00:24 < bridge> pong πŸ˜„ 00:27 < bridge> why did it fucking push to ddnet 00:27 < bridge> I didn't compare across forks man 00:28 < bridge> ... 00:29 < bridge> can you check if this client improves loading times further? from PR 10677 00:29 < bridge> can you check if this client improves loading times further? from PR 10677 above 06:52 < bridge> morning 07:11 < bridge> gm 07:11 < bridge> im scared about ddnet long term 07:22 < bridge> why 07:23 < bridge> not much lives forever 07:23 < bridge> ddnet already has 12+ years iirc 07:23 < bridge> i think it will still last some time 07:23 < bridge> well i would say it lives mostly cuz deen keeps it up 07:53 < bridge> time to bury the game 07:54 < bridge> :justatest: 08:16 < bridge> I also think it'll last longer, we still have some neat new tiles in the line 08:16 < bridge> and yesterday I saw a new amazing mod in the making ^.^ 08:32 < bridge> Every other year we get someone scared about ddnet long term, then they disappear and ddnet doesnt. No need to stress about it 08:34 < bridge> Ewan, beware of bad luck 08:35 < bridge> we don't want you to disappear 08:35 < bridge> They show back up a couple years after dw 08:54 < bridge> it almost reads like an invitation 09:02 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1404721622887432202/image.png?ex=689c3875&is=689ae6f5&hm=4c80422630e116a556298e19f19071c9b9e490136db3be8749ef009a2f9f7f82& 09:02 < bridge> pog memory tracking 09:02 < bridge> (i gave qemu 512 mb) 09:08 < bridge> nah dont read ntoo much into it xd its cool to have u here 09:09 < ws-client> **** @robyt3 calling CCharacter::Die is safe within a character tick but CPlayer::KillCharacter causes use after free. I think this is non obvious and tricky to debug. 09:09 < ws-client> **** @robyt3 what do you think about some weird assert that sets a in character bool on character tick start and unsets it on tick end. This bool can then be checked in an assert in CPlayer::KillCharacter 09:22 < bridge> No need to test, I optimized it a bit more and now even I can measure/feel a difference πŸ˜„ 09:22 < bridge> sounded more like a threat to me πŸ‘€πŸ’§ 09:26 < bridge> they're gonna whack me 09:30 < bridge> when is this issue closable? I feel like we shoudl maybe add a treshhold or should I make an integration test measuring loading time? 09:30 < bridge> 10663 09:30 < bridge> when is this issue closable? I feel like we shoudl maybe add a treshhold or should I make an integration test measuring loading time? #10663 09:31 < bridge> bad bot 09:31 < bridge> :( 09:31 < bridge> #10663 09:31 < bridge> https://github.com/ddnet/ddnet/issues/10663 09:31 < bridge> like even if I would theoretically get this down to 1 second, is it still considered too slow? 09:45 < ws-client> **** sos i am close to mental breakdown 09:45 < ws-client> **** https://github.com/ChillerDragon/ddnet/commit/9f1466bfecd82defbaae0c710e150486a5931e7b 09:45 < ws-client> **** why can i not join team, lock team, kill character? 09:45 < ws-client> **** it pops me out of the team again somehow :c 09:46 < bridge> odd 09:48 < bridge> does any of this functions have a success return value? 10:08 < bridge> stay with us, chiller 10:19 < bridge> Well it can be closed when there is nothing more to optimize that is obv 10:31 < bridge> okay one more thing is obvious πŸ™ˆ but one after the other ig 10:36 < ws-client> **** @Assa u talkin to me? ye they have return values but it does work. If i delete the KillCharacter i am in a team 10:39 < bridge> maybe kill character unteams your team? 10:48 < bridge> i got mmap and munmap done 10:48 < bridge> i guess now i can really go with filesystem 11:48 < bridge> time to play code golf in order to come under jupeys 20 LOC limit 12:27 < bridge> KillCharacter deletes the current character and I think the team is stored in character 12:35 < bridge> @chillerdragon I have a question about https://github.com/ddnet/ddnet/blob/master/CONTRIBUTING.md#globalstatic-variables-should-be-avoided 12:35 < bridge> 12:35 < bridge> Shouldn't it be `s_ANSWER`? for the constexpr? Or is this an exception from the static rule? 12:38 < bridge> also is it `static constexpr` or `constexpr static` because both work and I don't know if this is equal 12:50 < bridge> @essigautomat: I assume that’s global so static means something else there 12:51 < bridge> s\_ is for when it is in a scope 12:51 < bridge> @qxdfox: yea something like that. But you can die in a locked team so idk it has to work somehow 12:52 < bridge> Even Die did not work 12:52 < bridge> odd 12:53 < bridge> But yes team stuff should be removed from character but that’s a different project 12:59 < bridge> It is equal, doesn't matter but `static constexpr` is more common 12:59 < bridge> so if I have a global variable like `constexpr static TEX_COORDS_LOOKUP_MAP = ...;` the name is fine? 13:00 < bridge> I mean I can swap the keywords here 13:00 < bridge> I mean I can swap the keywords here @learath2 13:03 < bridge> Yes you can, but it's just more common to have your storage class specifier first 13:05 < bridge> we have both in the code, even in base/ 13:06 < bridge> guess I'll just shrug it off πŸ€·β€β™‚οΈ πŸ˜„ 13:07 < bridge> Well as far as the standard cares they are equivalent, so doesn't matter all that much 13:43 < bridge> @learath2 where can i find the fat32 spec? 13:43 < bridge> https://academy.cba.mit.edu/classes/networking_communications/SD/FAT.pdf 13:54 < bridge> https://elm-chan.org/docs/fat_e.html 13:54 < bridge> chan in domain, sounds good 13:58 < bridge> https://archive.org/details/FAT_Specification 13:59 < bridge> the envelope synchronize feature is fully patched away btw 14:00 < bridge> should I fix that? I found out why 14:02 < bridge> From chillerdragon 14:02 < bridge> > - while on the start line the animation was bugged 14:02 < bridge> > - the animations have different state for different players 14:02 < bridge> From chillerdragon: 14:02 < bridge> > - while on the start line the animation was bugged 14:02 < bridge> > - the animations have different state for different players 14:03 < bridge> - last is **intended behavior** 14:03 < bridge> - maybe just stop the animation for that time? 14:11 < bridge> e 14:12 < bridge> envelope sync doesnt work? 14:12 < bridge> no fully broken and useless 14:12 < bridge> m_RoundStartTick is always 0, i wonder how the hud handles that 14:13 < bridge> i thought it syncs it to the server time 14:13 < bridge> the server time resets on start, but the envelope doesn't 14:13 < bridge> thats not intended? 14:14 < bridge> i feel like it works just fine that way 14:14 < bridge> what do you believe the synchronize feature is for? 14:15 < bridge> to sync it to server time so everyone sees the same thing 14:15 < bridge> what should be default behavior? 14:15 < bridge> what should be default behavior (no sync)?? 14:16 < bridge> whether to have sync on for new envelopes or not? 14:16 < bridge> im a little confused 14:18 < bridge> one is synced, the other one isn't, guess which is which 14:18 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1404801176654053427/envelope-start-test_2025-08-12_14-17-25.mp4?ex=689c828c&is=689b310c&hm=6d3ade0f791c613a275cd5d1c10fc4f2d95af0ba397478f5954b216aa35f9759& 14:19 < bridge> no clue 14:19 < bridge> I even joined with a second client 14:19 < bridge> there is none, this feature is broken. 14:22 < bridge> i thought the feature was disabled cuz some maps broke 14:22 < bridge> that one map where you join the server and everything is perma pitch black 14:22 < bridge> wait, is it always server time or client time its using right now? 14:24 < bridge> i thought the unsynced version just uses the client time 14:24 < bridge> one is local time and one is server time since joining, but there is just no difference 14:24 < bridge> i see 14:25 < bridge> sounds like a client bug to me fixed in the wrong way 14:25 < bridge> no need to fix a feature if you just remove it :troll: 14:26 < bridge> it's even more bugged then I think 14:26 < bridge> like even the unsynced variant syncs now in my test branch 14:28 < bridge> same for me 14:28 < bridge> i just tested it 14:28 < bridge> here is the kicker 14:28 < bridge> the actual round timer is a negative warmup timer 14:28 < bridge> (β•―Β°β–‘Β°)β•―οΈ΅ ┻━┻ 14:29 < bridge> gonna git blame 14:37 < bridge> both use the same nanosecond static timer ... 14:38 < bridge> that's why they sync ... 14:39 < bridge> hi 14:39 < bridge> i got a height adjustable table 14:39 < bridge> epic 14:39 < bridge> with 4 memories 14:39 < bridge> hi 14:39 < bridge> nice 14:39 < bridge> now i can develop the kernel standing up 14:39 < bridge> like linus 14:44 < bridge> insult other devs 14:45 < bridge> and be funny 14:45 < bridge> then you can stand tall >:D 14:45 < bridge> if you mean me, all I feal rn is despair 14:45 < bridge> I meant ryo 😒 14:46 < bridge> be like Linus 14:50 < bridge> why despair 14:50 < bridge> life is good 14:51 < bridge> i would say motivation about ddnet is nice, but dont let it be all what u do, do more so u can juggle between projects (if the despair is about ddnet) 14:51 < bridge> also having projects you fully own and decide about is fun 14:51 < bridge> even if u dont finish em 14:52 < bridge> oh it is fun, otherwise I woudldn't do it 14:52 < bridge> also I have a load of other hobbies 14:52 < bridge> yeah i didnt say it isnt fun 14:52 < bridge> :owo: 14:52 < bridge> what i meant is when u focus too much on a single thing u will probs burn out 14:52 < bridge> You may wonder why I do so much for ddnet, currently I have a lot of free time at work, because I have a million projects, but all of them got rescheduled in the future 14:53 < bridge> also I am a service owner and handle user tickets, but currently everything is just working πŸ€·β€β™‚οΈ 14:54 < bridge> soon I won't have enough fingers to count how many project I'm juggling between 😬 14:54 < bridge> If I unfix synchronized envlopes, would you prefer to stop them before the start line or would you prefer to reset them before the start line? 14:54 < bridge> If I unbreak synchronized envlopes, would you prefer to stop them before the start line or would you prefer to reset them before the start line? 14:54 < bridge> and proud 0 projects finished 14:55 < bridge> my man cave, (joke its besides my gfs desktop xD) 14:55 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1404810515649138728/ba23e4a7-27e4-4009-a07f-523bc968768e.png?ex=689c8b3f&is=689b39bf&hm=07c5c3c79337203b9ddf7864640c3339e5c791e3b57afff893a9cf9e5b6bdf2f& 14:55 < bridge> mine looks very similar πŸ˜„ 14:55 < bridge> pog 14:56 < bridge> except I do proper cable management 14:56 < bridge> πŸ˜› 14:56 < bridge> uhhh :justatest: 14:56 < bridge> https://tenor.com/view/rip-bozo-gif-22294771 14:57 < bridge> add more fingers or reduce the number of projects, pretty simple options πŸ‘€ 14:57 < bridge> im kinda confused about the license for the DDNet mapres, it uses the code license or is it CC BY-SA? 14:58 < bridge> the latter, most likely 14:59 < bridge> seems that they are not CC BY-SA, since license does not say the mapres folder is CC BY-SA 15:00 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1404811901950627890/Screenshot_20250812-150051.png?ex=689c8c89&is=689b3b09&hm=4cbee5b56452e1ba8ace8750f5ecafbed690bddd07ae6762b893d64c79d3db53& 15:01 < bridge> teeworlds license 15:01 < bridge> mapres is in datasrc 15:01 < bridge> might wanna check out a 0.6.x tag to be sure 15:01 < bridge> but probably the same 15:02 < bridge> yeah also seems that im misunderstanding 15:02 < bridge> mapres seems to be CC BY-SA but things like skins are not 15:03 < bridge> there might be a difference in ddnet, which may use more skins that the teeworlds base. 15:03 < bridge> there might be a difference in ddnet, which may use more skins than the teeworlds base. 15:03 < bridge> yeah true 15:08 < bridge> I believe this is better 15:08 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1404813810090639472/envelope-start-test_2025-08-12_15-05-30.mp4?ex=689c8e50&is=689b3cd0&hm=fe3ac58c030b4fb023e940e57f43354197b5d875a0b94d1d592d94e8cbc5e75d& 15:17 < bridge> today I wanted to implement recorder tiles for envelopes 15:17 < bridge> guess that's out of the way now 15:41 < bridge> I am doing a PR stop until sunday 15:50 < bridge> Wow closing a 3 digit issue, assa digging deep! 16:05 < bridge> literally the 5-oldest open issue πŸ™ˆ 16:06 < bridge> and the only 3 digits issue I can solve 16:09 < bridge> my github broke, there are no prs, no issues anymore 16:09 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1404829260849479803/image.png?ex=689c9cb4&is=689b4b34&hm=f8ed6287e1476b89eaa9d8b2f2df250386ac2f503588d875349ec0b2a3e4301f& 16:11 < bridge> yeah gh has issues rn 16:21 < bridge> gg we finished ddnet, when new project? 16:21 < bridge> adding ATA support (before fat32) 16:21 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1404832216541954069/image.png?ex=689c9f74&is=689b4df4&hm=77922273decc79650d0d55c3903d604e62721a9ba2095f26ca48ca891a526d5a& 16:24 < bridge> perfection achieved finally 17:01 < bridge> since no issues anymore ther emust be accounts 17:01 < bridge> how do i sign up 17:18 < bridge> I got it to work :justatest: 17:18 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1404846582712635504/screenshot_2025-08-12_17-18-26.png?ex=689cacd6&is=689b5b56&hm=b6eb7e3e237b67fa60ab7ee8fcfd9cbdbd22921fd65d2282d67ecdc49abb8147& 17:19 < bridge> time to add even more quads 17:54 < bridge> free at last 18:02 < bridge> client can without problems load maps with 50MB of quads βœ… 18:03 < bridge> client can without problems load maps with 50MB of quads βœ… (only ingame) 18:04 < bridge> We all have that despair of not belonging anywhere 18:04 < bridge> Some rarely find their place, some make their own 18:04 < bridge> the despair was about reading spaghetti code 18:05 < bridge> But all's sure that DDNet is not one that will betray you 18:05 < bridge> :pepeW: oh, understandable have a great day 18:06 < bridge> you too ❀️ today is dnd session so I'll have a great day or a squad wipe ^.^ 18:10 < bridge> @blaiszephyr https://www.youtube.com/watch?v=9alJwQG-Wbk πŸ’€ 18:22 < bridge> <0xdeen> https://cdn.discordapp.com/attachments/293493549758939136/1404862649639899232/IMG_9477.jpg?ex=689cbbcc&is=689b6a4c&hm=f66fc58e4653ba2943aa809a9612879060267891995a79096b1a79fb9a0b9100& 18:24 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1404863016599556107/5199487370339156096.jpg?ex=689cbc24&is=689b6aa4&hm=d043aeeb72ecb938c088c6fc1eaf78cba3f98272e77e9181e1c620069b8882b8& 18:43 < bridge> thats what i call a gaming chair 18:59 < bridge> nice toilet paper roll 19:00 < bridge> nice mic, you doing some coding session streaming with that ? 19:12 < bridge> Such nice and clean desks y'all have 19:18 < bridge> My desk literally my outdoor table and new 19:22 < bridge> is this your office 19:24 < bridge> why second on off switch plug tho 19:35 < bridge> why is your setup right justified on your desk 19:36 < bridge> left side is dinner table 19:47 < bridge> In front of a window? 19:47 < bridge> Probably not ideal 19:48 < bridge> why 19:48 < bridge> Seems inconvenient 19:49 < bridge> This seems like the perfect placement 19:49 < bridge> A lot of light 19:49 < bridge> With a good angle 19:50 < bridge> not sure side to the window is good 19:50 < bridge> glare from the sun, and sun burning only 1 side of your face 19:50 < bridge> uneven sun damage 19:54 < bridge> i have curtains, 0 issue, when its a lot sunny i lower some external thingy i forgot name, but mostly to prevent direct heat 19:55 < bridge> also i dont have the sun directly 19:55 < bridge> its more to the left 19:58 < bridge> earth doesnt orbit around sun for you? 19:58 < bridge> :deen_star: 19:58 < bridge> i just mean i dont have it directly in front xd 19:59 < bridge> Bcs my pc psu uses way too much initial energy 19:59 < bridge> :kek: 20:04 < bridge> initial = idle? 20:14 < bridge> <0xdeen> Just meetings at work 20:15 < bridge> <0xdeen> This is the north side, so no sun ever comes in 20:50 < bridge> @badoumed: check DMs o0 20:52 < bridge> @jupeyy_keks: you moved? 20:58 < bridge> are you even working in IT if the sun isn't pissing you off between 12am-3pm ?! 20:58 < bridge> are you even working in IT if the sun isn't pissing you off between 12am-3pm 21:00 < bridge> https://tenor.com/view/the-sun-is-a-deadly-lazer-gif-8691250 21:03 < bridge> bill wurtz 21:03 < bridge> i love his animations 21:04 < bridge> https://youtu.be/9SwFwTrwS9I?si=xazzty0V_70Z4e1Z 21:05 < bridge> it feels like something made by AI 21:05 < bridge> except it's actually good 21:12 < bridge> yeah 21:12 < bridge> had to move out of parents home 21:12 < bridge> i needed a change 21:13 < bridge> Adulteyy 21:14 < bridge> yeah, i feel 5y older now 21:14 < bridge> but still look like 20 21:14 < bridge> in fact i look younger now 21:15 < bridge> the hairdresser gave me some teenage cut, bcs he thought i am teenager and will like that xDDDD 21:15 < bridge> I almost laughed out loud when he just cutted away the side of my head 21:19 < bridge> pic? 21:20 < bridge> here in dev channel? 21:20 < bridge> idk if you want 21:26 < bridge> Ok, no boidy shaming please, I lost 3 kg since I moved bcs I had no scale to meassure my weight lol 21:26 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1404908944283144422/image.png?ex=689ce6ea&is=689b956a&hm=d845f9d6f26870612a2ded84cf430eeaa171aea55c3801d0e33f3c87115aa221& 21:26 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1404908944622616628/image.png?ex=689ce6ea&is=689b956a&hm=9c90adaa6ced88bcd238b1895b4d6a374d47600e1e70d1052b74a740cc1bfce9& 21:27 < bridge> Now you 21:36 < bridge> @jupeyy_keks cute 21:46 < bridge> where 21:46 < bridge> :omo: 21:50 < bridge> haha too late 21:50 < bridge> nubo 21:51 < bridge> u 22:00 < bridge> 19.4 when 22:00 < bridge> last version almost 2 months ago 22:00 < bridge> Hi, I've been banned from the game, is there any way to unban me? 22:00 < bridge> plenty ppl in #bugs with stuff that hass been fixed in nightly for long time 22:01 < bridge> #βœ‰-create-a-ticket 22:01 < bridge> where a deen 22:01 < bridge> @0xdeen 22:12 < bridge> Keep it this way so more ppl use nightly and test new changes for us 22:36 < bridge> 21s to 12s ⚑ 22:37 < bridge> maps like abyss are still slow because lots of quads 22:43 < bridge> You could also cache the value of `GetDataSwapped` for quad layers in `CRenderLayerQuads`. Wouldn't save much, but then you could also add validation for the quad data size then. Divide the data size by `sizeof(CQuad)` to determine the actual number of quads, than use the minimum of that value and the `m_NumQuads` value of the quad layer. 22:44 < bridge> You could also cache the value of `GetDataSwapped` for quad layers in `CRenderLayerQuads`. Wouldn't save much, but then you could also add validation for the quad data size when initializing it. Divide the data size by `sizeof(CQuad)` to determine the actual number of quads, than use the minimum of that value and the `m_NumQuads` value of the quad layer. 23:02 < bridge> I'll look into it, I am currently doing a PR stop until some get merged (so I don't do too much in parallel) 23:05 < bridge> #10630 has conflicts 23:05 < bridge> https://github.com/ddnet/ddnet/pull/10630 23:06 < bridge> #10677 can be merged after fixing the variable name. The prefix `a` is also used for `std::array`. 23:06 < bridge> https://github.com/ddnet/ddnet/pull/10677 23:13 < bridge> oh it has conflicts :omo: 23:46 < bridge> @chillerdragon when totar easteregg thing potato thing something thing thing melon 23:59 < bridge> Oof so hard @sollybunny 23:59 < bridge> oof