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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 2024-02-24 00:00:00Z and 2024-02-25 00:00:00Z
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chillerdragon BOT 2024-02-24 00:13:04Z
The size refers to number of ints. Not number of bytes. If a snap item has size 4 you should call getInt() 4 times. The number of bytes you will consume depends on how big those tee ints are. So all of them might be 1 to 4 bytes. Or bigger idk what the biggest tee int is.
Replying to @Miguilim but they only have fixed size in the code, not in the encoded packet tha…
00:14
I would argue you can. Maybe size is the wrong term how it is used. But you can say how many ints are sent over the wire. And that’s what is being done.
Replying to @Learath2 on the level of what ends up on the wire, you can't really say anything …
00:16
I should probably clarify that in the docs if I haven’t mentioned that anywhere
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Ewan
i think you're more expected to use brew or macports
neither is going to help his cross-compiling situation
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cross-compiling for mac?
00:43
oh i missed that
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I think you can install stuff into the cmake sysroot so find_package can use it
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you shouldn't have to do that
00:44
you just need to add it to the module path
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or CMAKE_FIND_ROOT_PATH, whatever it's called
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surely that's what it's for, though?
00:44
also, how would you do that for something that isn't packaged with cmake?
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you'd build it manually and target_link_libraries and target_include_directories
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I don't see how it's unwise to do what I described I'm pretty sure it's exactly how most OS packages work
00:46
it's what brew is doing, and the arch linux package
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we are talking about changing the ddnet cmakelists right?
00:46
not packaging
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Ewan
we are talking about changing the ddnet cmakelists right?
I was talking trying to get it to compile without changes
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Ewan
not packaging
the thing in question is sqlite
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well if it doesn't compile without changes then it should be changed 😃
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wdym, the "change" is to install sqlite in a place where cmake can find it
00:47
I'm pretty sure that would work
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i feel like we're talking about different things
00:48
i thought we were thinking about adding the sqlite source as a submodule or something and then building it alongside ddnet
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I suggested that as a solution but probably it isn't wanted
00:49
since sqlite is so trivial I think it's not a bad idea, but there are other deps for which it is
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i think the cleanest solution atm is just to add sqlite mac binaries
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chillerdragon
The size refers to number of ints. Not number of bytes. If a snap item has size 4 you should call getInt() 4 times. The number of bytes you will consume depends on how big those tee ints are. So all of them might be 1 to 4 bytes. Or bigger idk what the biggest tee int is.
I guess the multiple interpretations of "size" is the issue here. You can say something about the size in terms of number of packed ints, but that doesn't give you the size in bytes since the packing is variable sized
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I'm having some trouble with teeworlds math. From my code and testing, it seems like velocity is in-game less effective than it should be. Everything I see in the code and any reference I can find here or online just says that vertical velocity is not ramped or damped and is in subtiles per tick. I am already accounting for rounding up to the nearest 256th and rounding position to the subtile - and any minor changes I make don't do much, I'm off by a factor not accumulated error. The clearest thing I can find implying that it's not just my code that's bad is this: https://discord.com/channels/252358080522747904/342454474117218334/905595104872525875 Falling for 304 ticks (enough to get 152 velocity) should require 724 blocks, not 300. Am I tired and/or stupid or am I missing something?
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chillerdragon BOT 2024-02-24 02:20:43Z
Yes
Replying to @Learath2 I guess the multiple interpretations of "size" is the issue here. You ca…
02:21
@ceriinas: what are you working on? 0.o
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wanted to see exactly how hard it is to control yourself in terms of frames when hooking straight up - which I thought would be quick and easy but this issue has had me stumped for a while
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chillerdragon
Yes
why not num. of ints? XD
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ws-client BOT 2024-02-24 02:36:50Z
<ChillerDragon> @Miguilim you mean why i did not call it like that in the table? I think i go the name size from somewhere else. Either libtw2 or the official tw code.
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ws-client
<ChillerDragon> @Miguilim you mean why i did not call it like that in the table? I think i go the name size from somewhere else. Either libtw2 or the official tw code.
thonk
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ws-client
<ChillerDragon> @Miguilim you mean why i did not call it like that in the table? I think i go the name size from somewhere else. Either libtw2 or the official tw code.
do you know how the input chunk works? why it data has a maximum size of 128 bytes?
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ws-client BOT 2024-02-24 02:59:06Z
<ChillerDragon> I do not know about the maximum. Whats the issue with it?
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ws-client
<ChillerDragon> I do not know about the maximum. Whats the issue with it?
no issues, I'm asking because I dont know what its inside this data and why this data size limit is so big
03:31
if its just 10 integers, why it limit is so big O.o?
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ws-client BOT 2024-02-24 04:42:38Z
<ChillerDragon> @Miguilim could you link where this limit is defined?
04:43
<ChillerDragon> ah MAX_INPUT_SIZE ?
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ws-client
<ChillerDragon> ah MAX_INPUT_SIZE ?
yes, sorry I sent the wrong one
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ws-client BOT 2024-02-24 04:43:46Z
<ChillerDragon> i wouldnt over think it
04:43
<ChillerDragon> maybe someone went a bit too lose on the limit
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XDDDD ok
04:46
can you help me with the connection less packet on the documentation? I know nothing about them and I'm doing an explanation about Input and input timing msgs now
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ws-client BOT 2024-02-24 04:47:04Z
<ChillerDragon> connection less arent even part of my docs yet i dont think i ever looked into them
04:47
<ChillerDragon> you mean like inf3 gie etc?
04:47
<ChillerDragon> fstd
04:47
DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
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yes, the serverbrowser info
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ws-client BOT 2024-02-24 04:48:38Z
<ChillerDragon> ye idk never bothered to look into those.
04:48
<ChillerDragon> For ddnet7 i used the http master and all my libs just ignore it for now
04:49
<ChillerDragon> there is a py implementation that might help you
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ws-client BOT 2024-02-24 04:49:16Z
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
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ws-client
<ChillerDragon> there is a py implementation that might help you
😮
04:50
thanks, I will take a look later
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ws-client BOT 2024-02-24 04:50:43Z
DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
04:50
<ChillerDragon> you probably want this thats the ddnet one idk how maintained it is tho
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do you know what time left would be?
04:56
ticks?
04:56
milliseconds?
05:01
I think its milliseconds xd
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chillerdragon BOT 2024-02-24 05:25:59Z
Idk
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do anyone know why the server have the OnPredictedInput and OnDirectInput at the same time?
09:09
damn
09:09
me at one of my projects at work
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now show real truth xd
09:09
did u move json files or what
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not at all
09:09
2 refactors tho
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mh ok
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then it's impressive
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this is overall of project
09:10
u can clearly spot initial start and then the refactor
09:10
and then now its bug fixing to prod
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if it's 100k lines of rust code in 1 year that is insane
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in october
09:10
i consider myself rly productive in rust xd
09:11
=============================================================================== Language Files Lines Code Comments Blanks =============================================================================== GNU Style Assembly 2 143 95 15 33 C 3 96 72 0 24 C++ 1 31 23 0 8 Dockerfile 1 35 25 5 5 Makefile 1 144 106 3 35 Shell 6 171 124 15 32 TOML 5 164 133 8 23 ------------------------------------------------------------------------------- Markdown 4 621 0 458 163 |- BASH 3 115 84 16 15 |- Rust 2 312 244 32 36 (Total) 1048 328 506 214 ------------------------------------------------------------------------------- Rust 139 47985 43170 576 4239 |- Markdown 101 1625 0 1375 250 (Total) 49610 43170 1951 4489 =============================================================================== Total 162 49390 43748 1080 4562 ===============================================================================
09:11
@Jupstar ✪ lines of the projecct
09:11
49k in rust
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Ryozuki
=============================================================================== Language Files Lines Code Comments Blanks =============================================================================== GNU Style Assembly 2 143 95 15 33 C 3 96 72 0 24 C++ 1 31 23 0 8 Dockerfile 1 35 25 5 5 Makefile 1 144 106 3 35 Shell 6 171 124 15 32 TOML 5 164 133 8 23 ------------------------------------------------------------------------------- Markdown 4 621 0 458 163 |- BASH 3 115 84 16 15 |- Rust 2 312 244 32 36 (Total) 1048 328 506 214 ------------------------------------------------------------------------------- Rust 139 47985 43170 576 4239 |- Markdown 101 1625 0 1375 250 (Total) 49610 43170 1951 4489 =============================================================================== Total 162 49390 43748 1080 4562 ===============================================================================
what's the command line of this xd
09:14
Count your code, quickly. Contribute to XAMPPRocky/tokei development by creating an account on GitHub.
09:14
made in rust
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Ryozuki
made in rust
that was obvious 😬
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tokei ./src/ ./lib/ ./examples/ ./game/ =============================================================================== Language Files Lines Code Comments Blanks =============================================================================== TOML 80 1574 1450 9 115 ------------------------------------------------------------------------------- Rust 581 92050 78883 3866 9301 |- Markdown 186 1121 123 937 61 (Total) 93171 79006 4803 9362 =============================================================================== Total 661 93624 80333 3875 9416 =============================================================================== epyc tryhard moment
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❯ tokei =============================================================================== Language Files Lines Code Comments Blanks =============================================================================== AsciiDoc 2 112 80 4 28 GNU Style Assembly 3 1477 998 306 173 Autoconf 4 128 123 0 5 Batch 1 14 11 0 3 C 24 42029 35060 2564 4405 C Header 281 103192 82528 7966 12698 CMake 26 4704 4208 130 366 C++ 296 156700 131600 4947 20153 Dockerfile 1 52 47 0 5 GLSL 32 949 762 18 169 Java 1 27 21 3 3 JSON 2 39 39 0 0 Objective-C++ 3 163 130 3 30 PowerShell 1 41 33 7 1 Prolog 1 35 30 0 5 Python 35 6080 4962 209 909 Shell 13 1385 1134 37 214 Plain Text 58 67818 0 46061 21757 TOML 8 140 120 0 20 Vim script 2 28 20 1 7 XML 2 45 37 2 6 YAML 1 11 11 0 0 ------------------------------------------------------------------------------- HTML 1 15 15 0 0 |- CSS 1 11 11 0 0 |- JavaScript 1 18 18 0 0 (Total) 44 44 0 0 ------------------------------------------------------------------------------- Markdown 5 617 0 421 196 |- BASH 1 60 43 10 7 (Total) 677 43 431 203 ------------------------------------------------------------------------------- Rust 15 2022 1808 14 200 |- Markdown 11 742 0 591 151 (Total) 2764 1808 605 351 =============================================================================== Total 818 387823 263777 62693 61353 ===============================================================================
09:16
ddnet
09:16
we got prolog pog
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Ryozuki
❯ tokei =============================================================================== Language Files Lines Code Comments Blanks =============================================================================== AsciiDoc 2 112 80 4 28 GNU Style Assembly 3 1477 998 306 173 Autoconf 4 128 123 0 5 Batch 1 14 11 0 3 C 24 42029 35060 2564 4405 C Header 281 103192 82528 7966 12698 CMake 26 4704 4208 130 366 C++ 296 156700 131600 4947 20153 Dockerfile 1 52 47 0 5 GLSL 32 949 762 18 169 Java 1 27 21 3 3 JSON 2 39 39 0 0 Objective-C++ 3 163 130 3 30 PowerShell 1 41 33 7 1 Prolog 1 35 30 0 5 Python 35 6080 4962 209 909 Shell 13 1385 1134 37 214 Plain Text 58 67818 0 46061 21757 TOML 8 140 120 0 20 Vim script 2 28 20 1 7 XML 2 45 37 2 6 YAML 1 11 11 0 0 ------------------------------------------------------------------------------- HTML 1 15 15 0 0 |- CSS 1 11 11 0 0 |- JavaScript 1 18 18 0 0 (Total) 44 44 0 0 ------------------------------------------------------------------------------- Markdown 5 617 0 421 196 |- BASH 1 60 43 10 7 (Total) 677 43 431 203 ------------------------------------------------------------------------------- Rust 15 2022 1808 14 200 |- Markdown 11 742 0 591 151 (Total) 2764 1808 605 351 =============================================================================== Total 818 387823 263777 62693 61353 ===============================================================================
oh wow, didnt imagine we'd have so much code in ddnet
09:17
XDDDDDDDDDDDDDDDDDDDDD
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header files almost as much as normal cpp
09:17
but @Ryozuki i think u need to exclude external libs
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vendored deps code is in too tho
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that's unfair
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i think
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i'll try
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im too lazy
09:19
@Jupstar ✪ btw im learning to drive kek
09:19
WickedDriver
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Ryozuki
@Jupstar ✪ btw im learning to drive kek
lol, true u said u dont have a license yet xd
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so far its going well
09:19
since im a gamer
09:19
EZ
09:19
justatest
09:19
fuckyousnail
09:19
xD
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Ryozuki
❯ tokei =============================================================================== Language Files Lines Code Comments Blanks =============================================================================== AsciiDoc 2 112 80 4 28 GNU Style Assembly 3 1477 998 306 173 Autoconf 4 128 123 0 5 Batch 1 14 11 0 3 C 24 42029 35060 2564 4405 C Header 281 103192 82528 7966 12698 CMake 26 4704 4208 130 366 C++ 296 156700 131600 4947 20153 Dockerfile 1 52 47 0 5 GLSL 32 949 762 18 169 Java 1 27 21 3 3 JSON 2 39 39 0 0 Objective-C++ 3 163 130 3 30 PowerShell 1 41 33 7 1 Prolog 1 35 30 0 5 Python 35 6080 4962 209 909 Shell 13 1385 1134 37 214 Plain Text 58 67818 0 46061 21757 TOML 8 140 120 0 20 Vim script 2 28 20 1 7 XML 2 45 37 2 6 YAML 1 11 11 0 0 ------------------------------------------------------------------------------- HTML 1 15 15 0 0 |- CSS 1 11 11 0 0 |- JavaScript 1 18 18 0 0 (Total) 44 44 0 0 ------------------------------------------------------------------------------- Markdown 5 617 0 421 196 |- BASH 1 60 43 10 7 (Total) 677 43 431 203 ------------------------------------------------------------------------------- Rust 15 2022 1808 14 200 |- Markdown 11 742 0 591 151 (Total) 2764 1808 605 351 =============================================================================== Total 818 387823 263777 62693 61353 ===============================================================================
tokei ./src --exclude src/engine/external --exclude src/base/unicode/ git:59a734ce3* =============================================================================== Language Files Lines Code Comments Blanks =============================================================================== C Header 258 33629 23627 4429 5573 C++ 294 156568 131487 4947 20134 Markdown 1 55 0 41 14 Objective-C++ 3 163 130 3 30 TOML 6 119 102 0 17 ------------------------------------------------------------------------------- Rust 15 2022 1808 14 200 |- Markdown 11 742 0 591 151 (Total) 2764 1808 605 351 =============================================================================== Total 577 192556 157154 9434 25968 ===============================================================================
09:21
i think this is quite fair
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you have car ?
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ws-client BOT 2024-02-24 10:16:32Z
<ChillerDragon> @MilkeeyCat you can only play tw on 600 px screens
10:17
<ChillerDragon> this centers the game timer in the middle of your screen lol
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ws-client BOT 2024-02-24 10:22:37Z
<ChillerDragon> very demo
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i did demp parsing part first
10:23
now graphics engine part
10:23
i wanted to make a new repo buuuut
10:23
too much work
10:46
pog
10:57
new edlang release (edited)
10:57
poggers2
10:57
gotta add prints somewhen xd
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Ryo wtf i JUST watched frieren
12:34
11/10 i recommend
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meloƞ
11/10 i recommend
true
12:36
havent watched latest ep from yesterday tho
12:36
Go watch
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Teero
xDD
😄 2
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meloƞ
Ryo wtf i JUST watched frieren
been recommending it forever, i read the manga before anime long ago
13:36
there is a arc coming thats rly rly good
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Ryozuki
there is a arc coming thats rly rly good
if u spoil I'm permabanning you
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Learath2
if u spoil I'm permabanning you
kek
13:36
lea if you ban ryo ban me aswell, i cant live without fishys
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im not spoiling xd im just hyping it up for u
13:37
frieren is my second most fav manga
13:39
@Learath2 btw watch the anime about the apothecary
13:39
it is also rly good
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it's downloading
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Ryozuki
frieren is my second most fav manga
go leak most favourite now
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oyasumi punpun
13:46
totally different tho (edited)
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🤌🏻 2
🚀 4
🇱 2
🇬 2
🇹 2
🇲 2
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btw ppl of the internet who use vscode. press CTR+K Z to make it better
15:40
cool thing
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The Dockerfile has been broken ever since Rust got added, but this PR updates the dependencies and adds some improvements.
  • Use the source code as a volume instead of adding a copy of it in the image itself.
  • Use nproc to use all threads during compilation, instead of just using 1.
  • Added a short usage guide inside of the file
One issue is that MacOS is no longer supported, as I can't figure out how to cross-compile to it using osxcross. If anyone knows how, some help would be gr...
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GitHub
Click to see attachment 🖼️
I was thinking of removing this dockerfile tbf
🥹 3
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Previously if you did /WHISP and then tab, it wouldn't autocomplete to /whisper. This PR fixes that.

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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Learath2
I was thinking of removing this dockerfile tbf
kek
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After 1.2 kLoC I'm about to have a triangle on my screen
18:07
The amount of boilerplate you need to write before rendering anything in vk is insane
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Learath2
The amount of boilerplate you need to write before rendering anything in vk is insane
the biggest problem is that you probably didnt understand a good amount of the setup code xd there are so many options and stuff
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Jupstar ✪
the biggest problem is that you probably didnt understand a good amount of the setup code xd there are so many options and stuff
Well I did my very best to actually read up on everything I'm setting up, so I do have some semblance of what everything does, but yes there are many features I just said I'll look as I need them
18:15
It's actually pretty logical, the biggest issue is that most resources don't describe the hierarchy of things very well
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true
18:16
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I found the specification to be very good at describing how things go together, but it's also very dense to read
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if u understand this now.. that's already good
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Luckily I'm good at parsing through this kind of reading
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Jupstar ✪
if u understand this now.. that's already good
Very roughly, yes
18:19
The relationship between images, imageviews, framebuffers, attachments is a little hazy though 😄
18:21
to master vulkan is on my list of todo
18:21
but first ill master compilers
18:21
then ill make a vulkan shader compiler
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Ryozuki
then ill make a vulkan shader compiler
Why? 😄
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for fun
18:21
best projects are made for fun
18:21
like why im making edlang?
18:21
there is no other reason than for fun
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but a spirv compiler doesn't sound fun at all
18:22
you'll just have to read the spec and implement it, no freedom
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nerds find fun in stuff others find boring
18:22
im sure u find C fun
18:22
but the person next to u not
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Learath2
you'll just have to read the spec and implement it, no freedom
do u know anyone who can say implemented a spirv compiler?
18:22
im trying to become the chad of programming
18:23
i can say i made my optimized compiled language
18:23
gigachad
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Learath2
The relationship between images, imageviews, framebuffers, attachments is a little hazy though 😄
well honestly for me the biggest things of vulkan vs opengl are: memory management explicit pipelines in opengl pipelines are implicitly build and not only that, they often require "views" where vk does not. E.g. vertex arrays are not required in vulkan thanks to having pipelines. So you dont need to bind buffers to some weird object that is then bound to your shaders. Feels a little bit cleaned up xd Ofc in total opengl is then still less code, but i feel like the intention is not as clear as with vulkan XD
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modern opengl implementations will be a layer using vulkan under the hood
18:24
its already happening
18:24
i forgot the news
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Ryozuki
do u know anyone who can say implemented a spirv compiler?
well not really given there are only 2 compilers for it (which may even be sharing a backend, I don't remember)
18:25
As a reinventing the wheel enjoyer, I do understand the desire, but in this case I don't even think there is a learning opportunity there
18:25
idk
18:25
ur right there are other things to make compilers for more interesting i guess
18:25
brb making food
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Jupstar ✪
well honestly for me the biggest things of vulkan vs opengl are: memory management explicit pipelines in opengl pipelines are implicitly build and not only that, they often require "views" where vk does not. E.g. vertex arrays are not required in vulkan thanks to having pipelines. So you dont need to bind buffers to some weird object that is then bound to your shaders. Feels a little bit cleaned up xd Ofc in total opengl is then still less code, but i feel like the intention is not as clear as with vulkan XD
I haven't had to deal with memory management yet, my triangle renderer(tm) steals the approach of having the vertices hardcoded in the vertex shader from vulkan-tutorial.com
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Learath2
I haven't had to deal with memory management yet, my triangle renderer(tm) steals the approach of having the vertices hardcoded in the vertex shader from vulkan-tutorial.com
Oh that's most fun. But I'd recommend starting with buffers. Images as you said are much more complex
18:47
f3a277c Make chat commands completion case-insenstive - furo321 95e51db Merge pull request #8014 from furo321/case-insenstive-command-chat - archimede67
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ok ive got aweird bug, i was joining a server and had to download a map, my internet was very slow and i alt f4d during the download, then the game said it was quitting and the game froze
19:40
no dumps or anything so idk, i cant reproduce
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cyberFighter
ok ive got aweird bug, i was joining a server and had to download a map, my internet was very slow and i alt f4d during the download, then the game said it was quitting and the game froze
Nightly or 18.0.3?
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nightly
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cyberFighter
nightly
Hmm, should quit after a few seconds at most
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nope it stayed on for over a minute and i just killed it with task manager
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Did you keep the game active while it was waiting to quit, or did you switch the window?
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switch
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Maybe that suspends the window at some point because it's not being updated anymore
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who is dlopen & dlsym elitest?
21:06
i don't understand wtf RTLD_LAZY or RTLD_LOCAL actually mean. if i use both with dlopen then dlsym it works... all fine but when i change the library on disk, without ever loading it again (no dlopen and no dlclose) it still changes symbols for me when i call dlsym again
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i removed RTLD_LAZY and it works now
21:17
but bro i really didnt know that a later call to dlsym "hot-reloads" code from the filesystem
21:17
i always thought on linux it's loaded into memory xd
21:18
i mean it doesnt reload the library. but it does something
21:18
i dont understand this at all
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RTLD_LAZY loads only when its referenced and (or?) executed somewhere, maybe thats why it didnt work? (edited)
22:58
ea9b7e4 Update Dockerfile - furo321 e0aba27 Merge pull request #8013 from furo321/update-dockerfile - def-
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it's late afternoon
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Ewan
it's late afternoon
its in the middle of night
23:43
im in the future of u
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Ewan
it's late afternoon
how does it feel like to be in the past?
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i am not in the past
23:47
the sun is above me but it is obstructed for you
23:47
light for me
23:47
dark for you
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sounds like a skill issue
23:47
you didn’t train hard enough
23:48
so now you can’t see the sun
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Teero
gm ☕
Morning? 5:00 looks like night jaouis
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1am for me
23:51
funny how fast electrons are
23:51
even with my bambus connection
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Teero
Click to see attachment 🖼️
true
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there are so many good chuck norris memes but
23:55
Chuck Norris once shot himself to test his gun's loyalty. The bullet commited suicide out of respect
23:55
like WTF?
23:56
xDDDD
23:56
but the images are.....
23:56
23:57
okay ima stop now
23:57
heinrich is gonna timout be and im gonna be exiled to #off-topic else
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