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Between 2021-05-03 00:00:00Z and 2021-05-04 00:00:00Z
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This is a version of https://github.com/teeworlds/teeworlds/pull/2827 Which gives you a resolution list that allows you to select appropriate window size (which is saved in config and used to initialize videos), while showing the canvas size (which is the drawing resolution), at least on MacOS. This also fixes incorrect clips that happens without HiDPI enabled, because Graphics()->ScreenWidth() (in canvas size) was reported incorrectly before, which is now fixed. Also, I noticed th...
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Different approach to #3588 This is HSL aware, so clamping the light is easier/possible. Also fixes #3576 !screenshot_2021-05-03_05-59-13

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
...
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but ugly
04:12
bcs i suck at designing buttons xd
04:13
copy one or something
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they also ugly all xD
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except the transparency effect
04:14
but too lazy too add that xd
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we don't have transparency in skins tho
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but in UI
04:15
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thats also the only one with it
04:15
circles in tw
04:15
thats impossible xd
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make a rounded rect one then
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yeah
04:16
should probs do that xd
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but you need to make the bar thinner for a button that sticks out. don't know if that looks good in teeworlds
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AnTee-Aliasing
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justatest emm, i guess you should try making the bar thinner and get rid of the border
04:19
teeish or not it would probably be better than a border
04:20
Also why does Sat and lht has a dot but hue doesn't
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not my fault xd
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ikik, just saying.
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teeworlds logics xxd
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at least is it better than not having them aligned
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that looks pretty good ngl
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even thiner
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cool
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k i'll push it and if somebody asks, ur fault xd
04:27
let me save your original screenshot so I can have a chance of defending myself
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xD
04:42
color range was still wrong xd
04:42
now its fixed
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chinese coders' nightmare.
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what is it, i dont get it xd
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chinese semicolon
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ah xXD
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i keep forget to turn my IME off
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why are there even two versions xD
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i guess our is blocky
05:16
05:16
there are no spaces in both
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ah
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border is better, easier to see
05:43
when the position is 0 or 100% without a border its incredibly hard to see (edited)
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That's pretty good
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bugged team state gives you white ninja
06:12
06:13
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so you prefer like dis @lynn ?
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that's a bit better but why so thin? it should at least stand out in the UI (make the border color something other than black)
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it blocks other colors then
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transparent border
06:18
justatest
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what? the border already blocks the colors
06:19
if you mean the base, then yeah just transparent
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you wanted border xd
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do we really need bar's border tho
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I don't think blocking the other colors will be an issue, if you want a neighboring color the border/slide size will always block it by some amount
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so no border for the bar
06:20
but for the whole color bar?
06:20
or what is bar
06:20
bar = picker?
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bar = the thicc horizontal colorful rect.
06:21
that is under the button. which is what i've been calling it.
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the slide line should be at least 32px imo, transparent with a lighter border (probably white)
06:22
then you could see it
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white is evil
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i think teeworlds uses transparent black all over
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also depends on ur background color anyway
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all backgrounds are darkened
06:22
no matter what color you pick
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maybe just make it wider and fill with the active color if it has to be black
06:24
that would still have more contrast with white btw, that screenshot
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so u want border for the bar
06:25
or just for the picker
06:25
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thicker picker?
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much better
06:26
sry just I get in trouble at work if things are not contrast appropriate xD
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can't border be transparent tho?
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been doin this shit for a year straight
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what border
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that would be ugly af
06:26
actually you know what
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can't the pure black be a little bit transparent
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ok
06:27
give me a number between 0.0 and 1.0
06:27
u only have 1 try xd
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0.7 opacity
06:28
0.7
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the entire bar should have a border bte
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i had a border
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because on the left there is a border
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but teeworlds has transparent in 0.25 steps all over
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bar should have no border said freddie
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Freddie is insane
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0.75 looks pretty much same
06:29
0.5 looks bad xd
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consistent design standards. if the left color has border, so do the bars.
06:30
idk just makes sense to me
06:30
border
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looks good, but maybe the border of the slide lines should be inset in the outer border?
06:31
not sure how that would look but this looks good
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ts freddie is sad tho
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sorry I hurt your feelings
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can I checkout the branch and try something
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if you want to use that border width though I could recommend thinning the selected color border on the left to match.
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overlapping borders
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and if there are other border controls elsewhere those should also match
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what other
06:33
@TsFreddie sure u can
06:33
want me to push the current change?
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is the outside less rounded than the inside? it's hard to tell but it sorta looks like that
06:33
I think this tho
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the picker should be same
06:33
the color range has no border
06:34
round
06:34
but the color range border has a round border xd
06:35
so thicker border needs more rounding ok
06:35
try ~5000
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it looks like in that screenshot that the outside of the slide line is less round than the inside
06:35
better I think?
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bcs the outer needs a bigger rounding radius to match
06:35
what toolkit does this?
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teeworlds 2007 toolkit
06:36
that makes sense rhoy
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teeworlds does think brokenly
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things*
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I g2g for now but ye the weird px difference is the only thing
06:36
looks p good tho
06:37
now radius should match xd
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Deleted User
want me to push the current change?
@TsFreddie
06:38
sure i guess?
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ok
06:38
done
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i already checked out the branch and see if i can make it a little bit less blacky
06:44
ok i'm dumb
06:45
teeworlds never uses 0,0,0 it was always 1,1,1.
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everything is white yeah
06:45
evil
06:45
xd
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nope, listbox's background is black
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yeah
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There is a bug with "/ Swap" that when you change with someone all the switches are reset, all the doors are closed and because of this we are left with fewer chances to survive and we die ... I don't think you can give a reward because We lost 180 minutes of racing for this bug but I will still ask, is there a possibility of rewarding this?
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was it duo?
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not duo
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have u tried /save /load
07:10
maybe its not buggy for all
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no, cuz we still have chances for go to other way but harder
07:11
so we try it
07:11
and fail
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is indeed buggy
07:15
@deen ^ why isnt swap just actually implemented like timeout (edited)
07:15
then these things wouldnt happen i guess
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then it also wouldnt swap weak with the player
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./r reset switches too, in some cases you can fail cuz this
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good to know, but /r isnt as relevant probably
07:32
swap happens during actual runs
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yeah
07:33
but i hope can fix too
07:33
cuz already happens to me and lost hours of playing
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@Deleted User i don't know
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I can't
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what did you do, set more transparency? 😄
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i tried to slice the slider border into three parts where top and bottom matches the rail border and a middle part that does ColorRGBA{pColorInner->r * 0.5f, pColorInner->g * 0.5f, pColorInner->b * 0.5f, 1.0f}
08:05
also copied alphas from other parts of teeworlds like listbox and buttons but that didn't matter too much.
08:06
nouis why do i even care tho. pure black works i guess.
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Do we have luminance calculation lying around somewhere?
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for what isntance?
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transparent border has way too much contrast around blue and a little bit less contrast around yellow
08:32
i'm doing this currently float Lumen = mix(0.5f, 0.8f, 1.0f - (0.2126f * pColorInner->r + 0.7152f * pColorInner->g + 0.0722f * pColorInner->b)); float Alpha = clamp((pColorInner->a - 0.5f) / 0.5f, 0.0f, 1.0f); RenderTools()->DrawUIRect(&Slider, ColorRGBA{pColorInner->r * Lumen, pColorInner->g * Lumen, pColorInner->b * Lumen, Alpha}, 0, 0);
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9730e80 Fix duplication of ITEMTYPE_EX (uuid index) items - Patiga 4ebfdf8 Merge #3803 - bors[bot]
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I dropped a comment on your pr, but I'll say it here too. I don't think reintroducing the sliders is the best idea
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i answered already
08:34
@TsFreddie i dunno, but isnt that happening on the GPu anyway
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are you thinking about gamma or something
08:34
i'm not submitting anything either, i'm just having fun
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yeah its ok
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@Deleted User it sure looks pretty but there will be dozens of them in settings
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i just dont understand what you hope to get with that calculation 😄
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Learath2
@Deleted User it sure looks pretty but there will be dozens of them in settings
nono, i am for 2 color pickers
08:35
this one has a special use case
08:35
clamped HSL
08:35
the others are easier to use
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eeeeeeeeeeeeeeeeeeeeeh 😄
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u cannot clamp light in these easy to use color pickers
08:36
see all implementations of gimp, the triangle and the default are best
08:36
and both wouldnt work with clamped light
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Well as long as you have one grid and one slider you can access any hsl value. Leave the L to the slider and you can clamp it however you want
08:38
HSL is just a double hexcone, we can slice it however we want
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Deleted User
i just dont understand what you hope to get with that calculation 😄
don't know if the difference is obvious
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so you'd prefer to add all colors + saturation into the picker?
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iirc photoshop puts H on the slider, even then you can clamp the L
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well just show me an example, i cannot even imagine it tbh
08:40
blows my mind to have so many colors on the grid xd
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TsFreddie
don't know if the difference is obvious
i see a difference yeah, you only wanted it for the picker?
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H and S on the picker (a circle would work well) L on the slider is what I'd do
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so i asked if we had that already
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but the current one has S and V on the grid (square) and H on the slider. Why do you think we can't clamp the L like this?
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i saw a HSL circle but doesnt look as good as the triangle circle thing or the default in gimp
08:41
bcs saturation depends on the light inside the grid?
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uh? I mean there is two axes to the grid, one is L one is S. Each point has a unique S and L value
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mh ok
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Actually gimp seems to have exactly what I said
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thought 0.5 light or smth is the default so wasnt sure, thought HSL just uses other notation
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Ah, you can change what kind of picker gimp uses
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yeah
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On the grid one, I think the one with an H slider looks the nicest, which is what we have right now (though V instead of L, which I don't remember why the russian lad did)
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well probs im wrong then
08:45
i thought hsv just "fixes" the brightness stuff with HSl
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Deleted User
blows my mind to have so many colors on the grid xd
L on the slider has this issue, yeah looks ugly
08:46
okay my color theory isn't great, what was the issue with brightness in HSL?
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not an issue by math
08:47
more for representation
08:47
bcs L = 1 is white
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I might have used HSL for too long for that to feel wrong to me 😛
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i never did a color picker before xd
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It makes perfect sense that a color with full "lighting" is white
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[freenode] timakro[m] BOT 2021-05-03 08:48:37Z
Can anyone recommend a computer algebra system with a unixy feel? I want to write programs in ASCII and run it on the cmdline, would be a plus if I could copy paste matrices from python with minimal adjustments
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Learath2
It makes perfect sense that a color with full "lighting" is white
well or like HSV does it just full color? like shrinking the colors to black
08:49
cant descripe better xD
08:49
both make sense, else they wouldnt work
08:50
i just cannot imagine HSL in a real grid
08:50
but as said
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They represent the exact same color space, the only difference as far as I'm aware is that HSV puts white on the same plane as CMYRGB so you don't get a band of white up top
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i'm noob with color pickers
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timakro: computer algebra system?
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just wondering why there isnt a good HSL picker, except maybe a circle
08:51
this is basically the best i found
08:51
thats also how i imagine HSL
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@Deleted User well there isn't really a pretty color picker for RGB either
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yes
08:52
personally i think the gimp triangle one is best
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[freenode] timakro[m] BOT 2021-05-03 08:52:44Z
@Learath2: Simplify equations, solve systems of linear equations etc
08:53
u directly see all combinations
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HS(L/V) due to it's mathematical nature is a dual hexcone/hexcone. Makes sense to put it into a wheel
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but clamping the light would result in a cut triangle, wouldnt it? xD
08:54
i just cannot imagine it for HSL directly tbh
08:54
thats my only problem
08:54
maybe it works
08:54
but i wouldnt have a starting point
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A triangle wouldn't work for HSL indeed, you'd get a diamond
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@Learath2 so u wanna give the pr a try?, then i'll close it
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NOOOO don't 😄
08:56
I really don't think I'll ever get to it
08:57
@Deleted User you won't get a cut triangle if you clamp the V btw
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TsFreddie
Click to see attachment 🖼️
yeah i thought about it
08:57
but its clamping V isnt it
08:57
is that the same as clamping L
08:57
is there no side effect?
08:57
my brain cant handle this tbh xD
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The black corner of the triangle will be lighter is all, but that is in HSV
08:58
in HSL you can't use this kind of picker as it just will look odd to put the L on the height of the triangle, since it goes from black to full color to white
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but does the example of freddie have the exact same color range as HSL with clamped light?
08:59
if yes, then fine, isnt it 😄
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Well @TsFreddie's example looks full range but you can easily clamp it
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🤔 wdym full range
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Learath2
Well @TsFreddie's example looks full range but you can easily clamp it
isnt it more than full range somehow? xd
09:00
its darker than tw skins
09:00
tw skins are only "full" color to white
09:00
the dark part missing
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Hm actually I'm not completely sure what kind of picker this is, where is the black?
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I clamped it
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its just halfed
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but its hsv
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Ah, yeah then it's correct
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but tw color wouldnt allow such dark greens
09:02
would it?
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Deleted User
but its hsv
no looks like HSL, the top is white the bottom is black the middle is grey
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i dunno xd
09:03
looks more like 1 = full color, 0 = black
09:03
which is V
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anyway mapping between color spaces can really fry your brain, especially before breakfast, so we should let the guy tell us what it is 😄
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anyway, this discussion is useless for me, i really dont understand it. my brain says its not directly compatible, else there would be better HSL pickers
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the middle looks full color to me in that example
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thought on the right are full colors
09:04
and then top right would be
09:04
(on the right slider)
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@Deleted User I don't quite get what you mean by there would be better pickers. Think of it more abstractly at the end of the day we just have 3 axes all between 0 and 1 and we want to pick a 3-tuple, a point
09:05
With the wheel and the triangle, the H goes around the wheel, the V is the height of the triangle, the S is the base
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i understand that
09:06
but that doesnt mean HSL works like that does it
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With this kind of square grid and slider you have S and L on the grid and H on the slider. Now from what value to what value the grids axes go is all up to you
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it has smth like a mid achsis
09:06
that breaks everything
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it doesn't break everything, it just makes the grid look less pretty with full color being in the middle
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well if somebody wants to implement it, i'd be glad
09:07
yeah
09:07
true
09:07
the slider would just be the light
09:07
would probably work
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Anyway, my point is with any kind of picker you can reach all possible 3-tuples so you can get any HSV, HSL, RGB, CMY, LCh
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i think it would just look worse, true
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Slider being light looks ugly, I checked in gimp just now
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"more" useless
09:08
😄
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Slider has to be H IMO, like in tsfreddies example and it seems to be the default in both photoshop and gimp
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would have thought slider should be L, bcs then we dont have the troublke with middle achsis
09:09
wouldnt look so confusing (edited)
09:10
like drawing a circle as a plane
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(well technically the circle is a lie too :D, it's supposed to be a hexcone not a cone, so completely accurately represented it'd be a hexagon)
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yeah true
09:11
lets just implement it 3d
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solves everything
09:11
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While at it let's not bother with the whole orienting and stretching and just let the users pick a color in the rgb cube directly
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pick ur color
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I wonder who actually uses LCh
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isnt that basically hsl xd
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Close but Chroma is like the weird cousin of Saturation
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ah ok
09:13
09:14
almost looks like Hcl is more optimized xD
09:14
it wastes less 3d space xxD
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apparently luma and chroma are supposed to be more akin to how humans perceive colors
09:16
so you can do things like discard colors with low luma high chroma in compression and lose less perceived color
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so anyway, u'd you go with HSL picker completly or what?
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Y'CbCr picker when?
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in a grid we'd have one achsis only grey, and the other the full color range, if we want it easy xd
09:17
or put L into the grid, but thats too confusing for me
09:17
i mean i can imagine it
09:18
but the colors are in the mid then
09:18
for non clamped
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Deleted User
or put L into the grid, but thats too confusing for me
really? did you just draw it to check it out? it doesn't look very confusing it's still point and click you know
09:18
it's just that full color is the middle line
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yeah
09:18
but HSV is litteraly just move ur cursor top right
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I guess that's why the russian lad used HSV in his grid
09:19
anyway, if you do HSV and want to clamp the L then it gets weird 😄
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yeah
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Actually you know what, luckily enough we only clamp the dark side
09:19
You can actually clamp without it looking weird
09:20
Just need to map the L value we clamp to to the V value and start the dark part from that
09:20
If we were clamping the top side we'd be in a world of trouble
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Dieses Werkzeug vereinfacht es, beliebige Farben zu kreieren, um sie dann für das Internet zu verwenden. Außerdem erlaubt es, Farben in verschiedene von CSS unterstützte Formate zu konvertieren. Dazu zählen: HEXA-Farben, RGB (Rot/Grün/Blau) und HSL (Farbton/Sättigung/relative Helligkeit). Bei Verwendung der Farbformate RGB (rgba) und HSL (hsla) ...
09:21
this is what it would be
09:22
just clamp the down half then
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I think this would be fine too but it might be easier for the users to just click top right for full color and that's what they would be used to from photo editing software
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yeah
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ok, no
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so if somebody wants todo that, i'm fine with that, but i cant imagine it as HSL
09:24
as HSV*
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Okay how about this, I'll try to take a quick look tonight and clamp the selector we currently have. I think it should be fairly simple to clamp the minimum of the V
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can we talk about clamping?
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Sure we can, but I'll start preparing breakfast so slower responses 😛
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if you technically "clamp" every points on a "grid"/"plane", there should be a block of colors that is the same right. so we were talking about mapping right?
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Yes, we are indeed stretching the space, not clamping per se
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so the picker we had has V in the Y axis.
09:27
@Deleted User was right
09:28
you can't stretch a HSV picker
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Just because you can't doesn't mean it can't be done 😛
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🤔 i guess i mean stretch it vertically
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i bet in the end we have smth like this, bcs the color ranges are just translated like this xd
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I'm not sure why you think it's not possible, just take a picture of the grid, cut it off at the darkest V you want to allow, then restretch it until it fits in the same shape
09:32
(I mean if you want to just convince yourself)
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👀 btw the picker we have just has a black gradient on top of a saturation gradient.
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now how our picker currently works idk, I didn't really review it iirc
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nobody did
09:33
it was just there xd
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I just know mathematically it atleast makes enough sense to stretch it that my brain hasn't raised any red flags yet
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it was a saturation gradient, overlayed by a black to transparent gradient that simulates 1-V
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i agree that it is somehow possible
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(though it is before breakfast so it is possible my brain just doesn't feel like flags yet)
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but i assume we end up having saturation against the light at the end in HSV, bcs that would make sense if we take both extreme points of S=0 and L=1
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The part I'd probably have trouble with is rendering the continuous grid. Does opengl have something for this?
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yeah S=0 is some mid lighted grey and L=1 is ofc white
09:36
so more of a triangle
09:36
xd
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i forgot to have lunch
09:36
nice
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Here is what the gimp one looks like at constant H
09:38
V is the y axis, S is the x axis
09:38
I wish I could have HSL in gimp...
09:39
anyway, if I could the top would be white like the bottom being black
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i mean u strech L = 0, so that L = 0 is the color, but then u want normal S, so it defs is just some streching, but at the end what do you get? a half HSL picker probably xD
09:39
this one?
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bcs only that makes sense doesnt it
09:40
that is pure HSL isnt it?
09:40
that plus a slider for sautration
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look at my triangle
09:40
Dieses Werkzeug vereinfacht es, beliebige Farben zu kreieren, um sie dann für das Internet zu verwenden. Außerdem erlaubt es, Farben in verschiedene von CSS unterstützte Formate zu konvertieren. Dazu zählen: HEXA-Farben, RGB (Rot/Grün/Blau) und HSL (Farbton/Sättigung/relative Helligkeit). Bei Verwendung der Farbformate RGB (rgba) und HSL (hsla) ...
09:41
half clamped
09:41
its like a streched triangle xd
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Okay I actually took out a notebook and it doesn't work out, yeah so we can't have a HSV grid and clamp L without getting a misshapen abomination
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so you can have S=1 and L=1 ofc
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so yeah
09:42
we go 3d
09:42
teeworlds 3d engine
09:42
for color picking
09:43
still better than 2 color pickers XD
09:43
or an ugly one
09:45
or we go 4d and add alpha too
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not even a triangle, technically you get an exponential curve
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stretched triangle, probably not it.
09:50
scratch that, i rotated it wrong
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Okay actually now that I drew it it feels possible again
09:54
The remaining part of the grid is still atleast a trapezoid
09:54
Just need to stretch it by a non constant factor and it'll hopefully work 😛
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triangle
09:54
lol
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where are you testing this stuff?
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editor
09:55
i'm just changing the editor's color picker
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Here is what constant l looks like on the HSV plane
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ok. why don't we just get a shader that does hsl to rgb conversion in fragment
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I'm slowly starving to death trying to figure this out 😛
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it's 5:57pm i still haven't had lunch
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I never have lunch anymore, 2 meals work just fine for me
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oh i don't have breakfast
09:58
justatest that's the problem
09:59
that I can't skip or the turkish police will take my passport
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i eat 5 times a day
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but like if we just get two shaders (one hsv, one clamped hsl), we then have the pixel coordinate which is basically the axis S and L/V, and we just calculate the fragment color, and do it the same in CPU for the actual value, and stop trying to figure out a gradient or a texture that stretches to fit both pickers.
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I just turned by bread into charcoal....
10:04
i'm ordering delivery
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god that smells awful, the shader stuff you'll have to ask @Deleted User I'm not very good with the gfx part
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yeah lets finally ban gl 1.x
10:06
and do crazy math on the GPU
10:07
+1 from me
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yeah, I'd have guessed that too 😛
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but yeah in theory everything that is math can be done on the GPu ofc
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We can't do non crazy math on all our target machines, I guess that's very much out of the question
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u even have conditions on GPUs, even at core language
10:08
so realtivly powerful
10:08
u just dont have any memory state
10:08
else it would be as good as a CPU
10:08
just very slow
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no more shaders for you until you figure out how we can render a 15 year old 2d game on all machines
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u need jump, a memory, and a if condition
10:09
then u can do everything 😄
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👀 well filling a small texture and stretch it to have an approximation might be OK for normies
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As @Jupeyy correctly pointed out in #3803, the issue is in every single tool that resaves a map. The only tool I haven't tested the fix with is map_replace_image, since I experienced other unrelated issues there.

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 n...
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scratch that, let's "scale" it, i hate the word "stretching" now
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I think I have the math down now (at the cost of equivalent exchange from bread to charcoal). I'll try it tonight 😛
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what are you gonna do 👀
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@Deleted User you were right, the issue is in all the tools that resave maps ^^
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As I said just need to stretch the degenerate trapezoid back into a square
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ah good to know 😄
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👀 but how would you do it in teeworlds tho
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Well just need to solve for S
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yeah
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I think (tm) again I'm starving here
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i thought about that too
10:13
i think that could work
10:13
but isnt that basically a new color picker xd
10:13
atleast from look
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Same color picker but the grid would be non linear
10:14
I mean the user doesn't give a shit that I preserve the linearity of the grid, they just want full color top right and point and click for the rest, no?
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but we are not using a grid or texture or anything that has pixel values for color picker currently tho
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8 bit per color, so 256 of these small blocks
10:15
rendered 3d
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Deleted User
Click to see attachment 🖼️
😄
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its like a minigame
10:15
256^3 ofc
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@TsFreddie let me take a look
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but would be funny probably
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@TsFreddie when RGB color game
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Picross 3D
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its like building tower games
10:16
just with colors
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dig your colors out
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EZ
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hm, okay idk how I'd render this
10:17
translating the mouse click location is trivial, but as I said before I despise rendering stuff to begin with
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I thought rendering is the only difficult part.
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I guess I just need a lot of extra vertices?
10:18
split it into like idk 10 quads
10:19
Okay how about this, what is the darkest L we allow?
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50 iirc. in percent.
10:19
ye 50
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I approximate the ugly curve with just a single line?
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a triangle with more than 180°
10:22
i like that
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The part between the purple and the black wouldn't really work though :/
10:23
I mean it'd look close enough but it'd be wrong
10:23
mhhh
10:23
okay, I guess 3 sliders is the best we can do without some cancerous splitting a square into 10 quads
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👀 texture time
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I'd have to defer to @Deleted User but I don't think we can do it at runtime with gl1 so I guess you mean a static texture?
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you can change texture at runtime in gl1. but i think you can rotate hue pretty easily.
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I meant actually generating the texture at runtime so we don't have to scale it
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we can do that ye
10:26
text is doing that already
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like render to a texture or what
10:26
or do it on the CPU
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Yeah render to a texture was what I was thinking
10:26
but we can do it on the cpu too now that you've mentioned text
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yeah i doubt framebuffer support was added in gl 1.x
10:26
except u take ur "main" framebuffer
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can you do hue shift in gl1?
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you can render to ur framebuffer and read the pixels
10:27
shift = interpolate?
10:27
or add an offset?
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No literally shift go from blue to yellow e.g.
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yeah but directly?
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since gl works with rgb I highly doubt it has any support for hue
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like from RGBA(1,0,0,1) to RGBA(1,1,0,1)?
10:28
or just go there interpoalted
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how are we coloring the skins
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interpolated ofc
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ec53b87 Fix duplicate uuid index in maps edited by tools - Patiga 6b532dd Merge #3807 - bors[bot]
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why should that not work
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@TsFreddie we do a color_cast<ColorRGBA>
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no i mean how are we calling GL to color the skin
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ah
10:29
u mean texture coloring?
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probably
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the static pipeline just supports it
10:30
with multiplying
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AH I see
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oh multiply
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probs also other stuff
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yeah that just works
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multiply won't work i guess.
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they are normalized values
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no i mean won't work for having a single texture for color picker
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are u allowed to call multiple GL calls?
10:32
or does it require it in on call
10:33
u still have framebuffer and stencil left to manipulate stuff xD
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btw why not three sliders again?
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why dont want 2 color pickers
10:35
but we'll have to use HSL color picker
10:35
and noboy likes them
10:35
so learath builds a coordinate transformer geometrically
10:35
xD
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also where do you put the color picker tho.
10:36
popup
10:36
?
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i've no idea
10:36
but i guess that is what deen wants
10:36
or the other way around
10:36
all current popups get sliders again
10:36
which i also dislike
10:36
the average user wont care anyway
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i think the borders should be more grayish and with a bit of transparency, it will make it look more modern and less childish (edited)
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they see color, they click color
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isn't the only color picker is in editor?
10:37
currently?
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no
10:37
HUD and so have it
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i see
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basically everything has it now
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Ryozuki
i think the borders should be more grayish and with a bit of transparency, it will make it look more modern and less childish (edited)
lynn wanted fortnite
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oh, found it
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i gave him fortnite
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wat xd
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well i have this
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i think less transparent
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dunno just reminds me of some low color game xd
10:38
i dunno tbh i'd remove transparency
10:39
it rarely looks very good, bcs of overlapping
10:39
just use a good grey
10:39
without transparency
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if the slider is bigger
10:39
or the rail is thinner
10:39
i can remove overlapping
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the picker
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not bad
10:41
but maybe make the pic without a dark bg
10:41
xd
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that looks better
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i also like it more
10:43
but ok
10:43
in the end its taste
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i still don't like pure black uwu
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i think black is ok too, sometimes too aggressive
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i still find it sad that the teeworlds menus are not styled to the teeworlds theme, for example in factorio the menus look very factorioish
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just like discord dark theme is not really black
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factario is windows 2000, but teeworlds is win95
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but factorio looks rly gud feelsbadman
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yeah in its style yes
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tw is just some old rect drawing
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my main issue about black border is that teeworlds's current UI overall isn't solid black anywhere
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i like the sliders
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look at the render thread slider
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generally colors instead of just putting transparent white
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it snaps to integers
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very good xd
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that can be useful
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that slider looks like a smooth zipper
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Клокн.А. 2021-05-03 10:45:34Z
who go play with me, i'm have 300 points 🙂
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ask in #general in #developer nobody plays tw
10:45
we only talk about it
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and be mad about it
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tru
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@Deleted User if we could render anyway we could do tips and tricks like these
10:46
(its animated)
10:46
and u can move it around
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I like freddies version, just the sliding thingy itself needs to pop more
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anyway -> anywhere
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well i dont really like overlapping transparency
10:47
else freedies looks better than what is currently on git
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as I said, i can get rid of the overlapping if the rail is thinner
10:47
feelsbadman
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the transparent outline is very teeworlds style
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so its ugly
10:48
teeworlds is beautiful
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imagine getting rid of transparent outline and change it to solid drop shadow with no blurring
10:48
monkalaugh
10:49
0.7 looks horrible
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it looks so fluid
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Deleted User
it looks so fluid
it would be amazing to use this in tw
10:49
to show techniques
10:49
and basic stuff
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Ryozuki
0.7 looks horrible
guy i did the burn
10:49
guys*
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ddnet without bg maps also looks ugly
10:50
these strange chess boxes in background
10:50
so random ugly xD
10:50
i remember opening tw for the first time
10:50
with that bg
10:50
and the MUSIC
10:50
REEPATING 24/7
10:50
i got pstd
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i have it on
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madman
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checkerboard is nice and simple, hate ugly clouds and stuff in menu
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i like jungle dark
10:51
or DVD logo 😄
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the checkerboard make perfect sense for racing game.
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teeworlds the racing game
10:51
confirmed
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we have race in our title
10:51
make sense
10:51
lol
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but teeworlds
10:52
2007
10:52
teewars
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don't mind the detail
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@TsFreddie can you try just the slidy part with opaque outline?
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sure
10:55
10:55
sorry, forgot to change it to static grey
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I meant black ^^
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pure black?
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maybe something like really dark gray
10:56
so it's visible on most bg but not pure black because pure black sucks
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@TsFreddie u want my color codes xD
10:56
dark grey opaque xDD
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what was it
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i used 15%
10:57
10 is too less and 20% too bright again
10:57
0.25
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ok
10:57
but u also have a very dark bg
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this is why i was doing lumen stuff
10:58
10:58
blue on grey is so bad.
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With this, adding another page in the doc, doesn't change all pages in docs/libtw2. Unrelated change: Add missing `` in the explain pages.
10:59
ebbdd70 Use external menu in libtw2 doc - Zwelf 4af5490 Close <div id="global" class="block"> element in explain/ html pages - Zwelf e0b30fb Merge pull request #127 from Zwelf/pr-libtw2-doc-extern-menu - def-
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my eyes
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just use something slightly darker than the darkest possible color
11:03
whats bad about this then
11:03
its not too dark
11:03
not too bright
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the other outlines are too dark
11:03
I'd keep the "unimportant" ones faded
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Ravie cares about teeish transparents
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btw why isn't the cool pop out color picker used here?
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i dunon i think light grey should be less than dark grey to look good
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oh i know what's wrong. my lumen were inverted
11:05
11:05
11:05
the value is probably still a bit off to keep the contrast consistent
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i mean... we only have to top this
11:08
thats not a challenge xD
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btw, who made the old slider
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gandalf the white?
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he made the slider not overlap with transparent slider.
11:11
probably Magnus Auvinen or some of these very oldschool guys
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were sliders always look like that?
11:11
i thought they were changed in ddnet
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were they?
11:11
only vertical probs
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but dunno
11:12
didnt play vanilla 0.6 in alot of years
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anyway, if the rails are thinner we can do the same thing to make it not overlap with transparency. currently we don't have much room at the top or bottom for drawing only the top or the bottom cap.
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TsFreddie
anyway, if the rails are thinner we can do the same thing to make it not overlap with transparency. currently we don't have much room at the top or bottom for drawing only the top or the bottom cap.
ah you mean bcs of that
11:14
he just split the picker
11:15
he just didn't draw the border in the middle at all 👀
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Ravie
btw why isn't the cool pop out color picker used here?
this one
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Because skin colors are not all colors and it's hard to restrict this to only skin colors
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I don't see what problem this has that sliders don't
11:27
it's basically 2 sliders mapped to 2 axis on a square
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this doesn't has problem.
11:28
the slider does👀
11:28
because this isn't the two axis we were using for skins.
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Learath2
I approximate the ugly curve with just a single line?
^^ the colors above the purple line would be the only allowed ones, making it a very ugly shape
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but you're limiting the lightness slider in the same way
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But V doesnt map to L linearly
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ye, the color picker isn't using lightness
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So we need the full color in the middle if we want to clamp a picker like this
11:29
Else we need to stretch that curved line back into a straight one
11:30
Which is annoying with shaders, extremely annoying without
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but still aren't you doing the same on a slider?
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No because the sliders would be HSL not HSV
11:31
But yeah they still have the "problem" inherent to HSL. The full color is somewhere in the middle. Not at an edge
11:31
@Deleted User actually the slider doesn't really solve the problem of getting good UX for full colour does it?
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Learath2
@Deleted User actually the slider doesn't really solve the problem of getting good UX for full colour does it?
which slider we are talking about rn? 😄
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I mean the 3 sliders you proposed
11:35
I guess it works because we only allow L > 0.5
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ah yeah
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so left-most is full colour
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the description is bad
11:36
but it works as that
11:36
left is full color
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Hm, wouldn't work in 0.7 I guess since they allow darker colors
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ah but that isnt a problem per se
11:36
i used the constant
11:36
so if we allow higher range we change the constant anyway probably?
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well we can but if we move the constant then full colour isn't leftmost anymore
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ah thats true, yeah
11:37
then its the same game again
11:38
doesnt 0.7 even have a color picker
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hm, I think I can be okay with the slider since I can't really be assed to split this into 10 quads or do hue magic on a static texture
11:38
they do actually, but I don't remember how they handled the issue
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they use HSL picker
11:39
like the one from the mozilla website
11:40
they have a really strange ui imo, so much roundings in roundings
11:40
looks confusing af
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Okay I have one last idea, idk if it's any better, but we can just render the purple line and dim out the part people can't use
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ah nice you can pet ur tee, nice feature @TsFreddie xD
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OH I have a perfect solution
11:43
We just let tees use all colours. Preventing darker tees is just racism
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i suggested that on deens color picker pr xD
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may I suggest a skin color system rework that doesn't flatten out luminosity?
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but eyes are black xD
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Deleted User
i suggested that on deens color picker pr xD
great minds think alike
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Ravie
may I suggest a skin color system rework that doesn't flatten out luminosity?
So allow all colours?
11:45
or you mean instead use HSV so we can stretch it nicely?
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I mean the client does something weird to colors to make them "flat" but naturally different hues have different luminosity
11:45
so sometimes with colored tees you get nasty artifacts like on the old Aoe skin
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Soooo Y'CbCr skins?
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HDR skins
11:46
so this basically
11:47
the whiter the less chroma range is important
11:47
and same for black
11:47
or is there anything that acutally favours single hues?
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TsFreddie
Click to see attachment 🖼️
so you wrote a color picker bot or what
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found a color picker and javascript
11:48
so ye, a bot
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ah
11:48
S stays
11:49
funny curve
11:49
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Deleted User
S stays
no, that's HSL's S, there is a HSV at the bottom
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in some skins with weird gradients etc this can cause nasty side effects, it's been bothering me for years
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TsFreddie
no, that's HSL's S, there is a HSV at the bottom
yes
11:50
but map that coordinate transformation gemeometrically
11:50
would be insane with such a curve
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Ravie
in some skins with weird gradients etc this can cause nasty side effects, it's been bothering me for years
ye
11:50
i ye'd the wrong messge
11:50
but ye
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whats the problem
11:51
i dont get it
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Ravie
in some skins with weird gradients etc this can cause nasty side effects, it's been bothering me for years
i think keeping the gradient would probably require us ditching GL1 "again" in favor of some color science shader.
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ah
11:51
u want to keep it
11:51
yeah it greyscales it and then just uses the average
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this is the problem
11:52
u shouldn't mess with natural brightness of colors in this way
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but thats not directly a color picker problem
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anything can be solved with shaders
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u could just greyscale the texture
11:52
without averaging it
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yeah but reworking the coloring system would let u use hsv and solve all the problems !
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i don't think so tbh
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how could it solve very dark colors tho
11:53
without clamping
11:53
u can also now just allow HSV if u want
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@TsFreddie look, graph 😛
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graph gang
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dunno but if you already changed the coloring system completely then you have freedom to solve this in some other way
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That's constant S changing L
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Ravie
dunno but if you already changed the coloring system completely then you have freedom to solve this in some other way
well i defenitely agree that if we change it we can fix it in a much better way
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The problem is that at the end of the day teeworlds uses HSL
11:54
I made a VERY small change in how colours were rounded and people wanted to kill me 😛
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👀 fix 0.7's skin and port it over
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Going from HSL colours in the configs to HSV colours we'll get some very angry people
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TsFreddie
👀 fix 0.7's skin and port it over
first we'd have to define what we dont like
11:55
i bet most ppl hate the eyes bcs too slim and wide in width
11:56
0.6 eyes also move
11:56
just removing that already confuses ur brain so much
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wdym move
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and tbh i cannot even say if it looks bad, bcs if the tee looks left or right eye seperation doesnt look to bad
11:56
@TsFreddie just spin ur cursor slowly in 0.6
11:56
and look at the eyes
11:57
the distance between them
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if we port the 0.7 skin system we should call it something different, like "cool new skin system" some people just hate 0.7 anything
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also
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Deleted User
and look at the eyes
wtf
11:57
jank
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eye separation is really annoying if you make a skin with a face, either you get a gap or overlap
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feets. i've long thought about why it looks so weird in 0.7, even tho it's perfectly centerd... and i guess it just doesnt look natural.. Most animals including us humans dont have feets that do not go into one side
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0.7 feet are centered... but the body isn't xD
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(make a skin system that can move feet)
11:58
(then you get extra nouis)
11:59
i guess if we want both system at once, 0.7's might not need fixing since it technically should be the same as 0.7.
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Ravie
eye separation is really annoying if you make a skin with a face, either you get a gap or overlap
i agree from a stand of determinism, just like for the Bub Bob skins, but i also dunno how i'd fix it in a good way
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actually we are drifting very far from the issue
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i really don't have major problems with either 0.6 or 0.7 positioning wise tbh.
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i dunno when i open 0.7 i directly hate skins
12:00
they just dont look cute anymore
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anyway, I gtg, if you all come up with anything you can put it on the github issue and I'll try to think of some way to turn an ugly non euclidean triangle into a square 😛
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bb
12:02
12:02
the color picker btw
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we just make a unique random color that can never be changed again
12:03
problem solved
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Deleted User
Click to see attachment 🖼️
have you clicked on the top tee.
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yes
12:04
ouch
12:04
aaa
12:04
uhh
12:04
i really like it
12:04
fits teeworlds kiddy style xD
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i sneaked that in while doing the menu merge
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ez xD
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i have to say I did put it in the PR description before heinrich yells at me tho.
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smth like this? badly gimp'd, but u get the idea
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i was thinking this, so skip the red part vertically
12:21
and transparent
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thoughts on this?
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isn't that has more overlapping transparency
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and what's wrong with that?
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same style as text
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its just a color picker
banouis 1
spinouis 1
13:22
shouldnt the hue sat lht also be aligned
13:22
13:22
like its like that in 0.7 which looks better
13:48
are skipped tiles the only difference between 0.7 and 0.6 maps?
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isn't that because 0.7 grass_doodads has a slightly different layout?
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not i mean in terms of data. i don't care about mapres yet.
13:51
no i mean*
13:53
ah, envelops are different too.
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louis
Click to see attachment 🖼️
I think we didn't want L on the grid because the full color being in the middle is apparently confusing
13:56
Not really to me but I can see it being not obvious for people not familiar with HSL
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for that screenshot i only meant like the alignment of the text above the pickers looked better
13:57
idk about the grid
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Ah, hm I kinda like it better on the left
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the numbers should at least be aligned across translations justatest
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Can add a command for skip the fucking warnings? (edited)
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click ok 5 times justatest
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Is more than 5 times
15:09
XD
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idk it worked for me
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Ooh fuckings hd and others innecesary shits
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oh, I missed some interesting color theory
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Well you mostly missed q very mehly informed understanding of color theory :P
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Naist
Can add a command for skip the fucking warnings? (edited)
How about you remove however many broken skins you have in your skins directory? xD
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They aren't broken and i use some
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So the computer is lying?
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But I find this restriction unnecessary if the quality / resolution of any skin in the game was never a problem
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On some computers like yours they are just mis-scaled. On others they will appear completely black, on others they will cause other graphical artifacts
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you can "fix" the skin by rescaling it yourself
15:47
but it would be best if you could find the original image that has the correct resolution
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The game only supports properly sized skins, we only have properly sized skins in the db, our default skins are all properly sized
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Learath2
So the computer is lying?
This is a fallacy because the quality of lying only applies to humans, computers follow patterns that in this case are bad defined (edited)
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Exactly what I was getting at. Since the computer can't lie, I can deduce with very high certainty that your skins are what's broken
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Anyway, it's likely that we have properly sized versions of whatever skins you have that are broken. You can check the skindb or ask around
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I know how to resize the skins, I have also made and edited my own skins. I'm just saying that the warning is annoying and just as there is a command to skip the start menu, there could also be one for warnings
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the problem this warning is meant to solve is that people don't distribute broken skins
15:56
if there was a way to skip the warning, people would do that instead of fixing the skins, creating problems further down the line
15:56
hence the warning cannot be disabled
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Yes, but he is little aware that when the skins are resized in a better quality and resolution, they stop working in previous versions of the client. Bugged, i play in 12.6 bcs all of 15.x version have freeze problems
16:02
I dont have ss in this moment of bugg on the HD skins in old client
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i wish u could automap in-game entities somehow
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@louis I don't understand. do you mean things like "put collision everywhere where this layer has a tile"?
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no i meant like use a custom tileset instead of entities_clear.png (the entities you use while playing, not entities in the map editor)
16:46
so like connected hookables in a map would be automapped to some tileset, same with unhookable + other tiles
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support for automappable entities would be sick
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ah 🙂
16:47
I think the gamer client had that
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something we could easily merge?
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idk if it would get merged xd but maybe into a custom client
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not something we can easily merge, but it could be something to take inspiration from
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hmm, I know we can't post custom clients here, but could you dm me if you know of a link? (edited)
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u can post custom clients as long as they arent bots
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idk if it's a bot
16:50
is the thing
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i dont think it is, just client mods
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[CLIENT][0.7] Teeworlds Gamer (Page 1) — Modifications — Teeworlds Forum — Everything Teeworlds!
16:51
idk if its the correct version
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nouis when will you have time to make map with me nouis
16:51
o
16:52
you don't want to make te-esports???
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after school year maybe
16:53
wait wth are you still in hs
justatest 1
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there are young people and old people around 😉
16:54
I started with tw when I was well below 18
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i wonder if tw will still be around when im older lol
17:56
maybe a CCC this year. let's see if it works out. oO
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gamer client is good client
18:13
because 0.7
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sweat = yes
18:52
take it as a compliment but I thought u were old af
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yeah some people think that lol
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All mods are 21+ right?
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no lol i was 15 when i was mod
19:15
not sure if i'm the youngest, theres been a lot of new mods
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Naist
Yes, but he is little aware that when the skins are resized in a better quality and resolution, they stop working in previous versions of the client. Bugged, i play in 12.6 bcs all of 15.x version have freeze problems
They worked before, but they were less accurate Also about the freeze problem just type gfx_opengl_major 2;gfx_opengl_minor 0 and restart. Normally the client should already do that
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or if u dont own the product for 2 years refund it as manifacture broken
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TsFreddie
are skipped tiles the only difference between 0.7 and 0.6 maps?
there is also a new envelop curve
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Ravie
thoughts on this?
i like it, probs looks too modern compared to the rest of the UI tho xd
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Deleted User
there is also a new envelop curve
20:15
do you know if I can add one type of mapitem using CDataFile::AddItem in separate chunks like images then tiles then images? Or do I need to add one type of maptiles all in one go?
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i think that should work
21:09
26880ba Implement HSL sliders - Jupeyy ea3f74a Merge #3805 - bors[bot]
Exported 991 message(s)