00:05 < bridge> ok somehow i managed to segfault with ddnet-insta 00:30 < bridge> ```Thread 1 "zinsta" received signal SIGSEGV, Segmentation fault. 00:30 < bridge> 0x000055555563fc62 in CGameContext::UpdateVoteCheckboxes() const () 00:30 < bridge> ``` 00:56 < bridge> ```0x0000555555654476 in CGameContext::Server (this=0x7365746f762f6576) at /home/gerdoe/teeworlds/ddnet-insta/src/game/server/gamecontext.h:159 00:56 < bridge> 159 IServer *Server() const { return m_pServer; } 00:56 < bridge> ``` with debug info 01:06 < bridge> oh do you really execute autoexec config before chaining callback functions on update in the same constructor 01:19 < ws-client> @zhn dont use the master branch 01:19 < ws-client> the master branch is waiting for #7777 01:20 < ws-client> use this boi https://github.com/ZillyInsta/ddnet-insta/tree/hotfix_map_reload 01:21 < ws-client> https://zillyhuhn.com/cs/.1709511668.png 01:21 < ws-client> im sure it looks nice 01:23 < ws-client> Looks like i have to replace irc with matrix in the backend just to get images working. That sounds painful 01:24 < ws-client> @zhn yea sorry for the crashing master its a ugly situation. I did not expect anyone trying to run it until i resolve it. I am waiting for this pr to get closed https://github.com/ddnet/ddnet/pull/7822 02:24 < bridge> it will never get merged ig xd 02:25 < bridge> thanks for hotfix_map_reload 02:36 < bridge> chiller this seems like a you problem 02:36 < bridge> all my hd skins work well 02:37 < bridge> oh you mean the SD skins 02:37 < bridge> fair enough 05:33 < bridge> most humble chillerdragon moment 05:33 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1214068204494651442/image.png?ex=65f7c420&is=65e54f20&hm=b0dc569d70b05892c1418d5fca324fd6228212dc99129c0b211d628b42c322e8& 07:14 < ws-client> What is your opinion on extracting the git conflict and build issue solvings out of the merge commit? 07:14 < ws-client> So far I have been merging my forks with ddnet and solving the caused build errors and git conflicts in the merge commit to keep the master building at all times 07:15 < ws-client> But then all my manual changes of adapting to new ddnet systems. Such as rewriting http/jobs in my components end up in the merge commit. 07:16 < ws-client> It becomes annoying to review because its one big merge diff plus my changes and the commit message is just merged. I did a quick duckduckgo search and did not find any concepts for merge conflict handeling. 07:24 < bridge> @learath2 is there a portage command to rebuild all the world 07:24 < bridge> when i get my new cpu it will be next gen zen4 i think 07:55 < ws-client> lerato you solved that one already right? What was the fix? ``error C2011: 'IStorage': 'class' type redefinition`` 08:07 < bridge> chillerdragon: it was just an image with grey background and drawn image from Tutorial map xd 08:14 < ws-client> pro @milkeeycat 08:14 < bridge> ;-; 08:14 < ws-client> I think i got the istorage thing. I see something in the CMakeLists. So far my custom merge driver for CMakeLists.txt has caused more issues than it has solved -.- 09:07 < bridge> Ive only seen that Happen when windows.h is included without the `WIN32_LEAN_AND_MEAN` Definition attached 09:17 < ws-client> yeye my pipeline finally finished it was the windows.h thingy and the fix in the cmakelist with WIN32_LEAN_AND_MEAN that got killed by my bugged merge driver 09:18 < ws-client> I finally finished merging with ddnet and fixing my CI after the merge and im already 2 commits behind again. Classic. Merging 5 ddnet forks is a full time job ffs 09:50 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1214132779995111494/image.png?ex=65f80044&is=65e58b44&hm=052da9e795aedbc9fd7680c71a0907002a370c7fff426e75de3b628575390370& 09:50 < bridge> Chillerdragon u rich? 09:50 < bridge> all time high 09:50 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1214132877512671292/image.png?ex=65f8005b&is=65e58b5b&hm=f5d906d48534cc5b0adfd5e49eec093b5fb6bfcd916da2bfb06bc3953a2a9304& 10:38 < bridge> got a giant sized mouse mat 10:38 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1214144871514775572/PXL_20240304_093718232.jpg?ex=65f80b87&is=65e59687&hm=0f5ce2a0ede63ee82e9f02abd48ac941ab96188a76bc7bbdab0379cf43bea2a1& 10:38 < bridge> i think the next step is getting arm stands for the displays 10:38 < bridge> so i can accomodate it better xd 10:39 < bridge> lol the eye view makes it bigger 10:39 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1214145125383536680/PXL_20240304_093728447.jpg?ex=65f80bc3&is=65e596c3&hm=b8b3e648662f8fe0f170c81f88f77596c8f014117279e34bc56a912b5c56e87a& 10:46 < bridge> gz! 😍 10:48 < bridge> Just need a bunny headset and some boobs to be just chatting streamer 😄 10:49 < bridge> kek 10:49 < bridge> Just need a cat ear headset and some boobs to be just chatting streamer 😄 10:49 < bridge> they dont know how to program in rust tho 10:49 < bridge> :gigachad: 10:50 < bridge> Good point 😄 10:51 < bridge> and the don't working on edlang this days 😛 10:55 < bridge> and the doesn't working on `edlang` this days 😛 10:55 < bridge> is it perspective or are your screens really so far away from your eyes? 10:57 < bridge> they are a bit more than an arms length 11:01 < bridge> vscode? i thought you were a vim enjoyer!? @ryozuki 11:04 < bridge> i use both 11:23 < bridge> Idk i was poor when i bought. So prolly not. Should I sell? 11:35 < ws-client> jopsti wanna play around and show of your css animation skills? I just published the first poc of the tee pets plugin. Which adds the kog logo walking on your msg bar but the animation is ass 11:35 < ws-client> a 11:36 < ws-client> https://zillyhuhn.com/cs/.1709548474.png 11:37 < bridge> Is there any vids or docs for map editor where it's explained like to a 5 year old kid? 11:37 < bridge> press space and check wikipedia for bezier curves 11:38 < bridge> I need more 'bout layers groups and tiles 11:39 < bridge> I need more 'bout layers, groups and tiles 11:42 < bridge> okay. 11:42 < bridge> what do u need 11:47 < bridge> Chillerdragon: is there no online GUI tool that can generate the CSS of an animation? 11:47 < bridge> Also I could swear I messages you for something but can't find it. Maybe I dreamed of you 11:49 < bridge> Ah right I was about to type it but stopped, just wanted to talk about what you want to improve SD skin quality of existing skins 11:49 < bridge> @jupeyy_keks would u use arbitrarely sized integers? 11:50 < bridge> to give more optimization opportunities to the backend 11:50 < bridge> e.g i6, i12, i18 11:50 < bridge> Chillerdragon: the skin db already supports hd 11:50 < bridge> So you just need to change the url 11:50 < bridge> Nothing more xd 11:51 < bridge> llvm can do stuff knowing some bits arent used 11:51 < bridge> Does it really offer optimizations? I cannot directly imagine it, but sounds interesting. Ram usage optimizations? 11:51 < bridge> it does, for example bool is a i1 in llvm 11:51 < bridge> and llvm can do stuff 11:51 < bridge> the frontend too 11:51 < bridge> for example rust can do niche optimizations on i1 cuz it has 7 bits 11:51 < bridge> free 11:52 < bridge> > undef' values are things that do not have specified contents. 11:52 < bridge> > 11:52 < bridge> > These are used for a variety of purposes, including global variable initializers and operands to instructions. 'undef' values can occur with any first-class type. 11:52 < bridge> > 11:52 < bridge> > Undef values aren't exactly constants; if they have multiple uses, they can appear to have different bit patterns at each use. See LangRef.html::undefvalues for details. 11:52 < bridge> Let's say it like that: I'd recommend you to not use built in types toooo often 11:52 < bridge> its related 11:52 < bridge> That kind of defeats type safety 11:53 < bridge> E.g. a position and size can both be vec2 but maybe 11:53 < bridge> Pos and size are better types 11:53 < bridge> But honestly often in also too lazy xd 11:54 < bridge> Maybe for normalized floats they are interesting. 11:54 < bridge> 11:54 < bridge> E.g. if you don't need the precision of u16 11:54 < bridge> For gpus 11:55 < bridge> btw llvm supports f16, f32, f64, f128 iirc 11:55 < bridge> Epyc xd 11:56 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1214164446310826024/image.png?ex=65f81dc2&is=65e5a8c2&hm=35af0a83d61be380f02e872483dad3a099504341529f0b29394d032f6bbf157e& 11:56 < bridge> Mhh tbh the annoying part is alignment 11:56 < bridge> And for runtime optimizations it's hard for me to imagine how llvm can optimize anything... For booleans ok 11:56 < bridge> But i6 vs i8 11:57 < bridge> Dunno xd 11:57 < bridge> U the compiler guy now 11:58 < bridge> idk either 11:58 < bridge> but it may find something 11:58 < bridge> https://llvm.org/docs/Passes.html 11:58 < bridge> there are the passes llvm can do 12:07 < bridge> No boobie Anime mousepad ? Fake Setup 12:24 < bridge> it worked in spectate mode before that? 12:25 < bridge> Something like `emerge -avt --with-bdeps=y --emptytree @world` should do it 12:27 < bridge> it worked in spectate mode before that? (sry for ping) 12:29 < bridge> is it smart enough to recompile gcc or smth first 12:29 < bridge> idk if it matters tho 12:29 < bridge> It doesn't, portage will take care of the order 12:39 < bridge> If you want to be extra sure that everything gets built using gcc that has been built for this system, you can split it in 3. 12:39 < bridge> ``` 12:39 < bridge> emerge -avt gcc-config gcc; 12:39 < bridge> emerge -avt --emptytree --with-bdeps=y --oneshot @system; 12:39 < bridge> emerge -avt --emptytree --with-bdeps=y @world; 12:39 < bridge> ``` 12:39 < bridge> However that ends up compiling gcc 4 times 😄 12:40 < bridge> Maybe 6 even now that I think about it 12:45 < bridge> damn xd 12:48 < bridge> I guess you can sprinkle `--exclude gcc` there 12:52 < ws-client> @Jupstar ✪ idk bout gui css tools prolly they exist. The thing I want to improve is standard skins not looking worse than mapres in game. Can the skin db url do that for me? How do i use it? I do not want extra skins just my current skins in high res 12:52 < ws-client> Which url do i use for that? 12:53 < bridge> I dunno put /uhd into it somewhere 12:54 < bridge> Well at the end 12:54 < bridge> Same for community URL 12:55 < ws-client> i assume no docs on it? 12:55 < ws-client> those were just raw http file listings right? So community urls adopted the pattern of creating a /uhd folder? 12:56 < ws-client> @Jupstar ✪ but then i have to turn on download skins 12:56 < ws-client> and it will download all the garbage skins i do not want to see 12:57 < ws-client> but if it can replace the current skins i guess id just have to host my own skins with uhd of standards right? 12:59 < ws-client> does it really download skins i have and replace them? 13:04 < bridge> U can also put the skins in config directory 13:04 < ws-client> Yes but thats what the issue is about 13:04 < bridge> But u can also host them 13:04 < ws-client> I don't think thats nice 13:04 < bridge> Yeah but I didn't know u hate downloaded skins 13:04 < ws-client> then id have to put them in every config directory thats way too much maintenance 13:05 < bridge> I am open for an uhd option inside the client 13:05 < bridge> But actually I'd prefer if the client ships as few skins as possible 13:05 < ws-client> Hosting is fine if the feature works that it automatically replaces my local skins 13:05 < bridge> E.g. many of the current shiped ones are really ugly 13:05 < ws-client> @Jupstar ✪ yes just replace the current ones with uhd? 13:06 < ws-client> ffs i think auto scroll broke 13:06 < bridge> Well we could™️ 13:06 < bridge> 13:06 < bridge> But note that the remakes are not always pixel perfect 13:06 < ws-client> did you send an image? 13:06 < bridge> No 13:07 < bridge> Did u try the svg repo in ur client already? 13:07 < ws-client> no 13:07 < bridge> Well you should 13:07 < bridge> Just for testing ofc 13:07 < bridge> To see differences etc 13:29 < ws-client> It does not seem to download 13:29 < ws-client> i assumed it would only download skins from others that the client does not already know 13:29 < ws-client> i want to see my own skin in high res 13:34 < bridge> Is ur skin even HD in DB? 13:35 < bridge> Not all are in there yet, which we can change ofc 13:35 < bridge> If we have an svg version 13:37 < ws-client> https://skins.zillyhuhn.com/skin/uhd/greensward.png 13:38 < ws-client> looking at the code verifies my theory it calls find skin and only if it does not find it locally it triggers a download 13:38 < ws-client> ddnet ships sd greensward so it does not download hd greensward 13:43 < bridge> https://github.com/heinrich5991/libtw2/blob/master/doc/map.md#:~:text=for%20example%20in%20the%20game%20layer%2C%200%20is%20air%2C%201%20is%20hookable%2C%20etc where can i find full list? :thonk: 13:54 < ws-client> yea so if the skin downloader would replace sd skins with hd skins then that would be good enough for me. I would consider that user friendly enough. 13:54 < ws-client> if that already works let me know how jopsti 13:56 < bridge> Ah yeah true 13:56 < bridge> One more reason to not ship skins xd 13:57 < bridge> Tbh chiller there are other problems anyway 14:31 < bridge> ChillerDragon want a `greensward.tee.skin` domain? 😄 14:33 < bridge> Xdd 15:15 < ws-client> dude deen is in my youtube recommendations omawgawd 15:15 < ws-client> https://www.youtube.com/watch?v=Z92ei7vH2rQ 15:15 < ws-client> live right now omagawd 15:15 < ws-client> @deen he readin your hookrace blog bout nim 15:18 < ws-client> @Jupstar ✪ what other problems? 15:19 < ws-client> lmao no thanks @matodor also i checked out tee.skin its a straight up ip grabber omagawd 15:21 < bridge> \😎 15:21 < bridge> year ago 15:21 < bridge> Chiller, hard to say, because I still don't have a solution for these problems either, not even in my head. But skins are not unique enough, like for example a hash comparison 15:21 < bridge> There are actually multiple issues I have 15:21 < bridge> why ip grabber? 15:22 < ws-client> ok idk if the blog is being red my internet is too bad :D but nim is in the title and the frame im stuck on shows hookrace.net 15:22 < bridge> just redirect to discord server 15:22 < ws-client> @Jupstar ✪ name has been the uuid for skins since the beginning of time 15:23 < ws-client> @matodor yes it redirects to discord. 15:24 < bridge> Chiller yep 15:24 < ws-client> greensward should be replaced by uhd/greensward 15:24 < ws-client> ez as that 15:24 < ws-client> omg i really broke auto scroll with the last update its sooo annoying to chat like this xd might as well use matrix 15:24 < bridge> We can defs Add a uhd sub dir in client. I'm just waiting for all svgs to be redrawn xd 15:26 < bridge> Where will teeworlds head quarter be placed BTW? 15:27 < bridge> Are you so far already in your planning chiller 15:44 < ws-client> Dunno i like europe 15:44 < ws-client> Never been to US you think NY would be cool? @Jupstar ✪ 15:47 < bridge> Sounds interesting. Also never been in murica 15:47 < bridge> But EU is fine too 15:48 < bridge> In Ireland we have to pay fewer taxes for our zero income 15:49 < bridge> NY real estate is too expensive 15:51 < ws-client> @learath2 isnt the whole point of the thought experiment that we have money :D 15:51 < bridge> Doesn't mean you should waste it on real estate 15:52 < ws-client> Oke then lets buy a off the grid island for 100k 15:52 < bridge> Teeland 15:52 < ws-client> xd 15:52 < bridge> :poggers2: 15:53 < ws-client> ffs i need to hotfix scrolling but im not on ma laptop 15:54 < bridge> today i tried to render a map in a dumb way without any optimization and it felt like 0.0001 fps :greenthing: 15:56 < ws-client> but you rendered the entire map? 15:56 < ws-client> dude you project is progressing so fast 15:57 < bridge> Only 10000000000 times away from my target fps 15:57 < bridge> if i get at least 1 fps ill take it as a win 15:58 < bridge> rn it just crashes page :justatest: 15:58 < bridge> Show screenshot once u reach 1 fps 15:59 < bridge> which shows 1 fps, or map? 15:59 < bridge> Map 15:59 < bridge> i can make a map with 1 block 15:59 < bridge> and it will be good 😏 15:59 < bridge> And a small map? 15:59 < bridge> Ctf1 16:00 < bridge> i already executed `git reset --hard HEAD` so i cant check it rn xD 16:01 < ws-client> f 16:01 < bridge> Troll 16:01 < ws-client> ``git reflog`` 16:01 < ws-client> git never forgets 16:02 < ws-client> idk i actually never used reflog but i assume you could do a git checkout of the hashes that show up in the reflog 16:06 < bridge> Hello people of the internet. Today I managed to make a friend of mine switch from windows to arch linux 16:06 < bridge> I am very proud 16:07 < bridge> He successfully installed arch linux and is now ready to install his first wm. Any recommendations? 16:08 < bridge> I also lent him a 1000page C++ guide. 16:08 < bridge> He is making progress 16:08 < bridge> https://github.com/3rfaan/arch-everforest 16:08 < bridge> I3 :gigachad: 16:08 < bridge> Preferably xorg 16:12 < bridge> How does it even track untracked files chiller 16:12 < bridge> Git probably has no file watcher 16:13 < bridge> Except ofc he already committed his files once 16:19 < ws-client> idk i just assumed that all git operations create an entry in the reflog 16:19 < ws-client> so it doesnt help against ``rm`` but maybe it can revert ``git reset --hard`` 16:23 < bridge> @milkeeycat u can also use patigatus21's tools in web. Except you want to learn the rendering stuff 16:24 < bridge> Or look in that web editor 16:24 < bridge> i already made something which can draw basic shapes + with textures 16:24 < bridge> i think the hardest part is behind 16:24 < bridge> :clueless: 16:25 < bridge> I mean that sounds good, vanilla rendered all tiles one by one too 16:25 < bridge> As a first step. You could try that out 16:26 < bridge> i was going over all tiles and was calling Graphics()->DrawRectExt() xD 16:28 < bridge> Sounds OK. If u only do that for visible tiles 16:28 < bridge> Should run okish on normal zoom 16:28 < bridge> i wouldnt say it was ok :justatest: 16:28 < bridge> ill try again later 16:30 < bridge> Yes, never give up 16:30 < bridge> Unrespectable 16:30 < bridge> u mean which are not off screen? 16:30 < bridge> Exceptable 16:30 < bridge> Yes 16:30 < bridge> at first i was reading ALL of them 16:31 < bridge> but then i decided to add check if they are in a view 16:31 < bridge> Render no tile xdd ez fix 16:31 < bridge> U already did? 16:32 < bridge> i couldnt understand how to get coodinates of user camera 16:32 < bridge> like top left and bottom right 16:32 < bridge> but there's Graphics()->GetScreen() or smth 16:32 < bridge> i couldve used that, couldnt i? :justatest: 16:34 < bridge> Yes 16:35 < bridge> i have 5 more project about tw :kek: 16:40 < bridge> permalink (press 'y' anywhere on github): https://github.com/heinrich5991/libtw2/blob/0ab9edfdf882830db8599878763f7cd38fb6c9ff/doc/map.md#:~:text=for%20example%20in%20the%20game%20layer%2C%200%20is%20air%2C%201%20is%20hookable%2C%20etc 17:20 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1214246131354181762/image.png?ex=65f869d5&is=65e5f4d5&hm=ccffc0a7f7a2ae5504b543d49810210ed273f316f689b44ce7e16821c3b29857& 17:20 < bridge> bruh 17:24 < bridge> hm? 🙂 18:24 < bridge> @jupeyy_keks it even seems to have more than 0 fps :poggers2: 18:24 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1214262080765431899/wat_map.mp4?ex=65f878af&is=65e603af&hm=d2713fda359f8be81513806a583117e4ef790ab009c5ca801ec41d72a9af5d68& 18:28 < bridge> aand it cant decode ctf1 :pepeW: 18:34 < bridge> epyc 18:38 < bridge> epyc 18:39 < bridge> epyc 19:24 < bridge> epyc 19:25 < bridge> i would say ерус, even 19:44 < bridge> epyc is the insider for the legends here 19:44 < bridge> 🤌 20:11 < bridge> Can you guide me too 😦 20:14 < bridge> looks pretty epyc ngl 20:14 < bridge> hyprland on wayland - best starter wm frfr 20:14 < bridge> 💀 20:15 < bridge> buggy af with everything you would do in normal life 20:15 < bridge> wha 20:15 < bridge> it was buggy a year ago 20:15 < bridge> its pretty solid for now 20:15 < bridge> better than sway/i3 20:15 < bridge> imo 20:55 < bridge> There could be a tool to make removing friends on ddnet easier 20:59 < bridge> Friends are stored in the `settings_ddnet.cfg` at the bottom of the file, so you can just open it with a text editor and remove them that way. 21:00 < bridge> Friends are stored in `settings_ddnet.cfg` at the bottom of the file, so you can just open it with a text editor and remove them that way. 21:31 < bridge> https://smallcultfollowing.com/babysteps/blog/2024/03/04/borrow-checking-without-lifetimes/ 21:32 < bridge> > This blog post explores an alternative formulation of Rust’s type system that eschews lifetimes in favor of places. The TL;DR is that instead of having 'a represent a lifetime in the code, it can represent a set of loans, like shared(a.b.c) or mut(x). If this sounds familiar, it should, it’s the basis for polonius, but reformulated as a type system instead of a static analysis. This blog post is just going to give the high-level ideas. In fol