00:21 < bridge_> (meant www/static oops, edited in issue) 00:33 < bridge_> more to come, time to see if I can do a simple PR after those years XD 00:33 < bridge_> oops it was just last year 00:35 < bridge_> plan to unify the spacing and move as much as I can out of the dark theme and into the base, try to have no sizing/spacing in dark theme at all 00:35 < bridge_> ideally switching between themes should cause zero content shift 00:38 < bridge_> we also need more containers for things. the tiles are just whitespace-delimited spans and arent easily targetted 00:39 < bridge_> so controlling spacing/background/content flow is not possible 00:40 < bridge_> still dunno how i can build the site on my side, lmk 00:40 < bridge_> i basically just have to have deen test even if it works in my browser 00:43 < bridge_> reading the first half of this got me real scared 00:43 < bridge_> lol why 00:43 < bridge_> div div div 00:43 < bridge_> get scared m8 00:43 < bridge_> thought you were advocating for containerization 00:43 < bridge_> ew no 00:44 < bridge_> https://butilka123.github.io/DDNet.org/ 00:44 < bridge_> @ryozuki giga brain 00:44 < bridge_> looks nice 00:46 < bridge_> flashbang! 00:46 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1364734216616546314/image.png?ex=680abf48&is=68096dc8&hm=6bac4ae310a2b91967b7cbc1823617f649c5e195ef216829264c93d488ff16f5& 00:48 < bridge_> oh yeah didn't I have an issue with the CSS variables not being evaluated between sheets 00:48 < bridge_> current PR might not work... 01:41 < bridge_> #10092 01:41 < bridge_> https://github.com/ddnet/ddnet/pull/10092 01:42 < bridge_> go merge this is very nice for us devs on windows 01:52 < bridge_> you can use it without this PR tho? just enable it in VS 02:20 < bridge_> No way you can do that 02:20 < bridge_> When can I do this on the penguin 02:26 < bridge_> there's a number of different tools for hot reloading but they kinda all suck. I think LIve++ is good but it's paid 02:26 < bridge_> there's a number of different tools for hot reloading but they kinda all suck. I think Live++ is good but it's paid 02:30 < bridge_> How 02:30 < bridge_> It needs the /ZI flag from this pr 02:31 < bridge_> Maybe 10 years 02:32 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1364760775264305323/image.png?ex=680ad804&is=68098684&hm=ee33d070b00d123ea629f14851b830861921c25d0c1fe26a58cbf29422ac6042& 02:32 < bridge_> What where is this 02:32 < bridge_> In a cmake project 02:32 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1364760975558967356/image.png?ex=680ad834&is=680986b4&hm=fcc661fdb147f82fc9900d9e1a400658b9d167d9b71cad51fb0e0d05e588bc62& 02:34 < bridge_> Ty, I'll check tomorrow 02:34 < bridge_> I'm not sure if I had this 02:35 < bridge_> But pr would be nice anyway so it's by default 02:35 < bridge_> idk I don't leave it on by default because I'm afraid it will break things 02:35 < bridge_> I just turn it on when I need it 02:35 < bridge_> but it's probably fine 02:36 < bridge_> If you don't enable reload on save it won't break by itself 02:37 < bridge_> i think there are ways to make sure it does not break 02:37 < bridge_> how long has this been a thing in MSVC? 02:37 < bridge_> I noticed it won't reload when I try to edit a huge file like editor cpp 02:37 < bridge_> But other than that all good 02:37 < bridge_> this is a hard question because it was garbage for the first 2 years 02:38 < bridge_> it's still garbage tbh 02:38 < bridge_> but it's useful sometimes 02:38 < bridge_> it's existed in VS for a while but idk about for c/c++ 02:38 < bridge_> 3 years I think 02:38 < bridge_> i only used it in c# & xaml apps 02:38 < bridge_> i guess 02:38 < bridge_> it's much worse than the C# version 02:38 < bridge_> cool 02:38 < bridge_> :brownbear: 02:39 < bridge_> tater do u have a car 02:39 < bridge_> yeah? 02:39 < bridge_> are you gonna steal it? 02:39 < bridge_> i dont think i would 02:39 < bridge_> why do you ask xd 02:39 < bridge_> i just saw we're in #developer 02:39 < bridge_> but 02:39 < bridge_> just looking for ppl who have bought cars before 02:40 < bridge_> to make an informed purchase 02:40 < bridge_> idk what to tell you, I paid cash so I don't have much advice 02:42 < bridge_> idk whether to buy or finance something rn 02:42 < bridge_> but i dont wanna keep talking about it in developer that much 02:42 < bridge_> personally I would recommend you don't buy a car with poor reliability but that's kinda the only thing I care about 02:43 < bridge_> yea i have mainly been looking at 2000s hondas 02:43 < bridge_> yeah I also bought a honda lol 02:44 < bridge_> ## Guys, i've got 4 ideas for mapping: 02:44 < bridge_> 1. hookthought and hook block should be seperated (no front layer needed for ht) _(tbh idk how you could solve then the problem with the one way ht. maybe also one for unhook and one for hook)_ 02:44 < bridge_> 2. STOPPER in two adjacent directions e. g. up and right (not only opposite directions) 02:44 < bridge_> 3. maybe a second front layer (would solve my 2. because atm it's not possible within freeze) 02:44 < bridge_> 4. groups for groups 03:09 < bridge_> @everyone steam gift 50$ - [steamcommunity.com/gift-card/pay/50](https://is.gd/o6wbjg ) 03:58 < bridge_> Toyota > Honda 03:58 < bridge_> but hard to find good price 03:59 < bridge_> why would you need any of these 03:59 < bridge_> 3 is interesting, should be able to add an arbitrary amount of layers for maximum fun 03:59 < bridge_> make looking at the map impossible lol 04:00 < bridge_> its also possible in freeze if you use switch freeze 04:52 < bridge_> diagonal stopper would be cool 04:53 < bridge_> single ht block would be nice too 04:53 < bridge_> also that should be a feature for entities imo 05:16 < bridge_> Hookthought is legend 05:19 < bridge_> problem is solved more simply with additional layers 07:11 < bridge_> if new hookthrough is a "shortcut" to new hookthrough, why isnt it just hookthrough itself? 07:11 < bridge_> im kinda confused about that 07:11 < bridge_> it occupies its own index anyway 07:20 < bridge_> i do a bit of trolling 07:20 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1364833250513522720/image.png?ex=680b1b84&is=6809ca04&hm=504e9096b915f9f40ba412baafcb0bb03fe1ac8c99c92992b4f90c4052fa8834& 07:20 < bridge_> ill fix this (among other things) in a new PR 07:20 < bridge_> fuck css btw 07:21 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1364833511068012624/20250417_170024.jpg?ex=680b1bc2&is=6809ca42&hm=20c6cfeed8c043ebe7ac0e895a2c16ae31c1d8b2c45994dcb67649fa4f912e0f& 07:21 < bridge_> dude why would you not want css variables to modify sheets from same origin 07:21 < bridge_> its "cascading" stlye sheets u fuckus 07:22 < bridge_> who invented this thing 07:23 < bridge_> IN MY DEFENSE i said it should probably be tested first :greenthing: 07:31 < bridge_> i will do better 👍 07:38 < bridge_> hey this means i get to be gorple again 08:06 < bridge_> gg 08:07 < bridge_> please test before you merge cus i could still be an idiot i guess! 08:07 < bridge_> but pretty sure it should be nice 08:09 < bridge_> next things to do 08:09 < bridge_> 1) find out why there's styles in dark theme only 08:09 < bridge_> 2) find out why there's still random colors in places 08:09 < bridge_> 3) then unify spacing, probably use less px and more em/rem 08:09 < bridge_> @pioooooo you commented that the hamburger menu is done but confused by what you said 08:09 < bridge_> for me its just a rgba gradient and scrollable 08:10 < bridge_> most ppl on mobile wont know this is scrollable or prefer it over a menu 08:16 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1364847380972699648/remix-6a8c2e3c-cce2-4a5e-b122-4e4d9fabe389.png?ex=680b28ad&is=6809d72d&hm=5dd4470e65d218c0b2ad07e5a20f08745f336a38e69f3a4039257efe736941bc& 08:16 < bridge_> ye but its not rly a menu, its more like a swiper thing 08:16 < bridge_> I just mean this thing, would be better if it's sticky 08:16 < bridge_> a 08:16 < bridge_> that would be a nice improvement for now 08:17 < bridge_> Also on landscape 08:17 < bridge_> also idk why phpbb styles are in here if its in www/ 08:17 < bridge_> why cant they be moved to their own sheet? 08:18 < bridge_> No comment 08:18 < bridge_> i had just assumed both directories were hosted in different places 08:19 < bridge_> but seems to imply forum can include files from here 08:56 < bridge_> yippee! 09:00 < bridge_> could this be consolidated into 2 cols? allow filter by UHD but instead of having "yes" just put the UHD download there 09:00 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1364858495475646524/image.png?ex=680b3307&is=6809e187&hm=3debe39e42c836b9ac723c0f12bad825e7c8ac6a39806ac462fb7bf1d2188fd8& 09:15 < bridge_> Just do what you want until someone says no 09:15 < bridge_> :gigachad: 09:15 < bridge_> IDC, but note that this yes think activates the filter on click 09:16 < bridge_> It's not just design 09:16 < bridge_> is this current master? can't reproduce 09:16 < bridge_> good morning :owo: 09:17 < bridge_> yeah i realized that 09:17 < bridge_> i mean i dont populate the data 09:17 < bridge_> release, and ye it wasnt consistent, morning 09:17 < bridge_> vulkan? zoom? map? :justatest: 09:17 < bridge_> did jana rename? her name on Staff page 4040s 09:17 < bridge_> did jana rename? her name on Staff page 404s 09:18 < bridge_> gl33, lobbychill, idk zoom 09:19 < bridge_> if current release, it might be fixed with 19.2 09:19 < bridge_> Did you touch border rendering? 09:20 < bridge_> It's probably a driver setting 09:20 < bridge_> I touched all of rendering, I cleaned it 09:20 < bridge_> Texture sampling set to fast which is less accurate but gives 1 fps more 09:21 < bridge_> I can't reproduce this issue with the current master 🤷‍♂️ on that map 09:21 < bridge_> Back in the days nvidia cheated with such settings 09:22 < bridge_> @fokkonaut I guess you don't want to use doors for this in the future? xD 09:22 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1364863955813797910/screenshot_2025-04-24_09-21-37.png?ex=680b381d&is=6809e69d&hm=11f26cc256159795c6ee21b02096cf147b8a57d288e84a5995de8b745e6d7193& 09:22 < bridge_> :((( 09:22 < bridge_> u just broke all drawings 09:23 < bridge_> Not on dc at least. 09:23 < bridge_> very odd 09:23 < bridge_> Just ping and ask 09:23 < bridge_> should be an easy fix 🙂 09:24 < bridge_> how? 09:24 < bridge_> idk her discord :justatest: 09:24 < bridge_> not sending doors but actual lasers? 09:24 < bridge_> there is one jana though 09:24 < bridge_> that fucks color 09:24 < bridge_> @janakpz what's your ign 09:24 < bridge_> color is client sided anyway? 09:24 < bridge_> Should be her 09:24 < bridge_> color is client sided anyway? it's even configurable 09:25 < bridge_> wouldn't she have the Mod role then? 09:25 < bridge_> I dunno, maybe rq 09:25 < bridge_> gg 09:31 < bridge_> that's a modding feature I'd support, a custom laser type with some properties, like color :3 09:41 < bridge_> hmm, map releases page has `.release`s in `.flex-container` while tournaments does not 09:42 < bridge_> probably affects layout 09:48 < bridge_> Yes Jana resigned 09:53 < bridge_> @kebscs I made the snowflake white and the icon bigger, opinions? I think it's now VERY readable 09:53 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1364871868364095488/screenshot_2025-04-24_09-52-56.png?ex=680b3f7b&is=6809edfb&hm=3b76ef5e9b74fea300a3c58acb4f400820d9523c1291f150d408454b00cb291b& 09:54 < bridge_> needs to be removed from staff page then, possibly others? 09:54 < bridge_> @soulyvevo it might make sense to cut into the edges of the hexagon where no snowflake is in order to boost the outline a bit more 09:56 < bridge_> It'll be updated when new mods get in I guess 10:04 < bridge_> Like this, I think it already looks cleaner, unfortunatly it was a dirty gimp job 10:04 < bridge_> 10:04 < bridge_> ^RFC any other opinions? Feel free to add your mustard 10:04 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1364874542224248873/screenshot_2025-04-24_10-02-48.png?ex=680b41f9&is=6809f079&hm=159caba2e873c86bac0d6922500a8b246ea87856b33b8cf4515e0b9436e3a547& 10:04 < bridge_> Like this, I think it already looks cleaner, unfortunatly it was a dirty gimp job 10:04 < bridge_> 10:04 < bridge_> vRFC any other opinions? Feel free to add your mustard 10:04 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1364874542224248873/screenshot_2025-04-24_10-02-48.png?ex=680b41f9&is=6809f079&hm=159caba2e873c86bac0d6922500a8b246ea87856b33b8cf4515e0b9436e3a547& 10:04 < bridge_> This is finally good 10:05 < bridge_> recommend removing many instances of
in the markup, like here on ranks page we should use margin instead of new lines 10:05 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1364874929660493895/image.png?ex=680b4255&is=6809f0d5&hm=c5a4974d7df05e8b7a4dbd0290f84830006be491bef4d9559de6557e540ced3f& 10:05 < bridge_> (this is without the lines, much easier to click between but some space should be nice still) 10:06 < bridge_> then I just need sb with to do the new background for the snowflake :owo: 10:07 < bridge_> recommend removing many instances of
in the markup, like here on ranks page we should use margin instead of new lines (same issue on player compare fields) 10:07 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1364874929660493895/image.png?ex=680b4255&is=6809f0d5&hm=c5a4974d7df05e8b7a4dbd0290f84830006be491bef4d9559de6557e540ced3f& 10:14 < bridge_> player page template among other things seems missing from version control, no idea how to access these 10:16 < bridge_> i go bed now 10:16 < bridge_> You should include screenshots xd 10:17 < bridge_> i mean 10:17 < bridge_> i didnt on purpose so deen actuals tests xd 10:17 < bridge_> but i guess so 10:17 < bridge_> i didnt on purpose so deen actually tests xd 10:17 < bridge_> xDD 10:18 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1364878173615165480/image.png?ex=680b455a&is=6809f3da&hm=d9562fd7a8682793fd2bbb660e2e0e36ad9c3d5042cd08eb6295393c9bbb590a& 10:19 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1364878313889202248/image.png?ex=680b457c&is=6809f3fc&hm=931c1455e8f635c71c10818b2f288fd046559c45dded827ad49f497655bbf13b& 10:19 < bridge_> Yeah I mean in the PR, so whoever clicks merge sees it xd 10:19 < bridge_> :greenthing: 10:19 < bridge_> nah that makes it too easy for him 10:20 < bridge_> well, tell me if it looks bad 10:20 < bridge_> i think its at least much better than live 10:20 < bridge_> all map previews are 360x right? 10:20 < bridge_> The skins look badly aligned, but maybe that was always the case and the lines just make it obvious 10:20 < bridge_> i tried to test but seems its the case 10:20 < bridge_> right, i could try to center them i suppose 10:21 < bridge_> they... have negative margin? how the fuck is this table even generated? there's so much shit i cant see on repo xD 10:21 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1364878956792254524/image.png?ex=680b4615&is=6809f495&hm=53503292ca95d675524c36e0adf339b7457102007c752c550c1e3a74bb9092b2& 10:24 < bridge_> It's right there in skins subfolder 10:24 < bridge_> Also it's one of the few dynamic things on the website xD 10:25 < bridge_> i guess i was confused because i saw inline styles 10:25 < bridge_> which... is painful 10:27 < bridge_> this is not 1am brain material i look again later 10:28 < bridge_> cavia 10:51 < bridge_> would be nice to have a dark mode version of CP and time CP so they look nicer there 10:51 < bridge_> but possibly complicates the generation 10:52 < bridge_> you could create custom entities and use them instead 10:52 < bridge_> like creating a negative version of default 10:52 < bridge_> i meant for the website! 10:53 < bridge_> 1C 11:04 < bridge_> I touched the laser, do you think people like or hate the additional outline on the default laser? 11:04 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1364889851790364702/screenshot_2025-04-24_11-02-30.png?ex=680b503b&is=6809febb&hm=bffcbc09f084068e34ce266dba7e34d685fdfb8c2a463fd36e9daadd80bde95e& 11:05 < bridge_> I touched the laser, do you think people like/hate/notice the additional outline on the default laser? 11:05 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1364889851790364702/screenshot_2025-04-24_11-02-30.png?ex=680b503b&is=6809febb&hm=bffcbc09f084068e34ce266dba7e34d685fdfb8c2a463fd36e9daadd80bde95e& 11:07 < bridge_> I mean this 11:07 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1364890368361103411/Unbenannt.PNG?ex=680b50b6&is=6809ff36&hm=2b538879783ec1b6bd004150cf60d1e9568daaffa6e13ea1216de964c4f5d14a& 11:23 < bridge_> i want it for doors too 11:23 < bridge_> UwU 11:26 < bridge_> it's deliberately! deactivated for one side of the doors, because maps tend to put 2 doors together like in the screenshot (see left door) 11:26 < bridge_> outline looks good on the wider green laser door 11:26 < bridge_> if you add an outline there, there will be a visual break 11:27 < bridge_> alternatively I could just add a door-knob on both sides of the door 🤷‍♂️ 11:29 < bridge_> i wonder if there is some way to calculate the contrast bezween the outline color and the inner color in order to switch between black and white outlines 11:29 < bridge_> between 11:29 < bridge_> for darker color white might look better as outline color 11:29 < bridge_> colors 11:29 < bridge_> none of this outlines is black, they are configurable in the client :pepeW: 11:29 < bridge_> urgh 11:30 < bridge_> ah I see, yeah maybe checking for that would suck 11:31 < bridge_> @jxsl13 11:31 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1364896413628239872/screenshot_2025-04-24_11-30-21.png?ex=680b5657&is=680a04d7&hm=cc3c72bfa25203438754b36790af04dbc4b5b4b8c25894ef59fd0656a2109471& 11:32 < bridge_> would use a lighter color for freeze laser outline 11:32 < bridge_> Ah yes. `Innenfarbe Einfrier-Laser` 11:33 < bridge_> We need to ping the devs of fng, so they use the Einfrier-Laser in the future 11:33 < bridge_> :kek: 11:40 < bridge_> hi developers is laser doors prediction coming in 19.2 11:40 < bridge_> where are our color blind players for default color feedback 👀 11:45 < bridge_> I'd be glad to help if anyone colorblind needs a colorblind mode in ddnet 11:46 < bridge_> ask fokkonaut 11:46 < bridge_> IM BEGGING 11:56 < bridge_> ||Put your loving hand out, baby|| 11:57 < bridge_> https://tenor.com/view/tokyo-mew-mew-mew-ichigo-ichigo-momomiya-ichigo-mew-mew-gif-27708831 12:21 < bridge_> I finally have an idea how to do the rotation 🤦‍♂️ 12:26 < bridge_> yeah spot the issue 😦 12:26 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1364910423425683497/screenshot_2025-04-24_12-26-05.png?ex=680b6363&is=680a11e3&hm=af7436889134b0ec63e8955eb029d8ccb7076ce8a2b50838b082153d989467c6& 12:28 < bridge_> im thinking like 12:28 < bridge_> maybe those laser heads should have a separate image file 12:28 < bridge_> so people could customize them etc 12:28 < bridge_> i know some people use custom snowflakes and stuff like that 12:29 < bridge_> and it might look weird on those laser heads 12:30 < bridge_> they are currently in the same file. If you customize it and it looks broken, I don't think this is my issue. But I understand what you mean, I am using the same sprite as the freeze particle here 12:32 < bridge_> And I don't think it's wrong to use the same sprite, because it's the freeze laser, it's its purpose 12:43 < bridge_> currently they would be missing the background anyway without updating the sprite :/ 12:44 < bridge_> I certainly see what you mean, but we would need to move the classic laser heads into this file, too, which would cause 1000x more issues 12:45 < bridge_> I certainly see what you mean, but we would need to move the classic laser heads into a laserhead file, too, which would cause 1000x more issues 13:32 < bridge_> @ryozuki My language finally has structs again :DD 13:32 < bridge_> ```rust 13:32 < bridge_> fn main() -> void { 13:32 < bridge_> let a = Foo { 13:32 < bridge_> field: 69, 13:32 < bridge_> bar: Bar { 13:32 < bridge_> field: 50, 13:32 < bridge_> }, 13:32 < bridge_> }; 13:32 < bridge_> let b = &a; 13:32 < bridge_> let c = b->bar.field; 13:32 < bridge_> 13:32 < bridge_> return c; 13:32 < bridge_> } 13:32 < bridge_> 13:32 < bridge_> struct Foo { 13:32 < bridge_> field: i32; 13:32 < bridge_> bar: Bar; 13:32 < bridge_> } 13:32 < bridge_> 13:32 < bridge_> struct Bar { 13:32 < bridge_> field: i64; 13:32 < bridge_> } 13:32 < bridge_> ``` 13:32 < bridge_> (type inference btw :bluekitty:) 13:32 < bridge_> pog 13:32 < bridge_> @ryozuki My language finally has structs again :DD 13:32 < bridge_> ```rust 13:32 < bridge_> fn main() -> i64 { 13:33 < bridge_> let a = Foo { 13:33 < bridge_> field: 69, 13:33 < bridge_> bar: Bar { 13:33 < bridge_> field: 50, 13:33 < bridge_> }, 13:33 < bridge_> }; 13:33 < bridge_> let b = &a; 13:33 < bridge_> let c = b->bar.field; 13:33 < bridge_> 13:33 < bridge_> return c; 13:33 < bridge_> } 13:33 < bridge_> 13:33 < bridge_> struct Foo { 13:33 < bridge_> field: i32; 13:33 < bridge_> bar: Bar; 13:33 < bridge_> } 13:33 < bridge_> 14:27 < bridge_> is it possible to make the snowflake outline the same as the outline of the laser, and the inside the same as the color 14:45 < bridge_> yes ofc. I just made the snowflake white for higher contrast 14:57 < bridge_> @robyt3 does GLES1 work on Android at all? 14:57 < bridge_> As far as I can see we have a `#if` in backend_sdl.cpp that prevents anything other than GLES3 during context creation 15:00 < bridge_> I don't know if it works, but apparently if you select GLES1 it will revert to GLES3 anyway 15:00 < bridge_> Yeah that is what I see too xd 15:01 < bridge_> We and Android should support GLES1 as fallback though, at least there is a comment in `AndroidManifest.xml` about it 15:04 < bridge_> On linux GLES1 sadly does not work 15:05 < bridge_> I thought about removing OpenGL for linux completely: 15:05 < bridge_> https://github.com/ddnet/ddnet/issues/10097 15:05 < bridge_> 15:05 < bridge_> Then we also wouldn't need GLEW anymore 15:05 < bridge_> We could try just GLES3 + Vulkan. Dunno how the hardware support is 15:06 < bridge_> https://developer.android.com/develop/ui/views/graphics/opengl/about-opengl 15:06 < bridge_> Android should support GLES 1.0 but it's depreciated 15:06 < bridge_> Android should support GLES 1.0 but it's deprecated 15:06 < bridge_> But all android versions we support also support at least 3.0 15:07 < bridge_> I mean nobody complained yet 15:07 < bridge_> Can't be that bad xd 15:08 < bridge_> But if we don't support 1.0 we should update the manifest as the warning on the link above said 15:14 < bridge_> @everyone steam gift 50$ - [steamcommunity.com/gift-card/pay/50](https://u.to/J0Y8Ig ) 15:42 < bridge_> Hello! I was banned because of VPN detection, but I wasn't using a VPN. My power went out and after reconnecting, I received a new IP from my provider. Could you please unban me? 15:43 < bridge_> Please #✉-create-a-ticket and a ban appeal, to make it easier for us to handle your case :) 15:43 < bridge_> Please #✉-create-a-ticket -> ban appeal, to make it easier for us to handle your case :) 15:44 < bridge_> Thank you 15:44 < bridge_> ok 15:49 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1364961523570704394/GpQOYXcWsAAXFs5.png?ex=680b92fa&is=680a417a&hm=a4e64a06b7efc27ebb6fc88ec549df583559b6e4bdb966403b954ba75895b04b& 16:02 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1364964765948051497/natural-unnatural.png?ex=680b9600&is=680a4480&hm=acff3888cfc95172441bc54575bef85bfc25d87f05fcf69425b75ab194218327& 16:04 < bridge_> So true! 16:05 < bridge_> Why is my discord app auto rotating 16:05 < bridge_> So dumb 16:13 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1364967518342611075/image0.jpg?ex=680b9890&is=680a4710&hm=e437ddbce89bd3522cdefa18f0a857d4cca2caa0492c4496d005cc95f66486a6& 16:16 < bridge_> how I use strings in rust: `String` 16:36 < bridge_> @everyone steam gift 50$ - [steamcommunity.com/gift-card/pay/50](https://u.to/Ckk8Ig ) 16:37 < bridge_> haters 16:38 < bridge_> perfection 16:38 < bridge_> 😂 16:46 < bridge_> And how much longer will it take to wait for the ticket to be reviewed and unbanned? How much time does it usually take? 16:50 < bridge_> wrong channel brother 17:00 < bridge_> Just crop a string thong on the left side 19:04 < bridge_> isn't extras like, a pretty big image 19:05 < bridge_> still so much indexes left after adding this 19:05 < bridge_> hi developers is laser door prediction coming in 19.2 19:08 < bridge_> @robyt3 q: 19:08 < bridge_> you added more map validations, all fine, more validations are always better. 19:08 < bridge_> 19:08 < bridge_> Did you also check how many maps this breaks? XD 19:08 < bridge_> 19:08 < bridge_> e.g. it now requires the items to be in order with the offsets and refuses empty items 19:09 < bridge_> It breaks no maps from ddnet-maps 19:09 < bridge_> `025-04-24 18:30:41 E datafile: invalid file information: item type has invalid number of items. index=2 type=3 num=0` 19:09 < bridge_> 19:09 < bridge_> but every map saved by ddnet-rs ._. 19:09 < bridge_> Yeah I fix that 19:09 < bridge_> I didn't know the order matters xD 19:10 < bridge_> Probably didn't matter before, but it was always enforced in the datafile writer 19:10 < bridge_> Yeah alr, I just wonder if that affects other maps not in ddnet 19:12 < bridge_> check infclass 19:12 < bridge_> Potentially if they used tools to create the maps or if those maps were always invalid for some reason 19:12 < bridge_> Is there any way to download https://heinrich5991.de/teeworlds/maps/maps/ efficiently, i.e. as a zip and not each individually? 19:14 < bridge_> I wonder how well a bunch of maps compress together. I imagine rather well with many of them sharing tilesets 19:16 < bridge_> @sollybunny did you add nameplate offsets? 19:17 < bridge_> vertical offset 19:17 < bridge_> yeah 19:17 < bridge_> is that in a released version already? 19:17 < bridge_> i dont think so 19:17 < bridge_> can you nerf it please for vanilla mods? 19:17 < bridge_> that's quite a cheat 19:18 < bridge_> oh i see 19:18 < bridge_> xd 19:19 < bridge_> how 19:19 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1365014289693413516/image.png?ex=680bc41f&is=680a729f&hm=ab79d9567b0f2a99a84e4243cbf122109349a091361df1880cb31e75f7bbd72a& 19:20 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1365014521294356530/image.png?ex=680bc456&is=680a72d6&hm=ef8d021d4b2de3e0cd4236f15ad0d61144f8a30704fd7fb8f5d71941e541dfc6& 19:27 < bridge_> not the same thing 20:22 < bridge_> @gerdoe Any reason for not wanting the laser outline? Now is your chance to speak up against it 😄 21:19 < bridge_> @kebscs did u open the cmakelists.txt or a generated solution? 21:19 < bridge_> open the cmakelists directly if you don’t already 21:19 < bridge_> before VS had usable cmake support that’s what we all did 21:20 < bridge_> before VS had usable cmake support everyone would just generate the solution first thru the cmake gui or something, not a good time 21:26 < bridge_> with open a local folder 21:29 < bridge_> i didnt know that was a thing 21:34 < bridge_> it auto detects it as cmake project and sets up 21:34 < bridge_> but idk why i dont have the thing with properties like he does 21:49 < bridge_> did you try opening the cmakelists directly 21:53 < bridge_> i wouldn't mind if it's optional, that's all 21:55 < bridge_> i don't really get meaning of this refactor 21:55 < bridge_> I wondered about that, there is a "classical laser" option already in the game. Should this apply to all other entities as well? 21:55 < bridge_> with? 21:55 < bridge_> I wondered about that, there is a "classical laser" option already in the game. Should this apply to all other entities as well? This option is only for color currently 21:59 < bridge_> And I already tried adding more options ;__; other devs hate options, no options 22:01 < bridge_> Changing the visuals of a 10 year old mod is always hard to accept :feelsbadman: 22:01 < bridge_> https://imgflip.com/i/9ru7r9 22:03 < bridge_> But this is the bread and butter of a game, you'll need to move forward, adjust the formula, try new things, break old things 22:03 < bridge_> I agree 22:03 < bridge_> 22:03 < bridge_> When do we drop 0.6 and accept 0.7 22:04 < bridge_> I agree 22:04 < bridge_> 22:04 < bridge_> When do we drop 0.6 and accept 0.7 as the one and only option to save this game 22:04 < bridge_> I guess when the last modded 0.6 server finally gets shutdown 22:04 < bridge_> unless it's perfect 22:04 < bridge_> Waiting for oy's return in like 2-3 years 22:05 < bridge_> For us to get teeworlds 0.8 22:05 < bridge_> tell me, what game is perfect in your opinion? 22:05 < bridge_> ddnet 22:05 < bridge_> xd 22:05 < bridge_> Then you should close all 700 open issues :justatest: 22:05 < bridge_> Easy answer 22:05 < bridge_> 22:05 < bridge_> Age of empires 22:05 < bridge_> gimme maintainer, ez 22:06 < bridge_> won'z do 22:06 < bridge_> certainly the game won't break with windows 12 or something 22:06 < bridge_> the sooner there's a mod API, the sooner you rid yourself of issues like depending on old versions 😛 22:06 < bridge_> mod api is dead 22:06 < bridge_> sadly 22:06 < bridge_> it’s like, its own category in the open project menu iirc 22:06 < bridge_> doesn't exist 22:06 < bridge_> i dont have vs 22:06 < bridge_> #7777 22:06 < bridge_> https://github.com/ddnet/ddnet/issues/7777 22:06 < bridge_> Idk still runs perfectly fine on my wine prefix from 5 years ago 22:06 < bridge_> 🤷 22:07 < bridge_> API can be upgraded incrementally to use new behavior 22:07 < bridge_> And windows has good compatibility tools tbh 22:07 < bridge_> its not there, but i can continue without code, and then open cmake 22:07 < bridge_> everything needs maintenance, nothing is forever, change is eternal, that's the rule of the universe, called entropy. 22:07 < bridge_> but it does same thing as open local folder 22:07 < bridge_> ah 22:07 < bridge_> rip 22:08 < bridge_> bcrypt is eternal 22:08 < bridge_> 👀 22:08 < bridge_> is your game really perfect, if it doesn't survive the heat death of the universe? 22:08 < bridge_> shame that the answer was no D: 22:08 < bridge_> is your game really perfect, if it doesn't survive (or stop xd) the heat death of the universe? 22:08 < bridge_> your game must be the center of the end of the universe 22:09 < bridge_> tue bih black hole 22:09 < bridge_> the big 22:09 < bridge_> answer was probably no for accounts at one point 22:09 < bridge_> there's a reason it's called tee"worlds" 22:09 < bridge_> We are eternal 22:09 < bridge_> accounts are in conception? 22:09 < bridge_> thats my point 22:09 < bridge_> in the cyclic universe, the next one gets 2D and is ruled by Tees 🤯 22:10 < bridge_> but in some weird decentralized way that's never gonna leave the concept stage? 22:10 < bridge_> eh 22:10 < bridge_> When 1D teeworlds 22:10 < bridge_> -----.---- 22:10 < bridge_> herr you go 22:10 < bridge_> we alread have linear :justatest: 22:10 < bridge_> here you go 22:10 < bridge_> we already have linear :justatest: 22:10 < bridge_> if heinrich cracks his knuckles some morning and the sun is shining on his bedroom window correctly and the wind speed is not too gusty then yes maybe it will 22:11 < bridge_> at some point it might be an issue for someone else? 22:11 < bridge_> Everyone can work on it tbh 22:11 < bridge_> 22:11 < bridge_> It's just no one wants to bother with QUIC it 22:11 < bridge_> Everyone can work on it tbh 22:11 < bridge_> 22:11 < bridge_> It's just no one wants to bother with QUICq 22:11 < bridge_> Everyone can work on it tbh 22:11 < bridge_> 22:11 < bridge_> It's just no one wants to bother with QUIC 22:12 < bridge_> what's wrong with QUIC 22:12 < bridge_> weire requisites 22:12 < bridge_> weird 22:12 < bridge_> my brain not englishing. weird requirements 22:12 < bridge_> Everything is pretty much done, we just need secured communication over UDP 22:13 < bridge_> And some more stuff, roby told me about it once 22:13 < bridge_> so tls 22:13 < bridge_> ? 22:13 < bridge_> isn't that the point of QUIC or am i misunderstanding 22:14 < bridge_> quic is tcp over udp kinda 22:16 < bridge_> so the master server might become a CA creating certificates on the fly for registering servers? kinda like let's encrypt? 22:16 < bridge_> with some rate limiting? 22:16 < bridge_> I'm not really sure what the current design is anymore 22:18 < bridge_> dunno, don't follow that.. just two cents for the encryption part. 22:18 < bridge_> my idea of accounts would be like masterserv doubles as authentication authority, with some local key storage for the client 22:19 < bridge_> and that auth layer can be optionally bound to multiple communities 22:19 < bridge_> (obviously ddnet would be the primary one) 22:19 < bridge_> governance would be the main interest 22:22 < bridge_> I wonder what the reason is not gaoing against steam accounts, but I can imagine multiple 22:22 < bridge_> vac ban for ddnet when:poggers2: 22:23 < bridge_> open source game 22:23 < bridge_> - not wanting to depend on sb else 22:23 < bridge_> - still want to maintain standalone game 22:23 < bridge_> disputing user claims and missing keys/email resets are all kinda part of any system I imagine those would be normal 22:23 < bridge_> is that against steam TOS? 22:24 < bridge_> is that against steam TOS? certainly not 22:24 < bridge_> i would rather not have to open steam to play ddnet 22:24 < bridge_> vac is their anti cheat 22:24 < bridge_> i would rather not have to open (or install) steam to play ddnet 22:24 < bridge_> so probably what melon refers to 22:24 < bridge_> i would rather not have to open (or install) steam to play ddnet 22:24 < bridge_> the option to have steam backed accounts is fine 22:25 < bridge_> pretty sure it was why not use steam accounts lol 22:25 < bridge_> idk, even kog has a rudimentary system for auth 22:25 < bridge_> its weird that it needs so much thought to me 22:25 < bridge_> ? you mean vac? isn't that optional? 22:25 < bridge_> if there's some magic perfect system, why not just incrementally upgrade it 22:26 < bridge_> like literally everything else in ddnet lifecycle 22:26 < bridge_> for accounts I'd guess there would be no need for it to be closed source 22:26 < bridge_> NOOOO 22:26 < bridge_> owned 22:26 < bridge_> vac's optional 22:26 < bridge_> there goes the future of the game 22:26 < bridge_> you all saw it here 22:26 < bridge_> letsgoooo 22:27 < bridge_> Not against their TOS, but there are a lot of things that you need to care for in that case to stay on the legal side of things 22:27 < bridge_> Our current communication is plaintext, our moderation tools are hacky and everythings just meh in terms of "actual" security IMO 22:27 < bridge_> chilleroni maccaroni awakens by the sound of a github issue mention. 22:28 < bridge_> how can chiller change to not planned? 22:28 < bridge_> chiller a maintainer now? 22:28 < bridge_> he's a maintainer 22:28 < bridge_> and a maccaroni 22:29 < bridge_> I know you read this, chiller 22:29 < bridge_> I see you seeing this 22:29 < bridge_> 👀 22:29 < bridge_> hmm, and if there would be a company, that is already on steam just lending you their helpdesk and some moderation for free? 22:31 < bridge_> steam needs to give us a key that's bound to AFAIR a domain of sorts 22:32 < bridge_> brb (in 4 years) 22:33 < bridge_> brb (in 4 years) on that topic 22:38 < bridge_> ```cpp 22:38 < bridge_> else if(pLayer->m_Type == LAYERTYPE_QUADS) 22:38 < bridge_> { 22:38 < bridge_> CMapItemLayerQuads *pLayerQuads = (CMapItemLayerQuads *)pLayer; 22:38 < bridge_> if(pLayerQuads->m_Image >= 0 && pLayerQuads->m_Image < m_pImages->Num()) 22:38 < bridge_> Graphics()->TextureSet(m_pImages->Get(pLayerQuads->m_Image)); 22:38 < bridge_> else 22:38 < bridge_> Graphics()->TextureClear(); 22:38 < bridge_> 22:38 < bridge_> CQuad *pQuads = (CQuad *)m_pLayers->Map()->GetDataSwapped(pLayerQuads->m_Data); 22:38 < bridge_> if(m_Type == TYPE_BACKGROUND_FORCE || m_Type == TYPE_FULL_DESIGN) 22:38 < bridge_> ``` 22:38 < bridge_> can this codepath ever be reached? 22:38 < bridge_> (see the first and last lines) 22:38 < bridge_> yes 22:38 < bridge_> how does that work 22:38 < bridge_> oh differnet pLayer 22:38 < bridge_> m_Type is not pLayer->m_Type 22:38 < bridge_> yeah 22:39 < bridge_> i cant figure out how to force a layer to render xd 22:39 < bridge_> `m_Type` is like foreground/background split 22:39 < bridge_> (the infclass menu thing) 22:39 < bridge_> Now that is massive drama 22:39 < bridge_> `pLayer->m_Type` is like tileset/quadlayer /idk maybe sound? 22:39 < bridge_> Now that is massive drama 🍿 22:40 < bridge_> `pLayer->m_Type` is like tileset/quadlayer /(idk if others, others don't get rendered, might also include sound) 22:40 < bridge_> since I refactored it, just make it skip through all of the "continue" parts, then it gets rendered 22:40 < bridge_> ive done that but it doesnt work 22:41 < bridge_> what do you want to render? xD 22:41 < bridge_> hello assa 22:41 < bridge_> hello WarHammer 22:41 < bridge_> . 22:41 < bridge_> is that a layer? 22:41 < bridge_> yes 22:42 < bridge_> is that a custom layer with a layertype? 22:42 < bridge_> its on the top of all other layers 22:42 < bridge_> idk anything abt it other than that 22:42 < bridge_> ._. 22:43 < bridge_> maybe make it a component and not a part of the map? 22:43 < bridge_> its definatley part of the map 22:43 < bridge_> since it renders in vanilla 22:43 < bridge_> :monkalaugh: 22:43 < bridge_> and the previous thing that worked was done in maplayers 22:44 < bridge_> it's probably a quad layer if I remember this correctly :justatest: 22:44 < bridge_> most likely yeah 22:44 < bridge_> ` if((Render && ((EntityOverlayVal < 100) || InfclassMenu) && !IsEntityLayer) || (EntityOverlayVal && IsGameLayer) || (m_Type == TYPE_BACKGROUND_FORCE))` 22:44 < bridge_> @alw5 do you think hookfly is hard with dummy? 22:44 < bridge_> Do you think the aiming thing is useful for anything other than hookfly? 22:44 < bridge_> this is the previous code 22:44 < bridge_> most likely yeah 22:44 < bridge_> this is the previous code 22:45 < bridge_> just adds a lil || 22:46 < bridge_> I check somewhere for `EntityOverlayVal` or `EnitityOverlayVal > 0` 22:46 < bridge_> ```cpp 22:46 < bridge_> if(!IsEntityLayer) 22:46 < bridge_> { 22:46 < bridge_> if(pLayerTilemap->m_Image >= 0 && pLayerTilemap->m_Image < m_pImages->Num()) 22:46 < bridge_> TextureId = pLayerTilemap->m_Image; 22:46 < bridge_> 22:46 < bridge_> Color = ColorRGBA(pLayerTilemap->m_Color.r / 255.0f, pLayerTilemap->m_Color.g / 255.0f, pLayerTilemap->m_Color.b / 255.0f, pLayerTilemap->m_Color.a / 255.0f); 22:46 < bridge_> if(EntityOverlayVal && m_Type != TYPE_BACKGROUND_FORCE) 22:46 < bridge_> Color.a *= (100 - EntityOverlayVal) / 100.0f; 22:46 < bridge_> 22:46 < bridge_> ColorRGBA ColorEnv = ColorRGBA(1.0f, 1.0f, 1.0f, 1.0f); 22:46 < bridge_> EnvelopeEval(pLayerTilemap->m_ColorEnvOffset, pLayerTilemap->m_ColorEnv, ColorEnv, 4, this); 22:46 < bridge_> Color = Color.Multiply(ColorEnv); 22:47 < bridge_> } 22:47 < bridge_> ``` 22:47 < bridge_> only here and thats for tiles 22:48 < bridge_> its useful for parts i think 22:48 < bridge_> @sollybunny can we do a video call? xD 22:48 < bridge_> video call? 22:48 < bridge_> @sollybunny can we go into a call? xD 22:48 < bridge_> oke 22:48 < bridge_> I mean screenshare 22:49 < bridge_> holdon tho 22:49 < bridge_> assa heads or tails 22:49 < bridge_> sadly it was heads i shant be speaking 22:49 < bridge_> can we have 3d maps in the style of Fez ? 22:49 < bridge_> not really 3d 22:50 < bridge_> great game 22:50 < bridge_> not any skips 22:52 < bridge_> There's a bind that makes hookfly trivial, as per usual 22:54 < bridge_> remove dummy :troll: 22:59 < bridge_> Also what aim thing 23:21 < bridge_> a ddnet-rs thing, the dummy will aim towards the main char. 23:21 < bridge_> You can use that to have deepfly bind that ddnet does over the toggle hammer. 23:21 < bridge_> 23:21 < bridge_> But i don't want to make dummy more OP xd 23:27 < bridge_> i remember my experience with all fancy client that had laser customizations and outline doesn't make looks any better or worse, so i don't really get it anyway 23:27 < bridge_> clients* 23:28 < bridge_> i can get these door/dragger appearance change but not outline, current outline is good also 23:28 < bridge_> Sounds more op 23:31 < bridge_> Oh I tried to strike a balance. Goal was to make the entities distinguishable and accessible without much thought, but also letting them still be lasers (and not ultra fancy hookers with wires, or something like that) 23:32 < bridge_> can you show? gameplay footage for example 23:33 < bridge_> The bind simply makes it to where you don't need to swap between your tees, and it makes your right click hook. So you position the tee's aim and then it's all timing with right click to land the hook 23:33 < bridge_> You do all the movement on your main tee 23:33 < bridge_> so over cl_dummy_hook? 23:33 < bridge_> I believe so 23:33 < bridge_> Yeah that one is defs a huge cheat xd 23:33 < bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1365078339139797033/hookflybind.cfg?ex=680bffc5&is=680aae45&hm=06f3e4e243faa40b8d78076182aefb36aafd17bd931eee4b648afe8b249891a4& 23:35 < bridge_> The only difficulty would be repositioning the other tee for certain hookfly parts 23:35 < bridge_> But overall it's a far easier experience 23:35 < bridge_> Still probably easier with this bind than without 23:36 < bridge_> I did a wacky one where I set my dummy to hold a direction but also turn on dummy hammer 23:36 < bridge_> and then the bind turns off dummy hammer and hooks 23:36 < bridge_> I did a wacky one where I set my dummy to hold a direction but also turn on dummy hammer 23:36 < bridge_> and then the bind turns off dummy hammer and dummy hooks 23:36 < bridge_> using dummy hammer to control the dummy's movement 23:38 < bridge_> Lol ya, I think I've tried something like that in the past 23:38 < bridge_> This bind is pure ez mode in comparison 23:39 < bridge_> I'd love for dummy to be toned down if we reset points :X 23:40 < bridge_> But I'm afraid the community is too far gone for that 23:40 < bridge_> bunch of pseudo addicts 23:43 < bridge_> I'd love for dummy to be toned down if we reset points 🙊