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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 2023-12-26 00:00:00Z and 2023-12-27 00:00:00Z
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  • Use existing functions from system.h
  • Use sorting from ``
  • Don't recall ListDirectory for every removal, which caused the client to hang previously with a lot of files. Closes #4227

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 ...
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k so
05:04
ive made a little bit of progress with this bug
05:09
if(g_Config.m_ClDummyControl) { CNetObj_PlayerInput *pDummyInput = &m_pClient->m_DummyInput; pDummyInput->m_Jump = g_Config.m_ClDummyJump; pDummyInput->m_Fire = g_Config.m_ClDummyFire; pDummyInput->m_Hook = g_Config.m_ClDummyHook; } theres something bad with this. i think this is whats happening: when dummy control is enabled, it sets dummy m_Fire to 0 DIRECTLY. which i think is bad, because already with g_Config.m_ClDummyFire set to 0 it's already making a change to your dummy fire behavior. so, i think this is what happens: if you have a bind like this: bind x +toggle cl_dummy_hammer 1 0 and you PRESS that button but dont release it, it increases dummy m_Fire to 1... THEN, the dummy control code sets it back to 0, simulating a release, THEN, if you then RELEASE the dummy hammer button, it increases it AGAIN, to 1, which makes the dummy hammer again, and then of course the dummy control code sets it back to 0, so, effectively, you have hammered twice, the first hammer being pressing down on the button and then again when releasing the button. however on the release of course the dummy does not hammer towards you, just in whatever direction its looking (edited)
05:09
so i think its a lil stupid
05:09
to set pDummyInput->m_Fire directly to the config value
05:14
this is found on line ~300 of ddnet/src/game/client/components/controls.cpp btw
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რილია 2023-12-26 05:59:35Z
isn't Server->Tick() gonna overflow if i run the server for a week ? what is going on ??? how large can it be ?
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რილია 2023-12-26 06:06:39Z
let me run the server till it hits +2147483647 to see what will happen 🙂
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რილია
let me run the server till it hits +2147483647 to see what will happen 🙂
DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
07:23
it will hit the MAX_TICK limit in about 10439.156616666667 hours
❤️ 1
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1eada0a Support Ctrl + Shift + Z as editor redo hotkey. - furo321 0376f1c Merge pull request #7708 from furo321/ctrl-shift-z - def-
08:15
4c223a0 Improve text line spacing and console text selection - Robyt3 03ce78f Merge pull request #7711 from Robyt3/Textrender-Selection-Fix - def-
08:16
f7c618d Start recording of server auto demo on init. - furo321 1c098c2 Don't use the same demo recorder for auto and manual demos. - furo321 b1f9137 Change path to demos/auto/server. Use same filename format as client. - furo321 f12f789 Merge pull request #7709 from furo321/server-demos-fixes - def-
08:19
5b5ead8 Rework CFileCollection. - furo321 a9c3160 Merge pull request #7712 from furo321/rework-cfilecollection - def-
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Teero
it will hit the MAX_TICK limit in about 10439.156616666667 hours
რილია 2023-12-26 09:49:30Z
and after that it force to load map to began the tick() from 0 again ?
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seems like it (edited)
❤️ 1
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რილია 2023-12-26 11:40:53Z
how can i show scores instead of time in my server ?
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ChillerDragon BOT 2023-12-26 11:51:10Z
when does the fakin llm hype arrive at git merge drivers
11:51
cant be that 2023 git gets confused on a renamed method and throws a conflict
11:52
@რილია remove flag time in gamecontroller and in player snap send the score
11:52
11:52
remove this
11:53
DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
❤️ 1
11:53
@რილია may i ask what you are working on? c: i am curious
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ChillerDragon
@რილია may i ask what you are working on? c: i am curious
რილია 2023-12-26 11:55:56Z
i wanna make a block mod just like you ❤️ 😄
11:56
not exactly tho
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ChillerDragon BOT 2023-12-26 11:56:57Z
ah nice
11:57
what should be different? :)
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ChillerDragon
what should be different? :)
რილია 2023-12-26 11:59:03Z
i wanna make a system that the players could upgrade they weapon with they scores
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ChillerDragon BOT 2023-12-26 11:59:09Z
also bruv why does adding const to a method conflict that i did not even touch. Git is nice and all but could be so much better
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რილია 2023-12-26 11:59:17Z
upgrade theyr jetpack and grenade explosion
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ChillerDragon BOT 2023-12-26 11:59:25Z
@რილია i see
11:59
you could also fork off ddnet++
11:59
then you already have a shop system
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რილია 2023-12-26 12:00:10Z
i couldn't get it compiled
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ChillerDragon BOT 2023-12-26 12:00:17Z
ah sadge
12:00
well im here if you wanna give it another try if not also feel free to reinvent the wheel :D ddnet++ might have many bugs anyways
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ChillerDragon
well im here if you wanna give it another try if not also feel free to reinvent the wheel :D ddnet++ might have many bugs anyways
რილია 2023-12-26 12:02:56Z
i am new in programing, i just wanna change stuff around in ddnet src to learn a ltl ❤️
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ChillerDragon BOT 2023-12-26 12:04:05Z
yea makes sense. have fun c:
❤️ 1
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ChillerDragon how to make vanilla teams in ddnet codebase any hints?
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Mr.Gh0s7
ChillerDragon how to make vanilla teams in ddnet codebase any hints?
code
12:27
i think there are some flags you can set
12:28
I didn't find much in flags let me take another look though ;)
12:29
nvm
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ChillerDragon BOT 2023-12-26 12:30:59Z
@Mr.Gh0s7 wat u codin?
12:31
ddfng?
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ChillerDragon BOT 2023-12-26 12:31:10Z
do u use modern ddnet code base?
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ChillerDragon BOT 2023-12-26 12:31:23Z
did you create a own game controller?
12:31
I just edited the existing one
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ChillerDragon BOT 2023-12-26 12:31:39Z
u dont have to
12:31
eitherway go in your gamecontroller
12:31
and set the flagteams
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in gameinfoflags?
12:32
dis
12:32
might be in gamecontroller.cpp or ddrace.cpp for you
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ok thanks
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ChillerDragon BOT 2023-12-26 12:32:37Z
c:
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Thanks that did it :)
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ChillerDragon BOT 2023-12-26 12:33:50Z
ok i spent 1 hour solving git conflicts and feel like this will be all i do for 0.7 progress until the end of the year -.-
12:33
fakin git
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Now I have to code the actual teams :)
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ChillerDragon BOT 2023-12-26 12:34:17Z
there isnt much to code iirc
12:34
i think for me it just worked xd
12:34
btw wat u workin on @Mr.Gh0s7
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ddfng
12:34
ddnet_fng
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ChillerDragon BOT 2023-12-26 12:34:51Z
i already started with that
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instead of dfng (differnt fng)
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𝕹𝖔_𝕸𝖔𝖗𝖊 ❤ 2023-12-26 12:34:56Z
Hi guys, can you say, how make commands in chat?
12:35
on my server
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ChillerDragon BOT 2023-12-26 12:35:10Z
@𝕹𝖔_𝕸𝖔𝖗𝖊 ❤ ddracechat.h ddracechat.cpp
☝️ 1
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𝕹𝖔_𝕸𝖔𝖗𝖊 ❤ 2023-12-26 12:35:18Z
ty
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ChillerDragon
i already started with that
:O
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ChillerDragon BOT 2023-12-26 12:35:38Z
@Mr.Gh0s7 any chance i could motivate you to join my project instead of building 10 different ddnet fng mods
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xD It's not for me
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ChillerDragon BOT 2023-12-26 12:35:51Z
or you just wanna dabble
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Someone asked me about dfng thinking it was ddnet_fng so I offered to help them port fng to ddnet codebase without any further modifications
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ChillerDragon
@Mr.Gh0s7 any chance i could motivate you to join my project instead of building 10 different ddnet fng mods
that sounds cool
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ChillerDragon BOT 2023-12-26 12:36:58Z
I am workin on this https://github.com/ZillyInsta/ddnet-insta which is merge conflict driven codebase i am planning to keep updating that with to modern ddnet for quite some time
A teeworlds instagib (grenade/laser capture the flag) mod based on DDRaceNetwork (gctf/ictf) - GitHub - ZillyInsta/ddnet-insta: A teeworlds instagib (grenade/laser capture the flag) mod based on DD...
12:37
it currently supports gctf, ictf and zcatch and fng is work in progress
12:38
it feels to me like every few years a new ddnet fork for pvp mods is built by some dude solo and then dies after a year again
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ChillerDragon BOT 2023-12-26 12:38:49Z
i would love to have one big which is ready to use for everyone
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what? wtf (edited)
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It's a ghost!
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chillerdragon BOT 2023-12-26 12:42:14Z
Even if you decide not to contribute to my project because collab is exhausting I recommend to base your project on mine instead of ddnet
12:42
You get a bunch of useful stuff for free
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Teero
what? wtf (edited)
0 public contributors 🙂
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chillerdragon BOT 2023-12-26 12:42:31Z
Such as shuffle teams and so on
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I just ask if he wants to base it on ddnet-insta :)
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chillerdragon BOT 2023-12-26 12:50:28Z
Oh and the blood sweat and tears I put into 0.6/0.7 support timelimits warmups gametimers and pause
12:50
That wasn’t fun to do
12:51
To get started do sv_gametype fng and put your code into fng.cpp
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chillerdragon BOT 2023-12-26 12:53:17Z
I am actively looking for contributers but getting something merged will be annoying since I have some ideas on how the codebase should look like
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btw does the fng use the standard fng tiles?
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chillerdragon BOT 2023-12-26 13:00:03Z
I did not add tiles yet
13:00
fng is currently just a shell
13:00
I mean adding tiles and fng would be basically done :D
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hmm the way I've done it in dfng the spike tiles are elsewhere
13:01
13:01
but that breaks the existing maps
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chillerdragon BOT 2023-12-26 13:02:22Z
It will probably take some time until I find time to add tiles but then I intend to think about which indecies to use. Preferably some open standard or whatever is used the most
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ig there could be a fng and fng++ gamemode where the spikes are normal and the spikes are like the img I just sent
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mmm gummy spikes
13:02
which flavour you taking
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chillerdragon BOT 2023-12-26 13:03:23Z
So fng is basically empty in my codebase you just already have a instagib environment with kills scores rounds etc
13:04
Then you can decide wether you want to write quick and dirty code or bud heads with me and write code that I will merge and maintain for you possibly for decades lol
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I would go with the second tbh
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ChillerDragon BOT 2023-12-26 13:07:40Z
okay then i have to warn you i want to find a non git conflicting way to add tiles to a ddnet codebase
13:08
so we might have to wait for some prs in upstream. discuss with kaffeine and heinrich before anything progresses
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yeah np
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ChillerDragon BOT 2023-12-26 13:08:47Z
we can already draft the indecies tho
13:08
maybe we should move elsewhere and not spam ddnet #developer
13:09
What is used the most in maps. What do other open source fng implementations use? How do they conflict with ddnet tiles.
13:09
^
13:10
indices such a hard word xd
13:11
The plural of index is indexes or indices.
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According to the Vulkan specification, the struct VkBufferImageCopy is used only for vkCmdCopyBufferToImage and vkCmdCopyImageToBuffer. The variable Region is only initialized but not passed to either of those functions.

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
  • [ ] C...
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ChillerDragon BOT 2023-12-26 13:37:13Z
omg now i get segfaults with different backtraces everytime
13:37
maintaining #5949 is such a pain -.- i really need this to be merged soon for my mental health
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რილია 2023-12-26 13:43:30Z
how can i keep track of indirect kills ? example: "someone hook another tee and then kill him with spike" (edited)
13:43
like in fng (edited)
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c3689cd Remove unused VkBufferImageCopy Region variable - Robyt3 b77e916 Merge pull request #7713 from Robyt3/Vulkan-Unused-Variable - def-
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რილია
how can i keep track of indirect kills ? example: "someone hook another tee and then kill him with spike" (edited)
რილია 2023-12-26 13:49:13Z
i can't find any useful method for that in CCaracter class
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ChillerDragon BOT 2023-12-26 13:55:35Z
you have to code that your self
13:55
keep track of who hooked who and on death check if thats set
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რილია 2023-12-26 13:56:43Z
i can use gamecore.h i thing but the server will be easily hackable
13:57
right ?
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ChillerDragon BOT 2023-12-26 13:57:46Z
yes gamecore
13:57
no not easily hackable
13:58
tw protocol is secure by design the client only sends inputs
13:58
gamecore is shared code for prediction reasons but the client never sends state the server uses for actual physics
13:58
pChar->Core()->m_HookedPlayer i store this boi in character.cpp
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რილია 2023-12-26 13:59:12Z
oh yes
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ChillerDragon BOT 2023-12-26 13:59:16Z
for every tee i store who it was last touched by and update that on damage and if hookedplayer is set
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რილია 2023-12-26 14:00:28Z
let me try reimplement it, sounds fun
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ChillerDragon BOT 2023-12-26 14:02:12Z
enjoy segfaults when it was a regular selfkill axaxaxax
14:02
also make sure your server does not explode if a tee gets blocked and the killer already left when the victim suicides
14:03
also make sure to unset the lasttoucher after some delay
14:03
otherwise getting hooked by someone and then selfkilling 2hours later counts as kill :D
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ChillerDragon
enjoy segfaults when it was a regular selfkill axaxaxax
რილია 2023-12-26 14:03:42Z
i just wanna give credit to one that freeze the tee first, make sense
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ChillerDragon BOT 2023-12-26 14:03:58Z
ah you credit on freeze not on kill
14:04
i see
14:04
still the killer could leave before the victim hits the freeze thats a classic crashbug
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რილია 2023-12-26 14:04:49Z
i just check every pointer :DDD
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ChillerDragon BOT 2023-12-26 14:04:53Z
i personally dislike the credit on freeze because that counts ddracing with a friend as murdering each other
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რილია 2023-12-26 14:06:05Z
i want to give point in every small things like, freeze someone, unfreeze someone, kill, ...
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ChillerDragon BOT 2023-12-26 14:06:12Z
ah cool
14:06
are you planning to host btw? planning to open source?
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რილია 2023-12-26 14:06:46Z
and punish the people for unfreezing they friends with laser. it's so annoying
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ChillerDragon BOT 2023-12-26 14:06:53Z
xd
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ChillerDragon
are you planning to host btw? planning to open source?
რილია 2023-12-26 14:08:27Z
i wanna host it, but there is no point to make it open source, even me can't read my code
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ChillerDragon BOT 2023-12-26 14:09:05Z
xd
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რილია 2023-12-26 14:09:22Z
after gathering some skill, i make a clean mod and then yes, opensource
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ChillerDragon BOT 2023-12-26 14:09:32Z
cool
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რილია 2023-12-26 14:10:43Z
i changed my avatar feelsamazingman
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ChillerDragon BOT 2023-12-26 14:12:48Z
i dont see avatars :feelsbadman:
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რილია 2023-12-26 14:13:39Z
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ws-client BOT 2023-12-26 14:17:58Z
<ChillerDragon> lmao
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ChillerDragon BOT 2023-12-26 14:44:29Z
troll gmail showed a loading bar when i freshly opend gmail.com but i did not even have a ethernet cable plugged into ma pc
14:44
caching js moment
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ChillerDragon BOT 2023-12-26 14:51:57Z
didnt watch the video but it instantly reminded me of heinrich hehe https://www.youtube.com/watch?v=08NlhU4gzdY
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ZAF servers spiking a lot lately over the last few days. All players mentioning server spikes - is it a host issue?
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probably. restart didn‘t help
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The parameter is always set to false so the code is unused.

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 valg...
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Any dev in here experienced with gRPC and bidirectional long running streams?
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@GutZuFusss (edited)
17:00
xd
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Application level tracing for Rust. Contribute to tokio-rs/tracing development by creating an account on GitHub.
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I am not sure if people are interested in answering it in here, but there you go. In gRPC you are able to create a long running bidirectional ( bidi ) stream with stub->AsyncEventStream(&context_, &this->cq_, reinterpret_cast<void*>(gRPC::Type::CONNECT)); This works great until there is a network problem & the stream stops sending or receiving data. There is a built-in grpc-core reconnect & keepalive feature, but it doesnt restart the stream. How would you solve the problem?
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Jupstar ✪
how can u ask that
17:15
ofc
17:15
its the go to for logging
17:15
even outside async
17:15
the predecessor is "log"
17:15
but tracing is better
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Ryozuki
how can u ask that
but it's not zero-costable? e.g. i dont see a feature to disable it if i dont need it
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Jupstar ✪
but it's not zero-costable? e.g. i dont see a feature to disable it if i dont need it
no it has some cost but not much
17:16
if u want zero or near zero cost logging
17:16
u need specialized crates
17:16
i doubt its a source of bottleneck tho xd
17:17
i think it may have some debug macros
17:17
that only get compiled in debug mode
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yeah but why should i compile it in, if i only need it as dev 😄
17:17
dev only dep?
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yeah but i still have to use their macros all the time
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bro idk
17:18
either u use a crate or not
17:18
xd
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@Avolicious damn kodekloud to learn k8s is amazingly good, do you have any certification btw ?
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yeah but it could easily do a no-op macro (edited)
17:18
and only enable the real macro with a feature on
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u can do it urself
17:19
u make the dep optional
17:19
and put it behind a feature on UR crate
17:19
and u can do
17:19
cargo r --feature with-logger
17:19
if u named the feature with-logger
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yeah
17:19
but then i have to do it xddd
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u have to do it
17:19
it doesnt make sense for tracing itself
17:19
to do a feature which disables itself
17:20
this is done on the one using it
17:20
tracing would do that on a costly dependency it has
17:20
but not itself XD
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Now when we have https://github.com/ddnet/ddnet/pull/7653 merged, we need to have const on methods which clang-tidy detects as 'could be const'. In 0.7 client support PR, CRenderTools::RenderTee() is duplicated for 0.7 skins rendering, and clang-tidy sees RenderTee7() as "should be const". The suggested changes needed to mark RenderTee() as constnow to have no contradictions in the methods later in https://github.com/ddnet/ddnet/pull/5949/files#diff-8401b3d39d57b7e0c9d540a62665...
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ReiTW
@Avolicious damn kodekloud to learn k8s is amazingly good, do you have any certification btw ?
Next year I will do some, because new job 😄
17:25
0a0e066 Remove unused FlipImgData parameter from Vulkan backend - Robyt3 c906c43 Merge pull request #7714 from Robyt3/Vulkan-FlipImgData-Removal - Jupeyy
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Remove checks that aren't supposed to be there.

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 memchec...
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რილია 2023-12-26 17:54:21Z
what function is called every time a tee dies or suicide or get spiked or say /kill
17:59
i know this one pPlayer->KillCharacter(WEAPON_SELF); witch i think is for kill protection ones, how about other ones ?
18:01
i having hard time finding functions in general, any suggestions ?
18:02
i just search the whole source code with some names in my mind like "kill" (edited)
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Closes #6878.

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/...
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რილია
i having hard time finding functions in general, any suggestions ?
I like to go from observable stuff. If there is a server message, look for that. If there is a sound look for that e.g.
18:23
But with experience you kinda learn where everything is
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70d263a Remove ifs when drawing quads QoL buttons - archimede67 998dcaa Merge pull request #7716 from archimede67/quads-qol-buttons-fix - def-
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Learath2
I like to go from observable stuff. If there is a server message, look for that. If there is a sound look for that e.g.
რილია 2023-12-26 18:31:44Z
i learned so nice with this method in the past 5 days, but i need to see the function calls elsewhere in the src every time i wanna write it again, my memory is killing me
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რილია
i learned so nice with this method in the past 5 days, but i need to see the function calls elsewhere in the src every time i wanna write it again, my memory is killing me
Do you use an IDE? You found pPlayer->KillCharacter, so you could go to the KillCharacter() method, see Die() there, find the usage (I mean IDE action) and realize that this is what you want.
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Clarifies the build process :) (i was confused for a GOOD while because of this and i know at least one other person that was too)

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 a...
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Kaffeine
Do you use an IDE? You found pPlayer->KillCharacter, so you could go to the KillCharacter() method, see Die() there, find the usage (I mean IDE action) and realize that this is what you want.
რილია 2023-12-26 18:41:08Z
i use vscode just for editing and using MSYS2 to compile the src but my vscode doesn't highlight everything is the src, i just can mostly use it for going to classes(not the members) and header files :D, i couldn't configure it
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f396056 CRenderTools: Mark some methods static and (some) const - Kaffeine 7e95d4b CGameClient::CClientData::Reset: Reset skin info - Kaffeine 43710fe Use CRenderTools::GetRenderTeeOffsetToRenderedTee via class name instead of instance - Kaffeine 53dba33 Merge pull request #7715 from infclass/kaffeine/pr - def-
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რილია 2023-12-26 18:41:48Z
if i wanna see implementation of the member function or something i just search it in the whole src tree (edited)
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how about u configure ur code editor to make ur life easier?
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MilkeeyCat
how about u configure ur code editor to make ur life easier?
რილია 2023-12-26 18:44:13Z
i just ask it here justatest
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i use ed btw
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MilkeeyCat
i use ed btw
რილია 2023-12-26 18:45:47Z
is it easy to find what you want in it ?
18:46
e9958ac Show unused tiles warning popup for all entities layer - archimede67 8ce103f Merge pull request #7717 from archimede67/editor-unused-tiles-popup - def-
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რილია
i use vscode just for editing and using MSYS2 to compile the src but my vscode doesn't highlight everything is the src, i just can mostly use it for going to classes(not the members) and header files :D, i couldn't configure it
i having hard time finding functions in general, any suggestions ?
Ok, then "configure the project" is #0. Also, I'd use MSVC as the compiler (if I'd be using Windows).
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რილია
is it easy to find what you want in it ?
yes, it very high end, modern code editor
😂 1
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Kaffeine
i having hard time finding functions in general, any suggestions ?
Ok, then "configure the project" is #0. Also, I'd use MSVC as the compiler (if I'd be using Windows).
რილია 2023-12-26 18:54:40Z
I planing to change to linux and using vim, but yes i need to configure this soon
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ryozuki contributor to llvm & rust uses vscode
18:55
if this elitest of all programmers can live with it, you can too (edited)
18:55
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Jupstar ✪
ryozuki contributor to llvm & rust uses vscode
and to ddnet as well!!!
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რილია 2023-12-26 19:13:06Z
the only shortcuts i used so far is: crtl + shift + f and ctrl + f
19:13
only
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რილია 2023-12-26 19:32:15Z
how can i debug my server when it's running
19:35
segmentation fault feelsbadman
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რილია
if i wanna see implementation of the member function or something i just search it in the whole src tree (edited)
Try to use IDE's like vscode and jetbrains products (CLion for C/C++)
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Closes #5400. This PR adds two things:
  • A way to easily change tele, switch and tune numbers of the current brush by using shift+scroll up/down to adjust the numbers by 1/-1:
https://github.com/ddnet/ddnet/assets/13364635/8c7ddf0d-d4ef-4be3-9aa6-0e1c5825d01c
  • A way to set tele and switch numbers to the next free number of the respective layer by using ctrl+f while having a brush selected:
https://github.com/ddnet/ddnet/assets/13364635/985491c4-0980-4c82-86af-98adc04c80c5 ...
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Fixes #5077 Let's say you have this bind: bind x +toggle cl_dummy_hammer 1 0 and you set cl_dummy_control to 1. When you press the bind i mentioned above, and then release, the dummy will hammer where he is looking (not at you). So, in total, there will be two hammers. One hammer when you press down the button and the dummy hammers towards you, and then another hammer when you release the button and the dummy hammers where he is looking. This fixes it, and al...
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GitHub
Click to see attachment 🖼️
@murpi can you take a look at this? You are a dummy magician, you might know if it breaks sth
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ChillerDragon BOT 2023-12-26 21:08:14Z
ryo contributed to rust?
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is that really a question
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ChillerDragon BOT 2023-12-26 21:09:37Z
yes
21:09
he writes rust code but did he contribute to the rust project it self?
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ryo doesnt write rust code. he breaths rust code
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ChillerDragon BOT 2023-12-26 21:10:32Z
yeye link or didnt happen
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@Ryozuki link your contribution
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ChillerDragon BOT 2023-12-26 21:10:57Z
xd
21:11
@Avolicious arent cool kids using quic for robust connections?
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ChillerDragon
@Avolicious arent cool kids using quic for robust connections?
But this are two different topics?
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ChillerDragon BOT 2023-12-26 21:12:01Z
idk i neither tried quic nor gRPC
21:12
was just wondering if you could wrap one in the other or some shit
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gRPC is for Remote Procedure Calls, QUIC is a protocol built on top of UDP
21:12
Well, theoretically you could
21:12
You need to rewrite gRPC then, because its heavily built upon HTTP2
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ChillerDragon BOT 2023-12-26 21:13:02Z
i see
21:13
sounds bad
21:13
@ReiTW when did kodekloud get mentioned?
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ChillerDragon
@ReiTW when did kodekloud get mentioned?
why that question
22:29
e7f28f7 Update README.md - MrBlubberBut d23aca4 Merge pull request #7718 from MrBlubberBut/patch-1 - def-
22:30
643cdf8 Add shortcut to change tele, switch and tune number of current brush (#5400) - archimede67 166b27f Use ctrl+f when brush is not empty to replace tile numbers with next free - archimede67 90596e5 Merge pull request #7719 from archimede67/editor-adjust-special-tiles-shortcut - def-
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chillerdragon BOT 2023-12-26 22:43:07Z
You mentioned it as if it was mentioned before. I did not see the previous message. I am questioning my reading skills or bridge functionality
Replying to @ReiTW why that question
22:44
I do not understand the context of this message
Replying to @ReiTW Avolicious damn kodekloud to learn k8s is amazingly good, do you have an…
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The x.py script fails with ValueError: too many values to unpack (expected 3) when uname -smp gives more than 3 words The error I got: ❯ ./x check Traceback (most recent call last): File "/d...
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chillerdragon BOT 2023-12-26 22:47:13Z
Epic
22:47
Didn’t know
22:47
Python xd
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Learath2
@murpi can you take a look at this? You are a dummy magician, you might know if it breaks sth
Tested abit, seems fine to me.
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yes, for some reason if you have a "+toggle cl_dummy_fire" bind, it doesnt work so great if you spam it, but that is also present in the main branch anyway (edited)
23:08
turning on cl_dummy_copy moves fixes it pretty much but, its such a minor thing anyway
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When setting cl_text_entities_size to a value higher than 60/70, the text could be very hard to read when many tele tiles are next to each other. Now, the text is contained within each individual tele tile to improve readability while trying to match cl_text_entities_size. This means for large number (for example 255), the text will be smaller than for small numbers (for example 8). The text is also centered. Before:
  • cl_text_entities_size: 60
![editor_tele_text_befor...
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chillerdragon BOT 2023-12-26 23:26:09Z
There are so many insane dummy players these days. I think it would be nice to ask around if anyone is using cl_dummy_fire and if it breaks their gameplay. But I assume barley anyone uses it anyways.
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BlaiZephyr | meloƞ 2023-12-26 23:29:05Z
Ask that one russian Dude with His custom Dummy Client If He is fine with it kek
23:29
But Yeah - get some good Dummy Players to review If possible maybe (Zfrogger, plantknight)
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custom dummy client?!
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BlaiZephyr | meloƞ 2023-12-26 23:31:55Z
He has Dummy Copy moves to only Copy certain Inputs and Not everything iirc(i dont know Details sadly)
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oh yeah that would make flying a lot easier
23:36
i didnt know thats allowed 🤔
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chillerdragon
There are so many insane dummy players these days. I think it would be nice to ask around if anyone is using cl_dummy_fire and if it breaks their gameplay. But I assume barley anyone uses it anyways.
yes, dummy control isn't used that much, especially not for long periods of time. it's only really useful when doing a specific part and you make binds in advance just for the part
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chillerdragon
There are so many insane dummy players these days. I think it would be nice to ask around if anyone is using cl_dummy_fire and if it breaks their gameplay. But I assume barley anyone uses it anyways.
Can't break something which is already broken
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lmao true
Exported 314 message(s)