05:07 < ws-client> https://zillyhuhn.com/cs/.1730606814.png 05:07 < ws-client> enterprise moment 10:19 < bridge> https://www.pcworld.com/article/2504035/security-flaws-found-in-all-nvidia-geforce-gpus-update-drivers-asap.html 11:59 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302587834099564636/dont_have_nitro_discord.txt?ex=6728a8f4&is=67275774&hm=9669f0a1c6a8551b33c73382104ab43517c9dc087550a3f76f9d51bf7085990b& 11:59 < bridge> I want to write a login system on my server, can this work? 12:00 < bridge> Can this be integrated into ddnet chat? 12:28 < bridge> we can't really test this for you, it looks vulnerable - did you write this yourself? - if you want an account system why not just use the work from others, chillerdragon's ddnetPP has a functional account system 12:36 < bridge> Please provide a link to github , the account system 12:37 < bridge> I did not write this completely myself , but with the help of 12:37 < bridge> I didn't completely write this myself, but with the help of ChatGPT 12:37 < bridge> https://github.com/DDNetPP/DDNetPP/blob/master/src/game/server/ddpp/accounts.cpp 12:44 < bridge> But how do I use it? 12:45 < bridge> follow DDNetPP's readme, if that doesnt work i can't really help you ^^ 12:48 < bridge> Ubuntu=linux? 12:53 < bridge> https://googlethatforyou.com?q=is%20ubuntu%20linux 13:08 < bridge> The download is here https://github.com/DDNetPP/DDNetPP/releases/tag/v0.1.1 run it and then you can use the /register command in chat 13:10 < bridge> Мой сервер работает на виртуальной машине на ubuntu 13:10 < bridge> ughh 13:10 < bridge> https://cdn.discordapp.com/emojis/1186960281482579978.webp?size=48&quality=lossless&name=ANTISMILE 13:10 < bridge> Yes it works on Ubuntu 13:10 < bridge> Also on a virtual machine 13:11 < bridge> Oh sorry 13:11 < bridge> Can you help me step by step<3 13:12 < ws-client> ``wget https://github.com/DDNetPP/DDNetPP/releases/download/v0.1.1/DDNetPP-18.5.1-linux_x86_64.tar.xz`` 13:13 < ws-client> ``tar xvf DDNetPP-18.5.1-linux_x86_64.tar.xz`` 13:13 < ws-client> ``cd DDNetPP-18.5.1-linux_x86_64/`` 13:13 < ws-client> ``./DDNetPP`` 13:13 < ws-client> thats all 13:14 < bridge> But I want to make a registration system on my servers, and they have already been created through a regular ddnet 13:14 < ws-client> do you have custom servers already? 13:15 < bridge> just make a trashmap server 13:15 < bridge> problem solve 13:15 < bridge> Yes 13:15 < ws-client> @woidless is your source code public? 13:15 < bridge> And they work using different configs 13:16 < ws-client> DDNet++ is ddnet compatible 13:16 < ws-client> what makes your config different? 13:16 < bridge> Do you want me to give all the files of my server? 13:16 < ws-client> @woidless no i just need to understand what you currently have and what you want 13:17 < bridge> It's the same, I'm running my own server screen -dm bash -c "./DDNet-Server -f servercfg.cfg" 13:17 < ws-client> and it is a regular ddnet server? 13:18 < bridge> My configs correspond to the usual autoexec_server.cfg in ddnet client ,just there. The RCN flogged , names , etc. have been changed 13:18 < bridge> Well, in fact 13:18 < bridge> It is located in the none tab 13:19 < bridge> I want to add a login system there 13:19 < ws-client> yes then do what i sent you 13:19 < bridge> Now 13:19 < ws-client> you can can move your config there and use ``screen -dm bash -c "./DDNetPP -f servercfg.cfg"`` 13:20 < ws-client> then you have a login system and your config 13:21 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302608674300231692/image.png?ex=6728bc5d&is=67276add&hm=44c6b0d2c2e7a3c7b3533d157d427abd22af3dc373fdf2d8b96a37cec970616a& 13:22 < ws-client> looks good 13:22 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302608935307444265/image.png?ex=6728bc9b&is=67276b1b&hm=7830820c82e5811d949dd316d7dca25bf830e382e1c4e1cd541abb29d67e3544& 13:22 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302608968954150922/image.png?ex=6728bca3&is=67276b23&hm=5d6fdd6f5e97193e95ce077f15b18f4ad944c01b12719dd6a582312d6684f362& 13:23 < ws-client> okay now you need your maps and config that you already had 13:23 < ws-client> where did you run the screen command? 13:23 < bridge> root/ddnet/build 13:24 < ws-client> ok then ``cp DDNetPP /root/ddnet/build && cd /root/ddnet/build`` 13:24 < ws-client> ``./DDNetPP -f servercfg.cfg`` 13:25 < bridge> Can I just download the court library screen , and download the config and also throw it there 13:26 < ws-client> you can also move your config into the /root/DDNetPP-18.5.1-linux_x86_64 folder yes 13:26 < ws-client> no idea what "download the court library screen" is 13:27 < bridge> sudo apt install screen 13:27 < ws-client> you already have it installed 13:27 < ws-client> you do not need to install it again 13:28 < bridge> oh ok wait 13:32 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302611279663599676/image.png?ex=6728beca&is=67276d4a&hm=c0e528a9db23d2c6ea720d88303d07ab626d96f0b830a46bfe3850edf94ee7ff& 13:32 < ws-client> cool 13:33 < bridge> this work 13:34 < bridge> Now how to make registration completely optional, and what is the tab account? 13:34 < ws-client> it is optional? 13:34 < ws-client> what is a "tab account" 13:36 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302612450159497216/image.png?ex=6728bfe1&is=67276e61&hm=1478c15fb501c2fb5f2a957349fdb32287f646a0ef86659788ade4276a3d3b6a& 13:36 < bridge> this 13:37 < bridge> sorry for russian langugage 13:37 < bridge> language 13:37 < bridge> I want to make registration completely obligatory, for example, if you are not registered then you are in an endless freeze 13:38 < bridge> @4ipset did you test "Save skin" ingame? its alright? 13:38 < bridge> chillerdragon: he means tab score 13:39 < ws-client> try the chat command "/score level" is that what you want? 13:39 < ws-client> i think thats default it should already show the level in tab 13:40 < ws-client> @woidless thats the opposite of optional xd 13:40 < ws-client> that feature does not exist but i can code it if you need it @woidless 13:40 < bridge> <4ipset> Nah, i havent tested the “save skin” feature 13:41 < bridge> don't tick "tested ingame" next time if you didn't xd 13:41 < bridge> <4ipset> :oop: 13:41 < bridge> :BAN: 13:42 < bridge> Can you please program it, and also how to return the usual finish time instead of the tab score? 13:42 < ws-client> ah you mean /score time 13:43 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302614151717457920/image.png?ex=6728c177&is=67276ff7&hm=1e26159d125ed57ebc7f5d6aaf50aa8665f37700a57b593c5d80f0f4b31251a1& 13:48 < ws-client> @woidless did you build ddnet from source? 13:53 < bridge> if cl_hook_coll_size_other where to be added would cl_hook_coll_size have to be renamed to cl_hook_coll_size_own or could it just stay as is for compat? 13:54 < bridge> yes 13:55 < bridge> Find my first messages in where Jupstar replied, there is how we created the server with him 13:55 < bridge> #questions 13:55 < ws-client> ok nice then you can also compile ddnet++ to get the latest changes 13:56 < ws-client> ``git clone --recursive git@github.com:DDNetPP/DDNetPP && cd DDNetPP && mkdir build && cd build && cmake .. && make`` 13:57 < bridge> where should I enter this? 13:57 < bridge> to /root? 13:58 < bridge> add -j$(nproc) to the end of that and in your home directory or projects folder 13:58 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302617833057816657/image.png?ex=6728c4e4&is=67277364&hm=d243e803bb3b3f5abbb29d79f391d2960092098bf7f92bb0878d41f92f71078f& 13:59 < ws-client> yea /root is good 14:00 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302618527122853949/image.png?ex=6728c58a&is=6727740a&hm=cf3a4209c2bc6ef534b8431eaa1a8c2e18b6b933b7b9bd2e5cfa06c9104dfc16& 14:04 < bridge> did you run it twice? 14:04 < bridge> ```cd /root/DDNetPP && mkdir -p build && cd build && cmake .. && make``` 14:04 < ws-client> ``cd /root/DDNetPP && mkdir -p build && cd build && cmake .. && make`` 14:05 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302619656451919922/image.png?ex=6728c697&is=67277517&hm=9f10f62fe24595b55bbe75689de21426a92de37e52073234a4bfaa501f8a754d& 14:06 < bridge> ```cd /root/DDNetPP && mkdir -p build && cd build && cmake .. && make``` 14:06 < ws-client> also run this one first ``git pull`` 14:06 < bridge> but I'm already root 14:06 < ws-client> i finished coding your two feature requests 14:06 < ws-client> /root/DDNetPP is a fool proof absolute path you can run it from anywhere as many times as you want 14:07 < ws-client> if you use the relative path DDNetPP you have to understand what you are doing 14:07 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302620263908769873/image.png?ex=6728c728&is=672775a8&hm=843328441feffec28634ee782bcad14740456bf44149b29187b7758c97c45c13& 14:08 < bridge> ok then the clone failed 14:08 < ws-client> ``rm -rf /root/DDNetPP && cd /root && git clone --recursive git@github.com:DDNetPP/DDNetPP && cd DDNetPP && mkdir build && cd build && cmake .. && make`` 14:09 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302620770937344062/image.png?ex=6728c7a1&is=67277621&hm=e420455018161f44810490863fef6ad3405327b93dfa432cd474444acac86b1f& 14:10 < ws-client> ``rm -rf /root/DDNetPP && cd /root && git clone --recursive https://github.com/DDNetPP/DDNetPP && cd DDNetPP && mkdir build && cd build && cmake .. && make`` 14:11 < ws-client> guess that ssh remote only works if you are logged in to github 14:11 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302621075468718171/image.png?ex=6728c7e9&is=67277669&hm=6a7066da26cc84b143d86329268eea0aeb52944c432083e4466ba1bae3929bed& 14:11 < ws-client> okay nice 14:11 < ws-client> once thats finished you need to add ``sv_account_stuff 1;sv_tournament_mode 1;sv_require_login 1`` to your config 14:12 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302621388955451506/image.png?ex=6728c834&is=672776b4&hm=93877a916f968db66649b112c732113062e113cca91f4ed2009f618fbf23bfed& 14:12 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302621496480628756/image.png?ex=6728c84e&is=672776ce&hm=61f260dd1a0a20aad34ac778df045b487b13931713903d19bc8616fdda6f78ae& 14:13 < ws-client> ou the submodule is a ssh remote hmm ... 14:13 < bridge> I don't see the DDNetPP file 14:13 < bridge> It also happened when I cloned regular DDNet 14:14 < bridge> really bad never do this quick fix: 14:14 < bridge> `git config --global url."https://github.com/".insteadOf "git@github.com:` 14:14 < bridge> ? 14:14 < ws-client> try this again i changed it to https 14:14 < ws-client> ``rm -rf /root/DDNetPP && cd /root && git clone --recursive https://github.com/DDNetPP/DDNetPP && cd DDNetPP && mkdir build && cd build && cmake .. && make`` 14:15 < bridge> plz add --depth 1 and -j$(nproc) x-x 14:15 < bridge> Enter this? 14:15 < ws-client> yes 14:15 < bridge> https://github.com/ 14:15 < ws-client> nproc can be dos 14:15 < bridge> no dont he fixed it 14:15 < bridge> that is true, but is the server not running? 14:16 < ws-client> ah shiet there is a build error on master xd 14:17 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302622608516190269/image.png?ex=6728c957&is=672777d7&hm=dd45cfe2f3b59f2bae48f3b0d62319f710230d050ca362e557adc9f2bcf1c849& 14:17 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302622751051350127/image.png?ex=6728c979&is=672777f9&hm=4d7677ea0a428fa85397db191719badfcbe2988779b332590d75d7301ff3e366& 14:17 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302622770731024384/image.png?ex=6728c97e&is=672777fe&hm=641a5b340658ae141e9626fdf37cf3fd4da24c3f51a2bbb49fe5abe46abd8ec9& 14:18 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302622858329063544/image.png?ex=6728c992&is=67277812&hm=c04556ff2cb9c1b545b97cdcd67b36b51d8bb8ec0938211e4ed55c8591c85796& 14:21 < ws-client> omg its too late to fight the linker but i think i did it xd 14:22 < ws-client> ``git pull && make`` 14:22 < bridge> Should I enter this in /DDNetPP/build? 14:23 < ws-client> yes 14:23 < ws-client> you are becoming linux pro slowly 14:23 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302624211264602174/image.png?ex=6728cad5&is=67277955&hm=3cc039b63d5df1c881e61df4f6c026161f1b18675b3865fb9c8a6092f5b84792& 14:28 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302625528955797576/image.png?ex=6728cc0f&is=67277a8f&hm=f7573bd75e6da090007a1cd56c0360bf1f8d35e20554bb1741314d9c63f9a4d7& 14:29 < bridge> It's over 14:29 < ws-client> ok nice 14:29 < ws-client> pull your config 14:29 < ws-client> and maps 14:29 < bridge> ok 14:30 < ws-client> and dont forget to add ``sv_account_stuff 1;sv_tournament_mode 1;sv_require_login 1`` 14:31 < bridge> ok 14:32 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302626451950010399/image.png?ex=6728cceb&is=67277b6b&hm=6bc2570d394c765653553da843bd489ab4cab46ab507003de2c13f65cb7cdd22& 14:34 < bridge> now start server? 14:34 < ws-client> yes 14:36 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302627463628591205/image.png?ex=6728cddc&is=67277c5c&hm=6ba519c884963fccda973ad02f79780f78c89b0a856b20eb54089dcb4481617a& 14:36 < bridge> and what did these commands give 14:36 < bridge> score time? 14:37 < ws-client> yes 14:37 < ws-client> and accounts are required now? 14:37 < ws-client> whats your servers ip? 14:37 < bridge> Not required 14:37 < bridge> [GS] test RUS 14:37 < bridge> Address: ddnet://87.120.165.65:8309 14:37 < bridge> My IGN: fx 14:37 < bridge> 87.120.165.65:8309 is not a DDraceNetwork or Community server. 14:45 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302629644511612959/image.png?ex=6728cfe4&is=67277e64&hm=1d2bf17f65826cf33a9e837116ceeeb9973e37f9df1c22b5c19072a74ee9f8b0& 14:45 < bridge> this 15:08 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302635631603617862/image.png?ex=6728d578&is=672783f8&hm=0fedb155525224704ba598055d6f732748305878e57e47631fc82e6a30319f8c& 15:09 < bridge> It hasn't translated 15:10 < ws-client> did you add ``sv_language ru`` 15:10 < ws-client> ah yes you did hmm 15:10 < ws-client> did you ``git pull && make`` 15:10 < bridge> ye 15:11 < ws-client> do ``git pull && make`` again send a screenshot and start the server 15:12 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302636431692402718/image.png?ex=6728d637&is=672784b7&hm=4ed3736564b1e4793d3ad3d50c917701e17f18054f9144e0f7dce909961458e5& 15:12 < ws-client> okay looks good then wait for it to finish 15:12 < ws-client> do you know how many cores your server has? 15:13 < ws-client> btw you can now also set ``sv_game_type_name Gores`` and ``sv_game_type_name_test Training`` in your config 15:15 < bridge> 2 15:15 < bridge> and 4 ddr4 ram 15:16 < bridge> It's all gone 15:17 < ws-client> whats gone? xd 15:17 < bridge> Well, I mean the translation was supposedly correct 15:27 < bridge> omg this worked 16:13 < bridge> @chillerdragon 16:13 < bridge> I hope you will answer tomorrow 16:14 < bridge> For some reason, it shows that there are 0 online servers on my servers , but when people log on to them , they appear 18:35 < bridge> for a passwords list when connecting to servers should it just be called passwords 18:35 < bridge> and should I use an unordered map like a sane person or do what the friends list does and have an array with some hashing for speeding up comparisons 18:37 < bridge> fav serves is just called favorites and uses unordered_map 18:37 < bridge> fav servers is just called favorites and uses unordered_map 18:38 < bridge> also i know "if it broke, dont fix it" but as it is the friends container uses 4096 * (16 + 12 + 8) = 144KiB just existing 18:39 < bridge> also i know "if it aint broke, dont fix it" but as it is the friends container uses 4096 * (16 + 12 + 8) = 144KiB just existing 18:49 < bridge> 1. Is this about #9201? It's unclear to me what this issue asks for. It seems impossible/unwanted to me AFAICT. 18:49 < bridge> 2. Without confirmation from maintainers on the issue that this is wanted it might lead to wasted effort if you invest into a solution. 18:49 < bridge> 3. What exactly are you trying to do? Your questions are about implementation details for a solution, but I don't understand what problem you are trying to solve. 18:49 < bridge> https://github.com/ddnet/ddnet/issues/9201 18:51 < bridge> 1. yes 18:51 < bridge> 2. havent done anything yet 18:51 < bridge> 3. allow paswords to be remembered for serves and then autofilled instead of having to confirm 18:51 < bridge> 1. yes 18:51 < bridge> 2. havent done anything yet 18:51 < bridge> 3. allow paswords to be remembered for serves and then tried without confirmation 18:56 < bridge> See #9055 about saving the password for favorite servers, which is already implemented in Teeworlds 0.7. So #9201 would be a duplicate of that if that's what trikiman is asking for. 18:56 < bridge> https://github.com/ddnet/ddnet/issues/9055 18:56 < bridge> https://github.com/ddnet/ddnet/issues/9201 18:57 < bridge> helo, sorry I just remembered that I in fact did not ask you after I finished my question 18:57 < bridge> i dont think passwords should only be saved for favourate servers 18:57 < bridge> helo, sorry I just remembered that I in fact did not greet you after I finished my question 18:58 < bridge> helo, sorry I just remembered that I in fact did not greet you after I finished my question (like I intended to xd) 18:58 < bridge> Please comment that on 9055 18:58 < bridge> #9055 18:58 < bridge> https://github.com/ddnet/ddnet/issues/9055 19:03 < Voxel> Quick update on the image splitting update: I think I'm doing something wrong, because every time I build the client, it doesn't update the textures. Like, if I replace one image with another for the ones I'm changing, it only changes in-game when I clear the CMake cache 19:04 < Voxel> Slowly learning that I don't think I can make this all by myself :sob: 19:07 < bridge> i dont think building can detect changed images 19:07 < bridge> was the same thing when i was updating flags 19:07 < bridge> so i was just testing them straight in the output folder 19:08 < Voxel> Oh, that's weird. 19:08 < Voxel> Next step is to make the getter function work. 19:09 < bridge> if youre using visual studio i think thats how it works to speed up rebuilds 19:09 < Voxel> Yeah, I'm using Visual Studio 19:12 < bridge> you can ask me if youre stuck on anything 19:13 < Voxel> I'll explain what I'm trying to do, then. 19:14 < bridge> is there any issue related to having spectate state synced between dummies 19:14 < Voxel> I'm trying to remove the dependancy of Texture Atlases for the gameskins, and was told all images should be handled in its respect CPP files. I'm starting with emoticons since they're the easiest to work with. 19:16 < Voxel> I'm shoving all the images into an array named `IGraphics::CTextureHandle m_aEmoticonTextures`, and was told to make a getter function to return a texture 19:16 < Voxel> So far it's literally just this: `IGraphics::CTextureHandle CEmoticon::EmoticonTexture(int Emoticon) { return m_aEmoticonTextures[Emoticon]; }` 19:19 < bridge> yea, and any problems with it? 19:21 < Voxel> It's not really sending the texture, for some reason. 19:21 < Voxel> Maybe it's the implimentation for how I'm doing it? 19:22 < bridge> Try logging the ID of the texture handle at various places 19:22 < Voxel> I'm sending them as `CEmoticon Emoticon; Graphics()->TextureSet(Emoticon.EmoticonTexture(CurEmoticon));`, which doesn't feel right for some reason. 19:23 < Voxel> Using the same getter idea you said before. 19:23 < bridge> yeah, why are you creating a local object `CEmoticon Emoticon`? 19:23 < bridge> you should use emoticon instance of the gameclient 19:24 < Voxel> If I don't it states "identifier "EmoticonTexture" is undefinedC/C++(20)" as an error in VS Code. 19:24 < Voxel> Hold on, should I just join the discord server for easier communication? 19:24 < bridge> You need to access the emoticon instance using the gameclient pointer, i.e. `GameClient()->m_Emoticon.EmoticonTexture(CurEmoticon)` 19:24 < bridge> For some reason, it shows that there are 0 online servers on my servers , but when people log on to them , they appear 19:26 < Voxel> I literally did not know that there was an m_Emoticon in GameClient 19:29 < bridge> All the components are members of the gameclient. The gameclient takes care of calling the different component functions like `OnInit` and `OnRender`. Since you created a local `CEmoticon` variable its textures were never loaded. 19:39 < Voxel> Perfect! Everything else feels just self explanatory now! 19:40 < Voxel> Thanks for the help! 19:42 < bridge> hi, why on master branch version is "18.8" while public version is still "18.6"? This is confusing 19:45 < bridge> 18.6 is current version, 18.7 is going to be released in a week, 18.8 hes the newest commits 19:46 < bridge> hmmm interesting, it wasn't like this before 19:48 < bridge> yea was changed not so long ago 19:48 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302705901538508911/image.png?ex=672916ea&is=6727c56a&hm=a46c9eaf149f37aba49d88e380218e3258585348e0eab81b0b6b4b32b6caea80& 19:48 < bridge> oh makes sense, thanks 19:57 < Voxel> Should weapon textures go into a place like items.cpp, or should I make a new weapons.cpp to handle those? 20:02 < bridge> I guess items.cpp would fit, but you could also keep them in gameclient.cpp for now if there's no clear component that they belong to like emoticons, particles and HUD 20:04 < Voxel> Just asking now, since there's 27 seperate images that could be classified as weapons, and I don't want to put them all in and then find a better solution later 20:09 < bridge> are you working on the thing where you can see peoples weapons differently 20:10 < Voxel> Well yes, but actually no. 20:10 < Voxel> I'm working on splitting the texture atlases. The weapon server thing should just follow naturally if everything goes right. 20:21 < bridge> We have to define which different assets pack we want to support. For example, emoticons and particles make sense as individual groups that would be replaced as separate zip files. If we want to support mixing all assets in one zip file, then having unified asset handling in one class would easier, but that seems rather complicated so I think having separate defined groups like game, particles, emoticons etc. makes more sense. If we for example sett 20:21 < bridge> We have to define which different assets packs we want to support. For example, emoticons and particles make sense as individual groups that would be replaced as separate zip files. If we want to support mixing all assets in one zip file, then having unified asset handling in one class would be easier, but that seems rather complicated so I think having separate defined groups like game, particles, emoticons etc. makes more sense. If we for example 20:24 < bridge> hi voxel 20:24 < Voxel> Hi, Evan! 20:24 < Voxel> Sorry- E*w*an. 20:24 < bridge> fancy w! 20:25 < Voxel> Honestly, yeah. I think it'd be a lot easier if I just created like, a textures.cpp file, and work off from there. 20:27 < bridge> why u gotta do me like that 20:32 < bridge> Took only almost 3 hours to compile `rustc` :pepeW: 20:32 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1302717121889046658/image.png?ex=6729215d&is=6727cfdd&hm=c3c13ad2c08d3f3ad5c0b29e2204ed7acaa39966b8cdb96ddaf0617cb3087477& 20:33 < bridge> And I just remembered I didn't add one flag 20:37 < bridge> wtf 20:37 < bridge> it shouldnt take that long 20:38 < bridge> is that something in rich? 20:38 < bridge> how did u build it 20:38 < bridge> ./configure && ./x build 20:38 < bridge> it also built llvm 20:38 < bridge> bloat 21:24 < bridge> ping me 3 million times once you can see multiple gameskins at once 23:31 < bridge> <0xdeen> So that you can have version checks for 18.8 already, which work immediately for the nightly versions 23:31 < bridge> <0xdeen> The previous approach was awkward for that