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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.org/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 2023-10-05 00:00:00Z and 2023-10-06 00:00:00Z
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Feature request: support a netmsg to play a custom sound (e.g. embedded into the map or downloaded via https://github.com/ddnet/ddnet/issues/7296). We'd want to play a sound at a certain position (like NETEVENTTYPE_SOUNDWORLD does) or globally, like it does NETEVENTTYPE_SOUNDGLOBAL. Right now most of the mods have to use flag captured/drop/returned global sounds to announce important events, and re-use default sounds for our custom events. The biggest issue is that there is no sou...
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morning
☕ 3
🍵 1
08:41
checking my stats rn
08:43
yeesh
08:43
33 hrs on one map
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Gamer
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im setting up ccache and distcc
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Ewan
checking my stats rn
is this publicly available? Never saw playtime before
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@Learath2 odd, compiling ddnet with distcc takes more than without
09:47
xd
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The popup to show the completed demo rendering was also shown when the demo to be rendered could not be loaded or if the demo render popup was cancelled. Now the popup is only shown when the demo rendering was successful. The layout of the popup is made consistent with other message popups. Long text is wrapped over multiple lines instead of decreasing the font size.

Checklist

  • [X] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in comb...
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i guess distcc is only worht for the slower machine
10:11
or idk
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Dreamless
is this publicly available? Never saw playtime before
Maybe Next update, hype! :0
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25da78a store editor tooltip in optional string - Marmare314 d1cd0ae Merge pull request #7287 from Marmare314/string-tooltip - def-
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@Robyt3 hey, I thought that bezier envelope data is stored in a single item of a new ex item type. https://discord.com/channels/252358080522747904/1156657072780361738/1157765215061016586 this map however contains a bezier curve (in envelope 3/8), but only 2 ex item types: automapper and GroupEx. Do you know if there is something wrong here, or if I just misunderstand something?
10:30
hm I must be understanding smth wrong, because bezier values do indeed get saved
10:30
my question is: where are they stored then?
10:35
okay, so some clues:
10:36
with the newest client (17.3) from steam, when I store a map with bezier it does indeed add the expected ex-item-type
10:38
that ex-item-type is not included in the map linked above, however
10:38
suggesting that saving the map failed somehow
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ChillerDragon BOT 2023-10-05 10:52:42Z
madlad deen hinted that he might merge #5949 tomorrow. If that actually happens I appreciate every who looks over the code and maybe even runs it before the merge.
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chillerbot BOT 2023-10-05 10:52:42Z
While keeping 0.6 fully working and untouched This adds the option to connect via 0.7 This is the first working version there is still work todo. There are a few known bugs and missing featues to n...
🥳 2
PepeCross 7
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bruh
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ChillerDragon
madlad deen hinted that he might merge #5949 tomorrow. If that actually happens I appreciate every who looks over the code and maybe even runs it before the merge.
11:44
Why
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how can i mention chiller? :p
11:57
are these values in build/src/game/generated/protocol.h related to type_id values in table on https://chillerdragon.github.io/teeworlds-protocol/07/snap_items.html pepeW (edited)
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MilkeeyCat
how can i mention chiller? :p
ChillerDragon
12:16
39057d7 Fix demo render complete popup opening on error, improve layout - Robyt3 2b115b9 Merge pull request #7300 from Robyt3/Demo-Render-Dialog-Fixes - def-
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i figured why host znc when i can simply have weechat on tmux
12:27
and here i am
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@Robyt3 https://github.com/ddnet/ddnet/blob/2b115b92fa4077a30f76b50b97ef503e12757c77/src/game/editor/mapitems/map_io.cpp#L378-L387 if I see this correctly, the bezier curve values aren't stored only in the bezier values of the envelope point with the bezier curve type, but instead spread between that point and the next?
13:40
Maybe I got it wrong for a long time already, but I thought that the interpolation between two points is only ever determined by the values of the first of the two. I think/thought that this is the way teeworlds 0.7 stores their bezier values, but here we do it differently?
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Yes, the 0.7 format stores them interleaved
13:42
We store them in two separate items
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yes, but I'm confused about which bezier values are stored where
13:45
in the code segment above, if a envelope point has the bezier type, half of the bezier values are stored in the envelope point with the appropriate type, and half in the next point, regardless of which curve type that point has
13:46
so my first question kinda is: if we look at the 0.7 format, at the 16 bezier values of the first point, are these values equal to the first 16 values in the ddnet bezier data?
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We always store bezier data for all points but unused data should be 0
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the bezier curve has in_ and out_ values. 8 values each. if we look at the first bezier curve, between the first and second point. are the in_ and out_ values of the first bezier curve the first 16 values, or the 8th till 24th value?
13:50
when I wrote the 0.7 parser I kinda just assumed that the bezier values are entirely stored in the envelope point with the type bezier, not split up between two points. but the code above does not do that
13:54
I'm questioning right now if I was parsing 0.7 maps wrong. do I need to keep the bezier values of non-bezier envelope points (which are used if the point before was a bezier point)
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chillerdragon BOT 2023-10-05 14:01:47Z
Yes that’s the same
Replying to @MilkeeyCat are these values in /src/game/generated/protocol.h related to type_id va…
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chillerdragon
Yes that’s the same
ok, i just realized there's protocol.h and protocol7.h and type_id = 6 means different stuff in these 2 versions and i dont have to try to put 8 ints in 3 anymore pepeW (edited)
14:29
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godot poggers2
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ye godot
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If I may ask, is it a personal project or is it a team one but you switched because of the Unity changes?
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Personal
14:33
moving an entire team to godot might cost too much for training
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At least 2022 lts isn't affected now anyway
14:35
godot isn't really fully featured tho. It feels really weird to develop toolset for it for the time being.
14:35
maybe it's just the unfamiliarity, idk
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ye many features are missing still
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TsFreddie
Click to see attachment 🖼️
ew windows
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Just now I found it lacks some timing related hooks where I need them like before and after rendering a viewport. had to workaround them.
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Ryozuki
ew windows
bite me
14:37
@TsFreddie glad ur into godot
14:37
fck unity
14:37
also godot is better at cross platform iirc
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I'm not into godot
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so better for linux
14:37
why not
14:37
betrayal
14:38
im angry now
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bite me again brownbear
14:38
it's fine
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not really liking it. maybe I'll get used to it after i just started using the engine code as base instead of only in-engine stuff
14:39
Also godot never showed any tooltips on my machine since godot 3.1
14:39
I'm trying to fix it now that's why I'm compiling it
14:40
It took me years to realise why it is so damn hard to use. just because it never told me what any buttons do on my machine lmao
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TsFreddie
Also godot never showed any tooltips on my machine since godot 3.1
that sucks, do other ppl have it too?
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the problem or the tooltips
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the tooltips
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ye, i asked
14:43
also I can make them show up by turning off one of my monitor
14:43
so at least I might know why it isn't showing up
14:43
i'd imagine no one really noticed it since it was unchanged for so long
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hmm weird maybe they show up in the other monitor?
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probably not, I would've noticed
14:45
even if they do then it is definitely bugged anyway
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chillerdragon BOT 2023-10-05 14:45:27Z
What you hacking on?
Replying to @MilkeeyCat ok, i just realized there's protocol.h and protocol.h and type_id = 6 me…
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I just need to find the code where they render the damn thing tho. the codebase is quite huge compared to what i'm used tojustatest (edited)
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yeah hmm
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chillerdragon
What you hacking on?
web demo renderer. still pepeW. ive parsed messages and map, now its snapshot time
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chillerdragon BOT 2023-10-05 14:49:13Z
You know that you are kinda reinventing the wheel here?
14:49
Half tw is working on that
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chillerdragon
You know that you are kinda reinventing the wheel here?
hell yeah
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chillerdragon
Half tw is working on that
on what?
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chillerdragon BOT 2023-10-05 14:49:58Z
Web demo
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eeeeeehm
14:50
is there a working thing?
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chillerdragon BOT 2023-10-05 14:50:29Z
Also why you working with da protocol? Cant you just copy paste tw code?
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MilkeeyCat
is there a working thing?
if no, then ill be first :clueless:
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chillerdragon BOT 2023-10-05 14:50:53Z
Nothing is super finished but many things are showcasesable
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if yes, i aint finish this
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TsFreddie
It took me years to realise why it is so damn hard to use. just because it never told me what any buttons do on my machine lmao
did u try watching a tutorial
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chillerdragon BOT 2023-10-05 14:51:22Z
Ask patiga and jupsti for their current state and judge your self if it’s finished enough for you
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Ryozuki
did u try watching a tutorial
tutorials are for the weak
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there u have the answer
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chillerdragon
Nothing is super finished but many things are showcasesable
lets see whose wheel is better owo
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also godot is diferent
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chillerdragon BOT 2023-10-05 14:51:45Z
Xd
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u attach a script to each node
14:51
its more modular
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i mean. i know that
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in c# unity u use 1 script for many ythings iirc
14:52
but thats like a big change for ppl i guess idk
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chillerdragon BOT 2023-10-05 14:52:10Z
Yea not telling you to stop. Just warning you it might not be too useful to double the work
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im not a game dev
14:52
i only do game dev in ddnet
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i mean just moving stuff around. sometime there's a button and I hate I can't tell what it is by the icon
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imagine having a editor
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chillerdragon BOT 2023-10-05 14:52:26Z
Also why do you reimplement the protocol?
14:52
Do you use a new language?
14:52
js? :D
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chillerdragon
Also why do you reimplement the protocol?
i just need to get the focken data from snapshot
14:52
pepeW
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chillerdragon BOT 2023-10-05 14:53:08Z
How do you get it into the web?
14:53
ye (edited)
14:53
js
14:53
D:
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chillerdragon BOT 2023-10-05 14:53:24Z
Pure or cross compile?
14:53
Webassemblign I mean
14:53
I think actual hand written js would be a first
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rn its in ts, and its only nodejs application
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btw @TsFreddie have you tried if godot 4 has this problem?
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chillerdragon BOT 2023-10-05 14:54:21Z
If that’s the case there is also a snapshot parser in ts you know that right?
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but very soon ill transform it into a webpage
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both 4.1.1 and 4.1.2 which just released
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chillerdragon
If that’s the case there is also a snapshot parser in ts you know that right?
:clueless:
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that's what I mean since, cuz it's been years lmao
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i aint using any libraries, writing all wheels myself gigachad
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ChillerDragon BOT 2023-10-05 14:55:29Z
haha check this out this mf is also now going web https://gitlab.com/swarfey/teeworlds-web
14:55
so 3 ppl are activley working on it right now
14:55
and there are some old projects
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am gonna be first owo
14:56
and the worst gigachad
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ChillerDragon BOT 2023-10-05 14:56:12Z
gl
14:56
please report any bugs or feedback for the protocol doc
14:57
@Swarfey cool web client btw
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https://github.com/heinrich5991/libtw2/issues/81 i was the one who discovered this btw gigachad
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@TsFreddie check out my big brother https://ddstats.org/events
View DDNet / Teeworlds Statistics.
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ChillerDragon BOT 2023-10-05 14:58:07Z
nice
14:58
(wait 5 seconds)
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ChillerDragon
@Swarfey cool web client btw
xd tyty
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ChillerDragon
so 3 ppl are activley working on it right now
wouldnt say actively, i already kinda abandoned it brrt
14:59
myr wanted to see the code tho, so i published it to gitlab
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ChillerDragon BOT 2023-10-05 15:00:16Z
sussy russians
15:01
i dont get the code swarfey
15:01
does it need a server? or is it client side js only?
15:02
last time i checked web cant do udp right? So your client lib would need to support ws? But why is there ws stuff in the web repo then?
15:03
@Swarfey
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xd yes i did some trol in the code
15:03
the index.js is not the web javascript file, its node.js
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ChillerDragon BOT 2023-10-05 15:04:01Z
trol
15:04
so its a website with backend
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so you first need to start the nodejs with ´node index.js` and then open the html thing
15:04
the html connects to the websocket and blabla does communication
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ChillerDragon BOT 2023-10-05 15:04:52Z
ah
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ChillerDragon
so its a website with backend
yes
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ChillerDragon BOT 2023-10-05 15:04:54Z
i see
15:05
okay thats new
15:05
i mean ofc i have done it before
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its nothing big either, just shows players near you
15:05
ye i think i remember
15:05
u did it in ruby right?
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ChillerDragon BOT 2023-10-05 15:05:26Z
but all other projects use client side only js as far as i remmeber
15:05
ye but no frontend just a rest api
15:05
Headless teeworlds 0.7 client with http rest api server - GitHub - ChillerDragon/teeworlds_rest_client: Headless teeworlds 0.7 client with http rest api server
15:06
but same concept of having actual udp in the backend
15:06
funny how we build the same stuff
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ah i thought you did something with an interface too a few months ago
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ChillerDragon BOT 2023-10-05 15:06:41Z
nah only interface i built was a desktop client
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ChillerDragon
funny how we build the same stuff
xd i started with the js lib hrhr
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ye thats what i meant
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ChillerDragon BOT 2023-10-05 15:07:14Z
best client
15:07
but not web
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ye u showed it to me in early ruby lib development i think
15:07
thought it was web
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ChillerDragon BOT 2023-10-05 15:08:18Z
when did u start the web stuff?
15:08
i started mine 3 weeks ago
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ehh same day i published it
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ChillerDragon BOT 2023-10-05 15:08:35Z
ez
15:08
earlier
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ye 2 weeks ago
15:08
didnt work on it after that either
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ChillerDragon BOT 2023-10-05 15:08:48Z
mood
15:09
mine was also super short lived development effort xd
15:09
but its hella fun using a own lib
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xd yeah
15:09
i have a lot of small projects using my own lib too
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ChillerDragon BOT 2023-10-05 15:09:43Z
ok pro developer
15:09
i dont
15:10
with small i mean extremely small like hello world to test some stuff in my mod or something
15:10
idk
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ChillerDragon BOT 2023-10-05 15:10:41Z
xd
15:10
wat
15:11
you made a lib for hello world and used that?
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what no
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ChillerDragon BOT 2023-10-05 15:11:29Z
u made a tw server mod framework and used it to build hello world plugin?
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i use the teeworlds lib to connect to a server and do some weird movement
15:11
or do some commands to test something in the mod
15:11
with 64 tees
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ChillerDragon BOT 2023-10-05 15:11:46Z
a
15:11
ou yea same
15:11
i use sussy flood.py
15:12
if i need a full server these days
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ChillerDragon BOT 2023-10-05 15:12:32Z
EDUCATIONAL PURPOSES ONLY
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Ryozuki
@TsFreddie check out my big brother https://ddstats.org/events
stalker
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ChillerDragon BOT 2023-10-05 15:14:51Z
light mode gitlab user wot
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check out my secret gitea https://c.tsdo.in:20020/
Gitea (Git with a cup of tea) is a painless self-hosted Git service written in Go
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I dont even have a gitlab account, what do u want from me
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ChillerDragon BOT 2023-10-05 15:15:48Z
china virus
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virus living in my home
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ChillerDragon BOT 2023-10-05 15:16:09Z
idk even whre u live?
15:16
arent u in china?
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ChillerDragon BOT 2023-10-05 15:16:22Z
so it china virus confirmed
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so you do know
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ChillerDragon BOT 2023-10-05 15:16:37Z
i guess
15:17
where sing up button
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also i forgot to build godot with symbols now i'm building it again. sad
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ChillerDragon
where sing up button
disabled lmao
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ChillerDragon BOT 2023-10-05 15:17:26Z
trol
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why do you want sign up tho
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ChillerDragon BOT 2023-10-05 15:17:44Z
u sent link
15:17
i click
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i mean i can invite for sign ups
15:18
i probably need to setup the SMTP first tho
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ChillerDragon BOT 2023-10-05 15:18:39Z
yea dw
15:18
i dont see me using it anyways
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it wasn't supposed to be used by others too lmao
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ChillerDragon BOT 2023-10-05 15:19:23Z
sure sure
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it's just where I store my stuff that might be private
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ChillerDragon BOT 2023-10-05 15:20:17Z
if heinrich would offer some git hosting i might use it. Eventho he revealed that he has no backup strategy he is the most ethernal person i know.
15:20
i sent heinrich some map 10 yrs ago and its still vibin on his drive
15:21
ryo recreates git hosting services faster than i change my underwear
15:22
@TsFreddie i also selfhost for private stuff. I just dont use any cloud provider. Raw git is all i need for private stuff. Or do you need clickibuntu web gui and issues etc?
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ChillerDragon
@TsFreddie i also selfhost for private stuff. I just dont use any cloud provider. Raw git is all i need for private stuff. Or do you need clickibuntu web gui and issues etc?
i just want something that's familiar and also shareable in case i need it
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ChillerDragon BOT 2023-10-05 15:22:48Z
i see
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also it's just a nas sitting in my living room
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ChillerDragon BOT 2023-10-05 15:23:13Z
!remind 5y ask fredsti wat happend to his git cloud axax
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ChillerDragon
!remind 5y ask fredsti wat happend to his git cloud axax
Command not found!
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ChillerDragon BOT 2023-10-05 15:23:18Z
trash bot
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ChillerDragon
trash bot
Make a better one
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ChillerDragon BOT 2023-10-05 15:23:47Z
i am not really allowed to bot here
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ChillerDragon BOT 2023-10-05 15:23:57Z
!ping
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ChillerDragon
!ping
Command not found!
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chillerbot BOT 2023-10-05 15:23:57Z
pong
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TsFreddie
both 4.1.1 and 4.1.2 which just released
Have you tried deleting the Editor dataand Editor settings? (If you do make a backup first)
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idk what that is
15:30
oh wow, great. the debug build tooltip works
15:30
the release one does not
15:30
love it
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god damn it it works on all godot versions now
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xD nice
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i hate that it is random
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maybe it changed some setting hmm
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i didn't do anything with the settings btw
15:32
i compiled a debug version of the engine
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ye I understood xD
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windows shenanigans
15:33
use linux
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btw this is what I've been working on with godot
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ye I made many projects but the hooks where awful so I made yet another one and I figured it out xD
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I hate life
15:39
It just randomly decided to work
15:39
Also cool project (definitely watched)
👍 1
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Mr.Gh0s7
maybe it changed some setting hmm
my best guess would be this ^
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Nah, it worked before
15:40
It will just stop working at some point
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no I mean the debug version did on it's own
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When it feels like it
15:40
That happened once or twice before
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Just hate it to randomly fix itself right now when I'm just about to debug it
15:41
Honestly, the last time it worked it's when I decided to open an issue
15:41
Then it started working so i thought i just didn't hover long enough
15:42
The program is definitely sentient
15:42
It knows
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schrödinger's cat
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it's kinda wild how slow the debug build is
15:44
compiler optimization is such a crazy thing
15:44
also it worked after reboot. i hate it
15:44
please stop working so I can debug the damn thing
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TsFreddie
compiler optimization is such a crazy thing
O0 to O1 is a massive change
15:48
in rust too
15:48
rust without opts can be slower than python
15:48
with opts higher level abstractiosn become "zero cost"
15:48
or almost zero cost
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Mr.Gh0s7
btw this is what I've been working on with godot
teeworlds 2.0?!?
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okay twmap does parse teeworlds 0.7 bezier values wrong, but imo my interpretation makes more sense :p
16:20
but damn
16:24
tho the naming does make more sense now
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Mr.Gh0s7
btw this is what I've been working on with godot
ok, finally discord decided to load the video
kek 2
16:36
pretty cool project
16:36
for real this time
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Teero
teeworlds 2.0?!?
kinda the repo is here https://github.com/Inateblig/Plydring. It's mainly a try of implementing 3D Teeworlds mechanics in godot.
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@Robyt3 I understand my problem with the bezier values now. the values for a single bezier curve are split between two points, which I deemed improbable at first. The problem of my first ping with the map with missing bezier data still holds up though. New question: in the code it always calls the bezier values (in|out)_tangent_d(x|y). however on wikipedia it mostly talks about control points and only about tangents for a short segment. are the values in the map also control points, or are they something different? I ask this to get the naming correct in twmap. I'm not familiar with the calculations yet and hope to skip that trouble by asking you for now ^^ (btw, please tell me if you want to be pinged less)
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Patiga
@Robyt3 I understand my problem with the bezier values now. the values for a single bezier curve are split between two points, which I deemed improbable at first. The problem of my first ping with the map with missing bezier data still holds up though. New question: in the code it always calls the bezier values (in|out)_tangent_d(x|y). however on wikipedia it mostly talks about control points and only about tangents for a short segment. are the values in the map also control points, or are they something different? I ask this to get the naming correct in twmap. I'm not familiar with the calculations yet and hope to skip that trouble by asking you for now ^^ (btw, please tell me if you want to be pinged less)
Yeah, it's a bit confusing how there are N points but N-1 curve types associated with the segments between the points. I don't know what's going on with the specific map missing the bezier ex item, if it's not something with the tool not displaying it correctly. I mostly copied cinaera's bezier implementation and naming from upstream, I don't really know all about how it works myself.
17:00
I guess "control point" would have been correct to use, since the exact X and Y position matters, whereas for a tangent it would only be the direction that's important (edited)
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Mr.Gh0s7
kinda the repo is here https://github.com/Inateblig/Plydring. It's mainly a try of implementing 3D Teeworlds mechanics in godot.
theoretically you could just rewrite ddnet to 3d. hard thing would be the graphics. (edited)
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thanks for the input! it was really helpful. the specific map still confuses me, I think something definitely went wrong there, but maybe its already patched, we'll see if it comes up in the future
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Teero
theoretically you could just rewrite ddnet to 3d. hard thing would be the graphics. (edited)
I had made a 3D client/frontend for the ddnet client but it sucked. It was made in godot so it was easy but the communication was the hard part. I used fifos (first in first out files) to communicate with the ddnet client and godot. If I ever make another 3D client for teeworlds I'll again make it in godot but I'll also rewrite the networking in it instead of using the ddnet client. That way it should be faster/cleaner and would run on windows too. But that's hard xD
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ure making some cool ass 3d projects. heres my triangle on opengl owo
👍 7
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MilkeeyCat
ure making some cool ass 3d projects. heres my triangle on opengl owo
lel, I'm currently learning opengl and how to do triangles xdd
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MilkeeyCat
ure making some cool ass 3d projects. heres my triangle on opengl owo
thats doper than using a already made game engine
f3 2
18:49
now do vulkan
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https://github.com/ddnet/ddnet-discordbot/blob/b23ef4862049a9bd867feec565355cc5c10a40f1/data/tools/convert_releases_file.py#L77 If the image file exists but the data extracted by the get_data function is missing in the stats_maps_static table (inserted by the update_database function), this line causes the entire script to do nothing, and breaks all other scripts that rely on it.
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When using the demo filter and the selected demo name does not match any visible demo item, temporarily reset the selected demo index instead of keeping an incorrect demo index. This makes the behavior consistent with the server browser.

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...
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good afternoon
☕ 1
🍵 1
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Ewan
good afternoon
depends where you are 🙃
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ohhh shit really i didn't know that
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See https://learn.microsoft.com/en-us/windows/win32/api/shellapi/nf-shellapi-commandlinetoargvw#remarks

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
  • [ ] ...
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DDNetPP Is there a build? chilleeeer
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build for what
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For a server
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what server??
21:15
u want a linux build
21:15
or something else
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DDNet++ v.0.0.7 Changelog:
  • fix windows account (sqlite) support
  • use tiles instead of configs for jail and room
  • improve max level support
  • fix bunch of crashbugs (/team and no flags on ma...
21:16
linux_DDNetPP
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I think it's very old
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that is 4 years old yeah
21:17
very ez build
21:18
im not the chiller
21:18
but i'd be surprised if he had builds hosted anywhere but the releases page
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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-ad...
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48ba1f4 Ensure CDemoItem member variables are initialized - Robyt3 c0b8bf3 Fix selected demo index being desynced with selected demo name - Robyt3 a42ca9f Fix leak of command line arguments on Windows - Robyt3 655902c Merge pull request #7302 from Robyt3/Cmdline-Fix-Leak - def- 7438312 Merge pull request #7301 from Robyt3/Demo-Browser-Search-Improvement - def-
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Ryozuki
now do vulkan
Vulkán is fór smart ppl
22:12
Me grug
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Disable /practice state only by selfkill (esc - kill) or /practice , disconnect again. So that u can use /lasttp or may even /r again. (in the future possible loadposition/loadset) Do not disable /practice state by killtiles.
22:20
with teeposition for best possible training of a situation, can be used in freeze or teleparts not just /lasttp for tele and only /r for freeze or airjumps
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