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 2022-04-14 00:00:00Z and 2022-04-15 00:00:00Z
hey, what uses so much memory? downloadedskins / downloadedmaps / demos / maps / ghosts maybe? i deleted all my assets but my gfx mem stays really high and i crash when trying to enter assets tab
i use both vscodium and vscode but do not notice much of a difference. I setup vscodium to use the m$ extensions tho so i can get all those proprietary vscode-stories extensions :D
@Learath2 yea just activate the official ms store and u good in vscodium. On arch thats one aur package hehe. What is even your main system nowerdays? Mac? Also lol paying for sublime
A rework of the ddnet.tw website with the objective to make it more maintainable by others and modernize it. - GitHub - edg-l/ddnet-web-modern: A rework of the ddnet.tw website with the objective t...
09:05
(dont expect much, it has nothing rn)
09:07
no more versioning css files every time, just checksum the file kekw
Fixes these memory leaks on my system (default opengl 3.0.3 renderer debian 11)
```
Direct leak of 72 byte(s) in 1 object(s) allocated from:
#0 0x4eac0d in operator new(unsigned long) (/home/chiller/Desktop/git/ddnet/asan/DDNet+0x4eac0d)
#1 0x537ebc in CCommandProcessorFragment_OpenGL2::Cmd_Init(CCommandProcessorFragment_GLBase::SCommand_Init const*) /home/chiller/Desktop/git/ddnet/src/engine/client/backend/opengl/backend_opengl.cpp:1672:21
#2 0x51f4ed in CCommandProcessorF...
Chillers contribution fork of DDraceNetwork, a cooperative racing mod of Teeworlds - ddnet/serverbrowser.cpp at 843acf6a5a80ef445ff134c90bee374212673464 · ChillerDragon/ddnet
I'm trying to implement, that you can add sounpacks as assets in .teeworlds/assets/soundpacks. But I can't find where the sounds are loaded in the sourcecode. Can anyone give me a hint?(edited)
it is in sound.cpp CSound::LoadWV I also looked it up a few days ago. I wanted to implement a assets tab for soundpacks but if you want to try it, I will wait for your initial implementation @cauldron(edited)
19:20
the sounds get loaded in sounds.spp CSoundLoading::Run
Jupstar ✪
in the mean time you can rename it to apStrings ;D