00:42 < bridge> Fixed quite a few panics now. I think will likely run through now. 00:59 < bridge> lmao 01:02 < ws-client> @Jupstar ✪ whats the name or ur project again? it somehow doesn't stick with me 01:02 < ws-client> also have you thought about live map updates? How hard would it be to build minetee? 01:05 < bridge> didn't you already do that chiler? 01:27 < ws-client> minetee? 01:27 < ws-client> ye in cring c++ version 01:27 < ws-client> but i mean epyc rust roblox jopsti game engine 01:56 < bridge> Ah lol 03:39 < bridge> damn the embed revealed my un-edited message 05:33 < bridge> true 08:19 < bridge> wii fails at connecting to a server spectacularly 08:19 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1228952823564210198/image.png?ex=662dea81&is=661b7581&hm=63767a1af187d15eb813fec33bcfa511475002380212aa97e0bf5eb4a97457a3& 10:20 < bridge> Did you fix `detect.h` for the Wii endianness? Last time I saw some log messages from this project it said "unknown endianness" 10:20 < bridge> New `detect.h` doesn't allow compiling with unknown endianness 10:21 < bridge> CONF_ARCH_ENDIAN_BIG is defined, yes 10:46 < bridge> what features would make C better and more convenient language in your opinion? 😄 10:52 < bridge> Oops 10:52 < bridge> Oop 10:53 < bridge> ```c 10:53 < bridge> struct Foo { 10:53 < bridge> int bar; 10:53 < bridge> 10:53 < bridge> static Foo new(int bar) { 10:53 < bridge> return { 10:53 < bridge> .bar = bar 10:53 < bridge> }; 10:53 < bridge> } 10:53 < bridge> 10:53 < bridge> int gimme_bar(void) { 10:53 < bridge> return this->bar; 10:53 < bridge> } 10:53 < bridge> }; 10:53 < bridge> 10:53 < bridge> int main() { 10:53 < bridge> Foo foo = Foo::new(69); 10:53 < bridge> int val = foo.gimme_bar(); // 69 10:53 < bridge> 10:53 < bridge> return 0; 10:53 < bridge> } 10:53 < bridge> ``` 10:53 < bridge> i think this would be enough for me xd 10:59 < bridge> Namespaces, a new stdlib, some sort of metaprogramming capability maybe templating 10:59 < bridge> https://tenor.com/view/pepo-g-peepo-gif-22945943 11:02 < bridge> RAII 11:02 < bridge> without RAII a language directly sucks 11:02 < bridge> 😏 11:03 < bridge> I think I'd take defer statements over raii 11:04 < bridge> does that work together with struct members? 11:04 < bridge> or is it just an execution model 11:04 < bridge> Deferred statements execute at the exit of a function (or a block if the language wants) 11:04 < bridge> i can't really imagine a use case, looking at the go examples 11:05 < bridge> You can't because you live in a world with raii 😄 11:05 < bridge> Imagine a world with no constructors no destructors. Then it's useful 11:05 < bridge> Think of it as explicit destructora 11:06 < bridge> so basically u evaluate the arguments directly but put the "destructor" the function that handles the arguments at the end? 11:06 < bridge> Think of it as explicit destructors that you schedule to run at exit of block 11:06 < bridge> mh yeah 11:06 < bridge> i guess can be useful too, since it's more flexible than always surrond eveyrthing in struccts 11:07 < bridge> i guess can be useful too, since it's more flexible than always surround everything in structs 11:07 < bridge> When things are evaluated allows for some cute trickery. But it's not the point. It just lets you have something akin to atexit but at a function level (in gos case) 11:08 < bridge> It would be great in C because properly cleaning up after yourself is the cleanest with ugly goto statements otherwise 11:08 < bridge> (Or objects and raii, that would also be a solution to the same thing) 11:09 < bridge> well what i like about RAII esp in rust is: 11:09 < bridge> - if the "contructor" returned no error, you can assume the object 100% exists, and cleans up itself 11:09 < bridge> - ^ => if you strictly follow this pattern and try to not use Option<> to often, your inner logic doesn't require so much error handling 11:09 < bridge> 11:09 < bridge> + i combine it with my hiarc, which basically prevents circling dependencies of struct members 11:10 < bridge> i mean on function level that defs sounds useful maybe sometimes 11:10 < bridge> it's like RAII for logic, if i imagine it correctly 11:11 < bridge> Raii is definitely more hands off and easier to get right. But you know me, I'm a more natural selection enjoyer. I'd rather have the flexibility and give the user the option to footgun 11:13 < bridge> well who knows, maybe u need to shoot into your foot 10000 times to find an ever better approach than anything we know now 😄 11:13 < bridge> ```c 11:13 < bridge> FILE *f = fopen(f); 11:13 < bridge> defer fclose(f); 11:13 < bridge> ... 11:13 < bridge> ... 11:13 < bridge> ``` 11:13 < bridge> This is the usual pattern in a language with defer 11:13 < bridge> ah ok, i thought about it more like an transaction 😄 11:14 < bridge> The footgun is forgetting to defer an fclose, since it's not done for you like with raii through destructors 11:14 < bridge> change values as you want but then revert it under certain conditions or whatever 11:14 < bridge> Ah, no but that does sound interesting. I'll ponder it maybe we can have a new language 11:14 < bridge> true, for c that would defs already be an improvement 13:20 < bridge> @ryozuki windows 🤡 https://blog.rust-lang.org/2024/04/09/cve-2024-24576.html 13:34 < bridge> xd 13:34 < bridge> old 15:28 < ws-client> @Jupstar ✪ ah right you said you wanted to keep the in game code close to the editor so in game is also flexible ye that makes sense. nice 15:34 < ws-client> lerato are you a jai enjoyer? 15:35 < ws-client> i saw defer in C code in tsoding videos 17:12 < bridge> <0xdeen> @zwelf2 I'm still getting a bunch of panics: 17:12 < bridge> <0xdeen> ``` 17:12 < bridge> <0xdeen> thread '' panicked at twgame/src/net_msg.rs:470:39: 17:12 < bridge> <0xdeen> not yet implemented 17:12 < bridge> <0xdeen> ``` 17:12 < bridge> <0xdeen> ``` 17:12 < bridge> <0xdeen> thread '' panicked at twgame/src/net_msg.rs:474:38: 17:12 < bridge> <0xdeen> not yet implemented 17:12 < bridge> <0xdeen> ``` 17:12 < bridge> <0xdeen> ``` 17:12 < bridge> <0xdeen> thread '' panicked at validator/src/lib.rs:858:21: 17:12 < bridge> <0xdeen> assertion failed: team.load 17:12 < bridge> <0xdeen> ``` 18:16 < bridge> @robyt3 what is on your UI todo list? inspire me please 18:17 < bridge> I'm currently refactoring the scoreboard 18:18 < bridge> do you make a awesome fng scoreboard? 18:19 < bridge> i'll soon have to implement the settings ui for tees 18:19 < bridge> 18:19 < bridge> i wonder how i want to design it. UI is always so much tryhard :lol: 18:20 < bridge> For team based modes I took some ideas from 0.7 (colors titles, score in the middle) 18:20 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1229103924443873382/screenshot_2024-04-14_18-18-59.png?ex=662e773b&is=661c023b&hm=97887acc7d179006904229c3845d59afed967cbb9a4685d372ae908523c14ca4& 18:20 < bridge> For team based modes I took some ideas from 0.7 (colored titles, score in the middle) 18:20 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1229103924443873382/screenshot_2024-04-14_18-18-59.png?ex=662e773b&is=661c023b&hm=97887acc7d179006904229c3845d59afed967cbb9a4685d372ae908523c14ca4& 18:20 < bridge> ah epyc 18:21 < bridge> Eventually scoreboard height could also be adjusted so it only takes up as much space as necessary 18:21 < bridge> 0.7 for reference 18:21 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1229104345367314492/vanilla.png?ex=662e779f&is=661c029f&hm=65b71be46438cfb6681ce348a2b0febd0d643a6870e49516214a39de9ac81ee1& 18:23 < bridge> mh, i decided against that for my fng scoreboard, it looks so weird 😄 18:25 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1229105339778072626/image.png?ex=662e788c&is=661c038c&hm=589369115637c8edc025bdb6ddda377c07d056ee21b14a7748194655dd49e535& 18:25 < bridge> dunno if u ever seen it 18:26 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1229105607500369991/image.png?ex=662e78cc&is=661c03cc&hm=8f0784e6205de609aac52d9413cac6651d3892c498d247f15ac68ac94fc00ed3& 18:27 < bridge> height basically always stays the same 18:28 < bridge> what is the (1) behind the Red team... number of ctf flag captures? 18:28 < bridge> is that a built-in feature with network support? 18:28 < bridge> i need that too then 😂 18:34 < bridge> It's the amount of players, XD 18:35 < bridge> wtf ok 18:35 < bridge> why is it in the title lmao 18:35 < bridge> doesnt sound like a information that has to be highlighted xD 18:45 < bridge> I think it's would be better if hook and hammer icon on title bar being in middle or after team's name 18:46 < bridge> agreed, i might have had it that way, but looked weird too i think. 18:46 < bridge> 18:46 < bridge> I also don't like the pattern of the title 18:46 < bridge> but I like it 18:47 < bridge> pattern and corner of info row and column list row gave it a bit of 3D style don't know got my point or not 18:47 < bridge> but generally noice ❤️ 18:57 < bridge> wanna add scroll, page navigation support for 400+ tee right ? 😍 😋 20:26 < bridge> scroll is no go imo xd 20:26 < bridge> 20:26 < bridge> would suck hard to having to scroll up and down 😄 20:26 < bridge> also i think u can easily put more stuff into scoreboard by making font smaller 20:46 < bridge> well my plan for scoreboard is a bit different 20:46 < bridge> having scroll and clickable ui for open up player profile to load that player points, badges, activity point and etc ... 20:46 < bridge> (activity point is like xp on my own server) 20:48 < bridge> bit like csgo scoreboard? 20:48 < bridge> i dunno if it supports scroll too 20:50 < bridge> yeah exactly but a bit simpler than csgo scoreboard 20:52 < bridge> i see. mouse support could be cool indeed, if you enable it over a hotkey 20:52 < bridge> 20:52 < bridge> my fear with scrollbar is simply that it defeats the purpose of just opening it for a short moment. 20:52 < bridge> if there is a forced scrollbar you _have_ to use it 20:56 < bridge> well it can have option for old scoreboard ui but plus up and down support key to select player to open it's profile with enter key or something like this 20:57 < bridge> is it possible to open scoreboard by holding down `tab` button and have this possibility to click or scroll scoreboard item ? 20:58 < bridge> possible, why not 😄 21:21 < bridge> I think the time that player have to spend to find someone name with small size can spend to scroll or by using search box and find that specific player on scoreboard 21:24 < bridge> i dont agree that a scrollbar helps, but yes a search box would help 21:24 < bridge> but in that case i'd also probably not use the scoreboard 21:28 < bridge> i don't write comments in my code xdd 21:28 < bridge> 21:28 < bridge> no jk. i used it once, for js it's ok. for other languages only for some basic algorithms 21:28 < bridge> but been a while since i used it 21:29 < bridge> do you use it actively? 21:29 < bridge> comments for people who read their code more than once 21:29 < bridge> it aint me 21:29 < bridge> i never used it xd 22:11 < bridge> which way is less cursed :justatest: 22:11 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1229162238649172030/image.png?ex=662ead8a&is=661c388a&hm=c9710f1259b1b0e6e2c5114912e072b19b2658729ec2e0de72b38a2503ce4733& 22:11 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1229162238900699256/image.png?ex=662ead8a&is=661c388a&hm=1339d8f97b2cc60ab8482d9c9741cb328860268db6702a602b952f99f42b2371& 22:14 < bridge> write proc macro that parses the syntax directly 22:14 < bridge> without string 22:21 < bridge> :thonk: 22:39 < bridge> https://doc.rust-lang.org/std/macro.include_str.html 22:52 < bridge> mh can't you save this in a file of it's own and include it in here somehow?