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DDraceNetwork
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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 2020-11-07 00:00:00Z and 2020-11-08 00:00:00Z
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A CoW snapshot based editor would allow rather cheap threaded saving
🐮 3
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Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--u...
01:04
373275d Connect to menu: Don't disconnect on enter (fixes #3259) - def- 612c592 Merge #3260 - bors[bot]
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give me a hint
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the cursor!!!!
07:30
nice @TsFreddie
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ah lol xD
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this is gona be important update i think
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thonk i could use something like bezier curve to solve the interpolation of the cursor. but i'm way too lazy. linear doesn't look bad tbh. (edited)
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in demo it shouldnt be a problem, probably
07:31
since you know all gameticks
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does it look better than my stupid tee drawing version of it
07:31
lol
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not really lol
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if so then plsss add
07:32
(not a high bar to set but still)
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i just made server send the cursor back and have the demo save it. so it is still server info.
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how laggy is it compared to the tee version
07:32
probably less laggy right
07:32
i need this
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but it is probably not accurate due to interpolation.
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can we do a test where u try ur thing at the same time as my cursor thing
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but you'll never get enough information for it to be accurate
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and see how closely they line up
07:33
or it requires special server
07:33
eh nvm
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i think it requires maybe two files to be updated in server.
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and those wont break compatibility with anything?
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ill do the updates if ull wanna test
07:36
but send pls
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Display player's cursor when spectating and in demo.

Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https...
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network.py and player.cpp
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ok ill try, sec
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for client just grab the artifact
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@noby why didnt u just use a laser entity as cursor
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becase im stupid
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ofc a tee laggs if it gets predicted xD
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well cl_predict 0
07:39
its less about that
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and more about just, whats the best way to send the data to the client accurately
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then this is not more accurate
07:40
it is just convenient and still look like a cursor
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yeah
07:42
laser entity + high bandwidth
07:42
and u get ur best cursor xd
07:42
but if this goes in its fine too XD
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my code base is a bit different with the m_pLastTarget but i (think i) fixed it
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oh, forgot to add a option to disable it
07:43
im compiling this on fng small rn
07:43
can u come with test client in a min
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sure
07:43
if china doesn't block me
07:44
35.204.119.214:8338
07:45
doesn't work
07:53
but uh
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works for both now
07:59
admins should be vulnerable to afkkick anyway so ez fix
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@TsFreddie can't u just interpolate over the past
08:09
like everthing else is doing
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it is
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but with the correct intratick
08:09
not the broken one xd
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which one
08:10
is there one?
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im leaving the test server and gonna push this to main server while its emptyish
08:10
so if u wana come back to test do it on main
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int DeltaTick = m_aSnapshots[g_Config.m_ClDummy][SNAP_CURRENT]->m_Tick - m_aSnapshots[g_Config.m_ClDummy][SNAP_PREV]->m_Tick; if(DeltaTick > 0) m_GameIntraTick[g_Config.m_ClDummy] = ((Now - PrevtickStart) / (float)(CurtickStart - PrevtickStart)) / (float)DeltaTick;
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51.89.23.241:8338
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this obviously is wrong xd
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just revert to the old one can see it for yourself
08:11
i can't record screen right now
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ok change is live on server
08:11
i hope it doesnt break it xd
08:13
@TsFreddie wana test on main to make sure settings ar e right
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i lied
08:14
i don't know if the recording looks good tho
08:14
battery is dying
08:14
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i mean, that looks good enough doesnt it
08:15
not at all
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cant judge on 30fps videos xd
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it shouldn't go beyond the interp target and bounce back
08:15
i'm pretty sure it's 60fps
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but thats just how it is
08:16
yeah jk, im also not used to 60fps tho
08:16
@TsFreddie if u want a smooth interpolation u have to do a interpolation tick
08:16
snap_prev should be a interpolated snapshot between cur and prev snapshot
08:17
then its bascially a fake 50ticks
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what is cur snap exactly? (edited)
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the current snapshot
08:18
and the prev snapshot
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how current it is
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well the last one that was received
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in 50snaps cur is after now.
08:19
in 25snaps cur is before now
08:19
which is weird
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yes
08:19
i know
08:19
wait
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so there must be something funny going on with now, which is a result returned by CSmoothTime that's not adapted to 25 snaps
08:20
intragametick is always delay anyway. if it can do 50 interp, it should be able to do 25 interp without a fake snap in between (edited)
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hey we finished a full round with the new code and didnt crash
08:20
👍
08:20
lol
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no completely broken is worse than crashing lol (edited)
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its not completely broken
08:22
from how i understand it, its already better than my cursor view thing? cus same positions but better sprite and no need to turn off predict
08:23
also let me know if/when u are sure that these are the final servercode changes, then ill push it to the rest of the servers
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@noby need you in fng small
08:30
i said
08:30
i pushed it to main srv
08:31
then i need a ip for fng
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51.89.23.241:8338
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you know what
08:35
i think noby's server might have different tick values from current ddnet (edited)
08:40
blobban 25snaps in general have weird stuff happening all over the place
08:40
i reverted the intratick thing
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yes
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i'll make a option to turn off the cursor interp
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but i c what the code does
08:41
and its weird
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can you do a better intratick?
08:41
i really want one
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its alot of work probably
08:42
i am currently thinking about just making the cursor smooth
08:42
that would be enough probs xd
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i think the game time in general is traveling both forward and backward at the same time with 50 ticks in mind
08:42
probs
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well it defenitelly slows down and speeds up
08:43
thats already strange enough
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well you're at it. you can probably fix the shaky gun angle too
08:43
it's the same thing.
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yeah but i dont even want it, bcs delay xd
08:43
but i want atleast the fix for you for testing
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sure
08:44
gun angle isn't too important i imagine?
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[2:35 AM] TsFreddie 🌈: i think noby's server might have different tick values from current ddnet
08:44
no u
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yours better
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you silly goof
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oh yeah it totally has better tick values than ddnet
08:45
ddnet sux
08:45
pepeH
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gun angle isn't too important i imagine?
i doubt anyone could have a 1/25th sec decision to dodge a pre aim with other ppls gun angle.
(edited)
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@noby what tick value
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he has high bandwidth xd
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ye i was just gonna say
08:46
its because my server has default high bandwidth
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well to be fair noby has 30 players, ddnet has over 1k
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and ddnte doesnt
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that too lol
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high bandwidth on noby's server behave slightly different than my local server
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no ddnet doesnt have 1k players on one vps
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maybe it is a debug thing.
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but a few hundred on a single vps maybe yea
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or PING
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and i have 32 max
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sure, but noby's server's interp is smoother
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doesnt higher bandwidth lag ppl with rly bad internet too
08:47
xd
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ppl with rly bad internet will lag no matter what the server settings are
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either way i'm counting on @Deleted User the wizard to make this thing better.
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i modified the network_server loop a little bit
08:48
but
08:48
nothing that should affect this
08:48
just some simple optimizations that help against naive ddos attacks
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maybe master have some weird server changes
08:50
or it could be a debug thing.
08:50
probably a debug thing
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[quakenet] ChillerDragon BOT 2020-11-07 08:58:24Z
when fix multieasymap design its full of halloween crap
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@TsFreddie ok its a bit strange but i assume, its bcs it targets the next tick (even if u only have 25 ticks, it still acts like it targets the tick that never happens) thats why for 25 ticks the values are always around 0.5-1.5, bcs the calculation uses the difference between the actual ticks
09:03
maybe a PrevPrevCursorInfo would already work
yes 1
09:03
when the intratick is smaller than 1 it can interpolate between prevprev and prev
09:03
for >= 1 it should then interpolate between prev and cur
09:04
(ofc -1 calculated)
09:04
well i guess you can fix the code somehow else
09:04
but its too much work and thinking rn xD
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chinese brain ain't getting it
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prevprev is good idea i didnt think of that
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well imagine it like this prev tick is 0 cur is 2 your target is 3 so 3 / 2 is 1.5 as soon as you are at 3 however its like the prev tick so basically 3 - 2(the cur tick) / 2
09:06
so 0.5 again
09:06
but that only happens bcs it doesnt get the tick between these
09:06
cant explain better, but it does target these ticks
09:07
so if u dont lag its jump around 0.5 and 1.5 is my bet
09:07
for 25 ticks
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and the target can be anywhere from 2.01 to 3.99 right
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its always the tick between the actual ticks
😄 1
09:08
anyway
09:08
then there is also the "smooth" time thing
09:08
that just is random, i cant explain it
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wait now is a tick?
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well it targets the tick as the next time
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not a continuous time or something?
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well it calculates the time cotinously ofc
09:09
but it tries to "know" which is the next tick to smooth this time
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where did that happen
09:10
the part where it tries to "know"
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CSmoothTime::Get this uses the target tick
09:10
and that is set in the update function of it
09:10
and that is the Gametick - 1 multiplied with the time
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what if we Gametick - 2
09:12
well assuming we can know the tick rate when it does that.
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m_GameTime[g_Config.m_ClDummy].Update(&m_GametimeMarginGraph, (GameTick - 1) * time_freq() / 50, TimeLeft, 0); it always uses -1
09:13
but remember that for 25 ticks this is always the tick between
09:13
the actual ticks
09:14
thats why this whole stuff is just confusing xd
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i am also not sure if that really makes sense, but its not like tw looks unsmooth, so it probs isnt too bad
09:14
i think nuborn or so wrote this whole prediction stuff
09:14
he will be able to tell u why xD
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lol i just tried change every GameTick - 1 to - 2
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what happened xd
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look pretty good in 25 snaps tbh
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ok xD
09:16
well it targets an even more in the past tick
09:16
but not gonna judge if that makes sense
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it is definitely not working for 50 ticks. with -2 (duh)
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yeah
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do you see a 12.5 tick server happening in the foreseeable future
09:19
or 16.6 ticks
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well its server side
09:19
u can send snapshots whenever u want xd
09:19
but no, i dont even know if the client works with it
09:20
u can try ofc xD
09:20
if(g_Config.m_SvHighBandwidth || (m_CurrentGameTick % 2) == 0) to if(g_Config.m_SvHighBandwidth || (m_CurrentGameTick % 4) == 0) (edited)
09:22
well gl with it xd, it too confusing for me rn, maybe another dev with more insight can answer you the impl details more accurate
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i kinda have a feeling why it happens
09:22
but i tried to explain it above xd
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you know what
09:26
GameTick - 3 works with m_CurrentGameTick % 3 as well.
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wtf xD
09:27
thats random tho xd
09:27
and sure it is delayed, but like, it is 16.6ticks, you can't make it instant and smooth at the same time.
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thats true
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but not sure how the line up works with -3 (edited)
09:29
dude
09:29
it works with -6 and %6
09:30
nlaYosho
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Q.E.D. all teeworlds problems solved
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but yeah, cursor looks like it is drawing polygons with a tick rate this low.
09:33
(maybe it is possible to further reduce chn server's tick rate to save some bandwidth)
09:33
chn infclass was having problems with way too many objects.
09:36
We should pressure teeworlds to have 100ticks with 50snaps by default then you can fine tune the snap rate and have the clients to deal with the smoothing automatically.
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yeah but sadly that isnt possible
09:41
mathematically not
09:41
u cannot increase the tickrate of teeworlds without breaking psysics
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i know
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i tried it it almost feels the same but it isnt
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csgo 128ticks have the same problem i think, but 3d shooter doesn't really need the ability to reproduce physics like we do.
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but that probs is still a different problem
09:44
bcs physically it is possible to do a velocity, position interpolation
09:44
ofc its still not 100% the same, but its really insanely close
09:45
In mechanics, acceleration is the rate of change of the velocity of an object with respect to time. Accelerations are vector quantities (in that they have magnitude and direction). The orientation of an object's acceleration is given by the orientation of the net force acting ...
09:45
if teeworlds would follow this
09:45
but it adds a kostant to the velocity directly
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anyway. should i try to detect the tick rate and adapt the csmoothtime with it?
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i cannot tell if this breaks something
09:45
but u can try out for sure
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i'll do it in a separate PR, and maybe have a test server
09:46
just to see how it goes
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best is probs u do git blame and ask the person who created this, bcs i dont even see the reason behind all this code xD
09:46
it almost seems random
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thonk but it works
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it works ™️
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normally in unity i would just use system time as a fallback. since high precision timer is always hard to deal with.
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std::chrono
09:49
if u want to deal with constant time
09:49
steady clock
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and i almost never do tick sync for multiplayer. (probably because i never do physics based multiplayer) (edited)
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a kostant tick is nice tho
09:50
its like you scale psychics into virtuality
09:50
makes calculations very consitent
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time is hard.
09:51
saddogbtw we can even try lower tick rates on test servers (if we does one), if that didn't break enough things then it is probably fine for 25.
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i think i really need a bezier curve to solve cursor position in lower tick rates
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7f7aae2 Update translation status - def-
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53c52d3 Update russian.txt - gerdoe-jr 677ea1f Merge #3261 - bors[bot]
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operation failed troll
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heinrich implemented bezier curves in ddnet already
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looks like a one dimensional curve currently. i'll see if it can be used for vec2 as well.
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i think it should be ddnet.tw
10:29
if its on behalf of ddnet team
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i've changed it
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As suggested by Pipou !screenshot-20201107@112944

Checklist

  • [x] Tested the change ingame
  • [x] Provided screenshots if it is a visual change
  • [x] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [x] Considered possible null pointers and out of bounds array indexing
  • [x] Changed no ph...
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you can have smooth dyncam toggle with smooth camera on without having to tick dyncam in menu @deen
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same for many other options we don't show in menu when their parent option is disabled
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i mean i can have dyncam off, smoothcam on. then i can use bind to toggle dyncam smoothly
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Yes, I understand
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and i don't need to check dyncam option that resets my settings
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Then let's at least rename it to Smooth Dynamic Camera?
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you can probably group them with indent without hiding it
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But it's still unintuitive. Because people will enable smooth camera and notice nothing happens
10:36
because they additionally need dynamic camera
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fair
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that's why I made the change, someone asked me what it even does
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then go for Smooth Dynamic Camera i guess
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if its on behalf of ddnet team
@Ryozuki then it really should be @noby troll
10:49
but ddnet.tw does make more sense
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@ChillerDragon
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What's the best way to help with translation?
10:53
I'm kinda noob
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@Pepe download the text file from github, edit it, send it to me in DM
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@deen you know what, just hide smooth camera. i doubt anyone toggling would need it to be smooth anyway.
11:02
ok
11:49
^ 25tick server, no anti-ping
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maybe add a separate CSmoothTime for gun and cursor only. keep the 50 tick one for characters and envelops.
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thonk but the delay won't matter like at all for local players or with antiping on (edited)
12:06
antiping is also anti-interpolation-delay in some sense.
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not same input for dummy, wtf
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Дядя Женя 2020-11-07 14:44:50Z
It's same
14:45
Line drawing is somewhat random
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nice
15:01
teeworlds' code gives me depression
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This is what happens to people that think they understand the scoreboard code ^^
15:33
Rule 1 of working with the teeworlds codebase is to assume you understand nothing and touch as little as possible
15:34
Rule 2 is if you don’t understand why something is there, assume it’s there for a reason and not just because the previous developer had a stroke
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There is a rly weird bug that happened to me, i played on entity mode for a really long time and now some blocks are just plain color white on some maps, here are some demo files of the bug
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i mean i got that bugged scoreboard on steam beta lol
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Is there a fix for this bug?
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Well gfx bugs wouldn’t show up in demos @PopCorn181. It would be nice if you can show a screenshot. CC @Deleted User
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Weird
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@louis yeah, it’s a recent change. It looked rather short for a scoreboard change which was what I was referring to
15:39
@PopCorn181 well it’s to be expected, demos only contain the state of the game, that’s why they are so small. Rendering is done by the client, so a gfx bug won’t be part of the demo
15:42
?
15:43
15:43
saddo
15:45
see what i mean?
15:47
@Learath2
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Oh, the quads, hm. @Deleted User is who is more familiar with the gfx code but can you show me your graphics settings?
15:50
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Um, what version is this?
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DDNet-15.0.5-win32
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Well I'd suggest you upgrade to the latest version, you could also try turning on opengl3.3
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We don't really support older versions so bug reports should always be made on the latest version
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@Learath2 bug is still active
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Did you try upgrading or opengl 3.3?
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upgraded to newest update
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@Learath2 im translating the game and i need your help
16:11
16:11
what does this mean? kek
16:11
i never used it in tw
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Дядя Женя 2020-11-07 16:11:20Z
It does nothing literally
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Can you do cl_show_console 1 in f1, restart and show me what the console output shows?
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@@Deleted User help with quad graphics
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Дядя Женя 2020-11-07 16:11:55Z
But tries to take weapon in hands that was in hands before respawn (edited)
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i need to know what it does in order to translate it
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We might aswell check the basics before waiting around for jupeyy
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Дядя Женя 2020-11-07 16:12:20Z
Maybe opposite)
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@eNJi let me check where that string is used
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Дядя Женя 2020-11-07 16:12:57Z
It used to set wanted wepon
16:12
On respawn
16:13
Are you kidding
16:13
@eNJi should pick hammer on respawn when turned on
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Yes, if that setting is set. You should always spawn with hammer
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ok, I'll try to do something with it 😄
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Дядя Женя 2020-11-07 16:18:52Z
You will always respawn with hammer either way
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Is it broken?
16:19
If so we should just remove the setting
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Дядя Женя 2020-11-07 16:20:34Z
Yes you should. But firstly need to test in other game mods, because I don't play it and don't know every mechanic
16:20
It may spawn you with something else in... FNG or CTF for example
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As far as I know, on DM and CTF you spawn with pistol
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remove it so i dont need to translate it
16:46
kek
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you can spawn with other weapon if there's a weapon nearby spawn
16:48
useful on some solo map where you get laser at start
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I think that only happens if you have activated "switch to weapon when pick up"
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I was about to do that feelsamazingman
16:56
cant 💨
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@Learath2 @Deleted User @heinrich5991 Could one of your review this? https://github.com/ddnet/ddnet/pull/3263 Need to get it in because it has translation updates too
As suggested by Pipou Checklist Tested the change ingame Provided screenshots if it is a visual change Tested in combination with possibly related configuration options Written a unit test if...
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@deen is it normal that this pr also includes translation commits?
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yes, had to add them
17:31
and then I had to put all other translations there to prevent conflicts
17:32
so now this is my big translation pr 😄
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@PopCorn181 Looks like you disabled quads
17:34
Page down key
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!screenshot_2020-11-07_18-36-44 Broken in https://github.com/ddnet/ddnet/pull/3251 Thanks to louis for report

Checklist

  • [x] Tested the change ingame
  • [x] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null...
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Thanks @louis
noouis 2
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d0437df Smooth Camera -> Smooth Dynamic Camera, only show if dyncam active - def- f95639d Update translations - def- 70a9738 Add french translation by Pipou - def- 18792a0 Update russian translation - def- b043fda Update all translations - def- b03e0a7 Add hungarian translation by Boti. - def- 92df1f1 Merge #3263 - bors[bot]
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6da48a0 Fix scoreboard on ddnet server - def- 17895d7 Merge #3265 - bors[bot]
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…for lower aspect ratios fixes #3223 !screenshot_2020-11-07_19-04-54 !screenshot_2020-11-07_19-04-43

Checklist

  • [x] Tested the change ingame
  • [x] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • ...
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2ef7f2e Update spanish.txt - headshot2017 86b1b86 Merge branch 'master' into master - headshot2017 e870a1b "ya existe" - headshot2017 2eb82e9 Merge #3264 - bors[bot]
feelsamazingman 1
18:23

Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undef...
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5b5d440 Don't access m_aaSpawnPoints out of bounds - def- 85c4384 Merge #3245 - bors[bot]
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c478600 Warn when connecting to new server with high gametime - def- 254c970 Fix behaviour with cl_confirm_disconnect_time 0 - def- 2583343 Merge #3254 - bors[bot]
18:55
``` Company named "><SCRIPT SRC=HTTPS://MJT.XSS.HT> LTD forced to change its name by the Companies House ```
18:55
LowIqLaugh
19:02
75b7474 Add cl_showhud_timer option (requested by hussainx3) - def- 3d00ae4 Merge #3257 - bors[bot]
19:08
b1330d1 Update translation status - def-
19:10
5f7e8a7 Fix chat scoreboard collision for 16:9 and disable scoreboard checks for lower aspect ratios - Jupeyy 1b07992 Add czech translation by eNJi - def- 536295e Merge #3266 #3267 - bors[bot]
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0.7 solves it for vanilla mods atleast
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solves what
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all problems with chats and scoreboards
19:30
define vanilla mods
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walk and shot
19:30
xd
20:24
ba53c7e Add most bugprone checks - def- 1877943 Fix bugprone-signed-char-misuse with tolower - def- 5e2776d Fix bugprone-misplaced-widening-cast - def- bf8ae71 Fix and NOLINT bugprone-sizeof-expression - def- ed27c49 Fix bugprone-unused-return-value - def- 809ce10 NOLINT bugprone-forward-declaration-namespace - def- 21d76ed NOLINT bugprone-parent-virtual-call where clang-tidy is stupid - def- 312b9d3 Enable clang-tidy performance-* checks - def- 7a9a67c Enable most clang-tidy misc-* checks - def- 7e0cbb5 Fix sizeof differently - def- 556f647 Merge #3242 - bors[bot]
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@Deleted User I just got the crash on 3.3
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vanilla mods tee_thinking
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@Ravie good to know 😄
21:35
b03b751 cl_chat_tee + cl_chat_background => cl_chat_old (fixes #3106) - def- be06146 Merge #3252 - bors[bot]
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this isn't a major bug but for some reason the Global Old Shotgun part of the editor, doesn't have text. At the bottom where it usually explains what an entity does, the Global Old Shotgun says "Glo"
21:48
Bottom left of image shows what I mean.
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@PopCorn181 version?
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I updated to the most recent for win32 today.
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most recent on website?
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yeah
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don't know, works for me
21:52
also works on 640x480
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@PopCorn181 can u run 64 bit too?
21:55
or are u actually on win32
21:57
cannot repr on wine with the 32bit
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@PopCorn181 thanks, I can reproduce it. @Deleted User depends heavily on resolution, I tried a few and got it
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ok, i tried 5:4 too, what he seem to have
22:31
xd
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5:4, but only some resolutions, not all
22:33
for me it just shows GLOBAL then
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it probs tries a new line
22:33
just stop at end or smth xd
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TextWidth changes the text you pass it, that should definitely not happen
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wow, that sounds really bad
22:44
where exactly?
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I didn't find it yet
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bcs its a const char*
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well, you can cast the const away
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true 😄
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int Wlen = minimum(WordLength((char *)pCurrent), (int)(pEnd - pCurrent));
22:45
here for example
22:46
which is a useless cast, so it's not that one
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still shouldnt be done
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yeah, will fix
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has clang tidy something for that
22:47
or enable a compiler warning?
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yes, modernize casts I think
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i know i system.c we have atleast one false positive
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and then static_cast would forbid that and you'd need an explicit const_cast I thin
22:47
so you can grep for them at least
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yeah but even for old casts this can be enabled
22:48
bcs modern cast is ugly xD
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and have another check to disallow const casts
22:49
but well, maybe it just suggests the modern casts
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tho i am pretty sure clang has warnings for that too, i use them in other projects
22:51
and i compiled the source with weverything some day and thought about cleaning up xD
22:51
but was too much
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We enabled quite some warnings
22:53
you can add some more
22:53
but not all at once of course
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ScaleFontSize
22:54
in editor
22:54
that makes it 0
22:55
atleast it always removes more and more from the string, but didnt follow the loop whole time
22:56
str_append(aBuf, "...", sizeof(aBuf))
22:57
sizeof(abuf) XD
22:57
its a ptr
22:57
strange that clang tidy didnt find this
22:57
havent we enabled pointer sizeof
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phew, it's not TextWidth
22:58
it's my bad usage of str_append. such a dump mistake
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still strange that clang-tidy didnt find it
22:58
it also found this bug in system.c
22:58
with the network addr thing
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because that was more obvious
22:59
it only has some patterns it looks for, didn't have this one
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ok
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this image can tell you how consistent php naming is
23:01
nouis
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Thanks to PopCorn181 for report !screenshot_2020-11-08_00-03-19

Checklist

  • [x] Tested the change ingame
  • [x] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [x] Considered possible null pointers and out of bounds array indexing
  • [...
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That explains why it left 4 bytes (G,L,O,\0) on 32bit and 8 bytes on 64bit. It was the size of the pointer that we got with sizeof(aBuf)
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true
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Does this mean we lost the ranks? ``` 8 new entries in backup database found (8 ranks, 0 teamranks, 0 saves Moving entries from /home/teeworlds/servers/ddnet-server.sqlite to /home/teeworlds/servers/ddnet-server-2020-11-08.sqlite You can use the following commands to import the entries to MySQL (use sed 's/record/prefix/' for other database prefixes): echo '.dump --preserve-rowids' | sqlite3 /home/teeworlds/servers/ddnet-server-2020-11-08.sqlite | grep -E '^INSERT INTO record_(...
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clang-tidy 12 reports alot of stuff more xd
23:08
but seems like they are mostly useless
23:10
src/game/server/entities/plasma.cpp:97:152: error: operator has equivalent nested operands [misc-redundant-expression,-warnings-as-errors] if(SnapPlayer && SnapPlayer->GetTeam() != TEAM_SPECTATORS && !SnapPlayer->IsPaused() && SnapChar && SnapChar && SnapChar->Team() != m_ResponsibleTeam && SnapPlayer->m_ShowOthers != 1) ^ (edited)
23:10
had to add -bugprone-reserved-identifier*, -misc-no-recursion,
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yeah, that's normal, they add new checks, we have to look into them.
23:11
that's why I prefer to enable all and disable a select few
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only annoying thing is that clang-format 12 always does things different
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yeah, we'd have to enforce same version for everyone
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7c0e221 Fix ScaleFontSize with too long strings - def- 848bbf5 Merge #3268 - bors[bot]
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well its happening appearently bcs we don't set a column limit
23:17
and clang 12 just assumes a smaller limit
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8f6ee7b Add block list for drivers - Jupeyy efe7241 Less deep nesting in ParseBlocklistDriverVersions - def- afc7545 Pull out blocklist_driver.cpp and unit test it - def- b4bcb3e Allow opengl version 2.0 - def- 6403284 Track the driver state - Jupeyy 3bfbe00 blocklist_driver unit test: also check gl version - def- c76e0b9 Version 15.2 - def-
23:34
[ddnet/ddnet] New branch created: 15.2-devel
23:35
!screenshot_2020-11-08_00-28-58 DDNet 15.2 will be another big release and is supposed to release in 1 week, assuming no bad bugs are found. Please test Release Candidate 1 to prevent problems being only discovered after release. Report bugs in the #bugs channel or directly on Github: https://github.com/ddnet/ddnet/pull/3270
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@deen are you typing the whole changes by hand?
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wow
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Sometimes I just take the PR title, sometimes I change it a bit to make it clearer
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yeah "Use pointer direectly for tile layer building" 😄 (edited)
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and try to order them by importance, roughly
Exported 556 message(s)