00:00 < bridge> idk how the forum is hosted at al 00:00 < bridge> idk how the forum is hosted at all 00:01 < bridge> or we can just put an ID on the main website body tag, either works 00:02 < bridge> i just cant do any markup changes without every template 00:05 < bridge> index.php can be drastically simplified as well, there's a lot of duplication 00:15 < bridge> afaict skins/index.php does not need to be a PHP template 00:15 < bridge> it's HTML/JS with some inline CSS 00:17 < bridge> ah it's an include 00:22 < bridge> _assets or _uploads for the name of included images in posts? 00:22 < bridge> _assets or _uploads for the directory name of included images in posts? 00:23 < bridge> i think _uploads is more correct, since they are only used in per-post pages 00:32 < bridge> facebook page hasnt been used since 2022, are we still supporting the link to this? 01:30 < bridge> ```md 01:30 < bridge> [DDRace Wiki](http://wiki.ddnet.org/)``` 01:30 < bridge> Technically this should be DDNet 01:30 < bridge> it affects the post handle too thuogh 01:30 < bridge> it affects the post handle too though 01:31 < bridge> I just went through and audited all links on every post, gg 02:04 < bridge> че кто тут сидит 02:04 < bridge> я грумер бичей 02:08 < bridge> Orphaned uploads (or missing template in repo): 02:08 < bridge> ``` 02:08 < bridge> /8.png (missing from an existing newyear event page?) 02:08 < bridge> /bday4.png (there is no 4th bday page; what happened?) 02:08 < bridge> /bus.png (funny image, likely from a missing/deleted post) 02:08 < bridge> /ddnet2.png (ddnet2.svg is used instead) 02:08 < bridge> /ddnetchl.png (no idea what this would have been for) 02:08 < bridge> /ddnetusa.png (^ or maybe an event) 02:08 < bridge> /ddnet-small.png (probably used in a missing template, but if not in the main template, then where?) 02:08 < bridge> /full.png (funny image, likely from a missing/deleted post) 02:08 < bridge> /greenlight.jpg (likely unused, a different greenlight image is used somewhere) 02:08 < bridge> /json.svg (known missing template in repo) 02:08 < bridge> /Kobra_4.png (probably uploaded by mistake, the tournament page references the map thumbnail) 02:08 < bridge> /lasers.png (missing event page?) 02:08 < bridge> /lasers2.png (^) 02:08 < bridge> /lasers3.png (^) 02:08 < bridge> /pixel.png (probably used as a weird hack in some missing template/src) 02:08 < bridge> /spookynet_1.svg (used only on halloween?) 02:08 < bridge> /spookynet_2.svg (^) 02:08 < bridge> /Strategic_Paraplegic.png (same case as Kobra_4.png) 02:08 < bridge> /Stronghold_3.png (^) 02:08 < bridge> /tower.png (it's a tower idk, likely from a missing/deleted post) 02:08 < bridge> /triangle.png (cool triangle but ^) 02:08 < bridge> /votes.png (probably informational post, missing/deleted? i couldn't find one) 02:08 < bridge> /youtube.svg (probably missing template)``` 02:09 < bridge> yeesh, that took me ages 02:09 < bridge> oh, there IS a 4th birthday post. why is the image not used there? 02:10 < bridge> when will ddnet switch to a static site generator like hugo 👀 02:11 < bridge> ```diff 02:11 < bridge> -[](http://steamcommunity.com/sharedfiles/filedetails/?id=506147661) 02:11 < bridge> +[](http://steamcommunity.com/sharedfiles/filedetails/?id=506147661) 02:11 < bridge> ``` 02:11 < bridge> This is how im changing all the `_posts` btw 02:11 < bridge> i mean, in a sense the _posts are static 02:12 < bridge> you have a generic template and just write markdown files and run the generator. 02:12 < bridge> its really close to what deen is doing already 02:12 < bridge> would be fine, other areas need PHP though 02:14 < bridge> https://gohugo.io/ 02:15 < bridge> ```diff 02:15 < bridge> -...[DDNet.tw/stats/sql.js](https://ddnet.org/stats/sql.js/) 02:15 < bridge> +...[DDNet.org/stats/sql.js](https://ddnet.org/stats/sql.js/)``` 02:15 < bridge> I know we normally just set it and forget it for usage of the old domain, but since this page is informational I think the name of the link should be changed as well as the location 02:15 < bridge> for `/news/database-sql-interpreter/` 02:16 < bridge> beep bop boop 02:16 < bridge> hello there 02:16 < bridge> have a good day gorp 02:16 < bridge> imma go sleep 02:16 < bridge> im having a better one now that im doing things 02:16 < bridge> have good sleep 02:16 < bridge> thanks big g 02:16 < bridge> probably like 3 PRs incoming 02:18 < bridge> ```diff 02:18 < bridge> -...[Speedrun.com](https://www.speedrun.com/ddracenetwork_ddnet) 02:18 < bridge> +...[Speedrun.com](https://www.speedrun.com/ddnet)``` 02:18 < bridge> The redirect is handled but it should match the new handle 02:18 < bridge> Who knows how long they hold their redirects for 02:29 < bridge> deen, feel free to change the name of the directory as you see fit, i just thought `_uploads` should automatically be ignored by whatever routing you're using 02:31 < bridge> I didn't include the nitpicks or potentially existing references in missing templates 02:31 < bridge> I didn't include the nitpicks or deletion of potentially existing references in missing templates 02:32 < bridge> blocked on updating styles of other templates, but I will do some CSS hacks for now if you don't mind 02:35 < bridge> Orphaned uploads (or missing template in repo): 02:35 < bridge> ``` 02:35 < bridge> /8.png (missing from an existing newyear event page?) 02:35 < bridge> /bday4.png (why isn't this image used in the 4th birthday post?) 02:35 < bridge> /bus.png (funny image, likely from a missing/deleted post) 02:35 < bridge> /ddnet2.png (ddnet2.svg is used instead) 02:35 < bridge> /ddnetchl.png (no idea what this would have been for) 02:35 < bridge> /ddnetusa.png (^ or maybe an event) 02:35 < bridge> /ddnet-small.png (probably used in a missing template, but if not in the main template, then where?) 02:35 < bridge> /full.png (funny image, likely from a missing/deleted post) 02:35 < bridge> /greenlight.jpg (likely unused, a different greenlight image is used somewhere) 02:35 < bridge> /json.svg (known missing template in repo) 02:35 < bridge> /Kobra_4.png (probably uploaded by mistake, the tournament page references the map thumbnail) 02:35 < bridge> /lasers.png (missing event page?) 02:35 < bridge> /lasers2.png (^) 02:35 < bridge> /lasers3.png (^) 02:35 < bridge> /pixel.png (probably used as a weird hack in some missing template/src) 02:36 < bridge> /spookynet_1.svg (used only on halloween?) 02:36 < bridge> /spookynet_2.svg (^) 02:36 < bridge> /Strategic_Paraplegic.png (same case as Kobra_4.png) 02:36 < bridge> /Stronghold_3.png (^) 02:36 < bridge> /tower.png (it's a tower idk, likely from a missing/deleted post) 02:36 < bridge> /triangle.png (cool triangle but ^) 02:36 < bridge> /votes.png (probably informational post, missing/deleted? i couldn't find one) 02:36 < bridge> /youtube.svg (probably missing template)``` 02:37 < bridge> we ought to just ditch this block, the separation above and below is so awkward. looks fairly normal with it deleted (2) 02:37 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1379982492907475104/image.png?ex=68423859&is=6840e6d9&hm=3e0d5bb3426cb55b335de47dc489df567099e9dccc1138cb8cfab8e25c8d5c71& 02:37 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1379982493243146401/image.png?ex=68423859&is=6840e6d9&hm=3db598279bb31afed090572c509b12a873c80e5214e406fbe0ddac2e2cc929d0& 03:12 < bridge> <12944qwerty> i'm trying to build on windows in vsc. 03:12 < bridge> <12944qwerty> I got the error in the image. Any clue why? 03:12 < bridge> <12944qwerty> I think it refers to file `src\rust-bridge\engine\shared\rust_version.cpp` 03:12 < bridge> <12944qwerty> https://cdn.discordapp.com/attachments/293493549758939136/1379991260798124064/image.png?ex=68424083&is=6840ef03&hm=2589499a1fb4423102638bf71d18172542f36bcf59dce527b9bb1b17a990b575& 03:13 < bridge> is rust a requirement to build the game now 03:14 < bridge> <12944qwerty> it says it is... 03:14 < bridge> <12944qwerty> and in the readme 03:15 < bridge> `rustc --version` or `cargo --version` ? 03:15 < bridge> <12944qwerty> 1.86.0 03:15 < bridge> <12944qwerty> should be recent 03:16 < bridge> that's what i have too xd 03:16 < bridge> not sure sorry :( 03:19 < bridge> ```css 03:19 < bridge> .block2 table { 03:19 < bridge> margin: 0 0 0 -1em; 03:19 < bridge> }``` 03:19 < bridge> why do we do this stuff man 03:19 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1379992974187823205/image.png?ex=6842421c&is=6840f09c&hm=7a9fbe45872571fc1564fcba538b2533d5fad0805e52bdb2f66b0c0b67502bc7& 03:19 < bridge> <12944qwerty> are you on win and vsc too? 03:19 < bridge> no and no 03:20 < bridge> and not editing anything for the client/server xD 03:20 < bridge> im just webposting rn 03:31 < bridge> I like whoever changed settingscommands to show another background color on hover for table rows. I think we should apply this to other areas as well and use `var(--darken)` like I'm doing for many other components. Here's some examples (breaks a lot in [5] and a bit in [6], anywhere with multiple columns that overlap) 03:31 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1379996054648520775/image.png?ex=684244fa&is=6840f37a&hm=08e2b7ccbe71ed000cffa6a085d9f0647c2579f6f151b2ffc8e270c59f3dfe2c& 03:31 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1379996054874882131/image.png?ex=684244fa&is=6840f37a&hm=862ecaab010e319c889dfc5210b9806bb32c080fc70f66caba8d5dadcfca0c43& 03:31 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1379996055084601406/image.png?ex=684244fa&is=6840f37a&hm=fb0e6c495381a9fb6bf3519528d6efeb27fc27c7e301234293a0b36e44c114aa& 03:31 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1379996055298375740/image.png?ex=684244fa&is=6840f37a&hm=45f6a28e0cc43f94443cda29a6c0a7359d9c33d64360aa7c98b05f6409ea339b& 03:31 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1379996055512416317/image.png?ex=684244fa&is=6840f37a&hm=3af25109cbd3cc49bf5800f05aff7a99dd9563bd0abca6cf74d2302e636e0095& 03:31 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1379996055784919212/image.png?ex=684244fa&is=6840f37a&hm=a40e74ded1227b87fbf0d64181ead8d24f2a2bb7afc25c82feda4cf83ae2e9e4& 03:33 < bridge> More compact spacing + dark mode for typeahead boxes, dark UI "button" style for `.back-up` 03:33 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1379996558732558516/image.png?ex=68424572&is=6840f3f2&hm=79aec565a8519c6ee13659d3804155042a0dd0487ab1720ea121382795bf9853& 03:33 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1379996558946209893/image.png?ex=68424572&is=6840f3f2&hm=ca38394006a04aa2a4290f637dadde6f19a23744644df0f81f63a39da4b746b3& 03:46 < bridge> the rust build prob failed and it silently didn’t link the resulting obj file 03:50 < bridge> <12944qwerty> how would i fix 03:50 < bridge> look for more build output 03:50 < bridge> <12944qwerty> i barely use rust idk how it works properly 03:51 < bridge> it should error but cmake in visual studio is hard to navigate 03:51 < bridge> it may be easier to weed out on the command line 03:51 < bridge> <12944qwerty> o how did i not see this 03:51 < bridge> <12944qwerty> https://cdn.discordapp.com/attachments/293493549758939136/1380001073300897862/image.png?ex=684249a7&is=6840f827&hm=14890ca5c09ecff7665ddc4995e084b26804f095efc30f9ebc88d72ff5077355& 03:51 < bridge> if u went into tools>developer cmd and did cmake —build i think it’d be clearer 03:51 < bridge> oh weird 03:51 < bridge> are you on 32 bit windows 03:52 < bridge> <12944qwerty> no 03:52 < bridge> <12944qwerty> lemme double chekc 03:52 < bridge> <12944qwerty> i shouldn't bee 03:52 < bridge> it might just be the target arch in the top dropdown 03:52 < bridge> <12944qwerty> i shouldn't be 03:52 < bridge> ur on x86 instead of 64 03:52 < bridge> wherever it says run whatever 03:53 < bridge> <12944qwerty> nope i'm on 64 bit 03:53 < bridge> <12944qwerty> https://cdn.discordapp.com/attachments/293493549758939136/1380001480827867257/image.png?ex=68424a08&is=6840f888&hm=20f2bf4f226b5be94cb758d97d01894a75d43d5071fafe734c7256dab2ac1501& 03:53 < bridge> both os and target? 03:53 < bridge> <12944qwerty> oh you mean config 03:53 < bridge> <12944qwerty> uh 03:54 < bridge> vs under cmake is a multi-config generator you should be able to change the target arch without reconfiguring if you have multiple options there 03:54 < bridge> <12944qwerty> i'm doing vsc not vs btw 03:54 < bridge> oh 03:54 < bridge> i’d recommend msys2 ngl 03:55 < bridge> same deal in vscode tho edit ur launch config json or whatever 03:57 < bridge> <12944qwerty> now i've got other unresolved symbosl 03:57 < bridge> <12944qwerty> i didn't want to use vs lmao 04:03 < bridge> it’s not great 04:03 < bridge> but you are using the visual studio generator under cmake 04:04 < bridge> for msbuild 04:08 < bridge> <12944qwerty> yeah 04:08 < bridge> <12944qwerty> i've never done c stuff on windows before 04:08 < bridge> <12944qwerty> but i don't feel like using my mac since i play ddnet on my desktop 04:34 < bridge> <12944qwerty> anyone recognize this/why it keeps happening 04:34 < bridge> <12944qwerty> https://cdn.discordapp.com/attachments/293493549758939136/1380011901026832434/image.png?ex=684253bc&is=6841023c&hm=75a30e85143ac87d4e3cec951a9d2358ca4400a4b2447bfcbde352e5ad5e172a& 04:50 < bridge> i could explain the semantics of the issue but not the specific cause 04:51 < bridge> in principle the symbols that are unresolved come from a .obj or .rlib file which is intended to be in the build directory at the time the linker is run 04:52 < bridge> those mangled names are from headers generated by rust code for the FFI and indicate the build for that portion has failed, if you’re missing those symbols 05:06 < bridge> <12944qwerty> rust why you be like this 05:07 < bridge> it rly doesn't say? 05:07 < bridge> cmake can find rust, right? 05:07 < bridge> <12944qwerty> yeah 05:07 < bridge> <12944qwerty> it should 05:07 < bridge> <12944qwerty> https://cdn.discordapp.com/attachments/293493549758939136/1380020290028830790/image.png?ex=68425b8c&is=68410a0c&hm=70efc726848068a2a3e523198b3404defe13cbdc9d61bd45fbe97ee5f131fe9a& 05:07 < bridge> <12944qwerty> could this be something 05:10 < bridge> Yes 05:10 < bridge> can you see the cmake output 05:10 < bridge> can you see the rust compiler output at all? 05:10 < bridge> cant u cd into the location you're building it from and run cmake just to scroll through and see the process chronologically 05:17 < bridge> <12944qwerty> uh 05:19 < bridge> <12944qwerty> it just shows me the same thing 05:20 < bridge> <12944qwerty> that is the cmake output 05:23 < bridge> <12944qwerty> what is cmake suposed to be because I don't have a cmake command and the cmake extension uses `C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools\Common7\IDE\CommonExtensions\Microsoft\CMake\CMake\bin\cmake.exe` 05:24 < bridge> bcs youre using visual studio build tools all your commands are in there 05:24 < bridge> you have to run the rigbt right vcvars script 05:25 < bridge> on msys2 u can just use pacman and it integrates very well with vscode 05:25 < bridge> i think those are the default build instructions anyway 05:26 < bridge> <12944qwerty> have you tried wsl? 05:26 < bridge> yes but it accomplishes something else 05:27 < bridge> that doesnt make windows binaries 05:27 < bridge> that makes linux binaries that run under wsl 05:27 < bridge> msys2 offers a similar emulation layer for linux apis through cygwin but mostly only the build tools that really need it are the ones using it 05:28 < bridge> but most packages are in the ucrt64 environment which uses the windows universal c runtime and it's just as if it was compiled with visual studio in that respect 05:28 < bridge> the only difference is the compiler 05:41 < bridge> <12944qwerty> hm, so i can now install linux binaries and it will compile ddnet to windows instead? 05:41 < bridge> no they're windows executables compiled to have header functionality 05:41 < bridge> linux system apis 05:44 < bridge> <12944qwerty> this is too confusing 05:44 < bridge> <12944qwerty> why must windows be so difficult for dev 05:45 < bridge> anyone available to test my CSS changes and give feedback? it's a lot 06:02 < bridge> fuck it actually i think it looks way better anyway 06:03 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380034237700243466/image.png?ex=6842688a&is=6841170a&hm=f3a810f791782e6c91a26e7e34fc867481259b3709ba95b90ecac34cdafae2a6& 06:04 < bridge> can we swap "Dummy Server" and "S-Class" around? I always felt it was weird to display category as the main heading, even if it is for browsing maps as a cursory thing here 06:04 < bridge> new hover color, i think it's better 06:04 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380034526860021833/image.png?ex=684268cf&is=6841174f&hm=d718e91b2301f9328260b10c906625d6449ab438063d8ca302a64f9f2dc5a212& 06:04 < bridge> old color felt muted and was hard to see on grey bgs 06:05 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380034748335788072/image.png?ex=68426903&is=68411783&hm=fdca7480971b94b24c1b03c7f52b8a19da308f9280bf01bfb77063e057eacb43& 06:06 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380034983892095088/image.png?ex=6842693b&is=684117bb&hm=e3a27216b28a5d005938740b421544a023336bede230b4b988e15b04a9bb6a28& 06:06 < bridge> the content shift from the variable heights drives me crazy lol 06:06 < bridge> but i think min-height is a bad idea 06:07 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380035225899237446/image.png?ex=68426975&is=684117f5&hm=5bd6af3b17602057181101aa28fef995d681bd353ba12925bf084838d1072163& 06:07 < bridge> Stats page is unchanged, it's too difficult to work with the tables there 06:09 < bridge> I put some max-width on the staff containers, felt like they were really running wide 06:09 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380035744826917004/image.png?ex=684269f1&is=68411871&hm=674df144d0b8fea4b1edc2e291c72529cf7e2e3743fe3037252631b295d15f70& 06:09 < bridge> oh i guess this needs the border now, forgot i added that to the other components 06:09 < bridge> I tried to follow the UI in game as best I could for rounding 06:10 < bridge> fixed 06:10 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380036060913995836/image.png?ex=68426a3c&is=684118bc&hm=82d0855f2a17f30c76b3289608081fe4ce3b475045b45f4b6896ab4c67d523a0& 06:10 < bridge> it says the output is not created. have you checked your rust target is installed 06:11 < bridge> <12944qwerty> it's there 06:11 < bridge> <12944qwerty> i see the cargo file and rustcinfo file 06:12 < bridge> i mean the target matching your target arch 06:12 < bridge> which is x64 06:12 < bridge> Best way here would be to change the verbage from "Server" to "Map", then stick it in the 3rd line like "Moderate Map by Mapper" 06:12 < bridge> ustc --print target-list 06:12 < bridge> `rustc --print target-list` 06:13 < bridge> all spacing bugs were fixed 06:13 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380036763887599647/image.png?ex=68426ae4&is=68411964&hm=a6b2d4a7c75d25076fafd227a6ac280e3fb7689ecfcba9bfe9e45978765f4347& 06:13 < bridge> Maps get the highlighted table color as well 06:14 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380036910122270850/image.png?ex=68426b07&is=68411987&hm=0b9e4fa33f74fa1f1c0c24977d16c5bcb7fb953e6434e76811796b2c5d79f2c4& 06:14 < bridge> <12944qwerty> what am i looking for... there's too many lines 06:14 < bridge> celebratory flair for finishing all maps in a category 06:14 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380036992653328404/image.png?ex=68426b1a&is=6841199a&hm=a2149a8cc3545bc8bc88ef856ac409aeea0ad339f607e0f5b983d2ce1c24171a& 06:14 < bridge> Unfinished maps (hidden) 06:14 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380037058856489050/image.png?ex=68426b2a&is=684119aa&hm=8a7e6150dbcdd7eec499bc4787f834faf48c95cb9e7d2b2ddb3f588347569005& 06:15 < bridge> Unfinished maps (shown, indicated by bg color when toggled) 06:15 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380037163772674160/image.png?ex=68426b43&is=684119c3&hm=4674b1cf22a698589a2fd4164519635a2e03151da913a2fdd05fd6748752e497& 06:15 < bridge> Compare typeahead component is still broken, not sure if I forgot to actually push this some years ago, if it never worked to begin with, or if there's been some regression 06:16 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380037411945320589/image.png?ex=68426b7e&is=684119fe&hm=f0d9ebae50bbb308d68dd1480bef02039f6443c175ec775bde05619d1bc87e8b& 06:16 < bridge> probably the first or second thing 06:16 < bridge> <12944qwerty> i only see nvptx64-nvidia-cuda and i don't have nvidia... 06:16 < bridge> ah wait 06:17 < bridge> that was everything not just installed 06:17 < bridge> rustup target list --installed 06:17 < bridge> i assume you have used rustup 06:18 < bridge> Downloads (desktop) 06:18 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380038018320306278/image.png?ex=68426c0f&is=68411a8f&hm=b7533d17130e5a004e1bbd92ad7d3031123774308bca8bdc49de62ef2f22bc6e& 06:18 < bridge> Downloads (tablet down) 06:18 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380038111316152390/image.png?ex=68426c25&is=68411aa5&hm=985eab4267965ad6ef1f94cefc0dfffa62f1f714e925bc962baa7596b80e2f89& 06:19 < bridge> @0xdeen rather discuss here beforehand before I make a PR, you know how terrible I am with git 06:21 < bridge> ah forgot something, i changed map and ranks pages a bit to have the border on the thumbnail for consistency and also made sure teamranks dont cause the page to wrap on desktop 06:21 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380038772988706927/image.png?ex=68426cc3&is=68411b43&hm=5d0efc255444414d7c56f053367da03f94df7793183e64e1f8f9e10f1bfdbc92& 06:21 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380038773303283832/image.png?ex=68426cc3&is=68411b43&hm=53b2af0ac797145270b5615c3fed997a6c98bcc3c76192aca905161a1b8e7c89& 06:21 < bridge> they like discussions on github 06:22 < bridge> <12944qwerty> x86_64-pc-windows-msvc 06:22 < bridge> I'm not creating an issue for something that is just a UI overhaul, plus I would also like non-GH users to see these 06:22 < bridge> when it comes down to it ill post the screenshots in the PR 06:23 < bridge> wrap this thing in a container im begging youy 06:23 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380039307426922506/image.png?ex=68426d42&is=68411bc2&hm=66aa1da8989e02ff9173e76ce7791e66e69968278ee179247f84208294a7dad6& 06:23 < bridge> wrap this thing in a container im begging you 06:23 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380039307426922506/image.png?ex=68426d42&is=68411bc2&hm=66aa1da8989e02ff9173e76ce7791e66e69968278ee179247f84208294a7dad6& 06:23 < bridge> looks correct idk.. I encountered a similar issue before and I forgot how I solved it 06:23 < bridge> I have to push it down piggybacking on elements that come before it 06:25 < bridge> kinda funny/misc thing, on the live site this image has so much dead space on the right side of it that in order for it to appear "flush" with the main container it overlaps the page, that's why in my examples (and in this screenshot showing the border) it seems farther left 06:25 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380039865579864084/image.png?ex=68426dc7&is=68411c47&hm=8fd9a291807bca7c1b19564ce3cac83b73885497cb601fc532e7180ab0ed0c6c& 06:26 < bridge> it was making some elements of some pages hard to click 06:28 < bridge> oh and i styled this tiny little thing on the corner of the Points Calculation explanation, it's a pretty nice button, we should use it in more blocks like this 06:28 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380040437624213595/image.png?ex=68426e50&is=68411cd0&hm=20e59baa847146ba5677d0b93a46b8e9f504b89711ea99cb76e2d4ebbcf5b039& 06:30 < bridge> I had the idea also to colorize some stuff like stats but, imo it's outside of the scope of this PR, i just wanted to change the look of things without introducing extra logic 06:32 < bridge> <12944qwerty> https://cdn.discordapp.com/emojis/888791516607303743.gif?size=48 06:33 < bridge> what command did you use to configure cmake 06:34 < bridge> have you tried ninja as generator? since it seems you are currently using msbuild 06:37 < bridge> <12944qwerty> just used the extension cmake tools and then cmake configure cmmmand 06:37 < bridge> <12944qwerty> and now cmake build 06:37 < bridge> <12944qwerty> and now cmake build/run w/o debug 06:38 < bridge> use cmake show configure command 06:38 < bridge> ! 06:40 < bridge> alternate row colors like the finished maps list would be nice here 06:40 < bridge> everywhere really 06:42 < bridge> oh wait this actually work rn? 06:42 < bridge> These are examples of what it would look like after I merge everything 06:42 < bridge> <12944qwerty> what am i looking for (apparently no command, but I can look at this CmakeCache file) 06:44 < bridge> uh i have this tho.. 06:44 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380044473395970188/image.png?ex=68427212&is=68412092&hm=0c5e9b5982208815f492f37636877ed501b3c87c9ffeefe77b8eccc6007e5690& 06:44 < bridge> if anyone wants to preview themselves: https://userstyles.world/style/22669 06:44 < bridge> <12944qwerty> i don't see that 06:44 < bridge> <12944qwerty> nvm 06:45 < bridge> I really want that highlighted and borders 06:45 < bridge> thats cute i like that :owo: 06:45 < bridge> you think the contrast is alright? i was messing with it for a long time 06:46 < bridge> i kept getting "jumpscared" by it trying to scroll down and not expecting it 06:46 < bridge> <12944qwerty> ok using the command it gave, this is the output: 06:46 < bridge> <12944qwerty> https://cdn.discordapp.com/attachments/293493549758939136/1380044974413840405/image.png?ex=68427289&is=68412109&hm=ba8e95d4c5c2ec63cb0af087ce777294321af205a475be97688541151dde4c42& 06:46 < bridge> but then it was too low to even be noticable 06:46 < bridge> I should probably add borders to the sides of tables too 06:46 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380045203339214878/image.png?ex=684272c0&is=68412140&hm=f21cd2553492e92518447b2ab9f2213a5ee5df4d8482bceb597f37acbf2a9389& 06:47 < bridge> feels like now half the site is abiding by this "bubble box container" style and some places aren't 06:48 < bridge> i actually just wanted to check what is the command.. can you try change `-G ""` to `-G "Ninja"` and run again 06:50 < bridge> probably bcs most of everything else has kind of a darker tone and this with the text is more lighter, but i honestly think it looks nice when its standing out 06:50 < bridge> <12944qwerty> https://cdn.discordapp.com/attachments/293493549758939136/1380046159996780564/image.png?ex=684273a4&is=68412224&hm=536907945bcff9fc00efecf2c87a95b9c5897919e7c2f64b69c31b318280a10b& 06:50 < bridge> i know i struggled so many times when scrolling trying to find this exact text 06:50 < bridge> when looking at other's profiles 06:51 < bridge> yea its just kinda like a line right now xd 06:52 < bridge> okay the alternating color is huge this is a lot better 06:52 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380046483189010523/image.png?ex=684273f1&is=68412271&hm=4b7322f8d7ae81c4f1297a0bcdb7c1e14be4947a920d12332c3ac1c9664fbe45& 06:57 < bridge> can u use this and select add>create from compiler 06:57 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380047926545612830/image.png?ex=68427549&is=684123c9&hm=852af41ae5b7cdba5c4b040d44628b773cb5c05c351f4bb077d4ec3aff5f517f& 06:58 < bridge> <12944qwerty> that's not an option for me 06:58 < bridge> and choose ddnet[recomended] 06:58 < bridge> what is not? select configure preset or the later 06:59 < bridge> I'm on chinese so the translation could be different 06:59 < bridge> <12944qwerty> select configure preset 06:59 < bridge> hmm 06:59 < bridge> <12944qwerty> what is it in chinese 06:59 < bridge> then use cmake: add configure preset 06:59 < bridge> <12944qwerty> not there 07:00 < bridge> <12944qwerty> https://cdn.discordapp.com/attachments/293493549758939136/1380048486170365972/image.png?ex=684275cf&is=6841244f&hm=2c3be69d2f593fa186c78eacb2cee9d9183b217cf9d01ff85852b6765ae6a03f& 07:02 < bridge> change folder settings? 07:02 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380049046202355813/image.png?ex=68427654&is=684124d4&hm=663e6dac939867b625a9b52e6e28eecd0af341c1f5d936c7450fb7ee7654fe06& 07:02 < bridge> <12944qwerty> was on aut 07:02 < bridge> change to always maybe 07:02 < bridge> <12944qwerty> ok yeah i see both options now 07:02 < bridge> <12944qwerty> w 07:03 < bridge> <12944qwerty> what do i do in making the preset then 07:03 < bridge> https://discord.com/channels/252358080522747904/293493549758939136/1380048007617183775 07:03 < bridge> <12944qwerty> not on there 07:03 < bridge> what do you have 07:03 < bridge> <12944qwerty> nothing 07:03 < bridge> <12944qwerty> i can only add my own 07:04 < bridge> can you screenshot 07:06 < bridge> <12944qwerty> https://cdn.discordapp.com/attachments/293493549758939136/1380050119390662696/Animation.gif?ex=68427754&is=684125d4&hm=d495c952d6e95b1e8e0b34a8e8e274b4ef669dbfc1e0c1adcd409120d657e45b& 07:06 < bridge> these goofy ahh flags add 1px to the table row span, look i removed some 07:06 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380050168019423273/image.png?ex=68427760&is=684125e0&hm=447afb10820e6830f7758ed81e0392a0bb9fc87060d6c183419fe6284489332d& 07:07 < bridge> so on certain layouts with flags/no flags side by side it looks messed up 07:11 < bridge> <12944qwerty> @pioooooo 07:15 < bridge> Select creat from compiler and you should see it 07:17 < bridge> <12944qwerty> from what compiler? 07:17 < bridge> <12944qwerty> huh 07:23 < bridge> <12944qwerty> imma head off to bed, i'll see if i get it working in the morning 07:25 < bridge> CHAT I THINK I COOKED 07:25 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380054939434483752/image.png?ex=68427bd1&is=68412a51&hm=6ddd14a10db4c1142f0d759bf4e193584ad8e9d2e8ef1a38de9d541d3923eb5e& 07:26 < bridge> it's more subtle than the other boxes, its just purely to make it more readable 07:26 < bridge> (and i cant round the corners) 07:29 < bridge> HOLY GUACAMOLE 07:29 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380055902740283473/image.png?ex=68427cb7&is=68412b37&hm=698850437593767dfba82586b3fbe1dd330a6a88c81f7b4600a513affe9c3edb& 07:33 < bridge> idk why guacamole but i really love this 07:51 < bridge> ye its cool 07:51 < bridge> the acyual headers could probably be stylized a bit tbf 08:15 < bridge> for me i have these, with the ddnet one specified in file `/other/vscode/ddnet-cmake-tools-kits.json`. you can try create a preset with MSVC and change preferredGenerator to Ninja. after that you can try to see what command does the build system actually fails at 08:18 < bridge> <12944qwerty> I'm not at my computer anymore but is the other folder something you made? 08:18 < bridge> <12944qwerty> Oh is ddnet-cmake-tools-kit your preset location or smth else 08:37 < bridge> it's something preset provided by ddnet 08:37 < bridge> it's some preset comes with the source code 08:43 < bridge> @ryozuki Hello mr llvm pro, I hve a quston, is this https://github.com/llvm/llvm-project/blob/3172c618956c0523846a98c3c5044df5a4b551b2/llvm/lib/Target/X86/GISel/X86InstructionSelector.cpp#L629-L683 the function which turns generic `G_STORE` instruction into machine specific one(using Global Isel)? 08:43 < bridge> For example: 08:43 < bridge> ```llvm 08:43 < bridge> %0:gpr(p0) = G_FRAME_INDEX %stack.0.b 08:43 < bridge> G_STORE %1(s64), %0(p0) :: (store (s64) into %ir.b) 08:43 < bridge> ``` 08:43 < bridge> 08:43 < bridge> into 08:43 < bridge> 08:43 < bridge> ```llvm 08:43 < bridge> MOV64mr %stack.0.b, 1, $noreg, 0, $noreg, %1 :: (store (s64) into %ir.b) 08:43 < bridge> ``` 09:08 < bridge> @patiga: how does peer to peer even work? How do clients know who to contact and how can they talk to each other if both are behind NAT like many households 09:53 < bridge> its not a serious project, it only needs to work in a local network. also for discovery its alright to need to know a peer that's already in the network 10:01 < bridge> Why would you wrap TcpStream into an arc anyway? 10:01 < bridge> I'd split them into read & write. 10:01 < bridge> 10:01 < bridge> Now the question would be do you like to have a single write _thread_ or can multiple tasks call to write? 10:01 < bridge> Then you'd need to think about using a mpsc or a mutex from tokio. 10:03 < bridge> But in any way you need mutable access to the write stream 10:06 < bridge> I wasn't aware of split, but yea that one sounds right. Yesterday I created those beautiful types 10:06 < bridge> ```rs 10:06 < bridge> type TcpReceiver = SymmetricallyFramed, Event, SymmetricalJson>; 10:06 < bridge> type TcpSender = Arc, Event, SymmetricalJson>>>; 10:06 < bridge> ``` 10:06 < bridge> Not sure if those will continue to work or if I have to modify them some time 10:06 < bridge> I think multiple tasks being able to write makes the code less complex 10:07 < bridge> Apparently tokio even has an example for a immutable write stream: 10:07 < bridge> https://docs.rs/tokio/latest/tokio/net/struct.TcpStream.html#examples-12 10:07 < bridge> 10:07 < bridge> Doesn't look fancy but might save you a mutex 10:07 < bridge> Question is anyway if you need your packets in order etc. 10:07 < bridge> I honestly didn't read your requirements exactly xd 10:08 < bridge> Looks hot 😉 10:08 < bridge> if its immutable, wouldn't it also cause writes to interleave? 10:08 < bridge> can tcp pakets come out of order in the first place? AFAIK not 10:08 < bridge> only if your protocol allows for this, but not tcp itself 10:09 < bridge> It returns how many bytes were written, so yes, it might only send a part 10:09 < bridge> user space programs are not aware of the concept of packets in tcp, afaik 10:09 < bridge> Ig you need a mutex or a mpsc somewhere.. true 10:10 < bridge> yeah it's only about when you send them in your own program 10:10 < bridge> ok fair 10:18 < bridge> @patiga but sounds interesting. Do you create something like a VPN peer-to-peer? 10:18 < bridge> 10:18 < bridge> Or something teeworlds related? 10:33 < bridge> might also 'fix' the demo rendering bug. It doesn't fix the issue, that the rendering might crash on invalid data, but may be the cause of invalid data on some systems (while windows was running fine) 10:34 < bridge> #10313 10:34 < bridge> https://github.com/ddnet/ddnet/pull/10313 10:34 < bridge> All systems we use are little endian 10:35 < bridge> big endian is like super exotic nowadays 10:39 < bridge> huh turns out I have no clue. I know that a lot of network stuff needs to be converted into big endian, because this caused a lot of problems for me, but this shouldn't cause the issue here 10:55 < bridge> Tested the demo on 19.2.1, and now also windows crashes 🤔 11:03 < bridge> nah not that exciting, its a rather simple peer-to-peer group chat 11:21 < bridge> This doesn't make sense. Why does 19.2.1 crash on windows with the demo while 19.2 doesn't, when I am on little endian and the change should have no effect? 11:22 < bridge> There is no other commit that should be causing this: 11:36 < bridge> Different memory layout maybe, crashes are random. Test both versions with ASAN. 13:57 < bridge> Hey, I have a C++ project which uses 3DiVi library(https://docs.3divi.ai), to use it you need to install SDK using their installer. I want to make a github workflow which will deploy new versions of the project, my question is how do I get this SDK in a github action runner? 14:05 < ws-client> anything i can do to help progress #9787 ? 14:06 < bridge> If the installer supports nogui mode, download & install. 14:06 < bridge> 14:06 < bridge> else check if you can use an extractor 14:06 < bridge> 14:06 < bridge> else extract it locally upload it somewhere and download that extracted version 14:07 < bridge> i tried to open the installer in tty, it crashed 14:07 < ws-client> the lib is in no package manager?? 14:08 < bridge> yea... with only a few components it's 7 gb 😬 14:23 < bridge> Try an extractor like https://github.com/Bioruebe/UniExtract2 14:50 < bridge> "I don’t understand which block I should place in the editor for the spawn in tournament, and how to change the 1v1 arena position in DDNetPP? 14:50 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380166894471872522/ZUV0koZ.png?ex=6842e415&is=68419295&hm=1c98d1e0cabd6fd904c5f75182fdc98795ac73c8f0ded76395ee0cd75654fcbe& 14:50 < bridge> I don’t understand which block I should place in the editor for the spawn in tournament, and how to change the 1v1 arena position in DDNetPP? 14:50 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380166894471872522/ZUV0koZ.png?ex=6842e415&is=68419295&hm=1c98d1e0cabd6fd904c5f75182fdc98795ac73c8f0ded76395ee0cd75654fcbe& 14:51 < bridge> I don’t understand which block I should place in the editor for the spawn in tournament, and how to change the 1v1 arena position (X, Y) in DDNetPP? 14:51 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380166894471872522/ZUV0koZ.png?ex=6842e415&is=68419295&hm=1c98d1e0cabd6fd904c5f75182fdc98795ac73c8f0ded76395ee0cd75654fcbe& 15:02 < bridge> Installer supports nogui mode, the only problem is that component names... are not very descriptive 15:02 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380169916447064064/image.png?ex=6842e6e6&is=68419566&hm=ad8d1af86e586dc76f9a6640488a5ef24c1a5fad65e9f895e94ef64d2976f1fa& 15:03 < bridge> you can do ctrl+p and select show info: dec 15:03 < bridge> and itll show you indexes 15:08 < bridge> ok i'll try 15:08 < bridge> and how to change the 1v1 arena position (X, Y) in DDNetPP? 15:08 < bridge> and how to change the 1vs1 arena position (X, Y) in DDNetPP? 15:15 < bridge> like this? 15:15 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380173177384210452/oWlbIUa.png?ex=6842e9ef&is=6841986f&hm=f0c3b75d31a4d8ad40c98393940f99ca5532b49120258f3f56be396eccbb6772& 15:32 < ws-client> @dazzling_fox_61443 looks good to me 15:32 < bridge> i tested it and it's not working 15:33 < ws-client> what happend when you tested it? 15:33 < ws-client> is your server public? 15:33 < bridge> *** [EVENT] No block tournament arena found. 15:33 < bridge> and killed 15:33 < bridge> yes 15:34 < ws-client> and you placed tile 131 in the game layer and saved the map? 15:34 < ws-client> your screenshot looks correct 15:34 < ws-client> what is the name or ip of your server? 15:34 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380178046488940584/TV5XYxN.png?ex=6842ee78&is=68419cf8&hm=434ec17c163a67235ee7b4ea238dc7b8488f9f4b5a2283caf004eddfa3be2e93& 15:34 < bridge> sec i'll run it 15:35 < ws-client> Could you try if this map works for you? https://github.com/DDNetPP/maps/blob/master/ChillBlock5.map 15:35 < ws-client> if yes try to figure out how it is different from yours 15:35 < bridge> 93.123.84.217:8309 15:35 < bridge> 93.123.84.217:8309 is not a DDraceNetwork or Community server. 15:36 < ws-client> where did you place 131? 15:36 < ws-client> i checked the spot you shared in the screenshot there is none 15:40 < bridge> Make sure the selected layer is game and not some tile layer 15:42 < bridge> I can pick up block 131, but I can’t place it, it just works like a brush tool 15:43 < bridge> Does it say something about unused tiles in a popup? 15:43 < bridge> You have to enable that first 15:44 < bridge> ctrl+shift+p and then type in „unused“ 15:45 < bridge> oh 15:45 < bridge> its working now 15:45 < bridge> thanks! 15:50 < bridge> yay 16:36 < bridge> Who will send me a new version of the game? 16:39 < bridge> https://ddnet.org/downloads/ 16:39 < bridge> thanks 16:40 < ws-client> xd 16:42 < bridge> the best 17:22 < bridge> Doesn't crash for me 17:24 < bridge> okay 🧐 17:25 < bridge> ``` 17:25 < bridge> if(m_StartTime > Server()->Tick()) 17:25 < bridge> { 17:25 < bridge> // Prevent the player from getting a negative time 17:25 < bridge> // The main reason why this can happen is because of time penalty tiles 17:26 < bridge> // However, other reasons are hereby also excluded 17:26 < bridge> GameServer()->SendChatTarget(m_pPlayer->GetCid(), "You died of old age"); 17:26 < bridge> Die(m_pPlayer->GetCid(), WEAPON_WORLD); 17:26 < bridge> } 17:26 < bridge> ``` 17:26 < bridge> haha 17:26 < bridge> ```cpp 17:26 < bridge> if(m_StartTime > Server()->Tick()) 17:26 < bridge> { 17:26 < bridge> // Prevent the player from getting a negative time 17:26 < bridge> // The main reason why this can happen is because of time penalty tiles 17:26 < bridge> // However, other reasons are hereby also excluded 17:26 < bridge> GameServer()->SendChatTarget(m_pPlayer->GetCid(), "You died of old age"); 17:26 < bridge> Die(m_pPlayer->GetCid(), WEAPON_WORLD); 17:26 < bridge> } 17:26 < bridge> ``` 17:26 < bridge> haha 17:26 < bridge> 👴 17:35 < bridge> Does 19.2 even contain your maplayer rendering changes yet? :thonk: 17:39 < bridge> no it doesn't 17:39 < bridge> wait which ones do you mean? 17:39 < bridge> But assa also means the invalid demo 17:39 < bridge> pipeline? no, rest, yes 17:39 < bridge> pipeline? no. Rest, yes 17:39 < bridge> pipeline? no. rest? yes 17:42 < bridge> The question is, do we need to patch this 17:43 < bridge> Does the crash cause invalid reads that cause further dmg somewhere? 17:43 < bridge> 17:43 < bridge> E.g. does a draw call depend on it 17:47 < bridge> Have you tried ASAN yet? 17:51 < bridge> nope :justatest: 17:52 < bridge> The only point in following this is, if we figure out how or why the map data is invalid and detecting/fixing this. And I am not sure we can do this 17:54 < bridge> Why are we doing `TileLayerCounter - X` anyway in the `RenderTilelayerWithTileBuffer` function? Of course that can go into the negative of the number of tile layers is low 17:55 < bridge> Why are we doing `TileLayerCounter - X` anyway in the `RenderTilelayerWithTileBuffer` function? Of course that can go into the negative if the number of tile layers is low 17:55 < bridge> it stores the tile layer counter from the vector after `OnMap`, which is 0 if the data is invalid, and then goes into the negative, yes 17:56 < bridge> So `m_vvLayerCount[g][l]` already contains the invalid value? 17:56 < bridge> yes, it contains 0 17:57 < bridge> I already posted a solution for this in the issue 17:57 < bridge> Then I guess you should `continue` at the beginning of the `for` loop for `l` 17:57 < bridge> the vector is resized before the loop with 0 as value 17:58 < bridge> so we never put a 0 there, it was already present, because we NEVER put a value there 17:58 < bridge> I mean in `OnRender` before you try to use the invalid value 17:58 < bridge> Then you should skip the entire layer 17:59 < bridge> oh yeah, that'd be even smarter 😄 17:59 < bridge> oh yeah, that'd be even smarter 😄 doesn't fix OpenGL 1 tho 18:00 < bridge> can't work for opengl 1, because this vector is never initialized for it 18:01 < bridge> Then it should never be used? 18:01 < bridge> Instead I would actually go with the pipeline, it doesn't do render counting and early detects, that there is an invalid layer and doesn't put it into the pipeline 18:06 < bridge> :3 18:06 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380216150436085820/image.png?ex=684311f5&is=6841c075&hm=ca59693baeed674b253f67633c3871370080d43dc8cfea315ea7b0648225da03& 18:06 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380216150876622868/image.png?ex=684311f5&is=6841c075&hm=1b6247ba34edb5e72ba04d9fadd028eafd9d84a5af385b6204d3355ee6107ade& 18:07 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380216454552617113/image.png?ex=6843123d&is=6841c0bd&hm=5bbd8b0e6c2bd72395ee58d22478b307015baf9276c3a928a06282eaff9f5583& 18:09 < bridge> I keep getting this: 18:09 < bridge> ``` 18:09 < bridge> [build] sixup_translate_connless.cpp 18:09 < bridge> [build] INTERNER COMPILERFEHLER in "C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.43.34808\bin\HostX64\x64\CL.exe" 18:09 < bridge> [build] Klicken Sie im Men├╝ "Hilfe" von Visual C++ auf "Technischer Support", 18:09 < bridge> ``` 18:09 < bridge> 18:09 < bridge> Wtf is wrong :justatest: 18:10 < bridge> when I rebuild it fails at another cpp D: 18:12 < bridge> *Heisenbug* 18:13 < bridge> guess it's time to reboot 18:13 < bridge> the compiler died 18:13 < bridge> compiler bug 18:16 < bridge> Compiler bugs are raaare 18:31 < bridge> ive gotten 1 18:31 < bridge> it was a random segfault 18:51 < bridge> yo this looks cool 19:43 < bridge> <12944qwerty> ok, i've done that and I'm getting this error about libatomic not found. I've tried installing it with msys2 and added msys2/bin to path but still doesn't work. 19:43 < bridge> <12944qwerty> https://cdn.discordapp.com/attachments/293493549758939136/1380240673495711906/image.png?ex=684328cc&is=6841d74c&hm=4808aaf4abc2d7c51ba0b08f870e8114992617c59de2d83a738b48f84be9b784& 19:46 < bridge> Uh did you create a preset with msvc and select ninja as generator 19:46 < bridge> <12944qwerty> i used the default preset in the /other folder you showed 19:47 < bridge> Yeah but if you don't have clang installed it could be not working 19:47 < bridge> Try to remove LLVM from path and only use MSYS2 tools and libraries 19:47 < bridge> Since you were using msvc compilers 19:48 < bridge> <12944qwerty> what's the clang(++) install for msys2 19:48 < bridge> <12944qwerty> i installed clang with llvm to get clang 19:48 < bridge> Generally, google "MSYS2 (toolname)" 19:49 < bridge> <12944qwerty> right sorry 19:51 < bridge> <12944qwerty> looking good so far 19:52 < bridge> <12944qwerty> nooo it failed on the last few steps 19:52 < bridge> <12944qwerty> configuring worked, building didn't 19:53 < bridge> <12944qwerty> msys2/bin/windres.exe preprocessing failed 19:56 < bridge> yeah, you can't use ninja with msys2 19:56 < bridge> need to use make 19:57 < bridge> because the window resource compiler is a mess 19:57 < bridge> because the windows resource compiler is a mess 19:57 < bridge> #9129 19:57 < bridge> https://github.com/ddnet/ddnet/issues/9129 19:58 < bridge> absolute troll 19:58 < bridge> second time now 19:59 < bridge> didnt u say use discord 19:59 < bridge> previous time 19:59 < bridge> someone did 19:59 < bridge> k 19:59 < bridge> <12944qwerty> going in circles rn omg. so if not ninja, then what? 19:59 < bridge> `Unix Makefiles` 20:00 < bridge> Delete the build folder and regenerate with makefiles 20:00 < bridge> Unfortunately, ninja doesn't work with windres. Would be great to fix it though, because make is significantly slower 20:00 < bridge> <12944qwerty> what's ddnet-mingw for 20:01 < bridge> Where do you see that? 20:01 < bridge> <12944qwerty> other\vscode\ddnet-cmake-tools-kits.json 20:02 < bridge> <12944qwerty> i named it that when moving that file to cmakepresets.json 20:02 < bridge> <12944qwerty> `[DDNet] Crosscompile for Windows using MinGW` 20:02 < bridge> I don't know. I use cmake-gui and and command line to build 20:04 < bridge> <12944qwerty> i can't find unix makefiles... I've found msys and mingw makefiles but not unix makefiles 20:06 < bridge> <12944qwerty> i'm probably blind 20:06 < bridge> Are you using cmake-gui? 20:07 < bridge> <12944qwerty> no 20:07 < bridge> <12944qwerty> vscode cmake tools 20:09 < bridge> Either use cmake-gui https://packages.msys2.org/packages/mingw-w64-x86_64-cmake-gui or just use cmake from the command line 20:11 < bridge> <12944qwerty> yeah installing cmake cli 20:13 < bridge> You can edit your cmakepresets.json in t project root 20:13 < bridge> <12944qwerty> yeah i am 20:13 < bridge> you can for sure 20:14 < bridge> Not if you use windres AFAICT #9129 20:14 < bridge> https://github.com/ddnet/ddnet/issues/9129 20:14 < bridge> im gonna investigate 20:14 < bridge> i recently ran into issues where windres and llvm rc expect slightly different syntax of the resources 20:14 < bridge> certain things need to be quoted that don't on MSVC 20:15 < bridge> It also works with make+gcc though, but somehow ninja doesn't escape something correctly I guess 20:16 < bridge> u can prob modify the rc file 20:16 < bridge> lmc 20:16 < bridge> fwiw i build with ninja and gcc all the time 20:16 < bridge> im gonna try and repro but if i can't do u know the versions of each which caused the prob 20:16 < bridge> <12944qwerty> what does your preset and configuration look like on the gui 20:16 < bridge> just use cli broski -DSECURITY_COMPILER_FLAGS=off and ur golden 20:17 < bridge> MSYS2 doesn't really support staying on old versions, should still happen with the latest available 20:20 < bridge> idk man 20:20 < bridge> works for me 20:21 < bridge> Still the same error, but it was easy to pinpoint 20:21 < bridge> ``` 20:21 < bridge> [1/35] Building RC object CMakeFiles/game-client.dir/client.versioninfo.rc.obj 20:21 < bridge> FAILED: CMakeFiles/game-client.dir/client.versioninfo.rc.obj 20:21 < bridge> msys64\usr\bin\windres.exe -O coff -DCONF_AUTOUPDATE -DCONF_BACKEND_VULKAN -DCONF_CRASHDUMP -DCONF_GLEW_HAS_CONTEXT_INIT -DCONF_INFORM_UPDATE -DCONF_VIDEORECORDER -DGAME_RELEASE_VERSION=\"19.3\" -DGLEW_STATIC -DNOMINMAX -DNTDDI_VERSION=0x06000000 -DUNICODE -DWIN32_LEAN_AND_MEAN -D_FILE_OFFSET_BITS=64 -D_FORTIFY_SOURCE=0 -D_UNICODE -D_WIN32_WINNT=0x0600 -I ddnet/build-ninja/src -I ddnet/src -I ddnet/src/rust-bridge -I ddnet/ddnet-libs/freetype/includ 20:21 < bridge> /bin/sh: -c: line 1: unexpected EOF while looking for matching `"' 20:21 < bridge> /usr/bin/windres: preprocessing failed. 20:21 < bridge> ``` 20:21 < bridge> Removing the quotes around `-DGAME_RELEASE_VERSION=\"19.3\"` fixes it 20:22 < bridge> ``` 20:22 < bridge> $ pacboy -Q ninja gcc cmake 20:22 < bridge> mingw-w64-ucrt-x86_64-ninja 1.12.1-1 20:22 < bridge> mingw-w64-ucrt-x86_64-gcc 15.1.0-5 20:22 < bridge> mingw-w64-ucrt-x86_64-cmake 4.0.2-1 20:22 < bridge> 20:22 < bridge> $ git clone https://github.com/ddnet/ddnet ddnet-clean 20:22 < bridge> ... 20:22 < bridge> $ cd ./ddnet-clean 20:22 < bridge> $ cmake -B build -S . -DSECURITY_COMPILER_FLAGS=off -GNinja && cmake --build build --config Release --parallel 20:22 < bridge> ... 20:22 < bridge> $ stat ./build/DDNet.exe 20:22 < bridge> File: ./build/DDNet.exe 20:22 < bridge> Size: 8717312 Blocks: 8516 IO Block: 65536 regular file 20:22 < bridge> Device: 9cea1469h/2632586345d Inode: 562949954626418 Links: 1 20:22 < bridge> Access: (0755/-rwxr-xr-x) Uid: (197609/ ewan) Gid: (197121/ None) 20:22 < bridge> Access: 2025-06-05 12:20:32.408099400 -0600 20:22 < bridge> Modify: 2025-06-05 12:20:32.408099400 -0600 20:22 < bridge> Change: 2025-06-05 12:20:32.469100300 -0600 20:22 < bridge> Birth: 2025-06-05 12:20:32.408099400 -0600 20:22 < bridge> ``` 20:22 < bridge> where is that var even set/why don't i run into it 20:22 < bridge> strange 20:23 < bridge> <12944qwerty> I did cmake-gui configure then generate, doesn't seem like there's any errors, but I can't find the ddnet.exe anywhere 20:23 < bridge> cmake sets the variable based on the values in `version.h` I think 20:23 < bridge> cmake is a 2 step build process, cmake gui will generate platform-dependent makefiles for you (in this case visual studio projects like .vcxproj) and then building them is a second step 20:24 < bridge> You need to build separately now, for example by running `make` inside the build folder 20:24 < bridge> <12944qwerty> oh 20:24 < bridge> <12944qwerty> so configure->generate->make 20:25 < bridge> <12944qwerty> for every change reallyu? 20:25 < bridge> configure is generate 20:25 < bridge> <12944qwerty> for every change really? 20:25 < bridge> you shouldnt have to regenerate typically unless you add sources or smth 20:25 < bridge> <12944qwerty> not according to the gui, it's two buttons on it 20:25 < bridge> You should only need to configure when you change the configuration 20:25 < bridge> But running `make` should also do the cmake configuration automatically to detect added files 20:25 < bridge> i guess it's 2 steps in the gui but that's because it's a damn gui and it prompts you before generating lol 20:25 < bridge> if u do it on the cli with config flags it's one step 20:25 < bridge> and it is one step as far as the build process is concerned 20:26 < bridge> there are also explicit instructions above to get a working build using the cli 20:26 < bridge> <12944qwerty> you're right this is extremely slow wow 20:27 < bridge> yea but i mean 20:27 < bridge> u see the commands i run above 20:28 < bridge> what's different from what you're doing? why would it not happen for me if the version i just cloned supposedly has the bad config var too 20:28 < bridge> weird stuff 20:30 < bridge> are you on the build step? `-j` should help 20:31 < bridge> if you just run `make` it's gonna go single threaded 20:31 < bridge> <12944qwerty> wtf 20:31 < bridge> <12944qwerty> https://cdn.discordapp.com/attachments/293493549758939136/1380252639492706515/image.png?ex=684333f1&is=6841e271&hm=4de7ed189894ba788820e78b89b0aac548cb915ee30cb1fc7915980538cfbbcd& 20:31 < bridge> `cmake --build` is the standard way to invoke the build command btw 20:31 < bridge> you're on clang? 20:31 < bridge> <12944qwerty> ? 20:31 < bridge> clang's using gnu windres? 20:31 < bridge> wtf ur config is strange 20:32 < bridge> what cmds did u run 20:33 < bridge> <12944qwerty> after installing way too many things for mingw like clang and rust and cmake-gui, I selected the preset, pressed configure then generate. 20:33 < bridge> <12944qwerty> Then i just ran make 20:33 < bridge> <12944qwerty> https://cdn.discordapp.com/attachments/293493549758939136/1380253322581250230/image.png?ex=68433493&is=6841e313&hm=b4ea342f8384b741b1051459702a600bff2d07ab64e55b06a30882019c2e76f7& 20:34 < bridge> <12944qwerty> i might just do a clean reinstall and run this 20:34 < bridge> <12944qwerty> i might just do a clean reinstall and run this to see if that works 20:35 < bridge> clean reinstall of what 20:35 < bridge> <12944qwerty> everything 20:35 < bridge> overkill 20:35 < bridge> for sure 20:35 < bridge> `pacman -Syu` 20:35 < bridge> <12944qwerty> 🤷 i'm pretty sure all the wacky patches and everything i've done have broken something 20:36 < bridge> patches 20:36 < bridge> if they did break something it's not related to the resources 20:36 < bridge> did you change the cmakelists.txt a lot 20:36 < bridge> oh... what environment are you in? that's kinda important 20:36 < bridge> <12944qwerty> mingw64 20:36 < bridge> ok, ucrt64 is preferred now but you should still be fine with that 20:37 < bridge> dont try clean reinstall just run my commands 20:37 < bridge> i mean u can if u want but im not gonna wait around for it 20:37 < bridge> 😃 20:37 < bridge> I think might have to run the build command in `cmd` and not in bash terminal or whatever this is 20:37 < bridge> <12944qwerty> am i not supposed to do it in the mingw shell? 20:37 < bridge> it should work. idk what robyt does 20:38 < bridge> maybe not his way 20:38 < bridge> I think that has caused issues before :pepeW: 20:38 < bridge> Using your environment's shell is preferred no? I mean 20:38 < bridge> It's not exported to path by default 20:39 < bridge> Ninja uses gcc for me, so doesn't seem caused by using clang 20:39 < bridge> he's getting a different error 20:39 < bridge> windres doesn't know what to make of -E followed by -D args 20:39 < bridge> as if `CMAKE_RC_COMPILE_OBJECT` has been changed 20:40 < bridge> it looks like the args are being lumped together as one string by the time it gets windres 20:40 < bridge> it should be a list 20:40 < bridge> or not quoted 20:40 < bridge> `CMAKE_RC_COMPILER:FILEPATH=D:/path-to/msys64/usr/bin/windres.exe` in my CMakeCache 20:41 < bridge> yea the var i posted is the command it runs alongside the info of that var, the binary location 20:41 < bridge> <12944qwerty> ran the cmake command and it fails on building. it doesn't say why though just that a few subcommands failed 20:41 < bridge> then send the output so i can at least read it 20:41 < bridge> <12944qwerty> yeah gimme a sec to censor 20:41 < bridge> np 20:43 < bridge> <12944qwerty> pasted the entire command output just in case 20:43 < bridge> <12944qwerty> line 170 is when it starts erroring 20:43 < bridge> <12944qwerty> 20:43 < bridge> <12944qwerty> i gtg but i'll be back in a bit 20:44 < bridge> `git submodule update --init` 20:45 < bridge> or `-DSTEAM=off` in your generate command 20:45 < bridge> Maybe you are running into the next weird issue, #10203 20:45 < bridge> https://github.com/ddnet/ddnet/issues/10203 20:45 < bridge> Delete `libwinpthread-1.dll` before running make :pepeW: 20:45 < bridge> that reeks of outdated ddnet-libs 20:45 < bridge> yes 20:45 < bridge> who updates 20:46 < bridge> but I suspect if we upgrade it might break for old systems 20:46 < bridge> the bundled libs are hardly required 20:46 < bridge> on msys2 20:46 < bridge> i just deleted the folder and it still builds with my cmds 20:46 < bridge> i just already have the libs installed & accessible by cmake and pkg-config 20:48 < bridge> can sb explain what `Client()->PredIntraGameTick(g_Config.m_ClDummy);` means and does? 20:49 < bridge> I know it's some kind of float 20:49 < bridge> based on context and nothing else i'd assume it's what predicts your dummy as well when u play 20:49 < bridge> it's how far along you are inbetween ticks. 20:50 < bridge> and `Client()->IntraGameTick(g_Config.m_ClDummy)`? 20:50 < bridge> it's the same thing but for the not-predicted world 20:51 < bridge> so both return a float between 0 and 1 20:51 < bridge> at least from my understanding 20:54 < bridge> We actually have ancient documentation for this in `src/engine/docs/client_time.txt` 20:54 < bridge> seems to work, thank you ❤️ 20:55 < bridge> ``` 20:55 < bridge> Title: Time on the client 20:55 < bridge> 20:55 < bridge> tick, intratick 20:55 < bridge> predtick, predintratick 20:55 < bridge> 20:55 < bridge> prevtick tick predtick 20:55 < bridge> 4 8 14 20:55 < bridge> |---------------------|---------------------| 20:55 < bridge> 0 <- intratick -> 1 20:55 < bridge> 0 <- ticktime(in s)-> X 20:55 < bridge> 0 <- predintratick?-> 1 20:55 < bridge> ``` 20:55 < bridge> I am not so sure this is so helpful, I guess the middle is "now" ? 20:56 < bridge> the german error message literally says 'internal compiler error' 👀 20:56 < bridge> asking different, I want to know precisly when "now" is, in one case it's just ticktime, in another it's ticktime + preintratrick and in another it's ticktime + intratick -1 then? 20:57 < bridge> Internal compileerror IN C! 20:57 < bridge> rebooting worked :justatest: 20:57 < bridge> msvc moment 20:57 < bridge> literally wtf 20:58 < bridge> you know how many simple windows APIs intrinsically hook into stateful system things 20:58 < bridge> it's bound to happen 20:58 < bridge> like if you create a mutex with an invalid handle windows will keep track of that for you on an application scope via. paging 20:59 < bridge> but if you don't deal with it correctly it could prevent anyone from ever locking on that mutex until you reboot 20:59 < bridge> idk the specific bug here but yea 21:00 < bridge> sorry not a mutex but a file mapping i misremembered 21:00 < bridge> What is the -1? 21:00 < bridge> 21:01 < bridge> I'm pretty sure to get "now", all you'd do is calculate ticktime + intratick 21:01 < bridge> 21:01 < bridge> You don't calculate the "now" by addition with a predicted time 21:03 < bridge> @blaiszephyr can you double check this? I just orientated at the body ticks :justatest: 21:03 < bridge> also @louis.place did not forgor :3 21:09 < bridge> Lgtm :owo: 21:09 < bridge> <12944qwerty> didn't change anything 21:10 < bridge> try the pacman & pacboy commands here 21:11 < bridge> also try ucrt64 not bcs i think mingw64 is problematic but because it will help me be on the same page in testing this stuff 21:11 < bridge> there should be no difference for you except it uses a newer c runtime basically 21:11 < bridge> and the package names are different but that's what pacboy is for 21:13 < bridge> i have no idea why zlib would fail like that after the steam api but i suspect it's an underlying issue in the packages you do/don't have installed. or your cmake gui config, if you're still using that, but those commands should use a new config 21:13 < bridge> like... you should not have clang by default 21:13 < bridge> it should prefer gcc 21:13 < bridge> unless you set it to use clang 21:13 < bridge> <12944qwerty> i did 21:13 < bridge> wherefore 21:14 < bridge> <12944qwerty> ``` "name": "ddnet-dev", 21:14 < bridge> <12944qwerty> "displayName": "[DDNet] (recommended) Clang + mold + ninja for fastest compiling (and dev modus)", 21:14 < bridge> <12944qwerty> "generator": "Unix Makefiles", 21:14 < bridge> <12944qwerty> "binaryDir": "${sourceDir}/build/dev", 21:14 < bridge> <12944qwerty> "cacheVariables": { 21:14 < bridge> <12944qwerty> "CMAKE_C_COMPILER": "clang", 21:14 < bridge> <12944qwerty> "CMAKE_CXX_COMPILER": "clang++", 21:14 < bridge> <12944qwerty> "DEV": "ON" 21:14 < bridge> <12944qwerty> }``` 21:14 < bridge> <12944qwerty> my preset 21:14 < bridge> mold doesn't work on windows 21:14 < bridge> well it does but it can't make windows binaries 21:14 < bridge> <12944qwerty> yeah it automatically detects and uses lld 21:14 < bridge> ok i don't wanna knock that config bcs i believe it works but for troubleshooting's sake try gcc? 21:14 < bridge> but really tho just try the commands?? which should trump all of this json stuff 21:15 < bridge> <12944qwerty> yeah it's installing pacboy stuff rn 21:15 < bridge> nice 21:15 < bridge> <12944qwerty> that command you had lets me delete the ddnet-libs now right 21:15 < bridge> <12944qwerty> installs all of them standalone 21:16 < bridge> yea 21:16 < bridge> in theory, the commands there are a little old so maybe there's a new dep in use idk about but we can install it if need be 21:16 < bridge> msys2's got a great packaging team 21:17 < bridge> <12944qwerty> on mingw still got same error on 21:17 < bridge> <12944qwerty> cmake --build build --config Release --parallel 21:17 < bridge> still using clang? 21:17 < bridge> <12944qwerty> i just ran the commands you had 21:17 < bridge> <12944qwerty> idk if it still using clang 21:18 < bridge> can you add --fresh to the first cmake command 21:18 < bridge> and try again 21:18 < bridge> <12944qwerty> i'd already deleted the build dir 21:18 < bridge> yea there's more to it 21:18 < bridge> cmakecache and cmakefiles 21:18 < bridge> which should exist in build dir but 21:18 < bridge> idk try it 21:19 < bridge> <12944qwerty> this is interesting, it's not detecting them 21:19 < bridge> <12944qwerty> https://cdn.discordapp.com/attachments/293493549758939136/1380264667838025890/image.png?ex=68433f24&is=6841eda4&hm=8d4d26369ec6dd63767650ecdc2e547634da662bc3272d810dca24d60762c9e4& 21:19 < bridge> if cmakecache is in the source folder it'd cause issues 21:19 < bridge> how long have you had msys2 21:19 < bridge> <12944qwerty> today 21:19 < bridge> wtf is wrong with your system xd 21:19 < bridge> <12944qwerty> clean reinstall time? lmao 21:19 < bridge> sick ty 21:19 < bridge> still on mingw right 21:19 < bridge> try ucrt 21:19 < bridge> still on mingw env right 21:19 < bridge> ill check later maybe 21:19 < bridge> when home 21:21 < bridge> <12944qwerty> alr this gonna take a hot sec 21:21 < bridge> yea sorry 21:21 < bridge> it's all new packages 21:26 < bridge> <12944qwerty> do you know how to properly delete the mingw libraries i installed 21:26 < bridge> <12944qwerty> i need the space 21:28 < bridge> <12944qwerty> it worked lets go 21:28 < bridge> <12944qwerty> goddammit 21:28 < bridge> <12944qwerty> https://cdn.discordapp.com/attachments/293493549758939136/1380267066333859980/image.png?ex=68434160&is=6841efe0&hm=8b9bc7de1c3c8d573f88281c47b3bc70d078d5f46a0fb696f8c2c53b8a5d3055& 21:28 < bridge> Just delete the contents of /msys2/mingw64/ 21:29 < bridge> bruh 21:30 < bridge> Look through your entire folders contents and see if the .dll is in a subfolder or Smth, I remember msvc having these issues, 🤷 21:31 < bridge> <12944qwerty> ... no items match my search lol 21:31 < bridge> Did you install ffmpeg? 21:31 < bridge> <12944qwerty> yes 21:31 < bridge> if you're trying to double click it to run it prob won't work 21:32 < bridge> <12944qwerty> oh 21:32 < bridge> gotta run it from the env where the dynamic lib search paths are different 21:32 < bridge> or move the dlls 21:32 < bridge> i have a script 21:32 < bridge> https://gist.github.com/ewancg/de0b47f55b9894b9dc5a7b8609150186 21:32 < bridge> run that in the build dir 21:32 < bridge> then u can cliccc from explorer 21:32 < bridge> Type `which avcodec-61.dll`, it should tell you where the DLL is 21:32 < bridge> <12944qwerty> i ran through the cli and it launched but vulkan didn't 21:33 < bridge> btw 21:33 < bridge> `pacman -R $(pacman -Qqs mingw-w64)` 21:33 < bridge> If you installed ffmpeg you should have the dll in your bin folder already 21:33 < bridge> <12944qwerty> it's running tho from cli 21:33 < bridge> exe needs to find data dir containing shaders for vulkan 21:33 < bridge> ogl backends can run w/o 21:33 < bridge> depends on ur cwd but i usually just can reset it to vulkan and it stics 21:33 < bridge> depends on ur cwd but i usually just can reset it to vulkan and it sticks 21:34 < bridge> <12944qwerty> ogl? 21:34 < bridge> opengl 21:34 < bridge> <12944qwerty> i didn't even know there were shaders in this game 21:35 < bridge> it's not what you're thinking 21:35 < bridge> baseline explanation is that shaders are just executables that run on the gpu 21:35 < bridge> <12944qwerty> ohhh 21:35 < bridge> there are loads of different types 21:37 < bridge> <12944qwerty> so now if I change something that isn't new deps or anything, i just run the last command and it will update everything? 21:40 < bridge> <12944qwerty> oh i love this 21:40 < bridge> <12944qwerty> https://cdn.discordapp.com/attachments/293493549758939136/1380270183809155082/image.png?ex=68434448&is=6841f2c8&hm=ac95eabb927ccc865378e4e07aca9be56e0065019e810c26ed228dd81e1bcb21& 21:42 < bridge> that should be the case 22:06 < bridge> what happened here 22:06 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1380276618769203251/image.png?ex=68434a46&is=6841f8c6&hm=7be89ff757932ae27dc7f37abaa4bb73e1a9c2b024c2eda4d821f01865bb3d00& 22:13 < bridge> ` 21:12:50 up 25 days, 13:51, 1 user, load average: 2.59, 2.01, 1.79` 22:13 < bridge> :D 22:36 < bridge> hey fwiw the SSP behavior for mingw in the CMakeLists is outdated. they changed it so SSP behavior is defined in `libmingwex.a` which should be automatically linked, a runtime dep shouldn't be required 22:36 < bridge> you should just be able to remove the `find_package(SSP)` and whatnot 22:37 < bridge> it'd make it so we don't need that flag anymore 😃 22:55 < bridge> https://veryl-lang.org/ 23:05 < bridge> huuh 23:08 < bridge> the language doesn't seem to resolve any of the fundamental issues of HDL in general 23:12 < bridge> <12944qwerty> So I wanted to make a telecursor grid mode, (mini discussion here, https://discord.com/channels/252358080522747904/745926398140612678/1379574922078195743) 23:12 < bridge> <12944qwerty> However, the telecursor command, it turns out, already has an optional argument for player name. 23:12 < bridge> <12944qwerty> even weirder, there is another command called teleport that does exactly the same thing (it seems) under a different function. 23:12 < bridge> <12944qwerty> 23:12 < bridge> <12944qwerty> How should I go about making a grid mode for telecursor? Should I make a new command or rework telecursor to only be cursor instead of player, or something else? 23:24 < bridge> <12944qwerty> this is insane... 23:24 < bridge> <12944qwerty> i changed nothing except pulling to a more recent commit 23:24 < bridge> <12944qwerty> and now rebuilding just fails completely 23:24 < bridge> <12944qwerty> https://cdn.discordapp.com/attachments/293493549758939136/1380296177462935754/image.png?ex=68435c7d&is=68420afd&hm=39e7ceb7fed018b155de8b962532ca3bd1914f7ba2f0a4d2288a192d11281b60& 23:25 < bridge> <12944qwerty> still ucrt64 23:25 < bridge> <12944qwerty> i reinstalled all the pacman and pacboy just in case 23:26 < bridge> <12944qwerty> and trying to run the existing build fails for not finding a dll (not the av one) 23:26 < bridge> <12944qwerty> wtf 23:32 < bridge> i feel like its not a problem typing /tc twice if you tp into a wall by accident 23:32 < bridge> not sure if the grid mode is neccessary 23:33 < bridge> <12944qwerty> it's a qol change 23:34 < bridge> i think there was also an option for some tp command to tp to the block next you 23:34 < bridge> relative postion 23:34 < bridge> tp commands already have way too much hidden features imo 23:43 < bridge> <12944qwerty> do you type all of these commands manually or do you have them bound 23:52 < bridge> <12944qwerty> (i'm lazy and would rather have it on one command so that my bound key can do it easily)