00:17 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1521640741259051048/image.jpg?ex=6a4591df&is=6a44405f&hm=ba963ef34701c18efa9f939303aa933c04c43ced47b08bc7c7c9159ee698ac7a& 00:17 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1521640741586075708/image.jpg?ex=6a4591df&is=6a44405f&hm=55ab8330b15be4d1fadd47b49860ef3b15726a14aa91569b25846270e0b007b9& 00:17 <+bridge> > AI contributions have the added pain of being demoralizing. Reviewing PRs is already tedious work, but it is rewarding because reviewers generally feel that their efforts are contributing to educating a new contributor (who may become a future maintainer/reviewer). If your feedback on PRs is just being absorbed by a machine and not going towards mentoring a potential future maintainer, it becomes much harder to justify spending your free time on 00:20 <+bridge> their situation is not exactly typical to be fair. even before AI they already had way too many PRs to review, and just had to ignore the low quality ones. They get one PR every 10 minutes or something 00:21 <+bridge> they could say that ever PR needs to be written by hand onto paper and then scanned before being submitted and they'd still be overwhelmed 00:22 <+bridge> they could say that every PR needs to be written by hand onto paper and then scanned before being submitted and they'd still be overwhelmed 00:22 <+bridge> lol 00:28 <+bridge> it's interesting that they ban new features and large refactoring from contributers with <3 merged PRs 00:28 <+bridge> I kinda like those policies 00:29 <+bridge> maybe you can have an exception if the author has a noteworthy reputation on their profile but it seems like a good rule 01:21 <+bridge> who is pring this much to godot 01:24 <+bridge> Eh i guess theres tons of game dev hobbyists 01:51 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1521664504742805534/waterfox_TukR5M0RLU.png?ex=6a45a801&is=6a445681&hm=14a7644a7468eae8e146ae0cd12cf45ab4e9a2516c02b838b59c2310dc85ad2b& 01:51 <+bridge> never seen that many 02:30 <+bridge> every dev who uses the engine to make a game 02:40 <+bridge> ya 02:40 <+bridge> They should just ban prs from any game dev 02:41 <+bridge> that group has be below average coding skill 03:16 <+bridge> ?? 08:26 <+bridge> ever tried to be a nixOS maintainer? :D 08:26 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1521763818919694467/image.png?ex=6a46047f&is=6a44b2ff&hm=0d9da98bb4b0f2db4474197582bc0d65cb808211ce9005e88d3c674f906b085b& 08:52 <+bridge> ppIp pen pineapple apple ip 08:53 <+bridge> Go open an issue and complain to kaizo :D 08:55 <+bridge> Nah it’s good imo especially if you have multiple words like pIPTarget the strict camel case makes it easier to understand word boundaries with pIpTarget 09:04 <+bridge> I think heinrich said the same once that his review does not educate a human but just gets ignored. 09:04 <+bridge> 09:04 <+bridge> I wonder if the entire thing could shift if AI would start to read ALL previous pr review comments of ALL PRs before contributing. 09:20 <+bridge> i wouldnt want to review a PR knowing the person ctrl+c -> claude -> ctrl+v "fix this" 09:20 <+bridge> i wouldnt want to review a PR knowing the person does ctrl+c -> claude -> ctrl+v "fix this" 09:49 <+bridge> I think the code they write still sucks despite working. I have some hope that this benchmark will make them write more human-like code 09:49 <+bridge> 09:50 <+bridge> Im pretty confident that in a year you wont be able to spot AI coded PRs they will just look exactly like the other ones 09:53 <+bridge> I dont say this as a bad thing, they will look normal because they will be actually good not just functional 09:56 <+bridge> If AI writes robyt level PRs, then I am fine with it - but it first needs to reach this quality 10:17 <+bridge> Then robsi can retire and finally spend his time optimizing his hammer hit technique 11:03 <+bridge> yo 12:19 <+bridge> @heinrich5991 fuck me 12:19 <+bridge> @heinrich5991 wp 13:35 <+bridge> <6u6lik11> I found a new glitch that works similarly to the shotgun glitch. I called it "ghost tee" because in the game, the tee is invisible and doesn't interact with the kill tiles at all. I can explain the details of this glitch if anyone's interested. 13:35 <+bridge> <6u6lik11> https://cdn.discordapp.com/attachments/293493549758939136/1521841762555920384/ghost_tee.demo?ex=6a464d16&is=6a44fb96&hm=e07cb4f898e445f838b0a42fa78cccf301a28d3ac197633daf157adee4e6a76e& 13:48 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1521844877560909895/0j332s1.png?ex=6a464ffd&is=6a44fe7d&hm=26c467bba8105756e60cb0dcaf40fb2e0481c18e1b063b1151c758b905a8cd7f& 13:48 <+bridge> yea you have 6k speed 13:48 <+bridge> thats just what happens, thats normal 13:49 <+bridge> idk where in the demo is that "invisible tee" is tho 13:52 <+bridge> I think he just pressed cntl + d 13:52 <+bridge> cntl 13:53 <+bridge> <6u6lik11> no 13:53 <+bridge> <6u6lik11> In the game, the tee is invisible, but it's there in the demo. 13:55 <+bridge> <6u6lik11> https://cdn.discordapp.com/attachments/293493549758939136/1521846728909652070/2026072.JPG?ex=6a4651b6&is=6a450036&hm=9cda32cd2d65e5b8d8e1920b1b8bfcfa0e8a0f48ad06a4f8047f9968daa4a417& 13:57 <+bridge> <6u6lik11> and it doesn't interact with many tiles, such as "kill," but it does pick up the katana and sees the freeze effect 13:58 <+bridge> <6u6lik11> The most interesting thing is that it slowly moves downward if you remove the dragger, and it also teleports if you touch it while collision is enabled. 14:01 <+bridge> <6u6lik11> Similarly, if you set its gravity to 0, its speed remains the same, but it stays in place. 14:03 <+bridge> where in the demo is the invisible tee 14:06 <+bridge> it looks like that thing that happens when your speed is too high 14:06 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1521849511079575703/acq_2026-07-01_14-04-40.mp4?ex=6a46544e&is=6a4502ce&hm=1687f11777225f716e64aaae99fed91fc4c18c0034c3b6e338ac14012ea3e89d& 14:06 <+bridge> to see where your tee actually is you need to render a demo or spectate 14:11 <+bridge> <6u6lik11> yeye but u you can interact with the tiles when your tee is moving downward. 14:22 <+bridge> <6u6lik11> For me, the very fact of interaction with the invisible seems tee strange 16:22 <+bridge> https://klipy.com/gifs/scout-tf2-tf2-memes-1 16:26 <+bridge> omg omg i did it 16:26 <+bridge> i finally took the time to try the ssh server thing 16:26 <+bridge> took me a few days but now it actually kinda works wtf=??? 16:29 <+bridge> https://i.imgur.com/I28Xe7t.png 16:29 <+bridge> rip matrix image bridge so imgur it is xd 16:30 <+bridge> it is like fifo but ssh 16:30 <+bridge> and there is no permanent log output only output tied to your commands 16:30 <+bridge> rare W of the annoying log scoping code 19:01 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1521923637026885773/image.jpeg?ex=6a469957&is=6a4547d7&hm=1b224def9b736f7a61a6e894a30dd2c7285ea7ac7c58a45b06d430e00c68b882& 19:01 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1521923637396115648/image.jpeg?ex=6a469957&is=6a4547d7&hm=e36d8c4fd6f721f0714400597e60655f1bbe13ba78c43a4313e3a86079fbd61e& 19:35 <+bridge> what do you need it for? the reason for not allowing it is to protect the user from sending their HTTP requests in clear text 19:37 <+bridge> I assume that `-pthreads` is needed to have C11 threads? 20:10 <+bridge> lol is this implemented in ddnet ? 20:13 <+bridge> oh i just saw this thanks to your reply 20:13 <+bridge> 20:13 <+bridge> this looks cool :o 20:16 <+bridge> is this an ssh server embedded? or are you intercepting the logfile and using fifo/econ 20:17 <+bridge> doesn't seem like it 20:17 <+bridge> I can compile a C11 threads example program with just `gcc test.c` 20:18 <+bridge> hmm, interesting 20:24 <+bridge> <12944qwerty> It was for local libretranslate on tclient 20:33 <+bridge> yea, for local deployments, you can set `http_allow_insecure 1`, as you probably already did 20:36 <+bridge> @reitw @blaiszephyr the ssh server is embedded in the ddnet server using libssh https://github.com/ChillerDragon/ddnet/tree/tmp_ssh 20:38 <+bridge> diff: https://github.com/ChillerDragon/ddnet/compare/cb65814f7fb4236981ae312768ed231839251af1..e91cf9f9e39b22685644685eb89f7cbe91e87f3e 20:39 <+bridge> is this something you're planning to merge on ddnet directly ? 20:39 <+bridge> not rly because ddnet doesnt rly merge prs xd 20:39 <+bridge> but i can send a pr once its polished 20:39 <+bridge> to replace econ could be cool 20:39 <+bridge> will probably add it to my fork tho 20:40 <+bridge> ty 20:44 <+bridge> is there the opposite of `std::move` in C++? 20:45 <+bridge> I have a function that takes a `&&` reference and I don't want it to steal my local variable, I'd prefer to use the copy constructor instead 20:45 <+bridge> something like 20:45 <+bridge> ```c++ 20:45 <+bridge> template 20:45 <+bridge> T copy(const T &value) 20:45 <+bridge> { 20:45 <+bridge> return value; 20:45 <+bridge> } 20:45 <+bridge> ``` 20:51 <+bridge> apparently it's a c++23 feature: `auto{value}` (via https://stackoverflow.com/q/17497801/870079) 21:47 <+bridge> chillerdragon: can you explain to me what those new things in fng antibot mean 21:53 <+bridge> @soulyvevo: I already removed it because another mod complained :D 21:54 <+bridge> chillerdragon: but what is that percentage thing xd 21:54 <+bridge> i genuinely cant tell whos cheating 22:04 <+bridge> fable back lfg 22:04 <+bridge> Any other ai slop psychotics in chat???