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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2022-02-09 00:00:00Z and 2022-02-10 00:00:00Z
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chillerdragon
trol deen xd
It's time to leave for the new version if u still there
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Was added by GreYFoX in some big merge commit https://github.com/ddnet/ddnet/commit/f7f6058a92b0e6030bdee50fb38a4ac2f61e0b7a#diff-aba621fd6688d4086ab40e58808cc12fdf591fdedf0d6c58cde2312b68cea5e0R1737

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 ...
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chillerdragon BOT 2022-02-09 09:30:04Z
SUMMARY: UndefinedBehaviorSanitizer: undefined-behavior /home/chiller/Desktop/git/DDnetPP/src/game/server/gamecontext.cpp:213:23 in /home/chiller/Desktop/git/DDnetPP/src/game/server/gamecontext.cpp:214:27: runtime error: nan is outside the range of representable values of type 'int' #0 0xf050a3 in CGameContext::CreateDamageInd(vector2_base<float>, float, int, long) /home/chiller/Desktop/git/DDnetPP/src/game/server/gamecontext.cpp:214:27 #1 0xec1f30 in CProjectile::Tick() /home/chiller/Desktop/git/DDnetPP/src/game/server/entities/projectile.cpp:237:18 #2 0x11f8eaf in CGameWorld::Tick() /home/chiller/Desktop/git/DDnetPP/src/game/server/gameworld.cpp:272:11 #3 0xf24ebf in CGameContext::OnTick() /home/chiller/Desktop/git/DDnetPP/src/game/server/gamecontext.cpp:893:10 #4 0x57c4a9 in CServer::Run() /home/chiller/Desktop/git/DDnetPP/src/engine/server/server.cpp:2697:19 #5 0x5b3b2b in main /home/chiller/Desktop/git/DDnetPP/src/engine/server/server.cpp:3770:21 #6 0x7f9ea2ed3d09 in __libc_start_main csu/../csu/libc-start.c:308:16 #7 0x42fde9 in _start (/home/chiller/Desktop/git/DDnetPP/build/DDNetPP+0x42fde9)sorri irc :D
09:31
how do i find the root cause of a ubsan error? Pretty much all those files server.cpp gamecontext.cpp gameworld.cpp projectile.cpp have no diff to ddnet src code. So I am not sure how to figure out why it gets a NaN there
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Jupstar ✪ BOT 2022-02-09 09:38:05Z
use valgrind to check if uninitialized memory else track all writes to that variable
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chillerdragon BOT 2022-02-09 09:38:32Z
oke lemme try valgrind :)
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Jupstar ✪ BOT 2022-02-09 09:38:43Z
nan usually happens when deviding by zero
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d27a330 Remove commented out OnEntity call - ChillerDragon c310319 Merge #4682 - bors[bot]
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Jupstar ✪ BOT 2022-02-09 09:38:47Z
are you casting a float to int?
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chillerdragon BOT 2022-02-09 09:39:03Z
yea maybe but idk where
09:39
i do it all
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Jupstar ✪ BOT 2022-02-09 09:39:14Z
gamecontext.cpp:214:27
09:39
there
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chillerdragon BOT 2022-02-09 09:39:34Z
yes!
09:39
DDraceNetwork + city + block! Based on ddnet (www.ddnet.tw) which is based on teeworlds (www.teeworlds.com). - DDNetPP/gamecontext.cpp at 29a062e598b2fc80b9af5a16054b28f56e5f079e · DDNetPP/DDNetPP
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Jupstar ✪ BOT 2022-02-09 09:39:54Z
whatever that var is, it is either uninit or you devide it by zero somewhere
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chillerdragon BOT 2022-02-09 09:40:01Z
oke nice
09:41
is there a known issue of mixing asan with valgrind? it does not seem to start at all
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Jupstar ✪ BOT 2022-02-09 09:42:16Z
yeah dont do that
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chillerdragon BOT 2022-02-09 09:42:21Z
oke
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Jupstar ✪ BOT 2022-02-09 09:43:01Z
if you can reproduce it ez, you can also set a breakpoint and see what variable exactly caused the problem
09:43
might be faster
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chillerdragon BOT 2022-02-09 09:43:16Z
i can reproduce 10/10 directly on server start
09:43
where do i set my breakpoint? In create damage ind and then look at all the vars?
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Jupstar ✪ BOT 2022-02-09 09:43:59Z
yes
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chillerdragon BOT 2022-02-09 09:44:01Z
omg im too stupid to turn asan off xd
09:44
ok lemme try
09:45
image.png
09:45
this looks promising
09:47
Is the Angle wrong?
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Jupstar ✪ BOT 2022-02-09 09:49:22Z
was the line even executed
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chillerdragon BOT 2022-02-09 09:49:30Z
eee
09:49
no omg
09:49
wow u gdb pro
09:49
i thought step shows last executed line not next :D
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Jupstar ✪ BOT 2022-02-09 09:50:26Z
isnt every debugger showing the current line (not executed yet)
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chillerdragon BOT 2022-02-09 09:50:36Z
do i look like i debug?
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Jupstar ✪ BOT 2022-02-09 09:50:47Z
yes
troll 1
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chillerdragon BOT 2022-02-09 09:50:57Z
im more the print driven debugging guy
09:51
ok so "s" eventually becomes -1
09:52
but f is fine hmm
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Jupstar ✪ BOT 2022-02-09 09:52:55Z
it probs happens in a later call
09:53
the ubsan in ur pic is somewhere else
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chillerdragon BOT 2022-02-09 09:53:23Z
yea
09:56
oke got it
09:56
image.png
09:58
Okay I assume latestinput is not set
09:59
Indeed!
09:59
thanks Jupstar ✪ i love u
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You're invited to talk on Matrix You're invited to talk on Matrix
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Headshot
You're invited to talk on Matrix You're invited to talk on Matrix
You're invited to talk on Matrix
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ZombieToad BOT 2022-02-09 11:47:28Z
You're invited to talk on Matrix (@bencie)
You&#x27;re invited to talk on Matrix (@Headshot)
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chillerdragon BOT 2022-02-09 12:25:00Z
You're invited to talk on Matrix
You're invited to talk on Matrix (@bencie)
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chillerdragon BOT 2022-02-09 12:37:49Z
Jupstar ✪: ma boiii
You're invited to talk on Matrix
12:37
image.png
12:37
any idea what is unitizalized here?
12:38
DDraceNetwork + city + block! Based on ddnet (www.ddnet.tw) which is based on teeworlds (www.teeworlds.com). - DDNetPP/gameworld.cpp at ddf04c1ff2de7fcbae7a299d3cbb499b4f59ca13 · DDNetPP/DDNetPP
12:38
breakpoint again?
12:42
image.png
12:42
those two look fine tho
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Jupstar ✪ BOT 2022-02-09 12:56:31Z
if you'd show the whole valgrind output it would tell us
image.png
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chillerdragon BOT 2022-02-09 12:56:52Z
ou there isnt much more
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Jupstar ✪ BOT 2022-02-09 12:57:16Z
valgrind --show-reachable=yes --show-possibly-lost=yes --error-limit=no --log-fd=2 --track-fds=yes --trace-children=yes --redzone-size=256 --leak-check=full --show-leak-kinds=all --track-origins=yes --verbose --log-file=valgrind-out.txt --fair-sched=yes
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chillerdragon BOT 2022-02-09 12:57:23Z
ah dat
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Jupstar ✪ BOT 2022-02-09 12:57:25Z
that's what i usually use
12:57
--track-origins=yes
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chillerdragon BOT 2022-02-09 12:57:33Z
ye i started using those but not as many yet
12:57
sec
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Jupstar ✪ BOT 2022-02-09 12:57:38Z
especially that is important i think
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chillerdragon BOT 2022-02-09 12:58:49Z
Still don't see where it tells it :c
12:59
wait maybe i got one
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Jupstar ✪ BOT 2022-02-09 12:59:33Z
usually it says smth like "uninitialized value create by ..."
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chillerdragon BOT 2022-02-09 12:59:37Z
yes
12:59
but then some heap allocation
12:59
new CGameContext
12:59
and im like ok bro ..
13:00
but luckily i got enough valgrind issues to pick an easy one
13:00
found a stack init
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Jupstar ✪ BOT 2022-02-09 13:00:37Z
is cgameworld a member of cgamecontext?
13:00
maybe its m_pNextTraverseEntity that is uninit
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chillerdragon BOT 2022-02-09 13:01:08Z
yes
13:01
but m_pNextTraverseEntity has all the same occurences in ddnet++ as in ddnet so not sure
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Jupstar ✪ BOT 2022-02-09 13:02:08Z
the server code is a mess, maybe valgrind just thinks its uninitialized but it isnt
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chillerdragon BOT 2022-02-09 13:02:21Z
but it does not think its uninitilaized in ddnet
13:02
so there its fixed somehow
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Jupstar ✪ BOT 2022-02-09 13:02:40Z
just show the valgrind output
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chillerdragon BOT 2022-02-09 13:02:43Z
oke
13:02
u rly want dat big boi?
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Jupstar ✪ BOT 2022-02-09 13:02:56Z
make a spoiler
13:03
or send the txt
13:03
3k lines
13:03
there is probably even my creditcard info in that memory somewhere
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Jupstar ✪ BOT 2022-02-09 13:04:46Z
gamecontext.cpp:3890 doesnt match for me i think
13:04
are you coding rn ?
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chillerdragon BOT 2022-02-09 13:05:00Z
im pretty sure i run master
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Jupstar ✪ BOT 2022-02-09 13:05:37Z
ah ok your above commit was outdated then i guess
13:07
yeah just set m_pNextTraverseEntity to nullptr
13:07
in the constructor
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chillerdragon BOT 2022-02-09 13:07:55Z
ddnet does not do it right?
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Jupstar ✪ BOT 2022-02-09 13:08:05Z
let me see why it works in ddnet
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chillerdragon BOT 2022-02-09 13:08:18Z
image.png
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Jupstar ✪ BOT 2022-02-09 13:10:20Z
i actually have a valgrind .txt here locally in my ddnet branch that also complains xd
13:10
but no idea how old that is
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chillerdragon BOT 2022-02-09 13:10:28Z
oh
13:10
i thought i checked ddnet
13:10
lemme run the extensive one on ddnet
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Jupstar ✪ BOT 2022-02-09 13:11:26Z
i'd say ddnet just doesnt remove entities before the first tick or smth and then the var is set
13:12
its from 25 nov 2020 btw
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initializing PR will be accepted anyway
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chillerdragon BOT 2022-02-09 13:14:09Z
ddnet looks fine
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Jupstar ✪ BOT 2022-02-09 13:17:48Z
wanna pr it chillerdragon
13:18
maybe you can reprod it in ddnet when you craete and delete a entity directly
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chillerdragon BOT 2022-02-09 13:19:46Z
yea might be some config or ddnet++ related thing
13:19
like sixup or serverside dummys
13:20
sure i can pr but its ur fix imo makes more sense if u pr but i have time if you are too lazy
13:22
Yes indeed that fixed it for me :) nice
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just PR it
13:25
^^
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Jupstar ✪ BOT 2022-02-09 13:25:07Z
and fix it for prediction too
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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...
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Jupstar ✪ BOT 2022-02-09 14:28:42Z
chillerdragon: you were supposed to join me, not fight me xd
14:31
hi whats up (@20R0)
Hi
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chillerdragon BOT 2022-02-09 14:34:42Z
lol i just dont wanna steal ur contribution sorry i got distracted
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Jupstar ✪ BOT 2022-02-09 14:35:41Z
like i care about one liners xD
14:36
like i care about credits, i just want 1 trillion FPS you know
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chillerdragon BOT 2022-02-09 14:38:17Z
its all about the rankings
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Jupstar ✪ BOT 2022-02-09 14:38:23Z
@Chairn: when are you available today? i read that older nvidia drivers didnt like swapchain recreation when window is minimized, that would explain why it only crashed in fullscreennewer drivers are more relaxed but the spec also doesn't forbid this behavior as android for example relies on it
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chillerdragon BOT 2022-02-09 14:45:08Z
image.png
14:45
You're invited to talk on Matrix
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Jupstar ✪ BOT 2022-02-09 14:46:06Z
:D
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ea2102e Init m_pNextTraverseEntity - Jupeyy 0c5d5e1 Merge #4683 - bors[bot]
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Why is there no youtuber in the game?
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chillerdragon BOT 2022-02-09 15:01:41Z
there is wdym
15:01
what defines as youtuber?
15:03
There are some big ass influencers in the asian space
15:03
some ruski did it too at some point
15:03
and we have our in house youtubers with lower subscriber count but good tw related content such as Aoe
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Jupstar ✪
@Chairn: when are you available today? i read that older nvidia drivers didnt like swapchain recreation when window is minimized, that would explain why it only crashed in fullscreennewer drivers are more relaxed but the spec also doesn't forbid this behavior as android for example relies on it
not sure if i can tonight Jupstar
You're invited to talk on Matrix
15:12
dang, cant hide links in message 😦
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you can hilite him by mentioning his name exactly
15:13
Jupstar ✪: ^
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Jupstar ✪ BOT 2022-02-09 15:13:34Z
indeed chairn tagged me, you not :D
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he said that doesn't work
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wat
15:13
Jupstar ✪
15:13
does this work?
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i copied the link from a previous bot message from chillerdragon
15:14
thought it would work 😄
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Jupstar ✪ BOT 2022-02-09 15:14:10Z
chairn big hacker
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@jupeyy:matrix.org
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Jupstar ✪ BOT 2022-02-09 15:14:11Z
image.png
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apparently it does
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chillerdragon BOT 2022-02-09 15:14:26Z
hacker
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Jupstar ✪ BOT 2022-02-09 15:14:42Z
nothing works only what chairn did xD
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well, good to know ^^
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so only this works? ^
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is there a way we can remove discord visualisation?
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Jupstar ✪ BOT 2022-02-09 15:15:16Z
yeah that works :D
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Happens when a Matrix message mentioning Matrix users gets bridged to Discord: In native Discord messages, you can enclose links in &lt;&gt; to avoid the embed, like thanks a lot &lt;ht...
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test for no preview https://matrix.to/#/@jupeyy:matrix.org, sorry jupstar 😄
15:17
ah seems, to work 😉
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chillerdragon BOT 2022-02-09 15:17:53Z
oh thats what the Yore invited to talk on matrix thing was a bout :D
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Jupstar ✪ BOT 2022-02-09 15:17:56Z
i disabled tagging anyway, i just see my name in a beautiful way xd
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chillerdragon BOT 2022-02-09 15:18:16Z
@jupjapjapstur
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c23f092 Remove Savalic from testers (on request) - 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...
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7bcb9fa Init m_NonEmptySince - ChillerDragon 0d3234e Merge #4684 - bors[bot]
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chillerdragon: it seems your client on the german multeasymap server is doing automated input. can you please leave and stop doing that?
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His public client has that
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dummy hammerfly is automated input
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and we only allow the automated input possible with the official client
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fe1b86b Remove the totally unsafe editor undo - def- 007e632 Merge #4675 - bors[bot]
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Hang/Crash in demo video render on Windows, can reproduce it there. Reported by Broso56. Can reproduce on macOS. Works fine on ffmpeg 4.4: ``` ------------------------------------- Translated Report (Full Report Below) ------------------------------------- Process: DDNet [23681] Path: /Users/USER/*/DDNet Identifier: DDNet Version: ??? Code Type: ARM-64 (Native) Parent Process: zsh [16400] Responsible: ...
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Hi devs. Hi @Learath2, is there a strong reason why bind modifier mask should not be zero? bool CBinds::OnInput(IInput::CEvent e) { // ... if(!Mask) Mask = 1 << MODIFIER_NONE; and int CBinds::GetModifierMask(IInput *i) { // ... if(!Mask) return 1 << CBinds::MODIFIER_NONE; On the other hand, the default bindings are set up via calls like Bind(KEY_A, "+left"); which expands to Bind(KEY_A, "+left", /* FreeOnly */ false, /* ModifierCombination */ 0); This leads to a bug — binds which just set from the user input events are saved in e.g. m_aapKeyBindings[1]['a'], and the default binds are still there in m_aapKeyBindings[0]['a'] which leads to binds duplication in the UI. https://github.com/ddnet/ddnet/blob/15.5-devel/src/game/client/components/binds.cpp#L143
20:10
I'm going to use zero mask to prevent the bug and then we'll have an empty unused array at [1]. Please guide me what can go wrong 🙂
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chillerdragon BOT 2022-02-09 20:30:57Z
Yes it has automated vote no, emotes, swap, dummy connect and emotes. For farming slowest rank on the map. Is this an issue? (@heinrich5991)
chillerdragon: it seems your client on the german multeasymap server is doing automated input. can you please leave and stop doing that?
20:31
I did not expect that to be illegal.
20:35
Okay i shut it down for now since i have to go afk now. Also fyi @bencie i saved the run hook me up if you want the save and continue on your machine.
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chillerdragon: same code the one you leaked to me? :D also ill prob only run it for a few hours since i dont trust my net to go sleep while afking
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chillerdragon BOT 2022-02-09 20:39:06Z
wiat what you said you didnt recive my private code!!!
20:39
but yes same -.-
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i literally copy pasted the server message but left out code to not leak it to others kek
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chillerdragon BOT 2022-02-09 20:39:57Z
so do you have it or not?
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yes i do
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chillerdragon BOT 2022-02-09 20:40:09Z
oke nice
20:40
so thats why you asked for my username on the other site i reused this pw? :p
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no hahaha i was joking
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chillerdragon BOT 2022-02-09 20:42:09Z
im rly confused now
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chillerdragon
so thats why you asked for my username on the other site i reused this pw? :p
said i was joking to this, if that clears it up ^^
20:45
btw new tp feature is really good, ty devs 💙
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Kaffeine
Hi devs. Hi @Learath2, is there a strong reason why bind modifier mask should not be zero? bool CBinds::OnInput(IInput::CEvent e) { // ... if(!Mask) Mask = 1 << MODIFIER_NONE; and int CBinds::GetModifierMask(IInput *i) { // ... if(!Mask) return 1 << CBinds::MODIFIER_NONE; On the other hand, the default bindings are set up via calls like Bind(KEY_A, "+left"); which expands to Bind(KEY_A, "+left", /* FreeOnly */ false, /* ModifierCombination */ 0); This leads to a bug — binds which just set from the user input events are saved in e.g. m_aapKeyBindings[1]['a'], and the default binds are still there in m_aapKeyBindings[0]['a'] which leads to binds duplication in the UI. https://github.com/ddnet/ddnet/blob/15.5-devel/src/game/client/components/binds.cpp#L143
I don't quite remember, but whenever someone touches that code it breaks
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I think I fixed most of the bugs there: https://github.com/ddnet/ddnet/pull/4668
I work on a client for InfClass mod and it is important to have bindings for many situations, so we have to use modifiers (one modifier per bind). It turned out that bindings (with a modifier) are ...
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chillerdragon BOT 2022-02-09 20:54:41Z
Kaffeine#4088: go fix binds in teeworlds. Ddnet binds are fine :)
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I'll do a client with zero mask for modifiers and we'll see how it goes (with maybe 5-8 testers/the client users).
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chillerdragon BOT 2022-02-09 20:55:12Z
Compose binds in upstream is what made me downgrade to 0.6 :D
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The mod I maintain (infclass) is not compatible with 0.7 so I have little interest in the upstream (I send PRs to the upstream just because it is "the right way" but probably nowadays DDNet have more reasons to be considered as the upstream. Oh, I don't want to start a holy war 😄 ) I actually tried to rewrite the mod ontop of 0.7 but they screwed up mods support so why mod dev would care of teeworlds if teeworlds does not care about mods? Okay, they partially restored the ability to change skins, but e.g. 'global sound' is still missing, gametypes squashed into the generic game controller, etc. What a mess. (edited)
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mind a quick open source license related question?
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Angeldust
mind a quick open source license related question?
go ahead
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not related to ddnet tho
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Kaffeine
Hi devs. Hi @Learath2, is there a strong reason why bind modifier mask should not be zero? bool CBinds::OnInput(IInput::CEvent e) { // ... if(!Mask) Mask = 1 << MODIFIER_NONE; and int CBinds::GetModifierMask(IInput *i) { // ... if(!Mask) return 1 << CBinds::MODIFIER_NONE; On the other hand, the default bindings are set up via calls like Bind(KEY_A, "+left"); which expands to Bind(KEY_A, "+left", /* FreeOnly */ false, /* ModifierCombination */ 0); This leads to a bug — binds which just set from the user input events are saved in e.g. m_aapKeyBindings[1]['a'], and the default binds are still there in m_aapKeyBindings[0]['a'] which leads to binds duplication in the UI. https://github.com/ddnet/ddnet/blob/15.5-devel/src/game/client/components/binds.cpp#L143
i also didn‘t understand this last i read it
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sorry, I've got my answer already
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deen
i also didn‘t understand this last i read it
iirc I took this directly from upstream
21:47
if you are on te tw dc
21:47
s/te/the/
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Can I ask why sometimes downloading a 1 megabyte map can take a long time
21:48
On good download speed ethernet
21:49
Is it because my client isn't downloading from a web server?
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If it's a map that's not on https://maps.ddnet.tw it'll be downloaded over the gameserver, which isn't very fast
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chillerdragon
Yes it has automated vote no, emotes, swap, dummy connect and emotes. For farming slowest rank on the map. Is this an issue? (@heinrich5991)
And moving aswell as target position movement
22:05
Increase maximum length of command names from 31 to to 47 characters. The command name player_use_custom_color_decoration would be too long otherwise and not show correctly in the local console. ...
22:05
for ddnet pls ^
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idk, automated input seems bad, chillerdragon
22:40
(also it was hurting for me to see all the spam emojis going into the teehistorian 😛 )
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thats also possible with bind
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not 24/7?
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1cdf759 Update include directories of libs - def-
22:46
Forgot it in the last ddnet-libs update

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...
23:01
what is the source code fill name of ddnet pls?
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fill name?
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folder name*
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its the name?
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and where i can find it?
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DDraceNetwork, a cooperative racing mod of Teeworlds - GitHub - ddnet/ddnet: DDraceNetwork, a cooperative racing mod of Teeworlds
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i use thats and i need the source code folder
23:03
its for compile
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the folder is literally called src...
23:03
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can u tell me where he is
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I'm not quite sure how better to describe it
23:04
but you shouldn't care about that folder while compiling anyway
23:04
Why don't you just follow the readme?
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because im dumb xD
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what OS are you on? @Nathan_
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chillerdragon BOT 2022-02-09 23:38:03Z
Yea expected you meant something like that. Is it only the emotes tho? I use the emotes to see that it is activated and also spamming vote no. I assume that’s recorded as well isn’t it? (@heinrich5991)
(also it was hurting for me to see all the spam emojis going into the teehistorian 😛 )
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