09:48 < ZillyHuhn> lol Digit 11:22 < ZillyHuhn> Yo Oy any way I can get you to merge my change in the old editor? Im sure there will be a legacy editor cult for some time and who knows when the new editor rlses? 11:23 < ZillyHuhn> Also I do not want to mess with the WIP code 11:47 <@Dune> ZillyHuhn: all the other issues and PRs related to editor1 were also closed 11:48 <@Dune> https://github.com/teeworlds/teeworlds/pull/2291 https://github.com/teeworlds/teeworlds/pull/2469 11:50 < ChillerDragon> Yea sure it makes sense and all. Its also motivating to look into editor2. But after testing editor2 I realized its not only improvements its also changes that have to be relearend. 11:50 <@Dune> relearend? 11:50 < ChillerDragon> Yea 11:50 < ChillerDragon> its a different editor you have to learn how it works again 11:50 <@Dune> got an alternative word? 11:50 < ChillerDragon> isnt that a word? :D 11:51 <@Dune> ah, relearned 11:52 <@Dune> well yes, it's a complete rewrite. 0.7 rewrote some things too, but you don't see PRs for 0.6 11:52 <@Dune> the sooner you get into it, the more you benefit :) 11:52 < ChillerDragon> was about to mention 0.6 11:52 < ChillerDragon> that didnt work out too well 11:52 < ChillerDragon> and there were even less changes than in the editor 11:52 < ChillerDragon> and yes there was 0.6.5 after the development of 0.7 started 11:52 < ChillerDragon> also 0.6.4? 11:53 < ChillerDragon> 0.6.3? 11:53 <@Dune> because of security patches 11:53 <@Dune> no features 11:53 <@Dune> I'm more comfortable with the old code too 11:55 < ChillerDragon> I think yes it makes sense to not maintain two editors but stopping updates on the current editor because eventually some new editor will come isnt to productive imo. 11:56 < ChillerDragon> We do not know if a new editor will ever finish or if it will be used by users and if that happens how long it will take. 12:10 < bridge> [teeworlds] I agree actually. We could still update the current editor while adding these new features as issues for the new one, which would then be implemented when it catches up. 12:10 <@Dune> > while adding these new features as issues for the new oneThe issue is when you add features for the editorv1 12:11 <@Dune> without adding them to v2 12:11 <@Dune> it just increases the porting burden 12:12 < bridge> [teeworlds] not necessarily, the core features stay the same 12:12 < bridge> [teeworlds] it does in the long run 12:47 < bridge> [teeworlds] Q: Does anyone remember how the tee colors changed since 0.6? 12:48 < bridge> [teeworlds] If I send the exact color from 0.6 it's too dark, if I unclamp lighting before sending it, it's too bright 12:51 < bridge> [teeworlds] And I agree with still allowing patches for editor1, editor2 is a decent while away 12:54 < bridge> [teeworlds] meh 12:57 < bridge> [teeworlds] didn't we go from rgb to hsl? 12:57 < bridge> [teeworlds] packed tee colors were always hsl, 3 bytes 12:58 < bridge> [teeworlds] it used to be that the entire L space was mapped onto the upper half of the L space though 12:59 < bridge> [teeworlds] we also have white base skin parts now 13:02 < Oy> the whole tee redering changed 13:04 < bridge> [teeworlds] Oy: Are colors artificially lightened in some way? 13:04 < bridge> [teeworlds] Or is it just HSL packed into 3 bytes now? 13:07 < Oy> Learath2: didn't write that new rendering, but i think it's still packed the same way 13:07 < Oy> but there're more layers for a body now and colours are allied differently now 13:16 < Oy> https://github.com/teeworlds/teeworlds/blob/0.6/src/game/client/components/skins.cpp#L157 0.6 13:16 < Oy> https://github.com/teeworlds/teeworlds/blob/master/src/game/client/components/skins.cpp#L409 0.7 13:25 < bridge> [teeworlds] aha the darkest color is much darker in 0.7 13:26 < bridge> [teeworlds] that's why I've been getting way too dark with old clamping and way too light with new 13:26 < bridge> [teeworlds] .s/with new/without clamping/ 13:26 < bridge> [teeworlds] Thanks Oy