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DDraceNetwork
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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 2022-12-22 00:00:00Z and 2022-12-23 00:00:00Z
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do you guys know a way to locally delete a pr branch ? The branches are fetched using fetch = +refs/pull/*/head:refs/remotes/origin/pr/* in git config file. I wanna delete remotes/origin/pr/5438 that completely messes up the log
00:27
But when i do git branch -d (or -D) origin/pr/5438 i get branch not found
00:28
i also tried git branch -D remotes/origin/pr/5438
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Looks like you might want to remove it remotely? git push origin --delete pr/5438? I've never used this kind of setup though
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nah, just on local, i cant remove it remotely
00:31
github doesn't allow that (edited)
00:32
this is why i want to delete it:
😵‍💫 2
00:32
thx @ChillerDragon 😄
00:33
the git config i use fetches all the prs from the remote, i wanna delete this specific pr and all its commits locally only
00:34
maybe @ChillerDragon @ChillerDragon.* can empty the branch?
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I came to this idea due to having no direct way to see which same maps a player didn't finish as me so it would be easier to find a map to play together. The feature could act like a "filter" in the player profile page where you could write the player name of the player you would like to compare maps to and it shows all mutually unfinished maps. This feature could even be extended to compare certain details which eachother, like finish time etc. Let me know if this idea sounds absurd or not
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6bd6d4f M Flux, M Holy Key, M Naufrage 2, M Naufrage, M leopold, M (wasntme), M Absurd 1, M Absurd 5, M Banta, M Batman, M Careless, M Chicken Pie, M DetrimentalFactor, M Dry Lagoon, M For Idiots 2, M GeRollA, M Goo!, M Homesick, M Icebreaker, M IronMan, M Jungle Camp, M Killa 3, M Kindergarten, M Lighthouse, M Lowcore, M Pados 2, M Petrified, M Planet Mars, M Pounamu, M Psyll, M Shadow, M Sketch, M Skillz 1, M Skillz 2, M Skillz 3, M Skillz 4, M Sopella, M Sorrow, M TeeWorld, M Teleport, M Thor, M Threll, M Tiny Tandem, M Top 1, M Top 3, M Vizur, M WTF, M Xolla, M benrace, M xyz_ddrace2, M Koule 1, M Koule 2, M Koule 3, M Koule 4, M Koule 5, M Koule 7 - ddnet-maps
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[quakenet] ChillerDragon BOT 2022-12-22 09:26:35Z
@Chairn stop hating on my pr i feel offended https://github.com/ddnet/ddnet/pull/5438 is quality stuff you should enjoy watching at it
09:30
i deleted the branch for you UwU :3 not sure if that helps tho and what you even do to see those unmerged commits in your log
09:30
maybe you have to wipe your .git repo or ddnet has to file a support request with github to clean the cached data
09:30
or i do have to do that idk
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[quakenet] ChillerDragon BOT 2022-12-22 12:06:03Z
when holding down a key and then also additionally holding down another key in any input field on my system first the first key is sent then one occurence of the 2nd then a short break and then the other keys of the 2nd
12:06
does this sentence make sense?
12:06
any idea how to get rid of the break or how this break is called?
12:06
for example when i hold down a and then ad while the ddnet chat is open it types "aaaaaaaaaaaad<shortbreak>ddddddddddd"
12:07
when the chat is closed i do not walk left, walk right 1 tick (short break) continue walking right
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key repetition
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[quakenet] ChillerDragon BOT 2022-12-22 12:07:23Z
it is walk left, walk right
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is what the concept is called
12:07
why do you want to get rid of it?
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[quakenet] ChillerDragon BOT 2022-12-22 12:07:39Z
browser game
12:07
when i listen for keyup in javascript it seems to do the same
12:08
i get stuck for a sec when i change direction
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sounds like you need to process events differently
12:08
not relying on key repetition
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[quakenet] ChillerDragon BOT 2022-12-22 12:08:28Z
isnt repetition only holding down one key? thats not a problem its more adding a new key thats held
12:09
hmm
12:10
oh shit ur right
12:10
i thought i do not depend on repetition but i do
12:10
thanks a lot :)
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[quakenet] ChillerDragon BOT 2022-12-22 12:21:34Z
my game just became a shitload smoother thanks @heinrich5991 it works like a charm
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cool 🙂 link?
12:35
i think ima switch from the client sending move dir every tick to only sending move start and move stop. How does teeworlds do it? I assume similar thats why timeout causes stuck movements. And it reduces traffic by like a lot.
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it sends the the input when it changes or at least every 0.5s I think
12:39
I don't know the exact timeout
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except for some direct inputs, like firing
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what happens for firing?
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I think we send the input instantly, and only once. but mayber I misremember since jetpack and other weapons seem to work fine 😄
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[quakenet] ChillerDragon BOT 2022-12-22 13:23:14Z
yea that makes so much sense idk how i never thought about it. So far all my games i have been sending keys held and somehow thought teeworlds does the same haha
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[quakenet] ChillerDragon
i deleted the branch for you UwU :3 not sure if that helps tho and what you even do to see those unmerged commits in your log
no... you did the worst possible... You had to force push the branch to a single empty commit...
15:50
now, i think there's no way to get rid of all these 😢
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what's the output of git remote show origin? does the PR ref show up there?
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refs/pull/5438/head tracked looks like
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So you can you remove the remote? Or does it appear again when fetching?
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if i remove the remote, i wont have new PRs show up
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Chairn
refs/pull/5438/head tracked looks like
So this appears as a remote branch for the origin remote?
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I think @ChillerDragon can restore the branch and force push a single empty commit to completely remove it
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might need to reopen the PR in the meantime
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$ git branch -a * master remotes/origin/HEAD -> origin/master remotes/origin/master remotes/origin/pr/10 ## all the prs (edited)
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google made this
16:22
for anyone who wants to learn rust
16:22
altho the rust bbook is the best imho
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rust reference is best, bcs it doesnt annoy you with useless text 😉
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hi, does anyone have a map tool to double a map, such that 1 tile turns into a 2x2 block?
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ask patiga he's map pro
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you can use twmap python library
18:02
there's no scaling method though, so i guess you're gonna need to implement it yourself
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bencie
hi, does anyone have a map tool to double a map, such that 1 tile turns into a 2x2 block?
Actually a nice idea for a project
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When loading a map and typing in the search field you could accidently trigger something in the editor, for example with shift+g Reproduce:
  • Open Editor
  • Open the dialog to load a map
  • Press shift+g to search a map for example with a big G
-> Something happened in the editor (shift+g = hiding all layers in a group?) Shortcuts should be disabled there
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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 (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/#using-addresss...
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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 (especially base/) or added coverage to integration test
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [X] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addres...
Exported 70 message(s)