03:52 < bridge> good evening developer 03:53 < bridge> @blazulite :justatest: 03:56 < bridge> 😈 03:57 < bridge> she WILL redesign every visible pixel that is remotely related to ddnet 03:57 < bridge> no texture or font unturned 03:57 < bridge> if I ever had the permission😔 03:58 < bridge> I think your designs are helpful 04:27 < bridge> i want multiple custom color algorithms sdjgfsdgshg raaaaa 04:27 < bridge> like if something is greyscale dont touch it :( 08:06 < bridge> pro 10:26 < bridge> Ty for the inspo btw 10:26 < bridge> (The bg artwork is a placeholder) 10:26 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1372490274550583337/image.png?ex=6826f6ad&is=6825a52d&hm=45835d2f607b822b5b3a27ecf4f40cbdfca2e0ba193aa97092dd1a6f26c23d09& 10:35 < bridge> is rust used anywhere in the codebase other than stopping me cross compiling from m1 to arm64 windows 10:36 < bridge> https://cdn.discordapp.com/attachments/252358080522747904/1348432057042206922/C60DF6305554C32B4DCAF4EEEB89DF2E.gif 10:38 < bridge> u can cross compile with rust 10:48 < bridge> im just bad 11:36 < bridge> time to improve all our 4x4 matrix multiplications 11:51 < bridge> is it possible to do an inverse corner rect in ddnet? 11:52 < bridge> like only an inside corner 11:52 < bridge> (I am talking about UI to be clear) 12:37 < bridge> No. There used to be constants for inner corners but they never worked correctly and were removed. 13:12 < bridge> @jupeyy_keks any opinions? 13:13 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1372532210292494420/screenshot_2025-05-15_13-12-12.png?ex=68271dbb&is=6825cc3b&hm=8f09060815efa0f0bce73ee624e4a6925a169b2b821106ecda8f8336141819b5& 13:13 < bridge> Still only a mock ^.^ 13:39 < bridge> Black eye looks weird 13:46 < bridge> I guess the outline is too strong on this ^^ 14:11 < bridge> more decent, but as i teased in the issue, i don't yet see the reason to colorize at all. 14:11 < bridge> 14:11 < bridge> badly matching colors always make the app look cheap. 14:11 < bridge> 14:11 < bridge> but tbh ask some graphics designer or artist. they can easily judge if it looks bad or not color wise and/or if the colors are cleanly enough separated from the overall editor ui 14:12 < bridge> more decent, but as i teased in the issue, i don't yet see the reason to colorize at all. 14:12 < bridge> 14:12 < bridge> badly matching colors always make the app look cheap. 14:12 < bridge> 14:12 < bridge> but tbh ask some graphics designer or artist. they can easily judge if it looks bad or non-matching color wise and/or if the colors are cleanly enough separated from the overall editor ui 14:13 < bridge> The color you show rarely matches the color you see ingame (since it's multiplied with a texture and that texture is often not pure white) 14:36 < bridge> Huh this map might be a selection bias since it colors a white tileset a lot 🤔 I see your point. I ignored white here, because of this reason 14:36 < bridge> is the color linked to layer color? 14:37 < bridge> might not really be helpful if you use precolored tilesets 14:38 < bridge> ye i think being able to set color is probably better for ppl who want to beorganized 14:39 < bridge> also u could try making the color a gradient from the right side instead of coloring the entire box 14:40 < bridge> I do not know how uuseful this is, an assigned color might be more interesting for people to organize layers, though storing it would require a way to extend the map format 14:42 < bridge> for me this improves readability a lot, since I can identify a layer directly by color, scrolling through 60 groups and then looking for the green one is easier, than scrolling through 60 groups and looking for the word "leaves" 14:42 < bridge> for me this improves readability a lot, since I can identify a layer directly by color, scrolling through 60 groups and then looking for the green one is easier, than scrolling through 60 groups and looking for the word "leafes" 14:42 < bridge> add a search bar ^^ 14:42 < bridge> or better grouping 14:43 < bridge> i think it would look more appealing if we had the colors assigned automatically based on layer id 14:44 < bridge> or maybe even based on group name 14:44 < bridge> layer ID changes if you move it around 14:44 < bridge> so the color would change with it 14:44 < bridge> then maybe group names would be better 14:44 < bridge> like converting the group name to some random color 14:44 < bridge> or rather a hue 14:45 < bridge> and brightness and seturation could be the same for all so that we dont end up with some eye burning colors 14:49 < bridge> what do you mean by grouping? Introducing meta groups would also change the map format. I have a lot of groups, that want to be one, but can't because if clip regions or pos x/pos y values, like this properties would be better for tilelayers instead of groups 15:06 < bridge> so umm i quickly edited the colors in gimp and i think this is something i could work with 15:06 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1372560742603161672/editor_groups.png?ex=6827384d&is=6825e6cd&hm=8a5d7aa6f1eb5a12d3e5226d8a13c72aba422c69fb2c2bc464387de6ec379084& 15:06 < bridge> honestly could be even less saturated 15:11 < bridge> The depressing editor update 15:12 < bridge> :feelsbadman: 15:31 < bridge> not bad if these are preset colors 15:31 < bridge> imo colors based on layer color isnt great 15:44 < bridge> fixed saturation 16:36 < bridge> what should i do for NAN and INFINITY constants 16:37 < bridge> i used -INFINITY in nameplates but NAN wouldve sufficed 16:49 < bridge> bump #9793 16:49 < bridge> https://github.com/ddnet/ddnet/pull/9793 16:52 < bridge> Very pastel, very demure 16:54 < bridge> lmao 16:57 < bridge> I still feel it would be more useful to let people color their layers how they like as metadata 17:02 < bridge> i agree 17:02 < bridge> give a set of 8 or so colors that u can apply with a simple button 17:57 < bridge> gonna slap you for saying demure 17:57 < bridge> get off tumblr 18:00 < bridge> holy fuck people are trolling here 18:01 < bridge> @kebscs If you let louis convince you that tune should be additive you're taking the kids 18:02 < bridge> ? 18:04 < bridge> tune must be stateful, it makes no sense to compare pickups to tune as louis has because there's very clear indicators in the UI/on your tee for ity 18:04 < bridge> tune must be stateful, it makes no sense to compare pickups to tune as louis has because there's very clear indicators in the UI/on your tee for it 18:05 < bridge> with tune there's no fucking way to tell, not even in entities xD 18:05 < bridge> so yeah it should 100% replace your entire tunelock, dont listen to him please 18:05 < bridge> if you're going to have people opening the editor to find out what insane algebraic equation results in their current tune then go for it 18:06 < bridge> also testing becomes a nightmare 18:06 < bridge> 1 tunelock off = guaranteed no tune skips 18:06 < bridge> yea true 18:06 < bridge> ALSO there should be text entities for tune 18:07 < bridge> why they've been missing for years idk 18:07 < bridge> idk why theyre so fixated on it being additive 18:07 < bridge> i dont see any benefits from it 18:07 < bridge> I understand at the least that players wont know which tune is which 18:07 < bridge> but we have tune_zone_enter, and once the player knows which number does what, it's pretty easy at that point to continue to play 18:08 < bridge> idk, you have the correct opinion though, stay winning 18:08 < bridge> how would normal tune interact with locktune? both apply or its like current implementation where the tune you're standing in takes priority? 18:09 < bridge> how would normal tunezones interact with locktune? both apply or its like current implementation where the tune you're standing in takes priority? 18:09 < bridge> i think lock took priorioty 18:09 < bridge> i think lock took priority 18:09 < bridge> that might be confusing to players, but you are describing it as "lock" tune 18:09 < bridge> ive mentioned this in the past as simply "player tune" 18:10 < bridge> so i guess your naming makes sense 18:10 < bridge> regardless, i think applying both or making the tunezone take priority, but obviously with the latter, the mapping capabilities are more limited now 18:11 < bridge> applying both would let you do fun stuff, and let ppl do the "stacking" stuff in a limited way 18:12 < bridge> cant apply both 18:13 < bridge> on a personal note, ive wanted per-player tune for years, it's made me stop mapping at many points because what i need to do for the maps im making simply isnt possible, so if this is merged im really happy :3 18:30 < bridge> I'm trying my best not to get old man status 18:34 < bridge> Learath is so old, is is basically already reborn and 12 18:35 < bridge> Can't blame him, I'd take reincarnation any time 18:57 < bridge> Btw, what does move semantics change, does it not copy the whole struct from one place in memory to another? 19:14 < bridge> I guess what I meant was copy elision, not move semantics, but you kinda need to implement both for pass by values to not need to create copies when not needed 19:43 < bridge> it should 0% replace your tunelock 19:43 < bridge> tune override should be additive too 19:43 < bridge> it makes it easier for modders 19:46 < bridge> a + b + c isn't an insane algebraic equation but maybe im the only one who passed elementary 19:46 < bridge> > Your mapping approach would only make sense if the goal was to find all powerups in random order. But since all maps are just about getting from start to finish, you could give a player some values and later give it again with more values 19:46 < bridge> not all maps are linear 19:47 < bridge> > That’s literally the point of a tune lock, to allow different players to have different tunes in the same place. If it’s ignored, there’s no way to apply tunes to just one player unless you keep splitting players into separate sections. 19:47 < bridge> 19:47 < bridge> I think it's bad mapping practice and bad gameplay to have a public tile give different powerups to two players in the same location 19:47 < bridge> this makes keeping track of ur tunes even worse tbf. "Did u grab lock before? If so then u cant go here. please check" 19:47 < bridge> ok then i can change it 19:47 < bridge> if so 19:47 < bridge> but additive is bs 19:48 < bridge> nah 19:48 < bridge> ill argue later 19:48 < bridge> i dont want argue 19:48 < bridge> just decide on 1 19:48 < bridge> ure just blocking a pr 19:48 < bridge> just decide on 1 and i implement 19:48 < bridge> i wouldve blocked a lot of prs in the past if i was able to 19:48 < bridge> or at least try to make my case for a different implementation 19:48 < bridge> i think this is smth u need to gather mapper opinion abt 19:48 < bridge> + modder opinion 19:48 < bridge> i wouldnt even mind if i could understand your position but it still doesnt make sense to me 19:49 < bridge> i guess yeah 19:49 < bridge> weapons arent exclusive on pickup so neither should tunes IMO 19:49 < bridge> how is it not more confusing this way 19:49 < bridge> they belong to the same class of powerup 19:49 < bridge> idk how u can argue against that 19:50 < bridge> Isn't this for replacement and not against? 19:50 < bridge> if Player A gets tunelock X and Player B gets tunelock Y, and both go through tunelock Z, they have diverged 19:51 < bridge> the mental load for both mappers and players is less if we allow text entities for tune and just have it replace your lock 19:53 < ws-client> vanilla master down again? 19:54 < ws-client> #nofilter 19:54 < ws-client> https://zillyhuhn.com/cs/.1747331629.png 19:54 < bridge> #6134 19:54 < bridge> https://github.com/ddnet/ddnet/issues/6134 19:54 < ws-client> last zcatch server alve 19:57 < bridge> ya i didnt know if there was an issue already 19:58 < bridge> I would be happy even if it was ctrl+shift+d only 20:04 < bridge> u can see tunings in debug 20:04 < bridge> Can't we just like... have both? Have both additive and full replacement tunes 20:05 < bridge> because the idea of stackable pick-ups seems super fun for nonlinear maps 20:06 < bridge> Additive tunes is a large prediction issue that'll require a lot of thinking 20:07 < bridge> are the borders of tune zones predicted properly? 20:09 < bridge> Not yet, but there was a proposal to fix it iirc 20:11 < bridge> I was just thinking that if prediction is only based on current tune then it should work just fine even if current tune is calculated in a more complicated way 20:12 < bridge> I really don't think it makes much of a difference... it's just a headache for no reason 20:13 < bridge> and this is coming from someone who extensively uses tune 20:13 < bridge> maybe more than any other person 20:13 < bridge> there's ofc stuff you cant do without additive, but most cases you want are covered by replacement 20:14 < bridge> and if you need to reset someone's tunelock to a previous state, you can use CP logic for that 20:15 < bridge> would need to rewrite how tunes work for this 20:15 < bridge> client just knows about tunes on map and predicts based on that 20:15 < bridge> if everyone would have additive compeletly random values you would need huge snaps for evey player to predict correctly 20:16 < bridge> oh right 20:17 < bridge> then again, if we didn't send snapshots that contain *everything* all the time... 20:17 < bridge> but that's an even bigger change 20:18 < bridge> Yes, major rework that is very likely to accidentally break stuff 20:19 < bridge> then why they fight for additive tunes that arent going to happen? 20:21 < bridge> Because it is actually more useful to them. I can see additives being far easier to use for mappers 20:22 < bridge> but more confusing to players 20:22 < bridge> I doubt that. Either is very confusing to players anyway 20:22 < bridge> Randomly a tune zone gets applied to you and won't change when you get into other tune zones 20:24 < bridge> yea thats the point 20:25 < bridge> imo this should be used to apply the lock to players once and thats it 20:25 < bridge> like dummy map with 0 grav dummy for half the map 20:27 < bridge> I think this is down to just good mapping 20:27 < bridge> though I guess it'd be easier if we could hide quads when the player has a certain tune locked, so we could make pick-ups look like actual pick-ups 20:30 < bridge> no visual indicator means they shouldnt be used as powerups is what i mean 20:31 < bridge> https://blog.rust-lang.org/2025/05/15/Rust-1.87.0/ 20:35 < bridge> kebs HATES safe architecture intrinsics 20:36 < bridge> recently i’ve been wanting pop_if and such for queue/stack based types 20:37 < bridge> u can take a reference to it first but if you’re intending to pop conditionally you can’t do it in any sort of FnOnce method after because it creates mutable borrowship issued 20:37 < bridge> u can take a reference to it first but if you’re intending to pop conditionally you can’t do it in any sort of FnOnce method after because it creates mutable borrowship issues 20:37 < bridge> gotta assign it first 20:39 < bridge> its only 8 ints per person (if 256 tunes are used) 20:39 < bridge> true but all tune sneed visuals imo 20:39 < bridge> sneed 20:39 < bridge> i think additive + separate tiles that lock and unlock would work for both 20:40 < bridge> well idk. then it gets rly rly complicated since its complicated on top of complicated 20:40 < bridge> you're right in that most maps only need a dummy tune at the start etc. but i can see additive being nice for modders and some maps for non ddr modes 20:41 < bridge> its only 8 ints per person