09:00 <+bridge> can someone tell me quickly where the community icons are coming from again? where does the client get the 09:00 <+bridge> can someone tell me quickly where the community icons are coming from again? where does the client get them 09:16 <+bridge> https://info.ddnet.org/info has `communities[n].icon.url` 09:21 <+bridge> thxx 10:05 <+ChillerDragon> hm how should i designe the authorized_keys file for ddnet rcon ssh? 10:05 <+ChillerDragon> i am wondering where to put the role 10:05 <+ChillerDragon> in regular ssh you have the "role" so the unix user in the file location 10:05 <+ChillerDragon> /home/chiller/.ssh/authorized_keys gives access to chiller 10:06 <+ChillerDragon> so for ddnet that would be ~/.teeworlds/ssh/moderator/authorized_keys for moderator 10:06 <+ChillerDragon> but i think multiple files is annoying 10:07 <+ChillerDragon> could also change the authorized_keys format to contain lines like `moderator ssh-rsa AAAxzauiaio...` 10:08 <+ChillerDragon> or should ssh access to the console be admin only i guess that probably makes the most sense 10:08 <+ChillerDragon> moderators also cant use econ 10:22 <+ChillerDragon> i wonder why the econ password is different than sv_rcon_password 10:41 <+bridge> So i might not be able to code, but I sure know what I would do if I could change the current skin template. 10:41 <+bridge> I doubt this entire thing would become the new standard, but it gives nice dimensions for what *could* happen if we added onto tees, and used these ideas in separate templates. 10:41 <+bridge> Also yes the new emotion placement is purely just an idea but I would imagine it'd replace the :tear::zzzz::mmm: expression (which is simply squashing the face assets) 10:41 <+bridge> The theme of the emotion would be eyes closed, neutral expression 10:41 <+bridge> 10:41 <+bridge> i also added some concept sketches for how these would be implemented, and just a tiny idea for if everyone agrees to add this emotion idea 10:41 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/927982615624052736/unknown.png?ex=6a4b4268&is=6a49f0e8&hm=376391acfa4559ed8abbe926ef1cb631284a695b2bcbca6a6745d6eb363eb208& 10:42 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/927982615942803536/unknown.png?ex=6a4b4268&is=6a49f0e8&hm=6fb35f40f6058488fb16a5c652cc402b8493e1c9ab225b790623ba00ee0cfd0f& 10:58 <+bridge> from a technical point of view it makes a lot of sense, especially when econ is used for a technical account and rcon for an interactive user account. 11:05 <+bridge> Why is Econ technical tho 11:06 <+bridge> Could also be a remote admin without Teeworlds client 11:41 <+ChillerDragon> holy shiet i just opened a github issue and a user that joined gh 8 hours ago replied within minutes with a FixCrash.exe xd 12:05 <+bridge> latest versionn 12:05 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1523268671881871380/Screencast_From_2026-07-05_13-03-32.mp4?ex=6a4b7e00&is=6a4a2c80&hm=d6ffbc48f6c17a32b3cd0f5f3ba012492adf7f4ce145c8ae788d66b428dcc41d& 12:07 <+bridge> link 12:11 <+bridge> @teero777: https://github.com/PrismarineJS/node-minecraft-protocol/issues/1503#issuecomment-4885563325 12:11 <+bridge> The exe is legit according to Virus total and distributed by ms 12:11 <+bridge> But the DLL gets flagged 12:11 <+bridge> I already reported the user to GitHub 12:28 <+bridge> what were you doing with mc?? 12:28 <+bridge> what were you doing with mc? 12:29 <+bridge> I need an idle proxy -.- 12:29 <+bridge> I have been stalling to work on it forever. Someone else built one but it’s outdated now. I really don’t wanna build one but I need it for gaming 12:31 <+bridge> It was so easy to build for Teeworlds I wonder how it even worked. All it took was to drop the disconnect packet. No idea how sequence numbering wasn’t wrong 12:33 <+bridge> I guess the resend connection messages reset the sequence numbers but the server did not reset the character in the world 12:34 <+bridge> Probably useful for spoofing attacks now that I think about it :D 12:38 <+bridge> How are tiles rendered? 12:38 <+bridge> Is every tile a quad? 12:54 <+bridge> no, on vulkan they are rendered with a shader and vertices 12:54 <+bridge> and pushed into a buffer on the gpu 12:59 <+bridge> AMA if you have question about this - I think I almost understand everything now in our rendering 12:59 <+bridge> what in the jupstar replacement! 12:59 <+bridge> :shook: 12:59 <+bridge> @essigautomat funny thing in frametee the bottleneck when rendering 10k players and particles and all of that is still imgui 13:00 <+bridge> not really tbh, jupey has more knowledge in the direct backend 13:00 <+bridge> makes sense ig, juppey wrote the vulkan rendering after all 13:01 <+bridge> xD what do you need imgui for? 13:02 <+bridge> ui elements okay 13:02 <+bridge> how can this be the bottleneck oO 13:03 <+bridge> bro stop rounding corners 13:53 <+bridge> solly editor crashout 13:56 <+bridge> There is „good first issue“ label. What about adding the counter part „good last issue“ 13:56 <+bridge> With a description of „if you start working on this issue it will end you“ 13:57 <+bridge> We can assign it to the accounts issue 13:57 <+bridge> I like it, I know already a few I'd give this 13:57 <+bridge> bro rendering imgui is like 0.8ms 13:57 <+bridge> teleport prediction 13:57 <+bridge> idk what to do 13:58 <+bridge> Is there something like init stack and clear called every frame? 13:58 <+bridge> no 13:58 <+bridge> its just imgui overhead afaik 13:59 <+bridge> retained mode ui would probably run a lot faster 14:07 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1523299280465563800/image.jpg?ex=6a4b9a81&is=6a4a4901&hm=5d7ee2593d8362de08326f07a4669579a36c4fed30bb3d7e75831299ce923009& 14:07 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1523299280939647037/image.jpg?ex=6a4b9a82&is=6a4a4902&hm=6d17f94609cdeffbf1e6d15b78a06f398aa25f67d7dba7c66997ae01973df74e& 14:07 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1523299281644294154/image.jpg?ex=6a4b9a82&is=6a4a4902&hm=8e6d6a3d4a4c2cc09585eaff395e930046f71719d497656d9935f4f4536a72ad& 14:07 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1523299282202132560/image.jpg?ex=6a4b9a82&is=6a4a4902&hm=794850b5eac5835787a091082c684191adbace2900764cc53e62bb92e0746f36& 14:15 <+bridge> > solly editor crashout 14:15 <+bridge> chillerdragon: i can post editor issues daily 14:32 <+bridge> .. 14:37 <+bridge> ChillerDragon: 14:37 <+bridge> > Can we keep the bans server flexible enough to be a generic master server that can also be used for redirects on map change? #5637, #6754 14:37 <+bridge> 14:37 <+bridge> I think thats out of scope for #8410 and should be focused on later if wanted 14:37 <+bridge> https://github.com/ddnet/ddnet/issues/5637 14:37 <+bridge> https://github.com/ddnet/ddnet/issues/6754 14:37 <+bridge> https://github.com/ddnet/ddnet/issues/8410 14:38 <+bridge> i.e do we want the bans-server protocol to be a general server registry or keep it single-purpose and build a seperate channel for redirects later 14:50 <+bridge> @essigautomat without obs im at around 800-1000 fps. but turning off all the rendering not related to imgui gives me maybe 20fps more. its not a visible change 14:50 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1523310203528024164/2026-07-05_14-49-07.mp4?ex=6a4ba4ae&is=6a4a532e&hm=66617b17335723251032efe6933823b59ca51c0e3280203e829919af982a8b27& 15:02 <+bridge> I guess you could also try raylib idk if you'd gain anything 15:17 <+ChillerDragon> is raylib known to be fast? 15:35 <+bridge> raylib uses opengl under the hood so .. 🤷‍♂️ 15:36 <+bridge> 💀 15:36 <+bridge> do you know much code the UI is 15:38 <+bridge> ``` 15:38 <+bridge> ~/software/frametee $ cloc src 15:38 <+bridge> 65 text files. 15:38 <+bridge> 65 unique files. 15:38 <+bridge> 0 files ignored. 15:38 <+bridge> 15:38 <+bridge> github.com/AlDanial/cloc v 2.08 T=0.07 s (984.1 files/s, 277236.3 lines/s) 15:38 <+bridge> ------------------------------------------------------------------------------- 15:38 <+bridge> Language files blank comment code 15:38 <+bridge> ------------------------------------------------------------------------------- 15:38 <+bridge> C 30 2374 762 13195 15:38 <+bridge> C/C++ Header 35 317 119 1545 15:38 <+bridge> ------------------------------------------------------------------------------- 15:38 <+bridge> SUM: 65 2691 881 14740 15:38 <+bridge> ------------------------------------------------------------------------------- 15:38 <+bridge> ``` 15:38 <+bridge> like at least 6k loc is imgui ui code 15:38 <+bridge> and its the CImGui C bindings, so llms struggle with it 15:38 <+bridge> no way im translating that to anything else 15:39 <+bridge> i'd rather fork and patch imgui itself 15:42 <+bridge> Oo ideally you'd just need to swap the draw calls 15:51 <+bridge> imgui vulkan example xd 15:51 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1523325443279945808/image.png?ex=6a4bb2df&is=6a4a615f&hm=5fddf1420ec19550ed3e15c6a7e9e18b5c9e1a7adc810a7f306a7dc7391a4c6d& 15:51 <+bridge> 800fps 15:52 <+bridge> about 3-4k when i close that window 15:52 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1523325586884530176/image.png?ex=6a4bb301&is=6a4a6181&hm=0502805d1e48caf48acf95626455a49c389b6dbcecbc7e2ba3965638306d2138& 15:52 <+bridge> still really damn slow 15:52 <+bridge> and really unstable too idk why 15:53 <+bridge> i was thinking of switching to RmlUI but its probably even slower 16:32 <+bridge> ( @blaiszephyr ) pretty sure every on-screen tile is a quad. quad, not as in quadslayer, but quad, as in polygon with 4 corners/vertices 16:33 <+bridge> i guess the issue is that i understand nothing about rendering 16:42 <+bridge> *oop wrong ping, meant to ping @essigautomat 16:42 <+bridge> @blaiszephyr get pinged 16:43 <+bridge> @blaiszephyr: 16:45 <+bridge> :pepecry: 16:45 <+bridge> @blaiszephyr 16:46 <+bridge> 😢 17:31 <+bridge> @blaiszephyr help 17:32 <+bridge> https://cdn.discordapp.com/attachments/1223929773210865717/1378597249520631848/hands.gif 17:45 <+bridge> @blaiszephyr 18:09 <+bridge> lemon 18:51 <+bridge> you pinged me and now? 18:53 <+bridge> this is ofc true, but I consider them different for using different shaders - in the end everything is triangles or pixels 19:05 <+bridge> @blaiszephyr 19:14 <+bridge> how to efficiently move cursor 1 character to the right when coding 19:14 <+bridge> for example when finishing passing the last argument to a function 19:15 <+bridge> like 19:15 <+bridge> using arrows is simple 19:15 <+bridge> but pro keyboard users probably have a better way 19:16 <+bridge> probably just esc l 19:16 <+bridge> i 19:17 <+bridge> i am so bad at using motions 19:41 <+bridge> typically your editor should just let you type your ) and not have it be a duplicate from an automatically inserted closing bracket (in case you meant that) 19:42 <+bridge> I also recommend binding caps to be another esc 19:42 <+bridge> i swapped esc and caps 19:42 <+bridge> system wide 19:42 <+bridge> also i installed zed 19:43 <+bridge> and also i am using helix mode 19:43 <+bridge> I also use zed a lot with the vim mode (since I lost my last neovim config) 19:43 <+bridge> and not vim 19:44 <+bridge> helix is better 19:44 <+bridge> Do you not track your config in git? 19:45 <+bridge> it's a good idea 19:46 <+bridge> but it's a bit complicated 19:46 <+bridge> when managing configs for a whole system 19:46 <+bridge> I became unc who uses vscode 19:46 <+bridge> I figured it's not worth the pain 19:47 <+bridge> i guess it's best to use something like chezmoi 19:47 <+bridge> And I like their ssh integration since I now do a lot of stuff remotely :justatest: 19:47 <+bridge> zed is way faster 19:48 <+bridge> As a zed contributor I agree. But it still doesn't work properly™ yet 20:01 <+bridge> ye the vscode ssh filenrowser so nice 20:09 <+bridge> @fokkonaut how does tile with index 70 work on your tunelock implementation 20:09 <+bridge> does it just always clear all tunes? 20:11 <+bridge> Real uncs use vim/nvim or emacs 20:18 <+bridge> ☝️ 20:18 <+bridge> in my experience the real uncs use emacs and larpers use nvim or vim 20:19 <+bridge> May I ask, is nobody working on the map editor in terms of features? 20:19 <+bridge> not that i know of 20:19 <+bridge> robyte is doing some stuff 20:19 <+bridge> Cuz if so, I would like to add helper functions to the map editor to at least ease up creating stuff on it, like a simple function to automatically create a button where it's suppose to.... 20:20 <+bridge> For me, I had to go to at least 5 different scripts just to get a simple property button working 20:23 <+bridge> this is true 20:24 <+bridge> I'm a fellow VSCodium enjoyer 20:41 <+bridge> #11776 20:41 <+bridge> https://github.com/ddnet/ddnet/pull/11776 21:20 <+bridge> smol fix type of diff 21:27 <+bridge> yes 21:27 <+bridge> you can clear tune locks by placing another tunelock tile and setting specific tunings to the original value tho 21:28 <+bridge> that allows for granular resets 21:28 <+bridge> yeah i tried gravity 0.5 and gravity -0.5 and it seems to work fine 21:28 <+bridge> why was pr with your implementation closed 21:28 <+bridge> i kinda like yours more because things like shotgun work 21:30 <+bridge> I dont know, @balami. just asked me about it too and whether it just requires a map to be accepted. 21:30 <+bridge> I could work on it again if it's promising and update it to F-DDrace's state 21:30 <+bridge> but i think it might overlap with the current TuneZoneOverride which I dont really find that useful 21:32 <+bridge> I talked to @corneum before implementing it to see what his vision would be as he is a very creative mapper. So we decided it's best to make them stackable and work in tunezones. 21:32 <+bridge> 21:32 <+bridge> I think @heinrich5991 didn't like `tune_lock_enter` because those messages can't be translated. 21:37 <+bridge> This tune lock implementation also allows different projectile tunings per player with backwards compatibility. 21:37 <+bridge> Just prediction in general would have to be added for each player to hold individual tunings lists 21:40 <+bridge> I also think stackable tune zones would be nice, because they allow more flexibility. 21:41 <+bridge> > I think @heinrich5991 didn't like tune_lock_enter because those messages can't be translated. 21:41 <+bridge> I think this was one of the main issues with the PR: How to communicate changes to the client without untranslated messages (like `tune_zone_enter` already has...) 21:47 <+bridge> yeah making them work in tune zones and being stackable is kinda nice 21:47 <+bridge> i like that its really flexible 23:38 <+bridge> it is gfx or cl 23:38 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1154149513905315962/image.png?ex=6a4c0d7f&is=6a4abbff&hm=7c4f8dbae9587665f43e47bdc8c4e3f877104cb3f38ee064c2381796b64819c9&