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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 2024-04-07 00:00:00Z and 2024-04-08 00:00:00Z
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did you already try just deleting your build folder and retrying? iirc this could happen using the wrong rust toolchain - even tho im not 100% sure - what compiler are you running? - if the error persists you could try swapping to gnu or msvc respectivly: rustup default stable-x86_64-pc-windows-gnu rustup default stable-x86_64-pc-windows-msvc
00:31
keep in mind i might be talkin bullshit here :D
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i don't think he even has rust installed
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i don't blame him really
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From the official ddnet repo fof building on Windows: Download and install some version of Microsoft Visual Studio (as of writing, MSVS Community 2017) with C++ support, install Python 3 for all users and install CMake. You also need to install Rust.
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ddnet 16.5
01:14
troll
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meloƞ
From the official ddnet repo fof building on Windows: Download and install some version of Microsoft Visual Studio (as of writing, MSVS Community 2017) with C++ support, install Python 3 for all users and install CMake. You also need to install Rust.
yes please uninstall all your existing build tools so you can do it the way the outdated build instructions say to
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Mazty
mingw32-make[2]: *** No rule to make target 'release/libddnet_engine_shared.a', needed by 'DDNet.exe'. Stop. mingw32-make[1]: *** [CMakeFiles\Makefile2:499: CMakeFiles/game-client.dir/all] Error 2 mingw32-make: *** [makefile:155: all] Error 2 (edited)
just install rust through msys
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greatest achievement of my life
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The method CSnapShot::DebugDump() used to print just the raw snap items. Without item names or field names: ``` 2024-04-07 09:10:01 I snapshot: data_size=356 num_items=10 2024-04-07 09:10:01 I snapshot: type=0 id=32767 2024-04-07 09:10:01 I snapshot: 0 -1824658838 933dea6a 2024-04-07 09:10:01 I snapshot: 1 -629591830 da7930ea 2024-04-07 09:10:01 I snapshot: 2 -1450210576 a98f8af0 2024-04-07 09:10:0...
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why china automatcly checks in as i open the game?
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are u chinese?
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not
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and what do you mean then by "checks in"? chinese servers showing? or chinese language?
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showing
08:52
and selects the flag
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Bors Matyas
and selects the flag
did u check if your filters are correct?
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ye
08:54
thats the problem
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If you are having trouble where the flag automatically re-enable itself. Try closing the game normally instead of force closing it using keyboard shortcut
08:55
It is possible that your config is not saving properly
08:57
scratch that
08:57
it is bugged
08:57
chinese filter does automatically re-enable itself. I'll check with github issues
08:57
sorry
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okay ty
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china has infiltrated ddnet
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what a bug to just annoy specifically russian players
kek 1
09:12
the ping of chinese servers are low enough to be annoying to russians and not others.
09:12
kek
09:16
672cfb6 add /mode allowing teams to behave like team 0 - dobrykafe 4c40e6c change /mode -> /flock - dobrykafe 3a75f83 Address reviewer comment - def- ff991af Merge pull request #7521 from dobrykafe/pr-team-0-mode - def-
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Teero
china has infiltrated ddnet
oh damn. I'm trying to debug this, and it turn magic
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Ewan
yes please uninstall all your existing build tools so you can do it the way the outdated build instructions say to
WE Had this discussion before, and also i Said that to remind that Rust is needed. Why dont you Change it If you hate it so much
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The rebase of #7521 made the /flock command not be added. I've also changed any previous mentions of team 0 mode to flock mode and also added an explanation of what flock mode does.

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 ou...
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average ddnet dev
🤣 1
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Ryozuki
average ddnet dev
💀
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average OpenGL 1 enjoyer
10:49
ddnet station
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the table looks a bit thin given what you have on top plus your own arms (edited)
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true lol
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Ewan
Click to see attachment 🖼️
WHAAAT, no way xD
11:03
are u praying there
11:03
or sleeping under ur table? xd
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owo community filter broke
11:04
the region filter breaks when a community only serve servers in one region
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Ewan
Click to see attachment 🖼️
but bro, u must have high mouse sense with that few space lol
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diverse community only
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TsFreddie
the region filter breaks when a community only serve servers in one region
@Robyt3
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Jupstar ✪
@Robyt3
already updated issues so he knows
👌 1
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Jupstar ✪
but bro, u must have high mouse sense with that few space lol
he just thinks about the mouse moving and it moves xDD
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ikr, else it's impossible xd
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Jupstar ✪
or sleeping under ur table? xd
foot rest.
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Chairn
the table looks a bit thin given what you have on top plus your own arms (edited)
table is fine
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Jupstar ✪
but bro, u must have high mouse sense with that few space lol
i don’t play a lot of games
11:22
high sens is economical
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Jupstar ✪
but bro, u must have high mouse sense with that few space lol
not as high as a chinese player constantly doing one tick snap across the screen in fng and triggering noby's autoban
11:42
chinese players play max mouse distance 10 xD
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not as high as the ppl that whisper me to use a certain client
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Jupstar ✪
not as high as the ppl that whisper me to use a certain client
bobo use teeor client
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Hey step bro, wanna see my new client brownbear
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Jupstar ✪
Hey step bro, wanna see my new client brownbear
ah man finishing extremes with grenade automatically is so fun brownbear
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how did u post without preview
11:53
or did u just delete so quickly
11:53
do <>
11:53
around the link xd
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Jupstar ✪
how did u post without preview
you fell for it xDDD
11:54
nub
11:54
interesting
11:54
Search the world's information, including webpages, images, videos and more. Google has many special features to help you find exactly what you're looking for.
11:54
it's more blue apparently
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Search the world's information, including webpages, images, videos and more. Google has many special features to help you find exactly what you're looking for.
11:54
11:54
mh
11:54
too bad
11:54
xd
11:54
11:54
oh
11:54
that works
11:54
lmao
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ye sadly you cant do https://kek.com
11:55
jupstar has learned the art of trolling
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i invented troll
monkaStop 2
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Jupstar ✪
i invented troll
you have ruined so many good runs
11:56
put him to the stake!!!! (edited)
11:57
lmao
11:57
looks so wrong for the brain
11:57
xD
12:00
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teach
12:02
what is happening
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Jupstar ✪
XcQ
12:04
XcQ everywhere
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Chairn
XcQ
does that mean anything, i'm old boomer and not into the new hot teenage stuff
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Jupstar ✪
@Robyt3
omg, why is it so hard to fix without refactoring
12:06
or change in UX logic
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TsFreddie
omg, why is it so hard to fix without refactoring
i feel that
12:06
i guess it's simply bcs 2 ppl have different ways of doing things
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I rarely have motivation to PR
12:06
now I have none (edited)
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rip
12:07
tsfreddie contributor of the year 2024 was already reserved for you
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https://github.com/ddnet/ddnet/blob/ff991af6dd3dd50ad9c4313c09bf4017b7c086ab/src/engine/client/serverbrowser.cpp#L1973-L1977 Since "midfun" community only has CHN servers, excluding CHN will cause CleanFilter() (which is called upon getting ddnet-info.json it seems) to call the above routine and reset the filter.
12:08
the easiest fix is just to tell midfun to host servers outside of CHN as well TrollDespair
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Xalt
hi
hi wazzup, how are you, hows your day so far
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Jupstar ✪
hi wazzup, how are you, hows your day so far
hi
12:10
12:10
this is my cat
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ah
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Xalt
Click to see attachment 🖼️
gigachad cat xD
12:10
nice
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this is my cat
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Teero
gigachad cat xD
shes disgusted by me
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Jupstar ✪
this is my cat
thats a hammer
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meine katze ist der hammer
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why do i understand that
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maybe i had enough discord for today maybe maybe maybe
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having a hammer as a cat isn't healthy
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Jupstar ✪
maybe i had enough discord for today maybe maybe maybe
don't leave
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mixing tee eyes looks beyond cursed lol
12:54
btw @Jupstar ✪ did you do the splitscreen gaming thing?
12:55
i remember that you posted a vid where you played split screen xD
12:55
gg kog servers
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Teero
btw @Jupstar ✪ did you do the splitscreen gaming thing?
you mean dis?
12:59
it aint finished yet
12:59
infinite dummies cool
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yeah
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Jupstar ✪
i added a dummy counter now, wanted to see how many entities until i reach 50 FPS
@Teero
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Yoyo, if any of you likes doing crackmes, could you do this one https://crackmes.one/crackme/65df05c5199e6a5d372a3d25 and show how you dided it kek
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faceless dummies creepy
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xd
13:02
nowadays they have faces
13:02
in the picture they have mixed eyes
13:02
still creeps me out
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opensource?
13:04
what kind of structure are you using for the tees btw?
13:04
array, vector?
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Teero
opensource?
an outdated version is open sourced
13:06
but it will be open source ofc in future
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Teero
what kind of structure are you using for the tees btw?
linked hashmap
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Jupstar ✪
linked hashmap
didnt think of that
13:06
i did infinite tees serverside once
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it uses a vec or smth internally i think
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just using a vec was somehow very slow
13:07
maybe my pc was just shit
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it defs isnt very fast
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i could connect ~250 tees until server went below 50tps
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but with WASM in mind i also don't see a chance to make it multi threaded maybe a better algorithm can improve it a bit
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Teero
i could connect ~250 tees until server went below 50tps
i think i reached 700 tees
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Jupstar ✪
but with WASM in mind i also don't see a chance to make it multi threaded maybe a better algorithm can improve it a bit
would destroy the physics sadly
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but on desktop pc ofc
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Jupstar ✪
i think i reached 700 tees
xDD
13:08
new video
13:08
aipgores with all the players
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Teero
would destroy the physics sadly
i think you can reform it a bit without destroying physics the most expensive checks are simply the distance checks
13:10
but i'd say it defs makes the code harder to read
13:10
so dunno if worth it
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are there squareroots?
13:10
i dont think there are
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afaik yes
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but even without
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tee to tee collision is heavy
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n² bcs 64 ^ 64 checks
13:10
lol
13:10
64^2
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collision is the most performace heavy out of all i think
13:11
atleast that would be the bottleneck imo
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well 99% of the time they dont collide i guess?
13:11
but yes in a worst case it's even worse 😄
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i mean tile collisions
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ah
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all those intersect functions
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well u could thread out all tees that likely wont collide with each other
13:12
and do these checks in parallel
13:12
but again, it will make the code harder to read
13:12
if u really really need 500+ players ok
13:12
else just buy better hardware
13:12
lol
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tile collision could be optimized insanely with chunking and actual line collision instead of instead of for-looping over all the blocks xd
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Teero
tile collision could be optimized insanely with chunking and actual line collision instead of instead of for-looping over all the blocks xd
wait what?
13:13
why should it loop
13:13
over all blocks
13:13
or do you mean if u dont do step by step moving
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it goes pixel for pixel when doing line collision
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but doesnt it do that also to do tee bounces
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if all tiles were represented by lines you could just do line collision which is simple math i think
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u'd need to track moving objects
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Jupstar ✪
but doesnt it do that also to do tee bounces
im talking about tile collision still bro xD
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Tile collision could be optimized insanely with bucketing
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Teero
im talking about tile collision still bro xD
yeah but they happen at the same time
13:15
"time"
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@Jupstar ✪ these things
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dude
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Jupstar ✪
yeah but they happen at the same time
no they dont xD
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u not even reading
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Teero
no they dont xD
then u mean ddrace tiles
13:16
ok
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tile collision and tee to tee collision is something different right? (edited)
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it happens before
13:16
yeah yeah fine
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then the physics sucks anyway lmao
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Learath2
Tile collision could be optimized insanely with bucketing
whats that?
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with elasticity you would bunce into walls that way
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Tee to tee collision is actual n^2, horrible
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bounce*
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Teero
whats that?
I meant tee to tee collision, sorry, what is the issue with tile collision? It should already be fairly optimal
13:18
Constant time per tee iirc
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i think he means that the check happens in a ray shooting approach where u have a step count and go step by step
✅ 1
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Tee to tee collision is n^2 which can be improved by splitting tees into buckets so you don’t ever check against tees that can’t possibly be colliding with you
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Jupstar ✪
i think he means that the check happens in a ray shooting approach where u have a step count and go step by step
the heavy thing are the array accesses to the m_pTiles array. they take a lot of time
13:24
i thought something like this. i think this is flawed too
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Teero
the heavy thing are the array accesses to the m_pTiles array. they take a lot of time
well i cannot say last time i checked some sqrt was defs in top3 heaviest things
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Jupstar ✪
i think he means that the check happens in a ray shooting approach where u have a step count and go step by step
Am I misremembering how we do it? I think we just slowly move you along from one position to the other in steps, at each step we check for collisions at the corners of the box
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check CCollision::GetMapIndices
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i know that code
13:25
but it's mostly some integer calcs
13:25
if u benchmarked it, i believe you
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Teero
the heavy thing are the array accesses to the m_pTiles array. they take a lot of time
Do they? That access should be all cache hits if I think about it
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i am just surprised that this is the biggest bottleneck
13:25
the distance check sounds scarier
this 1
13:26
btw the distance still uses sqrt
13:26
since u asked
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Learath2
Do they? That access should be all cache hits if I think about it
i did some tests with perf and basically while(1) Predict(); (edited)
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ok i should check in newest ddnet code
13:26
but sqrt² will also change physics sadly
13:26
even if it's faster
13:27
distance squared
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i dont see a sqrt that isnt speeder related or other things
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with zwelfs test cases we could check how much we can change physics without breaking edge cases maybe
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Teero
i dont see a sqrt that isnt speeder related or other things
look in gamecore.cpp
13:28
float D = distance(Pos, pCharCore->m_Pos)
13:28
now open distance
13:28
i forgot distance existed
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Jupstar ✪
does that mean anything, i'm old boomer and not into the new hot teenage stuff
that's old boomer shit, and rick roll end of url
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Chairn
that's old boomer shit, and rick roll end of url
ah that's the boomer way to check if the URL is rick roll? xD
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Learath2
Tee to tee collision is n^2 which can be improved by splitting tees into buckets so you don’t ever check against tees that can’t possibly be colliding with you
with a quad tree or what?
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Peter0x44
with a quad tree or what?
Even constant sized chunks would help and be very simple. But you could also do a quadtree yes
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Jupstar ✪
float D = distance(Pos, pCharCore->m_Pos)
Could be replaced with dot product though, the actual distance value is never used
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Though tbf it is just fast enough, it becomes more of a concern as playercount increases, e.g. 128/256p servers could probably benefit more
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Vagina?
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Bizarre behaviour
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how dare he say such words
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12yo behaviour 😛
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wait i thought we're all like in our mid 20's here, who invited him!
14:15
heresy! - TREASON!
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Except me, I’m simultaneously 12 and 80
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12 in your mind, 80 in your back
14:16
(i have severe back pain)
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Robyt3
Could be replaced with dot product though, the actual distance value is never used
what do you mean never used?
14:17
it's used one line later
14:17
the question is how accurate is it changing dist to dist_squared
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He means the actual value is not used except for ordering, which sqrt preserves because it’s increasing
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Jupstar ✪
the question is how accurate is it changing dist to dist_squared
yeah, I wonder if it could change physics justatest
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It might
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hard to say, since distance must be rather small anyway (physical size)
14:19
it might ™️ work
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But perhaps we are close enough to 0.0 that it doesn’t matter
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on ARM it might already perform differently
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I think we just might have enough precision to get away with it
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or on windows
14:20
or on different compiler flags
14:20
i dunno if squar root is standard
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do u think adding hands to tees makes the game more fun?
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Milf
do u think adding hands to tees makes the game more fun?
they have hands
14:20
hook smth and u see the hand
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not really
14:20
bruh
14:21
thats not it
14:21
2 hands
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Jupstar ✪
it might ™️ work
actually TAS comes in handy here. i can just replay the same inputs and check if there are any diffrences
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there just as short as my forehead
14:21
lol
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Milf
there just as short as my forehead
😬
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should be like real hands man
14:22
not like ice cream
😭 1
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Teero
actually TAS comes in handy here. i can just replay the same inputs and check if there are any diffrences
@zwe
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bro do u know how to make a channel like u can creat some kinda chat
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@Zwelf might have a solution to these already 😛
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Learath2
@Zwelf might have a solution to these already 😛
did he write tests?
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He reimplemented the entirety of teeworlds physics in rust with tests to make sure they are the exact same
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Milf
should be like real hands man
fr make this a feature if u can im leaving here
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It’s part of his work to replay teehistorian files iirc
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Learath2
He reimplemented the entirety of teeworlds physics in rust with tests to make sure they are the exact same
woah cool
14:24
is it faster? troll
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Teero
is it faster? troll
not faster not slower probably
14:25
it's almost 1:1 copy at least physics wise
14:25
but u can see the code
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@Teero i replaced all distance with dist_squared except for the one in // check character collision it made 5 fps difference 45 vs 50 fps xdd
14:39
i guess sqrt is already too optimized
14:39
with 400 dummies btw
14:39
these fat asses
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well it could always be the rendering code that is slow too
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could be
15:00
#off-topic stop spam
15:03
2252ebb Fix syntax of news atom feed - furo321 37768b8 Merge pull request #291 from furo321/fix-atom-feed - def-
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@Jupstar ✪ i managed to recreate the situation in the demo renderer where it sleeps insanely long
15:19
SleepTimeInNanoSeconds is 8218685
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mh 8 milliseconds sounds ok
15:19
xd
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yea weird
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other threads busy?
15:20
all sleeping tight
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how big is the resulting video
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Jupstar ✪
how big is the resulting video
i didnt render it even. i wanted to change smth so i just quick via the menu
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mh very weird
15:21
does it go into the render call
15:21
of gameclient
15:22
or OnRender
15:22
or whatever it's called
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it does render it but i only made 1 frame sooo
15:22
since i did pause on start and then quit
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i mean your client
15:23
is it still actively calling render calls
15:23
maybe some other vairable is broken
15:24
ok asking differently: does it exit the sleep
15:24
or is the sleep itself the problem
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it exits sleep
15:26
but the next time it sleeps again
15:26
its like having fever
15:26
poor client
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i tried to analyze using perf... i still can't use that tool xD it's just so bad.. why is there no tool like valgrind's callgrind but without being the slowest shit ever xD (edited)
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Jupstar ✪
these fat asses
is it 512 slot server ?
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that's a 6400 slot server (i added two 0's to the 64)
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Peakies
is it 512 slot server ?
but it's 400 dummies connected
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is it still get vanished or you fix it ?
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Jupstar ✪
that's a 6400 slot server (i added two 0's to the 64)
tasty
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Peakies
is it still get vanished or you fix it ?
what do you mean with fix it?
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I mean on your server when you get close to some point that too many tee is rendering they get invisible or something don't know how to explain it
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ah i know what you mean
16:24
yeah that doesnt exist in that version
16:24
it's litterally 400 tees rendered
16:25
no network limitations
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hmm well 400 is too much I was trying to make like 150 or something for my server special events like arena tournament or something
16:26
but couldn't make it possible
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yep, the client has to support it too
16:26
server side only it's not possible with the ddnet cpp version
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well my server have it's own client
16:28
that base on ddnet 17.1 or 17.2.1 don't remember but anyway
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mh i guess then you could make it work if MAX_CLIENTS points to 128 and no other weird limit is in the client somewhere
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if you have plan to public your 400 slot server and client I like to learn how to do it
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Peakies
if you have plan to public your 400 slot server and client I like to learn how to do it
i do plan to, but not very soon
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Jupstar ✪
i tried to analyze using perf... i still can't use that tool xD it's just so bad.. why is there no tool like valgrind's callgrind but without being the slowest shit ever xD (edited)
Gprof isn't as good as perf but easier to use
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Jupstar ✪
mh i guess then you could make it work if MAX_CLIENTS points to 128 and no other weird limit is in the client somewhere
I don't know where should I find that limitations
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Peakies
if you have plan to public your 400 slot server and client I like to learn how to do it
also note that it's written in rust
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Jupstar ✪
i do plan to, but not very soon
fine to me I can wait until that day 😄
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Peakies
I don't know where should I find that limitations
well the client checks a lot of stuff with MAX_CLIENTS
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Jupstar ✪
also note that it's written in rust
oh shit I just installed rust don't know anything of rust language
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just search it
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There is also a tool to convert perf data into callgrind data so you can use tools like kcachegrind on it
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Learath2
There is also a tool to convert perf data into callgrind data so you can use tools like kcachegrind on it
nani
16:30
that would be awesome
16:31
but anyway my findings are: the biggest bottleneck is simply the iterating itself the two O(n²) are simply expensive
16:31
especially the prediction tick calls it every frame
16:31
on the client
16:35
maybe i rewrite the physics for my version, since it doesnt need to be ddnet compatible O(n) should be possible with small breakages
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:D that would be very cool
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@Robyt3 switch display screen with 3rd party application on DDNet still need attention like using DisplayFusion to use it's functions for sending focused window to next display
16:41
resolution and display number won't update
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Peakies
@Robyt3 switch display screen with 3rd party application on DDNet still need attention like using DisplayFusion to use it's functions for sending focused window to next display
Please open an issue for it if you think it's something we could fix
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Robyt3
Please open an issue for it if you think it's something we could fix
I think it's possible to check current screen number with gfxScreen or something
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switch display screen with 3rd party application on DDNet still need attention like using DisplayFusion to use it's functions for sending focused window to next display resolution and display number won't update solution: as I think maybe possible to check GetWindowScreen and g_Config.m_GfxScreen to when it's not equel call SwitchWindowScreen but someone with better knowledge of DDNet take a look at it
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bandicam.com
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Ryozuki
bandicam.com
*a screenshot of a bandicam recording uploaded on discord
19:39
idk but this is not the channel
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Ryozuki
bandicam.com
unregistered hypercam 2
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literally O(n²)
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whats intra tick
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the time between the current tick and the next
20:39
or better, the ratio
20:39
if it's a float
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ok, thanks :DD
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@murpi could you please update twmap-tools to 0.3.2 for the ddnet discordbot? it adds compatibility to the bezier envelope points
23:48
*for
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