amounts of old and new players nowadays since the release in china 13:26 <+bridge> there you got a start @Learath2 :D 13:27 <+bridge> yeah, I took that into account but at least for the other 50 % it's that type of game 13:27 <+bridge> He is not convinced enough to actually code it for you. Convince more 13:28 <+bridge> For the record, I've used the new freeze bars for a long time and I still think that the stars could be validly more prefereable than the freeze bar: freeze bars only give percentage, whereas stars give exactly seconds. As far as maintanability is concered, I'd say that the old star-way is automatically enabled on fng servers? This makes it even weirder why there is no manual setting for it. (it makes sense also on dfng for example) 13:29 <+bridge> And of that 50% there just isn't a significant amount of players complaining. If there were we'd also be questioning the decision ourselves 13:30 <+bridge> The stars are server sided. So fng just sends them, we don't do anything special 13:31 <+bridge> Well, ok this makes sense now, thanks. 13:31 <+bridge> Anyway, one day I'll give y'all stars back. Just need to finish uni first 13:33 <+bridge> I mentioned this earlier but I myself heard much of complains about those things. 13:33 <+bridge> Anyway, as Patiga said earlier: 13:33 <+bridge> ```Because we are open to change. If we see a way to improve the game, then we evaluate if it is worth to add an option.``` 13:33 <+bridge> So if that is the case, maybe a poll on that topic could be justified? 13:35 <+bridge> It's very hard to poll these things. A poll on discord would exclude the entirety of the chinese community and the people who play the game but aren't in the discord. Not only that people who aren't happy with the status quo are more likely to turn out to vote in the first place 13:37 <+bridge> We can do a poll if you want but it'd be more to gauge about how many people are unhappy with it, rather than to make a decision 13:39 <+bridge> It's hard to even find a good poll question without being leading. Polls are just hard to conduct in a proper manner 13:44 <+bridge> I mean you just said that the issue was that there wasn't a significant amount of people unhappy with the change. 13:44 <+bridge> You'd figure that out by making a poll. People who like the bars and spec animation won't be affected since it'd just be an option added. 13:44 <+bridge> However, you'd still find out how many people are unhappy. 13:44 <+bridge> ```And of that 50% there just isn't a significant amount of players complaining. If there were we'd also be questioning the decision ourselves``` 13:44 <+bridge> Obviously I understand that you guys are not getting paid and do it because of fun. But I still think a poll would do its job. 13:44 <+bridge> But as I said already, I'm just making suggestions since I'm perfectly fine on an older client version... :D 13:47 <+bridge> The only problem with a poll is how it'll be perceived. I'd treat it as a headcount of people who don't like it. The people who voted however will say "f3 > f4, remov freezbar" 13:48 <+bridge> If we do make one, we should make it very clear we are just looking to see how many people have issues with it 13:53 <+bridge> I mean obviously those are the only votes that are interesting since it's only the option to add both which is in question. 13:53 <+bridge> The current animations stay either way, so there is not really something to lose for the players who like it this way or is there? 13:57 <+bridge> afaik this is the main reason "maintainability" 13:57 <+bridge> Yep 13:58 <+bridge> every option added increses complexity, before u had 1 path, now 2, and if they mix together, its exponential 13:59 <+bridge> I think the main issue is still that there is no developer here that wants to work on it, whether there is a poll or not. The only point of a poll would be to motivate some developer to work on this and keep maintaining it 14:00 <+bridge> I mean it's worth a try 14:00 <+bridge> why not 14:00 <+bridge> Just 10 boolean options would be 1024 different combinations of options to test. Obviously some are obviously unrelated, but still goes to illustrate the issue 14:00 <+bridge> this may sound absurd but, on a open source game, if you want a change more often than not you gotta lead it, become a dev, be the change 14:01 <+bridge> or quit like lynn kek 14:02 <+bridge> I mean if that's literally the ideology you're standing up for then you'll probably lead ddnet into its dead 14:02 <+bridge> its the ideology of open source 14:02 <+bridge> no devs? dead game indeed 14:02 <+bridge> you are the entitled one here 14:02 <+bridge> asking for work for freew 14:02 <+bridge> if nobody wants to do it, they not at fault 14:03 <+bridge> it's the same if there'd be no players 14:03 <+bridge> i dont see the relation here 14:03 <+bridge> u told me to quit if I don't learn to code 14:03 <+bridge> well money also can get you many things 14:03 <+bridge> But one is scarce the other isn't. There is like 1 active dev per 400 players 😛 14:03 <+bridge> my price in this case would be 500€ i wouldnt bother for less 14:04 <+bridge> :BASEDDEPT: 14:04 <+bridge> But it is sadly the truth indeed. You need to motivate people to make changes for you somehow 14:04 <+bridge> It could be a shared goal, it could be money, it could be positive reception by a large number of users 14:04 <+bridge> i told u it wont be done 99% unless u do it urself 14:04 <+bridge> I mean if that's literally the ideology you're standing up for then you'll probably lead ddnet into its death 14:05 <+bridge> whether u decide to quit its ur decision 14:06 <+bridge> I'm actually already motivated to do it, so that hurdle is cleared technically. You just need to wait until I have the time for it 14:06 <+bridge> there u have 14:06 <+bridge> just wait 1 year 14:06 <+bridge> or smth xd 14:07 <+bridge> I'm sorry to say that but I really don't see a point in having a whole discussion with you now since I think your argumentation is odd and I've already discussed it with Learath. @Ryozuki 14:07 <+bridge> can someone explain this to me? (I don't care about the change or not, just don't understand this). 14:07 <+bridge> Isn't it just a simple if-else statement? Use old animation or new? (a bit more complex but you got my point) 14:07 <+bridge> xD 14:07 <+bridge> I think a poll would make a fair amount of sense based on the earlier discussion 14:08 <+bridge> Until june or so I have a metric ton of studying. After that I'll have a much lighter load till september, I guess I could sneak it in there 14:08 <+bridge> well this is a public chat so ill keep talking 14:08 <+bridge> the mute option is there 14:08 <+bridge> I don't stop u from talking ofc 14:08 <+bridge> just want to point out that u are dismissing a valid and realistic argument, and calling it odd 14:09 <+bridge> But please note that all I made were suggestions and that I already said that I lack the programming knowledge to do so. I don't want to repeat myself too often actually 14:10 <+bridge> The problem is the testing, these old options that aren't default and aren't used by many go neglected and over time that if statement ends up in another. Then another, then it gets split in two. Someone makes a logic error while negating some branch and you end up with very annoying bugs in deeply nested code 14:10 <+bridge> https://en.wikipedia.org/wiki/Cyclomatic_complexity 14:10 <+bridge> check this 14:10 <+bridge> the theory 14:11 <+bridge> Oh yeah okay, so the real issue here is the testing part /getting sure there are no conflicts. not really the programming one, right? 14:11 <+bridge> In this specific case I'm okay with adding some complexity to make people happy as I have an idea that will be relatively low maintainance 14:12 <+bridge> testing and making sure nothing breaks is programming 14:12 <+bridge> Yeah, it's an ongoing maintainance issue, not a we cant program this its too hard issue 14:12 <+bridge> okay yeah thanks ^^ 14:12 <+bridge> most of the burden in dev is maintenance 14:12 <+bridge> best code is no code 14:13 <+bridge> Jeff Atwood: “the best code is no code at all. Every new line of code you willingly bring into the world is code that has to be debugged, code that has to be read and understood, code that has to be supported. Every time you write new code, you should do so reluctantly, under duress, because you completely exhausted all your other options.” 14:13 <+bridge> 14:13 <+bridge> Robert Galanakis: “The fastest code is the code which does not run. The code easiest to maintain is the code that was never written.” 14:13 <+bridge> #mood #lifestyle 14:13 <+bridge> kek 14:13 <+bridge> Honestly, yes. A set of well polished core features is much bettet than dozens of features with untested interactions. I honestly believe this level of customization should be left to forks 14:14 <+bridge> delete ddnet code :greenthing: 14:15 <+bridge> @deen is there public read access to the database? 14:16 <+bridge> "an advisor's most important job is to guide you on what you should not do or attempt." 14:16 <+bridge> xd 14:16 <+bridge> you can download a daily dump 14:16 <+bridge> https://ddnet.org/stats/ 14:16 <+bridge> Yes I know 14:16 <+bridge> go here and scroll to bottom 14:16 <+bridge> but there is no public 14:16 <+bridge> exposing the database server means exposing it to ddos 14:16 <+bridge> so its a nono 14:16 <+bridge> I shouldn‘t bother, I‘m just curious 14:17 <+bridge> there could be a api, which would also be exposed to ddos, and thus needs to be ratelimited, which can be circunvented by a botnet, which means more ddos 14:17 <+bridge> Ok, I understand tjats the reason 14:18 <+bridge> Couldn‘t harmful people just get the db ip in the code? Or by tracking the network traffic? Or isnt the ip enough to ddos? 14:19 <+bridge> Anyway, thanks. 14:21 <+bridge> the ip isnt on the code 14:21 <+bridge> its obtained from config files 14:22 <+bridge> -> and those config files are only on the game servers, which the clients have no access to 14:22 <+bridge> So there is some kind of gatewayserver? (Sry i have no clue) 14:24 <+bridge> I mean couldnt you put on wireshark and see where the client sends data? 14:25 <+bridge> you connect to the game servers, which are rented by ddnet all around the world 14:25 <+bridge> your client can't access the server more than just 'let me play the game in the server' 14:25 <+bridge> those are the only server that your client knows 14:25 <+bridge> your client has no idea what those servers are doing in the background, you can't spy on someones network traffic by knowing their ip 14:25 <+bridge> the ddnet server do have the config files with the ip of the database servers 14:26 <+bridge> Anyway… I am just curious, it‘s not needed, nor I demand it. 14:26 <+bridge> your client never directly interacts with the database servers 14:27 <+bridge> 👍 you don't have to excuse yourself for being curious :) 14:27 <+bridge> Aha okay. I didn‘t know the server does everything. I thought meybe the client sends directly data somewhere. Thanks 🙂 14:28 <+bridge> I think an api with a ratelimit would be cute. We could also service the api from a mirror of the db server just in case 14:30 <+bridge> i could make that 14:30 <+bridge> with rust 14:31 <+bridge> tell me some functionality u may want 14:31 <+bridge> Never a bad time to use rust 😛 14:31 <+bridge> I am asking it, because I am still thinking about starting a project for a (native) mobile ddnet rank app. But it‘s just a thought, and from experience I am not really productive, so I only would ask for sonething like an api as soon as I had a nice app, that works well wirh the database dump. 14:31 <+bridge> it just happens that im making some apis for other stuff so i have it fresh in mind 14:32 <+bridge> one of my side projects: (ffxiv related) https://market.xivhub.org/ 14:32 <+bridge> made with rust, psql, svelte 14:32 <+bridge> xd 14:32 <+bridge> idk how it looks on mobile tho 14:32 <+bridge> fck mobile 14:33 <+bridge> Ok haha 14:34 <+bridge> what do u need from the api? 14:35 <+bridge> a replica? 14:37 <+bridge> If you mean me, I‘d just need the stats like on the rank page, and url of map images 14:47 <+bridge> Ryozuki are you doing web development too? I think I saw the unique clan page as a project on github or your site or somewehere. 14:48 <+bridge> Ryozuki are you doing web development too? I think I saw the unique clan page as a project on github or your site or somewhere. 14:57 < bridge_> Anyway, I‘m just doing this mobile app as a side project to get into mobile dev. It‘s not that I want to have it used by the community, but since there is the data and user base, I think it‘s a great opportunity for a mobile app, that people might actually use. 15:01 < bridge_> <丿丨v丨丿> Is solofng not open-source? 15:03 < bridge_> it is 15:04 < bridge_> https://github.com/Jupeyy/teeworlds-fng2-mod/ 15:05 < bridge_> <丿丨v丨丿> Thanks:heartw: 15:05 < bridge_> sv_gametype fng2solo 15:06 < bridge_> <丿丨v丨丿> I see 15:07 < bridge_> use `git clone https://github.com/Jupeyy/teeworlds-fng2-mod.git --branch fng_06` if you want to run the 0.6 branch 15:07 < bridge_> else just `git clone https://github.com/Jupeyy/teeworlds-fng2-mod.git` 15:26 < bridge_> i do lots of things 15:31 < bridge_> nice 16:25 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1067102902658793532/image.png 16:25 < bridge_> golang is a joke 16:30 < bridge_> I respect the go people for experimenting with going into extremes, like plan9's everything-is-a-file 16:43 < bridge_> i used to be kinda a go fan until i met rust 16:43 < bridge_> rust fills my needs way better 16:43 < bridge_> and golang hides complexity in the name of simplicity, which then comes for ur ass with bugs 16:44 < bridge_> What does it hide exactly? I never really used it 16:44 < bridge_> But it uses GC doesn't it ? Xd 16:44 < bridge_> ye gc 16:44 < bridge_> sec 16:45 < bridge_> https://fasterthanli.me/articles/i-want-off-mr-golangs-wild-ride 16:45 < bridge_> @Jupeyy_Keks read 16:47 < bridge_> `filepath.Ext(".foo")` returns .foo 16:47 < bridge_> so a file .foo has a extension of .foo 16:47 < bridge_> which is wrong xd 16:47 < bridge_> lots of things 16:48 < bridge_> its not a well thought lang 16:48 < bridge_> in the name of simplicity 16:48 < bridge_> `Path::new(".foo").extension())` 16:48 < bridge_> returns None 16:48 < bridge_> in rust 16:49 < bridge_> Ez 17:18 < bridge_> just remembered this message. this is not an error in twmap if that is what you mean. if you want I can write you a python script that finds those maps ^^ 17:19 < bridge_> Yes it's no error. No need anymore I already told that guy in pm to write a python script thanks ^^ 17:20 < bridge_> 👍 18:40 < bridge_> I hate that one guy in the comments. I don't know him at all but just that one comment tells me that I could never get along with him ever. 18:40 < bridge_> xd lol 18:41 < bridge_> he is based 18:42 < bridge_> Especially that smug smiley at the end. I would rather lick pavement than talk to him 18:43 < bridge_> xD 18:43 < bridge_> https://tenor.com/view/obi-wan-well-of-course-i-know-him-hes-me-kenobi-star-wars-gif-21401108 18:43 < bridge_> remind me of heinrich smiles 18:44 < bridge_> 😀 18:44 < bridge_> rust is better than C 😀 18:44 < bridge_> worse ranked on the language of the year tho 18:44 < bridge_> rust with 5% popularity 18:44 < bridge_> 😀 18:44 < bridge_> MongoDB is web scale ;] 18:44 < bridge_> based 18:45 < bridge_> https://www.youtube.com/watch?v=b2F-DItXtZs 18:45 < bridge_> im a anti nosql person 18:45 < bridge_> its stupid 18:45 < bridge_> no ACID? why u even store the data kek 18:45 < bridge_> > 've always admired the write performance of the /dev/null schema-less database, the read performance however is a little lacking, but this is offset by /dev/null's data compression ... totally unmatched! 18:45 < bridge_> That smiley at the end translates to "I have a superiority complex and no matter what you might say about this I will be smiling" 18:46 < bridge_> Profiling someone from one comment and one smiley 😛 18:46 < bridge_> are you hannibal 18:49 < bridge_> smh 20:20 < bridge_> @Robyt3 @Learath2 Could you please take a look at the PR https://github.com/ddnet/ddnet/pull/6292 when you have a time, I did it on your recommendation and I need at least a little feedback, is that how you imagined it? 20:25 < bridge_> I'd prefer https://github.com/ddnet/ddnet/pull/6293. We have to do some benchmarks of `std::bitset` with our use case to be sure. 20:27 < bridge_> Ah, yes, wronk link 20:27 < bridge_> @Robyt3 @Learath2 Could you please take a look at the PR https://github.com/ddnet/ddnet/pull/6293 when you have a time, I did it on your recommendation and I need at least a little feedback, is that how you imagined it? 20:31 < bridge_> what do we want to benchmark 20:31 < bridge_> std::bitset is static sized isnt it 20:33 < bridge_> I think I like 6293 too, the only thing I'm thinking about is whether to make it a wrapper rather than a typedef and move it into base. Something like `base/tl/bitmask.h` where we can add convenience masks and stuff like `static constexpr all/none;` + a `typedef bitmask CClientMask;` but in principle I think 6293 is mergeable 20:34 < bridge_> I guess we just want to make sure there isn't a marked regression 20:35 < bridge_> `Mask & (1<<5)` becoming O(CLIENT_MAX) would not be funny at all 😄 20:45 < bridge_> did u know std::bitset::to_ullong can throw 20:45 < bridge_> i think that slows it 20:46 < bridge_> isnt it optimized for 2^x 20:46 < bridge_> > You cannot just bitshift because std::bitset::to_ullong throws when any higher-order bits are nonzero) 20:49 < bridge_> client dont resend GameMsgClientShowDistance when resolution changed 20:53 < bridge_> I did some benchmarks where every second bit gets set and then the number of bits is counted. bitset seems to be faster than int64_t for 64 bits. For 128 bits, using int16_t is the fastest. https://quick-bench.com/q/M1r5uzGV16B--Gh_J-qtBASTT84, https://quick-bench.com/q/H-oMtGrvbPDob7TU8A1nVwBKvVU 21:09 < bridge_> The second one is quite interesting 21:12 < bridge_> i find it more interesting that bitset is so highly optimized for 64bit 21:16 < bridge_> -fno-exceptions 🙂 21:23 < bridge_> fwiw technically `std::bitset::count` exists, that should be even faster 21:24 < bridge_> btw gcc wins with 128 gibts 21:24 < bridge_> btw gcc wins with 128 bits 21:24 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1067178053081518192/image.png 21:24 < bridge_> equal 21:26 < bridge_> @Jupeyy_Keks can you try the count member function? that should lead to a `POPCNT` 21:31 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1067179907987296316/image.png 21:32 < bridge_> ups used Os 21:32 < bridge_> but probs doesnt matter anyway xD 21:32 < bridge_> Did it emit a POPCNT? 21:32 < bridge_> i have no idea bra 21:32 < bridge_> lets view asm 21:32 < bridge_> The assembly tab is right there 😛 21:33 < bridge_> ```asm 21:33 < bridge_> 0.45% callq 404560 <__popcountdi2@plt> 21:33 < bridge_> mov 0x8(%rsp),%rdi 21:33 < bridge_> movslq %eax,%rbx 21:33 < bridge_> 0.10% callq 404560 <__popcountdi2@plt> 21:33 < bridge_> cltq 21:33 < bridge_> ``` 21:33 < bridge_> How on earth did that end up indirect? 21:33 < bridge_> Even with Os that makes no sense? 21:33 < bridge_> Oh maybe it's a wrapper that directs to popcnt if it is available 21:34 < bridge_> @Danielkempf 21:34 < bridge_> ah nice discord, replacing missed @ with random people 21:34 < bridge_> any idea who danielkempf is? 21:34 < bridge_> tater 21:34 < bridge_> @Tater you here? 21:35 < bridge_> it also did it with ofast 21:35 < bridge_> uh oh what did I do 21:35 < bridge_> i believe you wanna keep your branch? 21:35 < bridge_> but no idea what 21:35 < bridge_> ` 21:35 < bridge_> benchmark::DoNotOptimize(a.count());` is @Learath2 if that changes smth xd 21:35 < bridge_> wdym? 21:35 < bridge_> 21:36 < bridge_> 21:36 < bridge_> @ danielkempf 21:36 < bridge_> idk surely you don't want to merge my branch into main ddnet that sounds like a bad idea 21:37 < bridge_> I think the `benchmark::DoNotOptimize` makes it so the given argument is not optimized away when it's not used otherwise. I think it should work like you have it 21:37 < bridge_> so we switch to bitset bcs its not only the better solution, but also faster 21:37 < bridge_> epic dev moment 21:37 < bridge_> I stopped playing ddnet for now so kdaniel is maintaining my client idk what the PR is for 21:38 < bridge_> yes, that's why i suggested to reset the branch state to master+a single commit 21:38 < bridge_> lol its not u? 21:38 < bridge_> no 21:38 < bridge_> if you want to keep the branch, just checkout to it, create new branch, and then reset original branch 21:38 < bridge_> I'm not the one who made the pr 21:39 < bridge_> do u have his discord? 21:39 < bridge_> @KDaniel 21:40 < bridge_> yea 21:40 < bridge_> can we not just delete the pr 21:40 < bridge_> no, github forbids that 21:40 < bridge_> damn 21:41 < bridge_> like a quick missclick and such a problem :d 21:41 < bridge_> you wanna keep the branch? 21:41 < bridge_> then https://discord.com/channels/252358080522747904/293493549758939136/1067181575147626546 21:41 < bridge_> I think he is saying he miss clicked the PR upstream button 21:41 < bridge_> ye i know 21:49 < bridge_> naah i already merge it into my other branche i could delete it 21:50 < bridge_> nah, dont 21:50 < bridge_> just reset it to ddnet/master 21:50 < bridge_> why dont u do it chairn 21:50 < bridge_> i cant? 21:50 < bridge_> he said he already merged it anyway 21:50 < bridge_> usually ddnet maintainers can 21:51 < bridge_> uh how? 21:51 < bridge_> checkout his repo and the branch 21:51 < bridge_> and force push 21:51 < bridge_> i don't have right to force push someone else branch, im pretty sure 21:51 < bridge_> that owuld be great security issue 21:52 < bridge_> ahh you want me to force commit to the latest commit of ddnet/ddnet 21:53 < bridge_> git reset --hard upstream/master 21:53 < bridge_> git push --force 21:53 < bridge_> no, he forbids it 21:53 < bridge_> but usually u can 21:53 < bridge_> ofc only for open PRs 21:53 < bridge_> not for all branches xD 21:53 < bridge_> i just stopped studying and my head is a bit on fire right now. 21:53 < bridge_> 21:53 < bridge_> 21:53 < bridge_> gimme 5min i will do it 🙂 21:53 < bridge_> 21:53 < bridge_> thanks for the commands but i knew how to do 21:56 < bridge_> done. 🙂 21:57 < bridge_> There was my first pull request and i didnt want it and fucked it up. GG WP. whole teeworlds career is now over 21:58 < bridge_> lmao 21:58 < bridge_> chairn just has weird tools 21:59 < bridge_> his name is chai = tea, rn = right now. so he is calm af 21:59 < bridge_> xD 22:00 < bridge_> :heartw: 22:00 < bridge_> @ChillerDragon.* take note for 22:01 < bridge_> yea its kinda fucked up like 22:01 < bridge_> origin/master is danielkempf/Tater-Client 22:01 < bridge_> upstream/master is sjrc6/TaterClient-ddnet 22:01 < bridge_> and upupstream/master is ddnet/ddnet 22:01 < bridge_> like a fork of a fork thing 22:01 < bridge_> yea its kinda fucked up like 22:01 < bridge_> ``` 22:01 < bridge_> origin/master is danielkempf/Tater-Client 22:01 < bridge_> upstream/master is sjrc6/TaterClient-ddnet 22:01 < bridge_> and upupstream/master is ddnet/ddnet 22:01 < bridge_> ``` 22:01 < bridge_> like a fork of a fork thing 22:04 < bridge_> nah, just those 😄 22:04 < bridge_> ``` 22:04 < bridge_> git alias 22:04 < bridge_> lolav = log --graph --all --format=format:'%C(yellow)%h%C(auto)%d %C(white)%s %C(green)(%cr) %C(white)par %C(bold blue)%an%C(reset)' 22:04 < bridge_> lola = log --graph --all --oneline --decorate 22:04 < bridge_> lold = log --graph --all --format=format:'%C(yellow)%h%C(auto)%d %C(white)%s %C(green)(%cs) %C(white)par %C(bold blue)%an%C(reset)' 22:04 < bridge_> oldest-ancestor = ! bash -c 'diff -u <(git rev-list --first-parent ${1:-master}) <(git rev-list --first-parent ${2:-HEAD}) | sed -ne "s/^ //p" | head -1' 22:04 < bridge_> alias = ! git config --get-regexp ^alias\. | sed -e s/^alias\.// -e s/\ /\ =\ / 22:04 < bridge_> ``` 22:06 < bridge_> pls tell me u googled it 22:08 < bridge_> yes 22:08 < bridge_> not lold 22:08 < bridge_> nor lola, adapted from lolav 23:51 < bridge_> @Learath2 have u ever met a crazed cloud "dev"? 23:51 < bridge_> like they dont even consider having a server that is not a container node 23:52 < bridge_> Ofc, someone suggested lambda to me when I was implementing thumbnail grabbing from videos 23:52 < bridge_> Serverless people, cloud people, container people, all weirdos 23:52 < bridge_> "wym you don't use terraform for infra" 23:53 < bridge_> this weirdo is calling me weirdo tho 23:53 < bridge_> for suggesting nixos for servers 23:53 < bridge_> "derpy package manager" 23:53 < bridge_> well he is right, us sane people are now in the minority 23:53 < bridge_> "well sure but I still don't think you should be installing packages on nodes anyway, that's what you build a new image for" 23:53 < bridge_> it's docker container in docker container in docker container now 23:53 < bridge_> i never said i use "nodes" 23:53 < bridge_> idk what ever that means lmfao 23:53 < bridge_> insane 23:54 < bridge_> though ever since I started using podman a bit, I've grown to enjoy some light containers 23:57 < bridge_> @Learath2 i think i cant get well with sysadmins devops 23:57 < bridge_> i dont like all the fancy container stuff 23:57 < bridge_> it seems like overhead 23:57 < bridge_> im sure this guy has 100 daily users 23:57 < bridge_> and is web scaling like google 23:57 < bridge_> well containers are preeetty light, so not much to worry about tbf 23:58 < bridge_> but its kinda added complexity on ur setup 23:59 < bridge_> that is true, idk, I'm still on the fence about it but I'm less annoyed with them after working with podman 23:59 < bridge_> less corpo garbage, more open source 23:59 < bridge_> most use docker tho 23:59 < bridge_> and kubernets is propietary? 23:59 < bridge_> also its all a fuss so u use AWS or google cloud 23:59 < bridge_> corpo bullshit 23:59 < bridge_> i dont believe in clouds 23:59 < bridge_> change my mind