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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 2022-05-14 00:00:00Z and 2022-05-15 00:00:00Z
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how susceptible to bugs is swap on team 0?
00:05
dangerous move, no?
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Checklist

  • [x] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] 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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Рентгеноэлектрокардиографический 2022-05-14 06:28:49Z
How do i play a submitted DDNet map from discord?
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fixes https://github.com/ddnet/ddnet/issues/5044 Currently the dummy gives the server the wrong IntendedTick aka PredTick which (I think) makes it impossible for the server to correctly order inputs if they come early (i.e. if you're playing with high prediction margin). Currently with dummy copy if you switch dummy with high prediction margin it will almost always desync, with this change it doesn't desync. The only reason dummy works at all is because it relies on this code in the...
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Рентгеноэлектрокардиографический
How do i play a submitted DDNet map from discord?
jao's hairy kebab 2022-05-14 06:34:28Z
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Рентгеноэлектрокардиографический 2022-05-14 06:37:06Z
i've read that, but what do i do with the file that i'm given
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jao's hairy kebab 2022-05-14 06:38:09Z
use vote menu
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tater doing god's work over here
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jao's hairy kebab
use vote menu
Рентгеноэлектрокардиографический 2022-05-14 06:40:44Z
what vote menu? i don't know what that is (edited)
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jao's hairy kebab 2022-05-14 06:41:41Z
esc > call vote
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Рентгеноэлектрокардиографический 2022-05-14 06:41:57Z
oh in-game
06:43
i have a file though, what do I do with a file? (edited)
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jao's hairy kebab 2022-05-14 06:44:27Z
start lan server in home screen
06:45
if file is from #📬submit-maps then it will be in vote menu on test server
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Рентгеноэлектрокардиографический 2022-05-14 06:49:20Z
thank you
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Ryozuki
@Jupstar ✪
xd real life stories
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Reported by cheeser0613:
it crashed just now when i switch the window back to game
vulkan, gpu: 1050, os: window10 @Jupeyy Potential Vulkan bug?
09:06
Reported by cheeser0613

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...
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src/game/server/entities/character.cpp: In member function ‘void CCharacter::SendZoneMsgs()’: src/game/server/entities/character.cpp:2013:78: warning: the address of ‘CGameContext::m_aaZoneLeaveMsg’ will never be NULL [-Waddress] 2013 | if(m_TuneZoneOld >= 0 && GameServer()->m_aaZoneLeaveMsg[m_TuneZoneOld]) | ~~~~~~~~~~~~^ In file included from src/game/server/entities/character.cpp:7: src/game/server/gamecon...
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btw the log is still not filtered in F1 (edited)
09:26
xd
09:26
should be done before release probs
09:28
@gerdoe can you pm me your config later? i want to test the text assert you get this is not backend code so i dont see why i should not be able to reproduce it if it happens always for you
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I could not find a way that an invalid client ID is used here, but compiler warns anyway: ``` In member function ‘void CTeamsCore::SetSolo(int, bool)’, inlined from ‘void CCharacter::SetSolo(bool)’ at src/game/client/prediction/entities/character.cpp:29:22, inlined from ‘void CCharacter::HandleTiles(int)’ at src/game/client/prediction/entities/character.cpp:882:10: src/game/teamscore.h:45:34: warning: array subscript [0, 63] is outside array bounds of ‘bool [64]’ [-Warray-bounds...
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Jupstar ✪
@gerdoe can you pm me your config later? i want to test the text assert you get this is not backend code so i dont see why i should not be able to reproduce it if it happens always for you
@gerdoe are u also on nvidia btw? and do the crashes happen since a few days only? 😄
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@cheeser0613 does the crash not happen in ddnet 16.0.x?
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cfe8cce Add translation string "Adjust the opacity..." - def- 270db1e Merge #5108 - bors[bot]
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didnt happen
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Are the bench demo files used for anything?
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only on 16.1
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mh ok
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cheeser0613
didnt happen
but it does have a huge lag when i switch the windows
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so if u now select 16.0 it works?
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so it might be the driver problem
09:45
both version have huge lag when i switch windows but so far only 16.1 crash
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ok do u have FSAA on?
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but it uses the same GPU on both versions? purple text in f1
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so its intel
09:47
not nvidia
09:48
is one maybe using nvidia the other intel?
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weird, just now i can change it to nvidia but now i cant change it
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we had a change to detect igpus, but they should still have less priority than real gpus
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Found by murpi

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-a...
10:01
0996cdf Update spanish.txt - n0Ketchp dd551e7 Merge #5104 - bors[bot]
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I have some performance issues for my webgl renderer of tw maps, especially when editing. Are there optimizations implemented in tw's renderer ? I was thinking splitting vbos in chunks, or greedy meshing, or rendering only visible parts, idk (edited)
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well only rendering visible chunks sounds sane 😄
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well I don't have chunks atm haha
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c3774ce Remove accidentally added demos - def- b874c01 Merge #5111 - bors[bot]
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maybe we should try out -fsanitize-undefined-trap-on-error its like a minor ubsan version just with trapping instructions instead of any real output
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Jupstar ✪
maybe we should try out -fsanitize-undefined-trap-on-error its like a minor ubsan version just with trapping instructions instead of any real output
no idea of the performance cost
10:20
but it works on mingw
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k2d222
I have some performance issues for my webgl renderer of tw maps, especially when editing. Are there optimizations implemented in tw's renderer ? I was thinking splitting vbos in chunks, or greedy meshing, or rendering only visible parts, idk (edited)
generally speaking splitting vbos is not a good idea
10:21
the gpu wants no buffer changes
10:21
better do more draw calls
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@k2d222 funnily enough I'm currently also writing a twgpu rust crate for rendering teeworlds stuff, currently I only have map rendering, but still need to optimize some stuff, am cpu bound right now ^^
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wgpu in action poggers
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@Patiga when release to test 😄
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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 ✪
generally speaking splitting vbos is not a good idea
The thing is, I'm doing a map editor so a lot of mesh editing is going on and when editing e.g. the game layer with millions of tiles it hangs
10:22
~50-100ms per tile
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Jupstar ✪
maybe we should try out -fsanitize-undefined-trap-on-error its like a minor ubsan version just with trapping instructions instead of any real output
@deen maybe you can look into it if you have time, we still have so many hard to reproduce issues, and i kinda think not all asserts must be triggered by the statement but can be memory overflows or other bugs that just lead to them
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aaaaah soon ™️
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Patiga
@k2d222 funnily enough I'm currently also writing a twgpu rust crate for rendering teeworlds stuff, currently I only have map rendering, but still need to optimize some stuff, am cpu bound right now ^^
Do you think it could be ported to wasm ?
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yes, it also works on the web :)
😍 1
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always 2 steps ahead @Patiga !
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k2d222
The thing is, I'm doing a map editor so a lot of mesh editing is going on and when editing e.g. the game layer with millions of tiles it hangs
mh yeah thats a hard mission you are on 😄
10:25
could maybe allocate the whole map as one buffer
10:25
and just disable index == 0
10:25
gpu side
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@k2d222 so far on my approach, tilemaps are literally 2d textures on the gpu, so editing tiles could be quite easy ^^
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or just rebuild the index buffer
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Jupstar ✪
btw the log is still not filtered in F1 (edited)
how to reproduce? what is not filtered?
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i get pretty much all dbg_msg messages
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@Jupstar ✪ now that I know that I'm cpu bound I figured out that I need to work on envelopes, so far I just have the very naive approach of sampling the envelope with 0 knowledge each frame, with linear search through the points. when I turn off envelopes, I get roughly 50% more frames :d
10:29
but I suppose I can swallow my pride and try to do the first release before the first planned refactor and actual optimizations
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tbh quads are also not insanly optimized on ddnet
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@Jupstar ✪ yes, all dbg_msgs is intended
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tile layers maybe most then particles then text rest still kinda sucks 😄
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heinrich5991
@Jupstar ✪ yes, all dbg_msgs is intended
but thats insane spam
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everything with log_info and above, dbg_msg counts as log_info
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older clients printed much less
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why cant we use console_log_level
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if you want to hide some message, we can move it from dbg_msg to log_debug or log_trace
10:31
you should be able to use console_log_level
10:31
with console_log_level, you can also enable log_debug or log_trace in f1
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yes but pretty much everything is written for dbg_msg 😄
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yes, that was my rationale for including it
10:32
so people can send more accurate logs when they have a problem
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why isnt Console Printing just one level higher?
10:32
so its like before
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heinrich5991
yes, that was my rationale for including it
yes i understand that
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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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but console_log_level could also be updated on fly and write old messages
10:33
i just fear that most ppls use f1 for reading chat messages
10:34
and now it sends so much stuff, vulkan info, http infos
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maybe the vulkan stuff could be moved to log_debug?
10:34
I'd also like some filtering for log tag, so people can view only chat if they want
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Jupstar ✪
but console_log_level could also be updated on fly and write old messages
yea, that would also be nice, but I couldn't figure out a nice design for this
10:35
I guess one could just save all messages even though it might drop messages that are still shown(?)
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but anyway then i'll move stuff to log_debug for now
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another settings for f1 messages
10:36
like cl_show_console_messages debug
10:36
ah oh
10:36
don't listen me xd
10:36
never
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xd
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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...
10:46
Most messages in the backend are warnings. At least these two are send every time you minimize/maximize the window, so kinda annoying

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 ...
10:50
Thanks to cheeser0613 for report

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 existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/dd...
10:53
feebbb8 Update translation status - def-
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Since it clears out the randomly generated password

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 existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](ht...
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before the GPU info was directly visible after client start, but the background menu map spams the loading now
11:12
also stuff like this, is rarely useful probably
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4268f89 Move create/destroy window ntf dbg_msg to log_debug - Jupeyy 8fa5906 Merge #5116 - bors[bot]
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add redactor skin
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b557e25 Only print zone messages when there is one - def- 2f68b50 Assert client id in SetSolo - def- 351a12e Update traditional_chinese.txt - Cheeser0613 fedc571 Update simplified_chinese.txt - Cheeser0613 0f2d464 Update tooltip text after changing language - def- ec75563 Merge #5109 #5110 #5112 #5115 #5117 - bors[bot]
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Jupstar ✪
we had a change to detect igpus, but they should still have less priority than real gpus
i restart my pc and test again for few times i think it just something wrong with new nvidia driver
12:02
it even show this to me after i restart my pckek
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cheeser0613
i restart my pc and test again for few times i think it just something wrong with new nvidia driver
Cellegen | HU 2022-05-14 12:03:24Z
gtx 1050 ti, doubt
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remember he is from china
12:03
they have weird extra products there 😄
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Cellegen | HU 2022-05-14 12:03:50Z
if tw cannot recognise it, then it's a chinese copy (edited)
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i think there is a gtx 1050 in china
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nop im from malaysia
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okx d
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Jupstar ✪
also stuff like this, is rarely useful probably
are you on rc?
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Cellegen | HU 2022-05-14 12:04:42Z
doesn't matter, but the product, where it came from is all matters
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gerdoe
are you on rc?
yes
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gerdoe
are you on rc?
but u have background map off
12:05
since i have ur config now 😉 XD
12:05
you even now half of my teefriends :o
12:05
know*
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ez
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These diagnostics are supposed to guide the user to problem resolution. They're displayed if no packet is received from the server within one second of connecting. No message if we don't have STUN servers. "Trying to determine UDP connectivity..." if no answer has been received from the STUN server yet and it hasn't timed out yet. "UDP seems to be filtered." if the STUN request has timed out. "UDP and TCP IP addresses seem to be different. Try disabling VPN, proxy or network a...
12:11
From https://github.com/SaschaWillems/vulkan.gpuinfo.org/blob/5c3986798afc39d736b825bf8a5fbf92b8d9ed49/includes/functions.php#L364 I dunno how reliable that is, but https://gpuinfo.org is quite good, so probs reliable enough for our needs :D Similar to how OpenGL also prints the driver version in the GL_VERSION string. Can be quite useful and is easier for the end user

Checklist

  • [x] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in...
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Found while investigating bugs in #5032, but this also applies to master. I didn't find out why it is happening though. The teehistorian file look like this {header}\0 Eos Steps to reproduce (very inconsistent, maybe one in 10-30 times): 1. start server 2. join server 3. f2 -> auth -> shutdown 4. less uuid.teehistorian -> observe if it only has ^@@ behind the header (there should always be more recorded)
  • Last good commit: a39af83a421f8e1b
  • First bad commi...
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77196ed Add basic driver version parsing for Vulkan - Jupeyy 6eab58f Merge #5120 - bors[bot]
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is there an api to get all the map information? like: mapname, difficulty, mapper, stars, points release date etc
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no api but you can use raw list at https://ddnet.tw/stats/
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I wanted to make one, but there is one by TsFreddie: https://api.teeworlds.cn/ddnet/maps/Fiji
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(at the bottom)
15:57
I stand corrected
15:58
😄
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ahh really cool 🙂
15:59
thanks (edited)
16:00
imagine KoG would have something like that kekw
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deen
I wanted to make one, but there is one by TsFreddie: https://api.teeworlds.cn/ddnet/maps/Fiji
Hmm, that's not up to date though
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https://api.teeworlds.cn/ddnet/players/ the top 5 are correct with points
16:02
and the new map "Weapon Finals" are in the list
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The points are inaccurate
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yea i will check it and track it
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I see, I didn't know how TsFreddie gets the data, I thought he was scraping the website
16:03
I guess I'll add an api now
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He might be scraping slower
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deen
I guess I'll add an api now
if you are a player who love stats and comapare each others i would be really cool
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Well, most players don't use APIs 😄
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Ah like that. I really want to re-do the site in a modern way
16:04
true
16:05
I try to create a stats bot for private usage and want to scrap KoG and ddnet servers/websites... but is much easier to scrap for ddnet
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should've asked for api before you started scraping
16:05
I had it on my todo list for a while
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i already asked twice for api but there is more work for KoG 2.0 right now maybe he will do it in the future... the problem with kog website is that is async is like you need to wait "a whole day" that the website got all the information to display
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I don't mean KoG, I meant for DDNet
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(I have nothing to do with KoG)
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@Learath2 see, someone appreciates my website style of static stuff and only returning simple html!
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static > dynamic for the 80% of the website xD
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(My idea of a modern website isn't as modern as you'd think. I'd probably do a php site, so it'd return simple html too)
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Like news, maps, info, and much more can be static but sites like user profile need to get loaded dyn
16:31
91e96d4 Don't reset rcon password on "Reset server" (fixes #5113) - def- e2c0fef Merge #5118 - bors[bot]
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8ef1f35 Revert "CGameClient::LoadMapSettings: Load the default tuning params by default" - def- 92be4a6 Merge #4959 - bors[bot]
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Checklist

  • [X] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] 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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we don't have a function to get the actual server address we're connected to?
17:25
from game code
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IClient::ServerAddress?
17:26
or is that not updated?
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that's just a random string that the user entered
17:27
it doesn't tell you what the client ultimately connected to
17:28
I guess I'll just add a method for it
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deen
I see, I didn't know how TsFreddie gets the data, I thought he was scraping the website
you can just dl the database here https://ddnet.tw/stats/sql.js/ and run your own queries i guess
17:31
but tbh not sure how accurate it is or when it refreshes
17:33
better than scraping
17:35
I guess happens early in the morning. That is the latest entry.
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updates once per day
👍 1
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k2d222
Hey everyone, I recently started playing ddnet and I'm very much addicted 🙂 I just finished a nice Proof-of-concept web map editor! 🗾 It allows real-time, collaborative map editing in a browser (using a rust server, canvas rendering and websocket) Of course it is very minimal for now, I can only edit the Game layer tiles 🤷 But I hope to continue working on it for the next couple of weeks to release the code and a public server (I don't trust letting people connect to the server for now, the code is unstable) And if people are interested in collaborating on this project, I'll gladly accept any help ❤️
Setup the repo for the web map editor at https://github.com/k2d222/twwe and a demo server is (sometimes) running at http://tw.thissma.fr (without tls, not setup yet) (...and it even works on mobile 😆)
Teeworlds collaborative map editor online. Contribute to k2d222/twwe development by creating an account on GitHub.
17:48
ah, it's missing the game tiles, one second
17:50
done
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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...
17:58
3708abe Remove CRenderTools' pointers to CUI and CGameClient - Robyt3 1690a97 Rename variable cs -> ColorScale - Robyt3 485d61d Use std::swap - Robyt3 25c4270 Fix comments - Robyt3 51d0d76 Rename parameters id -> Id - Robyt3 3d244b7 Merge #5122 - bors[bot]
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Thanks, I will check it out if I'm home :)
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ReiTW
was it somehow planned to have like dynamic tiles? like on KoG, having dynamic freeze or solid tiles
no responses here, rip
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not planned
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17fe0ec Add Cellegen, srdante, Nouaa to credits - def- 1110e15 Merge #5123 - bors[bot]
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Could be awesome especially for racing
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i'd like to propose a new entity solid block, called a bouncy block: it would behave as an "ideal trampoline", mirroring the velocity of any tees or projectiles (grenades mainly) that touch it. if people are interested in this, maybe we can discuss it further. some things to discuss: how it interacts with hook how it interacts with weapon shots sounds (i could do this part)
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[quakenet] ScReeNy BOT 2022-05-14 19:25:58Z
Hey, ive been a bit inactive and found some weird behaviour while playing with a friend. Is it intended that you can finish maps twice in team 0? If so would be suprised, because it appears to be sortof breaking the team 0 ladder
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if you go finish and go back to the start, you can start a legitimate race twice
19:29
hasn't it always been like that?
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[quakenet] ScReeNy BOT 2022-05-14 19:29:57Z
It hasent been like this before as i remember.
19:31
well im talking about 1-2 years ago, the last times i did something similar in cheats
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[quakenet] ScReeNy BOT 2022-05-14 19:51:20Z
mh i tested versions guess im wrong
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Fixes creating two teehistorian files. And probably increases performance :). Fixes #5121

Checklist

  • [x] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [x] Changed no physics that affect existing maps
  • [ ] Tested the change with [AS...
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8385726 Fix server loading map twice on startup - Zwelf 450e6a5 Merge #5125 - bors[bot]
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b8b486c Remove existing iptables rules - def- 8de8bfa Build without mac when not available - def-
Exported 234 message(s)