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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 2024-09-27 00:00 and 2024-09-28 00:00
00:15
what’s up with you
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ws-client BOT 2024-09-27 01:02
<ChillerDragon> hmm 0.6 skin support for 0.7.6? xd
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sounds good
01:14
don’t 0.6 and 0.7 skins have different dimensions? maybe you could just autodetect skins and store them in the same place
01:14
assuming there aren’t conflicts
03:57
There are two interfaces for score worker data: There is ISqlResult and every class inheriting from it should have the suffix Result Then there is ISqlData and every class inheriting from it should have the suffix Data if it is data that should be written in an INSERT statement. Or Request if it is used to perform a read operation and will be used in a SELECT statament. The convention was mostly established alreay. In this commit the last three classes that broke ...
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Chiller queues up the PRs to submit them all at once lol
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GitHub
Click to see attachment 🖼️
this PR has flakey tests?
04:00
actually seems like tests are just failing for recent PRs
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GitHub BOT 2024-09-27 04:08
``` [1/322] Building C object CMakeFiles/glew.dir/src/engine/external/glew/glew.c.o FAILED: CMakeFiles/glew.dir/src/engine/external/glew/glew.c.o /usr/bin/cc -DGLEW_STATIC -I/home/runner/work/ddnet/ddnet/src/engine/external/glew -g -fdiagnostics-color=always -fstack-protector-strong -fno-exceptions -fsigned-char -Wno-implicit-function-declaration -MD -MT CMakeFiles/glew.dir/src/engine/external/glew/glew.c.o -MF CMakeFiles/glew.dir/src/engine/external/glew/glew.c.o.d -o CMakeFiles/glew.dir...
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chillerdragon BOT 2024-09-27 06:04
I wasn’t home when I made the prs. So no internet to go to gh xd
😃 3
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good morning job havers and others
steamhappy 1
justatest 1
👍🏻 1
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Ryozuki
good morning job havers and others
i go hiking now. ty for ur work brownbear
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Ryozuki
good morning job havers and others
job haters poggers2 (im job haver 😭)
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Gumba
i go hiking now. ty for ur work brownbear
when you're back in Germany we can go hiking one day owo - i would also invite heinrich and fokkonaut, given these two are climbing/bouldering(?) iirc so they might be interested as well (edited)
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already did gigachad
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chillerdragon BOT 2024-09-27 07:29
Climb > Gores
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i dont like gore
07:33
too much gore
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MilkeeyCat 2024-09-27 07:36
https://codersblock.org/multiplayer-fps/part3/ struct Player_Input { bool32 up, down, left, right; }; first time i see bool32 xdd
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is bool32 even a built-in type in c++ ?
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MilkeeyCat 2024-09-27 07:38
i think it's a typedef to u32 or smth
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sounds more like a typdef/enum to me (edited)
07:38
ye
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chillerdragon BOT 2024-09-27 07:43
@Aoe: githubbing pog
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dude comes back after a huge break and decides to become a github influencer and tester - whatachad
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Yeah I don't really play much anymore. Would rather be mapping & testing 😄
07:52
What is a github influencer lmao
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chillerdragon BOT 2024-09-27 07:55
This pull request is sponsored by Raid Shadow Legends!
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Aoe
What is a github influencer lmao
kek it's a meme with chillerdragon's github profile
08:01
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MilkeeyCat 2024-09-27 08:01
131 followers poggers2
realandtrue 1
08:01
justatest
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Chillerdragon why do you still not have the Discord app?
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count the c++ projects now remember chillerdragon didnt know the difference between a pointer and a referencecat_hehe (love you chiller) (edited)
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chillerdragon BOT 2024-09-27 08:02
I don’t like discord
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MilkeeyCat 2024-09-27 08:05
reference is a pointer with some weirdness, change my mind
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use skype instead
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MilkeeyCat 2024-09-27 08:05
also references are trol (edited)
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MilkeeyCat
also references are trol (edited)
how so i like int func(const int &ref) {}; more than int func(int *ref) {}; (personal preference and i dont know why tbh) i also dislike that i have to dereference a pointer if i want to access the value e.g std::cout << *ref << std::endl; (edited)
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chillerdragon BOT 2024-09-27 08:09
std
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meloƞ
how so i like int func(const int &ref) {}; more than int func(int *ref) {}; (personal preference and i dont know why tbh) i also dislike that i have to dereference a pointer if i want to access the value e.g std::cout << *ref << std::endl; (edited)
MilkeeyCat 2024-09-27 08:09
when you look at function call you don't know if it's passed by value or by reference
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chillerdragon
std
sry i'll add using namespace std next time :(
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MilkeeyCat 2024-09-27 08:09
and i got fucked by it many times
08:09
my skill issues probably :\
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chillerdragon BOT 2024-09-27 08:10
using namespace only hides the std
08:10
It’s better to be open about your stds so others know
KEKW 1
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chillerdragon
using namespace only hides the std
i love me some std's...
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MilkeeyCat
when you look at function call you don't know if it's passed by value or by reference
it's called "jump to definition" and it's great!
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chillerdragon BOT 2024-09-27 08:12
The only thing cool in C++ are classes with methods
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MilkeeyCat 2024-09-27 08:12
my reptile brain only looks for & in function calls to know if it's passed by value or not
08:12
chillerdragon: my language has methods on structs 😏
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chillerdragon BOT 2024-09-27 08:13
pog
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meloƞ
how so i like int func(const int &ref) {}; more than int func(int *ref) {}; (personal preference and i dont know why tbh) i also dislike that i have to dereference a pointer if i want to access the value e.g std::cout << *ref << std::endl; (edited)
references can't be null aka. will always point to some memory. is 8bytes just as a pointer on 64bit systems
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ah true, pointers always have to be initialized or they contain fancy garbage
08:31
how can i silence clang_tidy in vsc? this is highly annoying
08:32
espacially because it's not shown as a suggestion but an error kekw
08:33
ms_Binder (edited)
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ms_MBinder
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Why are you not naming correctly
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meloƞ
ms_MBinder
no
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ms_Binder (edited)
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NVRM: loading NVIDIA UNIX Open Kernel Module for x86_64 560.35.03 Release Build (portage@localhost) Fri Sep 27 08:43:42 AM CEST 2024
08:39
im trying the latest nividia open kernel module
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GitHub BOT 2024-09-27 08:41

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 out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssan...
09:00
@Learath2 @Jupstar ✪ https://github.com/rustls/ktls
Safer wrappers over ktls-sys. Contribute to rustls/ktls development by creating an account on GitHub.
09:00
higher-level, safe wrappers over kTLS
09:00
kTLS lets the kernel (and, in turn, any network interface that supports it) take care of encryption, framing, etc., for the entire duration of a TLS connection... as soon as you have a TLS connection. For the handshake itself (hellos, change cipher, encrypted extensions, certificate verification, etc.), you still have to use a userland TLS implementation.
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GitHub BOT 2024-09-27 09:07
7180ef1 Fix glew CI error - ChillerDragon de8639c Merge pull request #9051 from ChillerDragon/pr_glu - Robyt3
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ws-client BOT 2024-09-27 09:28
<ChillerDragon> i got dropped from 176.9.114.238:8341 and cant reconnect can anyone reproduce?
09:28
<ChillerDragon> i can connect to other ger2 servers just fine
09:30
<ChillerDragon> ok im back in after 3 minutes
09:30
<ChillerDragon> weird
09:31
<ChillerDragon> woah seems like my route to germany is really bad
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cyberfighter 2 2024-09-27 09:31
chiller
09:32
did you like just randomly timeout from the server
09:32
i have issues like that too
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ws-client BOT 2024-09-27 09:32
<ChillerDragon> yea while staying connected to another one at the same time
09:32
<ChillerDragon> i blame the country im in
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cyberfighter 2 2024-09-27 09:32
i have to restart my game to rejoin
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ws-client BOT 2024-09-27 09:32
<ChillerDragon> im 200 ping away on a fakin island so i guess the bamboo routing drops me sometimes
09:33
<ChillerDragon> i didnt have to restart just wait 4 minutes
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cyberfighter 2 2024-09-27 09:33
i had to wait until my tee disconnected
09:33
if i didnt restart
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ws-client BOT 2024-09-27 09:34
<ChillerDragon> i have a fixed cl_port not sure how much a restart would do
09:35
<ChillerDragon> lmao all GER2 servers with 14 and less players work all with more players i can not connect to xd
09:35
<ChillerDragon> i miss germany
09:37
<ChillerDragon> ok nvm its not the player count its just only a few servers that work. Its weird because its the same ip. So it shouldnt be routing right?
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You need to set cl_port to 0 if you want to avoid this, it's a firewall thing
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ws-client BOT 2024-09-27 10:57
<ChillerDragon> ger2 has a firewall?
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at least on ger10
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ws-client BOT 2024-09-27 10:57
<ChillerDragon> yea i never had issues with the fixed port in germany but good to know that it might happen
10:58
<ChillerDragon> when return to ddnet development fokko?
10:58
<ChillerDragon> i need those 128 players
11:01
<ChillerDragon> bru gh collapses similar comments from different people xd
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GitHub BOT 2024-09-27 11:21
b18073a Minor improvement of I/O functions documentation - Robyt3 1021fdf Consistently order I/O functions declarations and definitions - Robyt3 2f72eed Merge pull request #9046 from Robyt3/Base-IO-Functions-Documentation-Order - def-
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GitHub BOT 2024-09-27 11:31
2646de0 Fix SpectateClosest switching to random player - KebsCS 205a708 Merge pull request #9048 from KebsCS/pr-fix-spectate-closest - def-
11:33
f2ec87d Remove unused m_ClientId from score worker - ChillerDragon 0628f74 Merge pull request #9049 from ChillerDragon/pr_rm_unused_sql_clientid - def-
11:36
xd
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GitHub BOT 2024-09-27 11:39
82af705 Cleanup sql worker request/result naming convention - ChillerDragon 2a64dac Merge pull request #9050 from ChillerDragon/pr_sql_convention - def-
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im doing something like https://en.wikipedia.org/wiki/Fantasy_video_game_console but for a CPU/system
A fantasy video game console (or simply fantasy console) is an emulator for a fictitious video game console. In short, it aims to create the experience of retrogaming without the need to emulate a real console, allowing the developer to freely decide what specifications their fictional hardware will have. One popular example of a fantasy console...
12:40
im calling it edux
12:41
i got a assembler for a custom assembly to compile to the custom ISA and a VM to execute that
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ws-client BOT 2024-09-27 12:44
<ChillerDragon> nice i think my github bot works xd. @deen fyi you can now comment "rebase" on my prs and my bot should force push a rebase within 15 minutes.
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ws-client
<ChillerDragon> nice i think my github bot works xd. @deen fyi you can now comment "rebase" on my prs and my bot should force push a rebase within 15 minutes.
that's ... really cool!, can you share the link?
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ws-client BOT 2024-09-27 12:47
<ChillerDragon> oh shiet i discovered a flaw it will not remember what it rebased xd
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ws-client BOT 2024-09-27 12:47
Hello I am bob the rebase bot. Contribute to ChillerDragon/rebase-bob development by creating an account on GitHub.
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MilkeeyCat 2024-09-27 12:47
chillerdragon: is it at least written in assembly?
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ws-client BOT 2024-09-27 12:47
<ChillerDragon> in posix shell like all my github bots xd
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MilkeeyCat 2024-09-27 12:47
too bad
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MilkeeyCat
too bad
rewrite it in assembly!
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MilkeeyCat 2024-09-27 12:48
nop
12:48
i don't have a free few weeks
12:48
id rather hit my head against the wall trying to fix compiler (edited)
KEKW 1
13:05
apparently this is the COBOL of russia used in banks?
13:05
xD
13:06
russian accounting firms operate on a programming language that's entirely in russian, it's horrible and no one wants to learn it, yet there's always a market for it
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MilkeeyCat 2024-09-27 13:07
chillerdragon: write tw client in 1c
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Ryozuki
apparently this is the COBOL of russia used in banks?
no
13:08
only by very very old retail businesses
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According to a 2014 IDC study, 1C:Enterprise occupies a third of the Russian enterprise software market, second to SAP's 49 percent
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zhn
only by very very old retail businesses
aka russian accounting firms
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ws-client BOT 2024-09-27 13:08
<ChillerDragon> whats "1c"
13:09
<ChillerDragon> new C killer?
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the russian programming lang used in old places
13:09
nah this shit is old
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Ryozuki
According to a 2014 IDC study, 1C:Enterprise occupies a third of the Russian enterprise software market, second to SAP's 49 percent
10 yo study x)
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Ryozuki
aka russian accounting firms
ye
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Ryozuki
the russian programming lang used in old places
their support sucks, their framework sucks
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you just need to understand russian tho (edited)
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they would die immediately if all businesses refused to support this legacy shit
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heinrich5991 2024-09-27 13:14
looks like pascal in russian
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Jupstar ✪ 2024-09-27 13:14
chiller diller
13:15
it's tomorrow already
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ws-client BOT 2024-09-27 13:15
<ChillerDragon> oh right
13:15
<ChillerDragon> i forgot
13:15
<ChillerDragon> too late alr
13:15
<ChillerDragon> but im whitelisted ye?
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Jupstar ✪ 2024-09-27 13:16
yeah but i need to upload cur src
13:16
if u want to seriously test i can do that
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ws-client BOT 2024-09-27 13:16
<ChillerDragon> ye dont worry
13:16
<ChillerDragon> i got to bed anyways now no new things now
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Jupstar ✪ 2024-09-27 13:16
ok, tomorrow i am not here
13:16
so if u want sunday, ping me (edited)
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ws-client BOT 2024-09-27 13:16
<ChillerDragon> oke
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@Jupstar ✪ what u talking about here?
13:34
whitelisted for?
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Ryozuki
@Jupstar ✪ what u talking about here?
Jupstar ✪ 2024-09-27 13:39
he wants to test the client integration of logging_into/creating accounts
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im building dd-pg
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Jupstar ✪ 2024-09-27 13:39
lmao
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@Jupstar ✪ im checking the source code
13:40
damn u did smth big
13:40
xD
13:41
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Jupstar ✪ 2024-09-27 13:41
lmao @Teero wanted smaller tee collisions
13:41
so this isnt really a bug, just some random test
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i love the egui gui xd
13:42
it says like 5k fps
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Jupstar ✪ 2024-09-27 13:42
is that a release build?
13:42
cargo +nightly build --release
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Jupstar ✪ 2024-09-27 13:42
mh k, melons super computer had like 9k
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fps is top right right
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Jupstar ✪ 2024-09-27 13:42
yeah
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idk its like fixed on 5k-6k
13:43
when i esc it goes to 144fps, is the menu vsync forced? xd
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Jupstar ✪
lmao @Teero wanted smaller tee collisions
i found what i actually wanted to do btw
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Ryozuki
when i esc it goes to 144fps, is the menu vsync forced? xd
Jupstar ✪ 2024-09-27 13:44
the menu has capped fps
13:44
refresh rate of your monitor
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@Jupstar ✪ do u think using nvidia open kernel changes smth
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Ryozuki
@Jupstar ✪ do u think using nvidia open kernel changes smth
Jupstar ✪ 2024-09-27 13:44
i don't think so 😄
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Teero
i found what i actually wanted to do btw
this. someone made the map actually 2x
13:44
it would be cool to be able to integrate that
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❯ ./target/release/ddnet-playground [2024-09-27T13:40:59Z INFO fs] Found config dir in "/home/edgar/.config/ddnet" [2024-09-27T13:40:59Z INFO fs] Found config dir in "/home/edgar/.config/ddnet" [2024-09-27T13:40:59Z WARN winit::platform_impl::linux::x11::xdisplay] error setting XSETTINGS; Xft options won't reload automatically [2024-09-27T13:40:59Z WARN thread_priority] Couldn't set the priority for the thread with Rust Thread ID ThreadId(45) named Some("backend-thread"): OS(13) [2024-09-27T13:40:59Z INFO winit::platform_impl::linux::x11::window] Guessed window scale factor: 1 [2024-09-27T13:40:59Z INFO graphics_backend::backends::vulkan::phy_device] Vulkan 1.3.280 (driver: 560.35.3.0), NVIDIA [2024-09-27T13:40:59Z INFO fs-watch] could not watch directory/file: No such file or directory (os error 2) connect time cl: 6665068186 [2024-09-27T13:41:06Z INFO ddnet_playground::client::game] loading map: linear [2024-09-27T13:41:07Z INFO fs-watch] could not watch directory/file: No such file or directory (os error 2) wasm log msg: WARN-sql: failed to prepare setup for sqls: not implemented for the dummy database in twgame:718 wasm log msg: WARN-sql: failed to prepare setup for sqls: not implemented for the dummy database in twgame:718 [2024-09-27T13:41:45Z INFO fs-watch] could not stop watching directory/file: No watch was found. about ["/home/edgar/.config/ddnet/mods/render"] wasm log msg: WARN-sql: failed to prepare setup for sqls: not implemented for the dummy database in twgame:718 connect time cl: 58687199188 [2024-09-27T13:41:58Z INFO ddnet_playground::client::game] loading map: ctf5 [2024-09-27T13:41:58Z INFO fs-watch] could not watch directory/file: No such file or directory (os error 2) [2024-09-27T13:44:03Z INFO fs-watch] could not stop watching directory/file: No watch was found. about ["/home/edgar/.config/ddnet/mods/render"] [2024-09-27T13:44:03Z INFO fs-watch] could not stop watching directory/file: No watch was found. about ["/home/edgar/.config/ddnet/mods/ui"] [2024-09-27T13:44:03Z INFO sound_backend::backend_thread] sounds backend thread exited: sending on a closed channel disabled backtrace [2024-09-27T13:44:03Z INFO graphics_backend::backend_thread] graphics backend thread exited: sending on a closed channel
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Jupstar ✪ 2024-09-27 13:45
yeah
13:45
if u closed the client normally that is expected log
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ah i love it xDD
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why lto false?
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Jupstar ✪ 2024-09-27 13:46
bcs code-units costs like 30s extra compile time and lto like 5 minutes xD
13:46
that build is already insanely slow
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@Jupstar ✪ what gpu melon has?
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Jupstar ✪ 2024-09-27 13:52
rx 7900xtx
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from btop and nvtop my gpu is at 100% and my cpu at 3%
13:52
i have a 3080
13:52
why dont you just ping me
13:52
why jupsti
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well its normal, the bottleneck should be the gpu
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6k fps not bad
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Jupstar ✪ 2024-09-27 13:53
compare it to normal ddnet on linear
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im a madman and ill do a lto build with std included
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Jupstar ✪ 2024-09-27 13:53
@Ryozuki what i'd actually find interesting is, if you press f1 -> dbg.bench true -> quit -> start client and show the log of the terminal then
13:53
that shows how much time is spent in some stuff
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make integrated flamegraph
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what is tract-core
13:54
why is there some inference ai thing in dd-pg xd
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Ryozuki
what is tract-core
Jupstar ✪ 2024-09-27 13:55
xDD
13:55
it's for the noise cancellor for proximity chat
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epic
13:55
ddnet ai powered
13:55
ok its linking the final binary
13:55
lto ftw
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Jupstar ✪ 2024-09-27 13:55
Noise supression using deep filtering. Contribute to Rikorose/DeepFilterNet development by creating an account on GitHub.
13:55
made in germany
13:55
😏
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Jupstar ✪ 2024-09-27 13:55
apparently it's as good as the AI thing discord uses
13:55
quite impressive
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still building...
13:59
i guess lto is single threaded
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heinrich5991 2024-09-27 13:59
there's thin-lto which is a lot faster IIRC
13:59
and produces similar results
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i want the max
13:59
oh its done
13:59
6 mins only
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Ryozuki
i guess lto is single threaded
Jupstar ✪ 2024-09-27 14:00
with mold it should be multi threaded i think at least to a certain extend
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ws-client BOT 2024-09-27 14:00
<ChillerDragon> wat was the build command again?
14:00
<ChillerDragon> just cargo build and cargorun?
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Jupstar ✪ 2024-09-27 14:00
lto is esp good for dead code elimination, so maybe lto-thin is worth a try
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cargo +nightly build --release -Z build-std=panic_abort,std --target x86_64-unknown-linux-gnu
14:00
./target/x86_64-unknown-linux-gnu/release/ddnet-playground
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ws-client BOT 2024-09-27 14:00
<ChillerDragon> watafak xd
14:00
<ChillerDragon> so complicated
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Jupstar ✪ 2024-09-27 14:00
cargo +nightly run --release
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ws-client BOT 2024-09-27 14:01
<ChillerDragon> i dont think i have enough disk space for this
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with -Z build-std=panic_abort,std it builds the std with the local cpu features
14:01
avx512
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Jupstar ✪ 2024-09-27 14:01
what ryo is doing is, that he hopes to get more fps. but sadly it won't do so
14:01
xd
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i get same fps xd
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Jupstar ✪
@Ryozuki what i'd actually find interesting is, if you press f1 -> dbg.bench true -> quit -> start client and show the log of the terminal then
Jupstar ✪ 2024-09-27 14:02
@Ryozuki do this
14:02
i want to know
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i get 4k fps in ddnet client
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Jupstar ✪ 2024-09-27 14:03
epyc rust moment
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do i join a server?
14:03
or just quit
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Jupstar ✪ 2024-09-27 14:03
quit
14:03
start client
14:03
quit
14:03
xd
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Jupstar ✪ 2024-09-27 14:03
"creating vk logical device took 0.11s / 109ms / 207ms global"
14:04
nvidia drivers
14:04
on windows this step also takes insanely long
14:04
with radv it takes like 20ms
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ws-client BOT 2024-09-27 14:04
<ChillerDragon> yea its too late to clone this big ass repo with 70 KiB/s
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ws-client BOT 2024-09-27 14:04
<ChillerDragon> and boom it finished?
14:04
<ChillerDragon> xd
14:05
<ChillerDragon> my connection is random af
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Jupstar ✪ 2024-09-27 14:05
@Ryozuki u on linux i assume?
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gentoo ye
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Jupstar ✪ 2024-09-27 14:05
why does sound take so long for u
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hmm idk
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ws-client BOT 2024-09-27 14:05
<ChillerDragon> cargo run gives me SSL errors gg
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i use pipewire
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Jupstar ✪ 2024-09-27 14:05
i have so much better results xd
14:06
my pc is slower than yours btw
14:06
normally
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sound took 0.03s / 25ms / 35ms global
14:06
on a second rerun
14:06
looks a bit bittle
14:06
creating vk logical device took 0.11s / 111ms / 196ms global
14:06
this seems same
14:06
xd
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Jupstar ✪ 2024-09-27 14:07
also a lot
14:07
mine takes half the time
14:07
nvidia drivers bloated
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do u use pipewire?
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Jupstar ✪ 2024-09-27 14:07
lol
14:07
yes
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oh is sound nvidia too?
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Jupstar ✪ 2024-09-27 14:07
only if u use hdmi
14:08
or the nvidia drivers init sound regardless
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ur initializing the event loop took 0.04s / 40ms / 40ms global vs mine initializing the event loop took 0.01s / 8ms / 8ms global
14:08
lel
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Jupstar ✪ 2024-09-27 14:08
😏
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(mine is faster)
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Jupstar ✪ 2024-09-27 14:08
that is basically the x11 window
14:08
i bet kde is simply slow in that xD
14:09
anyway its epic ddnet in rust
14:09
dd-pg on  test_force_pushed_updates [!] is 📦 v0.1.0 via 🦀 v1.81.0 took 2s ❯ du -sh 15G .
14:09
this has like 2 builds xd
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Jupstar ✪ 2024-09-27 14:09
😬
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❯ du -sh target/* 4.0K target/CACHEDIR.TAG 6.8G target/debug 3.8G target/release 3.5G target/x86_64-unknown-linux-gnu
14:10
last is lto
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Jupstar ✪ 2024-09-27 14:10
now u understand why i also clean like 200GB when i do cargo clean
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ws-client BOT 2024-09-27 14:10
<ChillerDragon> ok nvm i have 6GB left on my drive
14:10
<ChillerDragon> i dont think i will do it on sunday xd i got so many network issues anyways
14:10
<ChillerDragon> guess ill sign up from germany then
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.rwxr-xr-x 112M edgar 27 Sep 15:59 ddnet-playground
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Jupstar ✪ 2024-09-27 14:11
chiller stop complain and do it now
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not bad 112mb
14:11
xdddd
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Jupstar ✪ 2024-09-27 14:11
then i can finally close the acc server xD
14:11
@Ryozuki with lto?
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Jupstar ✪ 2024-09-27 14:11
uff
14:11
stripped?
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124M without lto (edited)
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Jupstar ✪ 2024-09-27 14:11
xd
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ws-client BOT 2024-09-27 14:11
<ChillerDragon> jopsti u cant imagine how borked my internet is i gotta wait decades for basic stuff
14:11
<ChillerDragon> also i just dont have the disk space xd
14:11
100M stripped
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Jupstar ✪ 2024-09-27 14:11
just delete some ddnet build
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Ryozuki
100M stripped
Jupstar ✪ 2024-09-27 14:12
ok xD
14:12
well everything static linked
14:12
its like bundling sdl
14:12
❯ ldd ddnet-playground linux-vdso.so.1 (0x00007f65dd7ae000) libopus.so.0 => /usr/lib64/libopus.so.0 (0x00007f65d7767000) libwayland-client.so.0 => /usr/lib64/libwayland-client.so.0 (0x00007f65d7757000) libasound.so.2 => /usr/lib64/libasound.so.2 (0x00007f65d7668000) libgcc_s.so.1 => /usr/lib/gcc/x86_64-pc-linux-gnu/13/libgcc_s.so.1 (0x00007f65d7642000) libm.so.6 => /lib64/libm.so.6 (0x00007f65d7593000) libc.so.6 => /lib64/libc.so.6 (0x00007f65d73d2000) libffi.so.8 => /usr/lib64/libffi.so.8 (0x00007f65d73c5000) /lib64/ld-linux-x86-64.so.2 (0x00007f65dd7b0000)
14:13
ddnet for reference
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Jupstar ✪ 2024-09-27 14:14
it uses winit
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i know
14:14
i wonder if its cuz gentoo it links so much stuff
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Teero
this. someone made the map actually 2x
twmap-edit was probably used here, you can multiply the size of maps by any positive integer factor with it :)
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Ryozuki
ddnet for reference
heinrich5991 2024-09-27 14:18
try only listing direct dependencies
14:18
same for ddnet-pg
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how?
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Jupstar ✪ 2024-09-27 14:18
objdump -p <name>
14:19
i think xd
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heinrich5991 2024-09-27 14:19
objdump -p <EXECUTABLE> | grep NEEDED
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dd-pg: NEEDED libopus.so.0 NEEDED libwayland-client.so.0 NEEDED libasound.so.2 NEEDED libgcc_s.so.1 NEEDED libm.so.6 NEEDED libc.so.6 ddnet NEEDED libfreetype.so.6 NEEDED libGLEW.so.2.2 NEEDED libpng16.so.16 NEEDED libz.so.1 NEEDED libSDL2-2.0.so.0 NEEDED libwavpack.so.1 NEEDED libavformat.so.60 NEEDED libavcodec.so.60 NEEDED libavutil.so.58 NEEDED libswscale.so.7 NEEDED libswresample.so.4 NEEDED libopusfile.so.0 NEEDED libvulkan.so.1 NEEDED libGL.so.1 NEEDED libnotify.so.4 NEEDED libgobject-2.0.so.0 NEEDED libcrypto.so.3 NEEDED libcurl.so.4 NEEDED libsqlite3.so.0 NEEDED libstdc++.so.6 NEEDED libm.so.6 NEEDED libgcc_s.so.1 NEEDED libc.so.6 NEEDED ld-linux-x86-64.so.2
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heinrich5991 2024-09-27 14:20
yea, that looks more like it
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GitHub BOT 2024-09-27 14:21
https://github.com/user-attachments/assets/1d781cb0-67eb-45fc-acf0-c21e838ee6d8

Checklist

  • [x] Tested the change ingame
  • [x] Provided screenshots if it is a visual change
  • [x] 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 cha...
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Jupstar ✪ 2024-09-27 14:22
wow ddnet has so few deps
14:22
quite impressive actually
14:23
if we'd count deps that i added in cargo.toml files. that would be like 10 times as much xD
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same 😅
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Jupstar ✪
quite impressive actually
2 factors contributed to this:
  • matricks kept it minimal and every maintainer since then has paid attention to not add any deps unless necessary
  • It's so annoying to add new libs with our current setup and C++ in general
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Learath2
2 factors contributed to this:
  • matricks kept it minimal and every maintainer since then has paid attention to not add any deps unless necessary
  • It's so annoying to add new libs with our current setup and C++ in general
Jupstar ✪ 2024-09-27 15:02
yeah, esp the second always kills me 😄
15:02
esp on windows
15:02
😬
15:05
well i hope i can remove some stuff, and improve build times a bit
15:05
on the other hand side, all these massive libs are just so powerful and easy to use
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Jupstar ✪
well i hope i can remove some stuff, and improve build times a bit
Well in exchange for long build times you technically get a more optimal binary
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Jupstar ✪ 2024-09-27 15:07
yeah i honestly wonder why dd-pg performs so good
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doick манiпулятор 2024-09-27 15:07
who ask
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Jupstar ✪ 2024-09-27 15:07
it has more FPS than ddnet on twgame, which is a wasm module
15:07
so WASM beats native
15:07
rip
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Jupstar ✪
yeah i honestly wonder why dd-pg performs so good
Well you wrote dd-pg from scratch what we have is a mess that grew naturally
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some people concern me...
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doick манiпулятор 2024-09-27 15:09
thank me to my countributioin
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Learath2
Well you wrote dd-pg from scratch what we have is a mess that grew naturally
Jupstar ✪ 2024-09-27 15:09
sure, but i use lots of hashmaps, and with wasm lots of heap allocs and all this shit that should be slow xd
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Can you go contribute somewhere else?
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doick манiпулятор
thank me to my countributioin
Jupstar ✪ 2024-09-27 15:09
thanks senpai
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Jupstar ✪
sure, but i use lots of hashmaps, and with wasm lots of heap allocs and all this shit that should be slow xd
Heap allocs and hashmaps and stuff have constant overhead. Our mess has linear and polynomial performance
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Jupstar ✪ 2024-09-27 15:11
oh yeah true, i think i didnt purposely ever added linear searches or similar
15:11
maybe in the UI
15:11
but not in the game
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there will never be enough linear
pepeW 2
😎 1
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azandreu
there will never be enough linear
wait till Linear² comes up
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If you allocate on the heap, once, it's not really much worse than a stack allocation. If your hashmaps allow constant time lookups whatever overhead there is to using them is most definitely much less than the performance penalty of an O(n^2) lookup 😄
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Jupstar ✪ 2024-09-27 15:13
if you fill the memory you allocate, heap allocs are very close
15:13
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This is allocation cost, right? It shouldn't matter if you are allocating once or twice. Only on the hot path should this matter. It also depends a lot on the allocator
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Jupstar ✪ 2024-09-27 15:16
it also depends on the size
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Jupstar ✪
Click to see attachment 🖼️
This graph isn't too too useful imo. The linear cost of filling the memory obviously dominates. Which should be almost exactly the same for both heap and stack allocations
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Jupstar ✪ 2024-09-27 15:17
all i can say is that with WASM modules for physics it must allocate every frame rn, bcs i cannot deserialize into an existing buffer yet
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Jupstar ✪
all i can say is that with WASM modules for physics it must allocate every frame rn, bcs i cannot deserialize into an existing buffer yet
Ah, I guess that would be a decent improvement. Why is it not possible yet?
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Learath2
Ah, I guess that would be a decent improvement. Why is it not possible yet?
Jupstar ✪ 2024-09-27 15:19
it's the vec in vec problem. I'd need to almost write a custom serde deserializer
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buffer = vec<vec>
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Jupstar ✪ 2024-09-27 15:20
if u have a vec of vecs, then the inner vecs get destructed if u clear the outer one
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Learath2
Ah, I guess that would be a decent improvement. Why is it not possible yet?
Jupstar ✪ 2024-09-27 15:21
The thing is, it won't improve performance
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is that a rust thing?
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Jupstar ✪ 2024-09-27 15:21
i tried native twgame module, the heap allocs are simply negatible
15:22
the sentence "benchmark your app to find bottlenecks" is just so true
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Jupstar ✪
The thing is, it won't improve performance
Probably not. Heap allocs are tiiiny overheads with modern arena allocators
15:22
Unless you are doing millions of them, or you are in the 90s and you use an allocator that calls sbrk on every malloc
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Jupstar ✪ 2024-09-27 15:23
we as humans are always super hysterical about heap allocs, or linear searched or hashmaps or whatever. But if they are actually the bottleneck is hard to say 😄
15:23
The hot path is also not the hot path. There is always even hotter paths xD (edited)
15:23
optimizing float_to_int in the game physics for example was worth it
15:23
even tho it does nothing than converting floats to ints xD
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Jupstar ✪
we as humans are always super hysterical about heap allocs, or linear searched or hashmaps or whatever. But if they are actually the bottleneck is hard to say 😄
Well ddnet is living proof that O(n^2) algorithms can be used just fine
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Learath2
Well ddnet is living proof that O(n^2) algorithms can be used just fine
Jupstar ✪ 2024-09-27 15:24
true 😄
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I should do another perf on a full server to see if there is anything low hanging
15:25
Iirc antibot is the biggest cost rn, but I don't know it good enough to mess with it
15:25
And noby has a very special way he writes code
justatest 1
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hi can someone review my PR please https://github.com/ddnet/ddnet/pull/9047
15:28
i changed it from draft to ready for review
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timakro
hi can someone review my PR please https://github.com/ddnet/ddnet/pull/9047
Sounds very scary. I'll take a look 🙃
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thx :)
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timakro
hi can someone review my PR please https://github.com/ddnet/ddnet/pull/9047
i chcecked before and i dont think we need star in hud
15:29
you already type /team /practice /invincible to get it so you wont just get it by accident
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/invincible toggles so i thought it might be useful, but i see your point (edited)
15:29
up for discussion
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just chat message "You are now invincible: immune to freeze,kill tiles etc" would be sufficient i think
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We want to move away from server messages being indicators for stuff as much as possible
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Jupstar ✪
Click to see attachment 🖼️
NOT THE GRAPHS AGAIN
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meloƞ
NOT THE GRAPHS AGAIN
Jupstar ✪ 2024-09-27 15:30
they are the best i have
KEKW 1
15:30
i always use them now
15:31
i post them once per month until someone gives me better ones
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Learath2
We want to move away from server messages being indicators for stuff as much as possible
yea but taking space in hud and hud image for something that would be used once a while isnt good imo
15:32
and its a chat command so confirmation message makes sense
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@timakro do u need a hud icon?
15:33
invincible tees should have enchantment glow from minecraft that would be sick
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no i don't need it
15:33
yes that would be the best because it would tell you AND other players that you are invincible
15:33
not sure how to implement it though
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kebs
yea but taking space in hud and hud image for something that would be used once a while isnt good imo
It shouldn't take up space in the hud if it's not on. We can always make the hud image larger, clients crop to the size they need so older clients wouldn't be broken
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timakro
no i don't need it
i meant
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Learath2
It shouldn't take up space in the hud if it's not on. We can always make the hud image larger, clients crop to the size they need so older clients wouldn't be broken
i like chat message more 🙂 (edited)
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timakro
not sure how to implement it though
You ask @Jupstar ✪ and hope he is in a good mood and is willing to help
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oh the yellow hud icon is nice
15:35
not the rainbow though
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i think even the yellow doesn't perfectly fit with the other icons tbh
15:35
but this is the pinnacle of my graphic design skills
15:35
also let's hope nintendo does not sue...
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can't we add support for multiple nameplate icons in space of the strong/ weak hook area?
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timakro
not sure how to implement it though
search for you are now in solo part string something like that
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and have a ⭐️ there too
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and -1 sends for all clients
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kebs
search for you are now in solo part string something like that
i'm talking about minecraft enchanted item sheen
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ah alr
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Jupstar ✪
sure, but i use lots of hashmaps, and with wasm lots of heap allocs and all this shit that should be slow xd
i think its possible to do a SmolMap, a hashmap that is initially stack allocated
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louis
can't we add support for multiple nameplate icons in space of the strong/ weak hook area?
i didn't even know you could see strong/weak hook now. how to enable it?
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like smolstr
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hi ryo ^^
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timakro
i didn't even know you could see strong/weak hook now. how to enable it?
appearance>name plate
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louis
can't we add support for multiple nameplate icons in space of the strong/ weak hook area?
Isn't this display a debug only feature? It's really not the best idea to have the only display of a feature be in debug
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Learath2
You ask @Jupstar ✪ and hope he is in a good mood and is willing to help
Jupstar ✪ 2024-09-27 15:38
i dont even understand the request after reading it 5 times
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Jupstar ✪
i dont even understand the request after reading it 5 times
How to make tee glow like minecraft enchanted items glow?
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Jupstar ✪
the sentence "benchmark your app to find bottlenecks" is just so true
indeed, dont optimize prematurely, do flamegraphs and profile
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Learath2
How to make tee glow like minecraft enchanted items glow?
Jupstar ✪ 2024-09-27 15:40
oh, we'd need uv-animations
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@Jupstar ✪ btw in rust u can use cargo flamegraph
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Jupstar ✪ 2024-09-27 15:41
i think they simply move the texture coordinates
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Ryozuki
@Jupstar ✪ btw in rust u can use cargo flamegraph
Jupstar ✪ 2024-09-27 15:41
i know
15:41
i often use it
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also in rust u can also use this https://github.com/mstange/samply
Command-line sampling profiler for macOS and Linux - mstange/samply
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Jupstar ✪ 2024-09-27 15:41
it's epyc
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it makes perf stats in firefox profiler format
15:41
its dope
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Jupstar ✪ 2024-09-27 15:41
ok
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try it
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Ryozuki
indeed, dont optimize prematurely, do flamegraphs and profile
Also don't code like you have no brain wrinkles
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firefox profiler shows flamegraphs too
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Don't optimize early but don't write a brute force algorithm because it's quicker and we must deploy
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Learath2
Also don't code like you have no brain wrinkles
yeah, but by not optimizing prematurely i mean if something that u dont know will improve perfomance and takes like a lot of effort u should first check if its relevant
this 1
15:42
which often do take a lot of effort
15:43
ofc u shouldnt add bubble sort
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I'd have thought you'd need to render the entire tee (body, eyes, feet, 0.7 tees have more components) to a off-screen buffer first and apply the shine effect there and then render the buffer to the screen. But I don't know if ddnet has the graphics APIs for that
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altho openbsd did it
15:43
and they got away with it till not long ago
15:43
kek
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Jupstar ✪
oh, we'd need uv-animations
On a scale of 0 to impossible. How hard would that be with the 69 different backends we support?
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there is a way to make it easier
15:44
LFG_EvilKermit
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Learath2
On a scale of 0 to impossible. How hard would that be with the 69 different backends we support?
Jupstar ✪ 2024-09-27 15:44
why hard? it's ez
15:44
u just need to change uv coordinates
15:44
except u want max perf and do it in the shader
15:44
well u need to analyze the skin texture too
15:45
but that can be done on cpu
15:45
e.g. use the outline texture of skins
15:45
and make that your glow effect base
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what's an uv animation?
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Jupstar ✪ 2024-09-27 15:46
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xDDD
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Jupstar ✪ 2024-09-27 15:46
minecraft rain is UV anim too i think
15:46
they simply have a repeating pattern
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i mean technically, what does it do to the image and how
15:47
isn't this just a texture that's shifted every frame imposed on top?
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i guess it moves the texture along the object or smth
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it seems more complicated than a moving texture but a moving texture might suffice for us
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timakro
isn't this just a texture that's shifted every frame imposed on top?
Jupstar ✪ 2024-09-27 15:47
yeah, but if u want a pixel perfect glow
15:47
u need a stencil i guess
15:47
or a shader
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It's not too hard to do in a shader, but we have gl1.5 too which I'm sure doesn't support it. I don't even think we pass enough to the shader to control it tbf
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glowy tees pog
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Holo tee
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my idea would have been to render all the tee components (body, feet, eyes) to a buffer, then apply the shine texture to the buffer and then render the buffer to the screen
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@Learath2 A minecraft enchanted tee
KEKW 1
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but idk how to create an off-screen buffer
15:48
or render to it
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Jupstar ✪ 2024-09-27 15:49
xd
15:49
i'd suggest you don't do the glow effect
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timakro
but idk how to create an off-screen buffer
That is definitely not possible in gl1.5 iirc
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Ryozuki
@Learath2 A minecraft enchanted tee
enchanted golden apple tee
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gl=opengl?
👍 1
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Jupstar ✪ 2024-09-27 15:49
it's super ez to add bad performance wiht offscreen buffers, stencil buffers etc.
15:49
e.g. u change from read-only rendering to read-write
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we need just 64 off screen buffers, they can live forever (one per tee)
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What about just generating some shiny particles around the tee like ninja or freeze?
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Robyt3
What about just generating some shiny particles around the tee like ninja or freeze?
Jupstar ✪ 2024-09-27 15:50
yeah would be much easier
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Robyt3
What about just generating some shiny particles around the tee like ninja or freeze?
sounds like a more practical solution
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I would probably just have a sin wave rotated, pow'd multiply the out color, but again idk what I would do for gl1.5
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Jupstar ✪ 2024-09-27 15:50
i want uv anims for quads on maps, that would be cool xd
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how shitty is gl1.5 if it doesn't allow to render to a off-screen texture/buffer lol
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timakro
how shitty is gl1.5 if it doesn't allow to render to a off-screen texture/buffer lol
Jupstar ✪ 2024-09-27 15:51
what do you even mean with offscreen texture
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but yeah i wouldn't wanna add the backend code for multiple backends to create and render to buffers either way
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Jupstar ✪ 2024-09-27 15:51
offscreen textures are super hard xD
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opengl 1.5 was released on July 29, 2003
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wow okay
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Ryozuki
opengl 1.5 was released on July 29, 2003
Jupstar ✪ 2024-09-27 15:52
wow it's so new?
15:52
xd
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Jupstar ✪ 2024-09-27 15:52
i thought it's much older
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1.5 July 29, 2003 2.0 September 7, 2004 2.1 July 2, 2006 3.0 August 11, 2008
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People wanted to add particles (louis I think) when someone removed the server message when hitting powerup tiles, after it got reverted. Should probably do the same to these
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Jupstar ✪ 2024-09-27 15:52
3.3 11. März 2010 first sane opengl version
15:53
4.3 6. August 2012 vulkan 1.0 compatible version
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@Jupstar ✪ what exactly do you mean by "uv animation" btw? Animating the uv mapping? How does that help?
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Learath2
@Jupstar ✪ what exactly do you mean by "uv animation" btw? Animating the uv mapping? How does that help?
Jupstar ✪ 2024-09-27 15:54
yeah dunno, i thought we only need a circle above the tee
15:55
but then i realized that will look shit too
15:55
so just forget what i said
15:55
without a shader it will look shit
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Jupstar ✪
Click to see attachment 🖼️
This exact effect is what I had in mind and I would probably achieve it in shader by multiplying the outcolor. But I don't think we can do that here, right? I don't think we have the information in the shader and just directly no shaders in gl1.5
15:57
Another way that comes to mind is a stencil buffer, but again I don't think we can have those before gl3.3
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Learath2
This exact effect is what I had in mind and I would probably achieve it in shader by multiplying the outcolor. But I don't think we can do that here, right? I don't think we have the information in the shader and just directly no shaders in gl1.5
Jupstar ✪ 2024-09-27 15:58
yeah good question. there are 3 options:
  • this minecraft pickaxe is a real 3d object, then it would even work in ogl 1.5
  • this pickaxe uses a shader like u said
  • they use a stencil buffer + uv anim with a "normal" quad, which would work too in ogl 1.5, but i think stencil buffers are only an extension or smth
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can we draw a texture masked by another texture?
15:58
like an alpha mask
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timakro
can we draw a texture masked by another texture?
Jupstar ✪ 2024-09-27 15:59
with a shader that is ez ig
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How about a glow effect done on cpu like the glow skins in the db?
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Jupstar ✪ 2024-09-27 15:59
without, dunno
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Learath2
How about a glow effect done on cpu like the glow skins in the db?
Jupstar ✪ 2024-09-27 15:59
sure but that wouldn't be animated
15:59
except u want to upload a texture every frame
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i think this is beyond what's possible without changing a lot of graphics stuff in ddnet
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Jupstar ✪
sure but that wouldn't be animated
Yeah but I guess it would be an indicator that's not too too hard to code
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Jupstar ✪ 2024-09-27 16:00
yeah
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Jupstar ✪ 2024-09-27 16:00
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timakro
i think this is beyond what's possible without changing a lot of graphics stuff in ddnet
Yeah, you might need to fall back to what louis suggested with the small star rendered above the nameplate
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Jupstar ✪ 2024-09-27 16:00
they just change the color and add some particles
16:00
lol
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so a halo drawn behind the skin? is that how the skindb glow works?
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Or some particles
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Jupstar ✪ 2024-09-27 16:00
we need 1995 tec
16:01
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timakro
so a halo drawn behind the skin? is that how the skindb glow works?
I think so. Inflate the outline, each step of the inflation is less alpha
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the enchant in minecraft is a texture
16:02
"/assets/minecraft/textures/misc/enchanted_item_glint.png"
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maybe the halo could be star shaped and rotating
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Ryozuki
"/assets/minecraft/textures/misc/enchanted_item_glint.png"
Jupstar ✪ 2024-09-27 16:02
can u send it?
16:02
i am interested
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ah you mean basically render a re-colored scaled up version of the tee behind
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timakro
ah you mean basically render a re-colored scaled up version of the tee behind
That's kinda what I had in mind yes
16:03
With some falloff so it doesn't just look like a chunky tee sticker
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falloff=soft edges?
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Yeah
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and how would i do that -.-
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This uses sdf so you need jump flood pass first
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The exact same way the outline is rendered. Instead of rendering outline texture, render the inflated glow version you generated
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i can't generate anything though
16:05
i can just render the existing body texture and change scale and color
16:05
i think i might experiment with a rotating maybe size-pulsing semi-transparent yellow/white star thing behind the player
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You can on cpu when loading the skins generate it. Idk it might be too slow and unnecessary
16:05
i think it looks like this
16:06
i cant find it rn
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Scaling isn't the correct operation because it only works with convex shaped objects
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idk where prism launcher saves minecraft instances xd
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Jupstar ✪ 2024-09-27 16:06
ok
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Ryozuki
Click to see attachment 🖼️
That is absurd. Now I'm curious how it works
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Jupstar ✪ 2024-09-27 16:06
then they most likely use stencil or have a 3d object
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i guess the black is invisible
16:07
its probs a shader cuz resourcepacks cant change how its animated
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@Jupstar ✪ is there really no way to animate/modify a texture without loading it again on gl1.5?
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Learath2
@Jupstar ✪ is there really no way to animate/modify a texture without loading it again on gl1.5?
You can modify the textures AFAIK, we do it with the text atlas. But then you lose the original
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Learath2
@Jupstar ✪ is there really no way to animate/modify a texture without loading it again on gl1.5?
Jupstar ✪ 2024-09-27 16:08
except for simple colors? i dunno
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you may enjoy https://www.dwitter.net/ - it's basically shader art that fits into 140 bytes
Dwitter is a social network for building and sharing visual javascript demos limited to 140 characters. See the impressive creations crammed into so few characters, and play around with your own code!
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Learath2
@Jupstar ✪ is there really no way to animate/modify a texture without loading it again on gl1.5?
Jupstar ✪ 2024-09-27 16:09
i mean the static pipeline probably had some kind of multi texturing support for alpha masks
16:09
i bet u can do what minecraft does
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eval(unescape(escape`󩭯󬬨󭌪󟜶󜌬󪜽󮬽󜝥󜼻󭌼󜬰󙬦󪜭󛜻󮌮󩭩󫍬󤭥󨽴󚌮󛬮󭌿󦼹󝬰󚽩󚭓󚍴󚜯󜼬󜼴󜌫󪜪󪜯󜽥󜼭󪜪󚍴󟌲󟼭󜜺󭌪󚬳󙜮󝬩󛍷󟝓󚍩󛼳󜬰󚜪󝌹󛍷󧜺󦽺󛝷󛌵󜌫󪜬󭼪󜬬󚍩󛼱󝌭󜜳󚜪󚬲󙜴󜌰󟌲󝜰󧜩󚝸󛭦󪝬󫍓󭍹󫍥󟝴󟽒󚌩󞭒󚍺󛌲󝜰󛝩󛼴󛍩󛼹󚜬󭼽󚍺󚭩󛝩󚭩󚜪󚬮󝜻`.replace(/u../g,'')))
16:09
apparently this draws a miami tree
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Jupstar ✪ 2024-09-27 16:09
but tbh i also dunno lot about all the static pipeline tricks
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Actually, maybe we can just accept that gl1.5 won't show this effect. I think all our other backends have shaders where this effect is easily done
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drop ogl1
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Ryozuki
eval(unescape(escape`󩭯󬬨󭌪󟜶󜌬󪜽󮬽󜝥󜼻󭌼󜬰󙬦󪜭󛜻󮌮󩭩󫍬󤭥󨽴󚌮󛬮󭌿󦼹󝬰󚽩󚭓󚍴󚜯󜼬󜼴󜌫󪜪󪜯󜽥󜼭󪜪󚍴󟌲󟼭󜜺󭌪󚬳󙜮󝬩󛍷󟝓󚍩󛼳󜬰󚜪󝌹󛍷󧜺󦽺󛝷󛌵󜌫󪜬󭼪󜬬󚍩󛼱󝌭󜜳󚜪󚬲󙜴󜌰󟌲󝜰󧜩󚝸󛭦󪝬󫍓󭍹󫍥󟝴󟽒󚌩󞭒󚍺󛌲󝜰󛝩󛼴󛍩󛼹󚜬󭼽󚍺󚭩󛝩󚭩󚜪󚬮󝜻`.replace(/u../g,'')))
yeah many of them use an encoder to use the full 256 states per byte instead of only valid utf8
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it's hard to even find docs about the old fixed function pipeline now 😄
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btew
16:13
12k players on ddnet
16:13
600 on GER
16:13
this is another generation sadAUE
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Yeah, EUR is pretty much dead compared to RUS and CHN
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why we dont have influencers
16:14
curious there arent many asian devs yet
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Ryozuki
why we dont have influencers
MilkeeyCat 2024-09-27 16:14
be one
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i guess language barrier is too big
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MilkeeyCat
be one
i was about to make a mom joke but im old now
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Actually there seems to be some stencil buffer support in gl1 😄
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glEnable(GL_STENCIL_TEST);
16:15
justatest
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Learath2
Actually there seems to be some stencil buffer support in gl1 😄
Jupstar ✪ 2024-09-27 16:15
but that doesnt mean you can create a window with stencil buffer xdd
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Jupstar ✪ 2024-09-27 16:16
but anyway
16:16
stencil would defs work
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There is also TEXTURE_ENV_MODE, I wonder if that can work somehow
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glEnable(GL_STENCIL_TEST); // by default not enabled glStencilMask(stencilMask); // allow writing to stencil buffer, by default (0xFF) no mask. glClearStencil(clearStencilValue); // clear stencil value, by default = 0 glStencilFunc(func, ref, mask); // by default GL_ALWAYS, 0, 0xFF, always pass stencil test glStencilOp(fail,zfail,zpass); // by default GL_KEEP, GL_KEEP, GL_KEEP, do not change stencil buffer glClear(GL_STENCIL_BUFFER_BIT); // clear stencil buffer, fill with (clearStencilValue & stencilMask)
16:18
from wiki
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Yeah I can see TEXTURE_ENV_MODE MODULATE working somehow, let me mess around with it a bit 😄
16:29
there was something you could change in the code to print the decoded version but i cannot remember -.-
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I managed to ruin it
🤔 1
KEKW 2
16:32
actually this website does not use shaders idk why i said that
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Learath2
I managed to ruin it
https://wiki.ddnet.org/wiki/GFX_Troubleshooting also please use #bugs next time 🤓 (edited)
trollet 2
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Values of Zero-Sized types hold no information. This, however, does not imply that they are trivial. Rather, they offer the necessary properties for a complex interactions between the type system and values.
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ummm
troll 1
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Learath2
ummm
Dead by Teelight
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Sadly this only seems to be useful for doing stuff like this, I couldn't manage to get the position of the pixel into one of the operands
17:03
I can maybe make it blink a little 😄
17:03
Can't do position dependent animation with this tho
17:05
Maybe with texture stages idk while I enjoy ancient apis this is one I'm not very familiar with
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Learath2
ummm
evil ddnet
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Original message was deleted or could not be loaded.
@garry @daria@Beemo
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Original message was deleted or could not be loaded.
Press tab. Please ask in #questions next time and don't ping randomly.
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ty see you with your next account
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tf some russian is named discord mod xD
17:11
and i pinged them by mistake lmao
KEKW 1
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MilkeeyCat 2024-09-27 17:12
i also pinged him once 😬
KEKW 1
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poor discord mods
17:14
just ping me, i dont have a social life anyway
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did u do that
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i dindu nuffin
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Was me, murpi afk af usually
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prolly Skeith
17:15
that damn abuser
17:15
knew it
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imagine not living in discord
17:15
smh
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MilkeeyCat 2024-09-27 17:15
when give permissions for devs in dev channel feelsbadman
justatest 2
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Probably never
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MilkeeyCat
when give permissions for devs in dev channel feelsbadman
well, we had holy wars here
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Ryozuki
well, we had holy wars here
good times
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Patiga
twmap-edit was probably used here, you can multiply the size of maps by any positive integer factor with it :)
any?
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Teero
any?
Only 11585² or smaller justatest
🔥 1
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can someone explain what dilate does to an asset? i never understood that
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it edits transparent pixels. it changes their color to that of a non-transparent pixels in its neighborhood
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but there is clearly still some transparency left after, right?
17:19
so it only partially does this?
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it doesn't change the transparency, only the color values
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this fixes issues with interpolation and mipmapping
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interesting
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Our AI method has accelerated and optimized chip design, and its superhuman chip layouts are used in hardware around the world. AlphaChip was one of the first reinforcement learning approaches...
17:21
pog
17:22
"Using AI to design Google’s AI accelerator chips"
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I think I broke it too much
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Jupstar ✪ 2024-09-27 17:22
nice soon we dont need humans anymore
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I think it'd be nice if the game had particles like this, rather than system messages
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btw google is the only one with hardware for the enormous context models
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But made less annoying
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invincibility indicator=your game breaks
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Learath2
I think I broke it too much
Jupstar ✪ 2024-09-27 17:23
the tees top right are close to having a enchant effect
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Patiga
:p
you divide by 0 at 16....
17:31
everything more up just crashes in some image lib
17:31
Failed to save map: Map - In Image87 items of this type is too many, the maximum is 64 8 doesnt work either :(
17:31
4 works...
17:33
im still too big
KEKW 1
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what about 5-7?
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you removed the option to do none powers of 2 btw
17:36
Failed to save map: Map - In Group at index 3 -> In Layer at index 0 -> Images used by tiles layers must have w idth and height be divisible by 16 (edited)
17:36
that is 7
17:36
6 gives the same
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ah, thats fair
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I actually do not understand what is goign on here so I'll just stop messing around with it
17:37
As soon as I try to use more than one texture unit it just starts rendering cursed stuff
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Patiga
ah, thats fair
not fair
17:38
i want to be a literal ant
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well thats sadly not easily possible ^^
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Learath2
I actually do not understand what is goign on here so I'll just stop messing around with it
Jupstar ✪ 2024-09-27 17:38
every file in ddnet that starts with graphics or is part of the graphics pipeline just sucks
17:38
sad but true
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the script would need to optimize the tilemaps on the fly, or replace the tilemaps with quads layers
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Jupstar ✪ 2024-09-27 17:38
backend sdl
17:38
sucks
17:38
graphics threaded
17:38
sucks
17:38
backend_vulkan sucks
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I know you don't know the fixed function pipeline very well either but do you happen to know why I can't use TEXTURE1?
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Jupstar ✪ 2024-09-27 17:39
did u enable texture1?
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Patiga
the script would need to optimize the tilemaps on the fly, or replace the tilemaps with quads layers
quads gud
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Jupstar ✪ 2024-09-27 17:39
u first need to enable the "name"
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not that great as a replacement for tilemaps, the tile textures will leak into each other
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Learath2
I know you don't know the fixed function pipeline very well either but do you happen to know why I can't use TEXTURE1?
Jupstar ✪ 2024-09-27 17:40
ok nvm, i thought (GL_TEXTURE1); but apparently that is newer opengl already
17:40
lol
17:40
wait
17:40
WTF
17:41
glActiveTexture(GL_TEXTURE1);
17:41
this
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Jupstar ✪
did u enable texture1?
I just did glActiveTexture(GL_TEXTURE1); then glEnable(GL_TEXTURE_2D);
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Jupstar ✪ 2024-09-27 17:41
it''s opengl 2.0 tho
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ActiveTexture is apparently 1.5
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Learath2
I just did glActiveTexture(GL_TEXTURE1); then glEnable(GL_TEXTURE_2D);
Jupstar ✪ 2024-09-27 17:41
that's not how it works
17:42
TEXTURE_2D is active anyway
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Learath2
ummm
i would play it ngl
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Jupstar ✪ 2024-09-27 17:42
after u activated texture1 u do glBindTexture(GL_TEXTURE_2D, m_vTextures[TextOutlineTextureIndex].m_Tex);
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The spec suggested texture 2d is per texture unit, that's why I enabled it again :/
17:43
see how i even active texture0 afterwards again
17:43
it's only to set the texture stuff
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Learath2
The spec suggested texture 2d is per texture unit, that's why I enabled it again :/
Jupstar ✪ 2024-09-27 17:43
mh ok, well it probably isn't wrong
17:43
to call it
17:43
just leave it there
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I don't want to bind a texture to it, I want to sample into it using GL_TEXTURE_ENV_MODE GL_REPLACE like they do on the wiki https://www.khronos.org/opengl/wiki/Texture_Combiners
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Teero
not fair
:o looks like the script already optimizes the tilemap textures I guess one could implement non-power-of-two-scaling, but then you'd need to resize the tilemap textures in weird ways
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Learath2
I don't want to bind a texture to it, I want to sample into it using GL_TEXTURE_ENV_MODE GL_REPLACE like they do on the wiki https://www.khronos.org/opengl/wiki/Texture_Combiners
Jupstar ✪ 2024-09-27 17:44
oh ok
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I basically wanted to just sample whatever texturing you do into texture0, then use GL_COMBINE on TEXTURE1 so I can multiply the final color
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Learath2
I basically wanted to just sample whatever texturing you do into texture0, then use GL_COMBINE on TEXTURE1 so I can multiply the final color
Jupstar ✪ 2024-09-27 17:44
how did u obtain texture1?
17:45
i mean
17:45
the texture target
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Jupstar ✪
how did u obtain texture1?
Hm, good question, it's not bound to anything, perhaps that's causing the issue
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i am afraid this part is impossible even at 4x xd
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Is there a way to bind an "empty" texture to it? I don't really want to use anything from it. The texture environment is literally just replacing every color with the color from TEXTURE0 for now (edited)
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Teero
Failed to save map: Map - In Image87 items of this type is too many, the maximum is 64 8 doesnt work either :(
8 did work for me, I might be on an old version of the map tho
262.74 KB
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Learath2
Is there a way to bind an "empty" texture to it? I don't really want to use anything from it. The texture environment is literally just replacing every color with the color from TEXTURE0 for now (edited)
Jupstar ✪ 2024-09-27 17:47
0 is always valid
17:47
in opengl
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wrong map brotha
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glActiveTexture(GL_TEXTURE1); glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, t); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE0); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE0); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
17:47
Here is what I have
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Teero
wrong map brotha
shrink da map
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Teero
wrong map brotha
ah I thought you wanted the bomb map for some reason
17:48
the proper one
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Learath2
glActiveTexture(GL_TEXTURE1); glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, t); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE0); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE0); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
Jupstar ✪ 2024-09-27 17:48
very important is glActiveTexture(GL_TEXTURE0); after u done
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If I'm not reading the spec wrong, this should just be replacing the final color for everything by whatever the color was in texture0 which is just whatever we normally do
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Jupstar ✪ 2024-09-27 17:48
else u stay in the wrong slot
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@Jupstar ✪ still waiting for shring mod in pg
17:49
imagine big tees yeeting you
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Jupstar ✪
else u stay in the wrong slot
hm, but then the stuff I do in TEXTURE1 is just not used at all, no?
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Learath2
hm, but then the stuff I do in TEXTURE1 is just not used at all, no?
Jupstar ✪ 2024-09-27 17:50
it should. opengl is a state machine
17:50
u switch to 1. modify it's props
17:50
then switch back
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MilkeeyCat 2024-09-27 17:50
@Learath2 now there's little bit better mafs expression generation 😄
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Jupstar ✪ 2024-09-27 17:50
state stays
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Jupstar ✪
state stays
idk what texture ends up getting used at the end though
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Jupstar ✪ 2024-09-27 17:50
opengl before 4.5 really sucks when i think about it xD
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isn't it the currently active one?
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Learath2
idk what texture ends up getting used at the end though
Jupstar ✪ 2024-09-27 17:51
since u never bind any, u probably get texture 0
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Atleast if I do go back to texture0 afterwards it changes nothing
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Jupstar ✪ 2024-09-27 17:51
some driver specific invalid one that is purely white
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@Patiga does it scale envelopes too?
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I hope so, though I don't remember
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glActiveTexture(GL_TEXTURE1); glEnable(GL_TEXTURE_2D); float t[4] = {0.8f, 0.0f, 1.0f, 1.0f}; glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, t); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE0); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE0); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); glActiveTexture(GL_TEXTURE0);
17:52
This doesn't do any cursed stuff, but it also does nothing
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Learath2
glActiveTexture(GL_TEXTURE1); glEnable(GL_TEXTURE_2D); float t[4] = {0.8f, 0.0f, 1.0f, 1.0f}; glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, t); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE0); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE0); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); glActiveTexture(GL_TEXTURE0);
Jupstar ✪ 2024-09-27 17:53
but what do u expect to happen
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It's supposed to multiply all colors with t
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Jupstar ✪ 2024-09-27 17:53
of texture1?
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It's supposed to multiply all colors of TEXTURE0, with t
17:54
You can see my SRC0 is set to GL_TEXTURE0
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Jupstar ✪ 2024-09-27 17:54
ok why do even switch to texture 1 if it's unused
17:54
but anyway, i dont understand this env api xd
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Good question, because if I do it just in texture0 I seem to lose images somehow 😄
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Learath2
ummm
this is real ddnet
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Learath2
I think I broke it too much
this is REAL DDNET
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If I enable combine on texture0 and do the modulation I lose the insides of the text
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Learath2
I think I broke it too much
looks like some 2014 custom client xd
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The optimal known packing of 17 equal squares into a larger square - i.e. the arrangement which minimises the size of the large square.
17:58
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Learath2
If I enable combine on texture0 and do the modulation I lose the insides of the text
Jupstar ✪ 2024-09-27 17:59
but looks kinda correct
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Learath2
If I enable combine on texture0 and do the modulation I lose the insides of the text
So I thought if I don't mess with texture 0, but instead multiply texture0 with the color to get a texture1 it might work 😄
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Jupstar ✪
but looks kinda correct
it is very close, but idk what happened to the text 😄
18:00
This API is indeed certified weird. They just bolted it on because the fixed pipeline has no way to combine textures otherwise
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Learath2
glActiveTexture(GL_TEXTURE1); glEnable(GL_TEXTURE_2D); float t[4] = {0.8f, 0.0f, 1.0f, 1.0f}; glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, t); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE0); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE0); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); glActiveTexture(GL_TEXTURE0);
Jupstar ✪ 2024-09-27 18:00
but set GL_CONSTANT for the src1 color but never specify the color
18:00
who should that work
18:00
it kinda looks like it's missing some calls
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You can only specify one color, it's GL_TEXTURE_ENV_COLOR, GL_CONSTANT pulls from that
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Jupstar ✪ 2024-09-27 18:01
oh ok
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The alphas also look right, so idk what's happening to the text there
18:02
aanyway, I don't get it and you don't seem to know this ancient api either, so I guess it'll just have to be a mystery
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Jupstar ✪ 2024-09-27 18:03
maybe driver bug
18:03
😬
18:04
Even just multiplying it all with white which should do nothing ruins the text
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Jupstar ✪ 2024-09-27 18:05
maybe you are onto smth
18:05
text is alpha only
18:05
alpha channel only
18:06
do u specify the alpha 1?
18:06
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE0);
18:06
i only see SRC0_ALPHA
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Jupstar ✪
i only see SRC0_ALPHA
but the mode is REPLACE not MODULATE
18:06
So it's just taking texture0 alpha and replacing it with texture0 alpha
18:06
it should be noop
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Jupstar ✪ 2024-09-27 18:06
as if i understand what that means xD
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Jupstar ✪ 2024-09-27 18:07
maybe it's UB to not set the SRC1_ALPHA tho xd
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Jupstar ✪
text is alpha only
What do you mean by alpha only?
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Jupstar ✪ 2024-09-27 18:07
it uses the alpha channel only
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Jupstar ✪
maybe it's UB to not set the SRC1_ALPHA tho xd
I set it to modulate and set it to multiply by 1 too, it's still black so that's not it
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Jupstar ✪ 2024-09-27 18:07
no RGB
18:08
ah
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Jupstar ✪
no RGB
Hm so normally it's black and the outline is just lower alpha? (edited)
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Jupstar ✪ 2024-09-27 18:08
it's probably just getting black
18:08
since RGB of the texture is 0
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That would explain it
18:09
But wait, how does it appear white then?
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Jupstar ✪ 2024-09-27 18:10
the normal rendering API doesnt fetch the RGB components at all
justatest 1
18:10
it simply fills it with 1
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Jupstar ✪
it simply fills it with 1
Hm, this is above my paygrade. Idk what I'm doing that prevents that
18:15
Somehow changing the texture environment is breaking that, even if I'm literally only taking the texture and not doing anything to it 😄
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Jupstar ✪ 2024-09-27 18:16
it's probably that env api that simply uses rgb here
18:16
u can special case it with text
18:16
to use constant 1
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@Jupstar ✪ is there a debugger for this dinosaur?
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Learath2
@Jupstar ✪ is there a debugger for this dinosaur?
Jupstar ✪ 2024-09-27 18:25
u could force opengl 3.0 with backcompat and hope that renderdoc accepts it xd
18:25
else really no idea
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I wonder how people worked with this damn, so annoying
18:26
you would think a state machine wouldn't be really hard to debug
18:27
Actually I didn't even check if my driver supports multitexturing tbh
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Learath2
Actually I didn't even check if my driver supports multitexturing tbh
Jupstar ✪ 2024-09-27 18:27
i doubt your have a 1997 pc
18:28
lmao
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what if he is using nouveau
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Jupstar ✪ 2024-09-27 18:28
true
18:28
that is like a teleport to 1997
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32 😄
18:29
wuh
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32 texture units
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Anyway, I'm now very annoyed that it just won't work
18:30
I thought my iems kept breaking but apparently the filters get clogged from earwax vapor condensation
18:30
which is like
18:30
alright
18:30
but idk how to clean them effectively
18:30
alcohol does not penetrate
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@Jupstar ✪ can I pay you a euro to figure out why the stupid text won't render properly?
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Jupstar ✪ 2024-09-27 18:31
lmao
18:31
is your code on gh?
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No but it's just { float t[4] = {1.0f, 1.0f, 1.0f, 1.0f}; glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, t); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_CONSTANT); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA); } Pasted at the end of gl1's setstate before glMatrixMode (edited)
18:32
You can make t purple if you want to make it obvious
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Jupstar ✪ 2024-09-27 18:34
ok
18:34
time to boot ogl 1
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and this is what I've been referring to for the spec https://registry.khronos.org/OpenGL/specs/gl/glspec15.pdf
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Jupstar ✪ 2024-09-27 18:40
@Learath2 what color do u want the text?
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Jupstar ✪
@Learath2 what color do u want the text?
I just want it multiplied with t like everything else
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Jupstar ✪ 2024-09-27 18:43
like this or what
18:44
do you also want the non textured things colored or what? 😄
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Jupstar ✪
do you also want the non textured things colored or what? 😄
No, just textured stuff. But now I understand what went wrong 😄
18:45
At some point I somehow forgot this is applying to textures not the final framebuffer
18:45
@Jupstar ✪ in any case, can you ignore text somehow?
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Learath2
@Jupstar ✪ in any case, can you ignore text somehow?
Jupstar ✪ 2024-09-27 18:46
can u disable env somehow?
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Yes, set GL_TEXTURE_ENV_MODE back to GL_MODULATE and the color back to 0, 0, 0, 0
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Jupstar ✪ 2024-09-27 18:47
nice
18:47
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Jupstar ✪
Click to see attachment 🖼️
poggers2 dayum!
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You are so cool
18:48
The GL whisperer
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Learath2
Yes, set GL_TEXTURE_ENV_MODE back to GL_MODULATE and the color back to 0, 0, 0, 0
Jupstar ✪ 2024-09-27 18:48
well then simply do that for text textures. the cmd is called Cmd_TextTextures_Create i simply saved that they are text textures xdd c++ TextureCreate(pCommand->m_Slot, pCommand->m_Width, pCommand->m_Height, GL_ALPHA, GL_ALPHA, CCommandBuffer::TEXFLAG_NOMIPMAPS, pCommand->m_pTextData); TextureCreate(pCommand->m_SlotOutline, pCommand->m_Width, pCommand->m_Height, GL_ALPHA, GL_ALPHA, CCommandBuffer::TEXFLAG_NOMIPMAPS, pCommand->m_pTextOutlineData); m_vTextures[pCommand->m_Slot].m_Text = true; m_vTextures[pCommand->m_SlotOutline].m_Text = true;
18:48
such a GL whisperer
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Now that was underwhelming 😄
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Jupstar ✪ 2024-09-27 18:49
lol
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Sadly this api is not enough for making the enchant effect
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idk what you're trying to do (edited)
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If you could somehow get the UV coords into TEXTURE1, you could probably do something that moves across the tee, but it doesn't seem to be available in the api
18:51
So you'd probably have to create a texture on the cpu with the coordinates in the colors, put that into a texture unit and use that instead
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tunnel vision
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Ewan
idk what you're trying to do (edited)
Was investigating whether an effect like https://discord.com/channels/252358080522747904/293493549758939136/1289251835831386214 is possible using the old fixed pipeline
18:52
nice
18:52
what textures are you trying to apply it to
18:52
the text?
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Could load the texture in there and multiply but to get it moving is an issue since you don't get the coordinates of the fragment at all
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Ewan
the text?
The tee
18:53
sounds awesome
18:53
for super
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Also still couldn't really figure out how to get the damn second texture unit working anyway
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Jupstar ✪ 2024-09-27 18:56
?
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Ryozuki
Click to see attachment 🖼️
Which LLM is this snarky?
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xdd
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hey they're making LLMs more inclusive thru accessibility
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insane
19:00
did u guys see the c++ match proposal
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the one u sent earlier? looks cool
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i want it so bad
19:01
that's the #1 rustism that can be dropped in imo
19:01
to make it good
19:01
without going back on years of deliberate design
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MilkeeyCat 2024-09-27 19:03
match expr { ExprBinary { op: BinOp::Add | BinOp::Sub, left, right, } => { if let Some(dest) = dest { let (dest, dest_new) = if let Destination::Memory(_) = &dest { (self.arch.alloc()?.dest(size), true) } else { (dest, false) }; self.expr(*left, Some(dest.clone()), state)?; let (src, src_new) = expr_to_source(self, *right, true)?; match op {} // i need to match on op here } } _ => (), }; rust pros, is there a way to get op value in such a case?
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Jupstar ✪ 2024-09-27 19:04
yes
19:05
match expr { ExprBinary { op, left, right, } => { if let (Some(dest), BinOp::Add | BinOp::Sub) = (dest, op) { let (dest, dest_new) = if let Destination::Memory(_) = &dest { (self.arch.alloc()?.dest(size), true) } else { (dest, false) }; self.expr(*left, Some(dest.clone()), state)?; let (src, src_new) = expr_to_source(self, *right, true)?; match op {} // i need to match on op here } } _ => (), };
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Jupstar ✪ 2024-09-27 19:05
that's no joke
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MilkeeyCat 2024-09-27 19:05
i want to match only between BinOp::Add and BinOp::Sub :\
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Jupstar ✪ 2024-09-27 19:05
i still have that
19:06
in the if
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MilkeeyCat 2024-09-27 19:06
oh
19:06
im blind
19:06
thanks
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I don't think that behaves the same
19:06
It won't go to the next match case, no?
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MilkeeyCat 2024-09-27 19:06
ah, it will match on any ExprBinary
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Jupstar ✪ 2024-09-27 19:07
?
19:07
the next match is literally _ => ()
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Jupstar ✪
the next match is literally _ => ()
MilkeeyCat 2024-09-27 19:07
i have other
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Jupstar ✪ 2024-09-27 19:07
u still get the same result
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MilkeeyCat 2024-09-27 19:07
i just didn't paste that xd
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Jupstar ✪ 2024-09-27 19:07
then move them into this one
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I think you want something like match expr { ExprBinary {op} if checkopwhatever => {} }
19:08
No?
19:08
I don't know if it's possible tbf but match guards or whatever it's called
19:10
There is iirc also an if let guard proposal that has been open for the last 6 years (edited)
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Learath2
I think you want something like match expr { ExprBinary {op} if checkopwhatever => {} }
match op { SomeCase => {}, SomeOtherCase => {} } (edited)
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if matches!(op, BinOp::Add | BinOp::Sub) should still work in the match guard
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MilkeeyCat 2024-09-27 19:13
ye but when match on op later it wants me to cover every variant
19:13
i guess that's not a good idea
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Did you try mine?
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Learath2
if matches!(op, BinOp::Add | BinOp::Sub) should still work in the match guard
MilkeeyCat 2024-09-27 19:14
i tried this
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MilkeeyCat
i tried this
As a match guard?
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Jupstar ✪ 2024-09-27 19:14
@MilkeeyCat can u show your whole code?
19:14
the whole big match
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true, leak it!
19:14
let us gossip over it
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Jupstar ✪ 2024-09-27 19:14
you'll be nitted
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Just cover all the cases, just put the unreachable macro on the catchall
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Jupstar ✪ 2024-09-27 19:14
nitted picked
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Learath2
Just cover all the cases, just put the unreachable macro on the catchall
MilkeeyCat 2024-09-27 19:14
that's my power move
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milkeeys daily dev questions is what keeps me up to date
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MilkeeyCat 2024-09-27 19:15
don't know wat to do, slap unreachable!()
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Just unwrap unchecked everywhere, does rust know better than you?
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Jupstar ✪
@MilkeeyCat can u show your whole code?
MilkeeyCat 2024-09-27 19:15
match expr { ExprBinary { op: BinOp::Assign, left, right, } => { let left = left.dest(self)?.ok_or(CodeGenError::Assign(*left))?; self.expr(*right, Some(left.clone()), state)?; if let Some(dest) = dest { self.arch.mov(&left.clone().into(), &dest, signed)?; } self.free(left)?; } ExprBinary { op, left, right } if matches!(op, BinOp::Add | BinOp::Sub) => { if let Some(dest) = dest { let (dest, dest_new) = if let Destination::Memory(_) = &dest { (self.arch.alloc()?.dest(size), true) } else { (dest, false) }; self.expr(*left, Some(dest.clone()), state)?; let (src, src_new) = expr_to_source(self, *right, true)?; match op { BinOp::Add => (), BinOp::Sub => (), _ => unreachable!() } } } _ => (), // welp, git gut };
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MilkeeyCat
match expr { ExprBinary { op: BinOp::Assign, left, right, } => { let left = left.dest(self)?.ok_or(CodeGenError::Assign(*left))?; self.expr(*right, Some(left.clone()), state)?; if let Some(dest) = dest { self.arch.mov(&left.clone().into(), &dest, signed)?; } self.free(left)?; } ExprBinary { op, left, right } if matches!(op, BinOp::Add | BinOp::Sub) => { if let Some(dest) = dest { let (dest, dest_new) = if let Destination::Memory(_) = &dest { (self.arch.alloc()?.dest(size), true) } else { (dest, false) }; self.expr(*left, Some(dest.clone()), state)?; let (src, src_new) = expr_to_source(self, *right, true)?; match op { BinOp::Add => (), BinOp::Sub => (), _ => unreachable!() } } } _ => (), // welp, git gut };
This looks good to me, ship it
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lgtm
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Jupstar ✪ 2024-09-27 19:16
what's your problem with handling everything in one ExprBinary scope?
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Learath2
Just unwrap unchecked everywhere, does rust know better than you?
MilkeeyCat 2024-09-27 19:16
that's what im doing
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Yeah ngl I don't see why not just have one ExprBinary with a match op inside instead
19:17
Not like you won't unpack left and right for some binary expressions
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MilkeeyCat
match expr { ExprBinary { op: BinOp::Assign, left, right, } => { let left = left.dest(self)?.ok_or(CodeGenError::Assign(*left))?; self.expr(*right, Some(left.clone()), state)?; if let Some(dest) = dest { self.arch.mov(&left.clone().into(), &dest, signed)?; } self.free(left)?; } ExprBinary { op, left, right } if matches!(op, BinOp::Add | BinOp::Sub) => { if let Some(dest) = dest { let (dest, dest_new) = if let Destination::Memory(_) = &dest { (self.arch.alloc()?.dest(size), true) } else { (dest, false) }; self.expr(*left, Some(dest.clone()), state)?; let (src, src_new) = expr_to_source(self, *right, true)?; match op { BinOp::Add => (), BinOp::Sub => (), _ => unreachable!() } } } _ => (), // welp, git gut };
yeah man AI has spoken! Overall, this is a well-structured approach to handling binary expressions in a code generator. It covers the main cases and provides a solid foundation for further development.
19:18
but it told you to get back to work
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MilkeeyCat 2024-09-27 19:18
why mods bully me feelsbadman (edited)
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A gold sparkling effect for invincibility would definitely be easier than tinkering with the graphics backends
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Robyt3
A gold sparkling effect for invincibility would definitely be easier than tinkering with the graphics backends
now bring back 2009 rainbow tee with it and i say we ship it
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Robyt3
A gold sparkling effect for invincibility would definitely be easier than tinkering with the graphics backends
wauw looks nice
19:22
can we add more particles in the png files for confetti and this then?
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louis
can we add more particles in the png files for confetti and this then?
extend confetti? °-°
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Robyt3
A gold sparkling effect for invincibility would definitely be easier than tinkering with the graphics backends
I was just curious of the possibilities of the old pipeline that's all
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louis
can we add more particles in the png files for confetti and this then?
yeah, would make sense to add more sprites for confetti and invincibility. right now they both use the same sprite as death particles
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meloƞ
extend confetti? °-°
they just need the 🎉 particles
brownbear 1
19:24
and invincibility could have these thingies
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MilkeeyCat 2024-09-27 19:24
match expr.op { op @ (BinOp::Add | BinOp::Sub) => { } }; there's even syntax with @
19:24
@Jupstar ✪ did you know that? 0_o
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what does @ do ? bind the value (Add/Sub) to op if it matches?
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MilkeeyCat 2024-09-27 19:26
honestly here it does nothing useful because it's the same as using expr.op itself xd
19:26
but i didn't know it's even a valid syntax
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MilkeeyCat
@Jupstar ✪ did you know that? 0_o
Jupstar ✪ 2024-09-27 19:27
ah yeah that solves your issue ig
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Jupstar ✪ 2024-09-27 19:41
have u seen the new github design
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MilkeeyCat 2024-09-27 19:42
that line height kills me
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I disabled the commit feature preview since it's was so bugged
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Robyt3
I disabled the commit feature preview since it's was so bugged
how do i add the ellipsis char to the text?
19:44
"Custom…" is square
19:44
Custom[]
19:44
std::string("Custom") + FONT_ICON_ELLIPSIS
19:44
also square
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I don't mean as a font icon
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Custom\u2026 only this works but not clean
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Just as text
19:44
Just copy the text from my comment
19:45
and i get this warning D:\ddnet-master\ddnet\src\game\editor\popups.cpp(1): warning C4828: The file contains a character starting at offset 0x2244 that is illegal in the current source character set (codepage 65001).
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kebs
Click to see attachment 🖼️
Use the literally in the source file
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@Teero just had another brief look, enjoy :D
2.54 MB
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kebs
Click to see attachment 🖼️
yes i have it and it becomes square
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Change the encoding in your editor to UTF-8
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ok time to fight with visual studio on how to do that
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heinrich5991 2024-09-27 19:56
I think it doesn't really make sense to make the invincibility thing look fancy — it's not even a normal gameplay feature but just something for /practice
👍 1
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Jupstar ✪ 2024-09-27 20:01
it's defs funny how suddenly learath starts to invest into ogl 1.5 just for a rarely used feature during gameplay lol
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kebs
ok time to fight with visual studio on how to do that
ok i had to enable some hidden menu option and then change save encoding XD
justatest 1
20:01
but works now
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do any of you know of any visual DB schema designers that aren't terrible?
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Tater
do any of you know of any visual DB schema designers that aren't terrible?
DBeaver ftw
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Jupstar ✪ 2024-09-27 20:12
brain
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Jupstar ✪
brain
This works until you have like 20 tables and it gets really annoying to avoid mistakes
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i'm not kidding, i really like https://github.com/dbeaver/dbeaver
Free universal database tool and SQL client. Contribute to dbeaver/dbeaver development by creating an account on GitHub.
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yeah I'm looking at it now
20:14
which part of the docs has the schema stuff
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Tater
This works until you have like 20 tables and it gets really annoying to avoid mistakes
The word you are looking for is "ER Diagram". You can google around there are dozens
20:15
I used dbdiagram.io for a screenshot for my db course
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Patiga
@Teero just had another brief look, enjoy :D
oh i am so tiny
20:18
i love it
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Teero
i love it
Jupstar ✪ 2024-09-27 20:18
pic
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Jupstar ✪
pic
find me
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meloƞ
i'm not kidding, i really like https://github.com/dbeaver/dbeaver
20:19
oops
20:19
I replied to wrong person xd
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Tater
Click to see attachment 🖼️
eagle eyes
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meloƞ
i'm not kidding, i really like https://github.com/dbeaver/dbeaver
am I supposed to download the LITE version?
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Jupstar ✪
pic
here is a proper pic
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Jupstar ✪ 2024-09-27 20:21
cute
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@meloƞ should I get dbeaver from github instead of the website?
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Tater
@meloƞ should I get dbeaver from github instead of the website?
i dont actually remember how i got it kek
20:23
I ended up on dbeaver pro website somehow
20:24
ok nvm
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Jupstar ✪ 2024-09-27 20:24
tja
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how does one specify the entities of the server again? - or is that map specific? i completly forgot
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meloƞ
i'm not kidding, i really like https://github.com/dbeaver/dbeaver
idk it feels kinda clunky if you're trying to quickly sketch a schema from scratch, for maintaining an existing one it seems good though
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oh wait you're trying to sketch one
20:38
i thought you wanted to display your existing one the entire time
20:38
mb
20:38
LOL
20:39
well eventually I'll want to actually use the schema but right now I just care about it being fast to change so I can try ideas
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Replying to @meloƞ how does one specify the entities of the server again? - or is that map …
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thanks darling
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Learath2
I used dbdiagram.io for a screenshot for my db course
:(
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meloƞ
:(
What is this even?
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looks like a javascript error kek - i think their npm module is broken
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Ah it creates a dbml from a live db?
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Yeah idk never used that part. I hand drew a diagram for a course
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ayy i figured it out (edited)
21:11
it's one big mess!
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meloƞ
it's one big mess!
Spaghetti
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GitHub BOT 2024-09-27 22:20
Right-clicking on the eye icon will toggle that layer/group visible and rest invisible. Shift + right-click will do the same but will also select that layer https://github.com/user-attachments/assets/df92ad21-4eb6-4c26-a953-5d4a8f6cdec9

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 integrat...
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im out of ideas for today :/
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i can give you a lot of ideas if you are bored
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@Souly
Exported 1 049 message(s)
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