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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 2023-12-27 00:00:00Z and 2023-12-28 00:00:00Z
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BlaiZephyr | meloƞ
He has Dummy Copy moves to only Copy certain Inputs and Not everything iirc(i dont know Details sadly)
Sounds like cheating... if I could disable that cl_dummy_hammer 1 overwrites/cances hook copy, then I would be a dummy pseudo 3fly god also. Plus if the dummy doesnt even copy a and d...
⬆️ 1
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not copying a and d would be insane for flying
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Allows autocompletion of specific argument instead of the first argument only. Useful for the command tune_zone for example. https://github.com/ddnet/ddnet/assets/13364635/43fb42a6-2e6b-409b-84dc-f92c0fd9b9a7

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 poss...
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ChillerDragon
didnt watch the video but it instantly reminded me of heinrich hehe https://www.youtube.com/watch?v=08NlhU4gzdY
so true
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Just want others thoughts on this, I'm not sure if this has been discussed before. This would make dealing with dummy players in t0 a lot easier. This would obviously be in the form of a graphic - maybe on the nameplate, or the name itself? Could make a graphic beside the tee, or the tee itself, lots of options.
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რილია 2023-12-27 07:11:02Z
does anyone knows how to get your hands on a free vps, i wanna host my own server now and i can't effort it feelsamazingman
07:11
just wanna test the code with other players and find bugs (edited)
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then you don't need a vps
07:38
you can do it on your computer
07:38
but AWS gives you free trials on fairly well featured VPSes
❤️ 1
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chillerdragon
I do not understand the context of this message
I saw avo here, just asked him
08:24
there was no context before that, avo is the only one using k8s afaik here
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chillerdragon BOT 2023-12-27 08:31:40Z
Ah he recommended it somewhere else? Ok nice
08:31
I use k8s BTW
Replying to @ReiTW there was no context before that, avo is the only one using k8s afaik he…
08:32
Not privately because it’s bloat but at work
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i use gentoo (edited)
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chillerdragon BOT 2023-12-27 08:35:50Z
Not free but I sell managed tw servers for 1 euro a month. If you wanna provide credit card details you can get free vps at oracle but I didn’t test it not sure if it’s good
Replying to @რილია does anyone knows how to get your hands on a free vps, i wanna host my o…
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chillerdragon
Not privately because it’s bloat but at work
oh, well I'm learning all of that through kodekloud which is amazing. well you pay obv but they give you access to labs etc... They explain pretty well
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chillerdragon
Not free but I sell managed tw servers for 1 euro a month. If you wanna provide credit card details you can get free vps at oracle but I didn’t test it not sure if it’s good
რილია 2023-12-27 08:48:39Z
we don't have worldwide usable credit cart here in iran, but thank you
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fcc095b Improve text rendering inside tele tiles in editor - archimede67 751b2a4 Merge pull request #7721 from archimede67/editor-better-tele-text - def-
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happy wednesday
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happy wednesday
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feels good to not work
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feels bad to not work
09:05
duality of life
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რილია 2023-12-27 09:06:36Z
bro, how can i debug the server segmentation fault ?
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welcome to cpp
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with much difficulty
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but since u new i think its probs obvious
09:07
are u the one making a bot
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რილია 2023-12-27 09:08:01Z
i made a hook tracker to see who kills who, and some times when you keep hooking the player and kill him, the server shots down
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are u clearing the hook when the tee dies
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ur probs holding a ptr to a freed character
09:08
cuz kills frees the character
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Ewan
are u clearing the hook when the tee dies
რილია 2023-12-27 09:08:33Z
yes
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characters are allocated on spawn and freed on death
09:08
players are kept
09:08
track the player instead
09:08
cplayuer
09:08
CPlayer
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რილია 2023-12-27 09:09:13Z
when a character dies it became a player right ?
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it becomes nothing
09:09
and u hold a invalid pointer
09:09
probs
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you need to do CCharacter::GetPlayer
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რილია 2023-12-27 09:09:25Z
no longer you can acces the character
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player = tee-independent representation of a particular client character = the tee
❤️ 1
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CCharacter is the physical representation
09:09
u could say
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რილია 2023-12-27 09:10:00Z
so when it dies you can't access the character nor the player ?
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you can access the player
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you can access the player
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not character
09:10
use character instead
09:10
for the credit i guess
09:10
agh i was gonna shower 15 min ago
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Ewan
use character instead
u mean player
09:10
XD
09:11
to be clear ❌ character ✅ player
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რილია 2023-12-27 09:11:05Z
can i get the player with , m_pCharacter->getplayer() when the character dies ?
09:11
well
09:11
before the character dies
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just get it when u track the hooks
09:11
CPlayer holds a ptr to CCharacter too
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they p much interchangeable except for in this instance
09:12
both exist CPlayer::GetCharacter CCharacter::GetPlayer
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always check if ur ptrs are null
09:18
32e187f Fix automatic hammer on release when cl_dummy_control is set to 1 - MrBlubberBut 9828da6 Fix formatting - def- 453bc0f Merge pull request #7720 from MrBlubberBut/patch-2 - def-
09:19
deen merge my rescue pr when justatest
09:20
ryo where did i put my airpods ❓
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რილია 2023-12-27 09:43:55Z
i cant find a method to get the player by ClientID, there is aGameServer()->GetPlayerChar(ClientID) but i want something like GameServer()->GetPlayer(ClientID)
09:45
#questions
09:49
?
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chillerdragon BOT 2023-12-27 10:09:09Z
Access m_apPlayers array
10:09
It’s public
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რილია 2023-12-27 10:09:32Z
love you bro
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chillerdragon BOT 2023-12-27 10:09:33Z
Methods bloat
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or just GameServer()->GetPlayerChar(ClientID)->GetPlayer()
10:10
check that pointer tho
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chillerdragon BOT 2023-12-27 10:10:12Z
That breaks if no char
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check that pointer tho
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chillerdragon BOT 2023-12-27 10:10:28Z
Still
10:10
Player might exist without char
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Ewan
or just GameServer()->GetPlayerChar(ClientID)->GetPlayer()
რილია 2023-12-27 10:10:48Z
i currently using this but gave me segment fails sometimes
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because you're not checking the returned character pointer or player pointers
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chillerdragon BOT 2023-12-27 10:11:10Z
Maybe player def
10:11
Des
10:11
Fuck phones
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u just called deen a player
10:11
he's a committed man don't you know
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chillerdragon
Access m_apPlayers array
რილია 2023-12-27 10:20:52Z
is it in game/server/player.h ? i can't find it
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chillerdragon BOT 2023-12-27 10:21:47Z
In Gameserver
10:22
Okay that’s it
10:22
I turn off autocorrect
10:23
GameServer()->m_apPlayers
❤️ 1
10:23
Dude its op
10:23
I could write fakin code on my ohone now
10:23
Okay but now i can not type puone anymore
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fat fingers
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chillerdragon BOT 2023-12-27 10:24:36Z
Lmao ye even kids
Replying to @Ewan he's a committed man don't you know
10:25
Owon
10:25
Ewen
10:25
Uwun
10:25
Having a hard time nick naming u
10:26
EwEn
10:26
Idk
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chillerdragon
Lmao ye even kids
insider info
10:29
call me zorbuk
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BlaiZephyr | meloƞ 2023-12-27 10:33:16Z
Can someone Ping that Insider in the Channel please Ty owo
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chillerdragon BOT 2023-12-27 10:40:23Z
Wot
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The text color was previously set and reset for every individual number being rendered for non-empty tele, speedup, switch and tune tiles. The color is the same for all tiles from each entities layer, so most of these TextColor calls are unnecessary. Now the text color is only set and reset once when rendering each entities layer.

Checklist

  • [X] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configur...
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anyone diagnose while zooming out is rly laggy btw
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BlaiZephyr | meloƞ 2023-12-27 10:52:56Z
Wasnt that Always the Case afair?
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idk what you remember
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BlaiZephyr | meloƞ 2023-12-27 10:55:37Z
If you Zoom Out past map border on huge Maps, i remember it beeing normal for your Frames to drop as Low as 10 per Second - cant try it Out atm tho
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Latest client should allow zooming without lags #7408
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This pr will remove the bottleneck from the vertex shader + rasterizer stage, moving a similar approach to the fragment shader. In other words, it allows zooming out without lags. Missing: OpenGL...
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@Robyt3 #7724 it's only interesting for ogl 1.x & editor. if you are interested in making the editor text faster you could use the text overlay textures like the map rendering does the Text call is simply too inefficient
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The text color was previously set and reset for every individual number being rendered for non-empty tele, speedup, switch and tune tiles. The color is the same for all tiles from each entities lay...
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CAutoMapper only needs CLayerTiles which has been moved to layer_tiles.h.

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 [...
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(so what i mean is check if tilebuffering is supported => 2d textures arrays are supported)
11:32
the overlay textures would probably be moved out of mapimages.cpp tho, doesn't really fit there if it is used for editor too ^^
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4c2dfa2 Improve performance when rendering map overlay texts - Robyt3 7f5aaec Merge pull request #7724 from Robyt3/Client-MapRender-Text-SetColor-Optimize - def-
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Closes #7029. Allows paning outside initial containers for both envelope editor and map view. This also adds infinite panning where you are no longer constrained to the bounds of your screen. https://github.com/ddnet/ddnet/assets/13364635/1eb4d8d4-3f3c-4b86-8c0f-9c0a98520110 Works by using a variable to keep track of the current panned container and doing the panning logic outside of the initial IsInside check.

Checklist

  • [x] Tested the change ingame
  • [ ] Provided screen...
12:22
d3ff602 Only include layer_tiles.h in auto_map.cpp - archimede67 e549e67 Merge pull request #7725 from archimede67/editor-automap-include-fix - def-
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ChillerDragon BOT 2023-12-27 12:27:19Z
after so many years i finally understood the power of interactive rebase :D
12:27
buy my advanced git course on udemy now
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4e10d55 Allow panning outside initial container - archimede67 269f276 Merge pull request #7726 from archimede67/allow-panning-outside-container - def-
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ChillerDragon
buy my advanced git course on udemy now
How much
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ChillerDragon BOT 2023-12-27 12:53:09Z
69$
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chillerdragon
GameServer()->m_apPlayers
რილია 2023-12-27 12:55:58Z
now let's implement the upgrading system :d
12:56
i wanna allow them to upgrade till the sv shut itself down 🙂 (edited)
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When normalizing color components in the engine graphics, round the components to the nearest integer instead of rounding down. Otherwise the color that is rendered in color pickers may be off by 1 in any of its RGB components from the color that the color picker displays as text (hex string and individual components). The slightly incorrect color can be confirmed by creating a screenshot or otherwise reading the backbuffer (planned editor pipette feature). This should not change map rende...
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რილია 2023-12-27 13:28:22Z
How about negative jetpack ? 😄
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რილია 2023-12-27 13:35:45Z
but i think the way i implement it, it's gonna mess with prediction
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6cc42aa Fix slightly incorrect color components shown in color pickers - Robyt3 32373c0 Fix color rendering being inconsistent with displayed color values - Robyt3 083c8c7 Merge pull request #7727 from Robyt3/Graphics-Color-Rounding - def-
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Hello guyz, is there any tutors how to make bots?
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MilkeeyCat
Hello guyz, is there any tutors how to make bots?
რილია 2023-12-27 14:00:55Z
do you wanna make bots with ed editor ?
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რილია
do you wanna make bots with ed editor ?
I tired to exit that shit for a few mins
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chillerdragon BOT 2023-12-27 14:19:04Z
? xd
14:19
Exit what
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chillerdragon
Exit what
ed
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Closes #2384. This PR adds differentiation between normal teles and checkpoint teles by using two variables instead of one. It also changes the "Tele" popup to display both numbers, and the logic to find a used tele tile has been changed to check for checkpoint tiles only or exclude checkpoint tiles. I'm a bit unsure if we really want this. I tried to understand the initial issue as best as I could, but this is maybe not the wanted solution. https://github.com/ddnet/ddnet/assets/13364...
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archimede stop speed hack
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chillerdragon BOT 2023-12-27 14:43:13Z
Cant tell if you are joking or not xd
Replying to @MilkeeyCat Hello guyz, is there any tutors how to make bots?
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chillerdragon
Cant tell if you are joking or not xd
pepeW
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BlaiZephyr | meloƞ 2023-12-27 14:50:12Z
Have you tried :wq! ? (Pun intended)
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84c2168 Differentiate between normal and checkpoint teles - archimede67 a149d28 Merge pull request #7728 from archimede67/editor-differentiate-cp-tele - def-
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42771ac Refactor argument autocompletion in console - archimede67 dfb6967 Merge pull request #7722 from archimede67/autocomplete-console-refactor - def-
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I often play in locked teams out of convenience. Yet I often find myself stuck in the team after I have already finished, while unlocked teams automatically get moved to team 0. These changes allow you to switch to any other team after your team has finished.

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 i...
16:23
#7726 broke selection in tile picker. This should fix it.

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...
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@archimede67 close to beating robyte for this week
owo 2
16:25
😏
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BlaiZephyr | meloƞ 2023-12-27 16:26:08Z
justatest
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Jupstar ✪
@archimede67 close to beating robyte for this week
+1 admin
f4 1
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Mʎɹ シ
+1 admin
for that he has to stop playing ddnet
16:26
😬
KEKW 2
😭 1
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``` Program terminated with signal SIGSEGV, Segmentation fault. #0 0x000000000000003f in ?? () [Current thread is 1 (Thread 0x7fb628b0ca00 (LWP 1241047))] (gdb) bt #0 0x000000000000003f in ?? () #1 0x000055b3740a02e5 in CTeeHistorian::EndPlayers (this=0x7fb6282c4090, this@entry=0xcc0a4fae8473bb00) at /home/teeworlds/src/master/src/game/server/teehistorian.cpp:413 #2 0x000055b37407812b in CGameContext::OnTick (this=0x7fb62327d010) at /home/teeworlds/src/master/src/gam...
16:47
Fix broken editor append (fixes #7625). Check for image data when image names are identical. In such case, appended image is renamed until its name is unique.

Checklist

  • [x] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test (especially base/) or added coverage to integration test
  • [ ] Considered possible null pointers and out of bounds array indexing
  • ...
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f3fc85c Improve editor append (fixes #7625) - archimede67 f93573c Merge pull request #7732 from archimede67/editor-fix-append - def-
17:55
b949a7d Fix broken selection in editor - archimede67 15e6e5e Merge pull request #7730 from archimede67/editor-fix-picker - def-
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Zwelf
Click to see attachment 🖼️
now on the ccc congress ^^
poggers2 5
poggers 5
18:16
If anyone wants to make another ddnet info screen, I would put it up there as well @Insanity or anyone (Images must use JPEG and must be exactly 1920x1080 in size. The bottom 40 pixels of your content will be overlayed by a bar showing your github username and will therefore not be visible).
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it should say Vulkan inside
18:17
😏
18:57
@Jupstar ✪ more like
18:58
"Vulkan Ready"
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deen
probably. restart didn‘t help
Seems to be quite a lot more stable tonight.
18:59
even ddos affects the biggest games
18:59
i noticed the attack yesterday xd
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Render one quad for each line of the text selection instead of rendering one quad per selected character. This increases the average FPS when the console is open and all text is selected by around 10% (from around 849 to around 943 FPS) (on my machine, in release mode). !text-selection-benchmark

Checklist

  • [X] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [...
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Refactor dragbar code to allow using it for purposes other than extra editor heights. Dragbar can be now used from one of four sides, which allows changing width or height of specific containers. With this, I made the layers panel resizeable: https://github.com/ddnet/ddnet/assets/13364635/991bf71f-1571-4917-b5f1-55fd2c861e3e This refactor also allows us to do something like this (Proof Of Concept): https://github.com/ddnet/ddnet/assets/13364635/ed400448-0c89-4823-aba8-75f014d153b4...
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Clear layers from context before adding any layer, preventing layers from being kept in the vector until only a single layer is selected. Fixes #4978.

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
  • [ ] Chang...
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#7393 broke the group position/offset properties by unintentionally removing the minus sign used when changing the group position to the new value. This PR adds them back, fixing this particular issue.

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 poi...
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83540ad Fix duplicate layers in popup layer context - archimede67 e8da11b Merge pull request #7735 from archimede67/fix-editor-multi-edit-issues - def-
23:31
72019df More efficient text selection rendering - Robyt3 02331d1 Merge pull request #7733 from Robyt3/Textrender-Selection-Quad-Reuse - def-
23:40
3d60684 Fix group position properties not working correctly - archimede67 fedad1d Merge pull request #7736 from archimede67/editor-fix-group-pos-props - def-
23:45
I was wondering why having a bind like this: bind x +toggle cl_dummy_fire 1 0 wasn't very snappy - as in, simply wouldn't process the button press, but only sometimes. I then wondered why this was seemingly fixed when cl_dummy_copy_moves was set to 1, even if all the code for it was empty. Like the comment says, it's supposedly an ugly workaround, so if you don't want to endorse this kind of change then I guess don't add it, but it probably doesn't break anything anyw...
Exported 207 message(s)