00:25 < bridge_> what?? 00:25 < bridge_> just c++ things 01:46 < bridge_> we really should look into getting some sort of events system for jobs 01:46 < bridge_> having no way to communicate between threads without polling a status variable or something really is not ideal 01:46 < bridge_> especially if that's the intended avenue for new multithreaded stuff' 01:59 < bridge_> lmao 02:58 < bridge_> @jupeyy_keks my guy 02:58 < bridge_> my man 02:58 < bridge_> my broski 02:58 < bridge_> 02:58 < bridge_> is there a way to change a skin's name without eradicating the date created 04:11 < bridge_> Doubt. Except manually 10:21 < bridge_> hey guys I was trying to compile ddnet on windows but when compiling the client specifically (server and most other things work fine) I get a ton of these weird errors and I have no idea what they mean. can anyone help me? 10:22 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1145996761744285788/VS2022ddnet_errors.txt 11:11 < bridge_> Sounds like missing include 11:11 < bridge_> Sounds more like missing libraries for the include. 11:12 < bridge_> No 11:12 < bridge_> Standard library that is 11:12 < bridge_> idk much about windows but you might need to install sdl2. 11:12 < bridge_> that might be a problem too 11:12 < bridge_> Robyte once cleaned up includes 11:12 < bridge_> Maybe it was too aggressive in rare cases 11:12 < bridge_> I kinda worried that it can't find int 11:12 < bridge_> It's unrelated 11:13 < bridge_> Only read the first etror 11:13 < bridge_> Error 11:13 < bridge_> The ones after are basically useless 11:23 < bridge_> well what does that mean? which include is missing and in which file? any steps for debugging this further? 11:24 < bridge_> In the files that the error shows 11:24 < bridge_> Defined in header 11:25 < bridge_> So include that file in the failed files 13:42 < bridge_> @chairn did u know about https://en.wikipedia.org/wiki/Fourier_optics 13:42 < bridge_> maybe ur interested @heinrich5991 @learath2 13:57 < bridge_> 3 players were banned on the stream at the same time, the reason for VPN 13:57 < bridge_> :nouis: 13:57 < bridge_> stop use vpn then? 🤔 13:58 < bridge_> no vpn, one of them from Kazakhstan 13:59 < bridge_> :justatest: 13:59 < bridge_> nicknames: `Tumbler`, `Timondr` 14:12 < bridge_> what was that email provider deen told us before? 14:13 < bridge_> nvm found it 16:01 < bridge_> https://www.nvidia.com/en-us/data-center/h100/ 16:01 < bridge_> @jupeyy_keks when ddnet ai powered server 16:01 < bridge_> jokes aside, this hardware is insane 16:02 < bridge_> 8x NVIDIA H100 GPUs With 640 Gigabytes of Total GPU Memory 16:02 < bridge_> 18x NVIDIA® NVLink® connections per GPU, 900 gigabytes per second of bidirectional GPU-to-GPU bandwidth 16:02 < bridge_> 16:02 < bridge_> 4x NVIDIA NVSwitches™ 16:02 < bridge_> 7.2 terabytes per second of bidirectional GPU-to-GPU bandwidth, 1.5X more than previous generation 16:02 < bridge_> 16:02 < bridge_> 10x NVIDIA ConnectX®-7 400 Gigabits-Per-Second Network Interface 16:02 < bridge_> 1 terabyte per second of peak bidirectional network bandwidth 16:02 < bridge_> 16:02 < bridge_> Dual Intel Xeon Platinum 8480C processors, 112 cores total, and 2 TB System Memory 16:02 < bridge_> Powerful CPUs for the most intensive AI jobs 16:02 < bridge_> 16:02 < bridge_> 30 Terabytes NVMe SSD 16:03 < bridge_> High speed storage for maximum performance 16:03 < bridge_> https://www.nvidia.com/en-us/data-center/dgx-h100/ 16:03 < bridge_> xd 16:09 < bridge_> I want this xd 16:20 < bridge_> someone have video about triple hammer run bug or no? 16:21 < bridge_> https://www.modular.com/blog/how-mojo-gets-a-35-000x-speedup-over-python-part-2 16:21 < bridge_> MLIR 16:59 < bridge_> Xd 17:01 < bridge_> If i optimize away one function. Did i speed up the function call by infinity? 17:02 < bridge_> Ye 18:08 < bridge_> wtf is that, looks like a newbie who got hired at valve working on cs2 18:08 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1146114273521696918/eng_subs_-_ig-_python_is_trash.mp4 18:21 < bridge_> Good advice 18:22 < bridge_> wtf is that, looks like a tuto for newbies who gets hired at valve working on cs2 18:22 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1146114273521696918/eng_subs_-_ig-_python_is_trash.mp4 19:12 < bridge_> guys 19:13 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1146130465271578624/ScreenHunter_3.jpg 19:13 < bridge_> only 1 player* 19:13 < bridge_> drop the -s 19:15 < bridge_> no i didn't, but it looks like just a change of domain to simplify optics problem 19:15 < bridge_> just like you can use laplace transform to solve differential equations 19:21 < bridge_> elementx doesnt support loading images from the discord bridge 😭 19:53 < bridge_> @jupeyy_keks I suppose we can just remove `gfx_finish` if there's no reason for using it. Should I remove only the config variable or also the commands in the backend? So is there any use for the finish-command for debugging or something like that so it would make sense to keep it? 19:58 < bridge_> i don't really know what the usecase is, lets search the internet xd 19:59 < bridge_> i see, it was basically the way to synchronize stuff before fences/semaphores existed in opengl 20:00 < bridge_> if we'd need that functionality somewhere in the backend, it can add it manually, i don't see a reason why graphics_threaded should ever call it 20:00 < bridge_> so you can remove the config and the command 20:00 < bridge_> Good job Mr jupstar detective 20:00 < bridge_> :brownbear: 20:06 < bridge_> Gold 20:14 < bridge_> @ryozuki let's say two libs in your repo use serde.. you should probably keep the features (of the serde dep) in sync? 20:14 < bridge_> 20:14 < bridge_> or does it not bloat the binary if they differ? 20:19 < bridge_> i am (somewhat) sure that if they are in the same workspace, the union of all features will be enabled. 20:19 < bridge_> the version however must be exactly the same. 20:22 < bridge_> ok interesting 20:22 < bridge_> can't that make problems in some cases 20:24 < bridge_> It's better if in ur crate u specify 1.0 20:24 < bridge_> And no minor 20:24 < bridge_> So cargo can avoid duplicates easier 20:25 < bridge_> Well should be no prob according to semver here 20:25 < bridge_> Nvm me 20:30 < bridge_> u could still asnwer my question which isnt related to versions xd 20:30 < bridge_> but to features 20:30 < bridge_> i could also just search the internet 20:30 < bridge_> but then it doesnt look like im interested in a conversation about rust with you 20:31 < bridge_> I updated #7094 20:31 < bridge_> https://github.com/ddnet/ddnet/pull/7094 20:32 < bridge_> "m_ClAssetsEntities" 20:32 < bridge_> ohh unlucky xd 20:32 < bridge_> that will overwrite all config again xD 20:33 < bridge_> Nah, it's only the internal name, it shouldn't break configs 20:33 < bridge_> oh ok 20:33 < bridge_> glück im unglück 20:34 < bridge_> But we should rename it to `cl_asset_entities` so it's consistent :santatrollet: 20:34 < bridge_> but it's less correct 😉 20:35 < bridge_> Just rename them all when doing the whole zip-assets rework 20:35 < bridge_> https://github.com/ddnet/ddnet/pull/7094/files#diff-4ff6cdeafe314c59f4e164922231de19c027161f296ef5e8592750903f60ffc4L6470-R6469 20:35 < bridge_> Any issues with this diff? The finish command itself didn't do anything in the Vulkan backend, but it's special-cased here. 20:36 < bridge_> yes, my impl thinks that at some point swap command will come at last.. the finish command broke this xd 20:36 < bridge_> so the diff is fine 20:36 < bridge_> So less hacky now, nice