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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 β€” IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2023-10-06 00:00:00Z and 2023-10-07 00:00:00Z
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morning
🍡 1
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chillerdragon BOT 2023-10-06 06:32:42Z
Yes it’s old. Please compile it from source :)
Replying to @Yek-H I think it's very old
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hi old im new
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MilkeeyCat
ure making some cool ass 3d projects. heres my triangle on opengl owo
γ‚’γƒͺヂン 2023-10-06 08:08:38Z
now do it in rust/wgpu
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γ‚’γƒͺヂン
now do it in rust/wgpu
First i need to write it in c++ for uni pepeW
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@Robyt3 but the code looks so ugly with composition xd If I revert it, does the the point accessor really need to be a member? It can just be local to the Eval function, since there is no point in using it anywhere else (or at least it is not yet) (edited)
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It could be a private variable if it's only used in CEnvelope
09:08
I probably didn't want the variable to get created and destroyed every time so I made it a member variable instead
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@Learath2 with shift ucan go faster
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No shift on phon
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Robyt3
I probably didn't want the variable to get created and destroyed every time so I made it a member variable instead
Alright, just noticed I dont like the GetBezier function anyway (which is probably one of the reasons not to use inheritance). Next I will add an interface to CEnvelopePoint and then m_vPoints can probably be private too
πŸ‘ 1
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@Robyt3 I wanted to combine all point implementations (envelope points, bezier control points, quad corners, quad centers, envelope quad centers). My plan was to use inheritance for that (ie have a CPoint class inheriting CEditorComponent with pure virtual methods like SnapToGrid or UpdatePosition, RenderPoint, ... and which handles the logic of calling these). Do you think inheritance is fine in that case?
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marmare_314
@Robyt3 I wanted to combine all point implementations (envelope points, bezier control points, quad corners, quad centers, envelope quad centers). My plan was to use inheritance for that (ie have a CPoint class inheriting CEditorComponent with pure virtual methods like SnapToGrid or UpdatePosition, RenderPoint, ... and which handles the logic of calling these). Do you think inheritance is fine in that case?
The inheritance for points makes sense I guess, but conceptually it's a bit odd how CPoint would be a CEditorComponent
10:06
I wouldn't consider individual points "editor components"
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Robyt3
I wouldn't consider individual points "editor components"
I guess the naming is not the best. I can maybe introduce another kind of "component" which doesnt have the subcomponent system. This could then be used as a base class instead. Not sure what to call it though
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marmare_314
I guess the naming is not the best. I can maybe introduce another kind of "component" which doesnt have the subcomponent system. This could then be used as a base class instead. Not sure what to call it though
Maybe just CEditorComponentBase, it's also called CUIElementBase for the UI elements
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Robyt3
Maybe just CEditorComponentBase, it's also called CUIElementBase for the UI elements
How about CEditorObject?
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Seems good
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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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Learath2
I used it for the lulz a couple times, but never for anything serious, I vaguely remember @heinrich5991 using it for more serious things
I use zfs almost exclusively everywhere
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quite nice: better borrow checker coming, accepting more obviously correct code: https://blog.rust-lang.org/inside-rust/2023/10/06/polonius-update.html
Want to follow along with Rust development? Curious how you might get involved? Take a look!
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73914b3 store only pointer to editor in CEditorComponent - Marmare314 bdcf3e6 Merge pull request #7306 from Marmare314/component-single-member - def-
11:50
1ccb83b make IEnvelopePointAccess destructor virtual - Marmare314 1bd3e65 extract CEnvelope into seperate header - Marmare314 073f208 split implementations from CEnvelope class - Marmare314 08b8254 use type enum in CEnvelope - Marmare314 283226e init member variables of CEnvelope on declaration - Marmare314 95528ca refactor CEnvelope::FindTopBottom - Marmare314 855ae88 make CEnvelope::Resort private - Marmare314 c2adfc5 make CEnvelope::m_PointsAccess private - Marmare314 48a92f1 Merge pull request #7303 from Marmare314/refactor-env-editor - Robyt3
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Fix additional clang-tidy errors that are found when running the current checks with clang-tidy 16. Remove some obsolete suppressions and fix the errors instead.

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 indexin...
12:17
This class is slightly more light-weight than a CEditorComponent and its naming makes it more natural to inherit for envelope points, proof-mode positions etc.

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 in...
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ChillerDragon BOT 2023-10-06 12:37:01Z
irc pinger wot
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@deen since u do lot of testing at ur job, do u have a tool to split rust tests into multiple runners so they finish faster?
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Ryozuki
@deen since u do lot of testing at ur job, do u have a tool to split rust tests into multiple runners so they finish faster?
Aren't rust tests already run in parallel?
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Learath2
Aren't rust tests already run in parallel?
@Ryozuki sounded like he wants to split tests between machines
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ye runners
13:00
horizontal scaling xd
13:01
ah
13:01
its called jobs
13:01
yeah split between jobs
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Ryozuki
@deen since u do lot of testing at ur job, do u have a tool to split rust tests into multiple runners so they finish faster?
cargo-nextest
13:08
We use buildkite pipelines and I split the execution into multiple runners, see for example Miri test (which is using cargo-nextest) in https://buildkite.com/materialize/tests/builds/65368
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ohh thanks
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The trick is nextest's --partition "count:$PARTITION/$TOTAL" feature
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can u do this with github actions?
13:10
the split
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I don't know, the Buildkite feature is documented here: https://buildkite.com/docs/tutorials/parallel-builds#parallel-jobs
13:13
You could hack it together yourself, use some script to generate the action config with the tests split into multiple parts with corresponding env variables
13:15
i have a ci job that runs with llvm-cov
13:15
it takes 1h
13:15
xd
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= note: /usr/bin/ld: final link failed: No space left on device collect2: error: ld returned 1 exit status
13:15
and now sometimes it fails
13:15
with this
13:16
imagine
13:16
the pain
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Is coverage really THAT important? πŸ˜„
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Learath2
Is coverage really THAT important? πŸ˜„
it is
13:16
this is from my job btw
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Code coverage can tell you when you are definitely missing tests in an area. It can't tell you that an area is tested well.
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Just eyeball the coverage GIGACHAD
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but i guess better something than nothing xd
13:17
also its funny but
13:17
im doing records on my cargo cleans
13:17
i once reached a 150gb cleanup
13:17
by running cargo clean
13:18
god bless fast ssds tho xd
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Rust bloated confirmed
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but i guess nothing is erased just marked
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Learath2
Rust bloated confirmed
its more like cargo doesnt cleanup much what it produces
13:18
idk why
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Ryozuki
but i guess nothing is erased just marked
Same in an hdd btw
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for example if u change a lib version the old one is kept iirc
13:18
until u run clean
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ok now im trying to convince my company to use this xd
13:26
gigachad
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Want to follow along with Rust development? Curious how you might get involved? Take a look!
14:06
!
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Ryozuki
!
Command not found!
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@murpi fix
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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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heinrich5991
quite nice: better borrow checker coming, accepting more obviously correct code: https://blog.rust-lang.org/inside-rust/2023/10/06/polonius-update.html
i missed it xd
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cc5ae51 Add suppression for clang-tidy misc-use-anonymous-namespace - Robyt3 b81fb37 Fix clang-tidy modernize-use-emplace - Robyt3 63a7063 Fix clang-tidy readability-container-data-pointer - Robyt3 59f4ae0 Fix clang-tidy clang-analyzer-optin.portability.UnixAPI - Robyt3 6d71e11 Add suppression for clang-tidy bugprone-suspicious-realloc-usage - Robyt3 05ddf4a Fix clang-tidy performance-no-automatic-move - Robyt3 fb7669e Fix clang-tidy modernize-use-override - Robyt3 4e31052 Fix clang-tidy clang-analyzer-deadcode.DeadStores - Robyt3 5a10ef0 Fix clang-tidy readability-static-accessed-through-instance - Robyt3 62b9338 Merge pull request #7307 from Robyt3/Clang-Tidy-Cleanup - def-
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@Learath2 !
16:17
look
16:17
The Oh-My-God particle was an ultra-high-energy cosmic ray detected on 15 October 1991 by the Fly's Eye camera in Dugway Proving Ground, Utah, United States. As of 2023 it is the highest-energy cosmic ray ever observed. Its energy was estimated as (3.2±0.9)×1020 eV (320 million TeV). The particle's energy was unexpected and called into question ...
16:17
xdd
16:19
biggest cosmic ray
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Addresses https://github.com/ddnet/ddnet/pull/7198#issuecomment-1723824014

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 [A...
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will it get accepted If I code sth. so this crap gets deleted automatically? (deleted = not appearing in chat) (edited)
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i was writing demo parsing thingy as nodejs application. but today i decided to use it on website and it works differently than with nodejs. so much fun pepeW
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Steinchen
will it get accepted If I code sth. so this crap gets deleted automatically? (deleted = not appearing in chat) (edited)
real colo colo
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Improve layout of demo browser buttons, search and checkbox. Use icons for most buttons. Decrease size of UI elements. Move demo details from below the file browser to a side panel on the right, which is the same size as the server browser side panel. Use ellipsis to truncate the SHA256 instead of rendering only half of it with reduced font size. Show "map not included" instead of "0.00 KiB" for the map size of demos that don't include a map. Remove the "Markers" column, as it is not ve...
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Hello, can someone tell me all the steps required to create a new vote category on ddnet, and define the according points per stars, please? To give the context, I'd like to add the supposed new solo and multi trials categories to ddnet, I got solid bases in c++ and I never actually coded on the ddnet source any tips is welcome giftee_green
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chillerdragon BOT 2023-10-06 20:52:56Z
@Neben: search for the current categories in the code. And extend it with your own
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Neben
Hello, can someone tell me all the steps required to create a new vote category on ddnet, and define the according points per stars, please? To give the context, I'd like to add the supposed new solo and multi trials categories to ddnet, I got solid bases in c++ and I never actually coded on the ddnet source any tips is welcome giftee_green
Map info such as category, stars and points is stored in the database. The vote menu is generated with this script, https://github.com/ddnet/ddnet-scripts/blob/master/servers/scripts/create-votes.py using the data from the database.
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furo
Map info such as category, stars and points is stored in the database. The vote menu is generated with this script, https://github.com/ddnet/ddnet-scripts/blob/master/servers/scripts/create-votes.py using the data from the database.
thanks bro, thats very helpful !
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chillerdragon
@Neben: search for the current categories in the code. And extend it with your own
I mean, this is a big source code, I just wanted a first view on this
22:04
706f021 Add CUIRect::Margin with vec2 argument - Robyt3 076a902 Overhaul demo browser UI - Robyt3 9e30ce3 Merge pull request #7311 from Robyt3/Demo-Browser-Overhaul - def-
22:09
abb1d4d CMake: Cleanup CMake pre-3.0 support code - Kaffeine 418d8ae CMake: Fix overriding - Kaffeine d6aa18e Merge pull request #7310 from infclass/fix-cmake-versioning - def-
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Currently it is not very obvious that the Layers button switches between the different editor modes (map view, image view, sound view). The simplest solution is to just have 3 buttons: !screenshot_2023-10-07_00-24-11 Although it is not as pretty as the old button it is a lot more intuitive. Another option would be to remove the image and sound view and use popups for them instead, which would be acce...
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where is the dynamic part of the website ?
Exported 114 message(s)