00:35 < bridge> https://cdn.discordapp.com/attachments/1420165850413142178/1420166125379125320/image.png?ex=68d46845&is=68d316c5&hm=fca037a843631028942fff969a7f15aa80682115199861588e237c30d4a5f312& 00:35 < bridge> https://cdn.discordapp.com/attachments/1420165850413142178/1420167419569115166/image.png?ex=68d4697a&is=68d317fa&hm=f09e56cab8f9aa1eae3d0c2ab930f72f9d2b2497ad121b63efd90d571df96dbe& 00:35 < bridge> https://media.discordapp.net/attachments/1420165850413142178/1420166035209850990/image.png?ex=68d46830&is=68d316b0&hm=6a38489d28ba64bfde78d25458d5ec7fe0334569e43e728537ae0272700f71be&=&format=webp&quality=lossless 00:38 < bridge> @japondiy hange your password, youve been hacekd 01:46 < bridge> @essigautomat im getting reserve error on some players 01:47 < bridge> ` vLineSegments.reserve(HookLength / HookSpeed + 1);` 08:42 < bridge> yeah easy with jank physivs :/ 08:42 < bridge> My PR should fix this 08:59 < bridge> kk 09:00 < bridge> so I probably added a bug with this reserve in the current master 🙁 09:01 < bridge> it was my suggestion lmao 09:02 < bridge> This is the current buglist for the hookline: 09:02 < bridge> 09:02 < bridge> ``` 09:02 < bridge> dont skip telehooks with none or invalid telehooks 09:02 < bridge> invent a new color for multiple teleouts but stop creating new line segments 09:02 < bridge> improve performance of very very long hook collision lines outside the map 09:02 < bridge> fix collision line beeing too long 09:02 < bridge> fix low hook_fire_speed causing hook and hook line not to match 09:02 < bridge> fix teleout start position 09:02 < bridge> fix the hook collision line trying to support invalid client IDs (like -1) but actually doesn't 09:02 < bridge> fix possible overflow in the vector reserve 09:02 < bridge> ``` 09:02 < bridge> 09:02 < bridge> lmao xD 09:02 < bridge> This is the current buglist for the hookline: 09:02 < bridge> 09:02 < bridge> ``` 09:02 < bridge> - dont skip telehooks with none or invalid telehooks 09:02 < bridge> - invent a new color for multiple teleouts but stop creating new line segments 09:02 < bridge> - improve performance of very very long hook collision lines outside the map 09:02 < bridge> - fix collision line beeing too long 09:02 < bridge> - fix low hook_fire_speed causing hook and hook line not to match 09:02 < bridge> - fix teleout start position 09:02 < bridge> - fix the hook collision line trying to support invalid client IDs (like -1) but actually doesn't 09:02 < bridge> - fix possible overflow in the vector reserve 09:02 < bridge> ``` 09:02 < bridge> 09:02 < bridge> lmao xD 09:02 < bridge> i think mine is an underflow 09:03 < bridge> it happens with normal tunes 09:03 < bridge> with normal tunes? 09:03 < bridge> yis 09:03 < bridge> huh? 09:03 < bridge> how hook length / hook speed + 1 somehow becomes invalid is very confusing 09:03 < bridge> im not... sure how 09:04 < bridge> the new code doesn't reserver anything, because you only have 1 line in the easy case, 2 lines in the average case 09:04 < bridge> instead of 1 line per simulated hook tick 09:05 < bridge> idk how to convince a maintainer that merging my PR is a good idea, maybe I need to roll a good diplomacy 09:05 < bridge> /r 20 09:06 < bridge> !roll 20 09:06 < bridge> @essigautomat i would split it into 50 prs 09:06 < bridge> while im waiting for that might try to remove the reserve 09:08 < bridge> I wouldn't split it up like that, seems pointless to me, this is one feature which needs a full overhaul and I don't want to create a PR for every fix and 80 LOC is still reviewable 09:08 < bridge> i wish you good luck ¯\_(ツ)_/¯ 09:26 < bridge> for you solly 10:17 < bridge> I got invited on github to some scam repo, this was already deleted, now I have an invisible undeletable urneadable notification 🙁 10:17 < bridge> thanks github 10:18 < bridge> sorry 10:19 < bridge> i reported that one and it got deleted in 7 minutes 10:19 < bridge> :justatest: 10:20 < bridge> don't be sorry about that, fuck those scam repos, delete them as fast as possible 10:20 < bridge> but github should clean the inboxes 10:21 < bridge> my inbox is fine tho. i can still see the notification after the org is deleted 10:21 < bridge> weird 10:23 < bridge> Even the bulk action marking everything as done didn't work 10:25 < bridge> github gore 10:26 < ws-client1> **** am i stupid or does gh weird stuff? 10:26 < ws-client1> **** i got a notification email from this https://github.com/ddnet/ddnet/pull/10984#pullrequestreview-3261165960 10:26 < ws-client1> **** why? 10:26 < bridge> you influenced it too hard\ 10:27 < ws-client1> **** is there any chance gh parses the string "maybe someone else can weigh in on that" to send out notifications? xd 10:27 < ws-client1> **** ah souly pinged me here 10:27 < ws-client1> **** https://github.com/ddnet/ddnet/pull/10984#discussion_r2373514727 10:27 < ws-client1> **** mystery solved 10:27 < bridge> github influencer don't know how to github 10:28 < ws-client1> **** fr 10:30 < bridge> did you ever try to submit a bug report to github? It's so bad 💀 10:31 < bridge> they didn't even get the reporting website right 10:33 < bridge> For me it worked well, bug was fixed in less than a week too. 10:35 < bridge> The submit button is hidden behind a footer on their bugreport page 10:35 < bridge> so I reported the bugreport page now as well. 10:44 < ws-client1> **** @Assa i requested a feature once i think it was ok. They even added the feature. 10:45 < bridge> should I send a screenshot? 10:45 < ws-client1> **** this is also a wild place btw https://github.com/orgs/community/discussions 10:45 < bridge> Maybe I have really bad timing and an intern changed the bugpage in prod 10:45 < ws-client1> **** https://github.com/orgs/community/discussions/174568 10:45 < ws-client1> **** what the 10:47 < bridge> The submit button is missing, and I needed to set display: None in order to submit my bugreport 10:47 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1420330853145509959/Unbenannt.png?ex=68d501af&is=68d3b02f&hm=d4be7a9fd8f96a681f68deb1d3524712ff815da3aec086f95b6123b2fc717fd2& 10:48 < bridge> The submit button is missing, and I needed to set display: None on the footer in order to submit my bugreport 10:48 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1420330853145509959/Unbenannt.png?ex=68d501af&is=68d3b02f&hm=d4be7a9fd8f96a681f68deb1d3524712ff815da3aec086f95b6123b2fc717fd2& 10:49 < ws-client1> **** oh true same here 10:49 < ws-client1> **** but its a developer platform 10:49 < ws-client1> **** basic web dev as captcha is totally fair 10:50 < ws-client1> **** probably helps with all the playwright bug spammers 10:50 < bridge> this is also what I _assume_ but idk, you can be a developer without beeing a web developer 10:50 < ws-client1> **** yes 10:50 < ws-client1> **** but web is easy 10:50 < ws-client1> **** so if you are dev you can be web dev if you want to 10:51 < bridge> imagine you'd need to write a report on your phone, i don't even know how to open or navigate the console there, maybe they have a special working phone page? 10:51 < bridge> gonna test that 10:51 < ws-client1> **** nah if thats a captcha that would be hilarious xd i would love it and i would do such shenanigans my self. But i think front end is just hard and the unpaid intern had to do the bug report page 10:52 < bridge> it works for displays < 1000 pixels, maybe it's actually a captcha of some sort 10:52 < ws-client1> **** that would be funny af 10:53 < ws-client1> **** i mean it probably works 10:53 < ws-client1> **** oh 10:53 < ws-client1> **** not only captcha 10:53 < ws-client1> **** also noob filter 10:53 < ws-client1> **** i imagine this filters out some confused bug reports too 10:54 < bridge> maybe it's a dev filter and you can skip a few filter steps against spam, on the other side a bot doesn't care about weblayer and would still be able to spam reports 10:54 < ws-client1> **** depends on the bot 10:55 < ws-client1> **** web is so complex most just render a full page 10:55 < ws-client1> **** and simulate mouse clicks 10:56 < bridge> you'd still need to spam check 10:57 < bridge> at work we have a filter for steel mills in china 😄 10:59 < ws-client1> **** watfak? 10:59 < ws-client1> **** what does that even mean 11:00 < bridge> idk and idc, straight into dev/null 11:17 < bridge> @chillerdragon can we merge #10986 should be really free 11:17 < bridge> https://github.com/ddnet/ddnet/pull/10986 11:44 < bridge> !ping 11:45 < bridge> pong 11:45 < ws-client1> **** !ping 11:45 < ws-client1> **** omagawd where chilerbot 11:46 < ws-client1> **** oh rite it died cuz irc failed to connect 12:22 < bridge> Robyt has questions about it, me honestly too 12:22 < bridge> I'm scared 12:35 < bridge> If everything worked perfectly developers would have nothing to do 12:36 < bridge> except creating new things that work perfectly 12:53 < bridge> @0xdeen https://ddnet.org/releases/maps.json has two 2025 maps for some reason 12:54 < ws-client1> **** drunk json 12:54 < bridge> github support actually already answered, and gave me a command for the github cli, which will mark phantom messages as read, but will still leave the message count wrong <.< cool ig 12:55 < bridge> they have two different release days 🤔 12:56 < bridge> we released it twice 12:56 < bridge> :PepePopcorn: 12:56 < bridge> xD 12:57 < bridge> they have two different release dates 🤔 12:57 < bridge> got the leaderboards get wiped in between? 12:57 < bridge> depending on that answer I'd remove the first or the second entry 13:09 < bridge> <0xdeen> Oh, I did accidentally release it twice 😄 13:10 < ws-client1> **** @robyt3 when merge some rcon prs 13:34 < bridge> <0xdeen> fixed 14:04 < bridge> ChillerDragon: What was the issue with https://github.com/ChillerDragon/ddnet/commit/17a28b024612049a5f75e527ff2bb4b63ef7d379 ? It causes more changes, but it looks more proper in terms of API usage to me. 14:04 < bridge> It was fucked 14:20 < ws-client1> **** @robyt3 it was a mess and in the end it didnt help with casts 14:20 < ws-client1> **** because you can not store a `ICommandInfo` pure virtual thing in a vector 14:21 < bridge> But it's a pointer 14:21 < bridge> You are not storing a copy of the command, are you? 14:21 < ws-client1> **** it wouldnt let me compile it 14:21 < ws-client1> **** yes as pointer i think 14:22 < ws-client1> **** the entire thing felt super off 14:22 < bridge> Should work, did you use a const pointer? I'll take a look later 14:22 < ws-client1> **** i can also look at it again 14:22 < ws-client1> **** i was super hungover when i tried it 14:22 < ws-client1> **** and its been so long i forgot everything by now 14:37 < ws-client1> **** feels like i am violating magnuses vision here 14:37 < ws-client1> **** he built this interface with the few clean fields actually needed to describe a command 14:37 < ws-client1> **** and then i did this ... 14:37 < ws-client1> **** https://zillyhuhn.com/cs/holymagnus.png 17:44 < bridge> I know this is the wrong time to ask, since Google is beeing shit about unsigned apks, but wouldn't it make sense to publish ddnet android version at the [f-droid store](https://f-droid.org/en/) ? 17:52 < bridge> #1207 17:52 < bridge> https://github.com/ddnet/ddnet/issues/1207 17:52 < bridge> https://gitlab.com/fdroid/rfp/-/issues/2948 17:52 < bridge> how do I keep finding this really old issues 🙈 17:53 < bridge> I swear I have never seen this issues before 17:53 < bridge> I don't know if we have to address the scanner errors about static libraries, and I don't know how 17:54 < bridge> Other than that, we mostly have to provide a project description and screenshots via Fastlane 18:03 < bridge> Woah @jupeyy_keks was so ready to kick out Persia 18:03 < bridge> So what is the current state of this? As far as I can tell it would help to establish fastlane for this. The bot has some errors (which I do not understand?) and we didn't get an answer on the ticket 18:03 < bridge> great 18:04 < bridge> The Gradle Wrapper related warnings were fixed 18:04 < bridge> Adding Fastlane would be good. Changelog seems unnecessary though. 18:05 < bridge> After that we could ping the bot to scan again, but I don't know if they want us to avoid any static library 18:06 < bridge> Our build is also not really following the best practices for Android, so they might don't accept building it with script 18:07 < bridge> Our build is also not really following the best practices for Android, so they might not accept building it with script 18:07 < bridge> We got no answer so far, like nothing, only the bot automatically answering 18:08 < bridge> We never pinged them back because we didn't fix any issues except the gradle wrapper 18:17 < bridge> I'd actually like to reping the bot again, how do I do that? 18:17 < bridge> I think we should first provide a description in fastlane format 18:20 < bridge> I see 18:28 < Brap> Hello 18:28 < Brap> Is anyone here 18:29 < bridge> no, nobody is here who is sad about Aoe 18:29 < bridge> what 18:30 < bridge> I am just baiting him in order to spam again here in the chat 18:30 < Brap> Do you know Dune guy 18:31 < bridge> you mean the awesome teeworlds developer or that guy from the house atreides? 18:31 < Brap> Teeworlds one yeah 18:31 < Brap> Can you bring him here 18:31 < bridge> no 18:31 < Brap> Why 18:31 < bridge> because he is not here 18:31 < Brap> Why is that 18:32 < bridge> how would i know 18:32 < bridge> <_djev> 👍 18:32 < bridge> this is ddnet not teeworlds 18:32 < bridge> I can only assume, that after years of teeworlds development, he is not interested anymore after it's now almost dead 18:32 < Brap> _djew fake dune 18:35 < Brap> But he's here lurking somewhere 18:35 < Brap> He's very obsessed with mi, and I just want to talk to him 18:38 < bridge> i love gtk casually leaking 600kb for opening a file dialog 18:38 < bridge> SUMMARY: AddressSanitizer: 621452 byte(s) leaked in 15660 allocation(s). 18:38 < bridge> https://stackoverflow.com/questions/16659781/memory-leaks-in-gtk-hello-world-program 18:50 < bridge> gradle is pain, why did it install such a historic version 18:54 < bridge> Dune can be found and contacted through the old ways 18:54 < bridge> literally, imagine downloading ddnet today, but you download version 9.0 or something 18:54 < bridge> Brap is a fake fan if he cant 18:55 < bridge> I don't want to contact dune and don't want to tell others without a good reason how to reach him 18:56 < bridge> same :3 19:12 < bridge> @robyt3 ddnet doesn't contain any gradle files, does it? 19:13 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1420458092516216872/image.png?ex=68d57830&is=68d426b0&hm=2bd51604de66b0df74291d53a7d01514d9e0cdcd86df4d769faee86e571defe0& 19:13 < bridge> yeah i have done the same, I am not sure what I am searching for right now, I think I have configured something wrong 19:14 < bridge> like shouldn't this, to my understanding, compile the android app? 19:14 < bridge> ``` 19:14 < bridge> $bundle exec fastlane test 19:15 < bridge> [✔] 🚀 19:15 < bridge> [19:10:53]: ------------------------------ 19:15 < bridge> [19:10:53]: --- Step: default_platform --- 19:15 < bridge> [19:10:53]: ------------------------------ 19:15 < bridge> [19:10:53]: Driving the lane 'android test' 🚀 19:15 < bridge> [19:10:53]: ------------------ 19:15 < bridge> [19:10:53]: --- Step: test --- 19:15 < bridge> [19:10:53]: ------------------ 19:15 < bridge> [19:10:53]: $ /home/marvin/funspace/ddnet/gradlew test -p . 19:15 < bridge> [19:10:54]: ▸ Reusing configuration cache. 19:15 < bridge> [19:10:54]: ▸ > Task :app:compileDebugCpp UP-TO-DATE 19:15 < bridge> [19:10:54]: ▸ > Task :app:compileTestCpp UP-TO-DATE 19:15 < bridge> [19:10:54]: ▸ > Task :app:relocateMainForTest UP-TO-DATE 19:15 < bridge> [19:10:54]: ▸ > Task :app:linkTest UP-TO-DATE 19:15 < bridge> [19:10:54]: ▸ > Task :app:installTest UP-TO-DATE 19:15 < bridge> [19:10:54]: ▸ > Task :app:runTest UP-TO-DATE 19:15 < bridge> [19:10:54]: ▸ > Task :app:test UP-TO-DATE 19:15 < bridge> [19:10:54]: ▸ BUILD SUCCESSFUL in 751ms 19:15 < bridge> [19:10:54]: ▸ 6 actionable tasks: 6 up-to-date 19:15 < bridge> [19:10:54]: ▸ Configuration cache entry reused. 19:15 < bridge> 19:15 < bridge> +---------------------------------------+ 19:15 < bridge> | fastlane summary | 19:15 < bridge> +------+------------------+-------------+ 19:15 < bridge> | Step | Action | Time (in s) | 19:15 < bridge> +------+------------------+-------------+ 19:15 < bridge> | 1 | default_platform | 0 | 19:15 < bridge> | 2 | test | 0 | 19:17 < bridge> `android test` doesnt sound like its compiling something 19:17 < bridge> but yeah, guess we just wait for roby, not familiar with it either :p 19:18 < bridge> I have no idea what `fastlane` command you are executing. Building for Android is documented in https://github.com/ddnet/ddnet/tree/686cafa4cff39e1eef2d8cd854b2a36fd23a3767/scripts/android 19:20 < bridge> We don't use Gradle properly. The entire project isn't a gradle project, it's only being created when building the Android app, with 4 separate build directories for the different architectures of the native build. We then only run gradle at the end to build the Java code and package the app. I think gradle should make it possible to run the cmake native build directly. 19:21 < bridge> Bloat code 19:22 < bridge> :Pepega: 19:30 < bridge> this already helped a lot, we need to setup fastlane in scripts/android/files :justatest: 19:30 < bridge> But you can't build from inside that folder 19:31 < bridge> I thought we only need some meta data, or are they expecting the app to be buildable with fastlane 19:36 < bridge> I can't tell for sure, but it honestly looks like it: fastlane test tries to build the app and the failed build so far asked me for TW_VERSION_NAME which is documented as environment variable I should set for building 19:37 < bridge> I can't tell for sure, but it honestly looks like it: `fastlane test` tries to build the app and the failed build so far asked me for TW_VERSION_NAME which is documented as environment variable I should set for building 19:42 < bridge> It's not possible to build the app like that 19:43 < bridge> The proper environment variable are set in `cmake_android.sh`, which also runs the cmake build. Running gradle alone doesn't compile any C++ code. 19:43 < bridge> The proper environment variables are set in `cmake_android.sh`, which also runs the cmake build. Running gradle alone doesn't compile any C++ code. 19:43 < bridge> it runs `./gradlew test -p .` in the background 19:44 < bridge> which may work but doesn't accept my environment variables 19:46 < bridge> Why do we need to run fastlane though? It's only meta data that we should add 19:46 < bridge> can you imagine i wrote that shit script without ai.. damn good old days 19:48 < bridge> u old 19:51 < bridge> you are probably right 19:59 < bridge> > Fastlane was not found in your repo!Without Fastlane, it is not possible to have app screenshots and the app description cannot be updated without going through the F-Droid team, causing unnecessary delays.It is very strongly recommended to establish Fastlane in your repo. 19:59 < bridge> 19:59 < bridge> This explanation by the bot is now clear to me: If you setup fastline, you can update **and upload** images, screenshots, the app icon and the app itself by yourself 19:59 < bridge> > Fastlane was not found in your repo!Without Fastlane, it is not possible to have app screenshots and the app description cannot be updated without going through the F-Droid team, causing unnecessary delays.It is very strongly recommended to establish Fastlane in your repo. 19:59 < bridge> 19:59 < bridge> This explanation by the bot is now clear to me: If you setup fastlane, you can update **and upload** images, screenshots, the app icon and the app itself by yourself 20:01 < bridge> we can do it by just making PRs against the f-droid-data repository okay I get it now 20:01 < bridge> we actually just need the metadata setup 20:02 < bridge> This seems to be the guide for fastlane for F-Droid and IzzyOnDroid: https://gitlab.com/IzzyOnDroid/repo/-/wikis/Fastlane 20:27 < bridge> any opinions on this Screenshots? 20:27 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1420476800039129106/Screenshot_20250924-202647.png?ex=68d5899c&is=68d4381c&hm=71572f0cbda9a095d0a3d4fe9f44a315ca61893d1ef70f83228dd5a6d14e77db& 20:27 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1420476800500367430/Screenshot_20250924-202530.png?ex=68d5899c&is=68d4381c&hm=61b0bcabf7edd6d854b6774f609667f64f8f3b51b310ad58a5e3a684a96137f1& 20:28 < bridge> I find it incredibly hard to create proper android screenshots :justatest: i am running out of fingers 20:28 < bridge> on the second one there is the android screenshot ui in the bottom left 20:29 < bridge> omg ... 20:30 < bridge> thank 20:31 < bridge> more cosmetic: might be nice to either avoid names all together, or use generic names. also perhaps only vanilla skins and also another skin per screenshot 20:32 < bridge> this is why I use twinbop here (our most popular skin) 20:32 < bridge> second try 20:32 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1420478045101363250/Screenshot_20250924-203108.png?ex=68d58ac5&is=68d43945&hm=cf1cfe8d5ad2d1ca6b97b18491905e64c39c220f113d2edf0d6fb71b311f4931& 20:32 < bridge> and I broke it btw 20:32 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1420478102793883679/Screenshot_20250924-203128.png?ex=68d58ad2&is=68d43952&hm=cc8fb652d4dd792f1b41d6ff5305bf72a9ca6a51f8c5af4c518f7ce8c1c27965& 20:33 < bridge> is the black bar part of the screenshot? 20:33 < bridge> it is 20:33 < bridge> (╯°□°)╯︵ ┻━┻ 20:34 < bridge> idk I hate the linear screenshot, tutorial is fine for now 20:36 < bridge> I'd vote for 20:36 < bridge> ``` 20:36 < bridge> cl_showchat 0 20:36 < bridge> cl_nameplates 0 20:36 < bridge> ``` 20:36 < bridge> or generic names, though I don't know which would be suitable 20:39 < bridge> FWIW you can create the screenshots on desktop by enabling the touch controls there 20:41 < bridge> Screenshots on Android have a black border, probably due to the cutout 20:42 < bridge> `android:icon="@mipmap/ic_launcher"` does anyone know where I can find the icon the android app uses? 20:42 < bridge> `others/icons` 20:42 < bridge> `other/icons` 20:43 < bridge> :justatest: okay 21:06 < bridge> One filename is misspelled. You can take the long description from https://gitlab.com/fdroid/rfp/-/issues/2948 I don't think it supports any rich text like HTML 21:10 < bridge> i fucking new it, i knew something was missspelled with the short description 21:10 < bridge> I couldn't find it 21:12 < bridge> yes because I misspelled the full description 21:12 < bridge> guys my brain is fried 21:13 < bridge> The changes in the .git files look unrelated 21:13 < bridge> yes I want to move them out, they are generated by fastlane <.< 21:17 < bridge> It breaks the original `.gitattributes`, and the added entries in `.gitignore` look redundant to me 21:18 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1420489517202276495/image.png?ex=68d59574&is=68d443f4&hm=f5a631eb7a2114f89f0d10ff31d04b874b13260ba4387f239e41ab9396f713da& 21:32 < bridge> yeah I removed them already, I wanted to do this before submitting, but here we are :justatest: 21:47 < bridge> best name is one that fits to what it does 21:50 < bridge> what does a Jupstar? 21:50 < bridge> It does not what it is named after 21:51 < bridge> I am not shining like a star 21:51 < bridge> are you shining bright like a diamond? 21:51 < bridge> don't phunk with my heart 21:52 < bridge> I already went into the silent-corner 🙁 21:52 < bridge> don't forget your umbrella 21:53 < bridge> where do you find all of those rust memes lmao 21:54 < bridge> I can throw a million of them at you alone from reddit 21:56 < bridge> i think `Teero` is a very generic name 21:56 < bridge> Tee romania 21:57 < bridge> fake android screenshots lets go xD 21:57 < bridge> heinrich forced me to remove them anyways 22:03 < bridge> :feelsbadman: 22:37 < bridge> do mods have access to `set_team_ddr`? 22:37 < bridge> completely broken command for idk how long and noone noticed 22:37 < bridge> <0xdeen> not on ddnet 22:37 < bridge> makes sense 22:37 < bridge> <0xdeen> i didn't even know that command exists 😄 22:38 < bridge> same, i wanted to move debug dummies to different teams to test scoreboard rendering 22:38 < bridge> and commands just dont work 22:38 < bridge> or this 22:38 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1420509678651183154/image.png?ex=68d5a83b&is=68d456bb&hm=0e30d5741bfd67c0104b66e5412d13f45db8da1c9734f9f97cbc74f3ba31e493& 22:38 < bridge> wth is this description 22:38 < bridge> :kek: 23:05 < bridge> Apparently I added it 10 years ago for this https://github.com/ddnet/ddnet/commit/a1d2212696cc756a95ff458e96d5991a75ae1679 23:06 < bridge> It is basically only ever used for kick votes within teams 23:07 < bridge> hmm i should do a check for team 0 then 23:07 < bridge> ah nvm SetTeamLock already does it 23:08 < bridge> #753 damn that is ancient 23:08 < bridge> https://github.com/ddnet/ddnet/pull/753 23:08 < bridge> :kek: 23:08 < bridge> only 753 and version 16.5 23:08 < bridge> now 19.4 and 11k prs 23:10 < bridge> That is like 850prs a year damn 23:12 < bridge> 2012-2017 only 753? 23:12 < bridge> Even more actually, more than 1100 even 23:13 < bridge> I guess so, idk the exact date ddnet forked off of ddrace 23:15 < bridge> Oh, I took your 11k figure, but issues and prs share numbers 23:16 < bridge> yea 23:16 < bridge> same for 753 23:16 < bridge> 7k prs total, first one was in 2014 23:34 < bridge> @robyt3 23:34 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1420523805746528316/message.txt?ex=68d5b563&is=68d463e3&hm=096e0c43bbebfec68861a040bc9f244edd0f1f9d3290f205dc321ce002c6680a& 23:35 < bridge> epic hook length and hook speed optimized out 23:44 < bridge> e.g. jank physics :p 23:44 < bridge> problem is the vector will still fill up a lot 23:44 < bridge> Isn't this in ghost rendering? 23:45 < bridge> which brings me to my pull request, which has a better approach, #10951 23:45 < bridge> https://github.com/ddnet/ddnet/pull/10951 23:46 < bridge> nope #9 CPlayers::RenderHookCollLine 23:46 < bridge> nope `#9 CPlayers::RenderHookCollLine` 23:46 < bridge> But before that it's in `CGhost::OnRender` 23:47 < bridge> yes, it's the collision line of the ghost 😮 23:51 < bridge> errr 23:51 < bridge> maybe 23:51 < bridge> o 23:52 < bridge> @robyt3 if removing the assert fixes it (seems to, ive commented it out and i cant get a crash) can we merge it 23:52 < bridge> cuz assa is going to redo everything 23:52 < bridge> has redone everything* 23:53 < bridge> assa pr is nice i approve 23:53 < bridge> I am just waiting for a maintainer to review, kebs already did a great job at that 23:53 < bridge> makes the old trash rendering easy to understand too 23:53 < bridge> compared to the old trash rendering, its easy to understand 23:54 < bridge> yes, at first I was like "why do you segment that at all", I reverse enginnered the hook in the end and then understood, that it's simulating hook ticks 23:54 < bridge> like the code is basically a trimmed down version of the hook in gamecore.cpp 23:55 < bridge> and why is it done like that? because it accumlates quantization errors that you can't calculate directly 23:56 < bridge> You mean reserve not assert? I guess I can review the full PR tomorrow 23:56 < bridge> yes 23:56 < bridge> but like temporarily so i dont crash on nightly 23:56 < bridge> i doubt it will be merged tmrow even if u review it 23:57 < bridge> yes, basically it reserves memory depending on tuning values, and with jank values it crashes/reserves waaay too much 23:57 < bridge> and it was introduced by me in a cleanup PR because sb else requested it