01:41 < bridge> wait so you're telling me you can compile ddnet using rustup instead of cmake??? 01:41 < bridge> that could solve the problem where i just cant compile on windows 01:41 < bridge> cause 01:41 < bridge> windpws fucking sucks 01:42 < bridge> what the fuck are you talking about lmao 😂 01:43 < bridge> idk why i cant compile thru cmake on windows 01:44 < bridge> also i realized melon said an *idea* and not something that's already a thing (i didnt read the end of the msg) 01:44 < bridge> :justatest: 01:44 < bridge> also i just realized melon said an *idea* and not something that's already a thing (i didnt read the end of the msg) 02:04 < bridge> hes saying the readme should tell ppl to use rustup to install ddnets rust dependency 02:05 < bridge> cause rustc in package managers doesnt work as nicely 02:06 < bridge> where does ddnet even use rust 02:07 < bridge> the client doesnt even use it 💀 02:07 < bridge> but its there to keep rust users happy i guess 02:07 < bridge> the rust bridge is completely unused 02:30 < bridge> I mean, does it only compile the Rust bridge or does it compile actual cpp files as well? 02:31 < bridge> ...oh 02:32 < bridge> hey dont be unfair 02:32 < bridge> heinrichs quic pr which has been inactive since w henever uses it !!! 02:32 < bridge> 😔 02:38 < bridge> Perhaps someone could make the server send a system message about the team still being in practice mode if the team fully respawned. 02:39 < bridge> ur issue has a lot of words and is multiple issues 02:39 < bridge> i havent had a problem with /practice 02:39 < bridge> You didn't comment on it throughout the days it was open 02:39 < bridge> i dont look at issues xd 02:40 < bridge> and its alot of words i wouldntve commented even if i saw it 02:40 < bridge> Then don't expect to recognize your rant 02:40 < bridge> as you don't mine here 02:40 < bridge> 👀 02:41 < bridge> Anyways, kebs also mentioned that it should have at least a system message present, thus why I mentioned that the second problem of #10925 should be like this 02:41 < bridge> https://github.com/ddnet/ddnet/issues/10925 02:42 < bridge> Otherwise as stated, it's very risky to implement a system around it 02:42 < bridge> ^ this minus practice shouldnt enable /spec 02:42 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1417671929753632830/image.png?ex=68cb555f&is=68ca03df&hm=e3cad5c0da5fcd3b77b1d2e8eee9388bac0f40b19bc5e50213610cc09b662e8f& 02:42 < bridge> this minus practice shouldnt enable /spec 02:42 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1417671929753632830/image.png?ex=68cb555f&is=68ca03df&hm=e3cad5c0da5fcd3b77b1d2e8eee9388bac0f40b19bc5e50213610cc09b662e8f& 02:42 < bridge> but i dont think its that much of an issue 02:42 < bridge> not wanting people to run in /practice and try to avoid using it is fair 02:42 < bridge> bing bong 02:45 < bridge> I mean, it's not really about always starting a run with practice mode on, you can still do that ingame. However upon wanting to not use it with the team, it gets a little more confusing when there was no system message telling you that you are still in practice mode. 02:45 < bridge> I was a bit skeptical about the top-left UI, since you cannot hover over it with your mouse to see what the icon really indicates. 02:46 < bridge> The 100% clarification would be a system message being sent to the client (or just bake it into the client if we don't care about custom clients xd) that your team is still using Practice Mode 02:47 < bridge> And since with most maps, you mostly spend multiple minutes, if not, hours into finishing a map with a team (pros on Brutal / Insane maps) where it's very crucial to know if your team is still on Practice Mode or not, since there was no tutorial about the top-left UI, as in what icons do what. 02:47 < bridge> @teero777 what r u doing today? 02:48 < bridge> Idk, in bed. I was working on my renderer earlier 02:48 < bridge> oh right 02:48 < bridge> But vulkan is hard 02:48 < bridge> it's 2am in germany dude 02:48 < bridge> 💀 02:48 < bridge> (almost 3am) 02:48 < bridge> when i tried to render grids in web the fastest way was a single pass shader which is possible without interacting with vulkan at all 02:49 < bridge> which u can do with sdl 02:49 < bridge> I need to make it render to a texture to use that with imgui to make a proper viewport window 02:49 < bridge> i dont think sdl has any other stated graphics tho 02:49 < bridge> Yea but I already have a 2k loc vulkan backend 02:49 < bridge> And I'm not using sdl 02:49 < bridge> sunk cost fallacy 02:49 < bridge> glfw 02:50 < bridge> Also this is what I want. I could've just used opengl and everything would be easier but I wanted to learn vulkan 02:50 < bridge> fair enuf 02:50 < bridge> Btw robyt I got animations to work thanks to tater discovering a sign bug in my shader 02:50 < bridge> is it ever gonna be able to connect to servers xd 02:50 < bridge> ddnet-based 02:51 < bridge> It will run on different physics so it doesn't make much sense lol 02:51 < bridge> I was talking with tater about possible multiplayer tas editing which would be funky 02:51 < bridge> u could make it a ddnet-rs physics module 02:51 < bridge> Yes I will probably eventually 02:52 < bridge> that would be fun 02:52 < bridge> imaigne a tournament but you ahve full tas tools 02:52 < bridge> i dont think that would be allowed 02:52 < bridge> well different physics and the editor is server side maybe 02:52 < bridge> Fastest run after 2 hours wins 02:53 < bridge> time to go eep 02:53 < bridge> u should too 02:53 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1417674804684914748/image.png?ex=68cb580c&is=68ca068c&hm=59907bf09d4122b3c5df5faca017949b8d0f7e34c35bde46990cffb8b85f715e& 02:53 < bridge> xdd 02:53 < bridge> yes 02:53 < bridge> I still have a long todo list 02:55 < bridge> gn 03:12 < bridge> https://media.discordapp.net/attachments/1344966254137577492/1417677004462882998/1.jpg?ex=68cb5a19&is=68ca0899&hm=386de78c58831e614726f7fc7173ae90f94c70806c73c9820b7a99ded84b9b0d&=&format=webp&width=929&height=1238 03:12 < bridge> https://media.discordapp.net/attachments/1344966254137577492/1417677004811145267/2.jpg?ex=68cb5a19&is=68ca0899&hm=bb361406ed87c1c707360f69fd0b196c5f0e704bbab0db4a9da8a60ce6d20d19&=&format=webp&width=929&height=1238 03:12 < bridge> https://media.discordapp.net/attachments/1344966254137577492/1417677003540267008/3.jpg?ex=68cb5a18&is=68ca0898&hm=d4d56047c35cc188d5e211ee1306aebc4b5749f50ca794ae31b3f48f8711d4d6&=&format=webp&width=929&height=1238 03:12 < bridge> https://media.discordapp.net/attachments/1344966254137577492/1417677004102307860/4.webp?ex=68cb5a18&is=68ca0898&hm=ab25295a1778357bcc82afd786c63fea54ead7bc71910c0c430540f902b47680&=&format=webp&width=929&height=1238 @everyone 04:23 < bridge> ohhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh 08:07 < bridge> chiller is #10924 about cmake or what 08:07 < bridge> https://github.com/ddnet/ddnet/pull/10924 08:08 < bridge> or what makes it limited to only few source files 08:08 < bridge> What have you cooked again 08:08 < bridge> Why isn't robytes PR much better 08:09 < bridge> yo, 08:09 < bridge> is there any ddnet map parser library? 08:10 < bridge> arent there like 20 now 😂 08:10 < bridge> what exactly do you want to parse 08:11 < bridge> I want to do a silly attempt at A* pathfinding 08:11 < bridge> so 08:11 < bridge> 08:11 < bridge> 08:11 < bridge> This is the most useful map parser yet. it also has python bindings 08:11 < bridge> oo 08:25 < bridge> gumo ^^ 08:25 < bridge> twmap even allows you to convert a map in a map-directory, which I find very useful, since every layer is just a json file 08:26 < bridge> and you can even reconvert them. This is how i programmed the snow in my map 09:13 < ws-client> **** @Jupstar ✪ wdym about cmake 09:17 < ws-client> **** @Jupstar ✪ which robyte pr? Its hardcodet to 4 files because we only have 4 files that pass the lint. 09:18 < ws-client> **** I don't like that robyte writes reviews asking contributors to change how they write float values. 09:21 < bridge> ?xD 09:22 < bridge> What does order have to do with floats 09:25 < ws-client> **** sorry the order is alter käse for me already 09:26 < ws-client> **** it now also checks floats 09:26 < ws-client> **** 2 annoying nitpicks that clang cant enforce caught with one epic external tool 09:26 < ws-client> **** i was so hyped 09:26 < ws-client> **** I cba to fix the cmake build anymore now that there is so much backlash 09:28 < ws-client> **** guess we have to stick to waiting 2weeks for a rob review saying "plEasE cHanGe YoUr FlOaT FrOm `0.f` to `0.0f` Or iT WoNt bE MeRgeD" forcing the unpaid contributor to undust this old branch and doing another push 09:42 < bridge> Weird seeing that from you chiller 09:42 < bridge> Given you're the one who want(s) code style to be enforced :kyaruXD: 09:42 < bridge> Given you're the one who wants code style to be enforced :kyaruXD: 09:42 < bridge> if its enforced by ci roby doesnt have to pick nits 09:43 < bridge> pLeAsE rEmOvE sPaCe BeTwEeN iF aNd (!!!11!! 09:44 < bridge> if 09:44 < bridge> ( 09:44 < bridge> True( 09:44 < bridge> { 09:44 < bridge> dbg.assert("noob") 09:44 < bridge> ; 09:44 < bridge> } 09:44 < bridge> ; 09:44 < bridge> if 09:44 < bridge> ( 09:44 < bridge> True) 09:44 < bridge> { 09:44 < bridge> dbg.assert("noob") 09:44 < bridge> ; 09:44 < bridge> } 09:44 < bridge> ; 09:46 < bridge> dbg_assert* 09:46 < bridge> requires 2 arguments 09:46 < bridge> I'm on my phone taking a dookie hiding from my boss 09:46 < bridge> [cat_uwu](https://cdn.discordapp.com/emojis/1230626195649990696.webp?size=48&name=cat_uwu) 10:02 < bridge> does sb know what this function in the graphcis backend does? 10:02 < bridge> 10:02 < bridge> ``` 10:02 < bridge> m_pCommandBuffer->AddRenderCalls(NumIndicesOffset); 10:02 < bridge> ``` 10:02 < bridge> 10:02 < bridge> As far as I know this is just a counter? 10:03 < bridge> I think I found a bug there, but I have no idea what the consequences of a wrong number there are 10:06 < bridge> It's used for load balancing 10:06 < bridge> Assuming all render calls take similar amount of time 10:07 < bridge> it's currently wrong for grouped quads, because it's only 1 render count. But if you say it's for load balancing, I assume this draw call takes a longer amount of time, does it? 10:07 < bridge> it's currently wrong for grouped quads, because it's only 1 render call no matter how many quads are rendered. But if you say it's for load balancing, I assume this draw call takes a longer amount of time, does it? 10:12 < bridge> Simply assume they take all same time 10:12 < bridge> One quad group is one call 10:17 < ws-client> **** @melon i want it to be automatically enforced so we can stop the fakin nitpicks and merge faster 10:18 < bridge> then I'll push a fix soon 10:19 < ws-client> **** @learath2 is it possible you forgot to merge https://github.com/ddnet/ddnet/pull/10813 ? 10:19 < bridge> It is very possible 10:20 < ws-client> **** i just hard to resolve two conflicts and rebase the prs that already were based on it <:pepedead:773232467658145822> 10:21 < bridge> You don’t understand chiller at all. All he wants is things to be merged 10:22 < bridge> He would skin me alive, steal my github password and merge all his PRs, that’s why I don’t meet him 10:24 < ws-client> **** thanks lerato 10:24 < ws-client> **** this is why you are my bff 10:24 < ws-client> **** <:deen_star:1322627615906992149> 10:25 < bridge> I’ll do more reviews today at tea time 10:30 < bridge> @jupeyy_keks 2 LOC for you 😘 10:32 < bridge> is the pipeline now perma stuck? 😮 10:43 < bridge> I guess we are out of runners because other PRs were also pushed at the same time 10:44 < bridge> hmm fair 12:44 < bridge> made my memory fs 12:44 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1417823553218150480/image.png?ex=68cbe294&is=68ca9114&hm=e9bd29aeda105977cbf62e46bacdac22c3d8976512e3a49f065bd4159a129c67& 12:46 < bridge> Chiller i dont see any linked pr in your description 12:50 < bridge> Is there some like tutorial on making an actually decent profanity filter? 12:50 < bridge> Anything 12:50 < bridge> it seems hard 12:56 < bridge> Maybe just ban the most obvious stuff and replace banned words with "DDNet" or something like that 13:07 < ws-client> **** @Jupstar ✪ its in my meta comment below description 13:07 < ws-client> **** i try to separate description from discussion 13:10 < bridge> idk, that's a very DDNet idea, why not use stars `****` ? 13:10 < bridge> Stars are less fun 13:11 < bridge> "DDNet hell" > "******* hell" 13:11 < bridge> idk if it's a good idea to change every bad word to ddnet. Your mother is a ddnet, go ddnet yourself, please fix that ddnet map part ? 13:12 < bridge> I am starting to like it 🙂 13:13 < bridge> Yeah i am just not sure how to make it false positive free 13:14 < bridge> with smarter context dependend AI checks and not just keyword replacement 🤷‍♂️ 13:16 < bridge> AI is a good idea 13:17 < bridge> But surely someone would have made the perfect system already? 13:18 < bridge> well, there is no perfect system, I can still insult your m0m or use similar utf16 letters, insider language, invent new words, ... 13:20 < bridge> if there is a zensorship, people will find ways to circumvent it 13:20 < bridge> What even is the goal of the profanity filter? 13:21 < bridge> I guess having some automatic chat moderation, after all this game is played by younger children 13:21 < bridge> imagine your child reading ingame chat and then running to you asking `Whats a deen?` 13:27 < bridge> But it will never be very good anyways 13:36 < bridge> Have you heard of the saying "Don't let perfect be the enemy of good"? 13:38 < bridge> no 13:41 < bridge> English is already tough enough and there are other languages too 13:42 < bridge> Amen 13:43 < bridge> _puts in a russian dictionary as blocklist_ /s 13:45 < bridge> The issue with having a whitelist is that it bans typos 13:46 < bridge> a whitelist would be just worse, don't do that 13:47 < bridge> Can't wait to talk to you ***a 13:48 < bridge> is Assassin then `******in` ? 13:48 < bridge> a**a**in 13:48 < bridge> :nouis: 13:49 < bridge> ackthually it would just be `*********` 13:49 < bridge> Cuz ass is sexual and sin isn't allowed on our Christian channel 13:49 < bridge> maybe then there's a trick again in beeing unpingable :brownbear: 13:50 < bridge> It'll probably just have slurs in there not `ass` 14:01 < bridge> ********* 14:18 < ws-client> **** @robyt3 `Unused variable 'aBuf'` incoming during testing <:justatest:572499997178986510> https://github.com/ddnet/ddnet/pull/10937 14:19 < ws-client> **** golang/rust ah build pain 14:23 < ws-client> **** also @robyt3 go approve https://github.com/ddnet/ddnet/pull/10922 then i rebase its not that deep. I would like to finish the str.cpp move this year ._. or at least before i rq working on it so it stays half moved forever 14:57 < bridge> @sollybunny I left a comment about RenderHookCollLine, I'd like to improve the rendering code if this doesn't collide with your agenda, see 15:40 < ws-client> **** @Solly (bun bun) i will send merge once you rebased https://github.com/ddnet/ddnet/pull/10908 15:48 < bridge> @chillerdragon can you take a look at 10936? I promise it's very easy, the top branch of `!Grouped` contains `QuadNum * sizeof(SQuadRenderInfo)` renderinfos, and the bottom one just `1 * sizeof(SQuadRenderInfo)` only needing one draw call :owo: 15:50 < bridge> @chillerdragon can you take a look at 10936? I promise it's very easy, the top branch of `!Grouped` contains `QuadNum` renderinfos, and the bottom one just `1` renderinfos only needing one draw call :owo: 16:06 < ws-client> **** @Assa yea no i dont know anything about how vulkan works 16:06 < ws-client> **** lets let josspit merge this one 16:20 < bridge> jupey hits me with a `Tja` :pepeRage: 16:20 < bridge> (╯°□°)╯︵ ┻━┻ 16:25 < bridge> tja 16:26 < ws-client> **** huge troller 16:48 < bridge> @chillerdragon it was easier to just redo the changes but here it is https://github.com/ddnet/ddnet/pull/10908 17:06 < bridge> @sollybunny do you know what the hook does if it has multiple teleouts? 17:06 < bridge> @sollybunny do you know what the hook collision line does if it has multiple teleouts? 17:07 < bridge> hmm I think it might ignore it :justatest: 17:08 < bridge> it does nothing 17:08 < bridge> so it just ignores it, does the hook still teleport? 17:09 < bridge> well yeah the hook teleports but theres no prediction 17:09 < bridge> it cant no cuz its random on the servre side 17:09 < bridge> it cant know cuz its random on the server side 17:10 < bridge> I am currently reworking all of this line segment creation logic ... 17:10 < bridge> waht u have is fine if it compiles 17:10 < bridge> maybe we should have a color until the teleport for "unsure" 17:10 < bridge> yeah for it to compile i just need to add a compare function, but this thing calls std::find multiple times for no reason 17:10 < bridge> theres not a map i can think of that even uses multiple hook outs 17:11 < bridge> the maps i can think of are just teleports for swinging and funny aha you hook up but u actually hook sideways or down 17:11 < bridge> which are very much aided by the hook line tp, its a shame its not on by default 17:12 < bridge> the hook line shows the direction switch? 17:13 < bridge> yar 17:13 < bridge> oh wait can u even direction switch with hook tps 17:13 < bridge> i dont think u can 17:13 < bridge> scrap that 17:13 < bridge> you scared me :justatest: 17:14 < bridge> where does this sha256 come from 17:14 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1417891411306746030/image.png?ex=68cc21c7&is=68cad047&hm=848717fd5cccc2d2c8b2034f5cd895c0ec205bf9e2cefdcf26a2f1014dc7313b& 17:14 < bridge> cuz its wrong 17:14 < bridge> hmm 17:15 < bridge> epic 17:15 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1417891615464358038/image.png?ex=68cc21f8&is=68cad078&hm=326e511f77ff257e463544850fc6e6ab0c8802397cd6d7ef1ddce80faed02649& 17:15 < bridge> futebol [cat_uwu](https://cdn.discordapp.com/emojis/1230626195649990696.webp?size=48&name=cat_uwu) 17:22 < bridge> ⠀ 17:23 < bridge> Hook Collision lines probably don't work, if you hit a hook-teleport without tele-out followed by a hook-teleport with tele-out 17:23 < bridge> as far as I can tell 17:32 < bridge> time for the next gambling map? 17:32 < bridge> 🤑 17:33 < bridge> ⠀⠀⠀ 17:33 < bridge> like one of the japenese gameshows, either you hook twinbop or buttee 17:33 < bridge> or you hook a solid and push yourself into a deathtile 17:33 < bridge> that's a bad monty hall problem 18:08 < bridge> @guga.wx7 i gotchu bro 18:09 < bridge> oh right 18:09 < bridge> i forgot he doesnt speak english 18:21 < bridge> @sollybunny do you know why the collision line segments are searched for duplicates? 18:21 < bridge> nope! 18:21 < bridge> i think its a bit islly 18:21 < bridge> I think it's very silly! 😄 19:42 < bridge> Hummm 19:42 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1417928735155552397/Screenshot_20250917_192434_Gmail.jpg?ex=68cc448a&is=68caf30a&hm=695a4fb8eed878437804c2622b973322ee4a4a4756177a28c55fa48579f46e6d& 19:46 < bridge> 7840 MiB of the 10 GiB are just for CodeQL cache for some reason 20:43 < bridge> Thanks codeql 20:54 < bridge> youre welcome 20:55 < bridge> @chillerdragon 20:55 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1417947069980868790/image.png?ex=68cc559d&is=68cb041d&hm=710b1de679a2fb7ba759dcd7a73ea210e7d13dd8771c18646db468cabe2641ed& 20:55 < bridge> CI jumpscare 21:13 < bridge> you mean javascript jumpscare 21:19 < ws-client> **** @Solly (bun bun) W CI don't let heinrich or jupstar see it 21:19 < bridge> @chillerdragon why 21:19 < bridge> im not doing json verification in python 21:19 < bridge> bite me 21:53 < bridge> also also @chillerdragon 21:53 < bridge> > I do not have the energy to work on this if there is already a discussion. 21:53 < bridge> 21:53 < bridge> what does this mean, does this mean "i hate this useless discussion which achieves no purpose apart from stopping me from saving 30m of build time" because i am very interested in having a faster-fast-build.yml 🥺 23:07 < bridge> I keep finding shit with that hook teleports <.< 23:07 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1417980340391251968/test-hook-line_2025-09-17_23-01-42.mp4?ex=68cc7499&is=68cb2319&hm=5a781d8264a2d9c845172a5383f33a1700a3d4866fe12db664c8025401975fa2& 23:12 < bridge> @sollybunny: there is only so much ddnet maintainer bs I can take. If it’s already controversial during the issue stage the risk of getting a stale pr or no merge at all is quite high. I rather not spend my time on that. Even the discussion it self is a waste of my time. Because eventuell Heinrich will stop responding anyways. 23:12 < bridge> contribute to tclient because theres no maintainer bs! 23:12 < bridge> fr 23:13 < bridge> or rather i still play the game 23:13 < bridge> deen accepted my fwen request >< 23:14 < bridge> i think roby and hein are the only 2 people i havent seen in gmae 23:14 < bridge> i think roby and hein are the only admins i havent seen in gmae 23:14 < bridge> i think roby and hein are the only 2 admins i havent seen in gmae 23:14 < bridge> admins* 23:14 < bridge> idk why i cant edit 23:15 < bridge> I have seen hein play Stronghold irl xd 23:15 < bridge> wow 23:16 < bridge> robi never played he just spawned as ddnet admin 23:16 < bridge> huh 23:16 < bridge> Or something like that 23:17 < bridge> He basically already quit when he moved from Teeworlds to ddnet and I never saw him in CTF either 23:17 < bridge> @robyt3: Right? Or did you ever tryhard ctf? 23:18 < bridge> when admin ctf session (also invite me) 23:18 < bridge> deen played in the official tournament 23:18 < bridge> i have seen a deen 23:18 < bridge> anyway new tclient release time 23:26 < bridge> I didn't play much vanilla 23:38 < bridge> deen is a huge pro 23:42 < bridge> Yea deen used to be pro gamer 23:43 < bridge> And less ddrace? Xd 23:43 < bridge> So my statement „spawned as admin“ was factually correct, ez 23:55 < bridge> I used to play quite a bit with heinrich, don't think I've seen him recently though 23:58 < bridge> i think i saw all admins in game at least once