01:08 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1495561758780428448/image-vulkan.png?ex=69e6b1ed&is=69e5606d&hm=ea13f837fea36a12b09205429b2daf38a4742f957e8e34e65769d198cdd0a18a& 01:51 <+bridge> Surely he'll come back a reformed man and stop treating everyone like doormats 06:29 <+bridge> sounds like juppy 08:23 <+bridge> where is the crying step? 08:27 <+bridge> dont u also have to make ur own allocator 08:29 <+bridge> https://www.ietf.org/archive/id/draft-thain-ipv8-00.html 08:29 <+bridge> when ddnet supports ipv8? 08:52 <+bridge> Everyone knows about ipv4 and ipv6 08:53 <+bridge> What happened to ipv1 2 3 and 5? 09:13 <+bridge> ipv5 was proposed but didn't get widespread adoption 09:27 <+bridge> I think it's possible a better protocol could overtake ipv6, I'm not sure this one is that much better tho 09:29 <+bridge> as long as we have hardware depending on this, every stack change will be painful and slow. I believe ipv6 would not be established, if we didn't run out of address space and it's not even really "established" as it still lacks in lots of places 09:30 <+bridge> as long as we have hardware depending on this, every stack change will be painful and slow. I believe ipv6 would not be established, if we didn't run out of address space and it's not even really "established" as it still lacks in lots of places (at least in germany, DUH) 09:30 <+bridge> the workarounds for ipv4 exhaustion became desirable features that ivp6 lacks, also you can't communicate between ipv4 and ipv6 which is the biggest issue 09:31 <+bridge> the workarounds for ipv4 exhaustion became desirable features that ipv6 lacks, also you can't communicate between ipv4 and ipv6 which is the biggest issue 09:32 <+bridge> any amount of partial transition capability would make it much easier 09:36 <+bridge> did u look at the proposal of ipv8? 09:36 <+bridge> i think i kinda like it 09:36 <+bridge> its like ipv4 but with 4 more digits 09:36 <+bridge> 1.1.1.1.n.n.n.n 09:36 <+bridge> it's good but I think 64 bits is not enough 09:37 <+bridge> > IPv8 resolves address exhaustion as a consequence of its addressing architecture, not as a primary design goal. The 64-bit IPv8 address space provides 2^64 unique addresses. Each ASN holder receives 2^32 host addresses -- 4,294,967,296 addresses -- sufficient for any organisation at any scale without address exhaustion, CGNAT, or renumbering. 09:37 <+bridge> > 09:37 <+bridge> > IPv4 is a proper subset of IPv8. An IPv8 address with r.r.r.r = 0.0.0.0 is an IPv4 address, processed by standard IPv4 rules. No existing device, application, or network requires modification to participate in an IPv8 network. The suite is 100% backward compatible. There is no flag day and no forced migration at any layer. 09:37 <+bridge> > 09:37 <+bridge> > The global BGP8 routing table is structurally bounded at one entry per ASN. The /16 minimum injectable prefix rule prevents deaggregation. Most carriers advertise a single /8 summary route per regional ASN. The BGP4 routing table exceeded 900,000 prefixes with no architectural bound. The BGP8 routing table is bounded by ASN allocation rate -- approximately 175,000 entries today. 09:37 <+bridge> the most important is backwards compatiblity 09:37 <+bridge> i think it gives this a better opportunity at adoption 09:37 <+bridge> I disagree with 4 billion addresses being sufficient for any organization forever 09:38 <+bridge> why 09:38 <+bridge> 4 billion is half population 09:38 <+bridge> and this is just for 1 org 09:39 <+bridge> ipv6 is "functionally infinite" which means you can do fancy stuff like give a single device many IPs for different purposes 09:40 <+bridge> if the whole world can exhaust 4 billion IPs then I see no reason a single org cant 09:40 <+bridge> it's not than many OOMs difference 09:43 <+bridge> also like, if you give them 4 billion ips, they will come up with ways to use them. but 4 billion is not a very big number for computers 09:43 <+bridge> so you can end up with NAT again 09:43 <+bridge> the Mars will also need ips 09:46 <+bridge> if they defined in the protocol a way to extend to any number of bits then I think it would be a good enough 09:48 <+bridge> become the first ddnet player on mars 09:52 <+bridge> u're too late, https://discord.com/channels/252358080522747904/293493549758939136/1494613184873762826 already asked they don't want 09:56 <+bridge> ipv5 does exist but isn't widespread as ipv5 09:56 <+bridge> even if yes, it was abandoned 09:56 <+bridge> ipv5 does exist but isn't widespread-named as ipv5 09:56 <+bridge> there is ipv5 twice 👀 09:57 <+bridge> is that meant to be? 10:36 <+bridge> wtf 10:36 <+bridge> ipv8??????? 10:36 <+bridge> omg 10:36 <+bridge> really nice address 10:37 <+bridge> Finally we could leave [::] 10:39 <+bridge> im a bit stuck debugging this boi 10:39 <+bridge> 10:39 <+bridge> build/src/generated/protocol.h:4:10: fatal error: base/cxx.h: No such file or directory 10:39 <+bridge> https://github.com/ddnet/ddnet/blob/8611c684a4f912a4bff2443d54ca010c59880202/src/rust-bridge/base/cxx.h 10:39 <+bridge> https://github.com/ddnet/ddnet/blob/8611c684a4f912a4bff2443d54ca010c59880202/datasrc/compile.py#L51 10:40 <+bridge> how does `#include ` find `rust-bridge/base/cxx.h` 10:40 <+bridge> i don't find the magic line in CMakeLists.txt that adds the include directory 10:40 <+bridge> i guess my fork is missing it 10:43 <+bridge> isn't it this? dontate 10 to ddnet if I am wrong 10:43 <+bridge> isn't it this? donate 10 to ddnet if I am wrong 10:45 <+bridge> rust bridge is added as a library afaict 10:45 <+bridge> but appending a target shouldnt mess with the include path should it? 10:46 <+bridge> but adding a library should, doesn't it? 10:48 <+bridge> found it 10:48 <+bridge> https://github.com/ddnet/ddnet/blob/8611c684a4f912a4bff2443d54ca010c59880202/CMakeLists.txt#L3780-L3781 10:48 <+bridge> i am indeed missing that line in my fork oO 10:48 <+bridge> its a 4 year old line i think i lost it a while ago and never needed it until todays merge lel 10:48 <+bridge> ah never mind i looked in the wrong spot 10:48 <+bridge> i do have the line 10:48 <+bridge> oke ima investigate thanks for moral support assa 10:49 <+bridge> ye nvm i cba i will patch compile.py xd 10:49 <+bridge> 😄 I was wrong, so you need to donate 10 now 10:50 <+bridge> -.- 11:10 <+bridge> huh 12:30 <+bridge> what 12:31 <+bridge> Really weird to see that we release old versions 12:31 <+bridge> probably meant to apply the security fix on older versions, if people wants to play with ti 12:31 <+bridge> probably meant to apply the security fix on older versions, if people wants to play with it 12:54 <+bridge> Backports of the security fix on the three last releases, yes. I don't get why people won't upgrade but at least they can be safe 13:01 <+bridge> do teams have their own CCollision instance? I can't make sense of doors 13:05 <+bridge> how can doors in one team be open and in another be closed huh 🤔 13:06 <+bridge> Switches are different for each time 13:07 <+bridge> Time? xd 13:07 <+bridge> I mean team 13:08 <+bridge> Can you point me to the place where this is handled? 13:09 <+bridge> <_laveer> Barely any of ISPs in my country support ipv6, ipv8 will arive by year 3000 when we will have ipv67 :zzzz: 13:09 <+bridge> which refactor did i miss that caused my old ass image loader to segfault on some double free? 13:12 <+bridge> probably mine 13:12 <+bridge> ye :D looks like it 13:13 <+bridge> i just blamed you in 13:13 <+bridge> CImageInfo::\~CImageInfo() 13:13 <+bridge> this one: 13:13 <+bridge> thanks 13:13 <+bridge> do you need support? I can help you with the rewrite 13:13 <+bridge> i managed to fix it by removing my call to `free()` 13:13 <+bridge> 🎉 13:13 <+bridge> looked scarier than it was :D 13:14 <+bridge> i added that free() call 7 years ago^^ 13:14 <+bridge> CImageInfo is basically a smartpointer now, ideally you'd also call "Allocate" or you run into a warning 13:14 <+bridge> Is not like m_vswitchers is centralised in one file but here is a function for example https://github.com/ddnet/ddnet/blob/8611c684a4f912a4bff2443d54ca010c59880202/src/game/gamecore.cpp#L732 13:14 <+bridge> 13:14 <+bridge> There are also functions to manage ON/OFF in character.cpp 13:15 <+bridge> e wot 13:15 <+bridge> where do i allocate? 13:15 <+bridge> doesnt LoadPNG do that for me 13:15 <+bridge> uh m_vSwitchers 13:15 <+bridge> yes it does 🙂 it also frees the memory for you 13:15 <+bridge> so your free was wrong in the first place xD 13:16 <+bridge> oke nice 13:16 <+bridge> thats why i didnt get a warning i guess im good now 13:16 <+bridge> hope no mem leak 13:16 <+bridge> yea i guess but i probably copy pasted it from some working code back then and it worked well for me for 7 years so it cant be that wrong xd 13:17 <+bridge> it either does free the memory now and gives you a warning, or there is no memory to free in the first place, so you're good 🙂 13:17 <+bridge> this is the smart part of the smart pointer 😄 13:18 <+bridge> this is the smart part of the smart pointer 😄 because it tracks now which memory it allocates itself 13:28 <+bridge> I can't make sense of this, doors are adding tiles in CCollision 13:29 <+bridge> Really? *Starts looking collision* 13:37 <+bridge> https://github.com/ddnet/ddnet/blob/8611c684a4f912a4bff2443d54ca010c59880202/src/game/gamecore.cpp#L192 13:41 <+bridge> @essigautomat if you need smth on doors, i can help 13:42 <+bridge> I need to calm myself after reading that code, brb 13:43 <+bridge> its good code 13:43 <+bridge> (heinrichs implementation) 13:50 <+bridge> I am impelenting the counter that we talked about 13:54 <+bridge> but I think this doesn't make sense like this, not with these movement restrictions 13:58 <+bridge> Why? 14:00 <+bridge> https://github.com/fokkonaut/F-DDrace/blob/82ceae063a4714004b8caf9efd80ad2f4a7c4b4b/src/game/collision.cpp#L1807-L185 14:00 <+bridge> 14:00 <+bridge> You can take a look if you need inspiration, this works pretty well 14:01 <+bridge> https://github.com/fokkonaut/F-DDrace/blob/82ceae063a4714004b8caf9efd80ad2f4a7c4b4b/src/game/collision.cpp#L1807-L185 14:01 <+bridge> https://github.com/fokkonaut/F-DDrace/blob/82ceae063a4714004b8caf9efd80ad2f4a7c4b4b/src/game/collision.cpp#L409-L432 14:01 <+bridge> 14:01 <+bridge> You can take a look if you need inspiration, this works pretty well 14:01 <+bridge> https://github.com/fokkonaut/F-DDrace/blob/82ceae063a4714004b8caf9efd80ad2f4a7c4b4b/src/game/collision.cpp#L1807-L185 14:01 <+bridge> https://github.com/fokkonaut/F-DDrace/blob/82ceae063a4714004b8caf9efd80ad2f4a7c4b4b/src/game/collision.cpp#L409-L432 14:01 <+bridge> 14:01 <+bridge> You can take a look if you need inspiration, this works pretty well 14:02 <+bridge> As I said previously, the index might not be required for DDNet, as only `TILE_STOPA` are set and it depends on how future proof you'd want it 14:04 <+bridge> This would be the most future proof imo, but also the most expensive and I hate it: 14:04 <+bridge> ```C++ 14:04 <+bridge> class CDoorTileMultiple : public CDoorTile 14:04 <+bridge> { 14:04 <+bridge> public: 14:04 <+bridge> std::vector m_vNumbers; 14:04 <+bridge> }; 14:04 <+bridge> ``` 14:04 <+bridge> I was thinking about using m_Flags as we are only using TILE_STOPA 14:05 <+bridge> I didn't notice performance issues on my server, but surely you could measure it 14:06 <+bridge> https://github.com/fokkonaut/F-DDrace/blob/82ceae063a4714004b8caf9efd80ad2f4a7c4b4b/src/game/collision.cpp#L1807-L1853 14:06 <+bridge> https://github.com/fokkonaut/F-DDrace/blob/82ceae063a4714004b8caf9efd80ad2f4a7c4b4b/src/game/collision.cpp#L409-L432 14:06 <+bridge> 14:06 <+bridge> You can take a look if you need inspiration, this works pretty well 14:06 <+bridge> https://github.com/fokkonaut/F-DDrace/blob/82ceae063a4714004b8caf9efd80ad2f4a7c4b4b/src/game/collision.cpp#L1807-L1853 14:06 <+bridge> https://github.com/fokkonaut/F-DDrace/blob/82ceae063a4714004b8caf9efd80ad2f4a7c4b4b/src/game/collision.cpp#L409-L432 14:06 <+bridge> 14:06 <+bridge> You can take a look if you need inspiration, this works pretty well 14:06 <+bridge> First link was broken 14:13 <+bridge> grandpa 14:18 <+bridge> you basically ended up with the same idea 👍 14:19 <+bridge> I can't abuse m_Flags because it's not enough info if another door uses the tile if you don't know which door it is and it's state 14:21 <+bridge> I agree that collision code in general is messy, but besides some cleanups not much we can doo 14:21 <+bridge> I agree that collision code in general is messy, but besides some cleanups not much we can do 14:53 <+bridge> I think I got it now, but old doors still need to be buggy 14:54 <+bridge> this is part of the magic, and then you only need to iterate over m_vNumbers in the movement restrictions: 14:54 <+bridge> ``` 14:54 <+bridge> void CCollision::SetDoorCollisionAt(float x, float y, int Type, int Number, bool OldDoor) 14:54 <+bridge> { 14:54 <+bridge> if(!m_pDoor) 14:54 <+bridge> return; 14:54 <+bridge> int Nx = std::clamp(round_to_int(x) / 32, 0, m_Width - 1); 14:54 <+bridge> int Ny = std::clamp(round_to_int(y) / 32, 0, m_Height - 1); 14:54 <+bridge> 14:54 <+bridge> CDoorTileMultiple *pDoorTile = dynamic_cast(&m_pDoor[Ny * m_Width + Nx]); 14:54 <+bridge> pDoorTile->m_Flags = 0; 14:54 <+bridge> pDoorTile->m_Number = Number; 14:54 <+bridge> if(!OldDoor) 14:54 <+bridge> { 14:54 <+bridge> if(Type != TILE_AIR) 14:54 <+bridge> { 14:54 <+bridge> pDoorTile->m_vNumbers.emplace(Number); 14:54 <+bridge> pDoorTile->m_Index = Type; 14:54 <+bridge> } 14:54 <+bridge> else 14:54 <+bridge> { 14:54 <+bridge> pDoorTile->m_vNumbers.erase(Number); 14:54 <+bridge> if(pDoorTile->m_vNumbers.empty()) 14:54 <+bridge> pDoorTile->m_Index = TILE_AIR; 14:54 <+bridge> } 14:54 <+bridge> } 14:54 <+bridge> else 14:54 <+bridge> { 14:54 <+bridge> if(Type != TILE_AIR) 14:54 <+bridge> { 14:55 <+bridge> pDoorTile->m_vNumbers = {Number}; 14:55 <+bridge> this is part of the magic, and then you only need to iterate over m_vNumbers in the movement restrictions: 14:55 <+bridge> ```C++ 14:55 <+bridge> void CCollision::SetDoorCollisionAt(float x, float y, int Type, int Number, bool OldDoor) 14:55 <+bridge> { 14:55 <+bridge> if(!m_pDoor) 14:55 <+bridge> return; 14:55 <+bridge> int Nx = std::clamp(round_to_int(x) / 32, 0, m_Width - 1); 14:55 <+bridge> int Ny = std::clamp(round_to_int(y) / 32, 0, m_Height - 1); 14:55 <+bridge> 14:55 <+bridge> CDoorTileMultiple *pDoorTile = dynamic_cast(&m_pDoor[Ny * m_Width + Nx]); 14:55 <+bridge> pDoorTile->m_Flags = 0; 14:55 <+bridge> pDoorTile->m_Number = Number; 14:55 <+bridge> if(!OldDoor) 14:55 <+bridge> { 14:55 <+bridge> if(Type != TILE_AIR) 14:55 <+bridge> { 14:55 <+bridge> pDoorTile->m_vNumbers.emplace(Number); 14:55 <+bridge> pDoorTile->m_Index = Type; 14:55 <+bridge> } 14:55 <+bridge> else 14:55 <+bridge> { 14:55 <+bridge> pDoorTile->m_vNumbers.erase(Number); 14:55 <+bridge> if(pDoorTile->m_vNumbers.empty()) 14:56 <+bridge> This is of course a bit simpler, because it basically assumes TILE_STOPA 14:56 <+bridge> I guess I should factor it fully out here 15:22 <+bridge> Does this work correctly for crossed doors of the same number? I'm assuming it can be a lot simpler than mine as doors can not be removed entirely in DDNet 16:47 <+bridge> <12944qwerty> msg.data 16:47 <+bridge> <12944qwerty> 16:47 <+bridge> <12944qwerty> happens whenever I'm in the server and do any action. If I even move my mouse it will throw, but doesn't until then 16:47 <+bridge> <12944qwerty> https://cdn.discordapp.com/attachments/293493549758939136/1457221072272359495/supersmallhexdumplol.bin?ex=69e6f561&is=69e5a3e1&hm=aff3461064039b9bb3e5a2af7c575820ada47b878269ba355e6fa9134b1e72ed& 16:59 <+bridge> it should work correctly, as m_vNumbers is a set 17:55 <+bridge> It does not track the usage tho 17:56 <+bridge> Is the m_Number still required here? 18:01 <+bridge> this release candidate is broken af 18:04 <+bridge> hammering or nading in 0.7 insta crashes your game and theres no dumps 18:04 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1495817359640760581/2026-04-20_17-52-31.mp4?ex=69e79ff9&is=69e64e79&hm=4a0e992969eed3c25dbd01bcf5345ca29c0d44a56f031d741eebf3b38bd38816& 18:06 <+bridge> i blame rust 18:07 <+bridge> That profile pic is peak cyberfighter 18:20 <+bridge> horses are to blame for your problems. 18:21 <+bridge> kevin is tuf 18:21 <+bridge> 🇷🇸 18:22 <+bridge> That background pic is peak cyberfighter 18:30 <+bridge> horse denier 18:35 <+bridge> std::iterator 18:35 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1495825267183194255/image.png?ex=69e7a756&is=69e655d6&hm=8d393580ff92cf9f619c10b719099d5ebe4fb9f099bab2ee9bd1263431fa0122& 18:46 <+bridge> speedrun? 18:47 <+bridge> @essigautomat Do you have an opinion on a "projectile hammer"? 18:47 <+bridge> I implemented redirecting any projectile with hammer hit, it's really fun and can be combined with tele grenade or gun too. Works solo and coop (after someone else redirected the projectile it can hit it's owner too, until he hit it at least once again). 18:47 <+bridge> 18:47 <+bridge> I can imagine some cool parts with this, but this feature would require a new map. 18:49 <+bridge> Especially with tunes it be nice, but works well without too 19:14 <+bridge> No I don't have an opinion about this but sounds fun 19:21 <+bridge> It has been a issue 19:21 <+bridge> didnt crash for me on non release candidate 19:21 <+bridge> See #12069 19:21 <+bridge> https://github.com/ddnet/ddnet/issues/12069 19:22 <+bridge> You can also get same issue on non-rc 19:22 <+bridge> Just join a MRPG 0.7 server 20:03 <+bridge> Thanks for all the contributors anyway. 20:03 <+bridge> uwu 20:26 <+bridge> It's almost as if chillerdragon implemented 0.7 client support and then disappeared 20:27 <+bridge> without fixing edge cases. Now it's unusable imo 20:33 <+bridge> *though we has fixed a lot of bugs. 20:33 <+bridge> *though we have fixed a lot of bugs. 20:57 <+bridge> @bamcane_tee237 #6961 was reopened as a draft because people in #developer and in the town hall thread thought closing it means it's not considered. (I.e they questioned if we'll ever get QUIC). So probably not the best example :p 20:57 <+bridge> https://github.com/ddnet/ddnet/pull/6961 20:57 <+bridge> I think we should just move it to issue instead of draft 20:57 <+bridge> isn't it? 21:00 <+bridge> I wouldn't close a draft just because it's been for a long time. I would close inactive PRs that aren't drafted with inactive PR authors, (i.e what Ryozuki did which led to ddnet drama nr. 9271²) ._. 21:00 <+bridge> Some of those have been closed so I didn't mention them in that issue. 21:01 <+bridge> Also we should clean the issues 21:01 <+bridge> like what fokko is doing now. 21:03 <+bridge> :justatest: 21:04 <+bridge> oh 21:04 <+bridge> D: 21:04 <+bridge> :thonk: 21:07 <+bridge> oh no 21:09 <+bridge> @robyt3 Sorry for closing two relevant issues. I didn't get these issues anymore. 21:10 <+bridge> I didn't even know that we have so many issues needed to close directly D: 21:11 <+bridge> @robyt3 sv_max_clients can't be changed ingame in DDNet anymore 21:11 <+bridge> The issues are still there on the client side, but you probably fixed your servers to not crash clients anymore 21:12 <+bridge> Ah, I see 21:12 <+bridge> But `MaxClients` and `MAX_CLIENTS` are still mixed 21:13 <+bridge> big dots in freeze - small dots in freeze - no dots in freeze 21:13 <+bridge> Could not we just came to the 'no dots' back in the ~2016 when I been asking about it so hard ? Being a tester I have not used those dots a single time. 21:13 <+bridge> Whatever. Does this change override custom entities for players ? So we need to make backups. 21:13 <+bridge> Since they are not frequently updated some users might lose the data 21:13 <+bridge> Talking about https://github.com/ddnet/ddnet/commit/3767eebead65d482a5666df145f368ef070ec2fd 21:13 <+bridge> This is how game looks like if you use OpenGL 3.3 with disabled "Multiple texture units" on windows. Is this an expected behaviour? (v14.5) 21:13 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/748213493664055386/unknown.png?ex=69e7a21e&is=69e6509e&hm=aa0a39f2d594d8f8ff1dd4aa08a6c97423aaf1980458a65ba1d80dcbe9d21bf4& 21:13 <+bridge> not sure, should we create an issue. But there is a thing we should know to provide users with answers 21:13 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/750826919372521482/unknown.png?ex=69e740cf&is=69e5ef4f&hm=00bc35adcf43e787caba91aab9017c3571c712e31e19a21ff986c62a2aa2eb2a& 21:13 <+bridge> Could we close #6257 now 21:13 <+bridge> https://github.com/ddnet/ddnet/issues/6257 21:15 <+bridge> Not really, there's still not enough map validation 21:15 <+bridge> O: 21:16 <+bridge> #11572 would be a start, but I tested it with all ddnet-maps and this apparently changes how 17, mostly oldschool, are loaded. Haven't looked into the individual changes yet. 21:16 <+bridge> https://github.com/ddnet/ddnet/pull/11572 21:17 <+bridge> ? 21:18 <+bridge> it was simply funny seeing you closing an issue and Roby visually running after you to reopen them ^^ 21:18 <+bridge> it was simply funny seeing you closing an issue and Roby running after you to reopen them ^^ 21:19 <+bridge> oopsie 21:37 <+bridge> I was already about to reopen the collision calculation one :justatest: but fix changes physics 21:42 <+bridge> :frozen: 21:43 <+bridge> I received a email from Steam 21:44 <+bridge> I have thought that my Store Page Review Request was been resolved. But I found that's a CS2 market email. 21:45 <+bridge> Are they blocking it? D: 21:48 <+bridge> no 21:49 <+bridge> It's only 3 days since I sent the request 21:49 <+bridge> ah 21:53 <+bridge> @blaiszephyr can I let you do #11767 ? :owo: 21:53 <+bridge> https://github.com/ddnet/ddnet/issues/11767 21:55 <+bridge> @fokkonaut https://github.com/ddnet/ddnet/issues/12031#issuecomment-4269652419 21:55 <+bridge> 21:55 <+bridge> Do you have something different in mind or do you like heinrichs proposal more? 21:56 <+bridge> bro 21:56 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1495875778854912061/1.jpg?ex=69e7d661&is=69e684e1&hm=a69772dd0c9feb1b5f16c6f037a8efc67aef442ee6c7729e7582c54fe7eb77e4& 21:56 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1495875787180736512/2.jpg?ex=69e7d663&is=69e684e3&hm=8a4e98777b6cc95e1727875ec4afb512081d4eaf3ce7b8ad17e987db06393577& 21:56 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1495875787784720394/3.jpg?ex=69e7d663&is=69e684e3&hm=3c77f7c07313f17d330647b4f726f6b2dea531472260213593c3c58c4bcca33e& 21:56 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1495875788690423808/4.jpg?ex=69e7d664&is=69e684e4&hm=2e912b1ea414efd1519a4e9be21224a4d61084881014e3a490458b7c83624453& 22:01 <+bridge> It's good but my concern is if something else will be changed based on that indicator, mods might want to not send it at all. Similar to how I do not use `PLAYERFLAG_BOT` for 0.7: https://github.com/teeworlds/teeworlds/pull/2093/changes#diff-597779b4eb51af9adfedd04b8a235afff01091a4ba741daa604cb5cbeda4e3daR1457 22:02 <+bridge> will comment 22:13 <+bridge> so I checked all my issues and closed all that are completed or I deem not wanted, which ended up closing 1 issue and will open 1 extra PR :justatest: there is one other issue I am thinking about closing as not planned 22:15 <+bridge> so I checked all my issues and closed all that are completed or I deem not wanted, which ended up closing 1 issue and will open 1 extra PR :justatest: there is one other issue I am thinking about closing as not planned which is . Another candidate would be the ramdomize button - but for this one I'll need to force other maintainers to map 1 million random twinkling stars without loosing their mind. 22:27 <+bridge> ``` 22:27 <+bridge> #[derive(Clone, Default)] 22:27 <+bridge> pub struct RawSnap { 22:27 <+bridge> offsets: BTreeMap>, 22:27 <+bridge> buf: Vec, 22:27 <+bridge> } 22:27 <+bridge> ``` 22:27 <+bridge> Why is it i32, it should be u32?... 22:29 <+bridge> CachyOs is crashing on custom build :justatest: any ideas? 22:29 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1495884152954945678/Bildschirmfoto_20260420_222839.png?ex=69e7de2e&is=69e68cae&hm=418aff302f5997f2580ecb195bd1df3d198904472f89a13c9ba24107e4085a8e& 22:29 <+bridge> steam version is working (but probably uses proton in the bg) 22:32 <+bridge> I also get this message between the logs: `Authorization required, but no authorization protocol specified` 22:38 <+bridge> `2026-04-20 22:33:45 I engine: operating system version: Linux 7.0.0-1-cachyos (x86_64, #1 SMP PREEMPT Fri, 17 Apr 2026 11:49:42 +0000); "CachyOS"` 22:38 <+bridge> 22:38 <+bridge> Uhh :justatest: 22:40 <+bridge> @robyt3 is this a me issue or do we get a problem in the future? I wonder if ubuntu26 will have the same issue 22:40 <+bridge> I'm on Windows. Haven't tested on Ubuntu recently 22:42 <+bridge> this is what the steam client reports as OS funnily enough: `2026-04-20 22:41:12 I engine: operating system version: Linux 7.0.0-1-cachyos (x86_64, #1 SMP PREEMPT Fri, 17 Apr 2026 11:49:42 +0000); "Steam Runtime 3 (sniper)"` 22:42 <+bridge> what kind of custom build are we talking? 22:42 <+bridge> checking out current master - building - running 22:42 <+bridge> let me check 22:42 <+bridge> this might be a case of bad-nvidia-driver (as usual) 22:43 <+bridge> Debug or Release? 22:43 <+bridge> release 22:48 <+bridge> works for me :p 22:48 <+bridge> tested both local build and the NixOS package 22:52 <+bridge> are you on the latest kernel (as in my logs?) 22:53 <+bridge> I am trying a clean build 22:55 <+bridge> uhh 22:56 <+bridge> hmm, idk if this is related 23:10 <+bridge> I restartet the terminal and it now works again oO 23:11 <+bridge> even vulkan runs again, which didn't before for some reason 23:11 <+bridge> idk, weird magic happening