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Teeworlds
discord.gg/teeworlds / development
For discussions around the development of the official Teeworlds
Between 2022-02-09 00:00:00Z and 2022-02-10 00:00:00Z
01:29
fd6c21e Implement text selection, copy, cut, fix utf8 p... - Robyt3 5ddff62 Track active line input globally, add input pri... - Robyt3 3d1e8da Implement IME, candidate window & move textcurs... - TsFreddie 4ba1d62 Fix hidden input selection and IME, move to CLi... - Robyt3 3979d8b Merge pull request #3055 from Robyt3/text-selec... - oy
01:34
9ee4a39 Fix Windows CI not properly erroring out on errors - Robyt3 a74fd2f Merge pull request #3057 from Robyt3/CI-Windows... - oy
01:35
1500d03 Update copyright year - Robyt3 54c2ebc Merge pull request #3058 from Robyt3/copyright-... - oy
01:37
50a2ac1 Improve macOS performance by declaring all thre... - Robyt3 288fc6b Explicitly disable notch area for fullscreen on... - def- e7ba44b Merge pull request #3059 from Robyt3/macos-perf... - oy
02:50
e14bc55 Add reason argument to shutdown command documen... - Robyt3 38eca48 Merge pull request #47 from Robyt3/server-shutd... - oy
03:33
cbe7069 Expose Storage in gamecontext - ChillerDragon 74f60fe Merge pull request #3052 from ChillerDragon/pr_... - oy
03:36
0856289 Smooth console completion scrolling - Robyt3 fe97d7a Merge pull request #3054 from Robyt3/console-co... - oy
03:37
162d32b Close selected server browser filter before ope... - Robyt3 cfadaac Merge pull request #3049 from Robyt3/browser-fi... - oy
03:41
d434f2e Fix switching to Free-View in server demos - Robyt3 54de243 Fix OOB accesses in CHud due to m_LocalClientID... - Robyt3 24726d4 Fix OOB accesses in CSpectator due to m_LocalCl... - Robyt3 75186b8 Merge pull request #3048 from Robyt3/serverdemo... - oy
03:45
bcec4f9 Extract CServerFilterInfo::Set - Robyt3 94a9e09 Merge pull request #3050 from Robyt3/CServerBro... - oy
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so oy couldn't sleep last night, nice progress tho, keep it up man!
10:52
a comment on water 😍
10:53
sure, it's not exactly feedback, but at least I know that he just hasn't got the time to get into it!
10:54
a comment which mentions that he wishes there was more general feedback on the water PR... so to whoever is reading this... you know what to do!
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@Stiopa do you have some videos about that?
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ReiTW
@Stiopa do you have some videos about that?
We have some older videos, but @Zatline plans to record something new later today :)
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projectile are slower, but for me it should be a constantly decreasing velocity, until it doesn't move anymore
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Stiopa
We have some older videos, but @Zatline plans to record something new later today :)
yeah just saw it, was a bit annoyed by the fact he runs everywere every 2min x)
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hehe in that old video I was more trying to show the map less the water but I'll try to do the opposite this time 🙂
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@Stiopa is the projectile speed the same (just slower) in water?
11:20
or it is as I mentioned?
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it is just slower
11:20
done in a rather hacky way
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I think it should be the same speed as normal & quickly decrease when it is in water (edited)
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whereas when the projectile enters water the "starting point" and "speed" are altered
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ReiTW
projectile are slower, but for me it should be a constantly decreasing velocity, until it doesn't move anymore
I do like this idea tho that's what in real life would happen
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but that's also what would happen in air in real life ^^
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yah but doubt you would see it 😂
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heinrich5991
but that's also what would happen in air in real life ^^
haha ye but it's veery insignificant in air 😄
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well I could try make a projectile slow down in water... but the projectile physics are 😵💫 for me 😄
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Stiopa
a comment which mentions that he wishes there was more general feedback on the water PR... so to whoever is reading this... you know what to do!
I will check it out if I find time (so perhaps on the WE), is it ready 2 use? did you add map with it or do I need some config stuff?
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Assa
I will check it out if I find time (so perhaps on the WE), is it ready 2 use? did you add map with it or do I need some config stuff?
We have a map but I am not sure if it is linked anywhere
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and how can I review images oO github seems to be a bit broken there
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lemme put the link here
12:26
12:26
and... if your IDE is anything like mine... then it should be buildable 😅 (edited)
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CLion should be sufficient
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@Stiopa got you some feedback, keep in mind that you are doing a nice job and it's sometimes just constructive criticism, having a nice Review culture is hard 🙂
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👍 1
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Assa
@Stiopa got you some feedback, keep in mind that you are doing a nice job and it's sometimes just constructive criticism, having a nice Review culture is hard 🙂
Oh, you made a full on code review? 😅
14:14
Thanks a tonne 😄 But main point was more of a review of how the systems work and interact ingame 😉 code cleanup and related I've left to a future time when there is more feedback about the general features
14:14
I will do some code cleanup afterwards though!
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@Assa "dive_gear: I don't think the gear is big enough, I can see the pixels on my 2K Monitor, but proof my wrong" what do you mean there?
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Left a few comments, resolved others, will deal with others later
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wdym by "I expertise using t/4" 😄 @Assa
15:33
are you recommending me to swap out t/2 for t/4 there? (I won't lie that after so much time I have no idea what that is even for!)
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As i wrote, m_Direction and m_DirectionVertical have always the same value
15:34
like (1, 1) or (-1, -1), what about other combinations
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yeah I see that xD
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Do I know what I am doing? no. Will I do it? Better than an outdated branch!
16:04
Do I have a back up branch in case of anything? I do so I am not too stressed out (edited)
16:06
sigh it did not go too well, let's see if I can fix it up
16:10
oh. oops. Well, temporary chaos
16:10
ensues
16:11
hopefully-at-the-end-it-will-be-okay
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there's always git reflog if you mess up too much
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well judging by the amount of differences i think I managed to "save" it
16:19
of course the history is a mess, but I never intended on merging the draft PR, but splitting it into several if the stuff ends up getting liked :)
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heinrich5991
there's always git reflog if you mess up too much
git reset --hard origin master
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origin/master
16:27
but that doesn't give you back your work
16:27
in fact, it erases it if you haven't done any commits
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yes exactly 🤣
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anyhow. I updated the water PR and resolved a few of the conversations 😉
16:29
but Assa, I think you should focus more about how it plays out ingame than the code, I have taken no steps to clean it up yet lol
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I did that on phone while sitting at the hair people
16:32
dresser*
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hair dresser or the hair people
16:33
same person!
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So src/engine/mapchecker.h can be included standalone. Otherwise SHA256_DIGEST would not be defined when only including this header.
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Visual Studio 16 2019 will eventually be deprecated (https://github.com/actions/virtual-environments/issues/4856). However, not all github workflow servers work with Visual Studio 17 2022 yet. I don't think we depend on any VS version specific behavior so we can leave the version unspecified and let the workflow use whatever works.
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Increase maximum length of command names from 31 to to 47 characters.
  • The command name player_use_custom_color_decoration would be too long otherwise and not show correctly in the local console.
Increase maximum length of command help from 95 to 127 characters. The help texts of the following commands would otherwise be too long and get truncated:
  • add_favorite
  • sv_countdown
  • sv_tournament_mode
  • sv_player_ready_mode
  • sv_inactivekick
The commands are packed and u...
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Closes #2810. The rendered page will only be changed after the log has already been rendered, to ensure that the page can be clamped correctly.
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I think it's useful to see the help already while scrolling through the completion options. This also adds a bit of space between the help and the syntax.

Before

!o1 !o2 ![o3](https://user-images.githubusercontent.com/23437060/153299296-4e5d7fcd-6a2b-4ee3-afa2-cc6ab9c7e754...
Exported 91 message(s)