02:15 < bridge> goodmorning 05:56 < bridge> that's sad 😭 05:57 < bridge> ig I'll start the long long int revolution 10:40 < bridge> i used a different executor now, which does exactly what i wanted to have: 10:40 < bridge> 10:40 < bridge> https://docs.rs/async-executor/1.5.4/async_executor/struct.LocalExecutor.html#method.try_tick 10:48 < bridge> morning 10:48 < bridge> hai 12:30 < bridge> what for 13:14 < bridge> we should limit map sizes. `size_t` is a red herring, I think 13:14 < bridge> @patiga didn't you have some statistics about plausible max sizes? 13:15 < bridge> yes, I agree with Patiga that 8192x8192 would be a sensible limit for layer sizes. I considered maximum 5000 when I added validation on teeworlds at some point 13:15 < bridge> 5000 would also be good 13:16 < bridge> I would've loved 4096, however there already are maps on ddnet bigger than that 13:20 < bridge> I would use `size_t` for the parameters anyway, so we can check if `Size > MAX_INT` and fail the saving 13:24 < bridge> all tilemaps over 4096 13:24 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1162712488563974154/message.txt?ex=653cef63&is=652a7a63&hm=7aea156728b76fb0cc83036a29b093d03919eb16568d13e94748367ec1142082& 13:25 < bridge> not really sure how how to decide on a good limit, maybe 5000 is the next best conservative size 13:28 < bridge> huh, I didn't know chill let's climb 2 and 3 have the same height 14:03 < bridge> why would you limit them? 14:30 < bridge> it should at least not cause overflows 14:30 < bridge> overruns 14:33 < bridge> memory safety 14:33 < bridge> so it should atleast be this no? 14:35 < bridge> That's just one limit in the map format, there could be more limits elsewhere. And it makes no sense to allow maps that cause crashes due to out of memory for the majority of the users 14:36 < bridge> Even if you can load a map that has a game layer of size 23170x23170, the editor would probably crash if you added a few tile layers to the same group 14:36 < bridge> Even if you can load a map that has a game layer of size 23170x23170, the editor would probably crash if you added a few tile layers (of the same time) to the same group 14:36 < bridge> ehm no? 14:36 < bridge> Even if you can load a map that has a game layer of size 23170x23170, the editor would probably crash if you added a few tile layers (of the same size) to the same group 14:36 < bridge> 20x20k works fine in the editor 14:36 < bridge> How many tile layers did you add? 14:37 < bridge> Idk 3 maybe 4 14:37 < bridge> New technique to avoid map piracy just dropped :poggers2: 14:39 < bridge> It's simpler to add more than 1024 small items to the map though, then the editor can no longer save it 14:39 < bridge> That's an arbitrary limitation that I'll eventually remove 14:42 < bridge> @jupeyy_keks hey is there a reason why we don't have every gfx backend store things like we do with OpenGL 1.x? 14:43 < bridge> it doesnt store anything 14:43 < bridge> and i answered it yesterday alraedy 14:43 < bridge> besides any memory corruption, physics will be less deterministic anyway 14:46 < bridge> I would add the same limit to loading maps 14:46 < bridge> generally, any limitation that is present solely in the editor is probably a bug 14:51 < bridge> generally tho, limits suck indeed 14:51 < bridge> they not future ready 14:55 < bridge> we need live editing of maps. 14:57 < bridge> Procedurally generated maps :owo: 14:57 < bridge> Would also open a new world for mods 15:01 < bridge> mineworlds 15:13 < bridge> I suggest a tile that can spawn more tiles 17:12 < bridge> if not, maybe we should not make it look like an announcement channel 20:32 < bridge> @jupeyy_keks fakes on ALIVE 20:36 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1162821169926373518/shot_20231014_213459w.png?ex=653d549b&is=652adf9b&hm=59ff68bebbc375fcffa61f53ee70ac2b2040d4b4d3ce513d89411c5ac0eeb23b& 20:38 < bridge> hobbyless kiddos xd 20:41 < bridge> yeah :/ 21:01 < bridge> they dont even put effort into names ;(