01:15 <+bridge_> @robyt3 Why is my pr merged but not present in 19.7? 01:15 <+bridge_> https://github.com/ddnet/ddnet/pull/11439 02:09 <+bridge_> probably merged after 19.7 pr was created 06:07 <+bridge_> <12944qwerty> I keep getting this when I build ddnet. I did install vulkansdk and the env vars are all set correctly. I'm on linux so the build flag is on by default too 06:07 <+bridge_> <12944qwerty> https://cdn.discordapp.com/attachments/293493549758939136/1467385958906204210/image.png?ex=6980312b&is=697edfab&hm=2d6237422b6dcb6bf5bb2f0f3afd7a287d2c59ebed03b3f1474893e00b0d403f& 06:25 <+bridge_> <12944qwerty> Might have to do with the fact that i'm pretty sure it's not building correctly? 06:25 <+bridge_> <12944qwerty> No errors, but any changes I make aren't shown. Strings edits for example 06:25 <+bridge_> <12944qwerty> Also, not using the vulkan sdk I downloaded and using an older version 06:27 <+bridge_> <12944qwerty> btw, even though the vulkan error happened before, it used to update whatever I was changing about a week ago 06:28 <+bridge_> <12944qwerty> this happens even when I rm -rf the build directory entirely 06:28 <+bridge_> <12944qwerty> this happens even when I rm -rf the build directory too 06:33 <+bridge_> <12944qwerty> correction, seems like it doesn't build for src/game/map/render_map.cpp (or directory) specifically 06:43 <+bridge_> <12944qwerty> also, anyone know how to fix the multitude of ⁨`file not foundclang(pp_file_not_found)`⁩ scattered all over when I have the project opened in vscode 07:12 <+bridge_> <12944qwerty> correction, seems like it doesn't build for src/game/map/render_map.cpp specifically 07:15 <+bridge_> <12944qwerty> nvm 08:03 <+bridge_> @essigautomat: I don’t know I am not associated with ddnet. I just know the ranks broke there :/ all my farmed stats gone 08:54 <+bridge_> <12944qwerty> super small but i was annoyed by this xd 08:56 <+bridge_> <12944qwerty> ngl tho, it kinda looks better (more like a tune) with an alpha, but not sure whether to do that or not 08:56 <+bridge_> <12944qwerty> https://cdn.discordapp.com/attachments/293493549758939136/1467428310051983382/image.png?ex=6980589c&is=697f071c&hm=b7456cd9ace80e98ea44f58977c1a7f8c09d280915cf8f575609fcbee3d9ad9c& 09:04 <+bridge_> <12944qwerty> ngl tho, it kinda looks better (more like a tune) with an alpha, but not sure whether to do that or not. Feels better if there's a large tuning area with the opacity so 09:04 <+bridge_> <12944qwerty> https://cdn.discordapp.com/attachments/293493549758939136/1467428310051983382/image.png?ex=6980589c&is=697f071c&hm=b7456cd9ace80e98ea44f58977c1a7f8c09d280915cf8f575609fcbee3d9ad9c& 09:13 <+bridge_> yo finally we have some text on the damn tile 09:14 <+bridge_> if ppl are gonna complain about oco again then we should have a map setting ⁨`sv_hide_tune_numbers`⁩ 09:14 <+bridge_> but imo its crazy thing to complain about 09:14 <+bridge_> compared to literally any other worse problem in the game XD 09:33 <+bridge_> <12944qwerty> Why sv not cl? 09:33 <+bridge_> <12944qwerty> And oco? 09:42 <+bridge_> <12944qwerty> Why map setting not client setting? 09:50 <+bridge_> do i get masterban if i create 25 servers ( 2 server per gamemode ) 09:52 <+ChillerDragon> @milkeeycat can i use unix `sort` on my visual selection in vim smh? 09:55 <+bridge_> chillerdragon: select the lines, press ⁨`:`⁩ and then ⁨`!sort`⁩ 09:55 <+bridge_> 25 isn't divisible by 2? 09:55 <+bridge_> Also no, if the servers aren't spammy or breaking any rules, 25 seems like a perfectly reasonable number 09:56 <+ChillerDragon> holy shit i knew it was that simple i just couldnt google it xd thanks @milkeeycat this is amazing 09:56 <+bridge_> (you can execute regular terminal commands by prefixing them with ⁨`!`⁩) 09:56 <+bridge_> nvm i found a way to decrease it to 12 servers 09:56 <+bridge_> i often use ⁨`jq`⁩ 09:56 <+bridge_> so prettify json 09:56 <+ChillerDragon> i knew about ! i just didnt know how it interacted with the buffer 09:57 <+bridge_> to prettify json 09:57 <+bridge_> You can even skip the : 09:57 <+ChillerDragon> i thought its more for stuff like !make 09:58 <+bridge_> The entire point of ! is that it pipes the selection into the command 09:58 <+bridge_> The feature is called filtering 09:58 <+ChillerDragon> pretty cool i hope ill remember it 09:59 <+ChillerDragon> maybe one day after years of using vim i will be actually more productive than in vscode xd 10:01 <+bridge_> It's good for actual filtering, like !grep, or testing complex expressions, like !python 10:02 <+bridge_> Or even compilation; write some markdown and hit it with ! markdown 10:02 <+bridge_> Or even compilation; write some markdown and hit it with !markdown 10:29 <+ChillerDragon> i do not have a `markdown` command oO 10:36 <+bridge_> should - if at all - be a client setting. Added some info to the PR 10:39 <+bridge_> because that map specifically is designed to troll you 10:39 <+bridge_> making a client setting is still gonna piss off the oco enjoyers 10:39 <+bridge_> i will make it clear again though that i personally do not care 10:39 <+bridge_> force it if you want 11:13 <+bridge_> Not something I'd expect to be installed by default, and nowadays probably replaced by a different compiler 11:25 <+bridge_> can you check map aardvark 11:26 <+bridge_> with this enableed 11:26 <+bridge_> with this enabled 11:40 <+bridge_> doesn't make sense to render tune settings when you can have an arbitrary amount of settings per tune zone 11:41 <+bridge_> you can check the map file to see what tunes do what if you cant keep the numbers clear in ur head, otherwise coloring tunes like nixus said would be better 11:45 <+bridge_> Players shouldn't be expected to open the map in the editor to see information relevant for gameplay 11:45 <+bridge_> is seeing tunes relevant for gameplay? 11:46 <+bridge_> Coloring also makes sense additionally 11:46 <+bridge_> Well, technically makes should be playable without entities 11:46 <+bridge_> Well, technically maps should be playable without entities 11:46 <+bridge_> as it is you can't even tell after closing the editor, since the same such numbers arent there 11:46 <+bridge_> yea and they should be designed well 11:46 <+bridge_> colors are not as useful if you are cross-referencing with the editor 11:47 <+bridge_> Color and labels, but don't repeat the labels everywhere 11:47 <+bridge_> when there is a tune zone in a map the map does indicate somehnow 11:47 <+bridge_> when there is a tune zone in a map the map does indicate somehow 11:47 <+bridge_> maybe but i already hate whatever chunking logic that is in the client 11:47 <+bridge_> since kebs' tele thing doesnt always work as expected, i found it frustrating to use 11:47 <+bridge_> maybe if that logic is cleaned up it can be used for what is a "region" for contigious tunezones 11:48 <+bridge_> What tele thing 11:48 <+bridge_> View 11:48 <+bridge_> it skips things that are not the same tile index 11:48 <+bridge_> It's not mine 11:48 <+bridge_> oh mb 11:48 <+bridge_> I think #6134 is mostly about entities mode without seeing the map design 11:48 <+bridge_> https://github.com/ddnet/ddnet/issues/6134 11:48 <+bridge_> It was even worse before I changed it a bit 11:48 <+bridge_> xd 11:49 <+bridge_> but yeah there's maybe some improvements, idk if it is based on flood-fill or some weird like scan-by-row thing 11:49 <+bridge_> I don't remember there being any flood-fill-like algorithm 11:49 <+bridge_> but i think i would prefer the same logic applies 11:50 <+bridge_> that way we dont have to maintain two different algorithms 11:50 <+bridge_> also 11:50 <+bridge_> why would you want to know exactly what a tune does 11:51 <+bridge_> just enter it and find out 11:51 <+bridge_> most of the time its safe 11:51 <+bridge_> idk like, i dont think its a big deal to show the number, i would have assumed if this was bad ppl would complain about tele number spam at least 11:51 <+bridge_> i get that its not really the same comparison cus tune is spammed way more sometimes 11:51 <+bridge_> unless its like sincera where its a jump pad 11:51 <+bridge_> but you cant go into tele u can go into a tune 11:51 <+bridge_> yeah fair 11:51 <+bridge_> so it blocks the view 11:52 <+bridge_> we can always make it dbg only like we currently have 11:52 <+bridge_> and show only color otherwise 11:52 <+bridge_> not sure the best way.. probably best left to settings but to me this is already like 3 settings if at all 11:52 <+bridge_> which is probably bad 11:53 <+bridge_> cus you can have deduplicated numbers or always numbered, and then whether that shows in debug only or not, and then color and if it's debug only or not 11:53 <+bridge_> The argument was that you can't stay in all tune zones, otherwise ⁨`dbg_tuning 1`⁩ mostly solves this 11:53 <+bridge_> probably a sensible default is preferred but i think color should be off by default 11:54 <+bridge_> can a map be provided? 11:54 <+bridge_> since its gonna fuck with a ton of ppls entities when similar colors are used 11:54 <+bridge_> i swear this is like never the case 11:54 <+bridge_> yeah good luck trying to see what tunezone applies to u in volleyball with dbg_tuning 11:54 <+bridge_> Tunes are just bad design, idk if there's good way to display their info other than wall of text like dbg tuning command 11:54 <+bridge_> unless you have robot eyes 11:54 <+bridge_> https://github.com/ddnet/ddnet/issues/6134#issuecomment-1692266975 11:55 <+bridge_> yes mbut its a fun map 11:55 <+bridge_> still you should be able to "spec" tunes 11:55 <+bridge_> no reason not to 11:55 <+bridge_> why should i have to get into the next part and maybe fail cus i didnt understand how the tune worked lol 11:55 <+bridge_> especially if its weird dummy stuff 11:55 <+bridge_> on what map tho 11:55 <+bridge_> i really do not need an example here 11:55 <+bridge_> this has never happened to me 11:55 <+bridge_> many dummy maps exist with tune 11:55 <+bridge_> has it happened to u? 11:56 <+bridge_> it just doesnt matter, its qol 11:56 <+bridge_> maybe i dont play enough dummy maps 11:56 <+bridge_> you fail once you mostly figure it out 11:56 <+bridge_> this is a qol feature 11:56 <+bridge_> yea i understand 11:56 <+bridge_> and again, you open the map in the editor and you fully understand how the map works 11:56 <+bridge_> but i also dont want this feature forced on me 11:56 <+bridge_> so this is purely convenience 11:56 <+bridge_> that's why i said it should be default off 11:56 <+bridge_> normal maps show you where is tune and what it changes 11:56 <+bridge_> but i think deduplicated numbering should be default 11:57 <+bridge_> because everything else gets numbers 11:57 <+bridge_> true like turn off entities 11:57 <+bridge_> we pick on the poor tunezones for no reason bro 11:57 <+bridge_> its just weird to decide where to show a number if we flood-fill it 11:57 <+bridge_> if we do the corner that's often going to be not easily visible or actually covered up fully by some solid cus the mapper is stupid 11:58 <+bridge_> and having to check for a place that is "visible" sounds like integration hell and a terrible aspect of a feature to me 11:58 <+bridge_> i mean there are some oldschools that spam buttons where ur playing 11:58 <+bridge_> and it fills ur screen and makes it unplayable in entities 11:58 <+bridge_> which is why i dont want the same with tunes 11:58 <+bridge_> it would be one number per region by default man idk why this feels like unplayable to u 11:59 <+bridge_> or even a color 11:59 <+bridge_> on some maps you just have to do it, look at one way freeze for example 11:59 <+bridge_> well buttons arent displayed the same in entities 11:59 <+bridge_> im not talking about buttons 11:59 <+bridge_> stoppp 11:59 <+bridge_> if connected buttons only showed 1 number it would be nice 12:00 <+bridge_> THAT IS WHAT I AM SAYING are u ragebaiting rn? 12:00 <+bridge_> yes im saying its not consistant with buttons and other things 12:00 <+bridge_> no ragebait at all 12:00 <+bridge_> im only talking about tune and im suggesting yes you ahve one number per region 12:00 <+bridge_> it could ofc be added to switch layer but that is outside the scope of this PR 12:00 <+bridge_> but you have to decide where to stick the number and it seems basically impossible to reliably pick a good spot to me 12:01 <+bridge_> make demo and #town-hall thread 12:02 <+bridge_> if the number was tiny and showed behind tees idk if it would really be that bad to show on all tiles 12:02 <+bridge_> if it really is that bad then all of it can be non-default 12:02 <+bridge_> maybe default debug menu behavior is to show it though 12:04 <+bridge_> also what does showing color/number add 12:04 <+bridge_> telling you what the tune is 12:05 <+bridge_> but you still need to look at the map/dbg_tuning ? 12:05 <+bridge_> you still have to learn what the tune is when you're in it, either experience/check map/dbg_tuning 12:05 <+bridge_> when you continue to see it you know what it does 12:06 <+bridge_> i think showing all the tune messages is worse, there's no way you're gonna fit some of my maps on your screen 12:07 <+bridge_> what if we made it so if you spec and have dbg_tunings enabled it displays the tune of the tile at the centre of ur screen 12:07 <+bridge_> yea i thought about this 12:07 <+bridge_> might be good to show the list on spec as well 12:07 <+bridge_> i guess but are tunes actually really connected that much? 12:07 <+bridge_> (except oco) 12:07 <+bridge_> wdym connected? 12:08 <+bridge_> in regions? almost always 12:08 <+bridge_> different tunes 12:08 <+bridge_> maybe i dont play enough corneum maps 12:08 <+bridge_> idk what corneum has to do with anything xd 12:08 <+bridge_> he makes wacky maps 12:08 <+bridge_> you can use an arbitrary number of tunes per tile 12:08 <+bridge_> yea 12:09 <+bridge_> but i still dunno what u mean by connected 12:09 <+bridge_> so what does it actually help then it just tells you that u entered a different tunezone? 12:10 <+bridge_> when you spec/see it you know it's different 12:10 <+bridge_> if it doesn't match another color/number you've already worked out 12:10 <+bridge_> same as the editor honestly 12:10 <+bridge_> when im editing i know what the numbers all mean while im editing it 12:10 <+bridge_> yea i see 12:10 <+bridge_> jump and you go high 12:10 <+bridge_> wow that's number 1 12:10 <+bridge_> i see number 1 again, im going to jump and go high again 12:12 <+bridge_> so u dont need to check editor anymore i c 12:12 <+bridge_> i feel like this is an issue with bad maps tho 12:12 <+bridge_> if a map cannot notify u about a tunezone that can make u fail without having to enter is a bad map 12:13 <+bridge_> or (and maybe ive said this already) it's a qol feature no matter if the map is good or not 12:13 <+bridge_> it makes a bad map bearable and a good map great 12:14 <+bridge_> at least i dont have to check the editor if i feel like a map has intentionally bad tunes 12:14 <+bridge_> yea 12:15 <+bridge_> we could have icons for groups of tune settings 12:15 <+bridge_> anything that affects hammer, hook, nade, etc 12:15 <+bridge_> and show it in a cluster 12:15 <+bridge_> seems messy to me though 12:18 <+bridge_> I think this layout would be the nicest looking to me 12:18 <+bridge_> 12:18 <+bridge_> ⁨``` 12:18 <+bridge_> 1-1-1 12:18 <+bridge_> ----- 12:18 <+bridge_> 1-1-1```⁩ 12:18 <+bridge_> Renders on every odd-indexed, odd-row tune that is connected in the same region 12:18 <+bridge_> wasnt there a townhall post to add connected textures? 12:19 <+bridge_> 2x2 regions would have a number only in the top-left, centered inthe tile 12:19 <+bridge_> if that is a better visualization 12:19 <+bridge_> 2x2 regions would have a number only in the top-left, centered in the tile 12:22 <+bridge_> how would it look in a part like this 12:22 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1467480163636740106/DDNet_RAQpa12w9I.png?ex=698088e7&is=697f3767&hm=80cf858eb41ba97edc700dc112a2f651da9d1237aee55b154395a39fcf8c8430& 12:22 <+bridge_> one sec i gotta open a paint thing 12:22 <+bridge_> i cant really think if a good way to visualise it without making it hard to see/covering screen 12:25 <+bridge_> i started drawing boxes where there would be numbers 12:25 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1467480989029761227/image.png?ex=698089ac&is=697f382c&hm=ce7db4809c0ce99b7b640649c5f287fb35cfefa91e5b717f30f66454ba5a712c& 12:25 <+bridge_> if it clashes with a tele number, it should probably not be drawn 12:26 <+bridge_> i feel like its too cluttered tho 12:26 <+bridge_> just the simplest way i could think of 12:26 <+bridge_> i think it would look fine 12:26 <+bridge_> entity spam is already ass with tele/switch 12:32 <+bridge_> entities mode is not made for comfortable gameplay imo 12:32 <+bridge_> use design if you need good looking game 12:55 <+bridge_> how do features get merged? 12:55 <+bridge_> do all maintainers need to agree or what 12:56 <+bridge_> looking at https://github.com/ddnet/ddnet/pull/11482 12:56 <+bridge_> it seems like assa is fine with it and roby is also but heinrich isnt a fan of it 12:56 <+bridge_> if one vetos does it become instant decline? 12:59 <+bridge_> or is there some hierarchy 13:00 <+bridge_> there's backlog about this here, the disagreement was not about wanting or not wanting this change, it was about wanting a concrete reason for it that's not just "other games do it" and "it could improve performance" 13:00 <+bridge_> i.e. actual benchmarks showing a performance difference 13:03 <+bridge_> so why close it 13:05 <+bridge_> @kebscs can you get benchmarks for it so heinrich can re open and merge it? 13:07 <+bridge_> cba 13:08 <+bridge_> welp wont get merged then and people will always ask in this server on how to fix stuttering when in discord vc 13:08 <+bridge_> higher priority doesnt fix the stutter 13:08 <+bridge_> bcs it was still below discord 13:09 <+bridge_> oh so the only way is to lower discord ? 13:09 <+bridge_> you could put ddnet above or same as discord 13:09 <+bridge_> but they didnt want it 13:10 <+bridge_> the only higher priority is realtime right? 13:10 <+bridge_> i think its number 0 to 15 13:11 <+bridge_> ic 13:12 <+bridge_> (for good reasons) 13:12 <+bridge_> well henrich didnt want it because there was no actual benchmark that it actually improves anythhing 13:12 <+bridge_> i know it improves with discord 13:13 <+bridge_> if blindly beleive win32 docs that are often wrong, why dont beleive it when it comes to performance and require benchmarks 13:17 <+bridge_> who's saying anyone blindly believes win32 docs 13:18 <+bridge_> you can choose not to believe them, in which case a reasonable policy is "by default do not change anything; require concrete evidence for every change" 13:19 <+bridge_> If you claim a change improves performance, you'll need to be prepared to be asked for benchmarks to back it up 13:19 <+bridge_> but if the docs say something should be avoided that's a good sign you should at least investigate more if you really want to do it 13:19 <+bridge_> you don't have to blindly trust them for that 13:20 <+bridge_> it cant be higher priority than discord bcs docs say its dangerous 13:20 <+bridge_> and even ignoring those docs, it's not outlandish to believe that a thread priority arms race will not solve anything 13:20 <+bridge_> just like you don't want discord to choke out ddnet you don't want ddnet to choke out discord voice calls 13:20 <+bridge_> but if it comes to bein higher than average we cant trust docs 13:20 <+bridge_> or obs if you're streaming 13:20 <+bridge_> or obs if you're streaming or recording 13:20 <+bridge_> etc 13:21 <+bridge_> I'm not saying any of the proposed solutions is automatically wrong, just that there are good reasons for wanting more information before making any change 13:23 <+bridge_> i know 13:23 <+bridge_> but this is some specific thing that doesnt magically increase fps 13:23 <+bridge_> i would need to overload pc with other apps 13:23 <+bridge_> then test that 13:24 <+bridge_> set up an environment that's as reproducible as possible and demonstrate how your change improves performance in this case 13:25 <+bridge_> this is only inconsistent if you treat making a change and not making a change as the same thing 13:25 <+bridge_> this is only inconsistent if you treat making a change and not making a change as equivalent 13:25 <+bridge_> but they're not 13:26 <+bridge_> to me, if its clear that its an improvement with no downside its a good change 13:26 <+bridge_> i dont care that much to setup an env and reproducible tests 13:26 <+bridge_> > if its clear that its an improvement 13:28 <+bridge_> and that's fine 13:28 <+bridge_> A typical strategy is to use THREAD_PRIORITY_ABOVE_NORMAL or THREAD_PRIORITY_HIGHEST for the process's input thread, to ensure that the application is responsive to the user. 13:28 <+bridge_> just, then you also have to understand that maintainers don't want to spend their time doing that either and hence will not merge your change 13:33 <+bridge_> This seems to be reported several times on the internet for other games and they all suggest changing Discord's priority without mentioning any negative effects from doing so, so to me it's clearly an issue with Discord that should be fixed on their side. I'd consider setting the priority of the Discord process ourselves until someone gets through to Discord's higher tier support. 13:33 <+bridge_> Ill merge thing in tclient if you want, AAA games doing it is good enough for me 13:33 <+bridge_> Ill merge this in tclient if you want, AAA games doing it is good enough for me 13:33 <+bridge_> sure, i can pr if you want 13:34 <+bridge_> Yeah, just mark any lines you change in ddnet files with // TClient so I can fix merge conflicts later 13:37 <+bridge_> i doubt discord would ever fix this 13:37 <+bridge_> . 13:38 <+bridge_> So it's really an issue in the Windows scheduler that everyone tries to work around? :pepeW: 13:39 <+bridge_> I also found opposite reports of games using high priority and this making Discord calls choppy 13:39 <+bridge_> but making the priority higher to fix discord issue was rejected 13:39 <+bridge_> so it was just about upping the priority by 1 13:39 <+bridge_> (out of 30) 13:39 <+bridge_> (out of 31) 13:39 <+bridge_> yeah, exactly 13:39 <+bridge_> this change could very well have negative consequences 13:40 <+bridge_> *which is why more information is needed* 13:40 <+bridge_> I'm not opposed to that change if it's backed up by benchmarks 13:40 <+bridge_> its very spicific, i dont want to make bennchmarks for smth like that 13:40 <+bridge_> This thing reminds me of how we are still not marked as "compatible with Windows 10/11" because it caused a performance regression last time 13:41 <+bridge_> 1 priority could be not noticeable 13:41 <+bridge_> +1 is definitely noticeable to the scheduler? 13:41 <+bridge_> Marked by who? 13:42 <+bridge_> In one of the Windows manifest files, see #7263 #7508 13:42 <+bridge_> https://github.com/ddnet/ddnet/pull/7263 13:42 <+bridge_> https://github.com/ddnet/ddnet/pull/7508 13:42 <+bridge_> oh 13:43 <+bridge_> https://discord.com/channels/252358080522747904/757720336274948198/1175913806703108246 13:43 <+bridge_> This means the system tries to run the game in whatever compatibility mode it sees best fitting for Windows Vista/7 13:44 <+bridge_> do other games use this? 13:45 <+bridge_> I don't know, but it would be the result of just following what the documentation says 13:45 <+bridge_> https://learn.microsoft.com/en-us/windows/win32/sysinfo/targeting-your-application-at-windows-8-1 13:46 <+bridge_> Its possible the user has some cursed gpu driver setting that gets disabled because its incompatible with win7 programs or something like that 13:46 <+bridge_> or like windows resolution scaling or something 13:47 <+bridge_> I also suspect it's some driver thing 13:47 <+bridge_> Do other games set their own priority higher? 13:47 <+bridge_> there were examples in the pr or issue iirc 13:49 <+bridge_> https://github.com/ddnet/ddnet/issues/11473#issuecomment-3683298846 13:53 <+bridge_> Hm, I guess a game wanting higher priority than usual sounds sane at least. The discord issue however could probably also be fixed by just moving it to an isolated thread. The priority change fixing it just sounds like an issue with accidental coupling between the two applications due to the bridge 16:08 <+bridge_> Wait a minute 16:09 <+bridge_> The demo could record net message??? 16:13 <+bridge_> :thonk: 16:15 <+bridge_> demo records everything 16:15 <+bridge_> Demos can record snapshots and messages. For example chat and broadcasts are messages 16:16 <+bridge_> oops 16:20 <+bridge_> ah 16:20 <+bridge_> I see 16:36 <+bridge_> the c++ core guidelines disagree 🤓 16:37 <+bridge_> but yes it's consistent with the rest of the codebase 17:00 <+bridge_> @aegisub: oh nice guidelines maybe we should follow some of them 17:00 <+bridge_> For the enum casing they saw a problem I actually ran into 17:00 <+bridge_> I don't agree with all of them, but most of them are good 17:01 <+bridge_> When linking against ncurses I conflict with some color constants in DDNet 17:49 <+bridge_> ⁨``` 17:49 <+bridge_> src/base/math.h:14:22: warning: prefer 'std::numbers::pi_v' to this literal, differs by '8.74e-08' [modernize-use-std-numbers] 17:49 <+bridge_> 10 | 17:49 <+bridge_> 11 | template 17:49 <+bridge_> 12 | concept Numeric = std::integral || std::floating_point; 17:49 <+bridge_> 13 | 17:49 <+bridge_> 14 | constexpr float pi = 3.1415926535897932384626433f; 17:49 <+bridge_> | ^~~~~~~~~~~~~~~~~~~~~~~~~~~~ 17:49 <+bridge_> | std::numbers::pi_v 17:49 <+bridge_> ```⁩ 17:49 <+bridge_> 17:49 <+bridge_> I'm afraid I can't let you do that, clang-tidy. :justatest: 18:10 <+bridge_> :pepe_cry: 18:49 <+bridge_> when we could add something like this? 18:49 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1467577490003202260/image.png?ex=6980e38b&is=697f920b&hm=7a1e60b31d1f817916383c03e15b144c0fd949939f0f75fdd3846a4619223f11& 18:54 <+bridge_> why not ctrl c in f1 18:55 <+bridge_> See #9830 18:55 <+bridge_> https://github.com/ddnet/ddnet/issues/9830 18:56 <+bridge_> oh actually clickable names would be great 18:58 <+bridge_> Ah 18:58 <+bridge_> also #9919 18:58 <+bridge_> https://github.com/ddnet/ddnet/issues/9919 18:58 <+bridge_> :3 19:00 <+bridge_> <12944qwerty> I was thinking about having it colored if it was only a "send message" tune and possibly a third color if it does both message and physics. 19:00 <+bridge_> <12944qwerty> But I'm not sure how to really separate them by regions or get the tunings, especially in shaders. 19:00 <+bridge_> <12944qwerty> 19:00 <+bridge_> <12944qwerty> Is it possible to get a tunes commands in console? 19:02 <+bridge_> You can already see active tunes with ⁨`dbg_tuning 1`⁩ and ⁨`dbg_tuning 2`⁩, see #6985 19:02 <+bridge_> https://github.com/ddnet/ddnet/pull/6985 20:38 <+bridge_> Man I miss Ryo and jupstis rust talk 20:38 <+bridge_> :cammo: 20:58 <+bridge_> I hope Jupsti forgives us some day 21:05 <+bridge_> 😭 21:15 <+bridge_> chiller you know i remember that you made some tee without hammer support for one of your clients 21:15 <+bridge_> wouldn't it be nice to just don't take hammer from player if you cannot use it 21:15 <+bridge_> wouldn't it be nice to just take hammer from player if you cannot use it 21:16 <+bridge_> sounds bad because hammer is basic weapon as pistol 21:16 <+bridge_> but idk 21:47 <+bridge_> @manikoo: every 0.6 client supports no hammer and that’s exactly what I proposed 21:47 <+bridge_> 0.7 too 21:48 <+bridge_> see! 21:49 <+bridge_> great idea 21:52 <+bridge_> Forgive what exactly? 21:53 <+bridge_> Idk any specifics but if he forsook us we must have done something wrong 21:54 <+bridge_> Hm 22:19 <+bridge_> what did we do though ? 22:20 <+bridge_> ah nvm 🙂 22:21 <+bridge_> see the hammer shield issue