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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 2021-01-23 00:00:00Z and 2021-01-24 00:00:00Z
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Previously, a save could possibly be loaded twice given enough latency discrepancy between servers. The server only verified that it deleted some save with the given password, not the save it is trying to load. This is fixed by also checking the SaveID column that is random and globally unique (except for the old NULLs). Since users can't create new saves with NULL SaveID, these pose no problem. Also change the default UUID for saves without save ID to something nonzero, so we ca...
10:27
3539f2b Allow ParseUuid to report errors and add tests - heinrich5991 7b0b1c4 Fix a possible race in load code - heinrich5991 14e7050 Merge #3535 - bors[bot]
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As reported by Astramast on Discord. ``` f0e34c9c3690fbae4408facebff475351f1bb71e is the first bad commit commit f0e34c9c3690fbae4408facebff475351f1bb71e Author: Alexander Akulich Date: Tue Jan 12 22:15:10 2021 +0300 Move DefaultEmote logic into CPlayer src/game/server/ddracechat.cpp | 20 ++++++++++---------- src/game/server/entities/character.cpp | 2 +- src/game/server/player.cpp | 17 +++++++++++++++++ src/game/server/player.h | ...
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Checklist

  • [x] Tested the change ingame
  • [ ] 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 physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--u...
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ᶰ°Konͧsti 2021-01-23 12:33:53Z
Can we please get this without the debug mode like in the screen? people play in entities so they dont care if it doesnt look super good in the first way. Its optional anyway
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I wonder how many people play in entities, probably the top 5-10% of the players
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except the new steam ppl probs around 70%
13:26
atleast in gores i rarely heard that someone played in design
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[quakenet] ChillerDragon BOT 2021-01-23 13:35:22Z
f3 for making the weak and strong hook unrelated from debug mode it is really spamming my debug interface
13:35
i dont play entities but i play a lot in debug mode and its so polluted by weak and strong now
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ill vote for button combination to enable weak/strong indicators
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f3 for just removing weak hook
f4 4
f3 3
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Back to a billion ui options we’ve been trying to move away from ;/
13:46
I guess we could add it like the client ids or maybe atleast put it in the dbg_ group of config options
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e72aca9 say when a global ban expires - 12pm c6b2585 remove unwanted moderator pings - 12pm
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Checklist

  • [x] 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
  • [x] Considered possible null pointers and out of bounds array indexing
  • [x] 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...
14:48
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[quakenet] ChillerDragon BOT 2021-01-23 14:50:52Z
press ctrl+shift+g 3 times and then ctrl+shift+h to activate strong/weak ids xd
15:03
4eeb14d Fix condition for eye emote (fixes #3536) - def- a176990 Merge #3537 - bors[bot]
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Message is displayed when saving with an active hook

Checklist

  • [x] 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
  • [x] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https...
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[quakenet] ChillerDragon BOT 2021-01-23 16:19:43Z
anyone here expirienced with socket.io ?
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not me
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[quakenet] ChillerDragon BOT 2021-01-23 16:21:32Z
yo btw
16:21
where does git adapt the short form of the hashes based on collision?
16:21
didnt know thats a thing
16:22
@heinrich5991
16:29
i guess ill try to get a custom suffix then if the prefix is a issue
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that sounds better, thanks
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@Deleted User is there a way for me to render everything with the colors multiplied for a while?
17:16
e.g. I want to tint everything rendered inside a block
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interesting
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I have a feeling the answer is no 😛
17:17
but I'll still ask just in case
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well you could alter the shaders
17:19
i created a black white shader for fun xd
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we aren't using the shaders for gl1 at all though, no?
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yeah
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I need it to work everywhere, hm
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but thats only a minority, if u dont want an important feature xd
17:20
u could alter all streamed vertices, but that requires more computing power obv
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I want to isolate a component on screen, which is proving surprisingly hard
17:21
it'd be easy if the component was at the very top of the render stack, but when it's in the middle it's really not easy to do
17:22
Is there a way to maybe store a mask of sorts? I'd guess that requires shaders too
17:22
(I mean for future use as a texture)
17:25
it's oddly hard to work with the fixed pipeline 😛
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you could probs load the current framebuffer image and just render it again with pitched colors
17:33
but that will have bad performance 😄
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mh, even enabling this just for opengl3 is a lot of work, I guess our pipeline is just not good for this specific effect I had in mind
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This is what I was looking for for the record, implemented by rendering the tees twice which has odd side effects with tees being above the foreground 😄
18:03
oh and it's not really truly isolated, for that I'd need to render them above everything, which would render them above the hud too, which looks bad
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ee5ff9d rus.ddnet.tw -> rus2.ddnet.tw - def-
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!screenshot-20210123@231642

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
  • [x] Changed no physics that affect existi...
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da90fc0 Make Staff & Contact page more prominent and update contact info - def-
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