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Teeworlds
discord.gg/teeworlds / development
For discussions around the development of the official Teeworlds
Between 2020-06-23 00:00:00Z and 2020-06-24 00:00:00Z
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The console linebreak doesn't happen in any resolution that we support
09:35
I can make it happen with a patch to make the window runtime resizeable and setting an aspect ratio of 1 or lower
09:36
Oy must be using the console on his phone
09:36
Or one of those portrait billboards
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Yeah that's odd I play around with resolutions and I've never seen the console linebreaking
10:25
I'd argue it's a bug if it does, we should rely on that
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Yeah definitely should be fixed, just odd he even came up with the test 😄
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Seems the chat scrolling thing was broken way before I touched it
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chat pages?
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nah, overly long chat messages are rendered truncated from the beginning
13:47
but if you move the cursor all the way back, you can't actually change where the truncation starts
13:47
just fill the chat up with the repeating pattern W_ and you'll see the odd behaviour
13:53
Issue seems to be that KEY_LEFT doesn't trigger m_InputUpdate so it won't scroll
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While working on #2521 I noticed that the bounds of the selection wouldn't always be in the visible bounds, which made no sense. Turns out KEY_LEFT doesn't actually cause m_InputUpdate so chat.cpp:L903 which is supposed to catch this, doesn't. To observe for yourself, input the repeating pattern W_ until it no longer fits and move your cursor to the start. Not quite sure how best to address this, KEY_LEFT isn't really a change so returning true from CLineInput::ProcessInput s...
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@gerdoe snap is snapshot
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so, what is snapshot?
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it's a "snapshot" of the state of the game
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ahh... thanks :)
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but we don't send complete snapshots, we send what we call deltashots
23:07
it's the difference between the last state and the current state
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what reason is for using snaps?
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well it's a common pattern when developing a netcode, there are only a couple common ways to do it
23:09
you can send snapshots, you can distribute the input from each client to every other client
23:10
there are netcodes that trust all client input that send snaps but work with rollbacks, pretty common in fighting games e.g. where the rollback wouldn't be so obvious
23:11
snapshots the way we use them are pretty classic, the clients send input, the server decides what happened and it sends what it thinks happened to every client
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like next frame/tick?
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yep, each tick clients send input and the server uses all the input to decide what the state for the next tick is
23:14
well there is prediction that makes things a little more intricate than that but that's the general idea
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got it, nice
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