10:07 < ChillerDragon> Yo Oy can we get an option to skip chat rendering? So one can turn off all chat without losing messages. 10:08 < ChillerDragon> Currently its kinda hard to make videos or screenshots because server messages can not be hidden. 10:12 < Oy> isn't there already a feature to disable all chat messages? 10:13 < ChillerDragon> no there is a option to not recieve chat messages but that does not affect server messages. And not recieving is information that is lost. 10:14 < ChillerDragon> Just skipping the render but keeping the chat history ready to read would be better. Also it should hide all chat. 10:15 < Oy> yeah sure 10:15 < ChillerDragon> So change that or additional option? 10:45 < Oy> an option would probably the better choice 10:53 < bridge> [teeworlds] Player and tee tabs should be merged imo 10:53 < bridge> [teeworlds] that country selector takes up too much space for nothing 11:11 < ChillerDragon> Oy I would just skip the rendering but still playback sound so you know you got a message or should that be muted as well? 11:19 < ChillerDragon> console command descriptions are not localized right? 11:25 * trafilaw slaps ChillerDragon around a bit with a large fishbot 11:35 < Oy> yeah, these could be merged. then we'd have a free tab for ui/client settings 11:35 < Oy> ChillerDragon: should be like the other chat messages 11:35 < Oy> settings 11:36 < ChillerDragon> merge what? 11:37 < ChillerDragon> ah ye what Sonix said ye 11:40 < bridge> [teeworlds] ChillerDragon: could you come on, its important 11:44 < ChillerDragon> i am on i sent u a private message 11:44 < ChillerDragon> rq 11:51 < bridge> [teeworlds] I got nothing 13:02 < IRLDune> We should have a counter somewhere 13:02 < IRLDune> Days without a request for a new chat option 13:03 < IRLDune> @Sonix that's a great idea, we really need some space 13:20 < bridge> [teeworlds] I prefer the "days wihtout people getting tilted" counter 13:38 < bridge> [teeworlds] Is there any way to prefix server side demos to see where they actually come from :o? (like multiple servers recording, dumping into same directory) 13:55 < Oy> just use a different save directory for each server 13:58 < bridge> [teeworlds] I'm using a centralized directory, same as with logs 13:59 < bridge> [teeworlds] do we know what was actually fixed for OSX? I didn't follow the whole thing 13:59 < bridge> [teeworlds] to have shared partial server configs and stuff, I updated the issue 13:59 < bridge> [teeworlds] to see how it looks like 13:59 < bridge> [teeworlds] It seems like windowed mode can have several resolutions now(?) 14:01 < bridge> [teeworlds] looking at the demo size, Teehistorian ❤️ 14:02 < bridge> [teeworlds] (still small compared to actual videos, tho) 14:08 < Oy> Dune: the accent menu doesn't show up anymore on osx 14:08 < Oy> for the several resolution thing a sdl release is needed i think 14:11 < bridge> [teeworlds] ah, https://github.com/teeworlds/teeworlds/pull/2522 didn't end up being merged 14:13 < Oy> there wasn't a sdl release since then 14:21 < bridge> [teeworlds] wait, we now render spectator HUD when game is paused? https://github.com/teeworlds/teeworlds/pull/2408 @fokkonaut 14:21 < bridge> [teeworlds] doesn't that mean players can look around during, say, a paused vanilla game? 14:22 < bridge> [teeworlds] no, thats meant for /pause. So when the player is in Team spectators, the local character is not set. 14:23 < bridge> [teeworlds] look 14:23 < bridge> [teeworlds] This does not impact vanilla pauses? 14:24 < bridge> [teeworlds] use vanilla 0.7.4 and go on abddrace server and say /pause, while your viewpos is nearby your character it will render hearts, ammo, and not the spectator hud. When you leave your tee (due to network clipping) it is normal. Try the same with F-Client or latest master and the spec HUD is also while your tee is nearby 14:25 < bridge> [teeworlds] it does not impact vanilla, because such a situation cant happen in vanilla (your local character + specinfo) 14:28 < bridge> [teeworlds] specinfo is an object of CPlayer::Snap, which gets sent while you are spectator (or in ddrace /pause) 15:04 < Dune> glad to see the none theme are fixed 15:04 < Dune> is* 15:05 < Dune> should we announce anything on Steam even 15:06 < Oy> hm dunno, not much to show 15:06 < Dune> Learath2: what about https://github.com/teeworlds/teeworlds/pull/2575 ? Oy is around and redix might be 15:06 < Dune> Yeah and I doubt anyone uses Steam to host servers 15:07 < Dune> I put up the changelog 15:07 < Dune> I parse PRs for that, so I might have missed some of the things you did on your own, Oy 15:07 < Oy> blargh that command stuff again, thought everything was fixed :) 15:08 < bridge> [teeworlds] Okay, do you think it would be okay to not include this fallback? the command stuff is only used by mods and the two mods that we discovered using it are both willing to just fix it themselves 15:08 < Oy> what's the fallback for? 15:09 < bridge> [teeworlds] The command feature was initially released with a pretty meh implementation in 0.7.4 15:09 < Dune> (It existed before, but only client-side) 15:09 < bridge> [teeworlds] The field is named "arguments" but the client was sending the entire chat line which the couple mods relied on 15:10 < bridge> [teeworlds] Also in 0.7.4 the argument line was sent but never even used 15:10 < bridge> [teeworlds] The fallback ignores the argument list like 0.7.4 15:10 < Oy> the whole thing is only used by mods anyway right? 15:10 < Dune> server-side commands, yeah 15:11 < bridge> [teeworlds] Yes, well unless vanilla would like some server-side commands in the future 15:11 < bridge> [teeworlds] but it hasn't been used by vanilla yet 15:12 < Oy> yeah, so as long as the current client doesn't break, hangs whatever when using the commands on an old server 15:12 < Oy> i'd say make it work. people have to fix there servers 15:12 < Oy> so skip the fallback 15:13 < bridge> [teeworlds] Okay, instead of a fallback, lets just clear the chat on a parsing failure and maybe add an error indication in the future? 15:14 < Oy> yeah, sounds good 15:15 < bridge> [teeworlds] Are you getting ready for a 0.7.5 btw? 15:15 < Oy> yeah 15:15 < Dune> writing the stuff 15:15 < Oy> today right Dune? 15:15 < bridge> [teeworlds] Make sure you build the osx release with an old version of the sdk or it won't work on catalina (not without a master SDL) 15:16 < Dune> yes Oy 15:16 < Oy> yeah, my mac is pretty old 15:16 < bridge> [teeworlds] I got the patch into SDL but it wasn't released yet 15:16 < bridge> [teeworlds] btw we've been building ddnet on a single linux machine for a while and it's been pretty stable so far, you might want to consider doing cross builds too 15:34 < Learath2> hm, it's not trivial to detect how the failure in parsing occured, do you think maybe we should just not even register commands with malformed argument lists? 15:35 < bridge> [teeworlds] throw string "yeet"; 15:35 < bridge> [teeworlds] Learath2: sounds like a good idea 15:35 < bridge> [teeworlds] I'd guess devs would want a properly formated list, so assert crash 😮 15:36 < bridge> [teeworlds] to find error fast :0? 17:32 < bridge> [teeworlds] is bridge dead? 17:32 < ChillerDragon> u 17:32 < bridge> [teeworlds] alive 17:32 < bridge> [teeworlds] where is the 2 hours of conversation 17:33 < bridge> [teeworlds] :( discord ded 17:33 < ChillerDragon> uninstall discord :p 17:44 < bridge> [teeworlds] no u 18:08 < bridge> [teeworlds] @Learath2 will you execute that idea? 18:08 < Learath2> yes, just a minute 18:08 < Learath2> it's easy to come up with the regex to verify argument lines, but C string operations are not always easy to get right, just testing it before pushing 18:31 < Oy> that's one last thing that has to be added for 0.7.5 18:32 < Oy> anyone here botted up a linux or mac? and could quickly test sth? 18:32 < Oy> *booted 18:38 < Learath2> I'm on mac 18:44 < Oy> could you start teeworlds via terminal with a path, so not on your cwd 18:44 < Oy> and check if it finds the images and stuff 18:48 < Learath2> Oy: A dmg packed version or not? 18:53 < Learath2> a version I build finds the data just fine 18:57 < Learath2> I pushed the fix but this whole feature did a number on my self confidence so I keep feeling unsure 19:01 < Learath2> oh you could maybe get #2464 in, its simple enough 20:54 < Oy> Dune: if you want you can test the command thing :) 20:54 < Oy> anything else that needs to be fixed? 21:29 < Dune> no 21:29 < Dune> did anything change wrt the Learath PR? 21:31 < Dune> Learath2: thanks for all the iterations and the testing :) 21:32 < Dune> looks like we finally reached a satisfying solution 21:32 < Learath2> Thanks for your patience, that was very painful 21:33 < Oy> yeah, looks good :) 21:34 < Dune> getting my linux dinosaur up 21:42 < Dune> Oy: I'll point to the commit that fixes the exploit 21:43 < Oy> ok 21:52 < Oy> the ddrace servers on top have some problems. get thousands of "invalidated index" msg's 21:56 < bridge> [teeworlds] with debug on? 21:59 < Oy> yeah 22:01 < Learath2> its extended netobjects 22:03 < Learath2> https://github.com/ddnet/ddnet/issues/1643 22:05 < Dune> we can tag the release? 22:05 < Dune> ah, nvm, translations 22:05 < Dune> forgot 22:06 < Learath2> you could maybe output the debug message once for every type of unknown object? you wouldnt need to get ddrace specific or do the extended netobjects patch, but it'd fix the issue with thousands of log messages 22:10 < Oy> Dune: yeah :) 22:11 < Oy> Learath2: yeah, happen just with debug on, so not that urgent ;) 22:11 < bridge> [teeworlds] Oy: that's harmless then, the client tags all the netobjs it doesn't know 22:14 < Oy> @heinrich5991 yeah, just lags 22:14 < bridge> [teeworlds] Oy: that's kinda the fault of the dbg message. maybe we can drop it 22:16 < Dune> checking strings sanity 22:17 < Dune> polish has issues 22:17 < Oy> @heinrich5991 probably need that msgs just for testing 22:17 < Oy> oh 22:20 < Dune> languages updated 22:21 < Dune> (polish fixed) 22:22 < Oy> https://www.teeworlds.com/forum/viewtopic.php?pid=125608#p125608 2nd paraghragh: add a "that" between update and aims 22:22 < Dune> thanks 22:34 < Dune> preparing steam 22:37 < Oy> good :) 22:39 < Dune> can we tag, Oy? 22:39 < Dune> ah well there's a commit 22:42 < Oy> tag will be added automatically when the github release is published 22:42 < Learath2> Dune: how do you gather strings to translate from the source? 22:42 < Dune> Learath2: https://github.com/teeworlds/teeworlds-translation/wiki 22:44 < Learath2> There are Localize(.*) in comments, you seem to be picking those up too 22:44 < Dune> ah, I misread, sorry 22:44 < Dune> we use the convert_l10.py script 22:44 < Dune> in scripts/ 22:44 < Learath2> e.g. "Show chat messages from:" 22:44 < Dune> actually, it's explained in the link I sent you 22:45 < Learath2> hmm, that seems like a pretty naive grep of the source, which can't check whether the localize happens in a comment or not 22:45 < Dune> yes 22:45 < Dune> I like how steamcmd sets the console window title to my username and password 22:45 < Learath2> LOL 22:46 < Learath2> take a screenshot and you are fucked 22:46 < Dune> to be fair there is steam guard for new locations/computers 22:46 < Learath2> maybe we should do convert_l10.py with libclang if available? 22:46 < Dune> Localize in comments is a good thing 22:47 < Dune> sometimes we do loops and comment with a bunch of localize 22:47 < Dune> see menus_browser.cpp 22:47 < Learath2> ah, well in the above case you seem to have a colon in the comments but no colon outside the comments so that duplicates the string 22:47 < Learath2> might want to fix that 22:48 < Learath2> not that it's important at all, just saw it and wanted to investigate why it happened 22:48 < Oy> Dune: win, mac and src up 22:48 < Dune> uploading x86 64, building x86 22:52 < Dune> getting maps from master submodule btw 22:53 < Oy> yeah 22:54 < Dune> I cannot start the x86 binaries on my 64-bit linux, I think that's normal 22:55 < Dune> downloading win&mac for steam 22:58 < Learath2> want me to give the mac release a try? you said you were on an older mac Oy and Catalina can get quite weird 22:58 < Dune> you have steam on your mac, Learath2? 22:58 < Learath2> yeah 22:58 < Dune> so you can test two things at once :) 22:59 < Oy> yeah, good :) 22:59 < Dune> we only upload win32 to steam iirc 23:00 < Oy> ah ok 23:00 < Dune> (I mean, not win64) 23:00 < Dune> oh, it's that time of the year when I re-learn to unzip a .dmg 23:01 < Oy> :D 23:01 < Oy> we should release more often :) 23:02 < Learath2> it's trivial with dmgtools 23:04 < Dune> https://xkcd.com/1168/ 23:05 < bridge> [teeworlds] 😄 23:07 < Learath2> ah you aren't crossbuilding so you probably don't have dmgtools installed, I think it was libdmg-hfsplus that provides the dmg packer/unpacker 23:08 < Learath2> atleast that's what we use to pack ddnet dmgs 23:12 < rand> yeah, $ bsdtar xf random_file # works most of the time 23:12 < Dune> grr steamcmd doesn't even implement ls 23:17 < Dune> building steam 23:17 < bridge> [teeworlds] Dune: 7z x a.dmg 23:18 < Dune> yeah, did just that @heinrich5991 :) 23:18 < Dune> thanks 23:18 < bridge> [teeworlds] 7z extracts everything 23:19 < Learath2> I wonder if 7z can do all the features of dmg 23:22 < bridge> [teeworlds] no, not create 23:23 < Dune> Learath2: pm'd you a beta test key for steam/osx 23:28 < Dune> heinrich5991: we could revert the video on the frontpage 23:29 < bridge> [teeworlds] sure 23:29 < Dune> steam done, though no news 23:30 < bridge> [teeworlds] front page updated 23:31 < Dune> that's not the one I remember? :D maybe I remember wrong 23:32 < Dune> Learath2: is it working? 23:32 < Learath2> downloading rn, turkey isn't known for it's amazing internet :P 23:32 < Learath2> (there was a steam update before this too) 23:32 < bridge> [teeworlds] Dune: which one do you remember? 23:33 < Learath2> Dune: doesn't work 23:33 < Dune> derp, what fails? 23:34 < Learath2> can't find datadir 23:34 < Dune> ah 23:34 < Oy> grr 23:34 < Dune> could be my fault 23:34 < Dune> Learath2: can you find the data dir? 23:35 < Learath2> well datadir seems to be @executable_path/.. 23:37 < Dune> okay it is 23:38 < Learath2> fwiw, in the previous build you seem to ship a storage.cfg AND datadir is @executable_path/data 23:39 < Learath2> which is in the searchlist because argv[0] is checked 23:39 < Dune> reuploading 23:41 < Dune> Learath2: please update and test again 23:42 < Learath2> works great 23:42 < Oy> \o/ 23:43 < Learath2> well, seems to have some trouble grabbing the mouse but that's been there since we first went to sdl2 :P 23:43 < Learath2> I'm guessing it's another sdl bug 23:43 < Oy> there're lots of them... 23:43 < Dune> \o/ 23:44 < Oy> what next? 23:44 < Oy> push buttons? 23:44 < Dune> ship it! 23:44 < Oy> github done 23:45 < Dune> teeworlds.com now 23:45 < Learath2> let me try the dmg build too, rpaths can become an issue with bundles 23:46 < Dune> all done 23:47 < Oy> great :) 23:47 < Learath2> works fine aswell, \o/ 23:48 < Learath2> that storage.cfg you are shipping in the dmg is pretty much ignored btw 23:49 < Oy> yeah, have to look into that with the other datadir detection stuff 23:50 < Learath2> not very advisable to reach outside of your bundle in the macOS world iirc 23:53 < Learath2> especially given the bundle is supposed to be installed into Applications, I think storage.cfg either belongs in the bundle or in appdir 23:56 < bridge> [teeworlds] `+ Render spectator HUD when game is paused` 23:56 < bridge> [teeworlds] @Dune 23:56 < bridge> [teeworlds] wrong 23:56 < bridge> [teeworlds] /paused in ddrace has nothing to do with game being paused 23:56 < Dune> right, how would you describe it then @fokkonaut ? 23:56 < bridge> [teeworlds] just a fix, not worth mentioning 23:57 < Dune> this changelog mentions a lot of fixes, this is mostly a fixing release :) 23:57 < bridge> [teeworlds] well, it only affects mods, so idk 23:58 < bridge> [teeworlds] it was fixed in F-Client anyways (guess Zilly also applied it) 23:58 < bridge> [teeworlds] `+ Rename dump_binds to binds, tune_dump to tunes` 23:58 < bridge> [teeworlds] binds is clientside 23:59 < bridge> [teeworlds] but listed under **server** 23:59 < Dune> edited, thanks 23:59 < bridge> [teeworlds] tunes is serverside tho