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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 2023-01-20 00:00:00Z and 2023-01-21 00:00:00Z
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you can already mix and match dependencies today, I think
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Ewan
If I were to work on this, it would look more or less like this:
  • Build options from the user's perspective would remain the same, but they could mix & match which libraries they have installed locally
  • Instead of having the dependencies in one repository, there will be a subdirectory with a submodule per dependency; you could check them out selectively, maybe if your package manager doesn't have the library
  • System libs would remain the primary option It would require changes to cmake & other scripting; linkage would change when using repo-local libs; if it works well enough to use, then I'll adapt the flatpak release as well
Please let me know if you think this would be worthwhile
I haven't found the motivation. do you mean this message? I can only see it enumerating different possibilities (which are already possible today, I think), but not why I'd want to choose them
01:03
If you aren't interested please say so
01:03
Sounds like generally you guys don't want it
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without a use case I understand, no, I probably don't want it
01:04
it sounds like it'll make things more complicated, so it should have a motivation beyond "it's possible"
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well the way i see it, it's less complex than what you're doing now
01:17
it's just getting there that's the issue
01:17
if it works for you the way it is, that's fine
08:57
1ebc9c0 Update settings & commands - def-
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At this moment, one of the main parts of the refactoring aimed at increasing the number of supported clients is that it is necessary to edit all places where client masks are used. In the case of accepting my pull request, when we deside to increase the number of supported clients to any, it will be necessary to change only one file - mask.h. This pull request does not set the task of migrating to a larger number of clients and does not change any server logic, it will only simpli...
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Who is 0xfaulty?
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chillerdragon
Ah nice thanks for contributing to ddnet++ what made you do it? And should I know you? (@Faulty)
^
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fokkonaut
Who is 0xfaulty?
a java dev apparently
12:39
monkalaugh
12:39
@Jupstar ✪ a new friend
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Epic dev moment
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Alternative version for PR #6292 with bitset used. I did the naming as I would like, but I can change it if there is a more suitable one, typedef is just for shortening, can be removed.

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
  • [ ]...
15:04

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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@bbbbbbbbbbbbb
16:41
@paradisejeff
17:34
totally not overkill server
17:34
kek
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This PR removes all redundant code from the moderator cog and adds a few functions which I implemented in the last couple of months or so. I'm still working on the skin renderer for the skindb cog, so it's not entirely finished. It only contains a few checks to keep the channel nice and tidy.
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@deen u forgot to point codedoc.ddnet.org to the new ip too
18:03
well i forgot to tell you
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I wonder if someone coded in vr headset, you can easily see long methods, good for java devs
18:26
quite big
18:26
1200 comments
18:26
big recession times?
18:26
hope it doesnt affect me xd
18:29
oh and wikipedia changed the look
18:29
Wikipedia is the world’s free, collaborative encyclopedia—the largest collection of open knowledge in history. It contains over 58 million articles, written in more than 300 languages by volunteers…
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tbh, wonder which departments go first. i always thought sales and marketing are first to go but could really be across all areas, some weighted more than others.
19:54
doubt any executive getting a cut 😉
19:56
@SPYRES depends a lot
19:56
if they rly need money, engineers, but letting them go is a high loss of intelect
19:56
that can go to enemy business
19:57
but well idk rly
19:57
im not a businessman xd
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well google stadia should now be dead right, so in theory we can say the whole of the stadia team got the chop! 😁
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i wonder
19:57
its not devs fault management sucks
19:57
i wouldnt chop a good dev that might been in stadia
19:58
in fact stadia might have had some of the best engineers maybe
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Ryozuki
that can go to enemy business
they have clauses in contracts that prevent them from going to competitors within afew months of leaving but if they are being let go, wonder if that still applies.
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im talking out of my ass tho
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SPYRES
they have clauses in contracts that prevent them from going to competitors within afew months of leaving but if they are being let go, wonder if that still applies.
ye, but devs being paid google salary can take those months as vacations easily lmao
19:59
and just wait for the rainfall of offers
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yeah i feel.
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working at google is a lifetime set
19:59
u are set for life
19:59
even uf u leave
19:59
if*
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luckily ddnet doesnt pay for developers so we will never have this issue of letting people go 😎
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and the most blegh ones use it as a "i worked at google and im saying this" youtube videos
20:00
ugh i couldnt hate em more
20:00
there is also a netflix "engineer" streaming on twitch
20:00
he does nothing special lmao
20:01
smh
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see @Ryozuki this is why we need to be entrepreneurs!
20:02
code us something tonight, will be on the market tomorrow 💰
20:02
no sleep for you
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@SPYRES i already got a decent job
20:03
i dont overburn myself and get paid decently
20:03
so life is decent
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ye me too, quite flexible job tbh. i get 35 days annual leave base.
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thats nice
20:04
here in spain its 24 iirc but i probs can get more
20:04
also i just can say im sick and they give me the day
20:04
no questions asked, as long as u dont abuse
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and because i guess i work in public sector, which is OK, my employers contribute 24% to my pension.
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oh ye public
20:05
idk about pension
20:05
i have no hopes for that
20:05
i prefer to save money myself
20:05
xd
20:05
the future looks grim in that regard
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yea, i hope to make it till 67
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i think they want to make it 69 or 72 here
20:05
idk
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they want us to be working while we dead!
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me 71y old "back in my old days of rust, when i was a youngun, i cried on a discord about a kirby game about using rust", finally i can retire
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its ok, you and me are going to be retired when we 35
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tbh in 50 years the world will be completely different
20:18
i am much more savage in that regard xD
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Ryozuki
i have no hopes for that
so yeah have no hopes, bcs nobody can see the future xD
20:19
the politics of today are all fearing their own pensions and that come in 3-4 years, but absolutely not compareble to us 😄
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I am trying to modify the client to render a vector over each tile. Can you point me to where each tile is rendered?
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in tile.vert tile.frag
21:18
with ogl 1.x there are rendertilemap functions in render.cpp with newer ogl u'd need to create more vertices(your vectors) in the buffer and let the GPU handle them
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ok ty (also should clarify that by vector I mean line)
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Mr.Gh0s7
ok ty (also should clarify that by vector I mean line)
does it have any use case?
21:20
like is it some physics vector
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I am trying to visualize direction per tile used for pathfinding the KoGAI will use
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you can copy paste the rendertilemap function and simply write it only with vectors, and only call it after "normal" rendering. then it works with any backend
21:22
the calls to this function happens in maplayers.cpp btw it iterates over all layers and calls the render function
21:23
its pretty easy to understand tbh, just look into the code a bit ^^
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ok I'll do my best
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does RenderTilemap execute only on opengl 1.x?
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Jupstar ✪
you can copy paste the rendertilemap function and simply write it only with vectors, and only call it after "normal" rendering. then it works with any backend
^ I re-read this ok I think it was because I called it at the same place as RenderTilemap
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Ryozuki
well i forgot to tell you
You can just say I forgot to be told 😄
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Ryozuki
quite big
might be a problem for the people getting fired (with nice severance), but after google added 50k people in 2 years it's not a large cut
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Reimplement the Linux FIFO file server and client controls on Windows by using Named Pipes. The DDNet server/client acts as a named pipe server and receives messages. Messages can be posted to the named pipe server by connecting to it as a client. The named pipe client can for instance be controlled from the command line with PowerShell. The PowerShell script scripts/send_named_pipe.ps1 is added for this purpose. For example the PowerShell command `./send_named_pipe.ps1 "testpipe" ...
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e060522 CMsgPacker doesn't know about message ID encoding - heinrich5991 ccf863f Merge #6291 - bors[bot]
Exported 113 message(s)