00:04 <+bridge_> furo: someone told me to reach out to you and ask if you're interested in showing Volleyball stats in ddstats.tw 00:05 <+bridge_> the readonly key is `YVFuSjppK3lnZS92PHUvSGI` and is a param called `api_key` 00:05 <+bridge_> if you have questions about the endpoints, i can write some documentation 00:05 <+bridge_> if you're not interested that's cool too :D just thought i should ask u since you did help before 00:14 <+bridge_> do you know why its not predicted/ 00:16 <+bridge_> no idea 00:17 <+bridge_> maybe only tiny usecase i could think if 00:17 <+bridge_> maybe only tiny usecase i could think of 00:17 <+bridge_> in block you can see what they are holding in freeze 00:17 <+bridge_> but then u can just disable on block servers 00:18 <+bridge_> in block you can see what they are holding in freeze so if they hold jump and u try throw them they wont go high 00:43 <+bridge_> Need some volunteers to translate some webpages in Russian and Chinese soon 00:43 <+bridge_> if you're interested, dm me 00:44 <+bridge_> ah thats funny 00:44 <+bridge_> preinputs leak movement in freeze 00:44 <+bridge_> :kek: 00:47 <+bridge_> freeze works by forcing input to 0 instead of just holding player in place 00:47 <+bridge_> thats why no prediction or nameplates 00:48 <+bridge_> bad design imo maybe could be improved 03:15 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463718586320294070/2988.jpg?ex=6972d9a9&is=69718829&hm=a6a43f73921b7676192b95cefe1cc2717d20c0befaeb68490fff17e686af9019& 03:15 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463718586668286122/2989.jpg?ex=6972d9a9&is=69718829&hm=0d3c9e57f8d43587ee54d2bae92abab55adbca0bfdf051d6f6fa36a61453282d& 03:15 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463718587100430408/2990.jpg?ex=6972d9a9&is=69718829&hm=0100a1807c9292f9fe5751f24beca32b46a4698239de58403e1fb5c16dd183ce& 03:15 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463718587473727573/2991.jpg?ex=6972d9a9&is=69718829&hm=cf7fbcc232b057b09386d5a0d85afbe51e29c7c08b65d92f8e943c76767cbb6b& 05:02 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463745547675631732/7200.jpg?ex=6972f2c5&is=6971a145&hm=f01b015fcc582ce5e025e1722f1aa94c408def5e9fedd8d471370d8e6a53a819& 05:02 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463745548069638144/7201.jpg?ex=6972f2c5&is=6971a145&hm=d5969ca3e76d7550e2e299545de6983bfc5f7e9c1ff372fb4acb0a587701a234& 05:02 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463745548380012666/7202.jpg?ex=6972f2c5&is=6971a145&hm=6c79e817a4eda7d090c7d9954e26c99d0dd0dde236e753913a4d96b21203de6f& 05:02 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463745548711624890/7203.jpg?ex=6972f2c5&is=6971a145&hm=fbeb14e2a7962c769367fba6d2e12354b82b7966b26bd23b7f8facbd515ad2c4& 05:38 <+bridge_> <12944qwerty> oh ig it's the masterserver... 05:38 <+bridge_> <12944qwerty> oh ig it's the masterserver... how do i see that xd 05:41 <+bridge_> just do it the way the game does it https://master1.ddnet.org/ddnet/15/servers.json 05:41 <+bridge_> each item in servers has the community and map name in info.map.name 05:47 <+bridge_> <12944qwerty> oh yay, did not know they had that 05:47 <+bridge_> <12944qwerty> what's 15 for 07:12 <+bridge_> API version 07:12 <+bridge_> i think? 07:13 <+bridge_> or last major version since it changed format 08:31 <+bridge_> what does the "has_finishes" field in the community do? 09:59 <+bridge_> > Add interact state to fix invisible lasers 10:00 <+bridge_> This PR is in actual purgatory πŸ™ˆ 10:16 <+bridge_> For making map as finished maybe? 10:39 <+bridge_> but this is in the **community** field, or is this just generally disabled for anything but ddnet? 10:39 <+bridge_> oh yes probably, the ddnet client probabbly looks up if you finished a map, or does it πŸ€” 10:52 <+bridge_> Idk just guessing 11:15 <+bridge_> I wish we could add finish query also to custom communities. And being able to separately set tracked name for finishes 11:17 <+bridge_> exactly, that's why I am asking. I'll check in the evening and open an issue 11:33 <+bridge_> !ping 11:35 <+bridge_> pong 11:35 <+bridge_> The bot bugged away it can’t connect anymore 11:35 <+bridge_> !remind this-evening test sample loop PR and merge if it works 11:35 <+bridge_> I really need to write my own irc library the js one is unusable 11:45 <+bridge_> why write it in js when you can write it in bash 12:18 <+bridge_> πŸŽ‰ 12:18 <+bridge_> Thanks Learath 12:21 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463856160288411710/image.png?ex=697359c9&is=69720849&hm=6fc18eba0741f5e607dfb79e23667ba746950534e1981ece2d2b35cfe9da40d8& 12:21 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463856160657375380/image.png?ex=697359c9&is=69720849&hm=0926afe11945f1292070bce91e69b91424f5c6c2c0a77abc837068d741afabe7& 12:21 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463856161013895210/image.png?ex=697359c9&is=69720849&hm=8a070e73eebff73929267192803ebc7333968d8aebffaba3253480a2dda9dfee& 12:37 <+bridge_> hi 12:46 <+bridge_> They made networking useless in bash otherwise the language would be too op 13:05 <+bridge_> @qxdfox you should take a look at my multi-world pr commits :kek: 13:05 <+bridge_> > forbid spectators spectating multidimensinally 13:05 <+bridge_> 13:05 <+bridge_> Have fun 13:06 <+bridge_> > prevented interdimensional hooking 13:06 <+bridge_> :kek: 13:10 <+bridge_> who needs to ban people, if you can literally send them to the shadow_real.map 13:13 <+bridge_> will do xD 13:29 <+bridge_> duplicate but ill just close mine 13:39 <+bridge_> Am I allowed to crash clients and still be on master serv? 13:39 <+bridge_> would be awesome if I crash them and then ban cheaters 13:40 <+bridge_> 67check 13:41 <+bridge_> there is no way to disable hundreths right? 13:41 <+bridge_> i would wanna disable on ts but not on scoreboard 13:41 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463876301713702998/DDNet_0HHEGTjU4M.png?ex=69736c8b&is=69721b0b&hm=2f5894843ce5e72c7458b7fc618e852e15e79cd609ed2f277c198361a10afeeb& 13:53 <+bridge_> I think not deliberately 13:54 <+bridge_> currently not, they are shown as long as the time is under an hour 13:55 <+bridge_> I need to adress this anyway @alw5 , I want the hud to use the same render-time function (and show the smaller hundreths) 13:56 <+bridge_> I didn't do this yet, because I need to pre-calculate the space it needs before I render it 13:56 <+bridge_> a okay 13:57 <+bridge_> so your time would appear as `42:01Β²Β²` for example (not exactly like this) 13:57 <+bridge_> the issue is that tclient has your centiseconds pr 13:58 <+bridge_> and maybe people would want it disabled 13:58 <+bridge_> nightly has it too now 13:58 <+bridge_> yea 13:58 <+bridge_> I'll wait for the screaming first πŸ™‚ 13:58 <+bridge_> you are the first one 13:58 <+bridge_> ITS ALREADY HERE!! 13:58 <+bridge_> im screaming 13:59 <+bridge_> ill just disable it for myself 13:59 <+bridge_> I find it worse, that you want it inconsistent, allowing it in one place and disabling it in another tbh :kek: 13:59 <+bridge_> because it looks bad in the bottom right of hud but not in scoreboard 13:59 <+bridge_> would you also want to disable it for the smaller-font hud? 14:00 <+bridge_> depends how it looks i guess 14:00 <+bridge_> need to see with my eyes 14:00 <+bridge_> because, as it currently is, it looks a bit confusable tbf 14:00 <+bridge_> i have aphantasia i cant really imagine it 14:00 <+bridge_> with the only difference beeing a "missing" dot 14:01 <+bridge_> yea pls fix soon πŸ™ 14:01 <+bridge_> it was merged yesterday, I'll continue working on it πŸ˜„ 14:01 <+bridge_> idk, let me do a draft just now 14:04 <+bridge_> ah yes... hardcoded magic values, my favourite: TextRender()->Text(53, 75, 6, aBuf, -1.0f); 14:05 <+bridge_> ah yes... hardcoded magic values, my favorite: `TextRender()->Text(53, 75, 6, aBuf, -1.0f);` 14:06 <+bridge_> everything is shit about this hund rendering code 14:06 <+bridge_> everything is shit about this hud rendering code 14:19 <+bridge_> @alw5 can you tell me, if you disable this hud by disabling cl_show_record ? 14:20 <+bridge_> no it's probably cl_showhud_score 14:24 <+bridge_> yea it disableds 14:24 <+bridge_> assa therapist 14:24 <+bridge_> call #developer-1-1 14:24 <+bridge_> :kek: 14:24 <+bridge_> who needs a therapy, me or always? (probably both) 14:24 <+bridge_> can we go to therapy together 14:24 <+bridge_> always rn 14:25 <+bridge_> you later 14:25 <+bridge_> let's got to pair-therapy honey ❀️ 14:25 <+bridge_> sure 14:25 <+bridge_> no way guys we need trio therapy 14:26 <+bridge_> nonono 14:26 <+bridge_> me and assa only 14:27 <+bridge_> rude 14:29 <+bridge_> u dont go to a couple and ask can i join in 14:29 <+bridge_> thats rude 14:37 <+bridge_> But theyre botting.. :3 14:37 <+bridge_> just do it 14:37 <+bridge_> who are they gonna cry to 14:37 <+bridge_> voldermort? 15:17 <+bridge_> https://blog.rust-lang.org/2026/01/22/Rust-1.93.0/ 15:47 <+bridge_> ```C++ 15:47 <+bridge_> for(int t = 0; t < 2 && i < MAX_CLIENTS && GameClient()->m_Snap.m_apInfoByScore[i]; ++i) 15:47 <+bridge_> { 15:47 <+bridge_> if(GameClient()->m_Snap.m_apInfoByScore[i]->m_Team != TEAM_SPECTATORS) 15:47 <+bridge_> { 15:47 <+bridge_> apPlayerInfo[t] = GameClient()->m_Snap.m_apInfoByScore[i]; 15:47 <+bridge_> if(apPlayerInfo[t]->m_ClientId == GameClient()->m_Snap.m_LocalClientId) 15:47 <+bridge_> Local = t; 15:47 <+bridge_> ++t; 15:47 <+bridge_> } 15:47 <+bridge_> } 15:47 <+bridge_> ``` 15:47 <+bridge_> 15:47 <+bridge_> Loops like this are the reason, why I dislike variable names like i and t 15:51 <+bridge_> @alw5 before I change any of this, we need to refactor the scorehud <.< this is not nicely written, I hate it tbh 15:53 <+bridge_> i feel like everything ui related is badly written 15:59 <+bridge_> that's because ui as a whole fucking sucks 16:08 <+bridge_> Why it notice us twice. 16:37 <+bridge_> currently disabled for everything but ddnet. we had the idea of a finishes server so it could work with other communities 16:43 <+bridge_> can you explain how it currently works? Is the client checking locally or where does it get this info from? 16:44 <+bridge_> --- 16:44 <+bridge_> 16:44 <+bridge_> I just noticed the Hud will stop working with 128 players: 16:44 <+bridge_> 16:44 <+bridge_> ` static float s_TextWidth10 = TextRender()->TextWidth(14.0f, "10", -1, -1.0f);` 16:49 <+bridge_> anyone knows why 1 tile freeze jump is possible? 16:49 <+bridge_> tick not applying freeze fast enough, same as skipping tiles etc? 16:52 <+bridge_> 16:53 <+bridge_> I'm thinking of just adding bool instead of forcing input to 0, if that wont break anything 17:30 <+bridge_> logic issue 17:32 <+bridge_> (maybe 17:33 <+bridge_> but what logic :kek: 17:44 <+bridge_> isnt it just good ol for loop order 18:06 <+bridge_> https://info.ddnet.org/info?name=heinrich5991 18:07 <+bridge_> note the `maps` key 18:08 <+bridge_> Hey one question, can i make my ddnet settings folder (where all the .cfg & assets/skins are) into a git repo so i can sync all my stuff more easily between 2 PCs, or does the .git folder bother the game in any way? 18:15 <+bridge_> don't think anything would stop you 18:23 <+bridge_> so if we open up this api, a community would need to have an api endpoint for this ✍️ I can see us (i.e. unique) doing this, even if I just host the endpoint myself 18:24 <+bridge_> we'd need to expand the masterserver community field for this, do you have any privacy concerns? 18:33 <+bridge_> yis see https://github.com/sollybunny/ddnet-config for .gitignore 18:34 <+bridge_> if you *want* demos/videos/maps you need to make a script to make sure you dont add files over 50mb or github will complain 18:35 <+bridge_> the .gitignore here should be safe to have public as long as any logins are in .secret.cfg 18:35 <+bridge_> the .gitignore means it should be safe to upload publiclically as long as any logins are in .secret.cfg 18:35 <+bridge_> @sollybunny can you rebase and test sample loops again? 18:35 <+bridge_> i dont wana 18:35 <+bridge_> but yes 18:35 <+bridge_> Thank you very much! :) 18:37 <+ChillerDragon> solly does tclient still have no password manager? 18:37 <+ChillerDragon> imagine binding login in big 2026 18:37 <+bridge_> because logins are too finicky to have a manager 18:37 <+bridge_> scripts can be configurd in any way you want 18:38 <+bridge_> @l._ouis what are the tele weapon fixes you mentioned in pr? 18:38 <+ChillerDragon> works pretty well for me 18:38 <+ChillerDragon> aint loggin in w bind since years 18:39 <+ChillerDragon> neither rcon on my servers or account on block/city/kog etc 18:39 <+bridge_> What Client are you using that has a pw manager? 18:52 <+bridge_> @chillerdragon does it work with communities? 18:52 <+bridge_> i need per community (because a-duh), per gametype (ddnet is silly) and sometimes regexing the server name (test servers) 18:53 <+bridge_> thank u, very cool 18:53 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463954697835774067/image.png?ex=6973b58e&is=6972640e&hm=d4f748bc6fe683cfb7ff696176a073199c0b6f8a83a181b8a291583b5ca6d7da& 18:54 <+bridge_> @patiga is your twmap website down? πŸ™ 18:58 <+bridge_> not it was just _veeery_ slow 19:12 <+bridge_> probably chillerdragon-ux 19:13 <+bridge_> See #7994. We can't have players fetching the finishes directly from community servers. 19:13 <+bridge_> https://github.com/ddnet/ddnet/issues/7994 19:22 <+bridge_> thinking about this, even hiding the community endpoints behind a ddnet proxy wouldn't be enough, since you put the player name into an argument 19:23 <+bridge_> so the only way is for ddnet to store the community data :/ 19:27 <+bridge_> I don't know why the "privacy" thing matters here. You can always choose not to show the finishes and I still don't understand what trouble could it cause if someone knew you're playing 19:34 <+bridge_> at least it's not immediatly obvious, that sb could track if you're online by this 19:34 <+bridge_> you also leak your name and ip directly 19:44 <+bridge_> As if browsing internet doesn't 19:45 <+bridge_> make it opt in then 20:42 <+bridge_> It's joining a DDNet server 20:43 <+bridge_> People knowing when my client has been opened is not a privacy concern for me 20:43 <+bridge_> Not anymore than when I join their server 20:43 <+bridge_> And minus faking or when accounts you can track me much better by name 21:25 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463993041197989898/1987.jpg?ex=6973d944&is=697287c4&hm=6c4e5c602dbefdde9b744391757d96ee07e2a25cb9d2e3bbe882df777f769066& 21:25 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463993041600647201/1988.jpg?ex=6973d944&is=697287c4&hm=8ad19dcdeb1d8ad3da48803ab207e0f0502bd5687116cf2e30260ed53e68b015& 21:25 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463993041923735716/1989.jpg?ex=6973d944&is=697287c4&hm=b952de726e0a884770aed960936d276a98b82db9fe6e03801a749213cee96016& 21:25 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1463993042666262629/1990.jpg?ex=6973d945&is=697287c5&hm=99b0ce89d94834c976f1ebe87f0fbc7d8d94b327221fad4b860215d7581b863d& 21:32 <+bridge_> @soulyvevo i managed to fix the loop on maps 21:32 <+bridge_> claude ai op 21:33 <+bridge_> ill send code in a bit 22:20 <+bridge_> wowo 22:21 <+bridge_> wrong person, i meant @sollybunny 22:21 <+bridge_> :nouis: 22:23 <+bridge_> you did all right 22:27 <+bridge_> how does one coauth 22:27 <+bridge_> when your email isnt shown.. 22:28 <+bridge_> `Co-authored-by: KebsCS ` 22:28 <+bridge_> u can use users.noreply.github.com! 22:28 <+bridge_> or that 22:28 <+bridge_> it is shown, just need to know where to look 22:29 <+bridge_> appending .patch to some commit shows their email 22:30 <+bridge_> why using uint64_t? 22:31 <+bridge_> TickOffset is uint64_t 22:31 <+bridge_> was that not done by you 22:31 <+bridge_> if not ill leave it ig 22:31 <+bridge_> wdym by me xd 22:32 <+bridge_> TickOffset is uint so i cast the other variable to uint so theres no conflicts 22:32 <+bridge_> no i just pasted it in and was ew at the number of casts 22:32 <+bridge_> maybe unnecessary 22:32 <+bridge_> timeoffset is float 22:32 <+bridge_> idk Β―\_(ツ)_/Β― 22:32 <+bridge_> doesnt matter 22:32 <+bridge_> tick not time 22:32 <+bridge_> timeoffset * rate can be above uint32 22:33 <+bridge_> but at that point you loose acruacy 22:33 <+bridge_> i cba figure out why we are passing seconds instead of game ticks and if we can change it and if its worth it so ill leave as it 22:33 <+bridge_> i cba figure out why we are passing seconds instead of game ticks and if we can change it and if its worth it so ill leave as is 22:33 <+bridge_> wtf this works? std::clamp 22:34 <+bridge_> less casts :D 22:35 <+bridge_> std::clamp is templated 22:35 <+bridge_> never knew 22:35 <+bridge_>