Guild icon
DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.org/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories β€” IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2025-01-14 00:00 and 2025-01-15 00:00
Avatar
: when i decide to push before create a pr & sleep
Avatar
GitHub BOT 2025-01-14 01:16
Count offline friends when deciding whether to show add friend tooltip. Remove the useless offline tooltip. Before: !Before After: !After

Checklist

  • [x] Tested the change ingame
  • [x] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Wr...
Avatar
Avatar
Hecta
Is there a way to filter tiles in a CLayerTiles struct? I know that void CLayerTiles::FillGameTiles(EGameTileOp Fill) exists, but is there a more general way to take one CLayerTile and only keep the tiles requested? For example, only keeping every tile that has an index of 1.
Did anyone answer this yet? The thing is, I made a psudeo-filter but it's really jank and leaves artifacts everywhere.
Avatar
std::copy_if
06:47
is the stl way to do that
06:48
actually you need iterators
06:48
i'd have to look at code
06:48
im going sleep
Avatar
hmmm alright
Avatar
GitHub BOT 2025-01-14 07:47
39f2d78 Rename CScoreboard::Active function to IsActive - Robyt3 7a4a7f6 Rename CGameConsole::IsClosed function to IsActive and invert - Robyt3 22cde12 Merge pull request #9525 from Robyt3/Client-Component-IsActive - def-
Avatar
good morning
07:54
@Ewan sleep well
🌊 1
Avatar
GitHub BOT 2025-01-14 08:11
9706000 Fix crash when loading very long localization lines - Robyt3 6b1dfeb Merge pull request #9526 from Robyt3/Memheap-Overflow-Fix - heinrich5991
Avatar
GitHub BOT 2025-01-14 08:18
780110a Don't show add friend (clan) message when everyone is offline - Pioooooo a3c6679 Merge pull request #9528 from Pioooooo/empty-friend-msg - heinrich5991
Avatar
Avatar
Ryozuki
good morning
Jupstar βœͺ 2025-01-14 09:27
Good morning, rust up?
Avatar
Koll Potato 2025-01-14 09:34
rust stable
Avatar
ws-client BOT 2025-01-14 09:47
<ChillerDragon> sometimes i end up getting a map from downloadedmaps when in the editor i say load current map but i also have that map in my regular maps folder
09:48
<ChillerDragon> then i dont notice edit the map reload and get really confused
09:48
<ChillerDragon> dont we check the maps/ folder before the downloadedmaps/ folder? I dont recall this kind of stuff happening back in the days
09:50
<ChillerDragon> oh i fighured out the root cause hmm thats fair
09:50
<ChillerDragon> so when you edit the map and the local server did not reload yet you end up in that situation not sure if it is fixable
09:51
<ChillerDragon> but at least we could throw a warning when you try to edit downloadedmaps/ since that really should not be a workflow then the hash in the filename becomes misleading
Avatar
GitHub BOT 2025-01-14 09:54
Editing maps in the downloadedmaps/ folder should not be recommended. Because it causes a wrong checksum in the filename. If someone wants to edit a map they should resave or move it into maps/ When working on maps on a lan server my server sometimes has a older map than my client which causes me to download the map. And the the editors feature "load current map" opens a downloadedmap/ but what I assumed was a map/ and then I happily start editing without ever noticing it until stuff gets...
Avatar
ws-client BOT 2025-01-14 10:07
<ChillerDragon> @Jupstar βœͺ why does a speedup layer count 3 and a tune layer count 1 i do not understand the pattern here
10:07
DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
10:07
DDraceNetwork, a free cooperative platformer game. Contribute to ddnet/ddnet development by creating an account on GitHub.
Avatar
GitHub BOT 2025-01-14 10:13

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...
Avatar
Avatar
ws-client
<ChillerDragon> @Jupstar βœͺ why does a speedup layer count 3 and a tune layer count 1 i do not understand the pattern here
Jupstar βœͺ 2025-01-14 10:14
bcs speedlayer has 3 visible params, and tune only 1
Avatar
GitHub BOT 2025-01-14 10:39
I am pretty sure other layers such as speedups and tune are also affected. Here a quick video explaining the issue. Make sure to unmute it has sound. https://github.com/user-attachments/assets/fdd61ba5-29e2-4dc9-9279-f8d1e19e77ba
Avatar
ws-client BOT 2025-01-14 10:42
<ChillerDragon> nice thanks!
Avatar
GitHub BOT 2025-01-14 10:51
fc3da83 Simplify is entity layer check - ChillerDragon ae91b32 Merge pull request #9530 from ChillerDragon/pr_isent - Jupeyy
Avatar
not going into ddnet client anyway
13:25
just fun feature to share
Avatar
Avatar
Anime.pdf
just fun feature to share
Jupstar βœͺ 2025-01-14 13:48
i tested it with a few ppl too, and tbh it sounds cooler than it is xD teeworlds is too dynamic and u often don't hear the others. maybe a game mode where team play isn't essential it works (like how it works in among us)
Avatar
Avatar
Jupstar βœͺ
i tested it with a few ppl too, and tbh it sounds cooler than it is xD teeworlds is too dynamic and u often don't hear the others. maybe a game mode where team play isn't essential it works (like how it works in among us)
the proof is u can speedrun with a partner with 0 voice chat
Avatar
voice chat is good for pvp modes though
14:10
u always have all information in ddrace
Avatar
Avatar
louis
voice chat is good for pvp modes though
Jupstar βœͺ 2025-01-14 14:16
especially in pvp it was annoying
14:16
u can only scream a single word
14:16
then the player was gone again xd
Avatar
Lillei BOT 2025-01-14 14:16
Not proximity
Replying to @Jupstar βœͺ especially in pvp it was annoying
Avatar
ye with proximity it's probably troll 🀣
Avatar
Jupstar βœͺ 2025-01-14 14:18
yeah ok vc only maybe good if u dont play with friends
14:19
ig in pvp the traffic problem wouldn't be as bad either
14:20
bcs broadcasting the voice packets of a single player to up to 64players is not cheap πŸ˜„
Avatar
Avatar
Jupstar βœͺ
especially in pvp it was annoying
Mʎɹ γ‚· 2025-01-14 14:48
We will test this on TF servers with block and fng xdd
Avatar
@Jupstar βœͺ Implement a pencil weapon and allow people to draw on map backgrounds
Avatar
Avatar
murpi
@Jupstar βœͺ Implement a pencil weapon and allow people to draw on map backgrounds
Jupstar βœͺ 2025-01-14 15:04
do you want to implement a skribbl io mod or what πŸ˜„
Avatar
nah, better map testers <-> map creators communication
Avatar
we need wrench weapon that can place all sorts of block with radial selector overlay
Avatar
Avatar
zhn
nah, better map testers <-> map creators communication
for this
15:15
and add a pencil mode to the wrench
15:16
i will pay 25 burgers to whoeber adds this
Avatar
Avatar
louis
we need wrench weapon that can place all sorts of block with radial selector overlay
Add Redstone πŸ—£οΈ
Avatar
Add worldedit
Avatar
minetee
Avatar
Avatar
louis
we need wrench weapon that can place all sorts of block with radial selector overlay
lowkey nodes
Avatar
GitHub BOT 2025-01-14 16:58
6292d98 Change start arg parsing in client to directly change the config after loaded - Jupeyy d6f4957 Merge pull request #61 from Jupeyy/pr_client_config_parse - Jupeyy
Avatar
GitHub BOT 2025-01-14 17:07
Contributions are done at data/languages since always, but now there is Android strings at scripts/android/files/res/values/strings.xml. Should we add translation instructions to guide new translations and current ones that might not know about Android strings? If yes, where (the main README or a separate file e.g. TRANSLATIONS) ?
Avatar
ws-client BOT 2025-01-14 17:14
<ChillerDragon> new clang just dropped
17:15
<ChillerDragon> time to add .clangd config to ddnet
17:16
<ChillerDragon> @heinrich5991 if you dislike redirect layers what are my chances of getting it merged? I really think it is a cool feature that should go into ddnet
17:16
<ChillerDragon> i spent 2 days making it work and i am now polishing out the bugs
17:17
<ChillerDragon> a feature that is easy to use and has more code is better than something that is too hard to find or figure out for users with less code
17:18
<ChillerDragon> also i agree more code is always worse but i think you are taking it a bit too far and stalling feature development
Avatar
honestly it feels like a very niche thing only like, 3 maps are going to use
Avatar
ws-client BOT 2025-01-14 17:18
<ChillerDragon> it is already use a lot in custom servers
17:19
<ChillerDragon> for example ugblocker
17:19
<ChillerDragon> but in a weird way that requires configs and the entities look cursed for players
17:21
<ChillerDragon> but yea for ddnet i only see 1 map that uses it maybe linear too not sure what the blocker situation is there
17:21
<ChillerDragon> and that also depends on the redirect protocol to be finally extended to allow redirecting to different ips
Avatar
Avatar
ws-client
<ChillerDragon> a feature that is easy to use and has more code is better than something that is too hard to find or figure out for users with less code
Avolicious 2025-01-14 17:27
I get this point, it might be fun for some splitted maps, but can you make the redirect with a password?
Avatar
ws-client BOT 2025-01-14 17:29
<ChillerDragon> yea redirect with password would be really cool! but i think heinrich rejected that in favor of accounts
Avatar
GitHub BOT 2025-01-14 17:32
This allows to add bans and port forward exceptions without restarting the mastersrv itself. It also allows reloading the locations database (with the important caveat that it is mmap-ed, and as such must be removed before being overridden in the file system).

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 ...
Avatar
the deen
Avatar
I didn't know the CTO of Databricks and Apache Spark creator did water rendering physics for 0 A.D. πŸ˜„ https://en.wikipedia.org/wiki/Matei_Zaharia
Matei Zaharia (born 1984 or 1985) is a Romanian-Canadian computer scientist, educator and the creator of Apache Spark. As of April 2022, Forbes ranked him and Ion Stoica as the 3rd-richest people in Romania with a net worth of $1.6 billion.
Avatar
GitHub BOT 2025-01-14 18:31
8c01dcf mastersrv: Add config file and hot-reloading of it - heinrich5991 1ec83d5 Merge pull request #9533 from heinrich5991/pr_ddnet_mastersrv_config - def-
Avatar
Avatar
ws-client
<ChillerDragon> yea redirect with password would be really cool! but i think heinrich rejected that in favor of accounts
Avolicious 2025-01-14 19:07
But what has redirection to do with accounts?
19:07
They are different things
Avatar
Avatar
Avolicious
But what has redirection to do with accounts?
for client state to share i thing
19:07
like cookies
19:07
i think*
Avatar
Avolicious 2025-01-14 19:08
Mhmmm, it does sound like two things for me
19:08
Accounts are accounts & redirection is redirection
19:08
It only allows to redirect on the same ip, just a different port
Avatar
have to be something related with security and cookie hijacking and blah blah blah
Avatar
GitHub BOT 2025-01-14 19:48
Using Vulkan the client crashes when rendering very long text. When rendering a string of length ~20000 it crashes after a few seconds. With a string of length ~65000 it crashes immediately. Can be tested by changing the replacement string of any line in a localization file. Does not crash with OpenGL. I get two different crash logs, read and write: ``` DDNet.exe caused an Access Violation at location 00007FFE6B7E61D9 in module nvoglv64.dll Reading from location 0000000000000110. Ad...
Avatar
GitHub BOT 2025-01-14 20:10
f9ed119 Add fallback mode for cursor grab. - Jupeyy 8313293 Merge pull request #62 from Jupeyy/pr_client_grabbed_cursor_fallback_none - Jupeyy
Avatar
GitHub BOT 2025-01-14 20:17
Tried to reproduce #9534 . Used OpenGL 1 accidentally ``` src/engine/client/graphics_threaded.cpp:853:3: runtime error: index 32768 out of bounds for type 'CCommandBuffer::SVertex[32768]' (aka 'GL_SVertex[32768]') SUMMARY: UndefinedBehaviorSanitizer: undefined-behavior src/engine/client/graphics_threaded.cpp:853:3 ================================================================= ==175288==ERROR: AddressSanitizer: heap-buffer-overflow on address 0x7bac4a16dbfc at pc 0x55a3a1f81792...
Avatar
Jupstar βœͺ 2025-01-14 20:36
@Robyt3 have u ever seen the onetime buffer flag?
Avatar
Avatar
Jupstar βœͺ
@Robyt3 have u ever seen the onetime buffer flag?
You mean related to the crash? I've seen it in the code.
Avatar
Avatar
Robyt3
You mean related to the crash? I've seen it in the code.
Jupstar βœͺ 2025-01-14 20:38
The crash should be fixed regardless, but I think the idea of the flag was that a text cannot be bigger than how big our MAX_VERTEX_COUNT is
20:39
that assumption is one of the reasons vk is so much faster in text rendering
20:39
bcs it reuses buffers as much as possible
Avatar
Avatar
Jupstar βœͺ
The crash should be fixed regardless, but I think the idea of the flag was that a text cannot be bigger than how big our MAX_VERTEX_COUNT is
ah, but it's being used for all TextEx rendering
Avatar
Avatar
Robyt3
ah, but it's being used for all TextEx rendering
Jupstar βœͺ 2025-01-14 20:39
Yes
20:39
do we need 65k character support?
20:39
we can always increase the buffer ig
20:40
or the text renderer has to flush (it probs has to anyway for opengl 1.x)
Avatar
Avatar
Jupstar βœͺ
or the text renderer has to flush (it probs has to anyway for opengl 1.x)
yeah, if that's possible that seems optimal, though limiting to some maximum amount of text instead of crashing would also be sane
Avatar
GitHub BOT 2025-01-14 20:48
This fixes #9534 . Additionally this code changes handles the result of vkMapMemory now to make the code safer. The Vulkan backend intentionally does not support such huge buffers, to reuse buffers in the case of streamed buffers such as during text rendering. The actual fix for a text limit must be handled in the text rendering engine

Checklist

  • [x] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly re...
Avatar
Jupstar βœͺ 2025-01-14 21:18
can i not add a format specifier in dbg_asserts?
Avatar
Avatar
Jupstar βœͺ
can i not add a format specifier in dbg_asserts?
no, it doesn't have vararg support right now
Avatar
GitHub BOT 2025-01-14 22:03
2d1a48a Handle vkMapMemory result. Fail if memory exceeds max buffer size for stream buffers. - Jupeyy 4ec2858 Also add assert to graphics_threaded's CreateBufferObject & RecreateBufferObject - Jupeyy 51b7185 Merge pull request #9536 from Jupeyy/pr_handle_vk_map_result - Robyt3
22:04
Continuation of #9534. #9536 fixes the invalid reads/writes but the client now crashes with an assertion when rendering very long text with Vulkan and OpenGL 3.3. The text renderer should possibly flush the buffer when its full to ensure correct usage of the one-time-use flag. See also #9535 which is a different crash but may also be fixed by flushing, if I understand this correctly.
Exported 114 message(s)
Timezone: UTC+0