07:50 <+bridge_> discord.gg/2NMzpUpq 07:54 <+bridge_> @Discord Mod 10:34 <+ChillerDragon> @robyt3 oh nice for looking into https://github.com/ddnet/ddnet/pull/11232 I rebased it now. I wouldn't call it safe looking tho :D 10:34 <+ChillerDragon> but back then i tested a lot, now after all the time and merges i cant promise much but ill do a little test right now 10:34 <+ChillerDragon> thanks* xd 11:03 <+bridge_> testing more AI tools rn and letting it work on rendering xD It said the way I create the precomputed texture coords table is ineffecient 11:03 <+bridge_> :kek: 11:09 <+ChillerDragon> i think the biggest weirdness of the super pr is this one https://github.com/ddnet/ddnet/pull/11232#issuecomment-3566742882 @kebscs was that intentional that super can no longer pass through doors? 11:16 <+bridge_> same goes for draggers etc i think 11:33 <+bridge_> but ... draggers are sometimes required to finish a map 😮 11:34 <+bridge_> You can't finish in practice 11:36 <+bridge_> It's about the fact that `TEAM_SUPER` was probably introduced exactly for that reason: Being able to pass doors, draggers, etc. 11:36 <+bridge_> and collision with other tees 11:37 <+bridge_> You can still pass doors with `/left` etc. commands, right? 11:37 <+bridge_> seem unintuitive, especially for practicing. why would you want doors closed in super? why would you not want to free yourself from a dragger using super? 11:37 <+bridge_> seems unintuitive, especially for practicing. why would you want doors closed in super? why would you not want to free yourself from a dragger using super? 11:38 <+bridge_> just my thoughts about it tho, i dont care and never used practice 11:40 <+bridge_> I consider super/invincible to be for map testing. Having all doors open seems weird. You should see the map like it would be and you can also set switches with `setswitch` for testing. 11:41 <+bridge_> If that's DDNet's new definition of super, then sure. 11:41 <+bridge_> Sounds more like invincible though. 11:42 <+bridge_> I guess people use practice differently, since there is tc, tp, etc. 11:42 <+bridge_> I'm not here to stop this, just pointing out the behaviour change 11:44 <+bridge_> That mostly my understanding/opinion, I'm not sure what the original intention of super was. Invincible was introduced as a replacement for super that works in practice. 11:45 <+bridge_> Yes, so this change also affects rcon super 11:50 <+bridge_> I think super was kind of a godmode before, where it had endlesshook and interaction with all other teams by definition. So it required a separate team on core level 11:51 <+bridge_> Open switches might have been a side effect 11:51 <+bridge_> we want to get rid of this separate team thing because it's a lot of maintenance overhead for a feature that is rarely used 11:52 <+bridge_> That makes sense 11:52 <+bridge_> The super handling was one bad part of the code anyways, split into `TEAM_SUPER` and `m_Super` 11:52 <+bridge_> Nobody used it consistently 12:01 <+bridge_> The pr removes super and only keeps invincible basically 12:01 <+bridge_> So is it okay that there is no way anymore to walk through closed doors? 12:02 <+bridge_> If we stick with that I would like to hold back the pr and also visually close the door 12:02 <+bridge_> Or maybe it already is just my client is too old I forgot 12:10 <+bridge_> I think it's fine if walking through closed doors is only possible with the movement or setswitch commands now. But the visuals should be consistent to the physics. 13:21 <+bridge_> Anyone opinions on making the hook collision line tip 50% transparent on default? 13:21 <+bridge_> Anyone opinions on making the hook collision line tip 50% transparent by default? 13:22 <+bridge_> Anyone opinions on making the hook collision line **tip** 50% transparent by default? 13:30 <+bridge_> what would be the reasoning for that? 13:32 <+bridge_> I find it visually a bit easier for the different use cases of the hook line, the tip also then doesn't "obstruct" the view when hooking a wall 14:13 <+bridge_> sounds reasonable 14:22 <+bridge_> @robyt3 i did not change behaviour of the debug shadow, can you explain your thought? 14:30 <+bridge_> I think we shouldn't show the shadow in debug anymore. It should be separate feature, especially if your new values for the setting already cover the old use case of the debug shadow. 14:33 <+bridge_> It doesn't, I only added new options and left all of the old behaviour untouched 14:33 <+bridge_> I don't think we should hide the shadow from debug 14:34 <+bridge_> Would be irrelevant to this pr anyways 14:34 <+bridge_> This PR changes adds more values to the `cl_unpredicted_shadow` setting that cover the existing behavior 14:35 <+bridge_> Debug mode should not be used for non-debug features 14:35 <+bridge_> This PR adds more values to the `cl_unpredicted_shadow` setting that cover the existing behavior 14:35 <+bridge_> Then why was it mixed before? 14:35 <+bridge_> Only extended the functionality without going down a discussion like this... 14:36 <+bridge_> Maybe it was actually used for debug in teeworlds, but then players started using it as a feature 14:36 <+bridge_> it didnt exist in tw 14:36 <+bridge_> iirc 14:36 <+bridge_> I can remove it from debug mode first if you don't want to include it in this PR 14:36 <+bridge_> ._. where is the sense, just merge and remove after? 14:37 <+bridge_> You are already rewriting the related lines of code 14:37 <+bridge_> k 14:38 <+bridge_> (thats the point, so it needs change again anyways...) 14:38 <+bridge_> But then it's better to first remove, instead of first changing and then removing 14:39 <+bridge_> Or do it at the same time 14:42 <+bridge_> Question still persists: Why is it a problem to keep it in debug mode? I see your point in not mixing "gameplay" features with debug, but in this case? I can add a new variable for showing it in debug mode though. But I remember heinrich not wanting to add too many config options in the past. 14:42 <+bridge_> This existed for years, and was mixed 14:43 <+bridge_> I feel like you are restricting for no real purpose 14:44 <+bridge_> "this existed for years" is not an argument against cleanup 14:44 <+bridge_> Is it a cleanup tho? 14:44 <+bridge_> we shouldn't add more bad code just because we already have bad code 14:45 <+bridge_> Could you elaborate on why exactly this is bad, and how to overcome this without removing it's debug functionality? 14:45 <+bridge_> I don't want players to think that debug mode has any features that they can rely on except for debugging. The assumption should be that we can remove/change things in debug mode however we want. 14:46 <+bridge_> I often use ctrl+shift+d to get a feeling for my ping / unpredicted shadow. 14:46 <+bridge_> Now with your proposal I need to enter the command every time. 14:46 <+bridge_> I don't see what it adds in debug mode. With your PR you can set `cl_unpredicted_shadow 1` to see the shadow for your own tee only. 14:47 <+bridge_> You can bind it. 14:47 <+bridge_> But there is a fixed debug bind already 14:47 <+bridge_> For debug yes 14:47 <+bridge_> You can bind any other key combination for the shadow 14:47 <+bridge_> Isn't this some kind of debug feature? 14:48 <+bridge_> To me it is 14:48 <+bridge_> No, then we wouldn't have `cl_unpredicted_shadow` 14:48 <+bridge_> ??? 14:48 <+bridge_> I will just say ok 14:52 <+bridge_> Would it be fine to add `cl_unpredicted_shadow_debug`? 14:54 <+bridge_> I don't want it to be affected by debug mode. Making `cl_unpredicted_shadow` more versatile and removing the behavior from `debug` seems fine. 14:54 <+bridge_> so that's your subjective opinion on it 14:57 <+bridge_> every opinion is subjective. not sure what you're trying to say 14:58 <+bridge_> He's arguing out of the subjective opinion. It seems fine, because he doesn't want it, is how I read it. 14:58 <+bridge_> Anyways, I'll remove it entirely from debug then 15:08 <+bridge_> The argument is, that debug code should not be used in non debug features. There are objective reasons with it which I do agree with. Idc, ~~bitch~~ please send patches 😘 15:09 <+bridge_> toxic 15:09 <+bridge_> 🙁 15:11 <+bridge_> I just wanted to make the atmosphere a bit more relaxed, sometimes we are way to serious here in this channel 15:12 <+bridge_> Did you also want to make the atmosphere in my antiping pr relaxed, by telling me in the shortest form ever to "properly ping" the related issue? 15:13 <+bridge_> I think they just wanted to ping the issue ^^ 15:13 <+bridge_> It was meant more as a note to you, that the title apparently doesn't ping the issue 🤷‍♂️ so I did 15:14 <+bridge_> I would never front anyone about github beeing github 15:14 <+bridge_> You guys are protecting each other circularly. Assa joins on a finished thread and heinrich protects Assa xD 15:14 <+bridge_> in online communication, it helps to not assume bad intent of others 15:15 <+bridge_> I do not, why do you? 15:15 <+bridge_> https://en.wikipedia.org/wiki/Wikipedia:Assume_good_faith 15:15 <+bridge_> don't attribute malice to what can be attributed to incompetence 15:15 <+bridge_> I really try to not assume bad intent. where have I done so? 15:16 <+bridge_> We germans tend to be so factual sometimes, that people take it the wrong way. Factually you didn't ping the issue @fokkonaut , please don't take it personal 15:16 <+bridge_> i'll stop arguing 15:16 <+bridge_> don't attribute to malice what can be attributed to incompetence 15:19 <+bridge_> I also didn't think about the ping comment in the PR longer than 1 second I assume 🙈 15:19 <+bridge_> you dont seem to think a lot yea 15:19 <+bridge_> oops, timeout incoming 15:21 <+bridge_> (Before anyone actually does it, I'll allow it) 15:22 <+bridge_> I'd rather take a timeout than to need your permission to insult you, ~bitch~ 😘 15:22 <+bridge_> I'd rather take a timeout than to need your permission to insult you, ~~bitch~~ 😘 15:25 <+bridge_> Now lets keep this chat a little more factual and not so relaxed 15:25 <+bridge_> uh so what color do you guys prefer the hook line tip to be? :justatest: 15:25 <+bridge_> 50% alpha according to assa 15:25 <+bridge_> what do you think? 15:26 <+bridge_> i think it should stay as it is right now 15:26 <+bridge_> just make it 50% Alpha, keep the color, don't ask again so we don't end up in a discussion :justatest: 15:26 <+bridge_> what's your reasoning? You mean with 100% opacity right? 15:27 <+bridge_> Yes, my reasoning would be to keep it consistent with the original color. If you can provide a screenshot for comparison, I'd like to take a look first tho 15:27 <+bridge_> well idm getting some opinions first tbh, there is 3 for and 1 against as far as I can tell 15:27 <+bridge_> there is a screenshot in the pr, #11771 15:27 <+bridge_> https://github.com/ddnet/ddnet/pull/11771 15:28 <+bridge_> it makes less of a difference than I thought it would after trying it out 15:28 <+bridge_> so you can do 50% + 1/4 * 50% :owo: /s 15:29 <+bridge_> I like 100% better as a default. Anything else should be customized 15:29 <+bridge_> (from my subjective opinion) 15:30 <+bridge_> I also think setting lower opacity is a great way of showing this color picker supports opacity in the first place personally but ig people would figure it out eventually 15:30 <+bridge_> yet another reason I'd put it on 50% is to maybe show, that this can be customized - however I am also fine with 100% 15:30 <+bridge_> uh same argument 😄 15:31 <+bridge_> solution randomize the default value /s :owo: 15:33 <+bridge_> Actually, to me it doesn't make any sense to customize the tip color at all. 15:33 <+bridge_> It should take the same color as for the character check. 15:33 <+bridge_> We should only add an alpha slider for the tip. 15:33 <+bridge_> it does have the same color as tee check rn 15:34 <+bridge_> it's easier to provide a complete color selector, I think 15:34 <+bridge_> Then merge both? 15:34 <+bridge_> not being able to customize would be weird since you can customize the rest of the hookline too 15:34 <+bridge_> the reason for allowing to change the color is to make it possible to have the "old hookline" back, or the current hookline 15:34 <+bridge_> same for alpha 15:35 <+bridge_> yes we could represent all of this in one setting like 0, 1, 2, 3 .... 15:35 <+bridge_> or instead make it fully customizable 15:35 <+bridge_> @heinrich5991 this would be a point to me that is quite objective: The tip indicates that a player can be hooked further than a block. 15:35 <+bridge_> Why would that have a different color? Alpha seems to be fitting though. 15:36 <+bridge_> the default color is the same fokko, why **force** it? 15:36 <+bridge_> If you're arguing like that: Why force to remove debug shadow, which was initially a debug-only feature? 15:36 <+bridge_> because it is always tee check color even if a tee cant be hooked which makes it harder to react to the color change 15:37 <+bridge_> To me it seems like y'all don't have clear principles to decide on. More like a vibe 15:38 <+bridge_> ^ this is the deciding factor for me for a color with alpha 15:38 <+bridge_> That is not exclusive 15:38 <+bridge_> I am saying it should be the same color as the tee, with a separate alpha slider 15:39 <+bridge_> you can always make it the same color, as the current default suggests 15:39 <+bridge_> k 15:40 <+bridge_> some people like it red, like the very old hookline from 19.2 15:40 <+bridge_> some people want the shorter hookline and will set alpha to 0 15:40 <+bridge_> that doesnt make any sense 15:40 <+bridge_> it does, if you only care about player hooking and not walls 15:40 <+bridge_> then you wouldn't turn the tip to red 15:41 <+bridge_> whateeever 15:41 <+bridge_> this is how it was in the past 🤷‍♂️ I didn#t decide on this, if I decided on this, then there wouldn't be a hookline 15:41 <+bridge_> we already had people asking for that in tclient 15:42 <+bridge_> oh, hi ram 15:42 <+bridge_> hi :owo: 15:42 <+bridge_> since when do you code o.O 15:43 <+bridge_> I just copy pasted existing stuff and made it like you suggested here 15:43 <+bridge_> but then I basically had two sliders for alpha and was told to change it and I tried my best is all I can say xD 15:43 <+bridge_> xxD 15:43 <+bridge_> all good from my side 15:44 <+bridge_> shoutouts to all the reviewers helping me out lol 15:44 <+bridge_> this was a normal review process tbh - maybe you learned to appreatiate what we devs have to do in order to get some "small simple thing" through 15:45 <+bridge_> like 20 pages discussions for 20 pixel line 15:45 <+bridge_> typical ddnet dev experience 15:45 <+bridge_> I think I do understand the structure a little better now atleast 15:46 <+bridge_> I definitely do 15:46 <+bridge_> i think a project like ddnet is especially terrible, because of nostalgia and old players. 15:46 <+bridge_> @learath2 when will you deliver your promised way of making old freeze stars possible again? 15:47 <+bridge_> :justatest: :kek: 15:47 <+bridge_> how old are we talking? lol 15:47 <+bridge_> I play the game for 17 years now 15:48 <+bridge_> afaik freeze stars work again, no? 15:48 <+bridge_> omagawd heinrich 15:48 <+bridge_> its about the old in-gameworld stars, the damage indicators 15:48 <+bridge_> damn that's longer than me 15:49 <+bridge_> :frozen: 15:49 <+bridge_> https://github.com/ddnet/ddnet/pull/8934 15:50 <+bridge_> GG @totar 15:50 <+bridge_> but it doesn't seem necessary ^^ 1.5 years ago and you haven't noticed 15:50 <+bridge_> Nobody told me, and I was entirely inactive in ddnet 15:51 <+bridge_> But i dont think it's only there for me, which you imply here 15:52 <+bridge_> Nowadays I like the freeze bar too, because you can see when to take a player out of freeze to get an unfreeze time of ~2 sec 16:01 <+bridge_> @robyt3 I use 10% as default because 50 is too much. 40 is default on show others. And 10 is visible enough and not distracting if you enable unpredicted shadow for other players. 16:08 <+bridge_> Seems good. Doesn't seem like a frequently used feature to me so changing the default alpha should be fine. (And removing the debug feature changes the default anyway.) 16:08 <+bridge_> I didn't want to say it 16:08 <+bridge_> But glad you noticed yourself 16:08 <+bridge_> xd 16:09 <+bridge_> are you talking about ghosts? 16:09 <+bridge_> go away assa 16:09 <+bridge_> or the debug shadow thingy? 16:10 <+bridge_> :kek: 16:10 <+bridge_> I swear if you break my ghost oppacity settings 😠 then nothing will happen 16:10 <+bridge_> Broken! 16:10 <+bridge_> :justatest: :owo: 16:10 <+bridge_> _you'll ruin the game_!! 16:11 <+bridge_> thanks for the laugh :poggers2: 16:11 <+bridge_> Jokes on me, I did break your ghost opacity 16:12 <+bridge_> :feelsbadman: 16:13 <+bridge_> Is that you? 16:13 <+bridge_> https://cdn.discordapp.com/attachments/293493549758939136/1473336677152985219/image0.jpg?ex=6995d735&is=699485b5&hm=c6bf9f72fd8286e191351fbeaf20de58641c9a2ac5bd5371848119732776b8e7& 16:15 <+bridge_> no, I feel closer to a toaster - still empty inside, but causing a lot of heat 16:15 <+bridge_> Essiganlage 16:15 <+bridge_> oh I thought it's a vacuum chamber 🤣 16:15 <+bridge_> LOL 16:18 <+bridge_> can i get review on https://github.com/ddnet/ddnet/pull/11682 or https://github.com/ddnet/ddnet/pull/11702 16:19 <+bridge_> #11682 is too dangerous physics change 16:19 <+bridge_> https://github.com/ddnet/ddnet/pull/11682 16:20 <+bridge_> why 16:21 <+bridge_> "always rocket jump" sounds bad 16:22 <+bridge_> abuseable 16:22 <+bridge_> I thought so too at first before fully reading but the bugged rocket jump is the same height as normal jump and unfreeze 16:22 <+bridge_> @kebscs why do use this apply function? can we make this cleaner, with less code changes and logical ordering? Or is that not possible 16:23 <+bridge_> how? 16:23 <+bridge_> hmm 16:23 <+bridge_> logic is basically same as sv_no_weak_hook but applied to just laser unfreeze 16:23 <+bridge_> not sure how else to do it without the apply 16:25 <+bridge_> @robyt3 I can't restart this failed job for some reason: https://github.com/ddnet/ddnet/actions/runs/22103923703/job/63881029270?pr=11771 16:25 <+bridge_> I doubt somebody changed the permissions? 16:25 <+bridge_> it's a timeout error can I restart it somehow? 16:25 <+bridge_> Not while other matrix jobs are still running 16:25 <+bridge_> Wait until all build-* jobs finish 16:25 <+bridge_> no you can't, only maintainer can, leave this to us 16:26 <+bridge_> I think it wasn't always like this 🤔 but okay 17:01 <+bridge_> @fushi_gg do you want the contributor role on discord? ^^ 17:08 <+bridge_> I feel like I didn't do anything :D 17:10 <+bridge_> > Assigned to users with accepted pull requests on our main repository. 17:10 <+bridge_> It's for any accepted PR (except translations previously). 17:10 <+bridge_> @robyt3 I forgot to change the reset button default value for the tip color, could you stop my pr in the merge q so I can fix it? 17:11 <+bridge_> Done 17:14 <+bridge_> cheers I just pushed the fix 17:14 <+bridge_> sorry about that :D 17:33 <+bridge_> this was also my mistake...