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Teeworlds
discord.gg/teeworlds / development
For discussions around the development of the official Teeworlds
Between 2020-09-06 00:00:00Z and 2020-09-07 00:00:00Z
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I'm glad that prediction for other players is now official, and it is no doubt a highly demanded feature. Since the PR is now closed, I would suggest keeping a discussion regarding a future version of prediction. Here's the future works stated in the PR:
  • [ ] Predict actions on other tees
  • Currently when you hammer another tee with cl_predict_players on, the force on the other tee isn't predicted
  • [ ] Predict grenade jumps
  • [ ] Projectile prediction (for grenade, shotgun, pi...
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!screenshot_2020-09-06_06-40-07 Search and save features kinda lose half of their purpose when you can't see all skins names.
07:18
112c070 Show skin names inside skin buttons. - TsFreddie 45233c5 Merge pull request #2715 from TsFreddie/0.7-ski... - oy
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You on fire @TsFreddie
09:12
The in game cursor speed is inconsistent compare to menu cursor. (edited)
09:12
I would think 100 for both sens should have roughly the same result.
09:14
oof, sorry for the music blasting at the end of that video.
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i think its affected/depends by inp_grab (ingame)
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both menu sens and in game sens are related to inp_grab i think
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now i dunno if it changes behaviour in menu too
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and of course with inp_grab 1 there is no way to test it. (edited)
09:20
inp_grab 0 allows me to have windows cursor as a reference.
09:26
it is quite accurate in both mode, but i do wish the sens can be matched.
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@TsFreddie with inp_grab 0, the mouse is handled by the operating system I think
09:29
windows has mouse acceleration by default
09:29
no way to match that in teeworlds, currently
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i turned that off ofc
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well
10:05
i did it
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But I did switched cursor drawing from world space to screen space
10:09
although I don't know why would you draw cursor in world space in the first place. (edited)
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¯\_(ツ)_/¯
10:09
@mind here?
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I guess some mods could use world space cursor position to do stuff. and matching the targetpos with server is more important (edited)
10:22
EeveeShy There must be some way to scale the sens to match menus.
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@Sonix yes
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In the Server Browser menu, one may click outside the server list and still hit the "remove filter" button outside the range. The filter that is off bounds: !20200906122335_1 Before Click: !20200906122353_1 After Click: ![20200906122355_1](https://user-images.githubusercontent.com...
10:35
de85395 Scrollregion: m_ScrollY now ties to content height - TsFreddie c876164 Remove excessive empty lines and a unused enum - TsFreddie e7886fc Merge branch 'master' into 0.7-scrollregion - TsFreddie 809d384 Optimize slider grab experience - TsFreddie 6b611b5 Merge branch '0.7-scrollregion' of github.com:T... - TsFreddie
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I fixed the shadows in the grass tileset, there should be no cuts or at least not visible ones without zooming super in. I hopefully fixed the cuts you mentioned too @mind
11:14
11:15
https://i.imgur.com/yq8YV3L.png if u wanna test it out
11:15
before i PR to github
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closes #2713 I hope this make scrolling feels better.
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@Sonix I marked the spots that have a missing line of shadow
11:43
And the grasstiles on jungle_main have cut-off shadows, too.
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jungle and desert are way trickier and they will get updated in 0.8 so 🤷‍♂️
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or sooner than 0.8 dunno
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tried my best @mind, there are some that are still there but they're impossible to fix without reworking everything. The important thing is that there are no plain visible cuts ingame
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  • Change CUI::DoButtonLogic to only use left mouse button.
    • I don't know why right mouse button was enabled for buttons, but it doesn't feel right and this would free up the right mouse button to be used for other things in the future, like contextual menus/infos.
  • Represent all the Checked-Values using bool instead of int.
  • Consolidate mouse button handling from Gameclient and Editor in CUI.
  • Make CButtonContainer inherit CUIElementBase and move and simplify the ButtonFade handling...
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EeveeShy oof conflicted a bit.
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@mind @Sonix yep jungle has been completely redrawn and desert is fixed with parts of it redrawn and some extensions, currently I'm working on improving some small details on the grass main and layout standardisation for all mains in general + new themes including grass tiles for all biomes
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Please preserve layouts, we're still dealing with the chaos of the 0.7 layout changes, that corrupted a lot of maps
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is it possible to release the source files in order for other designers to use them for new tiles?
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sorry but that will not happen Dune layout standardisation is a big thing that Landil wanted to see in 0.7 already but there was no reason to go for it as there were no new tilesets introduiced but for 0.8 it will happen and all tileset will have the same layout
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The benefit is tiny compared to the absolute mess it creates
14:22
It was hard to foresee, but now we have observed it
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the benefit will outweigh it in the long run think long term
14:25
it will be the last compatibility break from then on all tileset have the same layout allowing for easy tileset swap
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the tileset change has create an ambiguity for all old maps
14:25
I have about 50k maps in my map archive
14:25
I don't know, maybe 1k of them use the jungle tileset
14:26
for each and every one of those, it's unclear which map tileset is right
14:26
if we change layout again, I think we should name the tileset differenlty
14:26
maybe jungle2_main
14:27
or somehow change the editor code in 0.8 that clearly marks the new jungle tileset in the editor, so that no ambiguity arises
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I'd prefer the 2nd approach
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start by versioning maps
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wdym @jxsl13?
14:47
do you mean by teeworlds version?
14:48
what happens when you open a 0.7 map in the 0.8 editor and save
14:48
does it get marked as 0.7 or 0.8 map?
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@Dune this is that original file Landil showed me years ago he wanted to adopt it's layout and that is gonna be the core layout for all tilesets in 0.8
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I mean maps having a version like Teeworlds itself.
14:59
you do not open old maps in new editors, but it would allow to actually properly distinguish map versions.
14:59
and properly convert between formats/versions. (edited)
15:00
ofc new formats should not be released in between major versions of teeworlds (current opinion).
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@jxsl13 so you'd artificially forbid opening old maps in new editors?
15:01
currently it's possible, I think, even opening 0.4 maps in the 0.7 editor (edited)
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yes, I would just return an error that the map version is incompatible. at most maybe having a conversion tool (could be in the client itself, preferrably third party tools) the conversion tool, if part of the client, should at most support the previous map version.
15:04
in order not to bloat the codebase unnecessarily.
15:05
If the map format does not change, why forbid it, a teeworlds version jump would not enforce a map version jump. (edited)
15:06
a map version jump would,on the other hand, enforce a tw version jump.
15:07
as far as I understand the current situation, the maps can be opened, because there is no actual map versioning. they can even be opened, even tho the format or the default tilesets changed. (edited)
15:08
a change of the default tilesets might also enforce a map version jump.
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I don't see how that map version thing particularly helps
15:09
grass maps from 0.6 and before are still fine in 0.7
15:09
the map version thing would break that
15:09
however, tile versions would be almost perfectly suited for this
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converting between maps from 0.6 to 0.7 seemed to be problematic, or am I wrong here? a lot of maps look broken on 0.7 that were ported from 0.6? (edited)
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yes, due to missing tileset versioning
15:12
the jungle tileset changed
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hm, I wonder how you'd version tilesets?
15:13
might be the same as map version
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This would make it a lot easier to check whether map has 0.5 vs 0.6 vs 0.7 grass tiles and that stuff.
15:13
I just wrote down my thoughts there
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hm, well the versioning of either default tilesets/maps might be some 1 to 6 bytes value in the map itself.
15:19
the assumption with pre-versioning maps seems fine.
15:20
crc value for external tilesets also seems good, but would one want to enforce that for default tilesets?
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the grass doodads changed btw
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@jxsl13 should fit into one integer, the versioning
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people might wanna swap those, maybe there is not that much of a demand there, but maybe.
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and i say it will be common to bring additions to doodads @heinrich5991 and reposition stuff
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default tilesets that is
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@Sonix that's what the proposal is for
15:21
fixing the effects of that in the code
15:21
every time you reorder stuff, you increase the tileset version in the code
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I would call that map versioing instead of tileset versioning
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(which is only possible between major versions anyway)
15:22
idc what you call it, I care about the effects
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every time you change tilesets itself, you update the version.
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that would make grass_main incompatible, even if it stays compatible
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if the game gets new actual map entities, one might also increase the counter
15:48
435fb05 fix button and hovering logic, cleanup and refa... - Robyt3 a88f769 Merge pull request #2718 from Robyt3/buttonLogi... - oy
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this happened after Robyt's commits? (edited)
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uh, it's from the windows artifact from the robyt's PR
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Add a raindrop mapres similar to snow or stars that can be used to animate a map.
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alright, it doesn't happen in my master with the PR merged in
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thats weird 😄
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strange.. strange indeed
16:14
but considering it works in the proper build, it is no issue. might be the github actions doing some wonky stuff o.o
16:19
deleted my screenshots to avoid further confusion
17:58
c50795d Smooth scrolling - TsFreddie 8401446 No highlight in browser & listbox while scrolling - TsFreddie 161ff2f Fix highlight hiding when the list doesn't actu... - TsFreddie 0187e54 Style fixes - TsFreddie 2f730aa Merge branch 'master' of https://github.com/tee... - TsFreddie
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oh. that was fast.
17:59
i keep making simple format mistake when i'm tired.
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bigflush can i +1 for clang-format
18:01
or add .clang-format to .gitignore
18:03
lol, i checked my phone. apparently i typed this and falls asleep...
18:12
hard worker
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nah. was about to take a nap. just tried to reply a message and got denied by the comfy bed.
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y_okie 1
19:11
fe5daf8 use absolute instead of abs - Robyt3 51ef8ca Merge pull request #2720 from Robyt3/absoluteIn... - oy
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last few days have been killer in terms of the PRs
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