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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 2022-08-12 00:00:00Z and 2022-08-13 00:00:00Z
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@Tater a friend and I got inspired by your shadertoy to try something of our own and created this :) https://www.shadertoy.com/view/ftdczf
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Various refactorings to CGraph. Most of them are cherry-picked from upstream.

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 (especially base/) or added coverage to integration test
  • [X] 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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great changes for tune, didn't think about that console stuff
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8e0a935 Combine CGraph::ScaleMin and ScaleMax into Scale - Robyt3 b314db5 Use CGraph::MAX_VALUES instead of magic value in debughud - Robyt3 3daa177 Remove restriction for CGraph::MAX_VALUES to be a power of two - Robyt3 44ca1f0 Use size_t for indices, replace unused return value with assert - Robyt3 11e60d3 Reuse CGraph::InsertAt in Add to reduce duplicate code - Robyt3 8c88005 Rename variables Array to aLineItems / aColorVertices - Robyt3 967c92f Encapsulate CGraph member variables - Robyt3 249f680 Merge #5728 - bors[bot]
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I forget who is Robyt
15:28
but damn they goin ham
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Hi, are there any ways to convert 0.7 maps to 0.6?
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YOOO KUROSIO
15:37
sorry i don't have an answer though
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lynn
YOOO KUROSIO
heey greenthing
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Kurosio
Hi, are there any ways to convert 0.7 maps to 0.6?
if you want you could just send me it and I can do it
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237fdc7 Move CRenderTools::DrawCircle to IGraphics::DrawCircle - Robyt3 9ad097d Refactor DrawCircle: - Robyt3 7b20009 Move CUI::CORNER_* enum to IGraphics::CORNER_* - Robyt3 2a21cd6 Move all DrawRect* methods from CRenderTools to IGraphics - Robyt3 3b1ef56 Refactor DrawRect* methods: - Robyt3 4005b82 Move CRenderTools::DrawUIElRect to CUIElement::SUIElementRect::Draw - Robyt3 8828838 Merge #5709 - bors[bot]
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Game unexpectedly crashes every 10~30 minutes in linux platfrorm. I think an error in last clapm argument here. Console output: ``` [2022-08-12 20:12:52][chat]: wiki: fifka: english polish? [2022-08-12 20:12:53][chat]: MK: KOMПOT: или стать чьим-то смыслом /usr/include/c++/12.1.0/bits/stl_algo.h:3623: constexpr const _Tp& std::clamp(const _Tp&, const _Tp&, const _Tp&) [with _Tp = int]: Asse...
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Patiga
@Tater a friend and I got inspired by your shadertoy to try something of our own and created this :) https://www.shadertoy.com/view/ftdczf
Cool! I wonder if you could put a texture or something on the "blades"
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Adopt UI refactorings from upstream:
  • move CUIRect into a separate file
    • this allows some includes of ui.h to be removed, most importantly in render.h
  • move CRenderTools::DrawUIRect/4 to CUIRect::Draw/4
    • this object orientied calling style makes it easier to write the code
The CUIEx class is merged into the CUI class, as there is no need for two different UI classes anymore.

Checklist

  • [X] Tested the change ingame
  • [ ] Provided screenshots if it is a v...
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@murpi xPanic now compiles with CMake instead of bam, not needed to update yet but in case you wanted to you can check the main branch
20:37
thx to kurosio for doing that :D
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fixes #5729

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 (especially base/) or added coverage to integration test
  • [ ] 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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This pull requests adds the tune-lock tile and a tune lock reset tile. Tune lock is index 69 and tune lock reset is index 70 from tune layer. Tune zones have a higher priority than locked tunings, means locked tunings only take effect when outside of a tune zone (as i discussed with @corneum before, since it makes the most sense). Leaving a tune zone again results in getting back your locked tuning. A locked tuning can be applied by using tune_lock and can also be changed later on...
f3 2
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oh my god YES
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tune toggle or tune switch would have been a better name though
21:51
lock implies you are preventing something to me
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a new tune tile that doesnt work as a zone but as one of the power up tiles that give a tee a property after they have moved through it, as i understand it cant be too hard to add because all of th...
21:53
I just took that name
21:54
player tune? not sure, it doesn't really matter i guess
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I had this PR open once already btw, but it got closed when I deleted myfork
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anything to not confuse new mappers anymore xd
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its just code wise anyways
21:54
the name
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and referenced in editor
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i think its quite matching tho
21:55
it locks specific tunings to a specific player
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when i think of locking i think of teams or preventing an item from getting removed, which i suppose is true but the "tune" isn't really an object it's just space you can move into (edited)
21:56
autocorrect
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¯\_(ツ)_/¯
21:56
discuss with corneum xD
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it doesn't matter rly xd
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he chose that name
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it's shorter so that's nice
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I do not care that much tbh
21:57
Persistent tune or smth would also sound good, idk
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tune_toggle tune_switch but tune_lock sounds best even if it makes less sense to me
Exported 49 message(s)