00:17 < bridge> iterm2 00:42 < bridge> :brownbear: 02:45 < bridge> I used alacritty on macOS too 02:50 < bridge> An extra maintainer is an interesting proposition, but I can't really think of anyone who aligns with the rest of the maintainers to bring on board 02:54 < bridge> good stuff 02:54 < bridge> That's a surprising throwback 😄 02:54 < bridge> yes 02:54 < bridge> im currently trying to automate inputting my hours 02:54 < bridge> i have it all done but it won't iterate over elements i select via xpath 😭 02:55 < bridge> or maybe my loop is messed up 02:55 < bridge> Did you add the loop end block? 02:55 < bridge> It's very unintuitive how the iteration things work 02:55 < bridge> ah lemme try that 02:57 < bridge> nice that was actually all i needed 02:57 < bridge> but i need to add some more checks for things 03:34 < bridge> i forgot to follow up but im so close to victory 03:34 < bridge> the website im adding it on is hot flaming garbage 03:36 < bridge> type of thing where you can enter text into an input field for a time of day (e.g. 07:00) & it’ll bring up a “fake” context menu/scrollable popup showing you your “options”, like every possible minute after what you’ve already input 07:xx .. 03, 02, 03…) 03:36 < bridge> but you HAVE TO CLICK THE ITEM for it to apply 03:36 < bridge> just typing 07:00 is not enough 03:36 < bridge> completely over engineered 03:36 < bridge> type of thing where you can enter text into an input field for a time of day (e.g. 07:00) & it’ll bring up a “fake” context menu/scrollable popup showing you your “options”, like every possible minute after what you’ve already input 07:xx .. 07:01, 07:02, 07:03…) 03:37 < bridge> type of thing where you can enter text into an input field for a time of day (e.g. 07:00) & it’ll bring up a “fake” context menu/scrollable popup showing you your “options”, like every possible minute after what you’ve already input 07:xx .. 07:00, 07:01, 07:02…) 03:37 < bridge> type of thing where you can enter text into an input field for a time of day (e.g. 07:00) & it’ll bring up a “fake” context menu/scrollable popup showing you your “options”, like every possible minute after what you’ve already input 07:xx .. 07:00, 07:01, 07:02… 03:38 < bridge> ew 03:38 < bridge> ChillerDragon when you are around I want to chat about #8331 03:38 < bridge> https://github.com/ddnet/ddnet/pull/8331 03:38 < bridge> instead of just using the the form data step & moving on, i do one where i put in 07:00, then a second where it has no input but a typing delay of 1000 so the menu pops up, then i filter by css selector to click the thing 03:39 < bridge> :only-child goes hard 03:39 < bridge> bcs if you put in 07:00 exactly it’d be your only option 03:39 < bridge> having full css selectors is veery nice in automa 03:39 < bridge> yeah 03:40 < bridge> i’ve had to use xpath for constraining the days of the week i use (each day has 1 button, and an attribute with a number value describing day of the week) 03:40 < bridge> I should get some sleep, gn and gl @mpft 03:41 < bridge> gn, thx 04:52 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1358635592719794286/2025-04-06_20-51-04.mkv?ex=67f48f7f&is=67f33dff&hm=93462a4e2c767a97bcd5297e4be917cb0a587547dfca8e26efec299ad10c8021& 05:05 < bridge> i got it working. i wanna post a video but there are sensitive details all over the web page 05:05 < bridge> i will just ublock those parts for now 05:18 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1358642085452058697/image.png?ex=67f4958b&is=67f3440b&hm=51f013f4e75dd195edd88a6075b6347635047d213be942004efa9013bd8723ee& 05:18 < bridge> i accidentally submitted the hours already 05:18 < bridge> maybe next week 05:19 < bridge> i love how they use an iframe 05:29 < bridge> huhhh 05:29 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1358644881928618106/IMG_7951.jpg?ex=67f49826&is=67f346a6&hm=9c05f8cb8133b268f0b2fd293adf4f0ecd3a0a2ca10e19ca30a7cb8465e3e9f5& 05:29 < bridge> i clicked it & the window title was changed to something about my laptop’s touch driver 09:30 < bridge> @kebscs 09:30 < bridge> > Pushed a fix, because for some reason `m_To` and `m_From` is flipped in laser object, so it didn't predict correctly when end of the laser was in wall, instead of beggining of laser 09:30 < bridge> 09:30 < bridge> Imagine shooting the classical laser, the start position is always the one **without** the dot on top, I know that's confusing because it's for everything else swapped, I had a similar issue with the grabbers 10:11 < bridge> 👍 But in server code it's the other way around 10:36 < bridge> And suddenly you see why I did this with the grabber :kek: 11:21 < bridge> Кто колабу? 11:37 < bridge> when #7737 merged? 11:37 < bridge> https://github.com/ddnet/ddnet/pull/7737 12:19 < ws-client> thanks a lot @learath2 <:heartw:395753947396046850> 12:19 < ws-client> @always that poor guy never even got a single review 12:21 < bridge> np boss 12:21 < ws-client> @learath2 #8331 is basically a traumatic memory for me at this point i was so proud of the feature when i made it work 4 years ago and then it went only downhill from there ._. 12:21 < bridge> Do you like its current state? 12:22 < ws-client> no 12:22 < ws-client> i butchered it broken to please heinrich 12:22 < ws-client> i liked all the versions heinrich didnt like 12:23 < bridge> i wil lleave him a comment 12:23 < ws-client> cute of you 12:23 < bridge> you should aswell 12:23 < ws-client> i am not as cute as u 12:23 < bridge> i see you posted about it 3 times 12:24 < bridge> but didnt even leave a commnet 12:24 < ws-client> i just spread the awareness 12:24 < ws-client> i did my part 12:24 < ws-client> having 0 comments should be an alert to maintainers imo. 1 comment can look like unhandled feedback by the pr author 12:25 < bridge> but 12:25 < bridge> it does work 12:25 < bridge> there is no issue with cl_dummy_fire 12:27 < ws-client> i am not sure if i mentioned something about dummies in contributing.md 12:27 < ws-client> oh yes i did 12:27 < ws-client> https://github.com/ddnet/ddnet/blob/ad3ab1c7291b2ea50d3e8f4c1074573a1d176389/CONTRIBUTING.md#general 12:27 < bridge> the problem with the pr is it fixes nothing? 12:27 < ws-client> > A non-exhaustive list of things that usually get rejected: 12:27 < ws-client> > Extending dummy with new gameplay-affecting features. #8275 #5443 (comment) 12:28 < bridge> the pr fixes nothing 12:28 < bridge> cl_dummy_fire has no bugs with it im pretty sure 12:28 < ws-client> but blubber butt pr is older than contributing.md i think his pr inspired me to write that warning into contributing.md to avoid others suffering like him 12:30 < ws-client> @always idk i cant comment i unly use basic dummy mechanics from the 90s none of that fancy new stuff 12:30 < ws-client> i dont even pseudo 12:30 < ws-client> we need a "dummy guy" as a dev 12:31 < ws-client> we have a few experts in specific domains of ddnet that are active in the repo but nobody i think is really comfortable with dummy stuff 12:31 < bridge> just do 12:31 < bridge> cl_dummy_control 1 12:32 < bridge> bind x +toggle cl_dummy_fire 1 0 12:32 < ws-client> ok pro 12:32 < bridge> it should make your dummy fire in any direction 12:32 < bridge> that you face it to look at 12:33 < ws-client> "i think this should get merged" 12:33 < ws-client> always for maintainer 12:34 < ws-client> maybe write some more helpful comment that gives something that maintainers can base their decison on @always ? 12:34 < bridge> there is no issue with it 12:35 < ws-client> like say you tested the change in game and it is an improvement 12:35 < bridge> the guy just used it wrong 12:35 < ws-client> send a clip of how it was before and how it is now 12:35 < ws-client> there is no issue with what? with the pr? which guy used what wrong? 12:35 < bridge> he tried `bind x "cl_dummy_control 1; +toggle cl_dummy_fire 1 0"` 12:35 < bridge> which does break 12:35 < bridge> im guessing he did that 12:36 < bridge> or 12:36 < bridge> wait 12:36 < bridge> that works 12:36 < bridge> idk what he tried 12:36 < ws-client> who tried what you confuse me 12:36 < bridge> `bind x "+toggle cl_dummy_control 1 0; +toggle cl_dummy_fire 1 0"` 12:36 < ws-client> are you for or against the merge now? 12:36 < bridge> okay 12:36 < bridge> he tried this 12:36 < bridge> which does break 12:37 < bridge> What is it that you don't like about the current state of it? 12:37 < bridge> ill try the change and see if it changes anything 12:38 < ws-client> @learath2 it doesnt detect if the mapres is a font so you end up accidentally typing out grass_main and also it only supports one layout 12:38 < ws-client> i had support for multiple font layouts 12:38 < ws-client> but this feature would work the best with metadata files 12:39 < ws-client> so the editor knows which mapres are fonts and where their letters/numbers are located 12:39 < bridge> How about a prop in the layer to make it a "text layer"? That way you'd have to intentionally mark a layer as text so you can't type out grass_main 12:40 < ws-client> i had the interactive one which made the user click once to select the A of the font to allow picking a layout at runtime. But if thats also not saved to disk thats annoying and either way i think heinrich disliked that too xd 12:40 < ws-client> @learath2 is that prop saved to disk? 12:40 < ws-client> @learath2 is that prop loaded from disk? 12:40 < bridge> Yes and yes. Do we not have somewhere we can sneak that into in the map format? 12:41 < ws-client> if it is stored in the map not in the mapres this means the user has to hand select it for every new map? 12:41 < ws-client> keep in mind this kind of feature saves you 40 seconds of spelling out one word the entry barrier to using that feature should be low 12:42 < ws-client> otherwise only players typing out the bible as a map will bother to configure it 12:42 < bridge> so im confused what it changed 12:42 < ws-client> then update you comment @always xd 12:42 < ws-client> report your confusion 12:42 < bridge> im just gonna delete my comment 12:43 < ws-client> lel 12:43 < bridge> act like it never happened 12:43 < ws-client> edging the bubble butt 12:43 < bridge> what the hell are you talking about 12:43 < bridge> oh 12:43 < bridge> his name is bubblerbut 12:44 < bridge> But you already have to pick the font, does an extra checkbox while doing that really count as "configuring"? 12:44 < ws-client> @learath2 ok if the checkbox is smooth sure thats fine. but then still we are left with the layout problem 12:45 < ws-client> and i would like some smart default for that checkbox which looks at the filename if it contains text or font 12:46 < bridge> Hm I'll make some coffee and think. I have a feeling I agree with heinrich that there is really not much value in introducing customization to the layout 12:46 < ws-client> ok if we ditch the layout then the checkbox could also be removed if we dont save anyways 12:47 < ws-client> pressing the font hotkey could just open a alert box saying "YOU ARE ABOUT TO TYPE. ARE YOU SURE THIS IS A FONT?" that should be smoother than a checkbox 12:47 < ws-client> reduces accidents with non fonts. makes it less confusing for fonts where someone forgot the checkbox 12:48 < ws-client> oh i love that idea lemme comment that 12:49 < bridge> Yeah if it's not going to be saved just a secret state bool is enough. First time user tries to type on a layer warn him and then proceed 12:49 < bridge> now #7746 is a pr by mr bubbley butt that should get merged 12:49 < bridge> https://github.com/ddnet/ddnet/pull/7746 12:49 < bridge> its a bug 12:49 < bridge> fix it 12:49 < bridge> It's a dummy features 12:49 < bridge> We don't touch dummy 12:49 < bridge> its a bug 12:49 < bridge> It's a dummy feature 12:50 < bridge> We don't touch dummy. 12:50 < bridge> why would your dummy hammer when you switch with copy mvoes on 12:50 < bridge> so stupid 12:50 < bridge> WE. DONT. TOUCH. DUMMY 12:50 < bridge> i will touch you 12:50 < bridge> We can touch dummy. What do you want us to touch? 12:50 < bridge> #7746 12:50 < bridge> https://github.com/ddnet/ddnet/pull/7746 12:51 < bridge> Pls dont. The second you fix this, people will, again - send in their modified dummy input to legitimize it :cammo: 12:51 < bridge> I am 1000000% sure someone is using this behaviour 12:51 < bridge> how is anyone using this feature 12:51 < bridge> If it's a constant behavior, people will inevitably use kt 12:51 < bridge> atleast make it a config then :c 12:51 < bridge> If it's a constant behavior, people will inevitably use it 12:52 < bridge> Idk we should ask the dummy nerds 12:52 < bridge> @gionix3318 12:52 < bridge> mr dummy client 12:52 < bridge> Damn is nasmo not on here anymore? Can't ping him 12:52 < bridge> i never see him play no more 12:52 < bridge> @atsuko_timout 12:52 < bridge> always just spec 12:53 < bridge> @plantii 12:53 < bridge> Ok enough spampinging 12:53 < bridge> @blaiszephyr 12:53 < bridge> @blaiszephyr 12:53 < bridge> @blaiszephyr 12:53 < bridge> @blaiszephyr 12:53 < bridge> @blaiszephyr 12:53 < ws-client> <:banhammer:392813948858269696> 12:53 < bridge> Just say the word 🍈 12:54 < bridge> kick him so he has to look up the url again 12:54 < bridge> Need to continue working tho sadly 13:16 < bridge> deeply sorry for any harm i caused 13:16 < bridge> wont do it again 13:54 < bridge> ChillerDragon #9443 is broke 13:54 < bridge> https://github.com/ddnet/ddnet/pull/9443 14:07 < bridge> I am bored at work again and I just imagined one feature for the editor: 14:07 < bridge> **Drag & drop a tee to spawn in the map** in order to test a part for the map for example 14:07 < bridge> What do we need for it? 14:07 < bridge> - Drag & Drop functionality for a "Tee sprite" in the editor 14:07 < bridge> - A local server we can start, oh look @kebscs already did the work ❤️ 14:07 < bridge> - Teleport the player there or add a sv_dev_spawn x y or something like that 14:07 < bridge> 14:07 < bridge> Currently when mapping you unmap the official spawn and set it infront of a part you want to test, do you think this would be a feature worthy of our time? 14:08 < bridge> I am bored at work again and I just imagined one feature for the editor: 14:08 < bridge> **Drag & drop a tee to spawn in the map** in order to test a part for the map for example 14:08 < bridge> What do we need for it? 14:08 < bridge> - Drag & Drop functionality for a "Tee sprite" in the editor 14:08 < bridge> - A local server we can start, oh look @kebscs already did the work ❤️ 14:08 < bridge> - Teleport the player there or add a sv_dev_spawn x y or something like that, since we can give commands to the local server we are starting 14:08 < bridge> 14:08 < bridge> Currently when mapping you unmap the official spawn and set it infront of a part you want to test, do you think this would be a feature worthy of our time? 14:09 < bridge> I am bored at work again and I just imagined one feature for the editor: 14:09 < bridge> **Drag & drop a tee to spawn in the map** in order to test a part for the map for example 14:09 < bridge> What do we need for it? 14:09 < bridge> - Drag & Drop functionality for a "Tee sprite" in the editor 14:09 < bridge> - A local server we can start, oh look @kebscs already did the work ❤️ 14:09 < bridge> - Teleport the player there or add a sv_dev_spawn x y or something like that, since we can give commands to the local server we are starting 14:09 < bridge> - Close the server when entering the editor again 14:09 < bridge> 14:10 < bridge> Currently when mapping you unmap the official spawn and set it infront of a part you want to test, do you think this would be a feature worthy of our time? 14:10 < bridge> Technically we have nearly all of this things available, maybe something needs to be done for drag & drop and for the server shutdown 14:11 < bridge> I am bored at work again and I just imagined one feature for the editor: 14:11 < bridge> **Drag & drop a tee to spawn in the map** in order to test a part for the map for example 14:11 < bridge> What do we need for it? 14:11 < bridge> - Drag & Drop functionality for a "Tee sprite" in the editor 14:11 < bridge> - A local server we can start, oh look @kebscs already did the work ❤️ 14:11 < bridge> - Teleport the player there or add a sv_dev_spawn x y or something like that, since we can give commands to the local server we are starting 14:11 < bridge> ~~- Close the server when entering the editor again~~ - or send an sv_dev_spawn command if the server already exists 14:11 < bridge> 14:11 < bridge> Currently when mapping you unmap the official spawn and set it infront of a part you want to test, do you think this would be a feature worthy of our time? 14:11 < bridge> Technically we have nearly all of this things available, maybe something needs to be done for drag & drop ~~and for the server shutdown~~ 14:11 < bridge> I am bored at work again and I just imagined one feature for the editor: 14:11 < bridge> **Drag & drop a tee to spawn in the map** in order to test a part for the map for example 14:11 < bridge> What do we need for it? 14:11 < bridge> - Drag & Drop functionality for a "Tee sprite" in the editor 14:11 < bridge> - A local server we can start, oh look @kebscs already did the work ❤️ 14:11 < bridge> - Teleport the player there or add a sv_dev_spawn x y or something like that, since we can give commands to the local server we are starting 14:11 < bridge> ~~- Close the server when entering the editor again~~ or send an sv_dev_spawn command if the server already exists 14:11 < bridge> 14:11 < bridge> Currently when mapping you unmap the official spawn and set it infront of a part you want to test, do you think this would be a feature worthy of our time? 14:11 < bridge> Technically we have nearly all of this things available, maybe something needs to be done for drag & drop ~~and for the server shutdown~~ 14:13 < bridge> instead of this you could just render tee position in editor 14:13 < bridge> also last 5 seconds of movement so its easy to map 14:13 < bridge> some game had it i remember 14:14 < bridge> The editor will never behave like the actual game 14:14 < bridge> But yes, I know a game, too: Mario Maker 14:14 < bridge> oh yea 14:14 < bridge> dont need to, just store last few seconds of player position 14:14 < bridge> and translate game cords to map cords so x,y *32 and itll work 14:15 < bridge> Player trails in map editor are a neat idea 14:15 < bridge> we could do that, as a follow up, this is already a task made up of 4 features xD 14:15 < bridge> If you want to test a certain part why not just teleport there? 14:16 < bridge> i think the mario maker trail would be easiest and most useful 14:16 < bridge> isn't that exactly what I've written? 14:16 < bridge> Yeah but drag and drop is extra fancy 14:17 < bridge> Just use telecursor once you're on the server 14:17 < bridge> Good thing about the dev spawn would be, that, if you die, you get put back there 14:18 < bridge> I agree, that would be a QoL feature, we can currently work around issues like that 14:19 < bridge> Will be a bit more compilcated, as we'd need dummy trails, too ^^ maybe even weapon trails 14:20 < bridge> I must admit, that I don't know how I'd implement the trails, tho 14:23 < bridge> Mario maker 14:23 < bridge> Oh u already 14:23 < bridge> Mentioned it 14:24 < bridge> Make tw editor less like Linux to a penguin and more like mario maker to a small child 14:24 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1358779557221499093/image0.gif?ex=67f51593&is=67f3c413&hm=1e6ac0edf68136382fc02d1a1d6678fac0eb14ec7dcfa5a0ce243921f15a62ad& 14:26 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1358779946184736818/rn_image_picker_lib_temp_e9f9165f-f7de-4a89-915f-a6ef854302b1.jpg?ex=67f515f0&is=67f3c470&hm=511fd25bad738f882c70515b96245fb7ac3044a4af8192396d14f285ecaa44ee& 14:30 < bridge> ^as I need to open an issue for every feature I implement 🌞 also pinguins are great 🐧 14:33 < bridge> are serverside dummies going to be implemented for this? @essigautomat 14:33 < bridge> also just while you're at it you should render all players in the editor and let the editor interact with the players 14:36 < bridge> no why? What? I'd only render the trail of the player and maybe his dummy 14:36 < bridge> oh okay 14:36 < bridge> Click with sword on player to kill ☠️ 14:36 < bridge> xd 14:37 < bridge> i thought about doing this for a while 14:37 < bridge> but i got other things ig 14:37 < bridge> but i got other things 14:38 < bridge> Other feature I thought about are map sided NPCs ... but we aren't ready yet for the adventure category 14:39 < bridge> Noooo 14:39 < bridge> I feel like new gamemodes won't be added to DDNet 14:40 < bridge> However server side dummies for cool tech would be pog 14:40 < bridge> Like having a part where you hold dummy to cross a gap but it's a solo map 14:42 < bridge> or an NPC that you need to talk or fight with in order to get a weapon 15:01 < bridge> tg 15:01 < bridge> dummy sux 15:01 < bridge> delete it 15:05 < bridge> @essigautomat how do i render on the map 15:05 < bridge> ``` 15:05 < bridge> for (auto& mov : pGameClient->m_lastMovements) 15:05 < bridge> { 15:05 < bridge> RenderTools()->RenderTile(mov.x*32, mov.y*32, TILE_NOHOOK, 32.f, ColorRGBA(1.0f, 1.0f, 1.0f, 1.0f)); 15:05 < bridge> } 15:05 < bridge> ``` 15:05 < bridge> not working 15:06 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1358790109352431961/image.png?ex=67f51f67&is=67f3cde7&hm=b1b335bbeca98bdc3a36622cd8073edf2b02b5078c43e05da87c6b29d432decf& 15:06 < bridge> ChillerDragon, are u there? 15:18 < bridge> ok its /32 not *32 but still not working 15:23 < ws-client> @lukure a bit why 15:24 < bridge> can we meet some secs ingame? 15:24 < ws-client> @learath2 oh no what broke 15:25 < bridge> It fails an assert. Perhaps needs to be updated 15:25 < ws-client> ok lemme rebase 15:25 < ws-client> @lukure go SECRET TEST SERVER pw 123 15:31 < ws-client> @teero777 yes pls we need tees in editor 15:32 < ws-client> and mintee protocol -.- 15:32 < ws-client> minetee* 15:43 < bridge> not working, nvm got it 15:54 < bridge> ddnet servers disappeared they have been offline for 2 days now how to solve this problem 15:54 < bridge> does m_LastMovements already exist? 15:54 < bridge> no, i added it 15:55 < bridge> imagine the skin is loaded 15:55 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1358802262100541692/image.png?ex=67f52ab8&is=67f3d938&hm=7729492abb65dd6c9eb183bf46ac2014a60b57fbc1a968fda9474b4791b887e2& 15:55 < bridge> lmao 15:55 < bridge> can ofc change how often its updated etc 15:55 < bridge> can send u the code if u want to polish it 15:55 < bridge> I already propose to do it different, and catch events like jumps 😛 15:56 < bridge> idk how would that work 18:51 < bridge_> yes please i think the editor needs to look more like a game editor and less like a gfx software 19:30 < bridge_> tw isnt like mario at all, maybe ur thinking of supertux? 20:33 < bridge_> im planning ot make a new editor, people like how it works now and i want a different more child/noob friendly one 20:33 < bridge_> so im not going to be touching the current one 21:17 < bridge_> Make editor light, and sell Editor Pro^TM /s 21:22 < bridge_> i want big colorful buttons everywhere 21:32 < bridge_> 7th custom editor incoming 21:32 < bridge_> `got commit --amend` at one time I got it, but now I lost it 21:33 < bridge_> and you lost the game 21:33 < bridge_> can we just all work on DDNET-RS editor pls 21:33 < bridge_> More performant, it's in development so we can change whatever we see fit 21:33 < bridge_> It's written in rust, has multiplayer sessions 21:33 < bridge_> It's own automapper GUI 21:34 < bridge_> does heinrich do rust? 21:34 < bridge_> Yes 21:34 < bridge_> okay, then I have to 😮 21:34 < bridge_> He has an entire library full of tools written in rust xD 21:34 < bridge_> what if we add multiplayer to current editor 21:34 < bridge_> and dont do pointless rust rewrites 21:34 < bridge_> 👍 21:34 < bridge_> https://github.com/heinrich5991/libtw2 21:34 < bridge_> "multiplayer to editor" sounds like live programming to me 21:35 < bridge_> Pointless ? Why 21:35 < bridge_> i dont like rewrites of anything 21:35 < bridge_> youre just doing the same thing over and over 21:35 < bridge_> I life steamed it while mapping with up to 6 people at the same time 21:35 < bridge_> It was great 21:35 < bridge_> why not take the time to improve the product that everyone uses 21:35 < bridge_> rather than do rewrite and waste time to start from 0 21:36 < bridge_> The best thing with rewrites is that you don't start from 0 21:36 < bridge_> While I don't disagree, I want to remind you that we have banks running software with a programming language from the 60s 21:36 < bridge_> you do, you just dont have to think what to do 21:37 < bridge_> A friend of mine still needs to do software, that emulates hole-cards 21:37 < bridge_> i mean yea theres some limit 21:37 < bridge_> but dont think its the case here 21:37 < bridge_> We are really restricted within ddnet tho 21:38 < bridge_> I mean punch cards, had to look up how it's called in english 21:38 < bridge_> why? 21:38 < bridge_> Backwards compatibility, and the rule of thumb to not touch engine/physics is a real deal breaker for a lot of things we could improve 21:38 < bridge_> so why ddnet-rs can be not backwards compatible 21:39 < bridge_> instead of just dropping that backwards compatible rule, we rewrite from 0 to do the same thing 21:39 < bridge_> logic 21:39 < bridge_> There's a difference between supporting clients older than 6 months 21:39 < bridge_> 21:39 < bridge_> Or 14 years. 21:39 < bridge_> can we convert ddnet into fortran, so I can run it on my IBM 701? 21:40 < bridge_> also keep in mind ddnet-rs was a sort of private project of Jupsti 21:40 < bridge_> Which gave us great things, like the account implementation 21:41 < bridge_> What I am wondering, is why we can't use some kind of converter, but on the other hand, I know that you need perfect floating point precision and replication as teero explained to me 21:41 < bridge_> @teero777 rate ddnet physics code from 1-10.0f 21:41 < bridge_> if its private project then i dont mind 21:42 < bridge_> 1.0000000000000002 21:42 < bridge_> 7.12400000000005 21:42 < bridge_> but for some reason its talked about so much when its not replacing the official client any time soon 21:42 < bridge_> lmao 21:42 < bridge_> :poggers2: 21:42 < bridge_> it's better than most other physics engines 21:42 < bridge_> like 1000x better 21:42 < bridge_> Yes because it's utility is already better than ddnet 21:42 < bridge_> but it can be better 21:42 < bridge_> some games only run at a few tps 21:42 < bridge_> Just the demo viewer/renderer and editor alone deserve recognition 21:43 < bridge_> have u played noita 21:43 < bridge_> let's forget the renderer, at least maplayers 21:43 < bridge_> wizard death simulator? 21:44 < bridge_> I once died in the flesh world to a magic eye that shot a laser at me, while I was invisible 21:44 < bridge_> i havent played it much but its hard 21:45 < bridge_> I don't want anything to replace ddnet 21:45 < bridge_> 21:45 < bridge_> But I love the fact that ddnet-rs exists, it's great 21:45 < bridge_> I never beat the "endboss", but I managed to leave the game, that's Noita for you 21:46 < bridge_> yes, I understand, but I'd say that even the C++ game is well written in most parts, at least for a 15 year old game with many many contributors 21:46 < bridge_> teeworlds has been in development for 23 years :Pepega: 21:46 < bridge_> Or 22? Not sure, I think matricks started 2002-4 21:47 < bridge_> First version I played was called Teewars, but I can't remember 21:52 < bridge_> in terms of performance 21:57 < bridge_> any reason why? 21:57 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1358893474383925359/image.png?ex=67f57fab&is=67f42e2b&hm=88774935a850bab5a1fb0615c2d0e8b7a35682ba2a6d8122aea6bec566a06d39& 21:57 < bridge_> curious 21:58 < bridge_> easy to know they from std 21:58 < bridge_> for me 21:58 < bridge_> yeah I'd say Noita is the winner here if we take into account how much it's doing 21:58 < bridge_> and i guess u are using using which pollutes 21:59 < bridge_> the physics don't use std:: 21:59 < bridge_> check vmath.h 22:12 < bridge_> guys i want add my client when i shoot the tee color change code but i cant find the keybinds codes wtf 22:13 < bridge_> Why do you need this as a client feature?? 22:14 < bridge_> can i use this in game console? 22:14 < bridge_> Yes you can do it with a normal keybind 22:14 < bridge_> idk keybinds codes 22:14 < bridge_> like bind emotes? 22:15 < bridge_> bind mouse1 +fire;other command 22:15 < bridge_> If you can't figure out how to write basic keybinds or read the wiki page on how they work, I don't think you're ready for client development 22:15 < bridge_> its can work anytime or just one time? 22:15 < bridge_> bro i dont write console anything before 22:15 < bridge_> $wiki binds 22:15 < bridge_> for example `bind x "player_color_body $FF0000; player_color_feet $FF0000; "` to get a red colored skin when you press X 22:15 < bridge_> its in there 22:16 < bridge_> https://github.com/ddnet/ddnet/pull/6372/commits/db4ec4a12d6b0f74c99cf753be560d3c5a489e42 22:16 < bridge_> thx dude 22:16 < bridge_> the color is in hex format https://htmlcolorcodes.com/ 22:16 < bridge_> i know it lol 22:16 < bridge_> but i need a function to make random all time 22:17 < bridge_> 💀 22:17 < bridge_> use cfg files to create a cycle of 500 different color combinations, it will seem random 22:17 < bridge_> ok 22:17 < bridge_> ty 22:18 < bridge_> `sqrt` and `sqrtf` are not the same tho, is that why vmath hasn't changed ig? 22:20 < bridge_> my game randomly crashed when I joined a server, I didn't even have a crash popup, here's the backtrace 22:20 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1358899223986180097/bt.txt?ex=67f58506&is=67f43386&hm=93285d1c58badbd205f41c9d9fd3cc6d4c07dd08a24ca3219c9f392a2f5ee3fd& 22:20 < bridge_> Not sure if this is because of a recent update, spectre mitigation or just because I keep going to 30 parallel universes, but after a while it gets really slow and I get frequent drops < 1 FPS 22:20 < bridge_> Is this latest master? Looks similar to a crash that I fixed recently 22:21 < bridge_> The game is known to be unstable, people usually save and reload the game every one or two parallel universes 22:21 < bridge_> so I assume it doesn't unload certain things properly 22:21 < bridge_> `8b5595ea04507a3027e7bbcdf1959f5b402bebbc` 22:22 < bridge_> yeah, I also make backups occasionally, but maybe it just gets too slow even on SSD because it uses a lot of files to store the world 22:23 < bridge_> Looks like it doesn't include #9958 yet 22:23 < bridge_> https://github.com/ddnet/ddnet/pull/9958 22:29 < bridge_> vmath also uses `std::sqrt`, which is overloaded for float and double. `sqrtf` is float and `sqrt` is double 22:48 < bridge_> at this point I already deleted 300 lines of maplayers, without changing anything logically 22:49 < bridge_> @robyt3 what about min and max functions? 22:49 < bridge_> I see a lot of "minimum" and "maximum" calls, when we have "std::min" and "std::max" 22:51 < bridge_> I don't remember exactly why we kept those, maybe to avoid conflicts with 0.7 at the time 22:51 < bridge_> "avoid conflicts", I have so many questions 22:52 < bridge_> I hope that std::min and minimum are equal in function. 22:52 < bridge_> yeah, minimum is just a wrapper for std::min at this point 22:53 < bridge_> Looks like it was originally for #4004 22:53 < bridge_> https://github.com/ddnet/ddnet/issues/4004 22:54 < bridge_> I love the issue name 22:54 < bridge_> My favourite compiler :D :D 22:54 < bridge_> But we fixed that by defining `NOMINMAX` so including windows.h doesn't define its own min and max macros 22:55 < bridge_> So we could probably remove minimum and maximum 22:58 < bridge_> I love that issue number to this xD 22:58 < bridge_> MIN(), MAX(), minimum(), maximum(), std::min(), std::max() 22:58 < bridge_> i think there should be more 22:58 < bridge_> actually the MS macros are lowercase right? that’s why they conflict with std version 22:58 < bridge_> stupid monkeys 23:08 < bridge_> any review on #9902? 23:08 < bridge_> https://github.com/ddnet/ddnet/pull/9902