00:02 < bridge> Wouldn't it be possible to adjust how many tabs the client can display based of the currently set resolution? 00:08 < bridge> or maybe pivot to a vertical setup, perhaps by introducing a dropdown menu 00:24 < bridge> personally I pity the maintainer here 00:24 < bridge> I'm sure the situation is not nice for them 00:26 < bridge> how does it justify that? 00:33 < bridge> isn't github the "real main git repo"? afaik it was just the published tarballs that had problems 00:56 < bridge> what about letting the tabs be scrollable 01:10 < bridge> I have a 5:4 1280*1024 monitor 01:51 < ws-client> https://github.com/ddnet/ddnet/assets/20344300/8b404a1b-7fe8-4cf5-9e06-a46174acbdbe 01:53 < ws-client> The alpha in ColorRGBA is not behaving as I expected it to behave. The marking has a lighter shade of red than the body. And as soon as the transparency goes below like 8ish it turns darker. 01:54 < ws-client> Did i mess something up in RenderTee7 or is that just how the ddnet rendering behaves? 09:02 < bridge> Apparently it wasn't before 10:58 < bridge> Seems like the most realistic solution that doesn't add a lot of effort for 5:4 resolutions. Initially I didn't want to add complicated logic to prevent more favorite communities from being added than can be shown in the menu, which would add a weird dependency on the screen size in the engine serverbrowser component. 11:21 < bridge> 5 favorite communities should be enough :justatest: 11:21 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1223577802494705776/screenshot_2024-03-30_11-18-21.png?ex=661a5ca1&is=6607e7a1&hm=d10329fcb5dcfea41988381183e51045c417f99957826f6b58a6e999002a28d5& 11:44 < bridge> I don't like how errors in go work 11:44 < bridge> welcome to the team 11:44 < bridge> once u try rust there is no going back 11:44 < bridge> 😬 11:44 < bridge> i miss jupstar 11:48 < bridge> remainder that we have UB in json parsing https://github.com/ddnet/ddnet/issues/8128 12:02 < bridge> @learath2 do u know what -fno-common does? 12:04 < bridge> iirc it prevents sharing of globals 12:31 < bridge> `I'd generally prefer having Python scripts over bash scripts, Python runs on more operating systems and seems easier to maintain.` doesnt bash run on more operating systems? i mean it runs on almost all systems (windows, mac, linux) - without the need of an additional intepreter like python, even tho i highly agree that its easier to maintain 12:36 < bridge> > I'd generally prefer having Python scripts over bash scripts, Python runs on more operating systems and seems easier to maintain. 12:36 < bridge> I agree. Bash only works on all systems if all the individual programs you execute in your script work an all system. For Python you simply install the modules you need and it works on all systems. Python is also significantly faster than Bash. 12:37 < bridge> that makes a lot more sense - thanks for the clarification :) 14:41 < bridge> that applies to rust too 14:42 < bridge> :justatest: 14:42 < bridge> this backdoor is a big deal in the ecosystem 14:42 < bridge> do u think its a state actor? 14:42 < bridge> if it had passed shitload of things would be compromised 14:43 < bridge> and it was only found cuz a good dev found something that shoult take nothint took 400ms 14:43 < bridge> https://twitter.com/kdrag0n/status/1773950974480314574 14:43 < bridge> https://twitter.com/thegrugq/status/1773846947503411499 14:44 < bridge> https://twitter.com/functi0nZer0/status/1774016037035376950 14:46 < bridge> https://boehs.org/node/everything-i-know-about-the-xz-backdoor 15:12 < bridge> https://bpfman.io/main/ 15:12 < bridge> @reitw 15:23 < bridge> Yup I know about that one, I talked with one of the maintainers who works at redhat 15:23 < bridge> That tool is amazing 15:34 < bridge> yo what is GameTickTime? or rather how does it work? 15:37 < bridge> does client send or receive more data when entities are off? 15:40 < bridge> No, this should only affect rendering 15:41 < bridge> hm, why does my ping become turbo ass when i turn off entities 😦 15:44 < bridge> cpu bottleneck? 15:45 < bridge> As far as I understand it, it's the time in seconds between the previous tick and the current tick, see https://github.com/ddnet/ddnet/blob/8412d2be6ea14c8d1b8ba3207e19ae2890c0ebce/src/engine/docs/client_time.txt 15:47 < bridge> but it isnt always 0.02 s. i assume you mean the time from current time until the next tick? 15:47 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1223644842131718164/image.png?ex=661a9b10&is=66082610&hm=5cb374687df6eac12471fab9d430c07ab0af5f8c8239fb616e6e4b808919e5b6& 15:50 < bridge> It should be the time between previous tick and current tick according to the code and the docs, but the time of the current tick is determined by `CSmoothTime` 15:54 < bridge> nice graphs :justatest: 15:54 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1223646577441116291/image.png?ex=661a9cae&is=660827ae&hm=8e9c23188b870c9670163218a1dfeac5f285a6f26c8425d8dc067649f33c612e& 15:54 < bridge> how nice they wanted to give teetanic some space 15:58 < bridge> есть русские? 15:59 < bridge> today is my birthday btw :feelsbadman: 16:07 < bridge> Happy birthday! 🥳 16:18 < bridge> I find the whole story suspicious 16:19 < bridge> keep in mind the guy reporting it is a microsoft employee and MS definitely has NSA ties 16:19 < bridge> I wonder how many backdoors are in the billion lines of code that is systemd 16:22 < bridge> ```cpp 16:22 < bridge> const float TimeSinceLastTick = (float)std::chrono::duration_cast(std::chrono::steady_clock::now() - LastTickTime).count(); 16:22 < bridge> float GameTickTime = TimeSinceLastTick / 1000.f; 16:22 < bridge> ``` 16:22 < bridge> so something like this would be correct? 16:22 < bridge> @robyt3 16:26 < bridge> and the intra tick would then be smth like `TimeSinceLastTick / (1000.f / (float)SERVER_TICK_SPEED)`? 16:34 < bridge> HAPPY BIRTHDAY MILKY 16:34 < bridge> wait for AI to accept 500 billion tokens so we can ask it 16:35 < bridge> I don't know exactly how it works, but that looks too simple to be correct 16:35 < bridge> xD 16:36 < bridge> i just tried 16:36 < bridge> it works :D 16:36 < bridge> Intra tick should be a float between 0 and 1 that specifies how far between the previous and the current tick you are 16:37 < bridge> yes thats exactly what that doies 16:37 < bridge> yes thats exactly what that dois 16:37 < bridge> yes thats exactly what that does 16:38 < bridge> TimeSinceLastTick is in a range of 0..0.02. 16:38 < bridge> divinding that by 0.02 gives a range of 0..1 16:38 < bridge> :D 16:38 < bridge> Looks like you are ignoring whatever `CSmoothTime` does then 16:39 < bridge> i have no idea what CSmoothTime even is 16:39 < bridge> i have no idea what `CSmoothTime` even is 16:40 < bridge> prediction need a steady timing where the client runs a fixed amount of ticks ahead of the server 16:40 < bridge> in practice it is impossible 16:41 < bridge> CSmoothTime tracks the timing sent by the server and make sure the pacing is roughly the same regardless of jitter and adjust for latency 16:41 < bridge> from what i can read out of smooth_time.h - it takes a target time val and returns a smoothed time by adjusting it: 16:41 < bridge> 16:41 < bridge> `void SetAdjustSpeed(EAdjustDirection Direction, float Value);` 16:42 < bridge> So basically the client is actually constantly speeding up and slowing down just to make sure it stays ahead of the server and not by too much 16:43 < bridge> ddnet is over engineered... 16:43 < bridge> no, that's how client-side prediction has always worked 16:44 < bridge> also that was teeworlds' code 16:44 < bridge> ddnet is based off of teeworlds, teeworlds was supposed to be a game engine before actually becoming a game afair 16:44 < bridge> rocket league, counter strike, etc. any sensible game is done this way. teeworlds has physics no less so it really need it 16:45 < bridge> espacially since teeworlds is a lot more sensible than any other game i know 16:46 < bridge> i mean.. basically anytime you need server authoring client side movement, you need client-side prediction 16:47 < bridge> it is good for making sure only the server has the ground truth of a state of any given moment 16:48 < bridge> ~~or you can just give up and introduce input latency like old style fighting games~~ 16:48 < bridge> the pr was done by a chinese looking name 16:49 < bridge> the backdoor 16:49 < bridge> <4ipset> how to hide commands in cmdlist if you dont have enough permission to see them 16:49 < bridge> hi. i'm chinese 16:49 < bridge> hi im catalan 16:50 < bridge> 🇩🇪 16:50 < bridge> thought you would be my dad. i guess i'm mistaken 16:50 < bridge> not today 16:50 < bridge> ur dad went to get a cigar and never returned 16:50 < bridge> 16:51 < bridge> no way. did you find any? 16:51 < bridge> dads? 16:51 < bridge> exactly 16:53 < bridge> no but i found rust 16:53 < bridge> now that explains the long waiting time 16:54 < bridge> @tsfreddie do not fret. once the rust code has compiled he will come back 16:54 < bridge> oh i've compiled many rust code 16:54 < bridge> i heard rust?!?!?! 16:54 < bridge> hi crabs 16:54 < bridge> 16:55 < bridge> :giga_chad: 16:56 < bridge> wild idea to target sshd through a patch that debian has for adding support for systemd in sshd 17:00 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1223663101753426020/image.png?ex=661aac12&is=66083712&hm=0549c1633bd2baba9a733c919b14c2c6c5dc84aa3489196923e2a925ff067ba8& 17:00 < bridge> aah forgot i'd break a rule by posting it, god damn it. 17:00 < bridge> what rule 17:01 < bridge> dont insult/trashtalk other's 17:01 < bridge> well, does it count for people who arent here anymore? 17:01 < bridge> meh i rather not greyzone it 17:01 < bridge> cute 17:02 < bridge> ikr! - dont wanna get heinrich's hammer in my face (yet) 17:02 < bridge> i thought you were in to that kind of stuff 17:02 < bridge> :justatest: 17:02 < bridge> :justatest: stop leak 17:02 < bridge> mb 17:06 < bridge> https://twitter.com/vxunderground/status/1774092131822444682 17:57 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1223677368858579035/image.png?ex=661ab95b&is=6608445b&hm=70aa33f60017e680e176162c03213ac58282c71e4688c4205bf75a8dc9292bbf& 18:02 < bridge> i don't know what most of the configs do, but still nice that they're there 19:00 < bridge> now everything works fine 19:14 < bridge> is there a way to unbind enter to open chat 19:14 < bridge> ? 19:14 < bridge> is there a way to unbind enter to open chat? 19:14 < bridge> i dont like it opening chat 19:15 < Hi_guus> Hi guys 👋 19:15 < bridge> yo 19:15 < bridge> 19:15 < Hi_guus> Aaaa amogus 19:16 < bridge> `unbind return` 19:18 < bridge> ah lol i searched for enter and carriage return but since only kp_enter came up i thought it was impossible xd 19:18 < bridge> thx 19:18 < bridge> XD 19:18 < bridge> kp_enter 19:19 < bridge> return2 for the win 19:20 < bridge> Are there any mechanical keyboards with `&&` and `||` keys? :justatest: 19:20 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1223698479428276304/image.png?ex=661acd04&is=66085804&hm=2329e5bec553b67e45601d165891e98ecc8ba3c83a313a440c4cc15e412121a3& 19:21 < bridge> wot 19:26 < bridge> sdl's keypad is built different 19:29 < bridge> but by the look of the scancode they probably included some keys from some system that acts as logical keys in the calculator (probably windows?). There is a SDL_SCANCODE_KP_XOR but I can't find SDL_SCANCODE_KP_OR or SDL_SCANCODE_KP_AND which might just be those two? 19:30 < bridge> or there is an actual calculator port of SDL 19:31 < bridge> :justatest: 19:31 < bridge> hi fredd 19:31 < bridge> hi ewan 19:31 < bridge> sleep time, bye ewan 19:32 < bridge> Gn 19:41 < bridge> **Hot Teen & Onlyfans Leaks 🔞 🍑** https://discord.gg/nnudes @everyone 20:03 < hey_pidoraso> hey guuuys 20:04 < hey_pidoraso> ебать тут чиллердрагон 20:04 < hey_pidoraso> прикол 20:04 < hey_pidoraso> ☺ 20:05 < bridge> hey guuy 20:06 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1223709891097530469/BROWHATTHEFUCK.png?ex=661ad7a5&is=660862a5&hm=b2086ca1d1a723568800ca65e2b69acb9c1827089750b1bd9649e8620df21f29& 20:11 < bridge> chillerdragon fan spotted 20:11 < bridge> chillerdragon: can you sign my tee please? 20:18 < bridge> <_schizophrene> can someone change my name to AmineGon please ? 20:35 < bridge> is there really no way to do smth like `bind shift+space "say space"` and simultaneously `bind space +jump` ? 20:35 < bridge> D: 21:02 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1223724039856590979/image.png?ex=661ae4d2&is=66086fd2&hm=5bf05fd5e1dc3ba047b16402e797606c6bfb094c01699de419296e0bea36e639& 21:45 < bridge> tf 21:45 < bridge> did you port ddnet to nintendo DS? xDD 21:45 < bridge> nice 21:47 < bridge> in the process of porting it 21:47 < bridge> the client or server? 21:47 < bridge> client 21:47 < bridge> it doesn't run on DS mode probably due to lack of RAM, so i set the emulator to DSi mode 21:47 < bridge> does the nintendo ds have a way of accessing the internet? 21:47 < bridge> yes 21:47 < bridge> oh nice didnt know that :D 21:47 < bridge> no WPA though, you either use no password or WEP 22:14 < bridge> got some rendering going 22:14 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1223742216732672122/image.png?ex=661af5c0&is=660880c0&hm=a9f92c1ee0d055f21204aa0f244fe916f6b4dcca4d69a57d1a8aa7fae76a0e73& 22:14 < bridge> got some rendering going on in the language selection 22:14 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1223742216732672122/image.png?ex=661af5c0&is=660880c0&hm=a9f92c1ee0d055f21204aa0f244fe916f6b4dcca4d69a57d1a8aa7fae76a0e73& 22:19 < bridge> xDDD 22:19 < bridge> looks beautiful 22:21 < bridge> what kind of rendering libraries are available for the DS? 22:22 < bridge> or rather how do you even interact with the screen? 22:23 < bridge> the DS has 2D and 3D hardware 22:23 < bridge> the console on the top screen makes use of the 2D hardware, while the game is on the bottom screen 22:23 < bridge> the DS has 2D and 3D hardware 22:23 < bridge> the console on the top screen makes use of the 2D hardware, while the 3D rendering is on the bottom screen 22:23 < bridge> only the main screen can render 3D 22:23 < bridge> i mean you cant use sdl right? 22:23 < bridge> only the main screen can render 3D, in this case the bottom screen 22:24 < bridge> i mean you cant use sdl2 for rendering right? 22:24 < bridge> and smth like opengl/vulkan wont work either? 22:24 < bridge> and smth like opengl/vulkan wont work either right? 22:25 < bridge> SDL2 port of nds does not exist, only 1.2, and even that is too slow for what i want to do 22:25 < bridge> vulkan on a console from 2004 :lol: 22:25 < bridge> opengl however, yes and no 22:26 < bridge> libnds (the NDS homebrew library i use) offers an opengl-like syntax for interacting with the 3D hardware 22:26 < bridge> ah okay thats what i wanted to know 22:27 < bridge> libnds can also read touch screen and button inputs 22:27 < bridge> is it official from nintendo? 22:28 < bridge> :justatest: 22:28 < bridge> homebrew library 22:28 < bridge> ah lol 22:28 < bridge> i was confused with the package manager 22:29 < bridge> the mac thing 22:29 < bridge> macports 22:29 < bridge> :troll: 22:30 < bridge> so will the DS run your super mario 64 port? :brownbear: 22:30 < bridge> funnily enough someone ported the whole SM64 game to the DSi 22:30 < bridge> keyword, **DSi**, not regular DS 22:30 < bridge> sm64 has been ported to all possible machines xD 22:30 < bridge> i bet you can find a port for your smart fridge 22:31 < bridge> similarly to doom but less mainstream