




cl_refresh_rate and gfx_refresh_rate - i have a 240hz monitor running on 15K FPS and i had to play around a lot to find fitting settings ^^ (edited)

cl_refresh_rate and gfx_refresh_rate - i have a 240hz monitor running on 15K FPS and i had to play around a lot to find fitting settings ^^ (edited)
















cl_refresh_rate and gfx_refresh_rate set to 0
you dont want to use vsync because it feels slow (i get that, feels horrible)
drivers up to date?
what renderer are you using (vulkan, openGL)
what window mode are you using? (fullscreen, desktop fullscreen, etc) (edited)

cl_refresh_rate and gfx_refresh_rate set to 0
you dont want to use vsync because it feels slow (i get that, feels horrible)
drivers up to date?
what renderer are you using (vulkan, openGL)
what window mode are you using? (fullscreen, desktop fullscreen, etc) (edited)







cl_refresh_rate and gfx_refresh_rate set to 0
you dont want to use vsync because it feels slow (i get that, feels horrible)
drivers up to date?
what renderer are you using (vulkan, openGL)
what window mode are you using? (fullscreen, desktop fullscreen, etc) (edited)











cl_refresh_rate) and gpu (gfx_refresh_rate) respectivelycl_refresh_rate to address the vsync issue could work, but you really ought to use gfx_refresh_rate instead because the game loop & rendering loop have been decoupled





































sftp -P port user@host.com
put (local file path) (remote file path)

sftp -P port user@host.com
put (local file path) (remote file path) 








sftp -P port user@host.com
put (local file path) (remote file path) -p and sftp it's -P




let pipe_name = r"\\.\pipe\my_pipe";
thats what google told me is the path of a fifo pipe
Local\\



mkfifo my_pipe is all i need xD









std::thread::spawn(move || {
println!("Starting translation loop..."); // Debugging line
if let Err(e) = loop_function(args, log_file_path) {
eprintln!("Error in translation loop: {}", e);
}
}); (edited)























scripts/send_named_pipe.ps1 how to send a message to a pipe server as a pipe client.






scripts/send_named_pipe.ps1 how to send a message to a pipe server as a pipe client. 














AddressSanitizer:DEADLYSIGNAL
=================================================================
==198387==ERROR: AddressSanitizer: BUS on unknown address (pc 0x7fcc35e971b2 bp 0x7ffd793ed130 sp 0x7ffd793ecd68 T0)
==198387==The signal is caused by a WRITE memory access.
==198387==Hint: this fault was caused by a dereference of a high value address (see register values below). Disassemble the provided pc to learn which register was used.
i don't understand this shit xD
the funny thing is. when i set a breakpoint it works.. so apparently it's some timing thing. BUT WHY? xdd







Aktualisierung für 2262 Pakete verfügbar. Führen Sie »apt list --upgradable« aus, um sie anzuzeigen.
wow 2000+ packets


cd Schreibtisch/





















static int foo = 2; // never gets resetpEditor and have all the pEditor->Config() globals ez https://github.com/ChillerDragon/ddnet_hotui/blob/2fa7d6f2e881db431bf74ad3696e01790cc8016d/loader.h#L132

gpt7-cli --trace cargo run







contact@ed-lang.org

contact@ed-lang.org 








scripts/send_named_pipe.ps1 how to send a message to a pipe server as a pipe client. 



(get-childitem \\.\pipe\).FullName in PowerShell to get a list of all open named pipes
































































2024-02-25 13:54:27 I thread: !! 3 


pthread_join failure






























































my mom keep telling me to lose some weight. meanwhile me looking for a partner that is both taller and bigger than i am


my mom keep telling me to lose some weight. meanwhile me looking for a partner that is both taller and bigger than i am 

my mom keep telling me to lose some weight. meanwhile me looking for a partner that is both taller and bigger than i am 







































































































1






































sounds like a bad investment of money after i woke up







we are doing our first public playtest with outside insiders without a title screen on monday






i just want to make cool stuff






but the end product is just too overscoped by the level designer again
1


IJob::Abortable(bool) function which jobs can call to specify whether they can be aborted. Jobs are not abortable per default. Abortable jobs may have their state set to IJob::STATE_ABORTED at any point if the job was aborted. The job state should be checked periodically in the IJob::Run function and the job should terminate at the earliest, safe opportunity when aborted. Scheduled jobs which are not abortable are guaranteed to fully complete before the job pool is shut down. Howeve...





























