



sv_auto_demo_record


2024-09-26 02:30:27 E register/6/ipv4: ERROR: the master server reports that clients can not connect to this server. (edited)








i don't think i care about it enough either, sorry. i'm still doing some other works.


i don't think i care about it enough either, sorry. i'm still doing some other works. 




benefits are a myth anyway


































"Map, Name, Timestamp, Time, Server, " here we say we want to set the colums Timestamp and TimepSqlServer->InsertTimestampAsUtc(), pData->m_Time,pSqlServer->BindString(3, pData->m_aTimestamp);


InsertTimestampAsUtc doesn't print timestamp, it returns "DATETIME(?, 'utc')" string and pSqlServer->BindString(3, pData->m_aTimestamp); code binds to the ? (edited)































i mean mail html are built different. probably need to test everything again








6 digits usually i think







Please --> please, the sentence begins with Hello.
3. Not sure about the term token, I feel like code would be easier to understand for the average user.






































































DDNet
Hello jupjopjap,
*Please use the following token to verify your action:*
|0fa35e5d43c009d173f6c6d7a58591e0 |
/This token is valid for ~15 minutes./
Some footer infomation blah blah something something DDNet
<https://ddnet.org/>
And some other cautionary information maybe




1
1
1
1
1
1
email (in English), lose
















len(re_match["skin_name"]) < 24


len(re_match["skin_name"].encode("utf8")) < 24

































vec2 leaderboardSize = pRect->Size();
static CButtonContainer DemoButtons[AMOUNT_DISPLAYED];
static CButtonContainer GhostButtons[AMOUNT_DISPLAYED];
for (int i = 0; i < AMOUNT_DISPLAYED; i++)
{
CUIRect Row, Demo, Ghost;
pRect->HSplitTop(20.0f, &Row, pRect);
Row.VSplitRight(leaderboardSize.x / 8.0f, &Row, &Demo);
Row.VSplitRight(leaderboardSize.x / 8.0f, &Row, &Ghost);
Row.VSplitRight(leaderboardSize.x / 20.0f, &Row, nullptr);
Demo.Margin(1.0f, &Demo);
Ghost.Margin(1.0f, &Ghost);
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "%d. Player %d", i+1, i);
Ui()->DoLabel(&Row, aBuf, 10.0f, TEXTALIGN_ML);
str_format(aBuf, sizeof(aBuf), "%d.76", i);
Ui()->DoLabel(&Row, aBuf, 10.0f, TEXTALIGN_MR);
if(m_pClient->m_Menus.DoButton_Menu(&DemoButtons[i], Localize("D"), 0, &Demo))
printf("%s", "DEMO!");
if(m_pClient->m_Menus.DoButton_Menu(&GhostButtons[i], Localize("G"), 0, &Ghost))
printf("%s", "GHOST!");
}
If I'm not mistaken my buttons get hot, like when hovering/clicking them they do change color.










vec2 leaderboardSize = pRect->Size();
static CButtonContainer DemoButtons[AMOUNT_DISPLAYED];
static CButtonContainer GhostButtons[AMOUNT_DISPLAYED];
for (int i = 0; i < AMOUNT_DISPLAYED; i++)
{
CUIRect Row, Demo, Ghost;
pRect->HSplitTop(20.0f, &Row, pRect);
Row.VSplitRight(leaderboardSize.x / 8.0f, &Row, &Demo);
Row.VSplitRight(leaderboardSize.x / 8.0f, &Row, &Ghost);
Row.VSplitRight(leaderboardSize.x / 20.0f, &Row, nullptr);
Demo.Margin(1.0f, &Demo);
Ghost.Margin(1.0f, &Ghost);
char aBuf[256];
str_format(aBuf, sizeof(aBuf), "%d. Player %d", i+1, i);
Ui()->DoLabel(&Row, aBuf, 10.0f, TEXTALIGN_ML);
str_format(aBuf, sizeof(aBuf), "%d.76", i);
Ui()->DoLabel(&Row, aBuf, 10.0f, TEXTALIGN_MR);
if(m_pClient->m_Menus.DoButton_Menu(&DemoButtons[i], Localize("D"), 0, &Demo))
printf("%s", "DEMO!");
if(m_pClient->m_Menus.DoButton_Menu(&GhostButtons[i], Localize("G"), 0, &Ghost))
printf("%s", "GHOST!");
}
If I'm not mistaken my buttons get hot, like when hovering/clicking them they do change color. dbg_msg instead of printf if you want the messages to appear in the local console. Is this code in CMenus? If not the UI functions might not work correctly/fully

dbg_msg instead of printf if you want the messages to appear in the local console. Is this code in CMenus? If not the UI functions might not work correctly/fully 
dbg_msg ends up in the terminal and in the local console


dbg_msg is the issueCMenus? If so, you don't need m_pClient->m_Menus. If not, this will probably not work because the UI mouse is not being updated outside of the menus and editor











OnInput and OnCursorMove while the UI is activate in your component. The UI isn't designed to work outside of menus and editor, so I don't know if that's the only issue














Inside check because OnCursorMove isn't routed there








OnInput and OnCursorMove while the UI is activate in your component. The UI isn't designed to work outside of menus and editor, so I don't know if that's the only issue 






CUi for most things though


































DoButton_Menu sounds like it should work in any render context 



CUi should have some statefullness to it to immediately assert out of this case



























ping 1.1














ping 16843009 







































































































urn:pdfsigfilter:bka.gv.at:binaer this looked interesting to me, so maybe there is some filter applied before the hash, which means maybe there is a way to calculate it by hand arduously?































































/home/runner/work/ddnet/ddnet/src/engine/external/glew/GL/glew.h:1205:14: fatal error: GL/glu.h: No such file or directory
1205 | # include <GL/glu.h>

/home/runner/work/ddnet/ddnet/src/engine/external/glew/GL/glew.h:1205:14: fatal error: GL/glu.h: No such file or directory
1205 | # include <GL/glu.h> 







build.yml so I guess we only got it implicitly from another dependency



















git diff upstream/master


















git diff upstream/master 


















git diff upstream/master 


f9df4a85be4ca94ca91057cd447707bcce16fd94








cl_spectator_mouseclicks feature to sometimes switch to players on the opposite side of the map

