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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 2024-09-01 00:00 and 2024-09-02 00:00
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GitHub BOT 2024-09-01 00:20
https://github.com/user-attachments/assets/f6cf0ea8-8f15-48ee-a760-b75ffab6d101

Checklist

  • [x] Tested the change ingame
  • [x] 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
  • [ ] Tested the change with [...
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ws-client BOT 2024-09-01 00:47
<ChillerDragon> any C++ developer awake i need brain
00:50
<ChillerDragon> I have a bunch of things i want to point to so I created a reference variable and reassign it but somehow it creates weird buggos
00:50
<ChillerDragon> pointer seems to work. I thought reference and pointer is the same
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ws-client
<ChillerDragon> pointer seems to work. I thought reference and pointer is the same
reference is like another name for a variable
00:53
It behaves the same as the original one
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ws-client BOT 2024-09-01 00:54
<ChillerDragon> yea but can i not use a reference do stuff with it and then reassign it to another value and do stuff with it again?
00:55
GitHub Gist: instantly share code, notes, and snippets.
00:55
<ChillerDragon> eh fixed a bug*
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GitHub BOT 2024-09-01 00:59
https://github.com/user-attachments/assets/806375ee-0c6b-44fc-a392-822cf6aeba1a

Checklist

  • [x] Tested the change ingame
  • [x] 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
  • [ ] Tested the change with...
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ws-client BOT 2024-09-01 01:02
<ChillerDragon> i just went with my old friend the pointer. fuck references. Still curious what happend tho
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IGraphics::CORNER_L)) -> IGraph>
01:05
I don't quite get it
01:08
Reference differs from pointer in that they're constant
01:09
Kind of like char* const (edited)
01:09
So you cannot reassign to it
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ws-client
<ChillerDragon> pointer seems to work. I thought reference and pointer is the same
Reference and pointer being the same? Huuuh
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GitHub BOT 2024-09-01 01:33
Something similar to the "Game tiles" button that applies a game tile to a layer but it is more live. It should be a separate feature and also be opt in by the user same as "Game tiles". When it is active placing a tile would automatically place the associated game tile. And when the tile is removed the game layer will be filled with air on that position. This allows to map with design without ever having to manually place game tiles.
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could i do http get request to https://ddnet.org/players/?json2= or https://ddnet.org/maps/?json= to add a feature, or would that be too heavy on the server if everyone did it, even just once
01:36
right now i see it does call to https://info.ddnet.org/info?name= but it doesnt have all info i would need
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You can freely fetch from the json endpoint, the server shouldn't allow you to bombard them with requests anyway
01:37
If you want database data I recommend using ddstats json endpoint https://ddstats.tw
DDStats, the website showing more in depth statistics for DDNet
01:37
Furo structured it a little nicer IMHO kek
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i mean to add the call to the ddnet client for a new feature
01:38
not for myself
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Hi, can you answer one question about the mobile version of ddnet?
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kebs
i mean to add the call to the ddnet client for a new feature
Me and Stormax did that - yes it's fine to do so (edited)
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meloƞ
Me and Stormax did that - yes it's fine to do so (edited)
do you remember where is it in code
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Just use ddnets http.h (edited)
01:40
Client/components iirc
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Ы Ы Е
Hi, can you answer one question about the mobile version of ddnet?
So, I want to install the gunpack on the mobile version, is it possible to do this without using files, I don’t have access to them now
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I'm afraid not - you need to be able to access your file directory to replace the gameskin
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OK, thank you
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meloƞ
I'm afraid not - you need to be able to access your file directory to replace the gameskin
only call i can find is to https://info.ddnet.org/info so wanted to ask if its a good practice for a feature pr and it wont slow down the website or smth (edited)
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depends on the planned feature, if it's something like a stats display you wouldn't want to fetch it from the json endpoint but the db itself
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map stars/points, player points
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Yeah grab those from the db - the Json endpoint isn't updated in real time
01:50
I think it was something between 2-5hours
01:51
See scoreworker.cpp if you want to know how it's done
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meloƞ
See scoreworker.cpp if you want to know how it's done
its server only, so i cant get these stats in serverbrowser
01:54
not updated real time is fine its just for map info
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Oh now I see what you want to do - hmm
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ws-client
<ChillerDragon> i just went with my old friend the pointer. fuck references. Still curious what happend tho
ChillerDragon: what you did with the reference was setting pEditor->m_QuickActionShowInfoOff := pEditor->m_QuickActionShowInfoDec and then setting pEditor->m_QuickActionShowInfoOff := pEditor->m_QuickActionShowInfoHex
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Couldn't you grab this within the initial fetch the client does ?
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it doesnt have much info
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_N00P_
ChillerDragon: what you did with the reference was setting pEditor->m_QuickActionShowInfoOff := pEditor->m_QuickActionShowInfoDec and then setting pEditor->m_QuickActionShowInfoOff := pEditor->m_QuickActionShowInfoHex
(e.g you can change a pointer to point somewhere else but you can't change a reference to reference something else)
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_N00P_
ChillerDragon: what you did with the reference was setting pEditor->m_QuickActionShowInfoOff := pEditor->m_QuickActionShowInfoDec and then setting pEditor->m_QuickActionShowInfoOff := pEditor->m_QuickActionShowInfoHex
a reference isnt a reference like a pointer is but it is aliasing that object by a new name
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meloƞ
(e.g you can change a pointer to point somewhere else but you can't change a reference to reference something else)
yes
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kebs
it doesnt have much info
Add more to it! - tbh I'm not to sure how you could do this the best way
01:58
Its best to open an issue for this so the maintainers can check
01:58
Best to discuss something on GitHub before doing it and it getting declined
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alr ty
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meloƞ
(e.g you can change a pointer to point somewhere else but you can't change a reference to reference something else)
Also pointers can be null and point to nothing and references need to be referencing something valid and can't be null. Also references don't need to be dereferenced
02:00
How can you think they're the same chiller pepe_ew92
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also i find the syntax a little bit cursed because it implies the reference is being assigned a value at declaration when really it is aliasing something until it ceases to exist (edited)
02:01
also passing objects into functions that take references hides that they may change your object because you may assume pass-by-value
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Yeah it's weird
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ws-client BOT 2024-09-01 02:21
<ChillerDragon> ah so you cant reuse references for different things
02:22
<ChillerDragon> @meloƞ i did know about the non null thing thats why i sometimes try to use them because they seem safer. But i thought i can reference different things by reassigning it.
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GitHub BOT 2024-09-01 02:33
https://github.com/user-attachments/assets/5e349b83-cf66-4010-b7d9-95f96a79893e

Checklist

  • [x] Tested the change ingame
  • [x] 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
  • [ ] Tested the change with...
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GitHub BOT 2024-09-01 02:45
The editor prompt always has as a first entry the last action that ran. But this entry should not show up if that action is currently disabled. https://github.com/user-attachments/assets/f0a4a576-9a18-4e61-9b8e-d9ae69ade8ed

Checklist

  • [x] Tested the change ingame
  • [x] 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
  • [ ]...
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ws-client BOT 2024-09-01 03:28
<ChillerDragon> @heinrich5991 are you planning to ever unblock #7777 or do you want to stale me to death -.- There are some prs pending since a while that I am actively waiting for.
03:28
<ChillerDragon> For example https://github.com/ddnet/ddnet/pull/7631 would be cool to use in my downstream projects
This is an alternative approach to #7598 The issue with the linked approach is that it is not flexible enough (the snap is still tied to the race game type). The approach suggested in this MR is te...
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GitHub BOT 2024-09-01 03:41
Most but not all sound creations in CCharacter::FireWeapon have this NOLINT comment. Somehow clang does not get tripped on all of those. But sooner or later it might. I currently got a new error in my downstream fork when tweaking FireWeapon a bit. So I applied the NOLINT comment to ALL occurences in FireWeapon not only the ones that clangd finds at the moment.
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MilkeeyCat 2024-09-01 05:07
Morning
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ws-client BOT 2024-09-01 06:01
<ChillerDragon> normin 0.7 enjoyers and others
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GitHub BOT 2024-09-01 07:23
daad41f Fix editor prompt suggesting disabled last action - ChillerDragon 7951136 Merge pull request #8861 from ChillerDragon/pr_prompt_fix_last_disabled - def-
07:23
e20250c Add quick action "Load Current Map" - ChillerDragon b5c11bc Merge pull request #8857 from ChillerDragon/pr_action_load_current_map - def-
07:28
ed49fef Add quick actions for Show Info Off/Dec/Hex - ChillerDragon 50b0af1 Merge pull request #8858 from ChillerDragon/pr_action_info - def-
07:31
5986ee0 Consistently apply the NOLINT comment for all sounds in FireWeapon - ChillerDragon fcf810c Merge pull request #8862 from ChillerDragon/pr_consistent_nolint_fireweapon - def-
07:35
82ca4bc Use enum instead of magic number in skin color translation - ChillerDragon f2d5b83 Merge pull request #8863 from ChillerDragon/pr_sixup_enum - def-
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GitHub BOT 2024-09-01 07:53
e1cb617 Add quick actions for game tiles - ChillerDragon d4f7280 Merge pull request #8860 from ChillerDragon/pr_action_gametiles - def-
07:55
1d65fff Update Swedish translations for 18.5 - furo321 341e3f6 Merge pull request #8842 from furo321/swedish-18.5 - def-
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GitHub BOT 2024-09-01 08:05
d452bcd Add validation for chat and console command arguments - KebsCS bb3c76a Merge pull request #8834 from KebsCS/pr-command-argument-validation - def-
08:07
ecec1ff Resample to the device playback rate - TsFreddie 30aceda Merge pull request #8820 from TsFreddie/resample - def-
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GitHub BOT 2024-09-01 08:17
I used empty as a placeholder in an earlier pr and forgot to fill it. The text from the button is not the best but I can not come up with anything better. !image

Checklist

  • [x] Tested the change ingame
  • [x] 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 int...
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GitHub BOT 2024-09-01 08:27
https://github.com/user-attachments/assets/ebcd18a0-cb05-4af4-823d-6ef6a4cb75ae The "searching" in the clip does not make much sense since "Toggle Grid" will be the first entry. Which made me realize that there should probably be some smart default ordering of those actions.

Checklist

  • [x] Tested the change ingame
  • [x] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test (especially ba...
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GitHub BOT 2024-09-01 08:54
greensward is not a official teeworlds skin. But it comes pre installed in 4 custom 0.7 clients so the translation will display the correct skin for users of one of those clients:
  • gamer
  • ddnet
  • F-Client
  • ZillyWoods
Or for everyone that has the skin installed manually.

before

This is a official teeworlds 0.7 client with the custom skin greensward manually installed on the left. And a ddnet client (0.6 connection) on the right side on a ddnet server (master branch). ![S...
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GitHub
Click to see attachment 🖼️
denied
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ws-client
not a full diff?
09:39
8b304ca Add quick action "Toggle Grid" - ChillerDragon 0e29602 Merge pull request #8865 from ChillerDragon/pr_action_toggle_grid - def-
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jxsl13
denied
no extra sausage for you. Arguably those clients have way more custom skins in common (I'd guess) of which none are 0.7 official skins.
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GitHub BOT 2024-09-01 09:42
1b8e402 Use same descriptions for game tile actions as the button - ChillerDragon d9b031c Merge pull request #8864 from ChillerDragon/pr_gt_descs - def-
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GitHub BOT 2024-09-01 10:06
From https://github.com/ddnet/ddnet/pull/8864
!image In the screenshot why are some texts smaller? I think the text field should be made wider.
On the small aspect ratio the longest description already gets quite tiny. So there isn't much more space. And I can see how there would be even longer descriptions in the future. ![image](https://github.com/user-attachments/assets/5d4145df-eeb5-41b8-...
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ws-client BOT 2024-09-01 10:10
<ChillerDragon> Yea greyfox would also be another classic candidate. I just dont really care about other skins. If you need another one go pr :p
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Jupstar ✪ 2024-09-01 10:50
wtf chiller
10:50
why is dead more important than score
10:50
what mods do u play where this is the case
10:51
constant scoreboard changes/flickering sound annoying
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ws-client BOT 2024-09-01 10:55
<ChillerDragon> @Jupstar ✪ you only get marked as dead when you can not respawn those is for the last man standing modes there is no flickering
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ws-client
<ChillerDragon> @Jupstar ✪ you only get marked as dead when you can not respawn those is for the last man standing modes there is no flickering
Jupstar ✪ 2024-09-01 10:55
yeah but i had zcatch in mind
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ws-client BOT 2024-09-01 10:55
<ChillerDragon> you want to see who is still alive in that case
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Jupstar ✪ 2024-09-01 10:55
score is more important
10:56
so it's simply a flag?
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ws-client BOT 2024-09-01 10:56
<ChillerDragon> yes in zcatch 0.6 players go to spectators and in proper 0.7 zCatch they stay in the main scoreboard as dead players
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Jupstar ✪ 2024-09-01 10:56
mh ok
10:56
0.7 not designed to end again lol
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ws-client BOT 2024-09-01 10:57
<ChillerDragon> the deadspec mode in 0.7 is pretty cool actually for stuff like zCatch to differentiate between spectators and dead players.
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Jupstar ✪ 2024-09-01 10:57
yea
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ws-client BOT 2024-09-01 10:57
<ChillerDragon> One of the few things thats actually better in 0.7 lol
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Jupstar ✪ 2024-09-01 10:57
but that it changes the scoreboard order is kinda annoying
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ws-client BOT 2024-09-01 10:57
<ChillerDragon> is it?
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Jupstar ✪ 2024-09-01 10:57
yes
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ws-client BOT 2024-09-01 10:58
<ChillerDragon> have you played 0.7 zCatch?
10:58
<ChillerDragon> because i have
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Jupstar ✪ 2024-09-01 10:58
if someone in zcatch has 998 points and is dead he should still be on top
10:58
and not somewhere on the bottom
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ws-client BOT 2024-09-01 10:58
<ChillerDragon> he is top of dead
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Jupstar ✪ 2024-09-01 10:58
and if he is the only dead?
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ws-client BOT 2024-09-01 10:58
<ChillerDragon> but not relevant right now because you want to see how many more tees you need to kill
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Jupstar ✪ 2024-09-01 10:58
that is highlighted differently already
10:58
e.g. less opacity
10:58
or other colors
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ws-client BOT 2024-09-01 10:58
<ChillerDragon> yea but harder to count
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Jupstar ✪ 2024-09-01 10:59
jajaaj
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ws-client BOT 2024-09-01 10:59
<ChillerDragon> isso misso
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Jupstar ✪ 2024-09-01 10:59
our brain doesnt work like that
10:59
we never count
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ws-client BOT 2024-09-01 10:59
<ChillerDragon> go play some jigsaw catch and lemme know how you like it
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Jupstar ✪ 2024-09-01 10:59
alone or what?
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ws-client BOT 2024-09-01 11:00
<ChillerDragon> rude
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Jupstar ✪ 2024-09-01 11:00
sry
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ws-client BOT 2024-09-01 11:00
<ChillerDragon> jiggsel had prime 0.7 zCatch servers i did lots of gaming there in 2020
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Jupstar ✪ 2024-09-01 11:00
zcatch laser was nice. but sadly 8 years ago
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ws-client BOT 2024-09-01 11:00
<ChillerDragon> laser cring
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Jupstar ✪ 2024-09-01 11:00
skillz
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ws-client BOT 2024-09-01 11:00
<ChillerDragon> dude i have the most op laser gameplay patch ever
11:01
<ChillerDragon> found it in some random mode that was online for a week
11:01
<ChillerDragon> REFILL ammo on hit
11:01
<ChillerDragon> its insanely good of instagib laser
11:01
<ChillerDragon> for*
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Jupstar ✪ 2024-09-01 11:01
like instant refill?
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ws-client BOT 2024-09-01 11:01
<ChillerDragon> YES!
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Jupstar ✪ 2024-09-01 11:01
that was discussed on fng many times
11:01
would be way too op xD
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ws-client BOT 2024-09-01 11:01
<ChillerDragon> no
11:01
<ChillerDragon> you need to hit
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Jupstar ✪ 2024-09-01 11:01
100%
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ws-client BOT 2024-09-01 11:02
<ChillerDragon> 1 miss and you go back to reload timer
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Jupstar ✪ 2024-09-01 11:02
yeah but hitting the noobs is too ez xxD
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ws-client BOT 2024-09-01 11:02
<ChillerDragon> yay lerato poggies cloud bashing
11:02
<ChillerDragon> @Jupstar ✪ skill issue for them then
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Jupstar ✪ 2024-09-01 11:03
rude
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ws-client BOT 2024-09-01 11:03
<ChillerDragon> as of right now instagib laser has a skill cap in 1v10 fights
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Jupstar ✪ 2024-09-01 11:03
lmao
11:03
true
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I’m feeling the urge to try nix from watching that video
🤖 1
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ws-client BOT 2024-09-01 11:03
<ChillerDragon> with grenade you can cover your self in an aura of spray nades and ez 1v100
11:03
<ChillerDragon> same in vanilla
11:03
<ChillerDragon> but laser has slow as reload timer and can only hit one tee at a time
11:04
<ChillerDragon> its basically turn based game and every turn kills but if you are alone vs many they turn 10 times while you turn 1 time. So its game over either way.
11:04
<ChillerDragon> 1v1 or fair fights are boring
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Jupstar ✪ 2024-09-01 11:07
independent of cloud. we re-invent the wheel so often. And i am part of that problem 😬
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ws-client
<ChillerDragon> @Jupstar ✪ this is what fng could be like https://www.youtube.com/watch?v=upwyWKzozII&t=107s
Jupstar ✪ 2024-09-01 11:07
since i am ip man, it is already like that for me
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Jupstar ✪
independent of cloud. we re-invent the wheel so often. And i am part of that problem 😬
Reinventing the wheel is cheaper than 1.16 million per year on aws
😂 1
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ws-client BOT 2024-09-01 11:09
<ChillerDragon> @Jupstar ✪ not the timestamp i sent where he fires at multiple at the same time. You can only do the slow start where they line up one by one.
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Jupstar ✪ 2024-09-01 11:09
he also dodges some hits before attacking
11:09
no difference to ultra instinct me
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ws-client BOT 2024-09-01 11:10
<ChillerDragon> ye thats another issue with laser
11:10
<ChillerDragon> you cant dodge
11:10
<ChillerDragon> grenades you can dodge if you have multiple enemies
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Jupstar ✪ 2024-09-01 11:10
you cant
11:10
xd
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ws-client BOT 2024-09-01 11:10
<ChillerDragon> ._.
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Jupstar ✪ 2024-09-01 11:11
you just need the correct OST
11:11
here i help you
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GitHub BOT 2024-09-01 11:18
Closed #8868 !screenshot_2024-09-01_19-16-34

Checklist

  • [x] Tested the change ingame
  • [x] 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...
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Jupstar ✪ 2024-09-01 11:25
i am glad that ddpg solves the sorting issue
11:25
the superior game
11:26
in 20years
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Jupstar ✪
in 20years
4 months peepowaiting
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meloƞ
4 months peepowaiting
Jupstar ✪ 2024-09-01 12:09
actually even less now, i get back to work
12:09
it's 1st sep already
12:09
😭
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KEKW i can write you some boilerplate if you need gigachad
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Jupstar ✪ 2024-09-01 12:12
write the launcher 😘
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use my go launcher 😘
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Jupstar ✪ 2024-09-01 12:22
B
12:22
A
13:41
troll
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⚠️ IMPORTANT DEVELOPER ANNOUNCEMENT ⚠
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zhn
troll
Its a hard coded response by chillers bot to verify it's actually chiller iirc
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Robyt3
yeah, these are ARM and ARM64 only
Consumes an abnormal amount of battery
15:36
Or is it just me?
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Try limiting the client refresh rate in the general settings
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Арсений 😎 2024-09-01 16:22
пр
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How can I download ddnet to my phone?
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defaif
How can I download ddnet to my phone?
Jupstar ✪ 2024-09-01 16:34
this is dev chat not #questions. please remember that next time. Here you can find latest android news: https://discord.com/channels/252358080522747904/1277345584080097320
16:34
iphone is not supported
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it's a pity
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Robyt3
Try limiting the client refresh rate in the general settings
Jupstar ✪ 2024-09-01 16:36
maybe set vsync on default on android?
16:36
i think that also was the case back in the days
16:36
tho vsync sucks xd
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GitHub BOT 2024-09-01 16:56
bb45db8 Update ukrainian.txt - Veydzher 9e88ca5 Update ukrainian.txt - Veydzher a8616ef Merge branch 'ddnet:master' into patch-1 - Veydzher 403c4a4 Update ukrainian.txt - Veydzher 624ac85 Update ukrainian.txt - Veydzher bfc6a15 Merge pull request #8854 from Veydzher/patch-1 - def-
16:59
2a26c1c Put dead players at the bottom of the scoreboard - ChillerDragon e17da38 Merge pull request #8869 from ChillerDragon/pr_fix_dead_order - def-
17:02
See for example screenshots in #8867. Some of the button/action tooltips have the hotkey first while some have it last. Some hotkeys are upper case some are lower case. Some are in round and some in square brackets. I would vote for all hotkeys being lower case and in square brackets. Some tooltips end with a period while others do not. I think all editor tooltips should end with a period since buttons with context menus have additional text appended to the tooltip, which would only fit...
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GitHub BOT 2024-09-01 17:42
closes #8870 keep the style across all tooltip's - every key combination is Uppercase (e.g [Ctrl+Alt+L] in square brackets and ends with a period. !grafik

Checklist

  • [x ] Tested the change ingame
  • [ x] 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 integratio...
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deathgood
⚠️ IMPORTANT DEVELOPER ANNOUNCEMENT ⚠
russians moved to another level, I see (edited)
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Can I ask you a question?
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Jupstar ✪ 2024-09-01 18:16
you can ask many #questions
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MilkeeyCat 2024-09-01 18:17
can I ask if I can ask a question?
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MilkeeyCat
can I ask if I can ask a question?
Jupstar ✪ 2024-09-01 18:17
you can ask me anything honey
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Koll Potato 2024-09-01 18:17
sus
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Jupstar ✪
you can ask many #questions
Okay
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Jupstar ✪
you can ask me anything honey
MilkeeyCat 2024-09-01 18:18
im thinking about adding fixed point numbers to my lang xd
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MilkeeyCat
im thinking about adding fixed point numbers to my lang xd
Jupstar ✪ 2024-09-01 18:18
aimazing
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MilkeeyCat 2024-09-01 18:18
but before that methods for structs
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MilkeeyCat
im thinking about adding fixed point numbers to my lang xd
Let's see what you come up with. Very rare language feature
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Learath2
Let's see what you come up with. Very rare language feature
MilkeeyCat 2024-09-01 18:22
i won't add floats, and everyone will be forced to use fixed point numbers, then this feature won't be that rare santatrollet
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Learath2
Let's see what you come up with. Very rare language feature
MilkeeyCat 2024-09-01 18:24
do you like that c can upcast number types(for example that you can assign variable to type char to int) or you prefer rust way, binary expression can be performed only on operands of the same type?
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MilkeeyCat
do you like that c can upcast number types(for example that you can assign variable to type char to int) or you prefer rust way, binary expression can be performed only on operands of the same type?
I like the "usual arithmetic conversions" and "integer promotions"
18:26
But I'm an old person
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learath may i ask your age range in hexadecimal
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meloƞ
learath may i ask your age range in hexadecimal
I'm simultaneously many different ages
18:28
But I'm mostly 0x50 and 0x12 (edited)
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Learath2
I like the "usual arithmetic conversions" and "integer promotions"
MilkeeyCat 2024-09-01 18:29
So you would like this program to be valid char foo; int bar = foo + 0x45; (edited)
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MilkeeyCat
So you would like this program to be valid char foo; int bar = foo + 0x45; (edited)
Yes. But I'm also very used to it. Perhaps it's better if there has to be explicit casts
18:31
Probably easier to program too
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meloƞ
learath may i ask your age range in hexadecimal
My official age is 0x1A though
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Learath2
My official age is 0x1A though
smash
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meloƞ
smash
I'm sorry I don't have the 🌈 dlc. You'll have to find someone else to smash
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i might be a woman.
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You are not for it'd be paradoxical. If you were a women you'd hate me
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damn...
18:36
sad
18:36
still waiting for approval so i can visit italy
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Pull up. I can buy you some very mediocre Italian beer and we can talk about the merits of C
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damn i need to learn C
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meloƞ
damn i need to learn C
We can also talk about how cool Linus Torvalds and Linux is
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with that i agree
18:42
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meloƞ
nervous
Ok, you can buy your own beer
18:43
i'll bring bavarian beer
18:43
or did you plan on going to a pub
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meloƞ
or did you plan on going to a pub
I was thinking of pub, but we can sit on a sidewalk too if that's more your vibe
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kek - i'm down for whatever
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Learath2
We can also talk about how cool Linus Torvalds and Linux is
god forbid you comment at the end of a line or have more than 3 tabs of indentation
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deathgood
god forbid you comment at the end of a line or have more than 3 tabs of indentation
why on gods earth would you need more than 3 tabs of indentation angy
18:45
(i use single space indentation)
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meloƞ
(i use single space indentation)
You are no longer invited
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if (a > b) return 0; return 1; (edited)
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int main() { std::cout << "Hello, World!" << std::endl; return 0; } (edited)
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Go to jail, do not pass go
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meloƞ
int main() { std::cout << "Hello, World!" << std::endl; return 0; } (edited)
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yeah fuck Mauro fr
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Ƙuroѕío 2024-09-01 18:55
hello, motd shifts text width when using custom fonts, right? DDNet support custom fonts?
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gay couples and implicit math casts? #developer goes brr
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Ƙuroѕío
hello, motd shifts text width when using custom fonts, right? DDNet support custom fonts?
ye
19:05
you have no way to calculate it on server side, only for default dejavusans
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zhn
you have no way to calculate it on server side, only for default dejavusans
Ƙuroѕío 2024-09-01 19:09
it's too much work to implement freetype or something to recognize Width size from DejaVuSans font (in fact, I do not need to recognize it and I found a way out of the situation, the only thing that custom fonts can break the system)
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zhn
you have no way to calculate it on server side, only for default dejavusans
Ƙuroѕío 2024-09-01 19:10
For some reason i couldn't find a font change on the ddnet
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Ƙuroѕío
For some reason i couldn't find a font change on the ddnet
its done manually kekw
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Ƙuroѕío 2024-09-01 19:12
oh lol
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i have custom font on my setup rn, missing a lot of symbols, but it works troll
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Ƙuroѕío 2024-09-01 19:17
do players use custom fonts a lot? (i don't know because not exist as a player in the teeworlds community) kek
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Jupstar ✪ 2024-09-01 19:17
custom fonts are always annoying, since it makes it harder to design UI
19:17
i doubt that is a very common thing generally
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Ƙuroѕío
do players use custom fonts a lot? (i don't know because not exist as a player in the teeworlds community) kek
I do
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Jupstar ✪
i doubt that is a very common thing generally
It's pretty common
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they use cactus with minecraft font
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Ewan
It's pretty common
Jupstar ✪ 2024-09-01 20:00
for example?
20:06
me? idk
20:06
I've seen it in 4-5 other screenshots/vids on this server
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Jupstar ✪ 2024-09-01 20:07
ah i meant it more generally
20:07
it's not very common u can change fonts in games
20:07
or webapps
20:07
or whatever
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uhh... u can change fonts OS-wide and apps are supposed to respect it
20:09
since ddnet doesn't having a custom font mechanism is the least it can do
20:09
even if it's a pain in the ass
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watafak
20:33
__memcpy_avx_unaligned_erms () at ../sysdeps/x86_64/multiarch/memmove-vec-unaligned-erms.S:265 265 VMOVU (%rsi), %VMM(0)
20:34
on ddnet 18.4
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wdym where
20:34
opengl backend...
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#0 __memcpy_avx_unaligned_erms () at ../sysdeps/x86_64/multiarch/memmove-vec-unaligned-erms.S:265 #1 0x00007fff9d8ba861 in memcpy () at /usr/include/bits/string_fortified.h:29 #2 _mesa_glthread_upload () at ../mesa-24.2.1/src/mesa/main/glthread_bufferobj.c:149 #3 0x00007fff9db1bf2d in upload_vertices () at ../mesa-24.2.1/src/mesa/main/glthread_draw.c:264 #4 draw_arrays () at ../mesa-24.2.1/src/mesa/main/glthread_draw.c:447 #5 _mesa_marshal_DrawArrays () at ../mesa-24.2.1/src/mesa/main/glthread_draw.c:1677 #6 0x000055555573dab9 in CCommandProcessorFragment_OpenGL2::Cmd_RenderTileLayer(CCommandBuffer::SCommand_RenderTileLayer const*) () #7 0x000055555573f859 in CCommandProcessorFragment_OpenGL::RunCommand(CCommandBuffer::SCommand const*) () #8 0x0000555555793316 in CCommandProcessor_SDL_GL::RunBuffer(CCommandBuffer*) () #9 0x000055555578e976 in CGraphicsBackend_Threaded::ThreadFunc(void*) () #10 0x0000555555719157 in thread_run(void*) () #11 0x00007ffff37b439d in start_thread (arg=<optimized out>) at pthread_create.c:447 #12 0x00007ffff383949c in __GI___clone3 () at ../sysdeps/unix/sysv/linux/x86_64/clone3.S:78
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zhn
#0 __memcpy_avx_unaligned_erms () at ../sysdeps/x86_64/multiarch/memmove-vec-unaligned-erms.S:265 #1 0x00007fff9d8ba861 in memcpy () at /usr/include/bits/string_fortified.h:29 #2 _mesa_glthread_upload () at ../mesa-24.2.1/src/mesa/main/glthread_bufferobj.c:149 #3 0x00007fff9db1bf2d in upload_vertices () at ../mesa-24.2.1/src/mesa/main/glthread_draw.c:264 #4 draw_arrays () at ../mesa-24.2.1/src/mesa/main/glthread_draw.c:447 #5 _mesa_marshal_DrawArrays () at ../mesa-24.2.1/src/mesa/main/glthread_draw.c:1677 #6 0x000055555573dab9 in CCommandProcessorFragment_OpenGL2::Cmd_RenderTileLayer(CCommandBuffer::SCommand_RenderTileLayer const*) () #7 0x000055555573f859 in CCommandProcessorFragment_OpenGL::RunCommand(CCommandBuffer::SCommand const*) () #8 0x0000555555793316 in CCommandProcessor_SDL_GL::RunBuffer(CCommandBuffer*) () #9 0x000055555578e976 in CGraphicsBackend_Threaded::ThreadFunc(void*) () #10 0x0000555555719157 in thread_run(void*) () #11 0x00007ffff37b439d in start_thread (arg=<optimized out>) at pthread_create.c:447 #12 0x00007ffff383949c in __GI___clone3 () at ../sysdeps/unix/sysv/linux/x86_64/clone3.S:78
Jupstar ✪ 2024-09-01 20:36
tja
20:36
why do you use opengl 2 tho?
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looks fun to debug
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i didn't even choose it xd (edited)
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Jupstar ✪ 2024-09-01 20:36
what
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vulkanh
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Jupstar ✪ 2024-09-01 20:36
u have new laptop
20:36
it has vulkan, opengl3.3
20:36
everything
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it resets gfx backend option if init for one fails
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Jupstar ✪ 2024-09-01 20:39
if u want to debug, show why the driver thinks we want to copy unaligned memory (edited)
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Jupstar ✪
u have new laptop
it set to opengl 3.0.0
20:39
wdym
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Jupstar ✪ 2024-09-01 20:39
i want to know which alignment it wants
20:39
and why we break it
20:39
__memcpy_avx_unaligned_erms
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Jupstar ✪ 2024-09-01 20:42
but be prepared to get depressed
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Jupstar ✪
if u want to debug, show why the driver thinks we want to copy unaligned memory (edited)
how?
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i think 9 times out of 10 this is just memory corruption
20:45
w/e the src ptr passed to the avx memcpy was fukd
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zhn
how?
Jupstar ✪ 2024-09-01 20:45
i dunno, compile mesa with debug symbols? xd
justatest 1
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uninitialized data
20:46
maybe
20:46
ig ubsan checks within ddnet code (edited)
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I'm such a gamer KEKW
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so like is it possible to make the tab function based off of the player closest to you rather than whatever random order its in
21:15
i think it would be more useful than just pressing tab till you find that one player whose name you can't type out
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Jupstar ✪ 2024-09-01 21:17
i assume u mean in chat
21:17
u can press SHIFT + TAB to reverse the order of the function
21:17
then u find the players with unicode chars first
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you'll need to rebind the steam overlay if you play over steam tho
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GitHub BOT 2024-09-01 21:36
a017190 fix inconsistent quickaction labels - BlaiZephyr 1574987 Merge pull request #8871 from BlaiZephyr/fix_inconsistency - def-
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deathgood
so like is it possible to make the tab function based off of the player closest to you rather than whatever random order its in
possible, but i think that would be too confusing if they autocompleted in seemingly random way instead of alphabetically
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if it's a name that i can't type out in the first place it's not really going to help me however the algorithm determines it to be alphabetical
21:43
not like i'd know how the russian alphabet arranges itself that kind of thing
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