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Teeworlds
discord.gg/teeworlds / development
For discussions around the development of the official Teeworlds
Between 2020-10-18 00:00:00Z and 2020-10-19 00:00:00Z
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Sorry this is unprompted. Just a few small changes plus reimpletmented #2613 (because I forgot to create new branches) Changes:
  • Add missing Localizations for "Please enter the password." and skin parts catagories (due to missing context)
  • Allow listbox to have no header and remove the listbox's header in skin part selection which is a duplicated info.
  • Make scrollregion's scrollbar more integrated into the content.
13:24
2299f73 various ui changes - TsFreddie ba9613e code style update - TsFreddie c238f92 Merge pull request #2782 from TsFreddie/0.7-var... - oy
13:25
0c5a787 Fix grass_main cut shadows (#1911) - Sonix- 5aa3764 Merge pull request #2771 from Sonix-/grassfix - oy
13:41
0abb239 refactor CBroadcast - Robyt3 440d6c1 increase broadcast backdrop size and alpha - Robyt3 10b2293 enable colored broadcasts per default - Robyt3 1376858 Merge pull request #2766 from Robyt3/issue2753 - oy
14:27
water no likey laser ^^
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ban water
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@jxsl13 water now accepts laser, just at a different angle #general ^^
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nice, slight distortion through the water
15:08
I guess
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but what if we shoot a prism?
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segfault
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@Assa undefined behavior
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usually a laser has a fixed wavelength, so it just gets another angle, get your physics straight
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if(enterwater) MakeRainbow();
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@TsFreddie you could make it pick complementing hues for body/feet like this instead of purely random
16:17
also might wanna limit saturation to some degree
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Maybe a bias towards these complementing hues but id keep some randomness
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thonk well, i probably need more explanation than that
16:27
the marking is the main problem i think
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the marking could have the same hue as body with a change in brightness
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but i think it should still be more random than only the same hue.
16:29
can complementing hues works for marking as well?
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maybe it can
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i'll try
16:32
oof, CBroadcast got merged. i need to rebase TextRender again
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as long as there's a clear difference in brightness it should look fine
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and if there's no wild difference in saturation I guess
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but red on white is probably a thing
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yeah it might be a bit limiting but at least should give a nice result most of the time and I guess random skins can be a bit generic
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right marking has alpha as well
16:36
should probably kept that at least visible
16:39
tbh i think it would be more fun to roll a good looking one with pure random
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Add a random chance that a color becomes white
16:40
Or a non-random chance. White usually works with other colors quite well
16:41
All of the colors on the grey line do actually
16:41
MarkingColor.L = (BodyColor.L + 128) % 255
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also, the idea is you randomize the skin then tweak it yourself. otherwise we'll probably end up with similar looking skins all the time.
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Or keep it purely random, whether we generate decent looking skins is not really important 😄
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i think so too, although part of the reason is me being lazy.
16:43
That's how I decide many things in life
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did find a bug tho (edited)
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2027714 added an option to instantly abort a connection... - oy 7c9470a retry to open the econ again, port might be fre... - oy 80ec82d small cleanup - oy 9ff9e5d fixed skin name array sizes - oy b895efa some more cleanup - oy
17:12
13aa204 fix slider marker - TsFreddie 0c373b1 Merge pull request #2783 from TsFreddie/0.7-sli... - oy
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9ad1642 fixed max char check when manipulating lineinput - oy
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