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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 2023-06-05 00:00:00Z and 2023-06-06 00:00:00Z
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strange feature, takes a lot of space also
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i like it
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its unused space
00:15
why not have a [x] Preview checkbox at the bottom
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pepeH ye that's a good idea
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heinrich doesnt like togglable features tho (edited)
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I don't think that adding a toggle function for this adds burden for maintaining
00:46
becuase both the preview and normal would be maintained anyway if that is to be added
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CMassFileLoader FileLoader(client->m_pStorage, IMassFileLoader::LOAD_FLAGS_ABSOLUTE_PATH); FileLoader.SetOperationFailedCallback([](IMassFileLoader::LOAD_ERROR Error, const void *pUser) -> bool { char Message[64]; switch(Error) { case IMassFileLoader::LOAD_ERROR_NOT_INIT: strcpy(Message, "Not init"); break; case IMassFileLoader::LOAD_ERROR_INVALID_PATH: strcpy(Message, "Invalid path"); break; case IMassFileLoader::LOAD_ERROR_DIRECTORY_UNREADABLE: strcpy(Message, "Directory unreadable"); break; case IMassFileLoader::LOAD_ERROR_UNWANTED_SYMLINK: strcpy(Message, "Unwanted symlink"); break; case IMassFileLoader::LOAD_ERROR_FILE_UNREADABLE: strcpy(Message, "File unreadable"); break; case IMassFileLoader::LOAD_ERROR_FILE_TOO_LARGE: strcpy(Message, "File too large"); break; case IMassFileLoader::LOAD_ERROR_INVALID_REGEX: strcpy(Message, "Invalid regex"); break; case IMassFileLoader::LOAD_ERROR_UNKNOWN: [[fallthrough]]; default: strcpy(Message, "Unknown error"); break; } dbg_msg("test", "%s", Message); return false; }); FileLoader.SetFileLoadedCallback([](const std::string &ItemName, const unsigned char *pData, const unsigned int Size) { dbg_msg("test", "text file found, %d bytes; '%s'", Size, ItemName.c_str()); }); FileLoader.SetPaths("skins"); FileLoader.SetMatchExpression("\\.[Tt][Xx][Tt]$"); FileLoader.Load(); (edited)
01:16
2023-06-04 19:12:36 I test: text file found, 1517 bytes; 'license.txt' 2023-06-04 19:12:36 I test: text file found, 2 bytes; 'test.txt' (edited)
01:16
nice, it's working
01:18
this is the synchronous implementation, i finish this and replace the existing mechanisms (edited)
01:18
then i make the async and replace that
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i can't find a way to intelligently figure out which storage type a path is without manually specifying, and that's kind of cheeks to do for every path
02:02
so i think i will ask that STORAGETYPE_BASIC paths are prepended with : and STORAGETYPE_CLIENT paths aren't
02:02
or some other special character. not too important
02:03
this is how it's done in Qt anyway more or less
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chillerdragon BOT 2023-06-05 04:46:09Z
F (@Jupstar ✪)
Firefox dead🥹🥹
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To append to log file instead of overwriting it. To use you can create a data/autoexec_client.cfg with: logfile "client.log" logappend 1 I'm not sure if it should be the default.

Checklist

  • [x] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [x] 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 ...
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Ewan
so i think i will ask that STORAGETYPE_BASIC paths are prepended with : and STORAGETYPE_CLIENT paths aren't
what's STORAGETYPE_BASIC vs STORAGETYPE_CLIENT?
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can’t figure out the purpose
12:26
but when i use any of the normal values (TYPE_ALL, etc) ListDirectory from storage fails
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ah
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basic seems to do paths in the data dirs, client does absolute paths
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I think it's the opposite(?)
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could be, don’t remember
12:26
not at pc
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BASIC is used for tools, it seems
12:26
and CLIENT for the client
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interesting
12:27
im hoping to make this thing pretty versatile so breaking a boundary like that doesn’t bother me
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the idea is that tools take absolute paths
12:28
because you call them from the command line
12:28
and the client takes relative paths because it wants to load its data
12:29
i could also just make you specify the storage type at the time you add the paths to search through
12:29
though that’s a bit sloppier syntactically
12:30
“:skins”, “/some/absolute/path” turns into {“skins”, STORAGETYPE_CLIENT}, {“/some/absolute/path”, STORAGETYPE_BASIC} (edited)
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Mr.Gh0s7
I'll continue working on it tommorow.
it was slow cause I loaded the map every time the preview render was called and not if the selected map filename was changed kek
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07032ab Add logappend setting - def- 3524a8f Merge #6708 - bors[bot]
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https://ddnet.org/ -> one of three outcomes: 1. SSL handshake failed 2. Cloudflare banner
This website ddnet.org/ is currently offline. Cloudflare's Always Online™ shows a snapshot of this web page from the Internet Archive's Wayback Machine. To check for the live version, click Refresh.
3. Site loads normally
14:46
for me it switches between the 3 outcomes when I do cache override reload (ctrl + shift + r in firefox)
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The color picker was always consuming the escape hotkey even when already disabled. Regression from #6705 due to changed order of hotkey consumption.

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
  • [ ] Change...
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Patiga
https://ddnet.org/ -> one of three outcomes: 1. SSL handshake failed 2. Cloudflare banner
This website ddnet.org/ is currently offline. Cloudflare's Always Online™ shows a snapshot of this web page from the Internet Archive's Wayback Machine. To check for the live version, click Refresh.
3. Site loads normally
works for me™
this 1
15:14
still broken for you?
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beans with jam
banhammer 2
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heinrich5991
works for me™
now it also works for me consistently. I had that issue yesterday in the afternoon already
15:23
huh my message in your reply has the enumeration switched out with normal bullet points
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i had ddnet org issue too when u wrote it
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nice at least I'm not crazy brownbear
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do you use dns over https?
15:25
i use cloudflares dns over https on the browser it tested with 😄
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ow how do I know?
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its a firefox setting
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I got it on Use system proxy settings
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ah no I don't have that checkmark ticked
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GitHub
Click to see attachment 🖼️
ah I thought I was crazy that I couldnt close the menu sometimes
15:28
quick merge
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@Jupstar ✪ hook rendering has so many quirks that I'm considering writing a small block post about it
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bcs of the hook (physics) itself? or the rendering itself?
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maybe I can also find some nice topic to write about twmap some day
15:30
the rendering
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what's so quirky about it 😂
15:30
doesnt it simply render the head and then the chains
15:31
i find weapons quirky xD
15:31
they have so many weird extra cases
15:31
players.cpp is a fat whole mess
15:31
everything in one function xD
15:32
the animations, the rendering, the calculatiosn
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Jupstar ✪
they have so many weird extra cases
I tried to add weapons to the ghost tee and realized this. not worth it xd
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I wanna have a blog post @Patiga
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how in game.png it doesn't fit into the atlas segment, how the chain and hook tip are ingame the same length but in game.png the tip is 2x longer, how the chain isn't actually centered (minor) how there is a limit on how many segments are rendered, how hook_x and hook_y in the snapshot are not as useful as they sound and I think I forgot one or two things
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ah xd
15:35
0.7 fixed the length thing
15:36
thats why hooks look different there
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oh interesting
15:36
I haven't really looked at 0.7 rendering yet, I knew the tees look different but didn't know about the hook
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Jupstar ✪
i find weapons quirky xD
context: you might remember that I tried to offload a lot of tee rendering into the shader, as an experiment weapons are definitely also the most complex part there, I actually index into an weapon-information array to get offsets and sizes, also for the hand, and next I still need to do the muzzle flash and HADOKEN (ninja dash)
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is your rendering finished?
15:43
does it perform well?
15:45
I only worked little on twgpu the last month, apart from HADOKEN and muzzle flashes I have the tee rendering finished, after that it should only require atlas rendering of other stuff (ik you don't like atlasses ^^)
15:45
ah right emotes are also missing I guess
15:46
but I enjoy working on it, even if don't spend that much time on it rn
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mh u got quite some branches there, i am actually mostly interested in the performance xd
15:46
have u thought about opaque optimizations? rendering from front to back
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Jupstar ✪
mh u got quite some branches there, i am actually mostly interested in the performance xd
yea me too, although optimization isn't an actual concern until I feel that I can render 'everything' ^^
15:48
I did think about that a bit, but for me it didn't sound exciting enough to try it out
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i thought about it quite often already for tile rendering. on the other hand it will 100% generate more draw calls
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This looks insane, right?
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so only the GPU profits from this
15:49
and ddnet really isnt very GPU heavy 😄
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The pink line is about 400gbps, there is no way the theoretical maximum of a fiber is 10^11 gbps, right? 😄
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hm twgpu offloads more work to the gpu
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Learath2
The pink line is about 400gbps, there is no way the theoretical maximum of a fiber is 10^11 gbps, right? 😄
i mean, doesn't it depend on the cable
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not only tilemap and tees, I also plan to do instance-based rendering for everything else which is rendered as an atlas
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Jupstar ✪
i mean, doesn't it depend on the cable
Optical fiber
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Learath2
The pink line is about 400gbps, there is no way the theoretical maximum of a fiber is 10^11 gbps, right? 😄
or is this of a single fiber
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Single optical fiber
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as in a single light beam
15:51
ah ok
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Noisy channel, max theoretical bitrate is what I was trying to calculate
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well i dunno the data, but plank length * 2 is probably the smallest possible distinguishable signal? 😂
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q: if nearly nothing in the ddnet texture atlasses (yea ik there are a few exceptions) touch the borders of the segments, wouldn't it be a okay general fix to just make the borders of each segment transparent manually? most textures should not be affected and a warning could be thrown if the texture was modified. but it would fix the sampling problem of the texture atlas
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Patiga
q: if nearly nothing in the ddnet texture atlasses (yea ik there are a few exceptions) touch the borders of the segments, wouldn't it be a okay general fix to just make the borders of each segment transparent manually? most textures should not be affected and a warning could be thrown if the texture was modified. but it would fix the sampling problem of the texture atlas
i guess you know my opinion on that
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i really dislike "random" solutions
15:54
or unintuitive
15:55
the funny thing is that there is no GLSL function for this
15:55
directly at least
15:55
just why xD
15:55
it should be so ez to implement
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Patiga
how in game.png it doesn't fit into the atlas segment, how the chain and hook tip are ingame the same length but in game.png the tip is 2x longer, how the chain isn't actually centered (minor) how there is a limit on how many segments are rendered, how hook_x and hook_y in the snapshot are not as useful as they sound and I think I forgot one or two things
oh yeah the limit is weird
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I agree that it wouldn't be as clean as possible, but I'd currently argue it should be quite subtle, even in cases where something gets modified
15:56
why does this exists, but not a "max" offset
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hm I don't see how a glsl function has something to do with this, I'm talking about modifying the texture on the cpu
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6aa03c8 Fix escape not working in settings menu anymore - Robyt3 aea4574 Merge #6709 - bors[bot]
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Patiga
hm I don't see how a glsl function has something to do with this, I'm talking about modifying the texture on the cpu
see, if u could do texture(sampler, rect_to_sample_in_texels)
15:57
it would solve all your problems
15:57
u say sample over this rect
15:57
and nothing else
15:57
act as if this rect is a new texture
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and the offset function is that
15:58
but only with an offset
15:58
not an entire rect
15:58
xD
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oh interesting
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ok i dunno how the edge clamping is used here
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but its not that exactly right
15:58
it only 'moves' the origin
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Patiga
it only 'moves' the origin
yes but that sounds like it would edge clamp 0, 0
15:59
and if it can do that, it could also do that for max, max
15:59
but i'll look into the spec
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The offset value must be a constant expression
hm
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"A limited range of offset values are supported"
16:00
still, i don't see why GLSL doesn't implement a function like the rect one
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yea that function would be amazing
16:01
does spirv have such a function?
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i also couldnt really imagine a performance problem with it
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Patiga
does spirv have such a function?
i dunno
16:01
i dont know a lot about it
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same, only used it once for that vulkano project ^^
16:02
we found out too late that there is a 'reflect' function xd
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i could imagine they dont want it bcs of mipmaps
16:03
for example there is a rectangle texture, which supports smth similar, but doesn't support mipmaps
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eh, for most of the mipmaps the uv coordinates could still be used
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in a "smaller"/higher mipmap the texel would ofc require less coordinates in total
16:04
but the GPU could not directly access the points
16:04
as texels
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yea fair
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yeah tbh, thats the reason
16:05
simple as that
16:05
and makes sense too
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would that be reason enough? it could still be used for textures without mip-maps and I would imagine there are many valid use-cases
16:06
btw ddnet doesn't do mipmaps for anything but quads/tilemaps, right?
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Patiga
would that be reason enough? it could still be used for textures without mip-maps and I would imagine there are many valid use-cases
Yes because u could still implement it your own. And it would have a hidden performance cost
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Patiga
btw ddnet doesn't do mipmaps for anything but quads/tilemaps, right?
It uses high quality mipmaps everywhere
16:10
With high quality i mean biased
16:10
Towards quality
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I don't think you can implement such a function in a shader
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Patiga
I don't think you can implement such a function in a shader
You can
16:11
U can sample neighbour samples using texelfetch
16:11
And sample your own
16:12
But it's a bit of work. But u could probs find shaders online that implement linear sampling
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It's struggle anyway
16:14
Bcs u also need to have cobtrol about the lod
16:14
For mipmap linear sampling
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Jupstar ✪
It uses high quality mipmaps everywhere
oop I'm not super familiar with the rendering code yet so I tried to figure it out ingame and managed to get minor flickering so I assumed there are no mipmaps. darn then I'll really need to rethink using atlasses. maybe I'll still go with them to get the first 'working' version out there
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Patiga
oop I'm not super familiar with the rendering code yet so I tried to figure it out ingame and managed to get minor flickering so I assumed there are no mipmaps. darn then I'll really need to rethink using atlasses. maybe I'll still go with them to get the first 'working' version out there
gfx_gl_texture_lod_bias set this to 0 and u should™️ have "normal" mipmapping calculations
16:18
u can even set this to 5000
16:18
to have the ugliest game ever
16:18
always restart the game
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does it require restarting the game?
16:19
because I just convinced myself setting it to 0 changed stuff without restarting
16:19
but it might've just been my personal lod_bias
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Patiga
does it require restarting the game?
yep ^^
16:21
brains are stoopid
16:23
heh, setting it high is hilarious
16:24
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Patiga
does it require restarting the game?
I mean u could easily do it without restarting in Vulkan and gl3.3 but it we also have a tiny shader compiler in ddnet
16:25
And the shader compiler wouldn't recompile it
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what do you need the shader compiler for?
16:26
feature detection?
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Patiga
what do you need the shader compiler for?
To share some code with old gl versions
16:27
And to add defines
16:27
It's not really a compiler
16:27
More a rewrite xd
16:28
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But i called it compiler for flex 😂
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Patiga
Click to see attachment 🖼️
Hot
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nice :p
16:30
do you generate the mipmaps on the gpu or cpu?
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For OpenGL i can't tell
16:31
It's a ogl function
16:31
VK should be gpu
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how much of a size decrease would it be if we removed all backwards compat
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Voxel
how much of a size decrease would it be if we removed all backwards compat
In what?
16:31
Code, data files?
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jao's hairy kebab 2023-06-05 16:32:50Z
when remove support for outdated 0.6
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Voxel
Code
Half of rendering code, Network code would be much smaller BCS we could rely on external packing . I'd blindly guess 25% of all code minimum
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gtg in a min, thanks for the talk @Jupstar ✪ :)
👋 3
16:38
one last cheeky question (oh god it got longer): what about array textures instead of atlasses, but with width and height of the maximum segment size. then the textures 1. arent streched, 2. can be easily mipmapped. Had to look it up and I'd estimate > 75% wasted gpu memory space on game.png so no I guess xd
16:39
nice monologue, Patiga 👍
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Patiga
one last cheeky question (oh god it got longer): what about array textures instead of atlasses, but with width and height of the maximum segment size. then the textures 1. arent streched, 2. can be easily mipmapped. Had to look it up and I'd estimate > 75% wasted gpu memory space on game.png so no I guess xd
I'd probably prefer that over wrong rendering;)
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It works nicely exept for the end of the video where it doesn't clip the contents
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Well they wouldn't fix it without stretching tho
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I'm probably trying too hard to use instancing and grouping stuff together, but its also fun for me
16:41
oh right, welp
16:41
it was a fine idea until confronted with reality
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it is a cool idea
16:42
you just fear multi texturing too much 😄
16:42
except u need this one extension anyway 😂
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Mr.Gh0s7
It works nicely exept for the end of the video where it doesn't clip the contents
nice
16:43
u should look into maplayers to see how clipping works
16:44
ok editor probs also clips
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Mr.Gh0s7
It works nicely exept for the end of the video where it doesn't clip the contents
u could generally implement this using maplayers
16:44
would save lot of code dublication
16:44
background map also uses it
16:45
u could look how menu_background does it
16:45
it's very ez
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for clipping u can also change the viewport itself
16:46
we should have support for this
16:46
(i mean clip the whole scene)
16:46
instead of using Clip functions
16:47
oh but maplayers implement a menu rendering code, that could suck 😂 but can be disabled ofc
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to improve the usability once you solve the hard issues: add some kind of arrow button on the right side to expand/collapse the preview instead of using a button at the bottom. you could also add a divider in the middle that can be dragged left and right, same how the envelope editor can be dragged up and down
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btw have u ever loaded a huge map like arctic festival
16:49
32bit users rip for sure xD
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Jupstar ✪
btw have u ever loaded a huge map like arctic festival
I don't think so
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and you should disable the editor hotkeys while the file popup is open, it looks like you are scrolling in the editor and preview at the same time
👍 1
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ah, so it's behaving so weirdly because it hooks directly into the editor code...
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yeah :/
17:07
now I'm trying to implement it with Jyp's suggestion ;)
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Set input string if it's not identical to the real input string instead of comparing to the display string, which would be incorrect for hidden number inputs.

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
  • [...
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Learath2
This looks insane, right?
how is shannon rate computed here?
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Chairn
how is shannon rate computed here?
R_b = 2 * R_s * log_2(1 + GSNR * R_s/B_n) this formula really baffles me but it's what's given in the docs for this exercise. R_s is the "symbol-rate of the light-path" and B_n is the noise bandwidth
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wtf is symbol-rate of the light-path ?
17:40
B_n is probably more like signal bandwidth
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Chairn
wtf is symbol-rate of the light-path ?
I have no idea, this teacher has awful lectures and his work contains all kinds of weird terminology like that
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i guess they used the 500THz of light frequency, but it's an error
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R_s is 32 GHz, B_n is 12.5GHz
17:41
I'm fairly sure 12.5GHz is the bandwidth of the noise
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they should use the bandwidth that they actually use, i.e. something like 499-501 THz, so 2 Thz only
17:42
my formula is B*log2(1+S/N)
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The capacity limit I know is R_b = B log_2(1 + gsnr) but I could not figure out what they are doing here and how it relates for the life of me
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good, physics laws are still the same over the Alps
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Maybe I should just mail the dude
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wtf is shannon
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very important compsci guy
17:44
noise bandwidth is already a weird term imo
17:44
noise has infinite bandwidth
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Every single damn course I took in this uni barring the signals one who was courteous enough to upgrade his entire course to more globally used terminology, has used bizarre terminology and weird mistranslated messy material
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why are you there btw?
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cheapest uni with a degree worth something I could go to
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@Learath2 are you happy that you will have forgotten about this course in around 2 years and never need anything of what you learned ever again
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gets me outside of turkey aswell so that's a bonus
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Jupstar ✪
@Learath2 are you happy that you will have forgotten about this course in around 2 years and never need anything of what you learned ever again
I am so angry that you couldn't begin to understand, but I'm just biting my tongue and just finishing this experience from hell
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Chairn
noise has infinite bandwidth
True, what the hell is a noise bandwidth. The fourier transform of WGN is just flat...
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are you at M1 level?
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I'm guessing M1 is masters, no, I'm a lowly bachelor
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you can try to apply to international masters in France
17:53
they'll ask for money, but you can ask for a scholarship
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I wonder if B_n refers to the equivalent noise bandwidth
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Jupstar ✪
would save lot of code dublication
hmm seems hard xD
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mh?
18:31
it's ez af 😂
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not the code duplication the implemention of the preview which will use the CMapLayers
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yeah i also mean that
18:32
menu_background does that already
18:32
it should be <100 lines of code
18:35
i dunno if editor can access client code tho
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yeah that was mainly my problem
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but its part of the client, so why not
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although I could be doing something wrong
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The slides have the units wrong...... everything is in gbps so this dude copied gbps to the shannon limit too, it's in bits per second pepeW
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bit sliding Chill
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Firefox somehow "broke" after updating, the gentoo life
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alpha tester
18:56
😬
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Patiga
I only worked little on twgpu the last month, apart from HADOKEN and muzzle flashes I have the tee rendering finished, after that it should only require atlas rendering of other stuff (ik you don't like atlasses ^^)
1 words found. See the full details ...
18:59
hmmm
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i think hadoken is in ddnet code somewhere
👋 1
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its the ninja effect
19:03
the dash
19:04
The Hadoken (波動拳, Hadōken?, "Surge Fist" or "Wave Motion Fist") is a special attack that originated in Street Fighter. It is often referred to as a "fireball" due to its appearance, despite few...
19:04
i guess matricks is streetfighter fan
19:04
😂
19:06
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Apple just announced Apple Vision Pro
19:07
Teeworlds on a new level 😮
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nice, they invented VR
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sometimes with chat open this happens
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nobody has ever done this before
19:09
😬
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fokkonaut
sometimes with chat open this happens
at least on this one server (some private server by @cyberFighter
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fokkonaut
sometimes with chat open this happens
yeah its some weird glitch with the new SDL/IME stuff
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known already?
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yes, but i dunno any workaround
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oke (edited)
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Jupstar ✪
nobody has ever done this before
Are you talking about the microsoft hololens? xDDDD
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that was cool, bcs it was minecraft 😂
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Lol
19:12
But tbh, Apple did a great job with Apple Silicon
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yep
19:13
but useless without good software
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9ce76a1 Use real instead of display string for number line inputs - Robyt3 23e7d18 Merge #6710 - bors[bot]
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True, but every architecture is useless without good software
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they could stop their ego trip and open up their hardware
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But this is how they pay their engineers to be that creative and research this
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i'd also love to pay their engineers 😉
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then go and buy an apple 🙂
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sadly they have bad software, else i'd do that
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Mhmmm which one? The OS itself or just pieces?
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i am not a musician, so there is nothing interesting from apple their OS and drivers are buggy, have bad performance in games so nothing interesting for me
19:18
for a desktop class CPU
19:18
for that money i could buy a 4090 and destroy my electricity bill 😂
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Ah I see, true... gaming is not that great, fair enough
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fokkonaut
sometimes with chat open this happens
@keb help i noclipped out of a source map
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But I guess thats not their main market
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tbh i dont even know what their main market is
19:19
probably fanboys with too much money
19:20
Wouldnt say that, but their products work seamlessly mostly
19:20
Never had problems
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i mean paying so muhc for video eiditing is probably nothing for everyone 😄
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I had a lot of androids before, it was a mess to pair bluetooth
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and the "real" rendering happens on cloud servers anyway
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Avolicious
I had a lot of androids before, it was a mess to pair bluetooth
interesting, never had problems with that
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Avolicious
Wouldnt say that, but their products work seamlessly mostly
ah well phones are not interesting to me tbh 😄
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heinrich5991
interesting, never had problems with that
I had a lot of problems with Bose and OnePlus
19:21
Had problems with Google Pay
19:21
Switched to an iPhone some time ago and never had problems at all
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besides connecting bluetooth in linux and android is indeed the best for me. on windows i get weird crackeling with my bt headphones. But didnt test on ios tbf
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Avolicious
I had a lot of problems with Bose and OnePlus
my headphones are also bose 😄
19:22
well what do you use your phone for?
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Jupstar ✪
my headphones are also bose 😄
It was such a mess, always had async audio
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music and browsing?
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Jupstar ✪
well what do you use your phone for?
Mostly planning my day, business, talking, music 😄
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cyberFighter
@keb help i noclipped out of a source map
true
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jup when i make my super bloated graphical client im going to you for shader advice LOL (edited)
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And quickly share my notes from iPhone to Mac 😄
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Avolicious
Mostly planning my day, business, talking, music 😄
yeah, sadly for these tasks 1000€+ is quite a banger xD i could spent that for desktop hardware But if u have the money, it probably the fastest CPU wise
19:24
i'd prefer high refresh and polling rate displays
19:24
so i assume i have to buy samsung :/
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Jupstar ✪
yeah, sadly for these tasks 1000€+ is quite a banger xD i could spent that for desktop hardware But if u have the money, it probably the fastest CPU wise
Its expensive for sure, so think twice before buying. But Samsung isnt better
19:24
paying 1000€ for a Samsung
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i might make mockups in an art program if i remember
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not my first choice, bcs all my samsung monitors died exactly after warranty died 😄
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But its the same with headphones... I only buy BeyerDynamics ( a german company ), but their audio is stunning
19:25
But they also expensive like Apple
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285748f Add 100 € donation by ContinueR - def-
✨ 4
TOOBASED 3
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Avolicious
But its the same with headphones... I only buy BeyerDynamics ( a german company ), but their audio is stunning
Are they? I live half an hour from their headquarter and have always loved the fake 15 € BeyerDynamic (superlux hd330) I have had for > 15 years, and keep buying new (original BeyerDynamic) earpads, which are more expensive than the entire headphones. So I thought I should try the originals, I ordered 3 different ones, from 100 to 500 €. And while they were better, it didn't seem worth the money. I noticed that at the low volumes I use for headphones they all sound the same to me anyway. So I came away pretty disappointed, will just keep using my cheap headphones until they break apart 😄
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deen
Are they? I live half an hour from their headquarter and have always loved the fake 15 € BeyerDynamic (superlux hd330) I have had for > 15 years, and keep buying new (original BeyerDynamic) earpads, which are more expensive than the entire headphones. So I thought I should try the originals, I ordered 3 different ones, from 100 to 500 €. And while they were better, it didn't seem worth the money. I noticed that at the low volumes I use for headphones they all sound the same to me anyway. So I came away pretty disappointed, will just keep using my cheap headphones until they break apart 😄
I had a few others already and have to say, durability, sound and comfort fits best for me
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my <50€ bluetooth headphones worked fine for me
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Its heavily opinionated, everyone has other preferences
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well there defs is a difference in working fine and having the best audio
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I had bad experiences with Logitech for example, their headsets broke after 2.5 months each, had to send them in 3 times in a row
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logitech is always cheap af from materials but they are still well designed my first logitech headphones were actually coolest for PC headphones, but the collapsable microphone broke after using it too many times xD
19:36
the mices are great too, but 100% broken after 1 year of teeworlds 😂
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After Logitech I switched over to SteelSeries, worked better but still problems at some point. Afterwards switched over to Sennheiser and now stuck with Beyerdynamics
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Jupstar ✪
the mices are great too, but 100% broken after 1 year of teeworlds 😂
Yeah, had the Logitech Performance and Mad Catz 😄
19:38
Mad Catz was fun not gonna lie
19:39
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wtf
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Hahahahahahaa, it was fun to flash the display and deploy your own custom kernel on it
19:39
I still have it somewhere around
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looks a bit unhandy for anything else than gaming xD
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Indeed, it was useless because its not mechanic
19:40
Ghosting was like every 2nd keypress
👻 1
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lmao, but then sell it as gaming keyboard 😄
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At this time I dont care about, I wanted the small screen
19:40
It was a bummer, but atleast I had it
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Use the popup system ported from the editor to reimplement the color picker popup.
  • Before:
!screenshot_2023-06-05_21-57-46
  • After:
!screenshot_2023-06-05_21-57-26 Remove special handling necessary for the hard-coded color picker. Add alpha support to the color picker popup. Support locking mouse positio...
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The server normally needs to be reloaded to spawn the debug dummies, so this code was not checking if a debug dummy player exists. Decreasing the number of debug dummies while the server is running also causes them to simply not be snapped instead of completely destroying them. For debugging any number of dummies can be useful, so the maximum number of debug dummies is increased to the maximum number of clients. See #6702.

Checklist

  • [X] Tested the change ingame
  • [ ] Provide...
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469120a Add 5 € donation by "is good" - def-
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2be3ecf Add str_toint64_base - Robyt3 dd3dd4e Add PRIX64 define for MinGW - Robyt3 2359e38 Add CLineInputNumber::GetInteger64/SetInteger64, add prefix - Robyt3 351dc88 Disable resolution list box when popup is open - Robyt3 a5f94ec Allow maximum number of debug dummies - Robyt3 4c80af7 Fix crash when enabling dbg_dummies on running server - Robyt3 68ea55e Move DoValueSelector to UI and refactor - Robyt3 ef217b6 Track updated mouse position in UI instead of menus - Robyt3 938c57e Support mouse position locking in menus UI - Robyt3 e50bd4b Add generic color picker popup to UI, add alpha support - Robyt3 b21e98a Use color picker popup for UI color setting - Robyt3 17c0642 Merge #6711 #6712 - bors[bot]
Exported 396 message(s)