06:21 < bridge> when u save a map in editor, all unused tiles in tele/speedup/switch/tune layer are replaced by 0. 06:21 < bridge> is it expected behavior? 06:22 < bridge> when u save a map in editor, all unused tiles in tele/speedup/switch/tune layer are replaced by 0 after reload it. 07:24 < bridge> If you got time on your hands, you could try to find maps that can crash the library twmap https://gitlab.com/Patiga/twmap. It's in Rust and in general tries to catch all errors and not crash :happy: 07:29 < bridge> If you got time on your hands, you could alo try to find maps that can crash the library twmap https://gitlab.com/Patiga/twmap. It's in Rust and in general tries to catch all errors and not crash :happy: 07:44 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1344198414392627262/image.png?ex=67c009d3&is=67beb853&hm=d8aa3f74ea6d929c4d72b271ae01d41eb1fba73f4ce7237622dff103f4c0e155& 08:00 < bridge> lmfao 09:43 < bridge> I have seen some blog about fuzzing in teeworlds map, this could maybe be applied here 10:05 < bridge> Does anyone know, how I can get tuning in prediction/character? This is client sided and works a bit differently 10:06 < bridge> probably something like `GetTuning(GetOverridenTuneZone)->m_MyNewVar` 10:07 < bridge> ah this works with CTuningParams directly, I see 11:33 < bridge> Yo the new update doesn't just increase max_clients to 128 right, 11:33 < bridge> Yo the new update doesn't just increase max_clients to 128 right? 11:35 < bridge> That would be so bad 11:35 < bridge> My guess is, that it uses sixup logic for older clients 11:35 < bridge> My guess is, that it uses sixup logic for older clients, ofc just a guess 11:36 < bridge> imagine being on a client which only allows 16 players when there are 128 xD what can go wrong 11:42 < bridge> What would you expect instead? 11:45 < bridge> @jupeyy_keks 😎 3 lines of code 11:45 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1344259072287047701/new_speedtile_test_2025-02-26_11-44-14.mp4?ex=67c04251&is=67bef0d1&hm=c80987aeb8de4d063e09503ef0c70542f4c66e40bc198326d3e515ae0a6cbe07& 11:45 < bridge> neat 11:46 < bridge> PR coming soon, need to adjust the default value, set it accidently to 128 instead of 118 xD 11:55 < bridge> also @patiga and @kebscs 12:04 < bridge> So much speed tuning in the past few days :poggers2: 12:04 < bridge> Last thing left on my speedtile list is maybe clamping the slowdown of max_speed Force, so that max_speed isn't such an instant blocker 12:05 < bridge> this would be changing `TempVel += Direction * (TempMaxSpeed - CurrentDirectionalSpeed);` to `TempVel += Direction * max(-Force, (TempMaxSpeed - CurrentDirectionalSpeed));` 12:05 < bridge> This is just up for discussion 🤷‍♂️ 12:06 < bridge> this would also change the behavior again of max_speed set for different forces 12:10 < bridge> So it just caps and doesn't interfere with anything? +1 12:10 < bridge> a booster with max speed can currently instantly slow you down to max_speed 12:10 < bridge> So it just caps and doesn't interfere with any existing behaviour? +1 (instead of, well, going over a specific value slowing you down) 12:10 < bridge> 12:10 < bridge> A map utilizes this, but with bluetele and grenade IIRC 12:11 < bridge> the other proposed way can only slow you down up to `Force` 12:11 < bridge> Ah I see 12:11 < bridge> meaning you _can_ still be faster then max speed 12:11 < bridge> but still experience a slow down 12:14 < bridge> this can also prevent the reflecting up part patiga was so worried about. But you can still do it with hughe Force values 12:14 < bridge> this can also (partially) prevent the reflecting up part patiga was so worried about. But you can still do it with hughe Force values 12:15 < bridge> a good default value makes more sense than keeping it unclamped anyway - wonder why we didn't do that before 12:15 < bridge> 12:15 < bridge> But maybe we just didn't bother because some maps utilized this so it was considered ⭐a feature ⭐ 12:16 < bridge> I think now I can explain why you fly up like for a 5 year old: 12:16 < bridge> @patiga when you hit a speedtile with max speed set and you are way too fast, the speedtile instead pushes you in the opposite direction in order to slow you down. The opposite direction of bottom right is top left. Right and left speed gets cancelled, but you will be pushed up 12:17 < bridge> Nobody was italian enough to touch the old code 12:24 < bridge> Not making the game 2x more CPU heavy? This will prob reduce my fps by a lot. 12:24 < bridge> even with only 2 players on the server everything still loops over the 128size array 12:31 < bridge> @jupeyy_keks how is ddpg coming along 12:31 < bridge> Agreed, but would you instead expect to use Vec or smth? 12:32 < bridge> Dunno, ddrace didn't advance ig :/ 12:32 < bridge> yes definitely. There are some problems with strong/weak no? 12:32 < bridge> weakhook and bounce is a bug feature anyway 12:32 < bridge> if you don't keep the order, then yes. 12:32 < bridge> 12:32 < bridge> If you keep the order then mostly removing and inserting is slower ig 12:35 < bridge> <01000111g> can someone explain me how "weak bug" works, based on the code. I really struggle to make sense out of it 12:52 < ChillerDragon> ok nice the bridge works again 12:53 < ChillerDragon> is it unsafe to ``mem_zero`` a multi dimensional array? 12:53 < ChillerDragon> removing this line fixed a crash in my client hm ... ``mem_zero(m_aaDbgMsgs, sizeof(m_aaDbgMsgs)); 12:53 < ws-client> ``mem_zero(m_aaDbgMsgs, sizeof(m_aaDbgMsgs));`` 12:54 < ChillerDragon> annoying submit message on paste 12:54 < ChillerDragon> fakin weechat 12:56 < ChillerDragon> as far as i know multi dimensional arrays are also contiguos in memory so zeroing out the full size should not corrupt anything?? 12:56 < bridge> it shouldn't™ 12:57 < bridge> chillerdragon: can you send a link to the repo if it's not private? 12:59 < ChillerDragon> yea the recent merge into ddnet broke chillerbot-ux but the crash that is more complicated to debug is only in its fork that shall not be named to not violate rule 7 13:05 < ws-client> replacing the mem zero with `` for(auto &aDbgMsg : m_aaDbgMsgs) aDbgMsg[0] = '\0';`` fixed the crash but it is still full of asan warnings of pointers with invalid type so probably the issue is elsewhere 13:05 < ws-client> sad that asan does not help me find the origin ._. 13:08 < ws-client> oof this is frustrating @milkeeycat are you interested in debugging it? :D if you leak your gitlab name i can invite you to the repo. Its only closed source so skids dont abuse its features for illegal purposes but you could build a more harmful client your self in 10 minutes. 13:09 < bridge> i don't have a gitlab account xd 13:09 < ws-client> wot 13:09 < ws-client> blaze it netherlands alternative for microsoft crap? 13:09 < ws-client> just click "sign in with github" :D 13:12 < bridge> uninstalling graphics lib removed `keepassxc` -.- 13:12 < ws-client> which distro u on again? 13:13 < bridge> debian 13:13 < ws-client> didnt you recently rage quit gentoo? 13:13 < bridge> it was a year ago xd 13:13 < ws-client> as i said 13:13 < ws-client> recently 13:13 < bridge> yup 13:18 < bridge> chillerdragon: https://gitlab.com/MilkeeyCat 13:32 < ws-client> @milkeeycat please do not leak the hidden secret projects in there not even their highly confidental code names https://gitlab.com/chillerbot/chillerbot-zx 13:32 < ws-client> build the client with asan and connect to a server you will see some odd warnings 13:32 < ws-client> thanks for checking it out <:heartw:395753947396046850> 13:34 < ws-client> oh shiet u need also access to the private submodules sec 13:36 < bridge> one question: If I add a value to config_variables.h, do I have to do it at the bottom? 13:37 < ws-client> for ddnet or your client? 13:37 < ws-client> your project* 13:37 < bridge> for ddnet 13:37 < ws-client> no 13:37 < ws-client> you can put it whereever it fits best 13:44 < bridge> why can you turn on/off the tune overlay with ClTextEntities?! 13:46 < bridge> no I don't understand something 13:48 < bridge> I have never seen a number over a tune tile, oh now I understand, the tune overlay is only rendered in editor, makes sense 13:49 < bridge> oh god, why do we have a single setting for editor and ingame for this ... 13:52 < bridge> chillerdragon: I tried using ddnet's docs https://github.com/ddnet/ddnet?tab=readme-ov-file#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck and I don't see warnings but when I leave the game it segfaults xd 13:55 < ws-client> @milkeeycat have you successfuly used asan before? 13:55 < ws-client> ddnet docs work smooth for me on debian 13:57 < ws-client> hah finally a good lead! 13:58 < ws-client> reverting https://github.com/ddnet/ddnet/pull/9712 fixes it 13:58 < ws-client> so somewhere there is a MAX_CLIENTS 128 issue 13:58 < ws-client> ... somewhere 14:02 < bridge> chillerdragon: what server did you connect to? 14:02 < ws-client> local host random ddnet-insta ictf server 14:03 < bridge> is there any way to know if something gets rendered ingame or by the editor? 14:03 < ws-client> im 95% sure i fixed it btw @milkeeycat 14:03 < bridge> now I want to understand why it doesn't print anything -.- 14:04 < ws-client> yes you should! 14:04 < ws-client> asan is op 14:07 < ws-client> yup its fixed. Thanks a lot for you moral support @milkeeycat i really needed it. Your efforts to fix closed source bot clients will never be forgotten. 14:08 < bridge> what command do you use for asan? 14:08 < ws-client> ``asan`` 14:08 < bridge> :thonk: 14:09 < ws-client> https://github.com/ChillerDragon/crools/blob/951e161d5c889c5f5b662e86ca470566e5ec4270/asan 14:09 < ws-client> basically ddnet readme 14:09 < ws-client> ``CC=clang CXX=clang++ CXXFLAGS='-fsanitize=address,undefined -fno-omit-frame-pointer' CFLAGS='-fsanitize=address,undefined -fsanitize-recover=address,undefined -fno-omit-frame-pointer' cmake .. -DCMAKE_BUILD_TYPE=Debug`` 14:09 < bridge> but it still segfaults for me 14:09 < bridge> btw it still segfaults for me 14:09 < ws-client> https://paste.zillyhuhn.com/iP 14:09 < ws-client> did you update submodules? 14:09 < bridge> yep 14:09 < ws-client> not good 14:10 < ws-client> segfault on quit? 14:10 < bridge> ye 14:11 < bridge> and when i turn of debug mode 14:11 < bridge> and when i turn on debug mode 14:11 < ws-client> crazy how much effort it is to maintain basically 0 features 14:12 < ws-client> i wanted to do some server side stuff and am stuck launching my client xd 14:12 < ws-client> time to switch to ddnet-rs 14:14 < ws-client> i can not reproduce the segfault wot 14:14 < ws-client> how is your setup so different? 14:14 < bridge> :feelsbadman: 14:14 < ws-client> works on my machine 14:14 < ws-client> wont fix 14:23 < bridge> chillerdragon: all I got from asan is `AddressSanitizer:DEADLYSIGNAL` xd 14:24 < bridge> FOR REAAAAAAL 14:24 < bridge> RUSTLANG 🗣️ 🗣️ 🗣️ 🗣️ 🗣️ 🗣️ 🗣️ 🗣️ 14:24 < bridge> and after I removed `build` dir and recompiled, it doesn't segfault when I close the game 14:25 < bridge> NERDY ASS PROGRAMMING LANGUAGE :deen_star: 14:25 < bridge> but it does still segfault when I try to turn on debug mode 14:33 < bridge> do you even code 14:35 < bridge> :deen_star: 14:40 < bridge> no he just buys a bunch of iron and spill melon juice on them so they become **rusty** 14:40 < bridge> chiller you should finish the ddnet gamemode port for juppey, so that i can be able to add a gamemode with more weapons 14:42 < bridge> are they cool features? 14:42 < bridge> ChillerDragon 15:25 < bridge> I am afraid to open my next PRs 😦 15:28 < bridge> me too 15:43 < bridge> xd 15:44 < bridge> oh wow @hectavoxel u got me blocked again? or i guess i was never unblocked 15:44 < bridge> im reminded of it when i try to react the emoji xd 15:54 < bridge> your fault for speaking off the nerdy ass programming language! 15:59 < bridge> linux al-gaib 16:06 < bridge> does anyone know if -0.0f < 0.0f ? xD 16:06 < bridge> Aaaa then look for a file called SAN.pid in your current directory 16:07 < bridge> in terms of comparison, they're equal 16:08 < bridge> Nope it’s some boring movement automation and a block stats tracker I built for Multeasymap 16:08 < bridge> m..m...movement.. auto...automation? 16:08 < bridge> chillerdragon: the whole time I was looking in console, i thought warnings would be printed in stdout, but they were in SAN.pid file xd. Everything works now and doesn't segfault 😄 16:09 < bridge> !ban Bridge 0 16:10 < bridge> They are in stderr by default but it you follow the ddnet readme it uses a logfile 16:10 < bridge> So the segfault was some classic build cache error? 16:11 < bridge> ``` 16:11 < bridge> Welcome to Node.js v22.13.1. 16:11 < bridge> Type ".help" for more information. 16:11 < bridge> > -0.0 === 0.0 16:11 < bridge> true 16:11 < bridge> 16:11 < bridge> Python 3.13.2 (main, Feb 23 2025, 08:12:01) [GCC 14.2.1 20241221] on linux 16:11 < bridge> Type "help", "copyright", "credits" or "license" for more information. 16:11 < bridge> >>> -0.0 == 0.0 16:11 < bridge> True 16:11 < bridge> ``` 16:11 < bridge> oh wait 16:11 < bridge> u mean < 16:11 < bridge> > -0.0 < 0.0 16:11 < bridge> > False 16:11 < bridge> Yes that’s why the client is closed source. But I as responsible person only use it on servers where I got permissions from the admins. Or on ddnet when no moderator is looking. 16:11 < bridge> Thank you 16:11 < bridge> AhGG 16:12 < bridge> false in nodejs too 16:12 < bridge> I use it on ddnet to not get afk kicked because players drag me into the next part 16:12 < bridge> i thought i updated the submodule, but all I did was `git pull origin branch` so it only updated submodule link and didn't download new code xd 16:12 < bridge> But super rarely actually 16:13 < bridge> I mostly use it on block servers 16:16 < bridge> at this point its more of an adblock 16:22 < bridge> :justatest: 16:24 < bridge> > According to the standard, negative zero exists but it is equal to positive zero. For almost all purposes, the two behave the same way and many consider the existence of a negative to be an implementation detail. There are, however, some functions that behave quite differently, namely division and atan2 16:38 < bridge> sign(-0.0f) is useful sometimes 16:39 < bridge> If you have a process that approaches 0.0 you can keep the sign even after it becomes 0 16:45 < bridge> cc: @hectavoxel, tho not sure if thats because of your changes :saddybear: 16:50 < bridge> wtf 16:50 < bridge> im mobile 16:56 < bridge> was this supposed to be #bot-cmds ? 16:56 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1344337244659650632/image.png?ex=67c08b1f&is=67bf399f&hm=34997c1698bd1f5ed967b467c84d0b2748c910cea4755dc6d93e0da59d7e8e3d& 16:56 < bridge> "no access" 17:00 < bridge> I may have found yet another bug in the old speedtiles which may also affect the new ones ... man 17:00 < bridge> (╯°□°)╯︵ ┻━┻ 17:01 < bridge> gravity fucks with the calculations a tiny bit 17:01 < bridge> gravity may fuck with the calculations a tiny bit, if you're grounded 17:04 < bridge> least buggy ddnet feature 17:15 < bridge> -0.0f == +0.0f 17:18 < bridge> not surw why you ping me ^^ 17:20 < bridge> you asked yesterday to explain it like a 5 years old? 😮 17:21 < bridge> no, I explained that yesterday ^^ 17:21 < bridge> I mean I predicted that behaviour by reading the code :p 17:22 < bridge> here 17:22 < bridge> apparently this only clicked with me after I slept 17:23 < bridge> yea the argument yesterday was a mess ^^ 17:24 < bridge> Let me give source on that incase anyone is curious: IEEE-754 5.11, `...Comparisons shall ignore the sign of zero...` 17:31 < bridge> https://x.com/DOGE/status/1894552374338834604?t=UtWwH6OwM0V77qcEUV9nSg&s=19 17:31 < bridge> vscode licenses 17:31 < bridge> :kek: 17:41 < bridge> @essigautomat It seems i can go through the new speedtiles if max speed is 1 and i hook something at the other side 17:42 < bridge> wtf is a vscode license 17:42 < bridge> do you need to be very fast for this? If you're fast enough, you can skip any speedtile in general 17:44 < bridge> No 17:44 < bridge> its cause of the hook 17:44 < bridge> cannot reproduce 17:44 < bridge> plese send setup 😄 17:45 < bridge> I cant now xd, but i just make a slide, with hookables below 17:45 < bridge> I hooked them while at the slide and moved left and right 17:45 < bridge> And i go through it 17:47 < bridge> be reminded, that max_speed 1 is not zero speed, even if you stop in the vertical case (due to quantization) 17:48 < bridge> Can you małe minimum speed 0? 17:48 < bridge> and Now iam able to skip through them too, but veeeeeery slowly 17:48 < bridge> Can you małe minimum max speed 0? 17:48 < bridge> Can you make minimum max speed 0? 17:48 < bridge> No, i am currently working on slides as tiles, which are force 0 max_speed 0 tiles 17:49 < bridge> Ah so this is how you implement it 17:49 < bridge> doing this with speedtiles is somewhat shady 17:51 < bridge> here is a testbuild if you're intrested 17:51 < bridge> 17:51 < bridge> Speedlayer Index 31, but it still uses the arrow sprite. I didn't want to post it yet as I am waiting for a new graphic which makes it purpose clearer 17:51 < bridge> I think this is what 2d games do for slopes 17:51 < bridge> Additional upwards speed 17:52 < bridge> And slow down left/right direction speed 17:52 < bridge> don't call them slopes, call them slides, as I already see other people throwing stones at me :justatest: 17:54 < bridge> also the slides I implemented are still skippable, it just takes very very long and is probably due to floating point precision and quantization 17:55 < bridge> Why not make 0 be 0 in this tile? xd 17:56 < bridge> because the old tiles didn't support it either, I am just following the standard. And max_speed 0 is equal to NO max_speed 17:57 < bridge> Hmm 17:57 < bridge> Add more code 17:57 < bridge> Smth like angled stopper 17:57 < bridge> yes already on it! 17:57 < bridge> I send the link 17:57 < bridge> here is a clip: 17:58 < bridge> these are not speedups, but slides 17:58 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1344353019885785128/slides_test1_2025-02-26_15-20-30.mp4?ex=67c099d0&is=67bf4850&hm=cc4d7a55d29ec5244de4b94d454b75f8552536ea5df00a0f631dad7dd510a276& 18:08 < bridge> Ok so... i guess ill need to use those slides for what i want then 18:15 < bridge> Ok so... i guess ill need to wait for those slides for what i want then 18:18 < bridge> @jupeyy_keks I have a hard question: 18:18 < bridge> Is tile buffering only enabled in editor and the opposite case only ingame for every client and build? 18:18 < bridge> It's like this for me 18:25 < bridge> Ah this is completly backend dependend 💀 18:49 < bridge> editor has no buffering 18:49 < bridge> ingame it depends on what the backend supports 18:54 < bridge> OPTIONS??? 18:54 < bridge> @/heinrick 18:54 < bridge> @/heinrich 18:55 < bridge> 🙂 18:55 < bridge> off for today, enjoy the peace when I am not spamming 19:22 < bridge> Im gey😀😀😀😀😀😀😅😅😅😅 19:27 < bridge> me too 19:48 < bridge> Do you have to place that many tiles for it to work? 20:10 < bridge> congratulations 20:10 < bridge> 🚀 21:00 < bridge> Thanks oll 21:00 < bridge> Im lesbian 21:00 < bridge> 🦧 21:07 < bridge> i mightve destroyed the editor im sorry 21:07 < bridge> this is why im an artist and not a programmer :cammostripes: 21:10 < bridge> Don't worry, it's all fixable 21:11 < bridge> Next time you'll remember this crash xd 21:11 < bridge> Robyte probably working on a fix already :p 21:13 < bridge> probably 21:14 < bridge> next time ill stick to ui design and concept art, and have someone else do the hard part :troll: 21:14 < bridge> Just keep trying :) Understand the error and move on :D 21:14 < bridge> stuff like that happens everytime 21:15 < bridge> to everyone 21:15 < bridge> i mean yeah but there are now two direct errors caused by my update 21:16 < bridge> And that's still not an issue. You could also argue, ddnet admins could have checked / tested the stuff before the release / merge. 21:16 < bridge> It's not a problem. It'll get fixed, a new patch update releases, and that's it 21:17 < bridge> some langs also don't have seg faults 21:17 < bridge> 😬 21:17 < bridge> @hectavoxel i love u pls dont hate me 21:17 < bridge> I might be a little hardened when it comes to that, because I personally created so many crashbugs and stuff. It will get fixed and then I move on xd 21:17 < bridge> Missing nullptr check etc 21:18 < bridge> i am too fucking stupid to learn anything else 21:18 < bridge> when ddnet-rs has the ddnet gamemode complete i will at least try to make a new gamemode 21:19 < bridge> For preventing crashbugs while coding, just try to imagine what stuff would be possible, and while testing try every technical possibility to interact with something. 21:19 < bridge> That's not related to the automapper reference though, it was introduced by undo/redo 21:19 < bridge> oh :nouis: 21:19 < bridge> See, problem solved 21:20 < bridge> Everybody creates bugs xd 21:22 < bridge> :deen_star: 21:22 < bridge> i mean that sincerely. i wanna add a load of useless weapons for the fun of it 21:23 < bridge> we only have like 6, and its been that way forever 21:34 < bridge> Hey I broke everyones color settings in a patch and deployed a broken autoupdater twice forcing people to re-download the game 21:34 < bridge> *still mad about that* 21:34 < bridge> ^ same 21:36 < bridge> @learath2 what's even worse is you didn't hold your promise to make a replacement for old stars. 21:36 < bridge> I got very busy with real life things. Someone else made it tho, so all is well that ends well 21:37 < bridge> the new stars used for invincible? 21:37 < bridge> or freeze stars as in freeze bar 21:37 < bridge> No 21:37 < bridge> the freeze stars that we currently have is what he meant 21:37 < bridge> ... 21:37 < bridge> :Aware: 21:37 < bridge> its not a 1:1 replacement 21:37 < bridge> looks cool too tho 21:38 < bridge> It's like 99.9% there, it's even timed properly 21:38 < bridge> The only thing that it doesn't properly account for is ping, old stars were affected by ping 21:38 < bridge> Almost every PR I submitted there are other peoples PRs to fix my stuff 21:38 < bridge> The only thing that it doesn't properly account for is ping, old stars were affected by ping more accurately 21:38 < bridge> Pls pls pls ping me when u add new netmsg/obj stuff 21:38 < bridge> network/mod related stuff 21:39 < bridge> i had to quickly patch in the spectator info counter + auto spec cam yesterday 21:39 < bridge> I didn't make spectator info and auto spec cam is not even that useful 21:39 < bridge> true but for completeness 21:40 < bridge> Add input flag then 21:40 < bridge> i dont like people missing out on features they might like 21:40 < bridge> It is in the pipeline 21:40 < bridge> ye ye its added 21:41 < bridge> There is also one that haven't been merged 21:41 < bridge> But that was only for AB currently so you probably don't really need it 21:45 < bridge> AB? 21:47 < bridge> antibot 21:51 < bridge> i want to render an rectext, where round is 0 at left down and left up, but right side stay round. which corner to use(IGraphics::CORNER_)? 21:51 < bridge> i want to render an RectExt, where round is 0 at left down and left up, but right side stay round. which corner to use(IGraphics::CORNER_)? 21:52 < bridge> TL = top left TR = top right, BL = bottom left 21:52 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1344411832294834216/image.png?ex=67c0d096&is=67bf7f16&hm=938afb45c6a07d01aa8bf3471ac73a5b78c80be70e162ff1d4f55353061d4adb& 21:52 < bridge> TL = top left TR = top right, BL = bottom left etc 21:52 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1344411832294834216/image.png?ex=67c0d096&is=67bf7f16&hm=938afb45c6a07d01aa8bf3471ac73a5b78c80be70e162ff1d4f55353061d4adb& 21:53 < bridge> oh thanks 21:55 < bridge> funny fix lmao 21:58 < bridge> yeah, this popup code is messy with all the global variables 22:04 < bridge> @robyt3 for the ui elements change, do i add everywhere == 1, or what would be best way to do it 22:05 < bridge> some buttons handle both left, right click but most dont 22:09 < bridge> I don't immediately see any alternatives than adding `== 1` everywhere :pepeW: 22:10 < bridge> imgui has flags for buttons, where they specifiy to which button it should react to 22:10 < bridge> imgui has flags for buttons, where they specifiy to which mouse button it should react to 22:11 < bridge> also the ddnet buttons still react even when == 1, they do the color change 22:12 < bridge> i guess something similar would be nice indeed 22:12 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1344416838335070419/image.png?ex=67c0d540&is=67bf83c0&hm=b36bdb988a1bee07186cc51181469a5ddcd50efa69995520e6785f40145985d4& 22:12 < bridge> Of course, how would you hover with only the left button? 22:13 < bridge> Or the active state when they are pressed down? 22:13 < bridge> i mean not just hover, even when its == 1 right clicking will change button color but wont do anything 22:13 < bridge> I see, then it would have to be integrated into `DoButtonLogic` 22:13 < bridge> like the imgui flags 22:23 < bridge> how can i remove stroke from render text? 22:24 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1344419885119442994/image.png?ex=67c0d816&is=67bf8696&hm=2595f3aec14b5563086df268728b6eccf53128e3c611e35c5e982e4325b79049& 22:25 < bridge> dont think announcing connecting players is fine 22:28 < furo> Also spamming botted rank 1s on DDNet to advertise their servers. Truly an amazing server network. 22:28 < bridge> no, just for testing 22:28 < bridge> :justatest: 22:29 < bridge> gg for supporting this 22:33 < bridge> I'll just remove them now 22:33 < bridge> heinrich wanted to talk to them, but i guess he forgot or something, idk 22:33 < bridge> TIL u can make a CStr literal in rust using c"bla" 22:34 < bridge> ``` 22:34 < bridge> running 1 test 22:34 < bridge> ; ModuleID = 'example' 22:34 < bridge> source_filename = "example" 22:34 < bridge> 22:34 < bridge> define i32 @main(i32 %0) { 22:34 < bridge> %2 = add i32 %0, 4 22:34 < bridge> ret i32 %2 22:34 < bridge> } 22:34 < bridge> test test::test_function ... ok 22:34 < bridge> ``` 22:34 < bridge> pog my ir builder works 22:34 < bridge> What do you mean with "remove stroke"? 22:38 < bridge> stroke on letters 22:38 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1344423481567088761/image.png?ex=67c0db70&is=67bf89f0&hm=9f07dfd1978b3f542cc646d5b625e0623f9e7b3dbcbeeadcf02ebd833e784ad2& 22:39 < bridge> or is in font? 22:39 < bridge> you mean outline ? 22:39 < bridge> yeah 22:39 < bridge> change the entire font file:jaouis: 22:39 < bridge> but im not sure 22:40 < bridge> maybe theres some fonts without the outline that you can find 22:40 < bridge> outline, stroke, same thing 22:41 < bridge> Not really intended, maybe set the font color alpha to 0 and outline alpha to 1 22:42 < bridge> LOL? 22:42 < bridge> TextRender()->Text(...) doesnt have this setting 😦 22:42 < bridge> oh thats for the discord 22:43 < bridge> Use `TextRender()->TextColor` 22:43 < bridge> (before you render the text) 22:44 < bridge> i know, but he also doesnt have something about outline in args 22:44 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1344424982599696609/image.png?ex=67c0dcd6&is=67bf8b56&hm=05c0edd409851e0565e7049781cb9d559b21e5e3afd1d6b4dd85bdbc0eeb84f1& 22:45 < bridge> Read `textrender.h` 22:45 < bridge> ok 22:46 < bridge> i found, thank you