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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 2023-01-06 00:00:00Z and 2023-01-07 00:00:00Z
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GitHub
Click to see attachment 🖼️
oops
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Fixed some words and updated translations.

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 memc...
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8f21b75 Fix overflowing tables (thanks to Anime.pdf for report) - def-
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185b8b6 Update spanish.txt - n0Ketchp 9721f54 Merge #6238 - bors[bot]
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Every spanish text reminds me of tropico game series
06:10
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What about hotkeys for tile layers that u can choose urself in the editor?
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Headshot
justatest
oops, lil typo
06:36
need new glasses
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Fixed some typos. Thanks to Headshot.

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]...
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Voxel
oops
feel free to fix 😉
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c71b6c4 Update spanish.txt - n0Ketchp d3d153a Merge #6239 - bors[bot]
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Epic compiler moment
10:06
Soon it might be worth using Gentoo if Firefox only requires 5min to compile instead of 20min xd
10:16
i leave my pc compiling when i go to gym
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Ryozuki
Click to see attachment 🖼️
is it even useful lol
10:46
even the worst games on my Ryzen 5 5600 only consume 60% of my CPU usage
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That's not how u should look at it. In 5 years games can assume the worst pc to support has a Ryzen 7k and do more stuff
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5.7ghz for compiling must be p fast
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If it can hold it on 16 cores at once then gg
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Ryozuki
i leave my pc compiling when i go to gym
I just compile in the background. I have some io issue I need to diagnose but normally it doesnt even stutter
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Jupstar ✪
If it can hold it on 16 cores at once then gg
probs not
11:27
usually there are a group of cores that run at that
11:27
and the other at like 5.6 5.5 idk
11:27
i read it yesterday
11:27
forgot the link
11:27
oh
11:27
here
11:28
We covered Zen 4’s core architecture in depth in two articles. This one will focus on anything we didn’t manage to get to. Some of these details may be specific to the particular CPU sa…
11:28
Like prior 16 core AMD desktop parts, not all cores will boost to the CPU’s maximum clock. On our sample of the 7950X, we saw the highest clock frequencies from cores 0, 3, and 4. All three of these cores were located on the first CCD.
11:28
@Jupstar ✪
11:28
11:29
not bad if u ask me
11:29
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Yeah still better than any core i have;~;
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Ryozuki
Like prior 16 core AMD desktop parts, not all cores will boost to the CPU’s maximum clock. On our sample of the 7950X, we saw the highest clock frequencies from cores 0, 3, and 4. All three of these cores were located on the first CCD.
that will be more extreme with the 7950x3d though. It seems liike one CCD has the cache on top, so it won't be able to clock so high to keep heat production down since it dissipates worse through the cache layer
12:01
Will be interesting for scheduling, one numa region with more local cache, the other with higher frequency. I guess benchmarkers will try running some applications on one region vs the other to see where it runs better
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Replace existing listbox implementations (CMenus::UiDoListbox* and HandleListInputs functions) with CListBox from upstream. Reimplement additional feature that was already present in ddnet: page up/down, home and end key handling. Affects the following lists:
  • server browser
  • see screenshots for scoreboard
  • server browser scoreboard
  • before:
![server-browser-scoreboard old](https://user-images.githubusercontent.com/23437060/211005067-3a08f874-bcb5-40e1-84e8-3f3e8e31...
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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 (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-addres...
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can someone add time support for gores?
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iirc its done through the http master?
14:32
so tell the closed source kog devs to do it
14:32
smh
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oh thought its bcs client assumes its not a race mod
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probs in the past
14:34
but i think u can control it now
14:34
in the way u register in master
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ok
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Jupstar ✪
can someone add time support for gores?
@Avolicious can u fix this?
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Jupstar ✪
oh thought its bcs client assumes its not a race mod
Yeah, after changing the gamemode to "Gores", time support was disabled
14:36
AFAIK heinrich fixed it by adding a new field to the JSON master register
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@Avolicious u can add any field u want on the master register
14:39
what u mean is he probs changed it so the client interprets a specific field of the json entry to know if its a time or a score
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Ryozuki
@Avolicious u can add any field u want on the master register
Sure, you can send all kinds of data in the json, but you have to use the correct field to set it from score to time 🙂
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yeah that
14:40
i forgot which one it is tho
14:40
xd
14:41
cool to see the skins get reported, we can know display the tees on website
14:41
@Jupstar ✪ maybe u can render the skins too
14:41
ur the pro in that
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yeah i thought about it, but space is really tight, maybe the player flag needs to be smaller
14:43
14:43
our scrollbars are also so insanely fat xD
14:45
@Robyt3 can we remove this space or does it look bad then.. e.g. in discord there is no such space
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cc @deen
14:53
cant test cuz scripts but probs should work xd
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My game can't turn pages up and down
14:56
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those dont work
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zyzhiyou
My game can't turn pages up and down
do u have a "fn" key?
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Jupstar ✪
@Robyt3 can we remove this space or does it look bad then.. e.g. in discord there is no such space
I already removed some of the margin on the scoreboard in #6240
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Replace existing listbox implementations (CMenus::UiDoListbox* and HandleListInputs functions) with CListBox from upstream. Reimplement additional feature that was already present in ddnet: page up...
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zyzhiyou
yes
try to find another page up key
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Robyt3
I already removed some of the margin on the scoreboard in #6240
nice every pixel counts for server player list xd
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Jupstar ✪
try to find another page up key
'fn' also cannot be used
15:01
I can only use it in 'm3 m4'
15:01
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fn is just a key to enable fn keys
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zyzhiyou
Click to see attachment 🖼️
i dunno how the software works but i guess we handle raw input
15:03
maybe u can send it as if the keyboard has sent it somehow
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The mechanical keyboard can turn pages up and down
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can u photo your whole keyboard?
15:04
in better quality too
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Notebook keyboard cannot be used
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problem is that page up on numpad are evaluated as numpad keys (edited)
15:05
inp_translated_keys 1 might work tho
15:05
but not for me
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send the whole keyboard xD is there no additional page up?
15:07
maybe the arrow keys work with fn key
15:07
else simply rebind whatever u want to do with page up to the ones on the numpad, if u dont need it
15:09
Arrow keys cannot be used either
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anyway we use SDL's scancodes so we dont have conflicts with keyboard layouts etc. guess this is one simple disadvantage, so rebinding might be easier
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fda0f5a Add error handling when enumerating physical devices - Jupeyy c8ea372 Merge #6241 - bors[bot]
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Jupstar ✪
anyway we use SDL's scancodes so we dont have conflicts with keyboard layouts etc. guess this is one simple disadvantage, so rebinding might be easier
my colemak layout is still weird in ddnet
15:14
(but I did use registry to rebind my keys so......)
15:14
troll
15:14
btw long time no see
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wb good to see you back
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wdym back
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good to see you here for the next 20 seconds
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kek true
15:16
ts
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i'm just here to contain our psych patient @zyzhiyou since i've been hearing him from a distance.
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???
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lmao
15:17
l'm noob
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GitHub and Microsoft are being sued for using open source software without creator attribution in alleged violation of open licensing requirements. What implications does this have for the scholarly literature and Creative Commons licenses?
15:45
On 11/03/2022 DOE 1 filed a Contract - Other Contract court case against GitHub, Inc in U.S. District Courts. Court records for this case are available from California Northern District Court.
15:47
On November 3, 2022, Doe 1 and Doe 2 (collectively, “Plaintiffs”), on behalf of themselves and all others similarly situated, represented by Joseph R. Saveri, Cadio Zirpoli, and Travis Manfredi of Joseph Saveri Law Firm, LLP, filed a class-action lawsuit against GitHub, Inc., Microsoft Corporation, OpenAI, Inc., OpenAI L.P., OpenAI GP, L.L.C., OpenAI Startup Fund GP I, L.L.C., OpenAI Startup Fund I, L.P., and OpenAI Startup Fund Management, LLC (collectively, “Defendants”), seeking injunctive relief and damages for alleged breach of contract, as well as alleged violations of the Digital Millennium Copyright Act and the California Consumer Privacy Act (the “CCPA”). This case was filed in the U.S. District Court for the Northern District of California with Judge Kandis A. Westmore presiding.
15:47
BASEDDEPT
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with #6240 we might get few more pixels for either flag or margin !image

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 bou...
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GitHub
Click to see attachment 🖼️
^ @Ryozuki
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poggers
17:16
@Jupstar ✪ i feel like it needs some padding
17:16
specially when the time is at hours
17:16
or maybe its some trick to the eye
17:16
xd
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yeah its weird, bcs there is no padding left
17:18
ah i know ^^
17:19
17:23
so many servers that diditn restart in weeks xD
17:23
they all dont provide the information
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lmao i posted the screen in clan chat, they all didnt notice the difference xDDD
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Jupstar ✪
so many servers that diditn restart in weeks xD
not official ddnet?
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deen
not official ddnet?
ddnet turkey and others
18:21
37.230.210.231:8327
18:21
37.230.210.231:8316
18:21
78.135.85.66:8330
18:21
and many more
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On Turkey I see all were restarted on January 4 or later
18:23
On RUS all on January 5
18:23
Why do you think they were not restarted for weeks?
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well nnot latest ddnet
18:24
but maybe thats different
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Then all official servers should be on old version
18:28
I'll build new one now
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but most servers had skins in server browser
18:29
just not all
18:29
well i dunno 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 (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-ad...
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Ryozuki
i forgot which one it is tho
not implemented yet, the problem is on our side: https://github.com/ddnet/ddnet/pull/5960
It specifies whether the scores are to be interpreted as times (string value starting with "time") or as points (string value starting with "points"). Checklist Tested the cha...
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Anyone interested in picking up https://github.com/ddnet/ddnet/issues/5440 ? It'd complement the new ddnet url protocol and help people to report others more easily
This may help people trying to report others for not following the server rules on discord, and moderators a quick way to connect to the server. Perhaps under Game Tab or maybe next to the &quo...
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What should the copied server info looks like? Like in the closed PR but without the moderator? (edited)
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Robyt3
What should the copied server info looks like? Like in the closed PR but without the moderator? (edited)
Good question 😄 My initial proposal was just to copy the server address, but maybe someone can think of something else?
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wasnt there a pr for that already
20:01
#5487
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Suggested by Murpi in #5440. This may help people trying to report others for not following the server rules on discord, and moderators a quick way to connect to the server. Adds 2 buttons for co...
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but he rq xd
20:02
we were to ungracefully
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Is there any way to compile DDNet-Server to run on ARM architecture on a raspberry pi? The android methods won't work. Any guidance would be appreciated (edited)
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just compile
20:05
and enable fsigned-char
20:05
my client crashes very often when i spec someone on kog servers. anyone know why?
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Jupstar ✪
my client crashes very often when i spec someone on kog servers. anyone know why?
debug
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ok it crashes all 5 seconds now, but steam version
20:06
wtf going on
20:08
normally core dumps are generated, for some reason not this time :/
20:11
opengl 3.0 crashing, who broke it 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 (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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maybe mesa drivers broken ill try software rendering
20:13
software runs fine, rip now i try zink to confirm
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ok zink tries to use amdvlk for whatever reason and fails, nvm too lazy i just blame mesa
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Jupstar ✪
ok it crashes all 5 seconds now, but steam version
Mh, if it reliably crashes, can't you just run it in gdb?
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Learath2
Mh, if it reliably crashes, can't you just run it in gdb?
yes it crashes somewhere in the driver
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Maybe you can try rolling back mesa?
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i can just try the flatpak version
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I guess software working fine pretty much confirms it's a driver issue, but still
20:29
How to spec is the software renderer anyway?
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flatpak also runs fine
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Learath2
How to spec is the software renderer anyway?
what my english is too bad to understand this sentence
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As in how closely does the software renderer follow the opengl spec? Could it be that the software renderer is more relaxed than the actual gl3 spec?
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i dunno, but it works with a different mesa version anyway
20:31
so i assume it was just that
20:31
im on debian sid, so its quite possible to sometimes get unstable stuff
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Yeah, different mesa working is I guess good enough to rule out a mistake on our part
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might still be UB what we do?
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might also simply be the driver
20:32
i am not starting to debug some random driver issue xD opengl 3.0 is default and works for pretty much 2k players
20:32
so i can live with it being a mesa driver bug
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heinrich5991
might still be UB what we do?
I honestly don't know how one tracks down things lime this in gl. There isn't some verification layer of sorts iirc
20:33
s/lime/like/
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opengl spec allows u to do almost all shit anyway, it basically only crashes when u upload invalid buffers
20:34
source: opengl spec xd
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really. I thought it was a huge state machine that mustn't be poked the wrong way
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opengl is bloat just remove it
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heinrich5991
really. I thought it was a huge state machine that mustn't be poked the wrong way
but what do u want to do to trigger this "wrong way"?
20:35
it generates invalid_operation if smth is wrong
20:35
it usually doesnt crash
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But it is possible that there is a missing return invalid_operation in the driver. That wouldn't make our mistake any less of a mistake. The driver and us might be wrong at the same time
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once upon a time, i checked all opengl returns
20:37
#2553
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Don't merge yet, since i don't know if this should be merged at all. (only for OpenGL3 commands rn) Might help with #2551, if the driver knows the error(e.g. texture incompleteness) and is ...
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We probably should do something like that enabled by a debug flag so we dont get a billion branches
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btw i also ran all backends with zink with vulkan debug layers at max
20:40
in theory™️ they should have caught UB
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Tho, it might even be negligible with modern branch prediction being so good
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Jupstar ✪
in theory™️ they should have caught UB
Mh, doesn't that entail some translation to vulkan which might be masking an issue we might be triggering in the gl state machine that would actually be running when we directly render with gl?
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but zink implements opengl
20:41
how is that different to a driver implementing opengl
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Well not very different. I'm just saying it has the exact same issue of not being sure whether the issue is in the driver or our code
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i see
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Zink e.g. might be ignoring an illegal state change and just emiting some vulkan
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but if 10 drivers work and 1 one not
20:43
then it might be more realistic that the 1 implemented it wrong
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then it might be the fault of our code
20:43
that often happens with ocmpilers and libcs etc.
20:43
dunno about graphics stuff though
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then its the fault of the spec not being clear
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Jupstar ✪
then it might be more realistic that the 1 implemented it wrong
Yeah it is a good indication. I just am interested in how one would rigorously debug something like this
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then we shouldn't use C/C++ ^^
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Learath2
Yeah it is a good indication. I just am interested in how one would rigorously debug something like this
u cant
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heinrich5991
then we shouldn't use C/C++ ^^
then change that
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E.g. when I debugged the sdl issue on retina screens I ended up in AppKit assembly. Where I 100% verified that the issue is indeed in SDL
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Learath2
E.g. when I debugged the sdl issue on retina screens I ended up in AppKit assembly. Where I 100% verified that the issue is indeed in SDL
question is: does it crash in the driver? or does it crash on the GPU?
20:45
in this case its clearly the driver, so it should be debuggable
20:45
(or easier debuggable)
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heinrich5991
then we shouldn't use C/C++ ^^
Honestly, not sure if that'll help with this, the rust wrapper around the gl state machine might also suffer from a similar issue, at some point unsafe rust code is needed and it's implementor is also human
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this wasn't about graphics, it wouldn't help there
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Jupstar ✪
then its the fault of the spec not being clear
was referring to that and my statement that this does indeed happen with compilers
20:46
C++ spec is not very nice to code against
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Jupstar ✪
in this case its clearly the driver, so it should be debuggable
How does one go about that? Do vendors give some symbols like microsoft does for the ntkernel?
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lets face it the problem is: opengl is a fat as spec nobody actually cares about anymore, bcs no games use it in the real world and u can add as many testing as u want, some weird threading issue can kill everything
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The thing that saved me in appkit was the fact that it's in objective c. Which has surprisingly pleasent to read assembly with all the indirect calling 😄
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Learath2
How does one go about that? Do vendors give some symbols like microsoft does for the ntkernel?
mesa is open source so you have debug symbols
20:47
but yeah nvidia gives symbols afaik
20:47
with their nvidia gpu debugging tool i used once that didnt help at all xD
20:50
https://www.khronos.org/opengl/wiki/Unexpected_Results "If you use OpenGL in a way that is not covered by the specification, there is no guarantee for any specific result. This can usually be avoided by checking for errors. Note that some implementations are less restrictive than the specification about what is accepted (notably NVIDIA implementations)." i did that, checking for all errors, so this is probably the best effort i can do
20:50
if i dont want to waste my life
20:53
but honestly crashing a driver is different to having UB for opengl just try out random shit with opengl it might not render smth but u will probably not be able to crash it
20:53
completely different to vk
20:56
: CommandLine Error: Option 'help-list' registered more than once! LLVM ERROR: inconsistency in registered CommandLine options zsh: IOT instruction (core dumped) ./DDNet this for example is a llvm bug xddd i remember why i switched to amdvlk
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How common is vk nowadays? Did we switch to it as default yet?
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we are trying next release
20:57
but honestly now that AMD fixed the bug i reported its not so important anymore
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Add "Copy info" buttons to server browser and ingame menu to copy the server info of the selected/current server to the clipboard. The margins around the server browser details are improved. Closes #5440. Screenshots:
  • browser (old):
!browser old
  • browser (new):
![browser new](https://user-images.githubusercontent.com/23437060/211093750-f0b3e2c2-8f95-42e1-94bf-ec8b9da4132f.p...
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yes they fixed it, so it was probably not a bug in ddnet
20:57
funny isnt it
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Do we fallback if no vk available?
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yes
20:58
the good thing is, except one vulkan problem we havent had a single report yet that wasnt fixable somehow
20:58
and the reported one was fixed by updating driver
20:59
so i guess the vulkan drivers are more mature from the start
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It'd be nice if we had some telemetry on this, should we maybe append a gl3 or vk onto the version string so we can track adoption?
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mhh generally telemetry about config would be nice, then we'd know what we can drop xD as long as we dont send strings its porbably pretty anon
21:01
but the word is in a very bad spotlight
21:01
just saying it will trigger someone
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we could add opt-in telemetry
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tahts useless lets be honest xD
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debian has it and it's not useless
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the 5 users that activate it i can ping in this chat
21:02
whenever an app asked me, i opt'd out xD
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see, then don't work against the user
21:03
if the user doesn't want to be tracked, don't track them
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see but thats the point uploading a crash report is completely different to configs
21:03
whatever mozilla uploads probably more sensitive than ddnet data can be
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"people are doing worse things" is not an excuse in my book
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in fact the unencrypted ddnet ingame chat is the easiest thing to track ppl
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yea, let's fix that
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Jupstar ✪
just saying it will trigger someone
well i called it, so no point in discussing
21:04
i can also not call it telemetry, but config cloud
21:04
then everyone is happy
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if it's opt-in, sure
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is our discord plugin opt in?
21:05
no bcs nobody would care then
21:05
just accept it heinrich
21:06
opt-in doesnt work on large scale
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discord's activity tracking is opt-in IIRC
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if u opt-in by giving everyone 10€ then maybe yes
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on discord's side
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discord's secret data selling is not opt-in
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heinrich5991
"people are doing worse things" is not an excuse in my book
.
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accepting reality is an excuse in my book
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there's concentration camps in china
21:07
I won't accept that in my country
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well maybe i was not specific enough
21:07
accepting that these camps exists is realism
21:08
that doesnt mean u have to like it
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I realize that discord tracks users very much
21:08
that "realizing" doesn't have anything to do with "tracking ddnet users more" IMO
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so nobody would activate their useless tracking system xD
21:08
they know that
21:09
anyway
21:09
to end this useless discussion, before we add opt-in telemetry, lets not add anything
21:09
bcs opt-in telemetry for configs is useless
21:09
realism
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opt-in telemetry for debian wasn't useless
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what do they use it for?
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perhaps it's just because it has a much larger user base
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e.g. if i want to drop a config based on 100 telemetry samples, then it will defs trigger 100 ppl that didnt opt-in xd
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Well I dont propose tracking users. Would gfx backend being part of the version string really be a privacy concern even?
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it allows more "tracking" than any other config we have(that isnt a string)
21:13
realism
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Learath2
Well I dont propose tracking users. Would gfx backend being part of the version string really be a privacy concern even?
yea, seems to be okay to me
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troll
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Remove unused m_FreezeTime == -1 state Reduces code complexity. Both g_Config.m_SvFreezeDelay[[1]] and GetSwitchDelay(int Index)[[2]] can only return non-negative numbers, therefore this is currently dead code and can be removed. The last time it was possible to pass a negative number was removed in https://github.com/ddnet/ddnet/commit/561ce6466671397979ed77f0cbf368f93f33361f#diff-29ffe32916052e1066eed938021aadfeb29f855d7c63d9c1ca3350aceffb79f3L1624 [1]: https://github.com/ddn...
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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
  • [x] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssan...
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334b0fe Followup fixes for physical devices - Jupeyy 9cf82df Add warning for missing integrated CPU driver - Jupeyy 1c43a7e Merge #6243 - bors[bot]
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2c0acb4 Remove obsolete set_console_msg_color function declaration - Robyt3 89eb05b Use length and dot functions to reduce duplicate code - Robyt3 1a29a85 Add operator != for vec4 - Robyt3 a20fa17 Mark math functions as constexpr when possible - Robyt3 fc7c376 Add ingame and browser buttons to copy server info to clipboard - Robyt3 e4157a7 Remove unused m_FreezeTime == -1 state - Zwelf 0ef312d Remove unused m_HookState assignments - Zwelf f79412c Merge #6244 #6245 #6246 - bors[bot]
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877ab41 Remove projectiles on team change - Zwelf 45557c6 Merge #6247 - bors[bot]
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