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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 β€” IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2021-05-06 00:00:00Z and 2021-05-07 00:00:00Z
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Deleted User
but maybe ddrace is too fast pace already.. these mario speedruns are pretty basic and easy to understand
have you seen the block clips, wrong warps, pixel perfect jumps, and the 1-1 bonus they have to do xD.
07:48
i don't get it
07:48
my cmake is still messed up
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did u try to make clean build dir?
07:50
or is that a normal macos error xd
07:52
if you refer to this error: https://discord.com/channels/252358080522747904/342454474117218334/839758984587771924 deen: i guess this is really bcs they just click unsupported resolutions, and select something insane?
07:53
or do you think it can help with this @TsFreddie ? your pr
07:57
i mean it showed them incorrect, but they werent invalid, were they?
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@Deleted User i replied in the pr.
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@TsFreddie btw just out of interest, do you actually get a lower resolution canvas then on macos? if ur have low dpi set?
08:03
like full hd on 4k screen
08:03
or smthj
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at least my mac does that
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ok
08:03
kinda interesting approach xd
08:03
but also a bit weird
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ye, on windows is weird too
08:05
on windows the desktop width is lowered if you have hidpi off. but it does make a bit more sense.
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or is there a difference in windows?
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have hidpi off
I mean in the application property, application doesn't know anything about DPI in windows.
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thought our hdpi awareness meta data just makes ur window always the same
08:06
or did u only test that on vanilla?
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I rewrote the whole thing in ddnet. it is actually a different method.
08:07
only the issue is similar in vanilla
08:07
and our window size doesn't change indeed
08:07
screen size changes
08:08
there are two resolutions in mac os. You pass the window size during init and during resize, and SDL gives you the scaled canvas size back (which we store in m_ScreenWidth)
08:10
I remember seeing a thread somewhere that mentions the hidpi thing is implemented for wayland as well. but i don't know if they work the same as macos.
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i find it kinda strange anyway that we need it
08:13
teeworlds is dpi aware in a sense that it always asumes the same height
08:13
resolution independent anyway
08:14
full hd to 4k should only improve image quality not really change anything
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oh i didn't change anything to the size that we are communicating with SDL and stuff at all
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yeah no i mean that u get full hd canvas on 4k monitor
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the resolution list is displaying the wrong numbers that's it.
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doesnt that imply that u have lower image quality
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yes, if you don't have hidpi on
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ah so its the exact oposite?
08:16
so macos reports full hd resolution but actually has 4k canvas?
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i see
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wait.
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guess that makes more sense πŸ˜„
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i'm a bit confused
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i mean the desktop reports full hd resolution, but the opengl framebuffer is 4k?
08:17
thats what i mean
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ok
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in ddnet we still sees the 4k
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ok
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but we need to pass full hd to initialize
08:18
which means if someone selects 4k with hidpi on, it goes boom
08:18
so the resolution list is wrong.
08:18
so i was fixing that. there you go
08:19
finally lol
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yeah πŸ˜„
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and this can happen without ppl configuring it manually per app?
09:21
thats already insane
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if steam is in lowDPI mode, like an auto update of steam breaks the setting. then steam may launch other games with the dpi setting overriden. Some of my app like QQ restarts itself in low DPI mode if it crashes
09:23
either way the game on the left will just think the desktop is smaller, it's the same thing with switch monitors. You can avoid it just by checking if the resolution is larger than the reported desktop size during launch.
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puh ok
09:24
and then windows acts like u told me before
09:24
with the screen size being smaller or smth
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ye. mac gives you smaller window with larger canvas, windows gives you smaller desktop with canvas and window at the same size.
09:25
also, some laptop user may change resolution back and forth to save batteries. again, same thing.
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its so random
09:25
why cant u just disable it completly xD
09:25
that behavior xD
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the windows one?
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yes
09:26
i mean SDL wise
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because older apps can't scale
09:27
windows will guess which one is high and which one is low. so older apps appears blurry but not insanely small, and newer apps appears at the right resolution.
09:27
SDL doesn't know about windows scaling like you said
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TsFreddie
ye. mac gives you smaller window with larger canvas, windows gives you smaller desktop with canvas and window at the same size.
but wouldnt this mean we don't explicitly have to care
09:28
windows always gives a valid screen
09:28
never an invalid
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we don't cae
09:28
we care about changing resolution and switch monitors on windows
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but the issue in #general is that the canvas is way too big
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windows will happily give you window context in any size
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ok, so just to be clear u on low dpi mode, set ur resolution to something high, so it looks fullscreen, then u change back DPI settings and then ur window is broken?
09:29
or the opposite
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wdym low dpi mode
09:30
in ddnet? or the per app property set to "System"
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yeah the steam thing
09:30
which influences ddnet
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you were in Application "hidpi" mode, game sees 4k screen. you set a 4k resolution. it looks fullscreen.
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ok i think i get it
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something breaks the DPI setting, now it is in System "lowDPI" mode, game sees full hd screen, game still launches in 4k resolution, with a 4k window. you can see a quarter of the game.
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so does this realisticly happen easily, or is the users input required to make this happen
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if clicking update button is user input then it requires user inputs
09:33
but it can happen any time when ddnet isn't running.
09:34
maybe you launched it a week ago. something break during the week. you launch ddnet next week it will be broken.
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ok
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we have people that have game launches like that for sure
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i am just not sure if it acutally happens for so many ppl
09:34
ok
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but i know how to fix it pretty easily so it wasn't a huge issue for us tbh.
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so you want to force the "best" resolution?
09:35
or what is the plan
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but i still think we should do a countdown revert on resolution change for your case, and a desktop size check for my case.
09:36
i want to force the desktop resolution if the configed resolution is larger than the desktop
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ok
09:36
so we can basically also remove the fake modes?
09:36
i mean they basically uselss then
09:36
who has 8k screen xD
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i don't know what fake modes are for initially
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neither i do
09:36
they just existed
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actually
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i prefer if we just check it against the highest resolution possible
09:37
i mean u can set uneven resolution in windowed mode
09:37
i am fine with that
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VideoModes are your monitors' (or GPU's) supported display mode right?
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guess a mix of both
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so fake mode might still be useful for getting a windowed mode with a size that isn't available on your monitor
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but i guess only fullscreen modes
09:38
but why should that even happen xD
09:38
also u can just resize on windowed mode
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can you do it in the last release already?
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yeah
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i can't
09:39
let me check master lol
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well u should note on windows the window doesnt remove fullscreen flags
09:39
rest should work
09:39
i tested it on windows
09:39
ofc not in borderless
09:39
if u tested that
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windowed mode, can't drag to resize
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real windowed or borderless?
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real windowed
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press windows key plus up
09:40
should normally work
09:40
or windows key right
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nope
09:41
maximum is not even enabled
09:41
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wtf
09:41
did u disable that in windos or smth
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how do I do that lol
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ok u forced me to switch to windows xd
09:41
i'll test
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i saw the code handling resizes, don't know why it isn't possible yet
09:42
been wondering that for a while tbh
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Deleted User
ok u forced me to switch to windows xd
kek I'm so sorry
09:44
oh
09:44
works for me
09:44
strange
09:44
is that really a driver thing
09:44
would kill me
09:44
i can casually resize
09:44
its a bit annoying as the mouse always gets into the window once i dragg, but it certainly works
09:45
and if i rem. correctly it was already in the latest version too
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can driver disable window resize tho
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i've no idea
09:46
i honestly thought this is all handled by windows itself
09:46
but e.g. windowed fullscreen also only worked in the vm
09:46
was already annoying enough
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you need to set some flags to disable it explictly
09:46
SDL might have done that by default
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really strange
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maybe it is a SDL thing?
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what sdl do u use, u can see it in the console
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actually
09:47
one sec
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[2021-05-06 11:47:28][sdl]: SDL version 2.0.8 (compiled = 2.0.8)
09:47
i use that version
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why is gfx_resizeable a config
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AA
09:48
yeah that need to be on xD
09:48
doesnt it default to true? xxD
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i don't know
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maybe u used an old client once?
09:48
no
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oh
09:48
rip
09:48
why is it default off xD
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old config rip
09:49
we can't easily change that now
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we can
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i think its cuz resizing was bugged somewhere?
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default values are not saved
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Ryozuki
i think its cuz resizing was bugged somewhere?
i fixed all
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macos too?
09:49
xd
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i even respected macos thing yes
09:49
even tho it was never tested
09:49
i respected the canvas
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πŸ‘€ i'll test resize on the size for macos then
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yes
09:50
would be good to know
09:50
then we can defs turn it on again
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but i think i'll test it after the resolution list thing
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@Deleted User it caused troubles on i3 and other wms before
09:51
i always had to disable that
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also SDL_GL_GetDrawableSize seems broken
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it changes resolution randomly when i switch workspace iirc
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on macos with HiDPI mode off (in game), SDL_GL_GetDrawableSize still reports super high resolution.
09:53
and if you changed window size and called glViewport, SDL_GL_GetDrawableSize will report low resolution again.
09:53
it is weird
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nori
@Deleted User it caused troubles on i3 and other wms before
can you test that again?
09:55
just to be sure
09:55
i had a bug in KDE too before, but it was gone after i moved some code around between the graphic thread and the main thread
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TsFreddie
also SDL_GL_GetDrawableSize seems broken
well sdl2 says u should use it xD
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i know
09:56
but it is broken tho
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so random
09:56
i hate randomness xD
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I checked SDL flag, if HIDPI is not set, i used SDL_GetWindowSize for a fix.
09:57
but i don't know if that's jank
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yeah and everytime we change smth in these things we have to test all OS
09:59
anyway, we can also #ifdef it for windows
09:59
it works good enough for windows
09:59
not perfect but ok
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i don't think it matters on windows whether you use SDL_GetWindowSize or SDL_GL_GetDrawableSize
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yeah i mean the resizable config
10:00
then yeah.
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and about the resolution clamp, i'd personally prefer we implement that
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why isn't it a settings in Graphics tho
10:00
c0d6ce6 Add GLES support - Jupeyy f5f05f3 make screenshot work - Jupeyy ecc5a7a Make GLES3 only makros - Jupeyy e05abba Remove GL includes from headers - Jupeyy b8f96ce Allow GLES3 coexists with OpenGL on Linux - Jupeyy 6f01de1 Fix modern GL graphic settings for the multi backend - Jupeyy 8be6f17 Make video's pixel read GLES conform - Jupeyy 97ab2c6 Merge #3798 - bors[bot]
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better than allowing stuff that doesnt exists
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TsFreddie
why isn't it a settings in Graphics tho
guess bcs it doesnt work on all OS XD
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#ifdef the menu
10:00
lol
10:01
just let people enable it and see it is broken, they can disable it without checking whether there is a command (maybe)
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i mean why not yeah
10:01
probably most ppl dont play in "real" windowed anyway
10:01
either borderless or fullscreen
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i know people who do
10:02
a lot actually lol
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chinese ppl test every setting, perfect xD
10:02
quality by quantitiy
10:02
also a way
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i don't get why they like windowed mode tho
10:02
i guess they watch stuff while playing the game or something
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possibly πŸ˜„
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I also know a lot of people just don't like fullscreen
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Because I have 10 things running at once at any time, need to mulitask πŸ˜„
10:04
some people use DDNet client more for chatting and watching than playing
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ah yeah
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and even when playing, you can be stuck in one place for hours
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for them its perfect ofc
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because your partner can't do the part well, or you're died and waiting for the next team 0 group
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i'd tab out probably xD
10:05
then the game is also muted and stuff
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TsFreddie
#ifdef the menu
also since Allow High DPI option does nothing on windows, should we ifdef that out of windows too?
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i wondered about that too
10:05
but yeah its already in the meta data of the manifest
10:05
we can trade resize vs hdpi xD
10:05
button swap
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wtf it is 6pm already. i haven't done anything today yet.
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start with breathing
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yesterday someone in chn mentioned that we probably have enough players for teeworlds BR during weekends.
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@deen should we just default all intel users to gl 2.x?
10:09
on windows ofc
10:09
there is still no official answer
10:09
i doubt we'll get any soon
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4b195ab Update frontpage video - def-
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Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--u...
10:31
I also added, that the warning doesnt require to be displayed, as it currently won't help anyway to update the driver. Should set all Intel users to OGL 2.0 default, they can ofc still manually change the setting as they want

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 pos...
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Especially with GL 3.3, which has a shutdown command implemented, it should only get called, if it actually created the the backend stuff.

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
  • [ ] Changed no physics that affect...
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i'm getting crashes on master if friendlist is empty
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oh doesnt sound good
11:14
maybe that list fix update
11:14
with up and down key
11:14
it is broken since april?
11:15
i'm trying to find a good commit, when was the list fix
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ah
11:15
no
11:15
its "just" an assert
11:15
bcs the list is empty
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it wont happen on release mode
11:15
ok
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i'll just patch it
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yeah, do that
11:17
also i think i rebased the resolution thing
11:17
maybe test that on linux
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as TsFreddie pointed out, it asserts inside the array function back(), bcs the list is empty.

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 ...
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TsFreddie
also i think i rebased the resolution thing
ok i'll try
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ah
11:22
not rebased i see
11:22
but seems to work
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My resolution list change nuked higher resolution on windows if the per-app setting forced a low dpi mode
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ah it is now
11:23
oh
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but yeah still works for me πŸ˜„
11:24
i'll try in wayland πŸ˜„
11:28
seems to work too
11:28
but also only have 2k screen xd
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do you have dpi scaling on or something tho
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dunno in linux its probs DE related or smth
11:29
cant even tell tbh
11:29
i have a dpi setting
11:29
it also works for the normal apps
11:30
but it desont report any other canvas size
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does the list has less options tho
11:30
resize seems fine on macos btw
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oh it told me to restart my pc, after changing the dpi settings, didnt even notice xD
11:34
yeah dunno, doesnt care about these settings
11:34
tried turning off HDPI in the client
11:34
on off no diff, just gives me the normal resolution list
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figured
11:35
then it is "working" i guess
11:35
at least didn't break anything
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atleast kde doesnt care it seems
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maybe it is time to finally port text editing stuff to ddnet
11:37
since i'm still kinda in the flow
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would be really cool
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also kinda tired of people asking why they can't see their IME and the broadcast can't center and motd can't wordwrap
11:41
and stuff
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yeah, its sad that sdl has no opengl backend for ime xD
11:42
that works really well (edited)
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yeah
11:42
but i found a way to render IME in game anyway
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without removing fullscreen?
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nice
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vanilla has that in a Robert's PR which I submitted
11:43
he was doing the TextEditing stuff, so I just added that on top
11:43
don't know why i wrote text editing like that
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TsFreddie
resize seems fine on macos btw
btw have u also tried that without the hdpi setting in the client As it also calls SDL_GL_GetDrawableSize which then reports the wrong resolution i guess?
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SDL_GL_GetDrawableSize reports the right size after glViewport is called apparently
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wtf xD
12:33
ok
12:33
ah yeah
12:33
probs makes sense
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but i'll test it with hidpi off too
12:34
yep, seems fine
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yeah ok
12:35
i also see in the sdl backend it sets the viewport later
12:36
but good that u find all these weird stuff πŸ˜„
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427c012 av_init_packet is deprecated, use av_packet_alloc instead - def- 555adbd Merge #3810 - bors[bot]
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Deleted User
i also see in the sdl backend it sets the viewport later
how late tho
12:38
oh
12:38
didnt work well xD
12:38
search CCommandBuffer::SCommand_Update_Viewport CmdSDL;
12:38
in backend_sdl
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oh i see
12:39
i thought you meant somewhere inside SDL itself
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i also dunno when this code is called
12:39
only fullscreen as it seems
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anytime you resize it is called
12:40
hmm wait. no, i'm probably wrong then. seems like we call GetViewportSize first before issuing SCommand_Update_Viewport
12:41
then I have no idea why SDL_GL_GetDrawableSize reports the correct size after we resize
12:42
I tried SDL_SetWindowSize before SDL_GL_GetDrawableSize during CGraphicsBackend_SDL_OpenGL::Init which didn't help either
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i think it can make sense tho, we alter the viewport which basically is the drawable size
12:43
so after we changed it, the getdrawable size is different
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okay, we used the result of SDL_GL_GetDrawableSize to call glViewport
12:44
which makes me more confused
12:44
so maybe SDL_GL_GetDrawableSize will be correct after the window has appeared in the OS?
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you need to be very careful with these, I spent a good 10 hours trying to get this working properly on macOS when I got it to resize properly
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your best bet seems to be to react to the sdl resize event instead of trying to figure out when it's safe to query sdl
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we are discussing why SDL_GL_GetDrawableSize gives us the wrong size during initialization with HIDPI flag not set.
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on macOS that is completely broken until some arbitrary time when the WM decides to populate whatever internal fields this is taken from
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sounds about right
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I know for a fact that you'll get a SDL_WINDOWEVENT_SIZE_CHANGED when it does populate it though
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anyway i just grabbed window size instead of draw size when HIDPI is not set during init
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What are you trying to fix btw?
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do you think it is too hacky.
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I think ddnet already works fine with hidpi, atleast on macOS
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yeah, but it doesn't with hidpi off lol
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you sure? it worked fine for me on 10.15 iirc
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at least some clipping is broken for me
12:50
e.g. the resolution list
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ah, I think jupeyy never added the reaction on SDL_WINDOWEVENT_SIZE_CHANGED
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TsFreddie
at least some clipping is broken for me
until i resize the game
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that's just a quirk that i found during me changing the resolution list tho
12:52
i can drop that change
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The clipping is indeed wrong because of the resolution being wrong at initialization
12:52
you just need to wait for the event and then get the correct size
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i'll try that
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(one thing idk is whether this works well on windows and linux hidpi since I have no access to a hidpi display except the retina display on my macbook)
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no. but win doesn't need hidpi support
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why not? some magic code making it transparent to even SDL?
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i think we made hidpi flag into our executable, which just makes windows automatically use hidpi. and SDL doesn' seems to override that.
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yes
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and if hidpi is forced off (set to "System scaling"), windows will tell the game that we have a smaller desktop, and it'll just work and windows handles the scaling.
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its some manifest file i added a few years ago
13:00
black magic
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and do we hide the hidpi setting on windows?
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currently not
13:01
but we can trade it for resizable button
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but we should
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so hidpi does nothing on windows? πŸ˜„
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yepf
13:02
also d
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lol, that is a solution
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also does nothing on kde i think @Deleted User said that
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yeah but thats a different story i guess
13:03
i havent decided if i'd like it more to just get a dpi floating point scale or smth instead of all these canvas stuff
13:03
then u can actually create dpi awareness
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I want to cry when I hear of these things, an abstraction layer like sdl is supposed to just handle this all transparently
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HA
13:03
best joke
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Deleted User
i havent decided if i'd like it more to just get a dpi floating point scale or smth instead of all these canvas stuff
I really don't like the floating point scale idea, floating points are cancer
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sdl behaves so different between all OS and linux variants
13:04
nobody knows what works and what not xD
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Please, let's just use the actual resolution and not some internal resolution * scale factor bs
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Learath2
I really don't like the floating point scale idea, floating points are cancer
yeah doesnt need to be a c++ ´float´
13:04
just some scale
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Learath2
Please, let's just use the actual resolution and not some internal resolution * scale factor bs
actual canvas resolution or actual window resolution? XD
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macOS doesn't even give you this information, you can calculate it but that's just goofing around with a non guaranteed API
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i calculated it for resolution list...
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Canvas resolution is what matters for us, no?
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i guess tsfreedie's pr makes sense, bcs else u cannot select fullhd easily on full hd window resolution, bcs it might be 4k canvas
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we initialize window with window resolution
13:06
at least SDL does
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ah wait
13:07
ur pr does scale the window resolution down?
13:07
or up
13:08
canvas resolution kinda is what u care about
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my pr uses videomodes as canvas resolution, calculated the window resolution. compare config to window resolution for selected item, shows canvas resolution in UI
13:08
discards canvas resolution that is too big for desktop resolution
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that sounds good to me
13:08
but thats also what learath wants
13:08
so we all happy xD
13:08
whats the problem
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As soon as I see "calculated" I'm extremely vary
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tried SDL_WINDOWEVENT_SIZE_CHANGED didn't trigger the event after the window is up.
13:09
for some reason
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now comes SDL version changes? XXD
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i might be doing it wrong. i'll keep trying tho
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What is the actual issue you are looking to fix btw?
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resolution list showing the wrong size for canvas and selected items with hidpi off
13:11
that fix is already done with the "calculated" thing that worries you.
13:11
This is a version of teeworlds/teeworlds#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 sho...
13:12
ye, SDL_WINDOWEVENT_SIZE_CHANGED is not triggering for me without resizing.
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has it side effects to just always HDPI in macos?
13:14
or generally
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I mean I had it working and even letting me change hidpi without restart, so maybe an AppKit change at some point?
13:14
What version of macOS are you on?
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latest
13:15
11.3
13:15
cmake doesn't work for me with this version
13:15
cmake doesn't even work for me with this version*
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wym by cmake doesn't work? some include mess again?
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pnglite/version is getting compileud
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building on macOS has been broken for a year now, I just patch CMakeCache to fix it
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and glew/version
13:16
it was fine a few days ago
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oh we got the GLES change in too today
13:17
I was going to take a look at the hidpi thing myself, but I honestly don't have it in me to debug another cmake issue
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i just commented both version files
13:17
lol
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I'm on 10.15, but my XCode is up to date, so I have sdk version 11.0
13:18
CMake will find some include files in the 10.15 sdk and some in the 11.0 one, so it won't compile
13:19
which is a result of homebrew not actually being aware of sdk versions, so some of my libraries downloaded from homebrew are linked to the old sdk because of a broken pkg-config file
13:20
I also have to delete the bundled sdl framework because even if I have -DPREFER_BUNDLED_LIBS=OFF it will link to the damn framework there
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on my machine, you can't even tell it is the version file being compiled
13:21
because it being compiled messes up something in macos sdk
13:21
and spits those errors out
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@Learath2 is gles also deprecated on macos? i guess their phones probably still use it?
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when are we dropping macos support
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Anyway, I'm fairly scared of your PR, but if you feel confident it works fine everywhere I guess I just don't have the energy to look into it
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πŸ‘€ well you can at least test it i guess
13:22
since I only have one mac
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Deleted User
has it side effects to just always HDPI in macos?
what about this?
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Deleted User
@Learath2 is gles also deprecated on macos? i guess their phones probably still use it?
OpenGL in general is deprecated, I highly doubt ES has some exception
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its completly random anyway
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-- Found SDL2: /usr/local/lib/libSDL2.dylib -- Found SQLite3: /Library/Developer/CommandLineTools/SDKs/MacOSX11.0.sdk/usr/include (found version "3.32.3") -- Checking for module 'sqlite3' -- Found sqlite3, version 3.28.0 -- Found SQLite3: /Library/Developer/CommandLineTools/SDKs/MacOSX10.15.sdk/usr/include
13:24
Look at this joke
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I really just want to pay someone to fix our cmakefile
13:24
sed -i "" 's/10\.15/11.0/g' CMakeCache.txt here is the only fix I could come up with
13:24
after configuring patching the configuration
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@noby test my PR pls
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TsFreddie
πŸ‘€ well you can at least test it i guess
I can't if I can't compile it
13:26
do we have artifacts for PRs
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Oh btw, they merged my patch to SDL
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super
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The artifacts for macOS usually don't work because of linking issues
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on the release version we patch several paths using otool
13:28
thank god dyld is very very flexible and lets us patch it as we want
13:28
I'd probably cry if we had to patch ELF files on linux
13:28
or PE files on windows
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we have to remove macos support anyway if they actually remove opengl
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okay so I fixed the damn mess, now you said something about resolutions in the list being broken?
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or we use opengl to vulkan to metal xD
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at that point i'd probably want to implement a vk backend
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did you build my PR?
13:33
or master
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we really shouldn't have removed the emergency exit, nearly killed my mac...
13:33
we need to remove the fullscreen option on macs, it's just broken
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TsFreddie
or master
this one
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then uncheck hidpi then restart and see the resolution list i guess
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both when I have hidpi on and off it'll only show me screen resolutions
13:35
not the actual canvas resolution
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oh that, then you should just build my PR and see if it is what you wanted
13:35
but i'm saying the resolution list might have clipping issue
13:35
on master
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mh, it doesn't for me atleast
13:36
any other gfx settings I need to get it to clip?
13:36
with the resizing support in ddnet I can't imagine the resolution falling out of sync
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are you running it in full screen?
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you mean desktop fullscreen or fullscreen
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desktop fullscreen i guess
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fullscreen will just not work at all
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did you run it in windowed mode, no hidpi and the resolution list looks fine?
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yep, windowed, no hidpi and it clipped properly
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let me take a screenshot justatest
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btw whats the reason it doesnt work in fullscreen?
13:39
does nothing wokr in fullscreen on macos? XD
13:39
mine does this
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@Deleted User couldn't debug it at all, it's completely impossible to debug with it completely getting your computer stuck
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TsFreddie
Click to see attachment πŸ–ΌοΈ
can you tell me exactly your steps?
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just launch the game
13:40
it just look like that
13:40
for me
13:40
until i resize it
13:40
then it is fine
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I was running gl3.3 but even without that it was fine
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this is what i did to the resolution list in the PR btw
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can you show me cat yourconfig | grep "^gfx_"?
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sure
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Ohhh wait I'm running bleeding edge SDL
13:42
maybe it's the SDL version
13:42
check during launch what version sdl reports
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how do I check sdl version again?
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mh, I'm spending time I don't have on this... I really am supposed to be studying
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TsFreddie
how do I check sdl version again?
it prints on the console during launch
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2.0.8
13:43
πŸ‘€ should i update my sdl then
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ah, hm 2.0.8 will just instantly crash for me and usually for everyone beyond macOS 10.15
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miricale
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TsFreddie
πŸ‘€ should i update my sdl then
no, we ship sdl 2.0.8 so it needs to work there
13:44
I'll compile a patched sdl 2.0.8 to test
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oops, already brewed it.
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cant we use current master sdl somehow?
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what version did you brew?
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it probs fixes alot of stuff
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wait
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Deleted User
it probs fixes alot of stuff
There was one massive performance issue on windows that made us roll back
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i don't think i'm using homebrew's sdl anyway
13:46
my homebrew already has 2.0.12
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yeah, it's pain to get macOS to link to the correct sdl
13:46
2.0.16 is going to be the first version with my patch to fix the appkit issue
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@TsFreddie afaik the only way to get it to link to homebrew sdl is to delete the sdl window in ddnet-libs
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Learath2
There was one massive performance issue on windows that made us roll back
yeah i dont mean for windows
13:47
just for macos
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i don't want to deal with that tbh
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f99f062 Only sort friends, if you got any - Jupeyy 6465e48 Add unit test for empty range - def- 70f79bf Merge #3813 - bors[bot]
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I'll try to reproduce your issue on 2.0.8
13:50
with my cute sdl monkeypatcher probably πŸ˜›
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SDL master
13:50
i really don't like reading sdl2's code every time something happened.
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yeah, such a pain
13:50
and most of the time it's not even sdl's fault
13:51
on macOS you almost always are in a world of pain trying to disassemble bits of AppKit
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πŸ‘€ well what about the IME stuff on windows
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How does this damn thing even work for you....
13:51
you are supposed to get SIGILL on launch like all other macOS users
13:52
maybe no one is running big sur?
13:53
or maybe my macos is fresh since every time something happens i just nuke it and restart.
13:53
i don't save anything on my mac
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maybe AppKit on big sur actually noticed this is an insane check
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maybe
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the only way around is to link your application to an old sdk, which is what we do for the official release
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gfx_screen_width 1280 gfx_screen_height 800 gfx_borderless 0 gfx_highdpi 0 gfx_vsync 1 gfx_resizable 1 gfx_opengl_major 2 gfx_3d_texture_analysis_done 1
13:53
don't know if you still need it, but i forgot to send this
13:54
do I even have old sdks on my mac?
13:54
how do i check
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ls -la /Library/Developer/CommandLineTools/SDKs/
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i have 10.15.sdk
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There is a SDK in XCode too but I don't remember the exact path
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i don't have xcode installed
13:55
i hate that thing anyway
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it has a decent profiler, about the only thing I use in it
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i use orbit on windows
13:56
since i don't have visual studio either
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hm I've been looking for a way to avoid vs too, is orbit any good?
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well i don't know how profiler supposed to work, but i can see nanoseconds and stuff so i'm content with it lol
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I just love my tools on linux so much, why wouldn't they just mimic linux? 😦
13:58
perf, callgrind, gprof, valgrind, ASan, MSan
13:58
on windows it's either VS or here have this 10 year old windows NT tool
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I run valgrind in WSL for server codes which has been working fine for me
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Dr. Memory is a piss poor excuse for ASan
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TsFreddie
I run valgrind in WSL for server codes which has been working fine for me
how does WSL work? do you link to another set of libraries?
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WSL2 is just a vm now
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msvcrt doesn't really take well to hooking into malloc
13:59
Ah, a VM makes sense
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with some microsoft jank that bridge the file system and stdin/out somehow
14:00
it is kinda magic. i can run windows version of powershell in the WSL2 vm and run WSL2's zsh inside the powershell that is in the zsh to begin with.
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okay, 2.0.8 breaks resizing
14:03
but that's all
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emmm
14:03
resizing works fine for me tho
14:04
i doubt my pr fix resizes
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i'll try master i guess
14:05
that's a huge screen tho
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isnt that bcs of the fullscreen flag?
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idk what sdl version I should try with your PR
14:05
@Deleted User ?
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or is that pure window
14:05
i mean like clicking fullscreen button
14:05
probs the yellow top right
14:05
never used macos xxd
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it's the screenshot of a window
14:06
i mean like this
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you want me to try hit the button or sth?
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are u in a maximized state
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hitting the maximize button breaks the game πŸ˜„
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like clicking maximize
14:07
oh ok
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ye, resizing worked for me just fine
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anyway, I wasn't maximized
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ok, just thought bcs under windosw sdl doesnt remove the flag for some reason
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maximize works for me too lol
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maybe learath should update his os xD
14:08
does macos not force u todo it?
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with SDL 2.0.15 both maximizing and resizing works fine for me
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niceeee update
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though we seem to be missing an event hook when we are maximizing
14:10
I need to resize twice to get our code to catch the resize
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sooo.. what's the plan
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I don't know what to do
14:12
I'll try your PR, if it works for me I guess we merge it since it fixes one more version of macOS I guess
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always blame sdl or drivers on linux it works perfect
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we also seem to confuse concepts a lot, resizing the screen by dragging or hitting maximize actually changes the render resolution
14:13
but we don't change gfx_screen_width and height
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yeah
14:13
i am also not sure if we should do that
14:13
or if we do, we should show the current resolution somewhere
14:14
else u cannot click the current resolution in the list
14:14
current selected
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i feel like we shouldn't
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mixed feelings tbh
14:14
it can also be nice to restore last state
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don't know why but that's how i feel
14:14
ye
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the first time I change resolution it doesn't work, after that it works perfectly
14:15
idk wtf is up with macOS in general...
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Learath2
the first time I change resolution it doesn't work, after that it works perfectly
that actually happened to me a while ago. i thought you fixed it
14:16
forgot which version was i on. but i'm already on big sur for sure
14:16
i was*
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I thought I fixed it too, another bug that will take hours to debug
14:16
okay, I would really like to continue this but I really will be mad at myself if I don't spend at least 1 hour studying today
14:17
so I'm leaving right after I compile your PR
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what was the pr number?
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3804
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okay there is an issue here
14:19
the highest supported resolution is not my entire screen
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with hidpi off right
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with hidpi off it is my entire screen
14:20
with hidpi on it's smaller
14:21
i might need to swap canvas size and window size around then
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3360x2100 is the highest shown in hidpi
14:22
which is the second highest actually, maybe you are overculling the resolutions?
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was is supposed to be the highest btfw
14:22
btw*
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maybe a < instead of a <= somewhere? πŸ˜›
14:22
it's supposed to be 1920x1200 * 2
14:23
so idkx1400
14:23
2400*
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maybe it is something wrong with calculated dpi scale
14:24
afterall
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see why the word "calculated" scares me? πŸ˜›
14:25
well i can swap canvas size and windows size
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Oh and wanna hear something even funnier?
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so i keep videomodes as windowsize, and calculate canvas size which is only used for displaying in ui
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with sdl 2.0.8 your PR actually creates the clipping issue you reported
14:26
well fuck me then
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and it breaks resizing and it still won't show the correct highest resolution when hidpi is on...
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how does it break resizing
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pffff this is like sooooo sooooo soooo annoying when macOS behaves so differently between versions
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i didn't change anything about resizing tho
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oh actually resizing was already broken in 2.0.8 for me
14:27
nvm
14:28
maybe I should just pony up the cash and get an M1 macbook to test this on
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πŸ‘€ if you haven't gone yet, see if the new commit works better, at least in the resolution part.
14:32
not sure about clipping. but i guess i'll keep looking for stuff.
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Is SDL bundled so that we can update it?
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i'm using bundled SDL
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Then why struggle with outdated stuff
14:34
If 2.0.15 works fine
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works fine for me, I wonder if it works fine for @TsFreddie e.g.
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Actually what I'm using is sdl master
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let's wait for 2.0.16 maybe?
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@TsFreddie can you try something for me?
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yes, sdl master
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can you do defaults write -g NSLogUnusualAppConfig -bool YES
14:41
then launch ddnet and see if you get anything extra in the console
14:41
it will show the compatibility changes appkit makes to run the program
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sure on sec
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without 2021-05-06 16:40:49.478 DDNet[19052:1029624] NSOpenGLContextSuppressThreadAssertions=YES in the log I'm fairly certain you have some alien macOS
14:42
sent by the gods to allow you to run legacy ogl applications with ease
14:44
btw which console
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where stdout goes
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the terminal where you launch the game
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still building, just making sure
14:45
my mac throttled so hard it take 5 minutes to build ddnet
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yeah mine chokes too, an intel mac?
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M1s are supposed to be much better
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i know
14:45
i'm poor now tho
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I would probably never spend my own money on a mac
14:46
unless I was like filthy rich and felt like testing something
14:46
i have alien mac i guess
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Learath2
I would probably never spend my own money on a mac
did you raid apple store
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I got one in exchange for developing a mobile app
14:49
they were considering hiring a developer, I offered to do it if they got me the mac
14:50
so.. what did I do to my mac
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TsFreddie
Click to see attachment πŸ–ΌοΈ
you sure these were the only unusual configs?
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let me grep it then
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It should be right after the opengl context creation btw
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one last thing, can you try opengl3
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will do
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it shouldn't differ but maaaybe in big sur ogl3 takes a different codepath
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same thing
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and it just works?
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looks like it
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okay can you do an otool -L DDNet?
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do you want the output
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I'm looking for just the AppKit line
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/System/Library/Frameworks/AppKit.framework/Versions/C/AppKit (compatibility version 45.0.0, current version 2022.44.149)
14:55
πŸ‘€
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okay that is much much newer than mine, can I have the appkit framework? it's a bit large but if you don't mind I want to check out what they changed
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emm how
14:55
do i just archive it or something
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yep, that works
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AppKit.framework right?
14:57
don't send it here btw
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how do you get new AppKit in the first place
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new macOS version
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make sense
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AppKit never breaks compatibility though, so functions take different codepaths in newer AppKits if they are linked to an older version of the sdk
14:58
I want to check out [NSOpenGL_Context setView:]
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hmm, the archive is 20mb
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jesus
14:59
mh, I guess don't bother, no need to waste time to satisfy my curiosity
14:59
I'll just get big sur sometime and check it out
15:00
I wish the SDKs no longer came with flat manifests instead of the actual framework files
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is the size wrong
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no it's correct, it's just too large to upload, atleast for my internet speed
15:01
if you don't mind I'd still like to have it
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i can upload it pretty quickly
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if you can't be assed, it's whatever, again just idle curiosity
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and it's done
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dm me the link, apple doesn't really enjoy people uploading these
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πŸ‘€ i have something like 100mbits up
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I wish
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but i still need to upload stuff through a proxy so the file can get to onedrive and stuff, so i guess i'm bottlenecked by the proxy
15:03
still plenty fast th
15:03
tho*
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hm, you sure you zipped this correctly?
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maybe not.
15:05
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can you do a ls -la /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit?
15:06
maybe it's a symlink
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/C/AppKit doesn't exists
15:07
maybe they moved it
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but your ddnet was linked to it
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eeeeh?
15:07
ye right, it was linked to it.
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do you have lldb?
15:08
i do
15:08
forgot how to use it
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lldb ./DDNet
15:08
run , wait a bit ^C to interrupt
15:08
then do image list
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can you grep within lldb
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no, but AppKit should be within the first 20
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[ 15] 10AFBC3A-E9A4-3E62-B9F5-97DF579B7A84 0x00007fff22e79000 /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit
15:10
bruh
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okay, I'm starting to believe aliens sent this mac to you as a gift
15:11
I guess I'm not going to get to check out what changed until I get my own big sur
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maybe apple hide those path in kernel or something
15:11
πŸ‘€
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well do a sudo ls -la instead
15:11
if root can't see it idk, only god himself knows
15:12
i'm out.
15:12
sendhelp
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yeah me too, we tried
15:13
New in macOS Big Sur 11 beta, the system ships with a built-in dynamic linker cache of all system-provided libraries. As part of this change, copies of dynamic libraries are no longer present on the filesystem. Code that attempts to check for dynamic library presence by looking for a file at a path or enumerating a directory will fail. Instead, check for library presence by attempting to dlopen() the path, which will correctly check for the library in the cache. (62986286)
15:14
apparently there is a tool to dump it from the cache, I've already wasted enough of your time, I'll just check it out myself when I upgrade some day
15:15
頑弡って on your studying then
15:16
if you still going for that
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I have to, so I don't have to live under the bridge with the hobos
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TsFreddie
頑弡って on your studying then
πŸ™‚
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@Deleted User does this patch fix window icon notifications on KDE? I have only tested it on i3 and it seems to work well.
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@Learath2 I guess try the new commit in my PR and see if that fixed it for you when you got time. Since you are the only one who can test that problem. πŸ˜…
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Deleted User
Also we need a solution that works without x11,bcs Wayland is on the March
I don't think that there's a Wayland protocol for that. See https://gitlab.freedesktop.org/wayland/wayland-protocols/-/issues/31
This is a meta issue for discussing toplevel activation/focus requests. I realized we don't have one yet. Use-cases Let...
17:51
poggers bluekitty
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every six weeks πŸ˜‰
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i needed that clippy fix so much
17:51
and im 2 lazy to setup nightly just for that
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ah, nice bugfix. otherwise it looks like a rather small release
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The most significant change in this release is not to the language or standard libraries, but rather an enhancement to tooling support for Clippy.
17:54
@heinrich5991 there is something "big" idk how big but its a regression
17:54
that affects ring
17:54
since rust is the only real world end user of the llvm noalias stuff they find all the bugs it has xd
17:54
The ring test suite started failing when I tried to upgrade to untrusted 0.8.0. The regression first shipped in nightly-2021-03-23: We were further able to narrow down the regression by bisecting d...
17:55
Enable mutable noalias by default on LLVM 12, as previously known miscompiles have been resolved. Now it's time to find the next one ;)
17:55
monkalaugh
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I wonder if it'll ever work to enable it
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this is kind of an open question: have there been attempts / ideas of a complete rewrite (either in cpp or other lang) with goals to make modding and ddnet contribution easier? i know this is not a simple or straightforward process but idk if it's been attempted before
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not really, some attempts have been made
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i dont think ddnet is a good base for making a "empty" teeworlds
18:01
it has many ddnet specific code everywhere
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Some Teeworlds stuff in Rust. Contribute to heinrich5991/libtw2 development by creating an account on GitHub.
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teeworlds 0.7 is actually a good base for new mods
18:01
it has 64p support
18:02
and cmake
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well specific and not, all of teeworlds + ddnet code would be part of the rewrite
18:03
and even treating them as the same code
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@heinrich5991 would it be crazy/improve speed to rewrite the server using a async runtime like tokio? https://github.com/tokio-rs/mio
Metal IO library for Rust. Contribute to tokio-rs/mio development by creating an account on GitHub.
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ideally it would be organized like some "core" that generally works with any client but has "extensions" for modes
18:05
@heinrich5991 how much of the protocol does this cover?
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@lynn the protocol is completely implemented, the server is a very barebones and you can only move around, nothing else
18:09
no client is implemented
18:11
@Ryozuki I don't think tokio is going to improve much… the server is already using mio to get notified about socket events
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oh i didnt see it
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so you could connect to it and play? just wouldn't support things like races
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you can connect to it and move around
18:12
no weapons, teams, etc. are implemented
18:12
no collision
18:12
wait if there's no collision what do you mean move around
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no collision with other tees, I mean
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oh, with other players
18:12
yeah ok
18:13
well, this is good then
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(it's just a proof of concept, I did the interesting parts and stopped before the boring parts came)
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maybe i will try to learn rust this weekend and try to PR it with some of this
18:13
i need to stop saying "i will learn rust" and actually do it
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good luck learning it in 1 weekend monkaS
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well not all of it obviously, but enough to add logic to it
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another programmer converted greenthing
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idk ive always liked rust but other stuff has had my attention for forever
18:17
i had a lua phase
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i never liked it
18:18
and i rly pushed myself to like it due to factorio modding
18:18
but i dont like it
18:18
(lua)
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but you can't mod factorio in rust… ryo already send the next message 😦
18:19
sent*
18:19
is it some discord desync
18:19
ah
18:23
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when tw api?
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When programming language researcher get bored due to lockdowns
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i admire how hands off the lua library is
18:38
i enjoyed making my own constructs that exist in other langs in lua
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[freenode] chillerdragon[m] BOT 2021-05-06 19:14:21Z
how can i turn off the spec tees?
19:14
i dont wanna see those ghosts
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you can't
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[freenode] chillerdragon[m] BOT 2021-05-06 19:16:48Z
oh yikes that is inconvienient
19:16
any chance we can get an option?
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not really, no
19:17
can you explain why you don't want to see the spec tees?
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he could make the x_spec.png skin transparent, no?
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ah right
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it might still show the nametag though
19:20
(I think) πŸ˜„
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also right
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[freenode] chillerdragon[m] BOT 2021-05-06 19:20:32Z
i really dislike it optically i rather not know than look at something visually unpleasing
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you can replace the skin maybe. or you could get used to it for a couple of days and see if it still looks out of place
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[freenode] chillerdragon[m] BOT 2021-05-06 19:21:04Z
its not that the design is bad its quite good actually. Its just i do not want to see a tee i can not interact with. So i really have to fork for that cfg?
19:21
i still see the name
19:21
yea probably i can get used to it
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its not really visually unpleasing tbh, u just have to get used to it
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Maiski
@Deleted User does this patch fix window icon notifications on KDE? I have only tested it on i3 and it seems to work well.
yeah that works
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