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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 2025-01-06 00:00 and 2025-01-07 00:00
00:03
be84abe Disable cursor in emote selection. - Jupeyy 59ccc4b Merge pull request #18 from Jupeyy/pr_no_mouse_in_emote_selection - Jupeyy
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cyberfighter 2
you can only make updates you dont want?
not what i meant nouis
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Kicker
Is there toggle on/off for new "zoom copy" when you are spectating someone? its quite annoying to change zoom all the time i start to spec someone and i cant find the cmd. DDNet 18.9 (edited)
there is a toggle in a PR. but that might take longer, we can remove the spec cursor and spec cam feature for 18.9 upon release for now.
01:30
it's either removed or there will be a toggle before release
👍 1
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what do you think of subprocess in binds
02:10
so we don't have to create many files for toggles
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are there any good .HLSL tutorials around? i want to write something for a project i'm doing but have no single clue what anything means
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what are you writing the shader for
04:14
The Direct3D API defines several API elements to help you create and manage programmable shaders. Shaders are executable programs that are programmed exclusively using HLSL.
04:15
wait that sucks
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Ewan
what are you writing the shader for
There's a cool program, called Tooll3, which is sort of like TouchDesigner, but free and open source. You can literally create your own functions and connect them to make cool visuals. Though what I plan on doing is to try and make a certain type. To make what I want optimally it involves multi-thread computing, and hlsl is the best bet for it
04:16
I don't even know if I'm saying any of this right, or if this is the answer.
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hlsl is a shader language so you first need to figure out what kind of interface this hlsl is even giving you
04:18
and multi threading is not necessarily made more optimal by hlsl it's just that it's your way of leveraging the gpu so you have hella parallelization
04:18
but if it's i/o bound at all or anything like that then idk
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Hecta
There's a cool program, called Tooll3, which is sort of like TouchDesigner, but free and open source. You can literally create your own functions and connect them to make cool visuals. Though what I plan on doing is to try and make a certain type. To make what I want optimally it involves multi-thread computing, and hlsl is the best bet for it
Tooll 3 is an open source software to create realtime motion graphics. - tooll3/t3
04:49
Tooll3 supports hlsl compute shaders which I'm assuming is what you want (edited)
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yeah thats what i want
04:50
hold on lemme send the uh, video of what im doing
04:50
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mmm that's nice node spaghetti
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its all math too! but its math that has to like, store a list and constantly look back and forth
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the main thing you do with compute shaders is turn GPU memory into other kinds of GPU memory
04:52
and you can write to buffers
04:52
so you'd probably want to start backwards and figure out how to do what you want under the constraints of the compute shader (edited)
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it feels like the completely wrong way to do it, but for context: I'm writing a tool to visualize rounded logos, using circles and lines. I first have to go through all the points, figuring out which tangent line between both circles should be rendered (which is a lot of math), and then I have to draw arcs, connecting one end of one line, to the other end of the previous line, so it looks seamless. The problem with THAT is that right now, I have to do the tangent calculation 3 TIMES in order to get the output, and that's only for one line. It's not only redundant, but also very inefficient to do with this node setup.
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why do you need more performance
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Because I plan on using it for real-time motion graphics, which will use, presumably around 15 unique shapes.
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are the shapes also procedural
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Hecta
Click to see attachment 🖼️
Well, yeah. Each and every point has its own movement, as shown in this video
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but the shape before the movement
05:00
is that procedural
05:00
you can apply the movement effect for super cheap with a vertex shader
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Oh, let me look that up-
05:05
Ohhhh I was looking at COMPUTE shaders before...!
05:05
Yeah, I should DEFINTELY look into vertex shaders, then.
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I mean compute shaders are kinda like the swiss army knife of shaders, they can do the job of most of the other kinds
05:07
but in this case you only need a vertex shader if you just want to procedurally animate the vertices (edited)
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ohhh my head hurts LOL
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they have a discord btw you can ask in there
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i AM in there
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for now i just added a debug mode thats like 3x faster somehow (it barely does any calculations)
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Hecta
Click to see attachment 🖼️
GPU bottleneck, too much data is being fed to the GPU, causing freeziness
05:30
I know it's GPU problem, cuz the calculations are pre-done after the next frame, however data to the GPU are sometimes discarded cuz it cannot be rendered in time
05:30
otherwise, it would look really slow, while also going at 10 fps
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it's probably not a gpu bottleneck
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Well, care to reiterate?
05:31
My first thought was that
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he already explained the reason it's slow is because of the procedural shape generation that needs to be done every frame.
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the calculations are done every frame tho
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the gpu can render about 1000x more triangles than he is showing in the window without issue
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There is one exception where the GPU cannot handle that many
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computers can generate realistic scenes in realtime im just a dumbass nouis
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Hecta
computers can generate realistic scenes in realtime im just a dumbass nouis
Yeah through optimized data caching and optimized compressed data sizes
05:35
it all comes down to how much work the CPU should do and how much data the GPU should have
05:35
the less, the better
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he is using a fully procedural framework to make the graphics, it's not the same as regular scenes that get loaded into memory and renders static triangles
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Does that kind of framework rely on SIMD?
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I did not write it
05:38
but likely not
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@Hecta I haven't asked yet, but what have it caused bottleneck?
05:39
if you may have any idea on where went wrong
05:40
the CPU shouldn't be it, cuz the positioning for all of the generative triangles are in place, based on the amount of skipping steps from the next frame rendered
05:40
either the Shader used are insanely unoptimized, or the GPU data feed is larger, than expected
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that's not true at all
05:43
just because the framerate is low does not mean the gpu is bottlenecking
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Cellegen
@Hecta I haven't asked yet, but what have it caused bottleneck?
i dont know
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GitHub
Click to see attachment 🖼️
Jupstar ✪ 2025-01-06 08:16
Why close @eidderFsT
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got other things to do, just bite more than i can chew, it just need some limit and some testing probably. someone can pick it up.
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Jupstar ✪ 2025-01-06 08:19
Mh OK. I think that was actually a useful PR. Saner than our byte limit approach right now
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heinrich had a rather good point that you can fit kind of an entire sentence in 16 chinese codepoints
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ye, that is fair but I already spent way too much time on this so maybe someone can figure out the design. code should still stand if someone wants to takeover.
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Tater
heinrich had a rather good point that you can fit kind of an entire sentence in 16 chinese codepoints
Jupstar ✪ 2025-01-06 08:21
But does that matter? As long as it's not longer visually
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kinda yeah?
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Jupstar ✪ 2025-01-06 08:22
Why
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it's not longer than "WWWWWWWWWWWWWWWW" but only not to that one. (edited)
08:22
this fits
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Jupstar ✪ 2025-01-06 08:23
And so? You can name yourself a sentence
08:23
I can also make a Latin language that could do that
08:24
If I name myself MF, then you know what I mean
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usually chinese games does have a 2:1 character weighting, chinese are 2, latins are 1
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Jupstar ✪
And so? You can name yourself a sentence
it sorta bypasses the mute feature because we cannot mute usernames
08:25
and you can add clan
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actually that's already a problem anyway
08:25
in chinese
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Jupstar ✪ 2025-01-06 08:25
Yeah but other languages like Russian would profit too
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yeah but it's mitigated by the low charecter count
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not really. you can just use letters and it reads
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Jupstar ✪ 2025-01-06 08:26
I think caring for sentences is over thinning
08:26
Thinking
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GLYWCNMGDSB is a full sentence
08:26
in chinese
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in english I can't think of anything that someone could say to me in 16 charecters that would insult me personally enough to care
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and in chinese you can already do that
08:28
without chinese characters
08:29
and if someone wants to insult you with a full sentence but they can't do it in english. if they do it in chinese you probably can't even tell it is happening.
08:29
anyway, i think heinrich is more worried about infomation density than only insults
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Jupstar ✪ 2025-01-06 08:30
He wants graphemes, but that's not realistic
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isn't chinese graphemes still only one character?
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I was thinking that
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i also doubt heinrich would want english graphemes to reach 16 too
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idk how graphemes fixes anything
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eidderFsT
isn't chinese graphemes still only one character?
Jupstar ✪ 2025-01-06 08:31
Is it? Are there no like variants in different parts of China or smth? Xd
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chinese is always one character per character. there is no words in chinese. i mean there is but it is not defined
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Jupstar ✪
Is it? Are there no like variants in different parts of China or smth? Xd
Explore this post and more from the ChineseLanguage community
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anyway, chinese is pretty solvable just by using the 2:1 weighting
08:33
so if anyone wants to do that they can just add it.
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Tater
idk how graphemes fixes anything
Jupstar ✪ 2025-01-06 08:33
Well they are the Unicode standard for characters
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but we display unicode
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Jupstar ✪ 2025-01-06 08:33
But many of these letters still have a single Unicode codepoint anyway
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Tater
but we display unicode
Jupstar ✪ 2025-01-06 08:34
Yes but we could not display emojis
08:34
Not without a custom format
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idk the weighting thing seems fine
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isn't the problem too long? instead of too short? fit 16 unicode graphemes can be longer than 16 codepoints
08:35
ye but utf8 is already similar to the weighting thing for chinese
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eidderFsT
anyway, chinese is pretty solvable just by using the 2:1 weighting
Jupstar ✪ 2025-01-06 08:35
Yeah but that sounds like u want to parse the content
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going from 5 to 7 is not really anything and i think chinese people can cope with 5
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eidderFsT
ye but utf8 is already similar to the weighting thing for chinese
isn't it 4:1 instead of 2:1?
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eidderFsT
isn't the problem too long? instead of too short? fit 16 unicode graphemes can be longer than 16 codepoints
Jupstar ✪ 2025-01-06 08:35
Ofc it is
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or no?
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Tater
isn't it 4:1 instead of 2:1?
3:1 mostly
08:35
some can go up to 4
08:35
but mostly 3
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Jupstar ✪ 2025-01-06 08:35
It's a annoying design imo
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but other languages are hurt more than chinese right?
08:35
like russian?
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yes
08:36
but i'm not even russian how am i gonna assess how useful my implementation is
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Jupstar ✪ 2025-01-06 08:36
😬
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Jupstar ✪
Mh OK. I think that was actually a useful PR. Saner than our byte limit approach right now
Fwiw I vaguely remember the unicode consortium actually suggesting a byte limit
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if cryllics or linguistic people wants to pick up that PR they can do that.
08:37
i don't even remember why i wanted to implement this. it was like 8 years ago when i first complained about it
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Learath2
Fwiw I vaguely remember the unicode consortium actually suggesting a byte limit
Jupstar ✪ 2025-01-06 08:37
With which reasoning?
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i just remembered i wanted it but it seems like a wrong motive
08:38
so i dropped it
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Jupstar ✪
With which reasoning?
I’ll try to dig it back up
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одааа колобки одаааа
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Jupstar ✪ 2025-01-06 08:40
I mean if traffic is important or similar OK. Utf8 hides this information. But considering a code point is only Max four bytes rn.I dunno
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i made this lol
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Jupstar ✪ 2025-01-06 08:40
Or six bytes
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eidderFsT
i made this lol
Jupstar ✪ 2025-01-06 08:41
What is that
08:41
In game?
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just a website
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heinrich5991
in fact, I think the unicode consortium recommends against the 0.7 approach (edited)
I guess heinrich never provided a source for it
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Jupstar ✪ 2025-01-06 08:42
He was about graphemes
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0.7 has a codepoint limit, not a grapheme limit
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Jupstar ✪ 2025-01-06 08:43
But again graphemes are a completely different complexity
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Learath2
0.7 has a codepoint limit, not a grapheme limit
Jupstar ✪ 2025-01-06 08:43
That is what he dislikes
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You think the consortium suggests grapheme limits instead?
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Jupstar ✪ 2025-01-06 08:44
Yes
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I don't see why graphemes are significantly better than codepoints
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anyone knows what the white styling is in a <dialog> html element justatest
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Jupstar ✪
Yes
I doubt that, on the grounds that you and the consortium almost always disagree
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heinrich5991
we could probably have a storage limit and a grapheme limit
Jupstar ✪ 2025-01-06 08:45
Well he wants both
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what is the motivation for using graphemes?
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Koll Potato 2025-01-06 08:45
hello text encoding wizards
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Tater
what is the motivation for using graphemes?
Codepoints are not “characters”
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but in which cases does that matter
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There is no intuitive meaning to a “codepoint” especially when combining characters are involved
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i mean graphemes are not "characters" either
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Jupstar ✪ 2025-01-06 08:46
But then again many characters also additionally exist as code point
08:46
Like é
08:46
Single point
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eidderFsT
i mean graphemes are not "characters" either
They are atleast closer to what a naive person might call a “character”
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eidderFsT
anyone knows what the white styling is in a <dialog> html element justatest
Koll Potato 2025-01-06 08:47
maybe it's the outline on focus?
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codepoints seem very close to me, a naive person
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Jupstar ✪ 2025-01-06 08:47
The problem is simply the complexity of this
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still i think heinrich is more worried about sane limited than graphemes vs codepoints at the end of the PR comments
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Jupstar ✪ 2025-01-06 08:47
You know have literally slices of strings as characters
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eidderFsT
still i think heinrich is more worried about sane limited than graphemes vs codepoints at the end of the PR comments
Jupstar ✪ 2025-01-06 08:48
I first want to see an actual issue. Rendering is none
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but i do agree if we are sticking to 15 instead of 16, might as well get an additional limit
08:48
cuz it is already complex in that regard
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eidderFsT
but i do agree if we are sticking to 15 instead of 16, might as well get an additional limit
Jupstar ✪ 2025-01-06 08:49
But here you want complexity again
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i don't
08:49
cuz i ain't making it
08:49
lol
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Jupstar ✪ 2025-01-06 08:49
lol
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or if heinrich could tell me exactly what to do i can probably do it.
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The actual issue is that cyrillic and chinese gets less visible graphemes, right?
08:50
So effectively shorter names
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chinese is 1 charecter per grapheme so they get tons afaik
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Learath2
The actual issue is that cyrillic and chinese gets less visible graphemes, right?
the pr solves that, the current issue is chinese has too much infomation density to be allowed for 16 chinese characters
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Tater
chinese is 1 charecter per grapheme so they get tons afaik
It’s many bytes per chinese character, so currently the bytelimit disfavors them
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like the current issue of that PR
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Learath2
It’s many bytes per chinese character, so currently the bytelimit disfavors them
I mean with grapheme limit
08:51
unless you suggest also a byte limit between 16 and 64?
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eidderFsT
the pr solves that, the current issue is chinese has too much infomation density to be allowed for 16 chinese characters
Hm, is that really that big an issue?
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Learath2
Hm, is that really that big an issue?
i don't really know, but heinrich want me to think about it and i can't
08:52
too tired
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I’d be more concerned about adding 48 entire bytes to make it work 😄
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Jupstar ✪ 2025-01-06 08:53
What about Turkish btw
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ChillerDragon BOT 2025-01-06 08:53
what does the word flock mean in the ddrace team context?
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Learath2
I’d be more concerned about adding 48 entire bytes to make it work 😄
in networking traffics or something else
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Jupstar ✪ 2025-01-06 08:53
Shouldn't you know
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ChillerDragon
what does the word flock mean in the ddrace team context?
t0?
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Jupstar ✪
What about Turkish btw
Our alphabet is just Latin1, so no issue
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Learath2
Our alphabet is just Latin1, so no issue
Jupstar ✪ 2025-01-06 08:53
Oh k
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ChillerDragon BOT 2025-01-06 08:53
whats the reasoning behind naming t0 flock?
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ChillerDragon
whats the reasoning behind naming t0 flock?
Jupstar ✪ 2025-01-06 08:53
Troll
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you can make only 1 t0
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I guess perhaps ğ may be made up of 2 bytes
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seems reasonable to me
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ChillerDragon BOT 2025-01-06 08:54
i dont understand the word
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we can't call it team because there is no teamwork
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ChillerDragon BOT 2025-01-06 08:54
is it force lock?
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it's just flock
08:54
a english word
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flock of birds
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yes
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ChillerDragon BOT 2025-01-06 08:54
a
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just like a random group
08:54
of things
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ChillerDragon BOT 2025-01-06 08:54
language skill issues
08:54
noun
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Yeah ğ is from Latin Extended-A
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ChillerDragon BOT 2025-01-06 08:54
A tuft, as of fiber or hair.
08:55
Waste wool or cotton used for stuffing furniture and mattresses.
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if you say flock without context I think most english speakers think of birds (edited)
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ChillerDragon BOT 2025-01-06 08:55
i see
08:55
i dont speak english
08:55
so its regular t0 or some t0 mode?
08:56
imo that variable/method could use a comment
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i think in kingdom come deliverance i've heard the character saying flock for people
08:56
just regular t0
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I thought it was for t0 mode
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really?
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ChillerDragon BOT 2025-01-06 08:56
yea totally not confusing
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i remember seeing the flock word in source code and we didn't have t0mode yet
08:56
maybe they adopted it
08:57
might be both in that case
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Console()->Register("team0mode", "?i['0'|'1']", CFGFLAG_CHAT | CFGFLAG_SERVER, ConTeam0Mode, this, "Toggle team between team 0 and team mode. This mode will make your team behave like team 0.");
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i mean if you are purely coding the enum is just 0
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ChillerDragon BOT 2025-01-06 08:58
DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
08:58
careful why?
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no idea
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ChillerDragon BOT 2025-01-06 08:59
i am proper scared now
09:00
warning from 2010
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ChillerDragon BOT 2025-01-06 09:00
@btd why careful
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// Important to only set a new team here, don't remove from an existing // team since a newly joined player does by definition not have an old team // to remove from. Doing so would destroy the count in m_MembersCount.
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ChillerDragon BOT 2025-01-06 09:01
nice find
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it's in that second commit I linked
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btw why is W so wide in our font
09:08
we do use a ultra compressed font for japanese just to make buttons fit lol
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old but still very funny
09:13
the biggest nameplate you can make
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I did think if english can be that big it wouldn't be a problem as long as the nameplate can't get bigger than english when i made that PR.
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Jupstar ✪ 2025-01-06 09:20
if u ever test ui, use W
09:20
the ultimate weapon
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eidderFsT
btw why is W so wide in our font
There are much wider characters that would also cause names to be very long if we support many unicode codepoints, e.g.
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does anyone understand how adding this if causes the assert to stop falsely flagging? (edited)
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Tater
does anyone understand how adding this if causes the assert to stop falsely flagging? (edited)
The assert fails when the check is false. You excluded the case where the check can be false
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oh it fails on false?
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yeah, that's why you see dbg_assert(false, "message") in cases that always fail
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that is very true
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Jupstar ✪ 2025-01-06 09:27
xd
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that's so confusing
09:29
this assert doesn't make any sense
09:31
all of the path types are <TYPE_SAVE so they just don't work
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Tater
this assert doesn't make any sense
Jupstar ✪ 2025-01-06 09:31
it doesnt, except whoever did that feared that the text is evaluated directly
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Tater
all of the path types are <TYPE_SAVE so they just don't work
no, paths 0 and above are the user-defined paths
09:31
negative paths are special values
09:32
I guess it would be more correct to only allow creating folders in TYPE_SAVE though
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ok but CreateFolder calls GetPath after doing an assert which makes it impossible to pass TYPE_ABSOLUTE to it bool CreateFolder(const char *pFoldername, int Type) override { if(Type >= TYPE_SAVE && Type < m_NumPaths) // How does this do anything dbg_assert(Type >= TYPE_SAVE && Type < m_NumPaths, "Type invalid"); char aBuffer[IO_MAX_PATH_LENGTH]; GetPath(Type, pFoldername, aBuffer, sizeof(aBuffer)); bool Success = !fs_makedir(aBuffer); if(!Success) dbg_msg("storage", "failed to create folder: %s", aBuffer); return Success; } const char *GetPath(int Type, const char *pDir, char *pBuffer, unsigned BufferSize) { if(Type == TYPE_ABSOLUTE) { str_copy(pBuffer, pDir, BufferSize); } else { str_format(pBuffer, BufferSize, "%s%s%s", m_aaStoragePaths[Type], !m_aaStoragePaths[Type][0] ? "" : "/", pDir); } return pBuffer; }
09:33
it works fine without the assert
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wont the assert just never return false if it is reached
09:34
or did you add that in
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yeah I figured that already
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The assert should also allow TYPE_ABSOLUTE maybe, since creating folders in absolute locations might be wanted
09:35
The asserts are there to ensure the functions are not used in an unintended way
09:35
But any other storage type is not supported by the GetPath function
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that's true
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If you passed TYPE_ALL is would result in an out-of-bounds access
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Jupstar ✪
it doesnt, except whoever did that feared that the text is evaluated directly
what did you mean by this? what text
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Tater
what did you mean by this? what text
Jupstar ✪ 2025-01-06 09:48
the assert text
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you mean "dbg_assert"?
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Jupstar ✪ 2025-01-06 09:49
i guess your question was, what could be reasons a if was added?
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I added the if
09:49
it was me
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Jupstar ✪ 2025-01-06 09:49
😮
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60 seconds before I posted the image lol
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Jupstar ✪ 2025-01-06 09:50
ah yeah
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it never occured to me that the assert fails on false because that seems insane
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Jupstar ✪ 2025-01-06 09:50
i think i missread your initial sentence lol
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ah I guess it's called assert because you assert a truth
09:52
ok nvm
09:54
honestly I probably knew that but I was so confused by the fact that TYPE_ABSOLUTE should work that I convinced myself it should fail on true lol
10:53
de2478c Try to speedup Windows CI with caching - Jupeyy c71fda5 Merge pull request #19 from Jupeyy/pr_speedup_win_ci - Jupeyy
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eidderFsT
GLYWCNMGDSB is a full sentence
I'm curious about who is that (edited)
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Jupstar ✪ 2025-01-06 11:11
@eidderFsT Btw without discussing it again, I am really just curious about your opinion. Do you think instead of using the zoom level you could also simply use the viewport width & height to calculate the zoom. e.g. let's say you have a viewport of 800x600 and the other player has 1920x1080. Then the client itself can guess based on this info how a zoom level would look like so that you, locally, see at least what the other person sees. 800x600 by default sees more in height, and the local client could adjust for that on 1920x1080
11:11
i hope you understand what i mean
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i don't know really
11:13
there is info available in the server, then i may decide to use that info. that's usually how i do things. probably not a great way to approach making features.
11:14
if you want to implement a viewport based one i don't think i would have a problem with it
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Jupstar ✪ 2025-01-06 11:14
yeah i am just wondering about, if i'd port that feature if i'd use the w&h which is already sent to server rn. And since skeith was about he wants to see what the other sees it would directly also really respect what the other person sees 😄
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eidderFsT
if you want to implement a viewport based one i don't think i would have a problem with it
Jupstar ✪ 2025-01-06 11:14
nah nah, i don't interfer with that feature
11:14
yours works
11:14
it's just a different approach
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i don't know how to calculate that too. that's also a problem
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GitHub BOT 2025-01-06 11:15
This would be the third enums.h file I created. There is one for the editor and one for the client and this new one is then for the server. Maybe one day I will also propose to add src/game/enums.h for server and client shared and then it should be enough to cover all cases. The goal here is to make including clea...
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Jupstar ✪
nah nah, i don't interfer with that feature
ye i'm just saying if anyone decide to do it some other way, i'm willing to work together or just hand it to them. although at this point it is probably too late for me to care about it.
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Jupstar ✪ 2025-01-06 11:18
whaat, you sound so depressed. I think at least for demos this feature is quite cool 😄
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i mean i already poured too much effort into it and i'm a bit tired. if it is early on i could still adapt, but for now i just want to fix bugs
11:19
not like i don't care about the features anymore
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Jupstar ✪ 2025-01-06 11:19
🫠
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if anyone want to nuke it and start over i'm fine with it, it just might be hard to get me motivated enough to figure out all the calculations and stuff all over again. (edited)
11:20
simply put if you have a problem with it like three weeks ago. it can totally be done in respect to viewports
11:21
catxplosion
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Jupstar ✪ 2025-01-06 11:22
3 weeks ago i was tryharding to fix ddnet-rs shit so the release on github is not a total catastrophe xD (edited)
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eidderFsT
if anyone want to nuke it and start over i'm fine with it, it just might be hard to get me motivated enough to figure out all the calculations and stuff all over again. (edited)
I can help you do the calculations if those are tiring you out
11:22
It is pretty simple geometry...
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Jupstar ✪ 2025-01-06 11:23
It seriously shouldn't sound like bitching around. I wanted your opinion since you worked on it and maybe have some ideas I cannot come up with in 5 seconds
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vibe just pr it
11:24
i already switched to working on my websites now. unless it is a bug i probably won't touch it much.
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Jupstar ✪
It seriously shouldn't sound like bitching around. I wanted your opinion since you worked on it and maybe have some ideas I cannot come up with in 5 seconds
no, i think that is a pretty solid idea.
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Love ya Fred deen_star
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plus we got more time i think. i can redo the feature in 19.0 if we removed it from 18.9
11:26
which is the current plan, but i'm not exactly sure how we are doing it yet (edited)
11:26
but maybe not this week
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risu
I can help you do the calculations if those are tiring you out
can you do that in ddnet's code btw? i do want to try it.
11:50
is it like unscale the scale factor, fit a rect in another rect then rescale the scale factor?
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I'm not aware of the scale factors you're using to begin with, but I'd simply approach it with pen and paper, make a drawing (edited)
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i mean ddnet has a resolution scaling that does pretty weird things
11:52
i think
11:55
also show distance is a sent little bit delayed than zoom when zooming in. might be negligible but when people is zooming in with smooth zoom on the spectator will just see a super quick zoom from the furthest to the closest in one step instead of multiple steps.
11:55
we could adjust the send rate on client side for show distance. should be pretty simple
11:57
that's currently the two points i would specifically check if i were to try to implement it that way. (edited)
11:58
dnycam settings should be universal regardless zoom i think? not entirely sure. i could double check that next week.
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eidderFsT
we could adjust the send rate on client side for show distance. should be pretty simple
Why is it being sent at a fixed rate in the first place? Shouldn't it get sent on change?
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it is sent on chnage
12:00
but smooth zoom
12:00
prevented it from senting the instant it changes
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client need time to fully zoom in to target so it just tell the server that it zoomed a bit later
12:00
the zoom info for telecursor is sent as soon as it changes
12:01
we can just make client send it a bit more frequent rather than when the smoothing completely stops, which can take quite a while if you zoom multiple steps in
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I just learned about cl_limit_max_zoom_level hehe
12:02
wait what I've been lied to setting it to 0 I'm still limited
12:03
I guess it's about zooming out instead of in?
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there is a min one
12:03
i think
12:03
ah apparently not
12:04
why do you want to zoom all the way in tho
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this is a no funny zone
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Тот самий чел из 'Сияния' 2025-01-06 12:13
@murpi
12:13
how to apeal
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#✉-create-a-ticket
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Jupstar ✪ 2025-01-06 13:46
wtf xD for whatever reason i upstreamed a ultra hd version of dm1 on ddnet-rs. Where do I even have that from lol
13:56
9c3a26e Rename server binary to "server" - Jupeyy 31c39b9 Merge pull request #3 from Jupeyy/pr_rename_server_bin - Jupeyy
14:36
9bf2f17 Fix dm1, dilate all resources (with new dilate that creates black bg) - Jupeyy 697fa7e Merge pull request #1 from Jupeyy/pr_dilate_and_mapres - Jupeyy
14:38
40c2d21 Add exec & load for command line parsing in server. - Jupeyy 11bae27 Merge pull request #20 from Jupeyy/pr_server_arg_parsing - Jupeyy
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Jupstar ✪ 2025-01-06 14:38
btw whoever owns the gh tool can also disable the log if thats too spammy
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does every ddnet feature have to have backwards compatibility? is there a day i can look forward to where updates are forced
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Jupstar ✪ 2025-01-06 14:55
you could contribute to twgame, so ddnet-rs has ddnet physics support 😏
14:55
yeah yeah i stop xD
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idk rust
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Jupstar ✪ 2025-01-06 14:57
I also didn't know 2 years ago
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chillerdragon BOT 2025-01-06 14:57
Jupstar imo if you start to use repository prefixes what you probably want is a Organisation
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chillerdragon
Jupstar imo if you start to use repository prefixes what you probably want is a Organisation
Jupstar ✪ 2025-01-06 14:57
I asked admin whether I should contribute it to ddnet org
14:58
also these prefixes are invisible to the main repo, since you can name submodules as u want
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chillerdragon BOT 2025-01-06 14:59
Yea I also liked ddnet-rs in ddnet but if you need multiple repos it will be harder for the user to browse the org if some are c++ and some are rust
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Jupstar ✪ 2025-01-06 14:59
i think that is kinda a non issue tbh
14:59
most ppl land on github.com/ddnet/ddnet
14:59
or github.com/ddnet/ddnet-rs
15:00
or do you often casually drop on ddnet-scripts
15:00
xD
15:00
i mean you
15:00
OFC
15:00
xD
15:00
7bfa8fe Add logging to map-convert tool. Update data dir - Jupeyy 14970e3 Merge pull request #21 from Jupeyy/pr_map_convert_verbose - Jupeyy
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chillerdragon BOT 2025-01-06 15:03
hehe
15:18
7bfa176 Fix Windows CI cache path - Jupeyy bebf4f5 Merge pull request #22 from Jupeyy/pr_windows_ci_cache_fix - Jupeyy
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Hi, there has probably been a question like this before, but will there ever be a translation of the website itself? I'm not talking about the wiki or the client, but DDNet website.
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PanWór
Hi, there has probably been a question like this before, but will there ever be a translation of the website itself? I'm not talking about the wiki or the client, but DDNet website.
Jupstar ✪ 2025-01-06 16:00
nothing like that is planned
16:01
the website would require quite a bit of rewrite
16:01
you can usually also translate websites using a translator
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Why there is no translation for ddnet in-game chat?
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Jupstar ✪ 2025-01-06 16:02
Because using translation apis costs money
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dwarvenstein BOT 2025-01-06 16:02
what question is that lol
Replying to @843207 Why there is no translation for ddnet in-game chat?
16:02
how many games u have seen with such a feature
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Jupstar ✪
you can usually also translate websites using a translator
No no, I understand English and have no problem with it. But I'm just translating the wiki into Polish at the moment, and I was wondering that it would be interesting to translate the website as well.
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PanWór
No no, I understand English and have no problem with it. But I'm just translating the wiki into Polish at the moment, and I was wondering that it would be interesting to translate the website as well.
Jupstar ✪ 2025-01-06 16:03
I see, the website is pretty old and not really designed for multi languages ^^
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Alright cool, thanks for the answer
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dwarvenstein
how many games u have seen with such a feature
roblox heh
16:04
I can't think of any other game
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dwarvenstein BOT 2025-01-06 16:06
well its really useless
16:06
just learn a language
16:06
way easier
16:30
d1ae443 Use cp in windows CI - Jupeyy b4602bb Merge pull request #24 from Jupeyy/pr_fix_windows_ci2 - Jupeyy
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843207
Why there is no translation for ddnet in-game chat?
you might be able to use an open llm and include it in the client to do translations on device
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@deen Can you give @Jupstar ✪ or me access to the ddnet-rs* repos so we can change the settings?
16:57
da0df3d Vulkan pipeline cache must use the cache file system too. - Jupeyy f54ba43 Merge pull request #23 from Jupeyy/pr_vulkan_use_cache - Jupeyy
18:12
Thanks to the hashes this also fixes a bug with a map where a name collision happened. Also improve the auto naming a bit
18:27
d138642 Fix div & mul swapped in editor - Jupeyy 194df65 Merge pull request #25 from Jupeyy/pr_fix_editor_div - Jupeyy
18:28
101b4b1 Improve legacy to new output by using hashes, and not converting embedded images to png twice. - Jupeyy 22ebb00 Merge pull request #26 from Jupeyy/pr_fix_legacy_new - Jupeyy
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ChillerDragon BOT 2025-01-06 18:30
freddie you did the whole cursor thing right?
18:31
its crazy seeing ppl use dyn cam
18:31
dude ctf/ictf pros kept talking about seeing dyn cam in spec and demos in 2017 i remember they finally got what they asked for
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ChillerDragon BOT 2025-01-06 18:33
feels like having your pc remote controlled i keep thinking i am in game right now
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@Jupstar ✪ increase merge queue timer or something kekw - damn spammer (edited)
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Jupstar ✪ 2025-01-06 18:51
if there would be a merge queue i could stop hving to look at github all the time
18:51
and would spam even more
18:51
lol
justatest 1
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by the way - for modding upstream changes to vanilla code (exposing things to/as functions and whatnot) are generally accepted, but not the modding code itself - did i get that right? (edited)
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meloƞ
by the way - for modding upstream changes to vanilla code (exposing things to/as functions and whatnot) are generally accepted, but not the modding code itself - did i get that right? (edited)
Jupstar ✪ 2025-01-06 18:52
yes that would be the idea of the patching approach
18:52
well depends on how much it bloats the code ig
18:52
but tbh, i don't find my vanilla code that good xD
18:52
it's kinda hacked in whenever i was not demotivated
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kek - i brainstormed about both zombies and battlefield, and atleast for battlefield i think i would need to change quite a bit
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Jupstar ✪ 2025-01-06 18:53
you can also mix patch changes with vanilla crate changes.. that's what i did too kind
18:53
then u can see how far u get
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yee - for now i'll do my changes upstream and decide on the get go then i guess
18:54
then i'll see if ddnet-rs is worthy of my rust code (it's worse than gerdoes in terms of readability) (edited)
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Jupstar ✪ 2025-01-06 18:54
but arcti smth also made a fair point. rebasing is probs not lot harder anyway
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i like the moddability aspect, if one person exposes type X for mod X properly upstream a second person can use type X for mod Y more easily (edited)
18:57
can't wait for the first p2w city mod in ddnet-rs kekw
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Jupstar ✪ 2025-01-06 18:58
😬
19:19
c870b9b Add server to CI & artifacts - Jupeyy d5163f9 Merge pull request #27 from Jupeyy/pr_add_server_ci - Jupeyy
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dude makes PR, immediatly adds it to queue, queue pops and adds it, makes PR again
19:22
KEKhands
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Koll Potato 2025-01-06 19:28
whole pr for a single commit
19:28
poor github actions
19:52
d9964dd Remove unwrap during config load. - Jupeyy 2e900f7 Merge pull request #29 from Jupeyy/pr_remove_unwrap - Jupeyy
19:52
7aba262 Add a explicit toggle_dummy command, which does not take an index. - Jupeyy 003ac42 Merge pull request #28 from Jupeyy/pr_add_toggle_dummy - Jupeyy
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meloƞ
dude makes PR, immediatly adds it to queue, queue pops and adds it, makes PR again
Jupstar ✪ 2025-01-06 19:53
yes but now i am sad, bcs i found yet another bug in a dep xd
19:53
i hate bug reporting
19:53
so many oss maintainers don't even try when i tell them how to 100% reproduce the issue xD
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dude this is so fun
20:19
its so broken and barren
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Jupstar ✪ 2025-01-06 20:22
vanilla has no freeze
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Hecta
dude this is so fun
Jupstar ✪ 2025-01-06 20:24
the cry 😂
20:24
that's indeed funniest
20:24
such a noby feature
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i am 100% sure its because theres no cooldown
20:26
oh yea you still cant bind wheel_up and wheel_down to anything yet
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Hecta
oh yea you still cant bind wheel_up and wheel_down to anything yet
Jupstar ✪ 2025-01-06 20:33
give an example
20:33
weapon swtich is bound to it
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deen
you might be able to use an open llm and include it in the client to do translations on device
Yeah I know, it wouldn't be a problem to add
20:34
But why it is not there yet?
20:34
Is there any reason?
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Jupstar ✪
weapon swtich is bound to it
when i try to change it it just doesnt recognise my scroll wheel
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Hecta
when i try to change it it just doesnt recognise my scroll wheel
Jupstar ✪ 2025-01-06 20:35
change what
20:35
^
20:35
^^
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are you a cop
20:36
i was trying to change my weapon switch control
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Jupstar ✪ 2025-01-06 20:36
wtf is that dude xD
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oh my fucking god
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843207
Is there any reason?
firstly: performance - having to run an LLM to work on all our servers is costly in terms of hardware, storage and bandwidth secondly: money - just using a barebones LLM is not only bad, but unusable for most languages, so we'd need a good model specifically designed for that, which are often pricy aswell. third reason: there are/were clients which had ingame translations, they were bad because they used a free translation API. the good ones (e.g deepl) cost a lot of money and are bound to some restriction (e.g a million tokens a month) - which would fill up within ~5 minutes if ran on all servers (edited)
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this shit
20:37
i was trying to change these
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Jupstar ✪ 2025-01-06 20:42
u mean the UI does not regocnize the wheel
20:42
that's true
20:42
use f1 xd
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ok programmer
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meloƞ
firstly: performance - having to run an LLM to work on all our servers is costly in terms of hardware, storage and bandwidth secondly: money - just using a barebones LLM is not only bad, but unusable for most languages, so we'd need a good model specifically designed for that, which are often pricy aswell. third reason: there are/were clients which had ingame translations, they were bad because they used a free translation API. the good ones (e.g deepl) cost a lot of money and are bound to some restriction (e.g a million tokens a month) - which would fill up within ~5 minutes if ran on all servers (edited)
I meant more like local, maybe even offline translating lib
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solly was working on implementing libretranslate into tclient
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Does not have to be deepl quality, but just to translate so you could figure out what that means
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oh yea i cant build ddnet-rs on my pc because "is cmake not installed?" (it is but i think its on a different drive so)
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i tried libretranslate and almost puked when translating german to english/japanese
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japanese is hard
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Hecta
ok programmer
ok but all the real ones use console for every bind
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ok but i dont care
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like genuinely it has been months since I opened the keybinds panel
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risu
like genuinely it has been months since I opened the keybinds panel
i use the keybinds panel often whatahell
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but users could pay and provide their own api key
20:45
for a better service
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if you're gonna have a keybinds panel, rather have it work or just remove it
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meloƞ
i use the keybinds panel often whatahell
But why? Aren't all your common normal binds basically the same all the time?
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Tater
but users could pay and provide their own api key
ah well that's good yea - i intended to add that to my dd-launcher project using google/deepl translate
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Hecta
ok programmer
Jupstar ✪ 2025-01-06 20:45
i added to list, but that settings page is not important to me rn 😄
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I rarely change anything but somewhat special binds anyways, so F1 is the default for me
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risu
But why? Aren't all your common normal binds basically the same all the time?
zoom in zoom out and normal zoom are mousewheel in out and b - having to do that over f1 is annoying, so i just use the settings tab
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well im gonna see what i can do but uighhh
20:47
audiopus_sys v0.2.2 wont workkkkk
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Jupstar ✪ 2025-01-06 20:48
u want to self compile?
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yeah i forked it
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Jupstar ✪ 2025-01-06 20:48
try to add --no-default-features
20:48
i can't get this to work on msvc
20:48
only mingw
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yeah windows do be like that - it works without on GNU, but msvc is finnicky (edited)
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Jupstar ✪ 2025-01-06 20:49
the stupid c deps 😬
20:49
sadly there is no pure rust opus enc&decoder
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meloƞ
ah well that's good yea - i intended to add that to my dd-launcher project using google/deepl translate
Its some option too, I believe basic tranation is achievable offline though
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yeah - but i'd personally dislike some almost unusable translator integrated. someone once wrote a good python script that works via FIFO that just pulls chat messages, sends them through an API (iirc it was deepl or google) and pipes them back using echo's (edited)
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MilkeeyCat 2025-01-06 20:55
@Robyt3 Am I doing something wrong? D:
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chillerdragon BOT 2025-01-06 20:55
The in game chat is super repetitive. You basically only need a hand full of key words to follow most conversations.
20:56
Just learn the most used words in the language you need or even let your client do the hardcodet translation of them and you can understand a lot.
20:57
Things like: back, help, freeze, block, grenade, rifle, hammer, hammer fly, hook fly and so on
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chillerdragon
Things like: back, help, freeze, block, grenade, rifle, hammer, hammer fly, hook fly and so on
Things like: idiot, you asshole, kill yourself, etc.
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chillerdragon BOT 2025-01-06 20:58
Yes lots of insults. But not knowing them you don’t miss much tbh
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MilkeeyCat
@Robyt3 Am I doing something wrong? D:
Nice bg music fun how instantly recognizable that band is
bluekitty 1
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chillerdragon BOT 2025-01-06 21:00
I learned the Cyrillic alphabet for reading the teeworlds chat and it works surprisingly well. It’s basically all the English gaming words just literally typed out in Cyrillic.
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yeah simply knowing cyrillic helps me a lot
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oh. oh yeah thats why i hate rust.
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MilkeeyCat 2025-01-06 21:02
because of your inline type hints?
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I always do a double take when someone doesn't understand something simple written in cyrillic
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wait those are hints?
21:02
ok i need to remember why i wanted to make a branch in the first place
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chillerdragon BOT 2025-01-06 21:03
What’s a „double take“ ?
21:03
A delayed reaction to an unusual remark or circumstance, often used as a comic device
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im gonna do a troll pr
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MilkeeyCat 2025-01-06 21:04
🧌
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chillerdragon
A delayed reaction to an unusual remark or circumstance, often used as a comic device
Yeah I actually didn't know the definition so I used it a bit wrong
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chillerdragon BOT 2025-01-06 21:06
Definitions are cursed
21:06
The first one never fits
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GitHub BOT 2025-01-06 21:06
You're able to clone the repository through Visual Studio, but the files created during it are left unchecked. Not the ideal way to clone this repository, but it's just an extra step of cleanliness.
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but yeah my immediate reaction is "of course you can read that" and it takes my brain a second to process that most people in fact can not read cyrillic (edited)
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chillerdragon BOT 2025-01-06 21:07
Im still proud every time I decipher successfully that some 12 yo tiktok enjoyer accused me of botting in Russian (edited)
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a lot of people around me IRL know how to read cyrillic, hence my delusion
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chillerdragon BOT 2025-01-06 21:08
How did that happen?
21:08
Where do you live?
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Southeast Finland
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chillerdragon BOT 2025-01-06 21:08
How is Cyrillic a thing there?
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home town is 69km from the Russian border crossing
21:08
by road
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chillerdragon BOT 2025-01-06 21:09
And the letters leak over the border or what?
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I studied Russian in school, some friends did too, my mother is Russian (edited)
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chillerdragon BOT 2025-01-06 21:09
Do you have Cyrillic signs or lots of Russian speaking people around?
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and yeah we have some Cyrillic signage around there
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chillerdragon BOT 2025-01-06 21:10
Nice
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so my entire immediate family can read cyrillic, as can some of my old school friends
21:11
and it's not all that uncommon among educated eastern Finnish people in general, since it's such an easy thing to learn
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chillerdragon BOT 2025-01-06 21:11
Leak
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And you'd expect a lot of math nerds to be able to (slowly) read (ancient) Greek words
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@Jupstar ✪ ddnet-rs logo
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Jupstar ✪ 2025-01-06 21:22
xD
21:23
hot
21:28
208032f Also ignore .vs for any commit - VoxelDoesCode 2c29de3 Merge pull request #30 from VoxelDoesCode/test_branch - Jupeyy
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Hecta
oh. oh yeah thats why i hate rust.
Jupstar ✪ 2025-01-06 21:29
is that visual studio btw? didnt know they have rust support lol
21:29
almost looks like vscode nowadays xd
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Lefterion⛧ 2025-01-06 21:31
how to turn on render open gl 3 from console? (edited)
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Jupstar ✪
is that visual studio btw? didnt know they have rust support lol
vscode
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Koll Potato 2025-01-06 21:33
so why did you clone with visual studio xd
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Lefterion⛧
how to turn on render open gl 3 from console? (edited)
Jupstar ✪ 2025-01-06 21:33
gfx_gl_major 3 then restart
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Koll Potato
so why did you clone with visual studio xd
Jupstar ✪ 2025-01-06 21:33
IKR XD
21:33
such a troll
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MilkeeyCat
@Robyt3 Am I doing something wrong? D:
Maybe because it's an unused tile? I just copy a random selection of game tiles
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Robyt3
Maybe because it's an unused tile? I just copy a random selection of game tiles
MilkeeyCat 2025-01-06 21:36
I opened a random map and selected game tiles there, still nothing :\
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MilkeeyCat
I opened a random map and selected game tiles there, still nothing :\
Did you confirm that ASAN/UBSAN actually work?
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Robyt3
Did you confirm that ASAN/UBSAN actually work?
MilkeeyCat 2025-01-06 21:45
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Obvious solution: crab tee
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Jupstar ✪ 2025-01-06 22:21
i'd prefer nothing with rust xD the rust logos aren't really the yellow from the egg
22:38
c1d6147 Fix "Join game" not shown in death match - Jupeyy bd28ff0 Merge pull request #31 from Jupeyy/pr_fix_join_game - Jupeyy
22:38
Add notifications overlay to editor. Handle some editor errors in notifications. Try to read resources from downloaded dir too.
22:58
3864b5e Move client notifications into own crate. - Jupeyy 67d6660 Merge pull request #32 from Jupeyy/pr_editor_crash - Jupeyy
23:44
9749faf Ignore antiping in spec - Jupeyy 5e7b837 Merge pull request #33 from Jupeyy/pr_ignore_antiping_in_spec - Jupeyy
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