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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2020-06-24 00:00:00Z and 2020-06-25 00:00:00Z
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@PeX u are the second person this week to tell us😋
05:53
ca36f47 Ensure that team state is always sent - trml 0f0de9b Merge #2338 - bors[bot]
06:03
"In C or C++, as mandated by the strict aliasing rule, pointer arguments in a function are assumed not to alias if they point to fundamentally different types, except for char* and void*, which may alias to any other type. Some compilers allow the strict aliasing rule to be turned off, so that any pointer argument may alias any other pointer arguments. In this case, the compiler must assume that any accesses through these pointers can alias. This can prevent some optimizations."
06:03
poggers
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[quakenet] ChillerDragon BOT 2020-06-24 07:30:19Z
omg they took github down to make new ugly ui :/
07:30
time to move to @Ryozukis gogs instance :D
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f3466e0 Show /spec tees with a dashed skin - edg-l 78bcc1d apply alpha to spec nameplates - edg-l befc4fc make skin also use alpha - edg-l 3f47617 change to white and use colors - edg-l 933ea7c fix bug, use ddnet character - edg-l f51a443 Merge remote-tracking branch 'edg-l/pr_show_spec' - def-
07:59
I guess the server doesn't send whether a tee is chatting after it's in spec. @edg-l ?
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hello I have a problem with mysql when I go to the server to do (/top5) nothing is displayed and its gives me the same error for (/mapinfo)
08:00
08:01
I use the ddnet 0.6 / 0.7 mod
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Your mysql server is set to use latin1 encoding
08:12
you have to switch it to the utf8mb4
08:13
i think in /etc/mysql/my.cnf and restart the mysql server
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With the ddnet7 mod, mysql works very well.
08:17
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are you using mysql btw or mariadb?
08:19
we only tested with mariadb
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I only use MySQL
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oh, didn't know we broke it :/
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@Zwelf Can you take a look? As reported by jason54 on Discord !unknown
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I have to do like her?
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at the bottom I see latin1 as the default
08:23
would be good to change that to utf8mb4
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I have changed now I will try
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this should fix /mapinfo
08:25
but top5 is probably still broken
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[2020-06-24 10:26:05][sql]: MySQL Error: COLLATION 'utf8mb4_general_ci' is not valid for CHARACTER SET 'latin1' I always have the same error when I change and after I restart mysql
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I am trying to fix a character encoding issue - previously we had the collation set for this column utf8_general_ci which caused issues because it is accent insensitive.. I'm trying to find all the
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@deen couldn't going into /spec send also that char update with info the tee is not chatting?
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(but with utf8mb4 instead of utf8)
08:29
@Soreu yes, that would be the clean solution
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how i can put them in utf8
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in /etc/mysql there should be config files where you can change that
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I opened all the files in mysql and there is nothing written (latin1)
08:38
i'm using ubuntu 18.04
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ok, then latin1 is just the default
08:41
in my.cnf you could at the end put the settings
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Something like this: [client] default-character-set = utf8mb4 [mysqld] character-set-server = utf8mb4 [mysqldump] default-character-set = utf8mb4 [mysql] default-character-set = utf8mb4
08:42
and then restart mysql
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now the (/mapinfo) works well but not the (/rank & /top5)
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yeah, those are a different issue. I asked Zwelf to take a look
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ok thanks
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upgrading mysql could also help, what version are you running?
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oh u merged it
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this is the last update
08:55
however the ddnet7 mod works very well when you execute the top5 command
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yeah, we changed something there recently
08:57
you could revert to DDNet 13.2.2 for now
08:57
until we fix it
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I can wait it doesn't matter I tested the version if it works well
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that worked for me
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@deen don't collect $200 🙂
09:32
24a308c fix saying /spec show you as chatting - edg-l
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@jason54 can you tell me the mysql version for reproducing?
09:41
because mysql 8 seems to support it
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ok, that explains it
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it comes from me?
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@Zwelf Can you take a look? As reported by jason54 on Discord Got the collation fixed for /mapinfo, but /rank and /top5 don't work because of the RANK() OVER construct.
10:03
Basically you're using an old MySQL version on your distribution. We are thinking about whether we want to keep supporting them
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so i will try to install mariadb
10:13
ff4c2c5 Don't fail on empty teamtop5 - def-
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you also need at least mariadb 10.2, so it's possible your distribution doesn't have that as well. which distro and version are you using?
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now it works very well thank you
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0.7 has no color change delay so they can basically be rainbow
🥳 1
12:37
7fc1528 Fix mac build on github (fixes #2347) - def- 2fb4d73 Merge #2348 - bors[bot]
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@nori are you sure? I do see the spam protection there in the code
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@Learath2 yes
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@Learath2 i think its only clientsidr
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no some1 in game doing this
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ah no
12:43
yea
12:46
@nori what do you mean?
12:46
No delay
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nothing to see here 🤐
13:05
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Yeah instead of letting people know of the bug abuse it
13:22
class act
13:23
@nori were you on 0.6?
13:24
I see what I missed
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3a9fa69 Set LastChangeInfo on a Sixup skin change - Learath2
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atleast it was only visual so I don't have to clean up ranks
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when is the patch going online?
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as soon as it compiles
13:27
$build_status
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@Learath2 yes was on 0.6
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@jao you seem to have broke the check for master somehow, it should still be pending
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@Learath2 is it possible to use 0.7 compatibility layer to connect sixup servers on client side?
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That was the initial plan actually, but it proved a little too hard
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R.I.P fun 😦
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The entire protocol is there if you want to try implementing it, but it's quite a bit of work
13:30
this is so sad
13:31
not like I can restart the servers with people on it, so you get to mess with it a couple more hours atleast
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@Learath2 why is the emote timer so low? seems glitchy
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We used to have it slower, but apparently people enjoyed this more for some reason, idk
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ᶰ°Konͧsti 2020-06-24 14:03:36Z
$build_status
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ᶰ°Konͧsti 2020-06-24 14:03:45Z
danAmazing
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Am I correct in assuming that GameID in the record_race database is the Client ID? If not, what is it?
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storing the client id makes 0 sense
14:06
gameid is probably the ddnet server version
14:06
i dont remember
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Server version wouldn't make sense either as they are heavily differing on the same day
14:07
just look at the source code
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thats true too
14:07
ty
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pData->m_GameUuid
14:11
i think its random
14:11
RandomUuid
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Can't be that random
14:12
right side is the amount of occurences
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hmm look at what RandomUuid
14:12
does
14:12
github search feature is rly bad
14:13
Well either way, I don't think the UUID matters that much to me anyway. Thus I am probably just going to ignore it
14:13
Thank you anyway though
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gameid is the teehistorian id
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it's randomly generated after each map change and server restart
14:25
816 occurences still sound a bit high. is that run_blue? ^^
14:37
9e038d2 Add note that autoexec_server.cfg gets overwritten by updates (fixes #2010) - def- 7b2d484 Merge #2332 - bors[bot]
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816 occurences still sound a bit high. is that run_blue? ^^
it's luminati
14:46
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do you understand the gameid now?
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I think about half of it? semi-random teehistorian ID, with some correspondence to the map
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it's completely random, each time a new map is started on the server
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a8a2b41 Set skill level for Sixup (fixes #2334) - def- 5b3b42b Make it more clear that this is a sixup translation server - def- 17deb99 Document which MySQL/MariaDB versions we require (fixes #2343) - def- ef61793 Don't forget video recorder fps setting - def- 243be18 Keeping multiple states consistent is hard (fixes #2315) - def- 1750bb0 Merge #2335 #2336 #2340 #2342 #2349 - bors[bot]
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I atleast understand now that it doesn't hold any information I will be using ^^ good to know what it is thought
14:57
79ef6c0 Use CSaveTee for rescue (fixes #2241) - def- 09f60fc Merge #2242 - bors[bot]
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"222 commits to master since this tag "
14:57
looks like this is gonna be a big update
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massive
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sad my feature got closed
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which one?
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freeze
14:59
most things use client capabilities, like irc
14:59
the excuse that its hard to maintain cuz possiblities, i find it a bit weak, you just need more testing then
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cl_show_ninja 1 cl_ninja_particles 1 cl_show_ninja 0 cl_ninja_particles 1 cl_show_ninja 0 cl_ninja_particles 0 cl_show_ninja 1 cl_ninja_particles 0 With the feature disabled (cl_show_weapon_fre...
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gl in seeing /spec tees in dark areas
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eh we don't really need the client capabilities though
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@Ravie "also if the outline isn't visible in very dark areas, the nickname definitely will be."
15:00
you can disable name plates
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I'm playing with nameplates disabled
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you can also disable the spec tees
15:00
also it shouldnt matter much if u cant see them
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@Lady Saavik well you couldn't see them at all before, now you can see them a little better 😛
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its not like they are super important
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enable nameplates u can see them before u can see the tee
15:01
=easy advantage
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short names = ez advantage
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we really should do a issue cleanup
15:01
lol
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most old issues
15:01
are invalid
15:01
i made a list a day ago which got addressed tho
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i can see heinrich5991 from a mile away
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i thing we should do this one asap https://github.com/ddnet/ddnet/issues/198
It would be nice to have an indication for whether you have jetpack (etc) instead of chat messages.
15:02
we need to have a good idea
15:02
that wont be hated
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there actually aren't that many maps dark enough to have the circle not visible at all
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meh I really liked the 4th option much better then all the others but I guess we have the transparent one now
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@Ryozuki for me spec tees are important and others weapons aren't, what now
15:02
I think /spec is much more useful on kog
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i dont care about kog
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you can see who's alive etc
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well u can now see spec tees
15:03
we only improved
15:03
whats your complain here
15:03
u can get it on kog if their admins work
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and implement the ddnet character network
15:03
ye
15:03
maybe u got an idea for a fix
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I'd guess send characters for spec'ed tees as well
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I don't complain
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and add a flag that says they're spec'ed
15:04
(only for ddnet version >= something)
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the ddnet char does that already??
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I'm just thinking about a solution that will work well for most players
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for some reason its not sent or something
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we don't send a character when someone is spec'ed, I think @Ryozuki
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not only for one specific group or settings
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(this is our way of making them invisible)
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stop being so aggressive towards me
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ah yes sure
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even on relatively dark maps and in freeze it's pretty visible, unless your display is on the surface of the sun
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i dont care about kog
@Ryozuki that's sad, as we always cared about old versions, vanilla client, ppl playing with different settings and so on
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@Lady Saavik the feature could also be used by kog 🙂
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yes, they justn eed to implement this
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we're not doing something exclusively for ddnet servers
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its not possible to do it backwards compatible
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@Ravie left is barely visible for me + in game it would be smaller
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I can see it clearly with my brightness on 50% in a relatively bright room
15:10
the point is to keep it as subtle as possible at the same time
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yes I like the version without feet
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@heinrich5991 by flag you mean playerflag?
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I mean a flag in the extended playerobj
15:11
do we have something like that already?
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we have a DDNetPlayer
15:11
i guess its that
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ye, that probably
15:11
ye
15:12
ah no
15:12
DDNetCharacter
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the thing is ddnetcharacter already has that
15:12
i think
15:12
ExPlayerFlags = ["AFK", "PAUSED", "SPEC"]
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ah nice
15:13
so we can just still send the Character (which we currently don't) to up-to-date ddnet clients
15:14
that will then know to not display the tee as-is, but as spec'ed
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This felt a little verbose, but I couldn't really come up with any better. Maybe someone more crafty can figure out a cleaner way.
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does that automatically not send stuff to 0.6 clients? @Learath2
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template magic stops that
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I'm scared
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me too
15:17
The time to complain about it was when I was struggling with it a couple weeks ago
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^^
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@heinrich5991 messages in the protocol7 namespace use one version of SendPackMsg and the rest the original version
15:23
SendChatTarget with target -1 sounds like a bad idea
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b6fb304 Name change hack for 0.7. Close #2330 - Learath2 69808f8 Merge #2350 - bors[bot]
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@heinrich5991 a speced character is NetworkClipped?
15:26
i guess its that
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@Learath2 elif any(c['status'] == 'pending' for c in data['check_suites']): whats wrong?
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idk it was showing green while it was still building
15:27
$build_status
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like right now
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@Ryozuki I think it's if (m_Paused) return;
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hmm i guessz
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(pause <-> spec got switched around by deen at some point, might be an artifact of that)
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should i just add an enum somewhere?
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Can someone fix #2337 for me?
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src/engine/server/server.h: In member function ‘void CGameContext::ForceVote(int, bool)’: src/engine/server/server.h:449:57: warning: array subscript -1 is below array bounds of ‘CServer::CClient [...
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@Learath2 i copied it from u
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@Ryozuki enum for what?
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well it's quite possible that I had it wrong, I'll take a look
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the version
15:30
13022
15:34
doesnt work
15:40
even sending the ddnet char always
15:40
doesnt work
15:40
weird
15:41
maybe its just a client bug
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do you always send the non-ddnet char?
15:42
that's the place where the position is
15:42
wait
15:45
15:45
doesnt work either
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hmmmm
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you know that the player is spectating
15:48
shouldnt the client know the pos anyway
15:48
idk
15:48
im confused
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/spec is the thing that makes your tee disappear
15:48
ah
15:48
maybe ::Snap isn't even called
15:48
because it's probably removed from the gameworld
15:49
have you checked if it's getting called?
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oh wait
15:49
in
15:49
CNetObj_DDNetCharacter
15:49
we dont actually get m_Spec
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?
15:50
ah, it's in the explayerflags
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but the tee probably isn't snapped
15:50
so the client has no idea where the fuck the tee is supposed to be 😛
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true, i guess already connected clients keep the character
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@heinrich5991 what is FakeSnap?
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for 16player compatibility
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One day I hope we'll actually collaborate on features rather then people writing behemoths
15:52
arent we collaborating? justatest
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we are collaborating on the project, but none of the actual features, it's a mishmash of one man projects glued together by deen
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whats ur solution
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yes, deen pulls together the project a lot
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how about we all talk about things before going ahead and implementing thousands of lines
15:55
I'm sure we could have come up with a lot more cleaner structure for sixup if people actually wanted to talk about it
15:56
beea3cb update player-rename.sh - 12pm 834e42b Merge pull request #22 from 12pm/pr_player_rename_update - def-
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or the http masters, another waste of time, I implemented 3-4 versions of it, heinrich implemented god knows how many, you started doing a couple
15:56
which one do we have right now? none because it's not easy to write a feature of this size without discussion and collaboration
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well i wasnt rly interested in 0.7 support :/
15:57
@Learath2 maybe its just that we have 4 developers
15:57
not much tbh
15:57
4-6
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how is that a waste of time
15:57
http masters would be awesome
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you're right, more collaboration would help even features
15:58
@noby the waste of time is that we have like 10 attempts or so, but none is in the actual codebase
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@noby we all implemented a version of it a couple times over, yet we don't have a single release candidate
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whats wrong with all the attempts?
15:58
surely they arent much worse than the udp one
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we also lack player testing
15:58
we find bugs most of the time after releasing
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@Learath2 one of the reasons for that might be that we have different activity cycles
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if theyre implemented redundantly (like, patches for clients/servers to register to these servers as well as the normal ones) then even in the worst case it would be okay
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It'd be nice if we could find a group of people that are willing to help us test release candidates
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servers to register, clients to pull list from**
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if we think how the http master should work, implementing it is a breeze, atleast the code outside ddnet
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@heinrich5991 you're very active with the prs today 🙂
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like the normal master
16:00
except http
16:00
lol
16:00
why should the underlying idea change
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just got back from cycling and got > 50 emails from github alone 😄
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this was in my todo on a master i was making in golang: Servers should be able to register both ipv4 and ipv6 and be identified as the same server. Clients should be able to know a ipv4 and ipv6 belongs to the same server. Master server should ping server entries to know that port is forwarded and clients can connect aka "fwcheck". Prevent multiple entries across masters Add a maximum amount of registered servers per ip Admin endpoints or maybe use a websocket server Add better logging
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even if the http masters were functionally a clone of the udp ones it would still be an improvement bcs its more resistant to spoofing and other kinds of attack
16:01
these other features would be nice too but not a reason to put it off
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@noby I had it working on #1834 and a shitty PoC server coded in python
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This still needs a lot of work, but it&#39;s operational. The ipv6 support is very much tacked on and the code is still very unoptimized. There are a couple crashes I still haven&#39;t trac...
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heinrich5991 commented 1 hour ago Not working on this right now.
16:02
pff
16:02
heinrich no u
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but its true
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He is right though, we are not working on this right now
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it was abandoned
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well i dont say it has to be done now
16:02
but i think it would be good to do eventually
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However I'm quite sad that a request for comment only received one comment, the one closing it 😄
16:02
maybe we should have a roadmap
16:03
with features to discuss and implement
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@Learath2 I have a feeling this breaks chat in demos, but I don't know whether it worked before
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well if my opinion was important and i wasnt lazy to login to github i wouldve commented in support of this 😅
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I mean pretty much everyone supports the idea, I was more looking for comments on the protocol, the implementation
16:06
@heinrich5991 is there a specific line that gave you the feeling?
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eh yes
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i doont understnad why the char doesnt send a snapshot
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I think previously the server code handled the -1
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@noby translate this to non nerd pls
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@Ryozuki I think OnSnapshot is not getting called, could you verify that?
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http masters are better because http is based on tcp which is a lot harder to do spoofed ddos attacks against
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@Learath2 I'd guess now the server sees each chat message multiple times
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how does that even work with 0.6/0.7 stuff
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[11:05 AM] Learath2: I mean pretty much everyone supports the idea, heh guess so xd
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I bet that broke it already 😄
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i cant find anywhere OnSnapshot in code
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I asked about this a couple weeks ago aswell when I first added the CHAT_SIX thing
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ripgrep
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the function you posted
16:08
where you showed that you changed it @Ryozuki
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yes
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theorically its always called when u snap the world
16:08
i think
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not if the character isn't in the world
16:08
which I think it isn't while you're in spec
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Well I don't have a fix for it and it needs to be fixed for a release
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int CPlayer::Pause(int State, bool Force) i dont see this method deleting the character
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it's so easy to verify whether Snap is getting called
16:09
why don't you try it?
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ok wait
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@Ryozuki ProcessPause calls CCharacter::Pause which is what removes the character
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and the character is removed in CCharacter::Pause which is called from your function
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apparently heinrich made it
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then i should simply not remove the entity
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I made /spec and remade /pause back in the days 😉
16:11
@Ryozuki but then it suddenly has collision and so on
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you can't not remove the entity
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hjmhhmhmhmh
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it's sensible that it's no longer in the world
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How do you retain the information when you join before someone goes in spec?
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ye, I also wondered about this 😄
16:13
probably something akin to UAF 😛
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wats UAF
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use after free
16:13
(i.e. probably from some data structure that isn't meant to be live at that point)
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all messages but test don't come through, @Ryozuki? ^^
16:15
16:15
on another discord sv
16:15
i think big servers get better hardware
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@deen now that I think about it, I think the sixup patch breaks a alot about serverside demo recording
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so they work better
16:16
what should i do then?
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@deen merged the PR shrug
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@Learath2 luckily we don't use it
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@heinrich5991 which pr?
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if we ever get teehistorian playback, that's the feature we're going to need ^^
16:16
"Ugly fix for SendChatTarget(-1 ...)"
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oh, you had something nicer?
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It was broken way before that
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I wanted to get it in before the release
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okay
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well seems like its difficult to find a fix to this bug
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is transparency on the spec skin going to be adjustable? if so I could make one with full opacity (though the one with 40% seems just about right)
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tbh i spent 10 mins wondering what snap meant, then i realized that it meant snapshot
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found a small problem in ddnet web
16:18
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@deen Oh I have an even uglier patch that'd fix the demo issue with chat messages
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an interesting question is why the feature works at all currently, @Ryozuki
16:19
where do you get the position of clients that aren't sent by the server from? https://discordapp.com/channels/252358080522747904/293493549758939136/725382896671522846
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when ur in spec u dont get snapped
16:20
well
16:20
16:20
16:20
first pic is with id 0 spec
16:20
second is all ingame
16:20
e122462 Ugly fix for SendChatTarget(-1...). Closes #2337 - Learath2 b3f76f0 Merge #2351 - bors[bot]
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@heinrich5991 i think CNetObj_Character
16:21
there is prev and player
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yea, so you kinda rely on the data in there not getting updated
16:22
hm
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@Ryozuki not sure how to best fix this
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Well there is no trivial way
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options that come to mind are: create a CNetObj_SpecTee with just position
16:25
which tells the client to display a spectee there
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1 new commit delete ddnet
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Python library for generating HTML or XML in a pythonic way. Pure python alternative to template engines.
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or always snap the character, even if it's not in the world, by e.g. calling the snap function from the player when it's in spec
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is that backwards compatible?
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if you always snap the character it'll be part of the world
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0bb4e4c Version 14.0 - def- cbde23a Merge #2305 - bors[bot]
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I wonder if you could hack it with snapping every character once when people first join
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unless the client takes precautions to not do that, but I guess that gets ugly fast
16:28
pls no
16:28
the CNetObj_SpecTee would work nicely though, I think
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i think too
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Where have you been for the last week while I've been commiting hack after hack 😄
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I didn't have a better solution to offer for the 0.7 compatibility
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spec-tee@netobj.ddnet.tw poggers
16:29
i love those emails
16:29
xdd
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Anyway, yes spectee should work
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or spec-char@netobj.ddnet.tw if we want to follow the naming convention of the code
16:30
(to not refer to tees, but characters)
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in the player, snap a spectee if the player is spec'd
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ok spechar
16:30
specchar
16:30
hmm 2 c is ugly but ok
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spec-char?
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well its SpecChar
16:30
yea
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@deen should we wait for @Ryozuki to fix #2344?
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@jao I found the issue, the state can be queued aswell, not just pending
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ok ill fix it
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is 14 gonna be the steam release?
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$build_status
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looks good
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that will hopefully never turn red thanks to bors 😉
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Well we do sometimes push quickly to fix a bug quicc
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$build_status
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shouldnt it be green now
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im working on the fix
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hm, the api is still returning queued for some
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it looks green on the website
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hm, so odd, apparently commits/master/check-suites doesn't only return check suites for master
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what else does it return#
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it returns check-suites wherever that commit happened
16:50
so it also returns the ones in staging
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now i just need to know
16:52
how does the server remember the character position
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@Ryozuki the core of the character
16:53
pPlayer->m_pCharacter->Core().m_X
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m_pCharacter->Core()->m_Pos.x
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careful to check m_pCharacter exists or it crashes in an interesting way
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ok thanks
16:55
yay
16:55
i just have to fix the nameplate
16:55
i guess
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@jao need to filter the result by head_branch
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nice dummy name
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you can pr it or ill do it later
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whichever of us gets to it first 😛
16:58
ah, it's not that trivial for a ref anyway, need to first check that the ref is a branch to be able to filter by head_branch
16:58
so I guess maybe filter for just the github actions check
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@Ryozuki the nameplate fix looks trivial
17:00
yep :d
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congrats, you no longer rely on undefined behaviour 😛
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though I wonder if the non active character could ever actually be deleted
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include this in the release
17:03
👀
17:04
@deen @heinrich5991
17:04
$build_status #2353
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rip mac
17:08
$build_status #2353
17:08
mac
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we can wait, i'm afk
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will release in the late evening i hope
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$build_status #69
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Given issue is not a PR
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@Ryozuki that would be better without alpha to use with showothers :d
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$build_status #420
weed 4
weed 2
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Given issue is not a PR
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ongby stoner
yes 1
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ehehe it's the weed number
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its hitlers bithday justatest
🇩🇪 4
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ᶰ°Konͧsti 2020-06-24 18:50:07Z
justatest
18:50
THE NEW GITHUB DESIGN
18:50
puke
18:50
puke puke puke puke puke puke puke puke puke puke puke puke puke puke
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ᶰ°Konͧsti 2020-06-24 18:50:52Z
blim sux
18:50
troll
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Trafalgar Law 2020-06-24 18:51:05Z
ok
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i like it
19:13
i just want dark themeç
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581904d Fix SendChatTarget demo recording - Learath2 bd2cb5a Merge #2352 - bors[bot]
19:35
b33180a fix /spec rendering - edg-l 677d92a Merge #2353 - bors[bot]
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1b6ff92 Fix wrong usage of bitwise-or which is resulting in an always true - ardadem 905c961 Merge #2355 - bors[bot]
20:49
daaf041 Add Linux SDL2 shared libs - def-
20:52
3b096a1 Add Linux SDL2 static libs - def-
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@deen how did you do that
21:27
Behavior change:
  • sv_save_worse_scores is respected on file based servers
Mainly a clean up after #2247, but helps #2298 too
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The magic scripts that make DDNet run. Contribute to ddnet/ddnet-scripts development by creating an account on GitHub.
The magic scripts that make DDNet run. Contribute to ddnet/ddnet-scripts development by creating an account on GitHub.
21:29
but adapting our scripts to your project is probably not easy, sorry :/
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@Ryozuki that's a really clean patch, I like it 🙂
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thanks :o
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I guess we should revert the earlier commit?
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yeah, I was also surprised
21:36
it was so simple I was wondering if it could actually work like that 😄
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Thanks to everyone for all the features, bug fixes and reviews for DDNet 14.0!
21:44
3530d0a Set rescue tee immediately after loading (fixes #2248) - def- bad43e7 Merge #2354 - bors[bot]
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hm, autoupdater isn't working for me. "parsing update.json" and then nothing
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Someone can help me to do a easy coding in ddnet pls?
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json_parse returns null, but the json is valid...
21:51
ah
21:51
i know why
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enlighten us 😉
21:52
the json file is > 16 KB but we write it into a 16 KB buffer ....
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oops
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now I have removed auto-updating for some older clients
21:53
this means we'll need another updater-update
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this cl_show_spec tee dont work
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needs server support, servers aren't restarted yet
21:56
i think?
21:57
it doesn't seem like something that would need servers support haha
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hm, no, actually I also don't see it working on restarted server 😄
21:57
how is that possible, just tested it locally...
21:58
ah, works. I had an old client running 😄
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@edg-l can you take a look? It looks like the tee is in spec, but actually you can interact with the player because you can't spec mid-air
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just grew over 16 KB and thus updates failed. I still need to setup update5 server and will need to release a last release on update4 to have a seemless upgrade-path.
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@deen another bug, hook is still fully rendered if spec tee is specced on ground while hooking
22:32
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ᶰ°Konͧsti 2020-06-24 23:14:03Z
@louis thats Definitely not a bug
23:14
cuz ur hook is still alive when u get back
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@ᶰ°Konͧsti it should be transparent
Exported 635 message(s)