00:02 < bridge> some maps use it 00:09 < bridge> chillerdragon: do u still play ? 00:15 < bridge> i sometimes see chiller on kog 01:07 < bridge> some new AI results from coding competition, openai destroyed deepmind lol, and solved the problem that none of the human teams got. 01:07 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418010429552070707/G1EF-ega0AAm9Ie-1.jpg?ex=68cc909f&is=68cb3f1f&hm=84fb5936664d638e680acd46d18a5b38c7066e59f1a64609b900c47eccf86fa2& 01:07 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418010429887877161/unnamed.webp?ex=68cc909f&is=68cb3f1f&hm=c1963a8b5f0d5166c7ac20988363b9b5de667abafabbde770284487aab186c6b& 01:07 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418010430231806013/image.png?ex=68cc909f&is=68cb3f1f&hm=1dfeda98ed0d1cff607435ec2b3b408ebdfb641750c54ba9893dcaa79f7168fe& 01:10 < bridge> <8_9z> how can i dawnload kog maps?? 01:11 < bridge> <8_9z> https://cdn.discordapp.com/attachments/293493549758939136/1418011382233956473/IMG_20250918_020955.jpg?ex=68cc9182&is=68cb4002&hm=a75626de89e60a89ee80daaae07e270edd8597adca73eec895ac22b445041d4c& 01:11 < bridge> $kog 01:12 < bridge> to be fair to the human teams, they have 3 people with 1 laptop, with a time limit to solve 12 problems. So it's kinda embarrassing that google couldn't beat them. 01:15 < bridge> apparently just regular GPT5 solved 11/12 problems, but they had to use "special model" for the hard one. 01:18 < bridge> zamn 01:23 < bridge> How many instances of GPT were they competing against? 01:23 < bridge> the humans you mean? 01:24 < bridge> yeah I'm wondering if there were multiple bots running in parallel 01:24 < bridge> the humans weren't competing with the AIs directly 01:24 < bridge> oh ok 01:24 < bridge> it's not like the 1st place human team lost because openai did better than them 01:24 < bridge> I've seen a couple of these competitions with AI specific categories 01:25 < bridge> where they do compete in parallel 01:25 < bridge> but from what they've said I'm presuming they did all 12 problems in parallel because why wouldn't they, not that it really matters because you can just add up all the times to figure out how long it would take if they did it sequentially. 01:25 < bridge> they still win sequentially 01:26 < bridge> yo 01:29 < bridge> they're very light on the details but from what they've said it *sounds* like for each problem they probably had many many instances of GPT5 with super long resoning budget to solve it, and then they had another model look at all the solutions that those made to pick one to submit 01:29 < bridge> they're very light on the details but from what they've said it *sounds* like for each problem they probably had many many instances of GPT5 with super long reasoning budget to solve it, and then they had another model look at all the solutions that those made to pick one to submit 01:30 < bridge> I played minesweeper all day and didn't do shit. What do I do 01:32 < bridge> https://www.theblackbox.games/ 01:33 < bridge> should compare with the total number of tokens somehow 01:38 < bridge> I think counting tokens is a bad way to think about it. It's a black box that takes a certain amount of compute and time to give an answer. You shouldn't care about how it gets there other than the time and compute it takes. 01:40 < bridge> Just compare energy consumption and lose against ppl 01:41 < bridge> idk 01:41 < bridge> eeh, but then comparing against humans is kinda not useful imo 01:41 < bridge> burgers take a lot of energy 01:41 < bridge> its impressive that they were able to solve all 12 problems though 01:42 < bridge> people said comparing chess AI to humans wasn't fair because the chess AI didn't really understand how to play chess, it just brute forces a lot of positions. 01:43 < bridge> true 01:44 < bridge> hm i guess i'm trying to say comparisons like that sometimes feel misleading like they're trying to say gpt5 can think better than a human expert 01:46 < bridge> I mean again, this was a hard format for the humans, it's also *just* the smartest university students in the world. not the smartest competitive programmers, who are significantly better. 01:47 < bridge> oh wait is that true 01:47 < bridge> im not really tapped into the competitive programming world 01:48 < bridge> make no mistake tho, there's probably less than 20 humans who can actually solve competitive programming problems that the best models can't do with ultimate resources 01:48 < bridge> also i wonder what the special model looks like xd 01:49 < bridge> if ai can do all of this whern can it make me a goddamn sandwhich 01:50 < bridge> I'd guess that it's fundamentally similar to GPT5, but just their next training run that they haven't published yet, or they mixed in more competitive programming/math problems than the regular GPT5. They're all just iteratively improved versions of the idea that they had with o1 01:50 < bridge> GPT is really just o5 01:50 < bridge> if ai can do all of this whern can it make me a goddamn sandwhich 01:50 < bridge> () 01:50 < bridge> GPT5 is really just o5 01:51 < bridge> insert a circle in the traingle factory but its all the gpt versions and theyre not evne on the conveyer belt theyre just there 01:52 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418021810863214592/image.png?ex=68cc9b39&is=68cb49b9&hm=274ab5589b96077dd0722a27416178226e8310d2b8e284690b0e0a4094b8ca41& 01:58 < bridge> also I saw someone say that the reason none of the teams solved problem 3 was not because they couldn't but because it's a really time consuming problem that requires a lot of code, so they all skipped it. but the LLMs can write 1k loc in a few seconds so they had an advantage. 01:59 < bridge> the actual hardest problem had a few human solves 02:03 < bridge> Simulation problems 02:05 < bridge> can any dev help me? 02:05 < bridge> https://discord.com/channels/252358080522747904/342454474117218334/1418024244826210367 02:05 < bridge> i tried to do it myself 02:05 < bridge> failed miserably 02:07 < bridge> I love gambling 02:07 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418025666338623601/image0.png?ex=68cc9ed0&is=68cb4d50&hm=05efa6898e16b144ad4632348a7a40ea8753b0901dd218f547a4847bae9cd63c& 02:28 < bridge> I'm so stupid I could've just checked how many bombs were left 03:44 < bridge> I have never done competitive programming but it seems like a somewhat useless pursuit to me 03:44 < bridge> I saw the libstdc++ maintainer complaining about some data structure library he wants to deprecate and the only people complaining about it are competitive programmers who need it to fit in some rules about what tools preinstalled that you are allowed to use 03:55 < bridge> I mean it's kind of objectively useless if you isolate just the task of competitive programming, it's not like they're creating something useful. It's a sport, or game, however you want to call it. 04:27 < bridge> I will competitively sleep now gn 04:31 < bridge> @jupeyy_keks quick question. If I upload a texture to the gpu is there a way to update single pixels without reuploading the whole texture? I feel like I have asked this before but I forgot the answer. 04:33 < bridge> same 04:33 < bridge> not rly that's why it's hard 04:34 < bridge> glTexSubImage2D is how you do it in opengl 04:34 < bridge> I still think it's quite slow and not recommended 04:35 < bridge> I'm almost positive that's because it converts it back to "software form" for alteration 04:36 < bridge> best analogy I have is SDL_Surface vs SDL_Texture 04:37 < bridge> the former's image data lives in CPU managed memory and it worked in by the CPU, the latter will only hold a handle 04:38 < bridge> the former's image data lives in PU managed memory and is worked on by the CPU, the latter will only hold a handle 04:38 < bridge> the former's image data lives in CPU managed memory and is worked on by the CPU, the latter will only hold a handle 04:38 < bridge> yes and I think most APIs also have the notion of an "immutable texture" that you cannot change 04:39 < bridge> that's the difference between glTexStorage and glTexImage 04:39 < bridge> apparently it helps some things work faster if the GPU knows you cannot write the texture 04:39 < bridge> that's the difference between glTexStorage and glTexImage I think 04:39 < bridge> apparently it helps some things work faster if the GPU knows you cannot write the texture 04:39 < bridge> definitely 04:40 < bridge> probably varies across different APIs too opengl exposes some weird stuff more modern APIs don't try to do because it's not performant or transparent enough 04:44 < bridge> that just exists on a spectrum relating to openGL version tbh 04:46 < bridge> i think most simple programs would be performant in modern OpenGL as vulkan if they were managing their resources and shaders the same way as GL does in vulkan 04:47 < bridge> the difference just exists in the level of control they give you, so vulkan has the potential to be more performant but the latest open GLversion is probably gonna have all of the same features which don't rely on that explicitness to be worthwhile 04:48 < bridge> i think most simple programs would be equally performant in modern OpenGL as vulkan if they were managing their resources and shaders the same way as GL does in vulkan 04:48 < bridge> i think most simple programs would be equally performant in modern OpenGL as vulkan if they were managing their resources and shaders the same way as GL does within their vulkan code 04:49 < bridge> i bet there's a marginally less slow way to do it vulkan specific lol 05:16 < bridge> You could upload the pixels you want to change to the gpu in a small buffer and then use a compute shader to modify the texture. 05:16 < bridge> If you really need it to live in gpu memory 07:42 < bridge> Sure, but if the texture is in use you have to expect race race conditions 07:48 < bridge> @louis.place: @soulyvevo I play Teeworlds an average of 4 hours a day I would say. I played less when I started playing. And I took a 1 year break in 2024 but not by choice. I would call my self quite active! 07:49 < bridge> It’s all about the game 08:09 < bridge> -^ Tested out on Nightly. 08:16 < bridge> gm nix users have you ever experienced nixos-rebuild taking over 90GB at multiple points throughout evaluation (frees between) only for it to segfault? 08:17 < bridge> :justatest: 90gbs? 08:17 < bridge> the segfault is like the icing on the cake 08:17 < bridge> 64 of real memory, 24GB of swap 08:18 < bridge> previously the build ended thanks to the OOM killer so I closed everything else 08:18 < bridge> I even have zram enabled 08:18 < bridge> zamn 08:19 < bridge> seems like it has to be a bug but the fact it survives and goes back down in memory usage makes it non obvious 08:20 < bridge> unless the nix process garbage collects itself but that'd be crazy and kinda gross considering it's just c++ 08:20 < bridge> I tried nh but obviously I can't do everything needed as my user, so I need to elevate 08:21 < bridge> I usually elevate nixos-rebuild with sudo but nh insists you call it as your user and it will handle calls to sudo 08:21 < bridge> but it just misses one and the build fails anyway 08:21 < bridge> permission denied 08:22 < bridge> ngl that's some black magic shit for me lmao 08:22 < bridge> I have a friend who nags about me trying out Nixos to get more familiar with c++ but what you mentioned now actually discourages me lmao 08:22 < bridge> :kek: 08:23 < bridge> well nixos has been the most predictable OS I've had to date 08:24 < bridge> it's obvious unable to fix a lot of issues with linux itself but compared to other distros it seems to have the best set of packages maybe ever 08:24 < bridge> kek 08:24 < bridge> gentoo ftw 08:25 < bridge> and if it's not yet up to date in the unstable channel, you can often very easily specify an exact version 08:25 < bridge> morning 08:25 < bridge> gm 08:25 < bridge> mornin ☕ 08:25 < bridge> a nixos-rebuild takes a lot more time compared to the package upgrade & reboot most distros have 08:26 < bridge> but I definitely do not have the patience to emerge as often as I uld need to 08:26 < bridge> but I definitely do not have the patience to emerge as often as I would need to 08:26 < bridge> u know what i do? 08:26 < bridge> i run a script that updates and then shuts down 08:26 < bridge> i run it when i go to sleep 08:27 < bridge> my PC is loud and ~2m from my head when in bed 08:27 < bridge> gotta have it off 08:27 < bridge> well atleast i dont get segfaults 08:27 < bridge> or the lazier way, autorun it on startup 08:27 < bridge> yea 08:27 < bridge> :justatest: 08:27 < bridge> no, that doesnt make any sense? 08:27 < bridge> xd 08:28 < bridge> u should recognize tho it is equally likely for a segfault to slip into emerge, as it's c afaik 08:28 < bridge> ik, cuz you must reboot in order to have changes apply 08:28 < bridge> but like, do I manually run it? xdd 08:28 < bridge> nix is a pretty complicated process in comparison 08:28 < bridge> no brother.. its because i want to use my pc not compile 08:28 < bridge> oh, wait it compiles? uuugh 08:28 < bridge> ok im out 08:28 < bridge> it takes a very long time 08:28 < bridge> suddenly it reminds me of what I do in Rust 08:28 < bridge> cya later 08:28 < bridge> cya 08:28 < bridge> icant 08:29 < bridge> until recently you had to compile every single thing from scratch, excepting the kernel if you were lazy 08:29 < bridge> anything that's changed gets recompiled on update 08:29 < bridge> yep 08:30 < bridge> there is no partial build cache for basing it only off changes either, afaik it has to be a fresh rebuild every single time 08:31 < bridge> I mean, on release mode it makes sense 08:31 < bridge> there's also no uniform way to do that plus it might not have great returns 08:33 < bridge> well without trying to restructure... cargo, you have no other ways to speed up compilation, unless you either just abandon libraries and make your own, or some black magic that I don't know of yet 08:33 < bridge> tbh the nixos-rebuild && systemctl poweroff is fairly common for me 08:34 < bridge> isn't there a queue on what to run before it powers off? 08:34 < bridge> I'm still talking about nix but I will acknowledge that rust build times are pretty bad 08:35 < bridge> oh kek 08:35 < bridge> not as slow as many super modern cpp features will make it tho 08:35 < bridge> after experiencing ddnet-rs, I can confirm 08:35 < bridge> and rustis inherently complicated to compile 08:35 < bridge> it's slow 08:36 < bridge> think about all the extra evaluation logic and hyper specific parsing errors u get in rust 08:36 < bridge> I bet without all the safety features that overhead the compilations, I would have errors on 90% of my workspace 08:37 < bridge> agreed 08:37 < bridge> But like, what if you don't want that? xd 08:37 < bridge> if your only experience beforehand is in interpreted languages then I can understand the pain but compared to langs like C where the compiler gives so much less of a shit it's logical 08:37 < bridge> u can use unsafe blocks or..... another language 08:38 < bridge> I could 08:38 < bridge> But like 08:38 < bridge> Rust :kek: 08:38 < bridge> rust is architectured around it's safety features 08:38 < bridge> rust is architectured around its safety features 08:39 < bridge> Gboard smart enough to log every keystroke for the NSA but not smart enough not to autocorrect "its" to "it's" when it's grammatically incorrect 08:39 < bridge> Google services in a nutshell 08:40 < bridge> Btw, about the map editor issue I reported, who made changes with Destructive Mode? 08:44 < bridge> its still mostly on llvm tho 08:44 < bridge> its just that rust has a compile the world model 08:44 < bridge> I don't think clangs are so bad 08:44 < bridge> cpp uses shared libs 08:44 < bridge> yea 08:45 < bridge> most of that can be cached or vendored but the former is fragile and the latter is more setup 08:45 < bridge> also by using the compile the world model rust has local lto always 08:45 < bridge> yea they call it PGO when in cpp compilers they are technically not the same term 08:46 < bridge> im not talking about pgo 08:46 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418125947818737675/image.png?ex=68ccfc35&is=68cbaab5&hm=8e48817db006131bf65c33106c54b0e77c79ea67b3df15965811dabf0485337f& 08:46 < bridge> even with debug / off u have a local lto 08:46 < bridge> false 08:46 < bridge> even with false u have a local lto 08:46 < bridge> omg i cant type 08:47 < bridge> ok the local lto is only within the crate 08:48 < bridge> i would like to see a firefox in rust to compare compile time 08:48 < bridge> firefox has to use jumbo builds to improve compile time 08:48 < bridge> hopefully that means they're constexpring everything 08:49 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418126718010396682/image.png?ex=68ccfced&is=68cbab6d&hm=9643c6beaaa74574a579001e98c7b00f9fc1a0f3df30b9140d77b4b374927032& 08:50 < bridge> I didn't know about that but it makes sense 08:50 < bridge> would not be necessary with modules 08:59 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418129229224349738/IMG_9234.jpg?ex=68ccff43&is=68cbadc3&hm=1a39884dd54870b6140e1b19c45c460183e035f3b33b3abd5b38a5cd1e4ca348& 08:59 < bridge> delightful 09:42 < bridge> morming 09:43 < bridge> nornimg 09:47 < ws-client> **** @robyt3 can you explain this code? then i can send merge https://github.com/ddnet/ddnet/pull/10937/files#diff-523c7cb184ab750e026099047cf54bd74271130410325fabf89e78ad38ed8112R57-R65 09:47 < ws-client> **** i understand `if(Length > 0)` 09:48 < ws-client> **** a it checks if it ends in newline to avoid doing double newline because `log_log` also adds a newline 09:50 < ws-client> **** i wonder if this can be moved to str.cpp but i dont think so 09:50 < ws-client> **** ruby has a method that does exactly that its called `chomp` 09:51 < ws-client> **** ``"foo".chomp # => "foo"`` 09:51 < ws-client> **** ``"foo\n".chomp # => "foo" `` 09:51 < ws-client> **** ``"foo\n\n".chomp # => "foo\n"`` 09:57 < ws-client> **** also whats the state on these bois holding me back from receiving ungodly amounts of donation money https://github.com/ddnet/ddnet/pull/10892 https://github.com/ddnet/ddnet/pull/10836 https://github.com/ddnet/ddnet/pull/10827 https://github.com/ddnet/ddnet/pull/10793 10:06 < bridge> llm says 10:06 < bridge> > Key Steps for Buffer-to-Image Copy (most common for CPU-driven updates): 10:06 < bridge> Allocate a staging buffer and map it. 10:06 < bridge> Write your pixel data to the buffer (e.g., for a single pixel, write the RGBA values at the correct offset). 10:06 < bridge> Record a command buffer: 10:06 < bridge> Transition the texture to VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL. 10:06 < bridge> Use vkCmdCopyBufferToImage with a VkBufferImageCopy specifying the target region (e.g., imageOffset for the pixel’s x, y, z coordinates and imageExtent for a 1x1x1 region). 10:06 < bridge> Transition the texture back to its original layout. 10:06 < bridge> Submit the command buffer to the queue. 10:06 < bridge> 10:06 < bridge> I was thinking of how I would do minetee. 10:06 < bridge> > Thanks for not calling it a feature 10:06 < bridge> Lmao, you should thank me for not calling it shit ugly spaghetti code 10:07 < bridge> llm says 10:07 < bridge> > Key Steps for Buffer-to-Image > > Copy (most common for CPU-driven updates): 10:07 < bridge> > Allocate a staging buffer and map it. 10:07 < bridge> > Write your pixel data to the buffer (e.g., for a single pixel, write the RGBA values at the correct offset). 10:07 < bridge> > Record a command buffer: 10:07 < bridge> Transition the texture to VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL. 10:07 < bridge> > Use vkCmdCopyBufferToImage with a VkBufferImageCopy specifying the target region (e.g., imageOffset for the pixel’s x, y, z coordinates and imageExtent for a 1x1x1 region). 10:07 < bridge> Transition the texture back to its original layout. 10:07 < bridge> Submit the command buffer to the queue. 10:07 < bridge> 10:07 < bridge> I was thinking of how I would do minetee. 10:07 < bridge> llm says 10:07 < bridge> > Key Steps for Buffer-to-Image > > Copy (most common for CPU-driven updates): 10:07 < bridge> > Allocate a staging buffer and map it. 10:07 < bridge> > Write your pixel data to the buffer (e.g., for a single pixel, write the RGBA values at the correct offset). 10:07 < bridge> > Record a command buffer: 10:07 < bridge> > Transition the texture to VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL. 10:07 < bridge> > Use vkCmdCopyBufferToImage with a VkBufferImageCopy specifying the target region (e.g., imageOffset for the pixel’s x, y, z coordinates and imageExtent for a 1x1x1 region). 10:07 < bridge> Transition the texture back to its original layout. 10:07 < bridge> Submit the command buffer to the queue. 10:08 < bridge> 10:08 < bridge> I was thinking of how I would do minetee. 10:08 < bridge> llm says 10:08 < bridge> > Key Steps for Buffer-to-Image Copy (most common for CPU-driven updates): 10:08 < bridge> > Allocate a staging buffer and map it. 10:08 < bridge> > Write your pixel data to the buffer (e.g., for a single pixel, write the RGBA values at the correct offset). 10:08 < bridge> > Record a command buffer: 10:08 < bridge> > Transition the texture to VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL. 10:08 < bridge> > Use vkCmdCopyBufferToImage with a VkBufferImageCopy specifying the target region (e.g., imageOffset for the pixel’s x, y, z coordinates and imageExtent for a 1x1x1 region). 10:08 < bridge> Transition the texture back to its original layout. 10:08 < bridge> Submit the command buffer to the queue. 10:08 < bridge> 10:08 < bridge> I was thinking of how I would do minetee. 10:08 < bridge> llm says 10:08 < bridge> > Key Steps for Buffer-to-Image Copy (most common for CPU-driven updates): 10:08 < bridge> > Allocate a staging buffer and map it. 10:08 < bridge> > Write your pixel data to the buffer (e.g., for a single pixel, write the RGBA values at the correct offset). 10:08 < bridge> > Record a command buffer: 10:08 < bridge> > Transition the texture to VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL. 10:08 < bridge> > Use vkCmdCopyBufferToImage with a VkBufferImageCopy specifying the target region (e.g., imageOffset for the pixel’s x, y, z coordinates and imageExtent for a 1x1x1 region). 10:08 < bridge> Transition the texture back to its original layout. 10:08 < bridge> Submit the command buffer to the queue. 10:08 < bridge> 10:08 < bridge> I was thinking of how I would do minetee. 10:08 < bridge> What motivates me to do PRs? 10:08 < bridge> 1. Read some code 10:08 < bridge> 2. Almost get a heart attack 10:08 < bridge> 3. fix/refactor/optimize 10:09 < bridge> llm says 10:09 < bridge> > Key Steps for Buffer-to-Image Copy (most common for CPU-driven updates): 10:09 < bridge> > Allocate a staging buffer and map it. 10:09 < bridge> > Write your pixel data to the buffer (e.g., for a single pixel, write the RGBA values at the correct offset). 10:09 < bridge> > Record a command buffer: 10:09 < bridge> > Transition the texture to VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL. 10:09 < bridge> > Use vkCmdCopyBufferToImage with a VkBufferImageCopy specifying the target region (e.g., imageOffset for the pixel’s x, y, z coordinates and imageExtent for a 1x1x1 region). 10:09 < bridge> > Transition the texture back to its original layout. 10:09 < bridge> > Submit the command buffer to the queue. 10:09 < bridge> 10:09 < bridge> I was thinking of how I would do minetee. 10:10 < bridge> why post llm output slop 10:13 < bridge> https://webassembly.org/news/2025-09-17-wasm-3.0/ 10:15 < bridge> With these new features, Wasm has much better support for compiling high-level programming languages. Enabled by this, we have seen various new languages popping up to target Wasm, such as Java, OCaml, Scala, Kotlin, Scheme, or Dart, all of which use the new GC feature. 10:15 < bridge> 64-bit address space. Memories and tables can now be declared to use i64 as their address type instead of just i32. That expands the available address space of Wasm applications from 4 gigabytes to (theoretically) 16 exabytes, to the extent that physical hardware allows. While the web will necessarily keep enforcing certain limits — on the web, a 64-bit memory is limited to 16 gigabytes — the new flexibility is especially interesting for non-we 10:15 < bridge> finally 10:15 < bridge> when we will see the end of js 10:21 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418149869037686814/image.png?ex=68cd127c&is=68cbc0fc&hm=0d3c194d917960fadb010f9bdbf8bdcbae47fc6ee8ef9d32d747c720865925a2& 10:21 < bridge> xd 10:22 < bridge> wtf how 10:22 < bridge> ? 10:22 < bridge> device 9999 guid 060606 10:23 < bridge> ah thats my fake partition 10:23 < bridge> its a memory filesystem 10:23 < bridge> oh xd 10:23 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418150376087228437/image.png?ex=68cd12f5&is=68cbc175&hm=c3127a5be22606255440fe2f360ca0bb1b4fdd2181ab06b361290d4a8db6920d& 10:23 < bridge> 1p0 means device 1 partition 0 10:23 < bridge> rly I've never used linux 10:23 < bridge> dev 0 p 0 is mounted at root / so its not here but i should add it here maybe idk 10:24 < bridge> well this isnt linux 10:24 < bridge> its edos 10:24 < bridge> iim totally making this up xd, well the device id matches the order of found active ahci ports 10:24 < bridge> and partition is from parsing gpt or mbr 10:25 < bridge> lovely 10:30 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418152100113940511/image.png?ex=68cd1490&is=68cbc310&hm=dc04cfbf05461af143e56c5e6e06a7f9a87895cd4d917c11f5d75bf22539d8b5& 10:30 < bridge> mountception 10:30 < bridge> does linux allow mounting same partition in multiple places? 10:30 < bridge> xd 10:34 < bridge> I believe so 10:34 < bridge> just a reparse point or w/e 10:50 < bridge> found out in my counrty it's cheaper to buy through amazon than on local virtual shops 10:50 < bridge> I mean 10:50 < bridge> a raspberry pi 5 full kit is at around ~300 USD here 10:50 < bridge> but the same product on amazon is like ~120 USD?? 10:51 < bridge> And even without taxes?? 10:51 < bridge> that's so crazy 10:51 < bridge> I mean imported stuff 10:51 < bridge> I mean imported products 10:55 < bridge> Looks correct. My sentence is still true 11:08 < ws-client> **** @Jupstar ✪ I had to update submodules when switching into your new prs branch <:justatest:572499997178986510> 11:24 < bridge> it still lacks good threading, the biggest issue for targetability. 11:25 < bridge> the last proposal that was getting close to finished got denied and now they're back to nothing in terms of threading proposals. literally like 3 years setback 11:29 < bridge> honestly idk why this isn't a higher priority for them, they seem to not care about it that much despite the huge demand and unofficial implementations that people made just to have something 12:03 < bridge> why isnt it just pthreads? 12:03 < bridge> Of course 12:04 < bridge> Isn't there a flag to mount to multiple places even ? 12:06 < bridge> i dont think mounting to multiple places is a good idea, running 2 fs for a simple fs may work but for more advanced ones updates will cuuse lots of divergence in state and dada you just lost data 12:06 < bridge> syslink is much better 12:07 < bridge> not really, the only issue you may run into is if you mount with different perms 12:07 < bridge> i dont feel like different perms will have that much of an effect 12:08 < bridge> i cant really test this because theres not a way for you to do it 12:08 < bridge> mount --bind is probably not similar to mounting twice 12:09 < bridge> mounting is just saying "your root is relative to this path" and thats it 12:09 < bridge> idk how linux does it but i detect if a path is in a mounted path and then strip the prefix and pass to the fs handler as if it were / 12:10 < bridge> for example if its mounted at /mnt and i do ls /mnt, the list files is received by the fs mounted at /mnt with a path of / 12:10 < bridge> So a fancier chroot for the fs? 12:10 < bridge> idk how linux does it tbh 12:10 < bridge> 2 fs handlers wont be able to communicate any locks 12:10 < bridge> i explained how i do it 12:11 < bridge> its the same fs handler 12:11 < bridge> it has to be 1 which is shared 12:11 < bridge> i have a router and fs handlers, the router handles mount points 12:11 < bridge> and u can have multiple mount points to same fs 12:11 < bridge> These aren't a native concept, emscripten maps them to web workers which require a browser 12:12 < bridge> wel not yet, but why cant they be 12:12 < bridge> pthreads is posix threads 12:12 < bridge> winshit doesnt have those 12:12 < bridge> windows can run pthread code 12:13 < bridge> Also theres huge limitations to the workers as threads workaround. 12:13 < bridge> web workers are disgusting 12:13 < bridge> You have to bend over backwards to target it 12:13 < bridge> web sucks 12:14 < bridge> If they didnt ditch the wasi threading proposal it could not suck 12:16 < bridge> Microsoft is maintaining a cosmic eldritch horror to make C# compile to web worker right now. 12:16 < bridge> And its a buggy mess 12:16 < bridge> Microsoft is maintaining a cosmic eldritch horror to make C# threads compile to web worker right now. 12:17 < bridge> ``` 12:17 < bridge> As the last step of walk_component(), step_into() will be called either directly from walk_component() or from handle_dots(). It calls handle_mounts(), to check and handle mount points, in which a new struct path is created containing a counted reference to the new dentry and a reference to the new vfsmount which is only counted if it is different from the previous vfsmount. Then if there is a symbolic link, step_into() calls pick_link() to deal with 12:17 < bridge> ``` 12:17 < bridge> 12:17 < bridge> From kernel.org 12:18 < bridge> https://www.kernel.org/doc/html/v6.14-rc2/filesystems/path-lookup.html 12:22 < bridge> Dunno what u mean chiller 12:26 < bridge> @chillerdragon did you just do that for me? xD 12:39 < ws-client> **** @Assa wat 12:40 < ws-client> **** @Jupstar ✪ your prs are based on old master branch :C 12:43 < bridge> the clineitem constructor PR looks very much needed for the hook collision line PR ^^ 12:43 < bridge> 12:43 < bridge> Also I just commented on it 😛 12:43 < ws-client> **** yes that idea came to me while i reviewed your pr 12:51 < bridge> need to check i didnt break rendering 12:51 < bridge> ! 12:59 < bridge> I am pretty sure you did break rendering the laser heads 12:59 < bridge> I am pretty sure you did break rendering the laser 13:00 < bridge> oh and the progress spinner 13:00 < bridge> Tja 13:02 < bridge> ~I am pretty sure you did break rendering the laser~ 13:02 < bridge> ~~I am pretty sure you did break rendering the laser~~ 13:08 < bridge> i cant test because it takes 500000 minutes to compiiile 13:08 < bridge> im only compiling game-client 13:08 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418191947712954378/image.png?ex=68cd39ad&is=68cbe82d&hm=9e7b457cc6ceef345e60af59005660f42d88ca9f4833b0c876c2a5d4fb04c876& 13:08 < ws-client> **** download more cpu 13:08 < bridge> i started after the pr 13:08 < bridge> )::: 13:08 < ws-client> **** also ninja is slow 13:08 < ws-client> **** use bam 13:08 < bridge> bam? 13:08 < ws-client> **** xd 13:09 < bridge> I am pretty sure you don't need over a month to compile :justatest: 13:09 < bridge> HYPERBOLE 13:09 < bridge> !!!! 13:09 < bridge> can cmake even make a bam 13:09 < ws-client> **** no bam can make a cmake 13:09 < bridge> err 13:09 < bridge> !remind 50000 @sollybunny test your compiled client 13:10 < bridge> bad bot 🙁 13:10 < bridge> Sowwy :c 13:10 < ws-client> **** @Assa almost did same joke 13:10 < ws-client> **** but didnt want an annoying reminder for it xd 13:10 < ws-client> **** !ping 13:10 < ws-client> **** rip you overflowed ryos reminder code 13:10 < bridge> well whats a joke without the punchline 13:10 < bridge> rust crashed instead of ovreflowing 13:10 < bridge> crtinge 13:11 < ws-client> **** or my home network is down 13:11 < bridge> unlikely 13:11 < ws-client> **** indeed 13:11 < ws-client> **** i have monitoring for my home network actually 13:11 < ws-client> **** https://minecraft-server-list.com/server/510243/ 13:11 < bridge> !crash chillers network 13:11 < ws-client> **** its still up 13:11 < ws-client> **** according to this website 13:12 < ws-client> **** so the raspi or the node app died rip 13:12 < ws-client> **** i blame lerato 13:13 < ws-client> **** souly 13:13 < ws-client> **** why u replace std::cos with direction? 13:14 < bridge> because.. 13:14 < bridge> direction = vec2(std::cos(angle), std::sin(angle)) 13:15 < bridge> hmm maybe the spinner works then 13:15 < bridge> std:cos(angle) = direction.x std::sin(angle = direction.y 13:15 < bridge> it do work 13:15 < bridge> i tested 13:16 < bridge> ah it appears demo player doesnt work in game 13:16 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418193860630151290/image.png?ex=68cd3b75&is=68cbe9f5&hm=6cd28d0f760ebad68fcabced8b59845a74ed9d08299345a64e64b2ebff8482d5& 13:16 < bridge> idk why 13:16 < ws-client> **** !ping 13:16 < ws-client> **** bru 13:17 < bridge> ```cpp 13:17 < bridge> /home/solly/Code/ddnet/src/game/client/components/menus.cpp(1213): m_GamePage invalid 13:17 < bridge> 13:17 < bridge> Platform: linux (little endian) 13:17 < bridge> Configuration: base + videorecorder 13:17 < bridge> Game version: DDNet 19.5 070d75eb2bc0bb2e 13:17 < bridge> OS version: Linux 6.15.9-arch1-1 (x86_64, #1 SMP PREEMPT_DYNAMIC Sat, 02 Aug 2025 01:20:06 +0000); "Arch Linux" 13:17 < bridge> 13:17 < bridge> Graphics backend: Vulkan 1.1.0 13:17 < bridge> GPU: INTEL - Intel(R) HD Graphics 4600 (HSW GT2) - Vulkan 1.2.311 (driver: 25.1.7) 13:17 < bridge> Texture: 244 MiB, Buffer: 27 MiB, Streamed: 26 MiB, Staging: 48 MiB 13:17 < bridge> ^C^C^CKilled ~/mnt/icovps/Code/ddnet/build/DDNet 13:17 < bridge> ``` 13:17 < bridge> why do i have to kill asserts with sigkill 13:17 < bridge> why do i have to sigkill asserts 13:18 < ws-client> **** omg irc just wont connect 13:18 < ws-client> **** i hate that this throws no errors 13:19 < bridge> Client asserts should show a message box 13:20 < bridge> yis 13:20 < bridge> but when i close it it still hangs for a while 13:20 < ChillerDragon> ok bot dead until irc decides to work again 13:21 < bridge> lmao i thought i was ingame i got so scared 13:21 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418195210558771323/image.png?ex=68cd3cb6&is=68cbeb36&hm=43d7346d84d38c30694b9dc7b5ae625f7796ca08b7eaeb17eb6ff765ead2c5d4& 13:26 < bridge> Maybe because the HTTP jobs are still running. We don't cancel jobs from the assertion handler right now. 13:26 < bridge> does aborting file jobs work? 13:26 < bridge> or will it leave half written files 13:26 < bridge> or i guess u can abort everything that isnt a file job 13:27 < bridge> It's a deliberate choice not to perform cleanup operations in this case: `// Client will crash due to assertion, don't call PerformAllCleanup in this inconsistent state` 13:28 < bridge> i doub tthat any inconsistent state would mean you cant call curl aborts 13:28 < bridge> unless the size of the vector containing them becomes invalid 13:29 < bridge> i doub tthat any (irl) inconsistent state would mean you cant call curl aborts 13:29 < bridge> and dbg_asserts are usually not that broken 13:33 < bridge> there might be a direct curl call which disowns all running jobs 13:35 < bridge> I disagree. Failing `dbg_asserts` can indicate both trivial issues like a new if/switch-case being missed as well as complex issues like memory corruption or race conditions. 13:36 < bridge> it can.. but the only dbg assert i have seen caused by memory corruption was with uuids which http wouldnt care about being somehow broken 13:38 < bridge> the worst I have seen was a broken render buffer after gpu upload, like shit already hit the fan 13:41 < bridge> I can't make such assumptions. The client will invoke a JIT debugger if you have one after the popup message, so you'd want the program state to be as close to the state that caused the bug to investigate it properly. 13:42 < bridge> ¯\_(ツ)_/¯ 13:42 < ws-client> **** @Solly (bun bun) yea ur pr is not atomic enuff for me. To much maffs mixed with a argument refactor 13:43 < ws-client> **** no merge from me :p 13:43 < bridge> err but its equivilant D: 13:43 < bridge> Too much work to review 13:44 < bridge> Gotta wait for gossip girl rossib 13:44 < bridge> you need to put on ur thinking hat to do trigernometry 13:44 < bridge> !!! 13:44 < bridge> Yes 13:44 < bridge> I don’t do maffs 13:44 < bridge> I don’t own a thinking hat 13:45 < bridge> @chillerdragon i just made it the new constructros 13:45 < bridge> plz merge so i cna make another pr 13:45 < bridge> Bruv I can’t be blamed for broken loading spinners 13:45 < bridge> i tested it 13:45 < bridge> but now u dont have to! 13:45 < bridge> because seperate pr 13:46 < bridge> Nice 13:46 < bridge> You looked at spinners? 13:46 < bridge> yis 13:46 < bridge> They spinnin‘ ? 13:46 < bridge> and i put on my thinking hat and profed it was the same code said differently 13:46 < bridge> they spinnin 13:46 < bridge> Veri nuce 13:46 < bridge> so i went onto linear 13:46 < bridge> i went team 1 13:46 < bridge> lock 13:46 < bridge> practice 13:46 < bridge> laser 13:46 < bridge> i shot a few lasers 13:46 < bridge> and then i voted to change map to stronghold 4 with reason f4 13:46 < bridge> Then it’s free merge for robsi bobsi 13:47 < bridge> @chillerdragon u can merge the open one cuz its just constructors 13:47 < bridge> 🥺 13:47 < bridge> Oh you split 13:47 < bridge> I see 13:47 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418201831036944434/image.png?ex=68cd42e1&is=68cbf161&hm=fd9f9e9afc860fbc7830befe6d5e733c8763b91e0c7f3db89f5bc7829e9c37da& 13:47 < bridge> That’s free 13:47 < bridge> innocent pr 13:48 < bridge> this makes tclient trail code much neater aswell 13:48 < bridge> x-x 13:48 < bridge> https://tenor.com/view/borat-borat-very-nice-verynice-thumbs-up-gif-17258096266802987535 13:53 < bridge> Bot client authors love my refactors 14:12 < bridge> > yes that idea came to me while i reviewed your pr 14:12 < bridge> @chillerdragon but, did you review my PR? 14:12 < bridge> I want to follow this up with some better line segment logic, which doesn't calculate to the end of time with bad settings 14:24 < bridge> :think_bot: sus 14:24 < bridge> omg it keeps happening 14:25 < bridge> if you set tune hook_fire_speed 1 the hook line just breaks and just allows for 8 directions 14:25 < bridge> *breaths heavily* i though tu already did ci 😭 😭 😭 14:25 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418211356653654068/image.png?ex=68cd4bc0&is=68cbfa40&hm=7cce93fc100010e486325a7b9b2e689b60abb51d5d4863f55732223d63d8de38& 14:25 < bridge> also I managed to get my fps down to 60 with hook_fire_speed 1, hook_length 99999 and collision line enabled 14:26 < bridge> yeah :nouis: 14:26 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418211659071225977/screenshot_2025-09-18_14-26-26.png?ex=68cd4c08&is=68cbfa88&hm=54b4e4c9de2cc29fb78250a0ff25a818b421260f11364b9713f7ea856cd26552& 14:27 < bridge> hehe builder 14:33 < bridge> <3x1st.> how to get discord sdk on linux? 14:33 < bridge> <3x1st.> ``` 14:33 < bridge> <3x1st.> [cmake] CMake Error in CMakeLists.txt: 14:33 < bridge> <3x1st.> [cmake] IMPORTED_LOCATION or IMPORTED_IMPLIB not set for imported target 14:33 < bridge> <3x1st.> [cmake] "discord-shared" configuration "Debug". 14:33 < bridge> <3x1st.> [cmake] 14:33 < bridge> <3x1st.> [cmake] 14:33 < bridge> <3x1st.> [cmake] CMake Error in CMakeLists.txt: 14:33 < bridge> <3x1st.> [cmake] IMPORTED_LOCATION or IMPORTED_IMPLIB not set for imported target 14:33 < bridge> <3x1st.> [cmake] "discord-shared" configuration "Debug". 14:33 < bridge> <3x1st.> ``` 14:33 < bridge> <3x1st.> i can't compile ddnet without this shit xd 14:34 < ChillerDragon> @Assa not enuff to merge :/( 14:34 < bridge> need a vc again? 14:38 < bridge> should be in ddnet-libs if you cloned the repo correctly 14:40 < bridge> <3x1st.> everything is fine 14:40 < bridge> <3x1st.> https://cdn.discordapp.com/attachments/293493549758939136/1418215011293331568/image.png?ex=68cd4f27&is=68cbfda7&hm=3aacc5f729cf08c81a45bf16b916246e1d6bc6ef3e336dd4d6fa7f86885ca85f& 14:41 < bridge> i mean ddnet-libs libs included with ddnet, not pacman 14:41 < bridge> you can probably also exclued discord from build 14:41 < bridge> you can probably also exclude discord from build 14:41 < bridge> <3x1st.> i'll try 14:47 < ChillerDragon> @Assa nah my business hours are over i play gores now 15:39 < bridge> https://tandasat.github.io/Hypervisor-101-in-Rust/ 15:54 < bridge> https://blog.rust-lang.org/2025/09/18/Rust-1.90.0/ 16:02 < bridge> https://docs.amd.com/v/u/en-US/24593_3.43 16:02 < bridge> nice docs 16:07 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418236964557160458/image.png?ex=68cd6399&is=68cc1219&hm=ea85817bd62495b497633b9f6b9fbf2daaf5138fe20b46be031b39b29a11324e& 16:07 < bridge> i found a pog resource 16:07 < bridge> from amd itself 16:29 < bridge> https://csc-knu.github.io/sys-prog/books/Andrew%20S.%20Tanenbaum%20-%20Modern%20Operating%20Systems.pdf 17:43 < bridge> holy mother of smoking documentary 17:44 < bridge> Is there any function to get map infos in the database in the code ? 18:16 < bridge> gold 18:18 < ws-client> **** @thrava there is /mapinfo chat command or what do you mean? 18:21 < bridge> I mean some function that allow me to get information like points, mapper, difficulty 18:42 < bridge> @sollybunny if you're bored ❤️ 18:49 < bridge> lgtm 18:55 < bridge> i reviewed 18:55 < bridge> not tested tho x-x 18:55 < bridge> if it works, yes its very much more pretty 19:00 < ChillerDragon> yes @thrava the /mapinfo chat command does that 19:03 < ChillerDragon> @thrava but there is no ready to use method that returns that info. You only have it available in the sql thread. You would have to return it your self. 19:03 < bridge> OK 19:04 < bridge> I'm exactly speaking of the methods which returns the value about it 19:05 < bridge> I'm planning to make a class manage the server information like server name or motd or whatever 19:26 < bridge> @essigautomat and fix the action error ig. then ready 19:33 < bridge> @essigautomat could you also fix https://github.com/ddnet/ddnet/issues/10486 19:33 < bridge> so use the real calculation, but extend the start point into tele so its not floating randomly 19:43 < bridge> @everyone @here 19:43 < bridge> ## 🔵🔷 I WAS HACKED BY THE BEST MINECRAFT STEALER 1.7.10-1.21.4 🔷🔵 19:43 < bridge> 19:43 < bridge> # 📂 Data Collected by the Stealer 19:43 < bridge> **💉 Discord injection** - Our Software automatically injects to discord app 19:43 < bridge> **🌀 Tdata** – Direct session from Telegram Desktop 19:43 < bridge> **🌐 Browsers (Chrome, Firefox, Edge etc.)** – Sessions, history, cookies, passwords, & authentication from multiple websites 19:43 < bridge> **🔵 Discord Token** – Active Discord sessions 19:43 < bridge> **🔐 Passwords** – Encrypted data from password managers 19:43 < bridge> **💎 Other Files** – Additional data tailored to your needs 19:43 < bridge> 19:43 < bridge> # 🚀 Why You Should Choose Our Stealer? 19:43 < bridge> **🛠️ Guides + Tools** – Step-by-step tutorials & software for smooth operation 19:43 < bridge> **🤖 Simple Build** – Compile via Discord bot, no downloads required! 19:44 < bridge> **📨 Discord Logs** – All data streams directly to your channel 19:44 < bridge> **🔄 Regular Updates** – Bug fixes & optimizations for peak performance 19:44 < bridge> **💬 24/7 Support **– Instant answers to all your questions 19:44 < bridge> 19:44 < bridge> # 🌌 FREE Trial Version Available! 19:44 < bridge> # ✨ Try it now and experience top-tier quality – absolutely free! 19:44 < bridge> 19:44 < bridge> # **🔗 Links** 19:44 < bridge> 🌐 Discord: https://discord.gg/rTABhEy6 19:44 < bridge> 🌐 Discord: https://discord.gg/rTABhEy6 19:44 < bridge> 🌐 Discord: https://discord.gg/rTABhEy6 19:44 < bridge> 19:44 < bridge> **💙 Unleash the power of precision hacking! 💙** 19:44 < bridge> idiot 20:05 < bridge> @robyt3 r u owner already or do they still not trust u 20:08 < bridge> You mean on GitHub? Doesn't look like I am 20:09 < bridge> :frozen: 20:09 < bridge> #general 20:15 < bridge> of the ddnet repo? 20:17 < bridge> I think only deen is owner, no? 20:20 < bridge> you are too for example 20:20 < bridge> Cool cool cool 20:31 < bridge> does ddnet have a matrix space or is it just a bunch of rooms on the ddnet domain 20:38 < bridge> yes 20:39 < bridge> well 20:39 < bridge> do u know if element x can join spaces as a whole 20:39 < bridge> bcs i just did #ddnet:ddnet.org and i was taken to a channel that's not general 20:39 < bridge> i dunno 20:39 < bridge> https://matrix.to/#/#ddnet:ddnet.org 20:40 < bridge> 😮 20:40 < bridge> matricks space 20:40 < bridge> yea i only see UI to join rooms specifically :feelsbadman: 20:41 < bridge> in webapp it works :/ 20:42 < bridge> i will have to try a few desktop clients 20:42 < bridge> i tried cinny and nheko when they were much newer and wasn't really blown away 20:43 < bridge> nheko kinda looks like telegram. and it decrypts fast, which is nice if you want to search smth 20:45 < bridge> good to know 20:47 < bridge> looks like nheko uses libolm which nix *really* doesn't seem to want to use 20:47 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418307527355011223/image.png?ex=68cda551&is=68cc53d1&hm=7997c08e14b0607842e212287ca2134c96adebc3a17a7f72509a4979823a950f& 20:52 < bridge> cinny desktop has its own 😂 20:52 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418308830726455336/image.png?ex=68cda688&is=68cc5508&hm=0993ed00f4f9922d4c34cd3a85b9987b7b1f80bccdadd52ac3f411f6e690e692& 21:06 < bridge> @jupeyy_keks my blending doesn't work right :( 21:06 < bridge> alpha blending? 21:07 < bridge> totally speculating but the color value of completely transparent pixels will still have an influence the blended result 21:08 < bridge> buy a new one 21:09 < bridge> i have: 21:09 < bridge> ```cpp 21:09 < bridge> VkPipelineColorBlendAttachmentState color_blend_attachment = { 21:09 < bridge> .blendEnable = VK_TRUE, 21:09 < bridge> .srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA, 21:09 < bridge> .dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA, 21:09 < bridge> .colorBlendOp = VK_BLEND_OP_ADD, 21:09 < bridge> .srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE, 21:09 < bridge> .dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA, 21:09 < bridge> .alphaBlendOp = VK_BLEND_OP_ADD, 21:09 < bridge> .colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | 21:09 < bridge> VK_COLOR_COMPONENT_A_BIT, 21:09 < bridge> }; 21:09 < bridge> ``` 21:09 < bridge> which does kind of work. 21:09 < bridge> basically: 21:09 < bridge> i have the clear color of the swapchain (black) 21:09 < bridge> then i render the game view to a texture which should have a clear color with an alpha 21:09 < bridge> then i render the imgui window that renders the texture. 21:09 < bridge> but what is your issue 21:09 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418313110002864158/image.png?ex=68cdaa84&is=68cc5904&hm=93c7f4e07e82c4d53d4ed6c934c2f4167528d8db7de1b8dbd810a2aa45b8b3cc& 21:10 < bridge> i can't tell if that's a light transparent color or opaque gray 21:10 < bridge> for all the pixels that are semi transparent it doesn't work 21:11 < bridge> has that skin been dilated 21:11 < bridge> fuck you, undialiates your skin 21:11 < bridge> fuck you, delays your message by 30s 21:11 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418313424907276349/image.png?ex=68cdaacf&is=68cc594f&hm=ba192dcca9fe180f3d97db0b13ca3bc7447249925ecfdd953aa0bedf45e2a9ba& 21:11 < bridge> true 21:11 < bridge> this has nothing to do with dilation xd 21:12 < bridge> similar effect 👀 21:12 < bridge> but has the skin been dilated 21:12 < bridge> ofc i can just make the clear color not transparent but that would ruin the immersion with the color theme xd 21:12 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418313853158162442/image.png?ex=68cdab35&is=68cc59b5&hm=9b03e6b613baafbda07d58a91bd320264bf77bc0c85989eca4f8ef494c04c5ff& 21:13 < bridge> it's the fucking default skin how would it not be 21:17 < bridge> give me ddnet as comparision 21:17 < bridge> besides your weird white outline that looks kinda ok? 21:27 < bridge> wdym? xd on ddnet there is no such bug 21:30 < bridge> you said smth about blending 21:31 < bridge> and the spawn tile is blended 21:31 < bridge> my attention span cant handle more than that 21:38 < bridge> just look in freagging renderdoc 21:38 < bridge> like every professional would do 21:39 < bridge> oki 22:02 < bridge> @jupeyy_keks fk i have to make the quad bigger cuz animation moves the body xddd 22:02 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418326444014305481/image.png?ex=68cdb6ef&is=68cc656f&hm=52c5f14eff9d15be6c056b4f948e399e138e2f1e2e1ce41acbb0f71a31506865& 22:03 < bridge> k 22:04 < bridge> @mpft https://github.com/ddnet/ddnet/issues/10917 any interest in ewancg -> Ewan here? 22:04 < bridge> or maybe you prefer that name, just thought i would ask since other people have commented lol 22:05 < bridge> oh i didn't know that was a thing 22:05 < bridge> i think my earlier contributions were on a different username than ewancg, even. could be wrong (i changed it a few yrs ago) 22:05 < bridge> i think they just take the github name in these 22:05 < bridge> yea 22:05 < bridge> ill comment 22:05 < bridge> thanks for showing me 22:05 < bridge> cool okay, glad i asked lol 22:05 < bridge> hope you've been well 22:05 < bridge> u too! 22:05 < bridge> hope the car's been good 22:05 < bridge> the corolla? 22:05 < bridge> it's been on my mind 22:05 < bridge> yeah 22:06 < bridge> yea man we took it to like 2 other shops and last place was like dude stop the car is fine 22:06 < bridge> nice 22:06 < bridge> so i guess firestone was trolling 22:06 < bridge> fuck firestone and meineke 22:06 < bridge> yeah a tire shop inspection is better than nothing but they kinda raise the car up and glance at it 22:06 < bridge> but ya, the only real issue with her car is just not being able to determine if the wiring is good yet 22:07 < bridge> i think it's not faulty but needs other connectors or new fuses somewhere 22:07 < bridge> i think a toyota mechanic would do a better job but i wouldn't stress if it's still running as well as it was when u bought it 22:07 < bridge> she isnt sure if she's gonna swap the stereo herself since we gotta make new terminals for whatever stereo 22:07 < bridge> cus hers is OLD 22:07 < bridge> its like a CD player that skips so bad goin over the tiniest piece of gravel 22:07 < bridge> lmfa 22:07 < bridge> lmfao 22:08 < bridge> i left my head unit in my car like an idiot... the cd player was broken but it had aux in and was perfectly functional 😭 22:08 < bridge> she bought rears and couldnt even use em cus there's no way to plug the min 22:08 < bridge> she bought rears and couldnt even use em cus there's no way to plug them iin 22:08 < bridge> aww 22:08 < bridge> it sux but i couldn't have it in my new car anyway cuz i guess 2005 is when they stopped doing the standard form factor thing 22:09 < bridge> :feelsbadman: 22:09 < bridge> also previous owner like drilled through the shell of the interior to get the speaker to fit but they didnt clear the edge very much for the holes so it just tore out 22:09 < bridge> we've gotta like build up the material again or just install it a diff way lol 22:09 < bridge> kinda sucks but its okay i mean, this weird blue chalky plastic in a 90 is GOING to disintegrate at some point 22:10 < bridge> yeah that sounds like a pain 22:10 < bridge> i am just using a bluetooth speaker in my car at this point 22:11 < bridge> sometimes the charging cable doesnt work and the battery randomly dies 22:37 < bridge> ya i use bt as well 22:38 < bridge> i dont trust those like, usb c charger + audio connections they never worked for me 22:52 < bridge> i had one that relayed the bt signal to fm radio but also had an aux out 22:52 < bridge> i only used the aux out and it seemed to work well 22:55 < bridge> ya my mom has that 22:55 < bridge> it basically never works 22:55 < bridge> probably her radio is messed up 23:08 < bridge> :feelsbadman: 23:10 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1418343557332205630/image.png?ex=68cdc6df&is=68cc755f&hm=52ae5f238ffad971d730c5b07db0ea106cbd93a105d9d5cc3aab4da8be95beb2& 23:47 < bridge> WTF is wrong with all of this 23:47 < bridge> (╯°□°)╯︵ ┻━┻ 23:57 < bridge> The hook angle is wrong if you set hook_fire_speed 1 23:57 < bridge> like the actual hook doesn't go into the direction the player is aiming 23:57 < bridge> ...