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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 2020-11-08 00:00:00Z and 2020-11-09 00:00:00Z
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didnt even notice the version got such big
00:01
felt like 99% was just fixing asan stuff xD
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Must be a 1 instead of -1, caused at 74515d4b959b5f0062440d813652b3059004d90c

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...
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jao's hairy kebab 2020-11-08 01:39:57Z
downloading ddnet-info.json failed and cfg wiped to default
01:39
how fix
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@Learath2 are you online?
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barely
02:41
just about to go sleep
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@Learath2 do the servers restart automatically at some point?
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yes, when they are empty after midnight
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so eventually they already restarted?
02:43
bcs i think we have a major bug
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empty ones should have
02:43
oh no
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spawnpoints aren't loaded anymore
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I'm so tired, this what I don't need
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its not a critical security wise
02:43
also, do they even recompile themself?
02:44
i dunno if deen already compiled them to the newest version
02:44
will make a pr quickly so u see the problem
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m_aNumSpawnPoints wasn't increased causing no spawn points to be loaded at all. Also the maximum value it can have should be 64, not 64 - 1, bcs it's the upper limit, not the index.

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 in...
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if the servers are on a older version it doesnt matter (edited)
02:47
then deen can fix it
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Finally i had time for this. This addresses the problem with skin sizes( yes @Banana090 I care for you :* ) Finally a way to calculate skin sizes correctly: !image So we can center skins always. Currently I only applied this to chat, but it should be used everywhere, where a skin is rendered(except the actual game skin)
  • Scoreboard
  • Skin selection
  • and so on
@def- i'd rea...
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4df527c Add donation by Immortal - def-
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6fbb161 Fix wrong alignment - Jupeyy f6bcc3c Merge #3272 - bors[bot]
09:10
9270e4a Fix wrong alignment - Jupeyy e97ccd5 Fix spawnpoints calculation - Jupeyy
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@Deleted User yes, luckily I wasn't running latest version on server
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ok 😄
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6db4323 Fix spawnpoints calculation - Jupeyy 03fbb9f Merge #3273 - bors[bot]
09:21

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...
09:24
e13fd73 Update Italian (by Shawn.) - def- 7e88917 Fix some translation files - def-
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Hi, is there any way to fix Quads? (white line at top)
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Sadly no
10:23
That's one of the vanilla thingies
10:24
You can fix it by hand
10:25
@mind is your plan to repeat them?
10:25
You can increase the upper UV coordinates and lower the bottom ones
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Ok thx for Info. I know about some workarounds, but they may create visual bugs on other positions of the quad.
10:28
Like if you move the image in the quad up, you can't properly align another quad at the bottom anymore, so instead of having a line at the top it will be on the bottom.
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Yeah not possible
10:28
Quads are also not MIP map aware
10:29
If we would have a flag for clamping coordinates it would be easy
10:30
You can ask in vanilla discord if they add it, then we could too I guess
10:31
0.6 vanilla client is probably pretty dead anyway
10:32
Else u have to use a tile layer xd
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there won't be any line at the bottom
10:42
@mind right click on the upper dots and set Tex V to 1
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Omg thank you very much @Lady Saavik
10:54
Also removes lines at the bottom by decreasing Tex V by 1 at bottom corners.
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I believe this fixes #3043 and #2510, but I haven't tested it extensively yet (and I couldn't reproduce the bug for no-collision tiles) Perhaps there should also be some further cleanups of the code, to avoid double bookkeeping of whether a character can collide/hook/hit others, as this easily leads to problems. For example: m_Hook/m_NoHookHit in CCharacterCore, m_Hit in CCharacter vs NoHammerHit (etc), and also fake tunings that in some cases are no longer required for ddnet clients. #...
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c70db53 Only use individual character flags for collision when ddnetchar is available - trml
13:36
984352d Only use individual character flags for collision when ddnetchar is available - trml 8a81843 Merge #3276 - bors[bot]
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it's always these changes that seem so obvious that contain the bugs :<
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help i cant spawn in my map on my lan srv even tho there are spawns and nothing is blocking them
14:43
seems to be only on new ddnet server version
14:43
i think its a bug
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Still shows as blue, even though nothing should be searched for. Resizing the window fixes it. Probably caused by the large UI change. Can you take a look @Jupeyy ? !screenshot-20201108@154909
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[quakenet] ChillerDragon BOT 2020-11-08 15:13:06Z
feature
15:13
do other maps work?
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fixed already
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Didn't fix all variable names because there were far too many. Ideas? At least the second commit should probably go in.

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
  • [...
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[quakenet] ChillerDragon BOT 2020-11-08 16:45:34Z
@heinrich5991 is it possible to display the github messages on irc as well?
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not that I'm aware of
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Just watch the repos on github and you get email notifs
17:13
at least that's what I use and just skip the github messages in here
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same
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fixes #3278

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-addresss...
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When you press windows key in the editor, then when you click onto the game again the mouse completely disappears! It is a rly annoying bug.
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yeah always when i tried to debug in couldnt get the bug xD (edited)
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There is an #bugs channel btw
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d11e2e0 Fix text color change - Jupeyy
22:17
a9631bf Fix text color change - Jupeyy e828e36 Merge #3280 - bors[bot]
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I've asked in discord but didn't really get an answer. Is this possible to implement?
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Since we're now able to run the server right from the main menu, I think it would be a good idea to add an ingame menu for general server settings, just to make this a user friendly process. Maybe add a cogwheel next to "Run server" which then opens a new submenu for all general settings + buttons to open specific directories such as local map folder & downloaded maps.
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Used to troll newlings. This command will disconnect people from any server if typed into the console: e.g play tetris
Exported 90 message(s)