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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 2025-03-01 00:00 and 2025-03-02 00:00
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GitHub BOT 2025-03-01 01:13
Introduced by #9499, which wasn't a proper fix because LAYERTYPE_GAME is a layer type ID, not a group ID Fixes #9765 Also fixes part 1 of #9507. Part 2 might be intentional, as teles and death tiles are on different layers. However, undo functionality for non-game layers is still broken

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 ...
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i think i have a fix for undo with automapper too, but ill just go sleep now
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GitHub BOT 2025-03-01 06:44
509c779 Fix automapper seed crash - KebsCS 3e04a1f Merge pull request #9781 from KebsCS/pr-fix-automapper-seed-crash - def-
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kebs
i think i have a fix for undo with automapper too, but ill just go sleep now
heartw
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GitHub BOT 2025-03-01 10:11
9015415 Rename VERSION_DDNET_128 to VERSION_DDNET_128_PLAYERS - def- 00b7d10 Merge pull request #9766 from def-/pr-rename - edg-l
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how do i make pull requests on githubowo
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oxyzo
how do i make pull requests on githubowo
fork it, do your changes (preferably on a different branch) - and then use the github webpage to create a Pull request from your fork to upstream
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and squash your commits
10:40
if needed
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not squashing your commits moves you up the contributor list faster
🤣 2
10:41
/s
10:41
do squash please
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true it does
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we only squash if the changes are minimal
10:45
some PR's need split commits, like roby's, because he does multiple features in one PR but spread across multiple commits
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TsPiggy
not squashing your commits moves you up the contributor list faster
That's why I never squash
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#9767 is now ready for review 😊 ALERT OPTIONS or something like that
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Currently you can either turn text entities on or off. This PR allows to do this for speedtiles (only text, arrows stay) teleports switches tune zones (feature does not exist) the editor (all...
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by Ass... justatest
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GitHub BOT 2025-03-01 13:22
Fixes #9279 Closes #9507 (Part 1 was fixed in #9781, Part 2 is intentional as they are different layers, undo functionality has been fixed) The tiles were being placed on the game/tele layer, which belongs to the game group. m_SelectedGroup usually is the selected tile's group instead, so undo didn't work with it Fixes #9770 Simply return when the popup's layer is deleted, as the popups would still reference the now deleted layer's data. Also fixed the same issue for the tele and swi...
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3 fixes in 1 🥳
🚀 1
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GitHub BOT 2025-03-01 13:37
Feedback from the first viewers pr :D https://github.com/ddnet/ddnet/pull/915#issuecomment-338261665
Opinions on privacy?
https://github.com/ddnet/ddnet/pull/915#issuecomment-338315065
Strongly against it.
The new viewers feature is more private because it does not expose names. But still has issues. https://github.com/ddnet/ddnet/pull/9488#pullrequestreview-2536113475
I never liked this feature. It also makes it harder to moderate when people get notified of being watched by a ...
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щасбыгидрыпоюзать 2025-03-01 13:39
how to fix
13:40
2025-03-01 16:37:46 I chat/server: Successfully registered an account, you can login now 2025-03-01 16:37:46 I chat/server: Set a security pin to avoid account stealing. For more info, say '/pin' 2025-03-01 16:37:46 I chat/server: *** That account doesn't exist, please register first
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Nameless_Me 2025-03-01 13:43
hmm, does anyone know if servers will only accept cleints? or if only cleints can recive the packets? How do you conenct to a local server?
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щасбыгидрыпоюзать 2025-03-01 13:44
does bugs stupid bam ban damn
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щасбыгидрыпоюзать
how to fix
not ddnet - ask the person whose source you use.
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GitHub BOT 2025-03-01 13:51
Render the graphs when dbg_graphs is enabled regardless of the debug option instead of only rendering them when both options are enabled, to also allow rendering only the graphs. Move the alternative between the gameclient and editor rendering to the CClient::Render function. Move the IGraphics::Clear call to the beginning of the CGameClient::OnRender function, consistently with the Clear call in the CEditor::OnRender function.

Checklist

  • [X] Tested the change ingam...
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@Nameless_Me What do you mean? Are you asking if it's possible to create your own client implementation?
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furo
@Nameless_Me What do you mean? Are you asking if it's possible to create your own client implementation?
Nameless_Me 2025-03-01 13:57
I'm asking if you can connect to your own server with a cleint/program hybrid, I want to be able to recive server info, but I don't just want a playable cleint, i'm asking if its possible to do this
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You can take a look at https://chillerdragon.github.io/teeworlds-protocol/index.html It has some documentation about the protocol and lists some existing client implementations
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GitHub BOT 2025-03-01 14:01
Closes #9783 Adds so hide_auth_status also won't count you towards spectator counter

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 cha...
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furo
You can take a look at https://chillerdragon.github.io/teeworlds-protocol/index.html It has some documentation about the protocol and lists some existing client implementations
Nameless_Me 2025-03-01 14:02
thank you
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always
by Ass... justatest
this is not even physics related 😦
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is there some list of all supported emoji of ddnet
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all emojis thats supported by dejavusans font ig
❤️ 2
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GitHub BOT 2025-03-01 14:36
06c6c76 Support using dbg_graphs without debug, refactoring - Robyt3 92c0489 Merge pull request #9784 from Robyt3/Client-Debug-Graphs-Separate - edg-l
14:36
5df776e Fix automapper undo and popup crashes - KebsCS f78a9f8 Merge pull request #9782 from KebsCS/pr-fix-automapper-seed-crash - edg-l
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Yearly cleanup ?
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They are all ~20 minutes old, I guess bot stuck or something
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meloƞ
Yearly cleanup ?
no, its just closed issues from my single pr 😂
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GitHub BOT 2025-03-01 15:34
Fixes #9762

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/#u...
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GitHub BOT 2025-03-01 17:13
0581a4a Disable spectator count for hide_auth_status - KebsCS 0aff2c7 Merge pull request #9785 from KebsCS/pr-hide-auth-spec-count - def-
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GitHub BOT 2025-03-01 17:35
Previously if multiple spawn types (default,red,blue) were used. Only one of them would be considered for spawning. Now tees are distributed across all spawn points even if different types are used in the map. @def- looks like you introduced that. Any hard feelings here? Do you remember the reason why you did that? 72f3b774b87922a2738ecdc1ce48da58b4295874 CC #3837 I realized that while trying to fix https://github.com/ddnet-insta/ddnet-insta/issues/280. I can smoothly fix it in th...
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can i see character@netobj.ddnet.tw with wireshark dissector? nvm tested other way (edited)
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All my PRs now ready again happy
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GitHub BOT 2025-03-01 18:52
Fixes #9753 I don’t know why fake tuning was always sent instead of the real one, since the very first jetpack prediction commit: https://github.com/ddnet/ddnet/commit/38b16ee5c096e7702413fa587db144ac97689432 Now it matches other fake tunings and seems to work correctly Also partially reverted #9276 because it broke vanilla servers. I moved the code before the client receives tunings, since DDNet compatible servers send the jetpack strength tune. I've tested this on vanilla, servers both ...
❤️ 1
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kebs casually saving ddnet
😆 3
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now that i know exactly how tunes work
19:11
ill try to add new tile that locks tune on the player
gigachad 3
👍🏻 3
🔥 3
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kebs
ill try to add new tile that locks tune on the player
may take a look at my global_tuning issue 😄
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Assa
may take a look at my global_tuning issue 😄
i see, idk how would that work
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ws-client BOT 2025-03-01 20:41
<ChillerDragon> @kebs the dissector supports ddnet message extensions but sadly it can not do snap items yet. I usually merge into this pr and patch in the 2 lines that dump the snap https://github.com/ddnet/ddnet/pull/8189
The method CSnapShot::DebugDump() used to print just the raw snap items. Without item names or field names: 2024-04-07 09:10:01 I snapshot: data_size=356 num_items=10 2024-04-07 09:10:01 I snapshot...
20:41
<ChillerDragon> GameClient()->GetNetObjHandler()->DebugDumpSnapshot(pTmpBuffer3);
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ws-client
<ChillerDragon> @kebs the dissector supports ddnet message extensions but sadly it can not do snap items yet. I usually merge into this pr and patch in the 2 lines that dump the snap https://github.com/ddnet/ddnet/pull/8189
ty but bit late, figured it out without wireshark kek
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when touching tune lock off tile, should it still have the tune's values or instantly off?
21:07
breaks prediction on older clients if standing in it, but i prefer instantly off (edited)
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kebs
when touching tune lock off tile, should it still have the tune's values or instantly off?
can you explain further what you mean? you enter a tune lock tile, and your tunings can't change anymore until you enter a tune unlock tile?
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yes this is how it works
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I thought you were implementing a tune-setting tile. you enter the tune setting tile and your tuning won't change when you enter the default tune zone (0)
21:20
theres 2 new tiles, tune lock and tune lock off
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I described a different tile, no? (just asking) (edited)
21:21
I mean it this way, if you enter a new tune-setting tile, it'll overwrite. If you enter a zone where no tune tile is set, your tuning stays
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Assa
I thought you were implementing a tune-setting tile. you enter the tune setting tile and your tuning won't change when you enter the default tune zone (0)
this is how tune override works
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and then a reset tile
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yea i implemented that already
21:22
just were asking if you touch reset tile should it instantly turn the tuning to global
21:22
or when you leave it
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I would do it instantly, since these are probably skippable* anyway (edited)
21:23
also this is what I'd expect as a mapper (edited)
21:23
tuning tiles themselfes also apply instantly
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alright ty
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skippable* = Post Tick applied
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if(Event.value <= SDL_JOYSTICK_AXIS_MIN * DeadZone && !m_aCurrentKeyStates[LeftKey]) { AddKeyEvent(LeftKey, IInput::FLAG_PRESS); } else if(Event.value > SDL_JOYSTICK_AXIS_MIN * DeadZone && m_aCurrentKeyStates[LeftKey]) { AddKeyEvent(LeftKey, IInput::FLAG_RELEASE); } if(Event.value >= SDL_JOYSTICK_AXIS_MAX * DeadZone && !m_aCurrentKeyStates[RightKey]) { AddKeyEvent(RightKey, IInput::FLAG_PRESS); } else if(Event.value < SDL_JOYSTICK_AXIS_MAX * DeadZone && m_aCurrentKeyStates[RightKey]) { AddKeyEvent(RightKey, IInput::FLAG_RELEASE); } this has never worked for me, i have had to push all the way left to get it to press
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is your deadzone in the mud? (edited)
21:36
when axis 3 goes further left than the deadzone its supposed to make me go left (since ive done bind joy_axis3_left +left)
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MANGOMAN JO 2025-03-01 21:36
i need a mod
21:36
right now
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#✉-create-a-ticket also wrong channel
21:36
^ good luck getting someone to respond in time
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MANGOMAN JO 2025-03-01 21:36
ok thanks how did you know i was banned
❓ 1
21:37
i didnt
21:37
i assumed it was a blocker
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MANGOMAN JO
ok thanks how did you know i was banned
what did you get banned for ? Asking for a friend
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Solly
if(Event.value <= SDL_JOYSTICK_AXIS_MIN * DeadZone && !m_aCurrentKeyStates[LeftKey]) { AddKeyEvent(LeftKey, IInput::FLAG_PRESS); } else if(Event.value > SDL_JOYSTICK_AXIS_MIN * DeadZone && m_aCurrentKeyStates[LeftKey]) { AddKeyEvent(LeftKey, IInput::FLAG_RELEASE); } if(Event.value >= SDL_JOYSTICK_AXIS_MAX * DeadZone && !m_aCurrentKeyStates[RightKey]) { AddKeyEvent(RightKey, IInput::FLAG_PRESS); } else if(Event.value < SDL_JOYSTICK_AXIS_MAX * DeadZone && m_aCurrentKeyStates[RightKey]) { AddKeyEvent(RightKey, IInput::FLAG_RELEASE); } this has never worked for me, i have had to push all the way left to get it to press
21:41
it appears to work flawlessly
21:41
so why arent my binds activating
21:42
ohhh
21:42
because it was the wrong thing bound
21:42
it picks the first thing that moved
21:42
and ignores deadzone
21:43
why tho surely its just listening for a key event
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MANGOMAN JO 2025-03-01 21:51
guys thanks for ticket i did it now iam waiting for a response
21:51
this is my first time being a band guy
21:51
banned
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Assa
I mean it this way, if you enter a new tune-setting tile, it'll overwrite. If you enter a zone where no tune tile is set, your tuning stays
the way its coded rn, if you have override tune then no matter what tune you are in ill be overriden
22:05
idk if i want to change that
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does this also apply for the new tune override tune itself?
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yea i can make so new override tile overrides old one
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what is overwritten btw? All tunings or just the ones set by the tune zone?
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entire tune just like old stuff, so same issue as your global tune
✅ 1
22:09
also i made it so unlock tile number 2 can only unlock if you got locked with number 2
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oh so not a global reset 🤔 interesting
22:12
so you are our new tune zone expert and I am unfortunately the new speedtile expert
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time to break each others code kek
22:13
good thing I removed the speedup tuning xD
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ill dilate the entities and i think its ready after a final test
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Assa
so you are our new tune zone expert and I am unfortunately the new speedtile expert
i will soon become the automap expert trust me
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also projectiles work seperately from owner's tune so it doesnt work that well (edited)
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I already wrote nearly all of the wiki site for it, at least we can help each other @Hecta ask me for a review
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kebs
also projectiles work seperately from owner's tune so it doesnt work that well (edited)
projectiles don't work at all well with tune zones, they don't change the tune zone if they leave it
22:23
Also is there a reason that @Hecta doesn't have the dev tag @Robyt3 ? since he is a contributor namely https://github.com/VoxelDoesCode
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Maybe leaving removed all roles
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@Robyt3 This isn't enough width for some of the labels. uhmm i like the radio menus, increasing the width of the buttons makes stuff inconsistent, same with newlining it do you have any ideas on what to do ><
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marquee
22:31
:D :D
22:31
oh yeah you wanted drop down
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drop down is bad tho
22:32
or is less preferable to how it is
22:32
but its probably the only way
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Maybe two checkboxes side by side would have been easier in some cases
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idk wym by that
22:33
like split vertically have 2 doline_checkboxbuttons?
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For example [X] Hook strength icon [X] Hook strength number
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Assa
Also is there a reason that @Hecta doesn't have the dev tag @Robyt3 ? since he is a contributor namely https://github.com/VoxelDoesCode
im a roleless chad
22:33
aw
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Assa
I already wrote nearly all of the wiki site for it, at least we can help each other @Hecta ask me for a review
lemme look
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Robyt3
For example [X] Hook strength icon [X] Hook strength number
you cant have the number without the icon
22:34
or actually
22:34
if that was the case it would make it easier to fit in the way it is now
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hide/disable the second checkbox then
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no, icon, number, both
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yeah, two checkboxes encode that easier than 4 buttons
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Assa
I already wrote nearly all of the wiki site for it, at least we can help each other @Hecta ask me for a review
which page? speedup or automap?
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Robyt3
yeah, two checkboxes encode that easier than 4 buttons
but its so fancy shamncy
22:36
but okay 😔
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Not if the text is already scaled down on default size and in English
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Robyt3
Not if the text is already scaled down on default size and in English
it wouldnt be if it was just "both"
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Then you add another option that nobody asked for?
22:37
i.e. showing only the number
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i think every one of the doohickies was already there or requested
22:38
but 2 checkboxes it is
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GitHub BOT 2025-03-01 22:45
Joystick up and down hats didn't seem to work. I couldn't figure out how the original code worked, so I replaced it and it works

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
  • [x] Changed no physics that ...
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Hecta
which page? speedup or automap?
automap, and now I added your Modulo operator: https://wiki.ddnet.org/wiki/Automapper#Syntax but this belongs in #wiki (edited)
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GitHub
Click to see attachment 🖼️
@Solly Thanks for looking into it, it's obviously caused by #9659, you can fix it by changing a single line instead
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Enable pylint for the scripts/gen_keys.py script and fix various issues. Avoid duplicate code and make script more extensible by using loops and functions. Avoid clang-tidy NOLINT(misc-definitions-...
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Reorder the joystick hat keys so the order is consistent with the mouse wheel directions. justatest
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The upper bound of the for loops did not include left and right hat keys anymore
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its never worked for me
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Up and down worked
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i tried a few months ago and the hats werent working
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It was broken in a different way in a few previous versions
laugh 1
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and the same joystick shenangans
23:00
^ whichi cant figure out why is happening
23:00
my partner wants to get into ddnet but they prefer controller
23:00
lmao
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I'd even consider mobile easier than controller 😄
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Robyt3
I'd even consider mobile easier than controller 😄
being able to use hats for wasd and relative movement on the right joystick
23:02
it feels the same to me as mouse and kb
23:02
it would take me a while to get used to it
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I'd definitely use absolute aiming though
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Robyt3
I'd definitely use absolute aiming though
i use really low mouse max distance
23:04
so to aim i move my mouse in the direction i want to aim
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render and ui related code are brrr..
23:38
23:39
Spaghetti everywhere
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I think it's just very redundant, maplayers especially. The engine part just follows usual vulkan backend api with shaders and rasterization and stuff. So at least the render related code is not that aweful
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Well I mean more specific code like how you actually render the tees
23:44
Me trying to get alpha thing work in demo
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I am wondering, are there any rules against functions as parameters? If not I'll follow up with a refactoring ...
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I love callbacks (edited)
Exported 191 message(s)
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