


3ef00d4 Fix assertion on Windows when redirecting console output to nul - Robyt3
da5a466 Disallow enabling practice while save and load is in progress - Zwelf
25f85af Improve messaging to players why /save command does nothing - Zwelf
f6f5629 Disallow /load when practice mode is enabled - Zwelf
e1355dc Improve messaging to players why /load command does nothing - Zwelf
998d692 Merge pull request #8226 from Robyt3/Windows-Console-Nul - def-
da09087 Merge pull request #8227 from Zwelf/pr-disable-practice-while-saving - def-
gcc -o whatever.c -lm
has anyone else been trolled by this before?
(edited)



macro_rules! foo {
($x:expr, $y:expr) => {
println!("foo: {}, bar: {}", $x, $y);
};
}
fn main() {
foo!(69, 72);
}
output:
foo: 69, bar: 72
or do you want smth like:
fn main() {
let result = format!(
"{foo} {x} {bar} {y} {baz}",
foo = "foo",
x = 69,
bar = "bar",
y = 72,
baz = "baz"
);
println!("{}", result);
}
ouput:
foo 69 bar 72 baz (edited)


fn main() {
let foo = 0x45;
let bar = indoc::formatdoc!(
"
foo
{foo}
baz
"
);
println!("{}", bar);
}
foo
69
baz





fn main() {
let foo = 0x45;
let bar = indoc::formatdoc!(
"
foo
{foo}
baz
"
);
println!("{}", bar);
}
foo
69
baz 












impl Trait and dyn Trait. How the hell did I end up with ((∃ x. P(x)) → Q) ⇔ (∀ x. (P(x) → Q)) 













Sv_TickRate message at the beginning of each demo recording so it works like when you connect to a server? That being said, I'll repeat my other comment again, "I'd prefer not to merge this unless another maintainer wants it. Seems too risky for me for little gain for DDNet." Even if all the ghost and demo problems are solved, I do not like the prospect of potentially changing physics with this.







Sv_TickRate message at the beginning of each demo recording so it works like when you connect to a server? That being said, I'll repeat my other comment again, "I'd prefer not to merge this unless another maintainer wants it. Seems too risky for me for little gain for DDNet." Even if all the ghost and demo problems are solved, I do not like the prospect of potentially changing physics with this. 

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Sv_TickRate message at the beginning of each demo recording so it works like when you connect to a server? That being said, I'll repeat my other comment again, "I'd prefer not to merge this unless another maintainer wants it. Seems too risky for me for little gain for DDNet." Even if all the ghost and demo problems are solved, I do not like the prospect of potentially changing physics with this. 
















































































m_aReceivedSnapshots[...] >= 3. These specific condition are not necessary and replaced with simpler checks whether the current snapshot is set. Some duplicate nested conditions are also removed.
Pump the network first in CClient::Update before updating anything else, to ensure that snapshots are received from the network client before the game times and prediction ...


































































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