


















#[derive(Default)]
struct Foo {
bar: usize,
baz: usize,
}
let foo = Foo {
bar: 10,
..Default::default()
};

has_finishes is set to true this also means the button to show finishes will be shown in the server browser, which should also be shown if you have no finishes yet.



Traceback (most recent call last):
File "/twtools/./grass.py", line 7, in <module>
from twmap import Map
File "/.local/lib/python3.9/site-packages/twmap/__init__.py", line 2, in <module>
from .map import Map, Info
ModuleNotFoundError: No module named 'twmap.map'
anyone else had this problem before? 








1
















0 being used for sound volume, so the tee sound was not audible.
DoButtonLogic to trigger sound to ensure it does not play while other UI elements are active.
MousePosition variable by using MousePos function instead.



























nvidia-smi.exe











































































































































































































































physics_tick_deferred somewhere?





if(!m_HookHitDisabled && m_HookedPlayer == i && m_Tuning.m_PlayerHooking)
can only be true where m_HookedPlayer == i anyway..
i assume this already would be a real physics change in ddnet, so i cannot optimize this.
I guess i could simply add the the hooked player id into the fetched ids from the in_range call.. so i doubt this magically would add insane overhead.. it just might make a useless collision check for the hooked char if the char is not in range

















































CGameWorld (edited)



CGameWorld (edited)












































































1








.
runs quite ok with 2300 dummies.. fps are low, but it can still keep up with tick updates

.
runs quite ok with 2300 dummies.. fps are low, but it can still keep up with tick updates 








































7







CClient::SNAPRATE_RECOVER. The server never checks if the missing ack tick is caused by the client or the server. I have no way to simulate ddos conditions so idk if it actually happens. But it might be good to have a check if all connected played are in CClient::SNAPRATE_RECOVER then maybe it's not a good idea to keep them there.

2




CClient::SNAPRATE_RECOVER. The server never checks if the missing ack tick is caused by the client or the server. I have no way to simulate ddos conditions so idk if it actually happens. But it might be good to have a check if all connected played are in CClient::SNAPRATE_RECOVER then maybe it's not a good idea to keep them there. 
