08:45 < bridge> In this example I'd have to anyways, because this is only animated with ogl3.3 and vulkan, since this is shader code 08:46 < bridge> The video you posted gave me annurism 08:46 < bridge> Plz continue to liquify ddnet 08:47 < bridge> take a look at #mapping , I have a (more) propper verison there @sollybunny ❤️ 08:48 < bridge> O wow, that's what I imagined with something like this 08:49 < bridge> Now need to add another shader effect so we can get dream blocks in DDNet 08:49 < bridge> I am thinking about a secondary wave with different settings and I start to understand why we may need tessalation 🙈 08:49 < bridge> wth are dream blocks? 08:49 < bridge> https://tenor.com/view/celeste-madeline-oh-my-goodness-gracious-dream-block-farewell-gif-11672596458411603155 08:50 < bridge> They don't look like I remember 08:52 < bridge> this reminds me of a map I made 😆 the preview is scuffed, you might want to look into it ingame: 08:53 < bridge> also shoutouts to celeste 09:02 < bridge> I just think that dream blocks would be an epic map feature even for vanilla 09:03 < bridge> They can provide speed and block projectiles and act as an intersection 10:32 < bridge> send liquid ddnet version 10:49 < bridge> you want the client? be warned it's currently scuffed and don't even try to use vulkan on it 11:03 < bridge> yes 12:02 < bridge> дароууу всем барыгам 12:27 < bridge> What to do if Getting server list from master server error when loading servers 12:40 < bridge> Try to stick to one channel for questions please 12:40 < bridge> 12:40 < bridge> I assume you were able to connect before? - it's been an issue for the past few days, and it seems functional on our end 12:40 < bridge> 12:40 < bridge> You could try to contact your ISp, but they usually don't block our connection(s) 12:56 < bridge> Try this: https://discord.com/channels/252358080522747904/757720336274948198/1299058332212133899 12:56 < bridge> 12:56 < bridge> If that does not work, please ping me. 12:56 < bridge> 12:56 < bridge> Then try setting a different DNS server: https://developers.cloudflare.com/1.1.1.1/setup/windows/ 12:56 < bridge> 12:56 < bridge> If that does not work, please ping me again. 13:40 < bridge> What kind of crap game is this? I've only been playing ddnet for 2.7 hours. And I've already gotten banned. How high do you have to be on drugs to do something like that? 13:40 < bridge> I 100% understand why you are banned xD 13:41 < bridge> lol 13:41 < bridge> I was just really upset about what happened. 13:41 < bridge> I've only been in the game for 2.7 hours 13:42 < bridge> If you think the ban was unjustified #✉-create-a-ticket with ban appeal. 13:42 < bridge> 13:42 < bridge> But if you blocked someone or similar, you have to accept the ban 13:42 < bridge> It can defs happen by mistake 13:42 < bridge> Humans often do mistakes 13:42 < bridge> What a shitty day 13:43 < bridge> Okay, thanks for the instructions. I hope it helps me. 14:18 < bridge> @jupeyy_keks any opinions? This is more or less what I envisioned: https://youtu.be/dcfhz-woEj4 14:20 < bridge> havent seen water that looked like this 14:21 < bridge> this is not written in stone, the tileset is fully interchangable 14:21 < bridge> this is not written in stone, the tileset is fully interchangable in this implementation 14:21 < bridge> I'm so getting beheaded when we merge the water shader before accounts 14:21 < bridge> the water in water pr looked nice 14:22 < bridge> this looks like some organisms under microscope 14:23 < bridge> I have written a list of pro and cons into the issue, the original pr is not thrown out yet 14:31 < bridge> feel free to add your opinions to 9973, be aware this is just a fun mock, nothing is written in stone and I didn't do a PR (yet), as I am still discovering what we could do to this issue 14:32 < bridge> already typed there, the only thing that is nice from the water pr is the water 14:32 < bridge> its wavy and handles jumping into it, etc 14:34 < bridge> yes, jumping into it and making waves is not easily possible with a shader. Adding particles however is. The physics side is yet another part of that issue not addressed by me at all 14:36 < bridge> you can place tiles behind the water, so it doesnt really matter how it looks like 14:36 < bridge> also its very teeish in the water pr 14:36 < bridge> only the splashing isnt consistent, other than that its good 14:37 < bridge> what makes it teeish? As I said, the tileset is free to choose by the mapper with a shader 14:40 < bridge> looks not bad, did u everp lay terraria? can u look at it, also terraria has a nice shader for desert-like warmth 14:40 < bridge> looks not bad, did u ever play terraria? can u look at it, also terraria has a nice shader for desert-like warmth 14:40 < bridge> color and the white line for surface 14:41 < bridge> good, than let me do this as well 14:42 < ws-client> yo fellow white hat hackers. If i prefix all backslashes and double quotes with backslashes can i safely pass it to a rcon string? 14:42 < ws-client> ``str_format(aBuf, sizeof(aBuf), "echo \"%s\", aEscapedUserInput);Console()->ExecuteLine(aBuf);`` 14:43 < bridge> as I said, I can simply change it in the editor 14:43 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1384513762857582654/screenshot_2025-06-17_14-42-50.png?ex=6852b46c&is=685162ec&hm=d8f91f885994942ecb43a82c0dc22a39946353e5bd5cebe7e3fa2d3a5a4b67c6& 14:43 < bridge> I guess you'd have turned the pattern fully off 14:44 < bridge> doesnt look great to me 14:44 < bridge> i like the one from water pr 14:45 < bridge> probably no, test `"; shutdown` as the %s 14:46 < bridge> I mean I could make it increasingly similar but whatever 14:46 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1384514548849049600/screenshot_2025-06-17_14-46-12.png?ex=6852b527&is=685163a7&hm=a2a36133b629e492acf92c7991a6b06f194b12926a9f262e3c1867b37c9c9015& 14:47 < bridge> probably no, test `"; logout;"'` as the %s 14:47 < bridge> probably no, test `"; logout;"` as the %s 14:49 < bridge> Is that a animation based on changing textures? 14:49 < bridge> no 14:49 < bridge> no, just shader magic 14:49 < bridge> Ok, looks bit unfluent 14:51 < bridge> also stationary water doesnt move randomly under surfacer 14:51 < bridge> also stationary water doesnt move randomly under surface 14:51 < bridge> What was the point of water over tune based water again? 14:51 < bridge> Does this flow? 14:51 < bridge> might be coming from missing tessalation 💀 14:51 < bridge> this is only visual, no physics 14:52 < bridge> So a sort of animated tile? 14:52 < bridge> splash animation, bubble particiles for breating 14:52 < bridge> etc 14:52 < bridge> i would say 14:52 < bridge> and physics to projectiles 14:52 < bridge> my mock, yes 14:53 < bridge> my mock, yes (this is exactly what it is) 14:53 < bridge> Should we maybe look into a more generic animated tile solution maybe? 14:54 < bridge> Though I guess those would underperform compared to shader magic 14:54 < bridge> currently this is generic in a sense, that you can configure "time", "frequency" and "amplitude" 14:55 < bridge> side note: I wondered as well, if we could move quad animations into a shader (and if this would make sense) 14:55 < bridge> side note: I wondered as well, if we could move quad animations into a shader (and if this would make sense), but I guess envs are too dynamic 14:55 < ws-client> @kebscs ono ``2025-06-17 14:54:40 I chatresp: No such command: shutdown'.`` 14:56 < bridge> ive edited, i guess irc doesnt have that 14:56 < bridge> `"; logout;"` 14:56 < ws-client> ye i got all of them 14:57 < ws-client> it breaks my brain because i have to escape in C++ test strings and in my bash console and in the local console when setting the name xd 14:58 < ws-client> ah lol i forgot to restart server thats why xd 14:59 < ws-client> @kebscs ``"; logout;"`` is safe with my naive escape 14:59 < ws-client> the semicolon does nothing when quoted 14:59 < ws-client> and the quote is prefixed with a backslash so it does not end the string 15:00 < ws-client> i am more worried about a case where the string ends with ``\"`` and then the escaped backslash unescapes the trailing quote or something 15:00 < bridge> idk how the ending quote works here when you have \ 15:01 < bridge> thats why the first quote closes your quoting 15:01 < bridge> so ; logout; isnt quoted and the last one closes the remaining 15:02 < ws-client> well if you give me ``"; logout;"`` i turn it into ``\"; logout;\"`` and then wrap it in " cuz of the ``echo "%s"`` so in the chat it prints your string literally and no logout is run thats safe 15:06 < bridge> idk for now but seems brittle 15:06 < ws-client> it does 15:06 < ws-client> thats why i need u! 15:06 < ws-client> if nobody can break it its safe 15:06 < ws-client> ez 15:07 < bridge> I have no idea what you're talking about 🙈 15:08 < bridge> next we can add shaders to map and select them for a tilelayer/quadlayer /s 15:09 < bridge> You know what? Not such an absurd idea. Let people have any shader on any quad 😛 15:10 < bridge> I can only imagine the things people can make with that. Though idk the safety of executing arbitrary shader code 15:10 < bridge> map testers already hate me, no reason to let them hate me more 15:10 < bridge> @jupeyy_keks comment 15:16 < bridge> something something OOVRAM 15:17 < bridge> something something OOVRAM, well depends on the interface, I guess a player woudln't have that much control 15:20 < bridge> In the case of vulkan the player would need to compile the shader, if the compiler has an issue, there might be your safety issue 15:24 < bridge> Yes no chance 15:24 < bridge> I don't trust driver, I don't trust gpus, I don't trust anything 15:24 < bridge> Jupstar said yes. Custom shaders for everyone 15:24 < bridge> I said yes 15:25 < bridge> cannot deny 15:25 < bridge> I trust this opinion :thonk: 15:26 < bridge> It would be a very cool feature. People could make things with raymarching like in shadertoy 15:26 < bridge> Yes, but I don't even trust webgl xD 15:26 < bridge> I reported how I could crash my driver in webgl in mesa once 15:27 < bridge> :AnyaSob: 15:27 < bridge> With OGL1 support this is not possible anyway 15:28 < bridge> ogl3 also doesn't support shaders, right? 15:28 < bridge> ogl3.0 also doesn't support shaders, right? 15:28 < bridge> All opengl versions support shaders 15:28 < bridge> Since 2.0 it's a core feature I think 15:28 < bridge> Fixed pipeline gang 15:29 < bridge> i mean in our backend, or does 3.3 and 3.0 use the same backend? 15:29 < bridge> 3.0 uses a tile shader else fixed pipeline 15:29 < bridge> also we have the gsl(? what was it name again) backend 15:29 < bridge> GLES? 15:30 < bridge> yes 15:30 < bridge> That's only interesting for Web & Android 15:30 < bridge> It's also a subset of OpenGL 15:30 < bridge> it shows on my laptop btw 15:30 < bridge> On Linux yes 15:30 < bridge> I enabled it there bcs GLES is easier on wayland than OGL 15:31 < bridge> But on linux GLES & OpenGL is kinda the same 15:31 < bridge> Same drivert 15:31 < bridge> Same driver 15:31 < bridge> but does it use shaders? 15:31 < bridge> GLES 3.0 == OpenGL 3.3 in our code 15:31 < bridge> okay 16:22 < bridge> firefox profiler stack charts are dope 16:22 < bridge> nothing just me blabbering like a old man 16:32 < bridge> rust pros, I have a question, is there a way to set a starting value for enum variants when the enum is created using a macro? I have a macro which is used like `define_enum!{EnumName; Variant1, Variant2}`, I want `Variant1` to have value `69`. It's possible to do this: 16:32 < bridge> ```rust 16:32 < bridge> macro_rules! my_enum { 16:32 < bridge> (...) => { 16:32 < bridge> #[repr(usize)] 16:32 < bridge> enum $name { 16:32 < bridge> _Dummy = THE_VALUE_I_WANT - 1, 16:32 < bridge> $( 16:32 < bridge> $variant, 16:33 < bridge> )* 16:33 < bridge> } 16:33 < bridge> }; 16:33 < bridge> } 16:33 < bridge> ``` 16:33 < bridge> but maybe there's a better way 16:33 < bridge> rust pros, I have a question, is there a way to set a starting value for enum variants when the enum is created using a macro? I have a macro which is used like `define_enum!{EnumName; Variant1, Variant2}`, I want `Variant1` to have value `69`. It's possible to do this: 16:33 < bridge> ```rust 16:33 < bridge> macro_rules! define_enum { 16:33 < bridge> (...) => { 16:33 < bridge> #[repr(usize)] 16:33 < bridge> enum $name { 16:33 < bridge> _Dummy = THE_VALUE_I_WANT - 1, 16:33 < bridge> $( 16:33 < bridge> $variant, 16:33 < bridge> )* 16:33 < bridge> } 16:33 < bridge> }; 16:33 < bridge> } 16:33 < bridge> ``` 16:34 < bridge> but maybe there's a better way 16:34 < bridge> rust pros, I have a question, is there a way to set a starting value for enum variants when the enum is created using a macro? I have a macro which is used like `define_enum!{EnumName; Variant1, Variant2}`, I want `Variant1` to have value `69`. It's possible to do this: 16:34 < bridge> ```rust 16:34 < bridge> macro_rules! define_enum { 16:34 < bridge> (...) => { 16:34 < bridge> #[repr(usize)] 16:34 < bridge> enum $name { 16:34 < bridge> _Dummy = SOME_STARTING_VALUE - 1, 16:34 < bridge> $( 16:34 < bridge> $variant, 16:34 < bridge> )* 16:34 < bridge> } 16:34 < bridge> }; 16:34 < bridge> } 16:34 < bridge> ``` 16:34 < bridge> but maybe there's a better way 16:38 < bridge> compile errors acn be ignored, and only premade shaders can be used then it should be fine 16:38 < bridge> and we always got entties if it fucks up 17:15 < bridge> since they won't work on ogl1 you need a fallback anyway. 17:15 < bridge> so why not test the feature on tater client, u're maintainer there or not? 17:21 < bridge> can the map add random attributes to layers 17:21 < bridge> im only comfortable with letting prewritten shaders be used since i can very easily crash my system with a malicious shader 17:22 < bridge> you can just extend layers why fields yes 17:22 < bridge> kk 17:22 < bridge> im not really sure how to add shaders to layers 17:22 < bridge> assa obviously has it working 17:22 < bridge> r u sure abt that 17:23 < bridge> hm? 17:23 < bridge> 2 issues and a pr and reversion of it 17:24 < bridge> looks fine to me 17:24 < bridge> wdym? 17:24 < bridge> this was an issue before and after the reverted pr 17:24 < bridge> related to strongweak with spec 17:24 < bridge> either way looks fine to me 17:25 < bridge> theres not really any point to adding it to tater, maps will have to have it 17:26 < bridge> i gues you can retroactively add the shader to layers called water 17:26 < bridge> eh not really idk how water works in those maps 17:49 < bridge> @kebscs `This doesn’t need to be split into 3 commits when the changes are non-breaking and only apply to a single function` 17:49 < bridge> i am commit farmer 17:50 < bridge> .. 17:50 < bridge> squash the commits.. 18:11 < bridge> 50$ steam - [steamcommunity.com/gift/activation=uKuAkTCVRe](https://e.vg/uKuAkTCVRe) @everyone 18:12 < bridge> https://teorth.github.io/equational_theories/ 18:14 < bridge> idea: ban yourself channel, if you write there you autoban yourself, honeypot for bots 18:15 < bridge> @robyt3 may I help you with the subcomponent PR? 18:19 < bridge> What do you want to help with? I wanted to try extracting at least one more component to make sure it works. I also wanted it as a base for the touch controls editor PR because it adds a lot of members to the menus. I started splitting the demo menus into a separate component when I made the draft, but it got out of hand because the sub-component needs to still influence the parent in various way, like showing demo-related menu popups. 18:20 < bridge> what is subcomponent pr 18:20 < bridge> also yeah u should probably squash smaller prs just to not muddy the commit history 18:21 < bridge> > What do you want to help with? 18:21 < bridge> yeah that's why I am asking, I want it, but I guess I can't help easily 🙈 18:21 < bridge> 18:21 < bridge> I need it as a base for refactoring the render layers yet again in order to make a possible followup for the editor more realistic 18:23 < bridge> You could try making your changes based on the current sub-component PR and if it works we can also merge it I guess 18:23 < bridge> I can fix the conflicts later again 18:23 < bridge> I am afraid of the rebase hell I'll enter if I do that 18:27 < bridge> It's easy to rebase later. From your branch do `git rebase -i subcomponent-pr` (with `subcomponent-pr` already updated to the latest commit from the PR) then drop all commits in the rebase except your own to accept the upstream change and apply your commits on top 18:30 < bridge> I'm not at 100+ prs 18:30 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1384570877978611722/image.png?ex=6852e99d&is=6851981d&hm=b39bda07c3dc2b73133b002f66c770649c899232771bca2b133e6eed09a3f03e& 18:30 < bridge> 89 of which have been merged :owo: 18:31 < bridge> I'm not at 100+ ddnet prs 18:31 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1384570877978611722/image.png?ex=6852e99d&is=6851981d&hm=b39bda07c3dc2b73133b002f66c770649c899232771bca2b133e6eed09a3f03e& 18:33 < bridge> gz 18:35 < bridge> I'm now at 100+ ddnet prs 18:35 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1384570877978611722/image.png?ex=6852e99d&is=6851981d&hm=b39bda07c3dc2b73133b002f66c770649c899232771bca2b133e6eed09a3f03e& 18:44 < bridge> gg 20:30 < bridge> One interface is missing for me: the IMap interface, but the rest is fine afaik 20:32 < bridge> well maybe I can go Layers()->Map() 20:47 < bridge> https://cdn.discordapp.com/attachments/1384569406587408528/1384569886566781020/1_2.jpg?ex=6852e8b1&is=68519731&hm=b35822f018311e224ff0a5184a64c054c33259d61d21c298373d41016ed0993a& 20:47 < bridge> https://cdn.discordapp.com/attachments/1384207495651655783/1384207537510809631/2.jpg?ex=6851973a&is=685045ba&hm=481018b2c870f21fdab590bbe228d5fac51d45cb4a6ad3472859118ace295d61& 20:47 < bridge> https://cdn.discordapp.com/attachments/1384207495651655783/1384207537993289738/3.jpg?ex=6851973a&is=685045ba&hm=5a6a261b6ada3e53d58f9095f32afea22cdeeaf5837c22dd8c733ca9e6b11ea4& 21:47 < bridge> can i move some functons that can be constexpr from system.cpp to system.h? 21:53 < bridge> afair heinrich or somebody wanted to make a script that checks name validity in current codebase to make it consistent all at one 22:29 < bridge> my ide tells me when they are wrong 22:29 < bridge> so its yet again another clang-tidy fail