00:37 < bridge> no. We check for errors in the `Step` call and if we were unable to fetch the results it should have returned an error there 🤷 02:29 < bridge> @acidbone. 02:29 < bridge> Who ping 02:36 < bridge> chillerdragon: did we support for names longer than 16bytes. 0.7 has that right? 07:08 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1324982861689913394/image.png?ex=677a21f3&is=6778d073&hm=cd8dc554915fdcb426f1594a0982a09d02b890d0d5149445b4564930dca059f1& 07:09 < bridge> imagine c++ having this level of error reporting 07:10 < bridge> meanwhile c++ 07:10 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1324983255060971610/GgYBEcFXcAAZYvv.png?ex=677a2251&is=6778d0d1&hm=d106b9c90e54633855f98297b7878564cda2b499e3cf02999040327892e8646e& 07:10 < bridge> meanwhile c 07:10 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1324983255060971610/GgYBEcFXcAAZYvv.png?ex=677a2251&is=6778d0d1&hm=d106b9c90e54633855f98297b7878564cda2b499e3cf02999040327892e8646e& 07:12 < bridge> For loop does have empty body 07:12 < bridge> ye 07:12 < bridge> but its not enough context aware 07:13 < bridge> it should suggest to remove it entirely cuz there is a {} after 07:14 < bridge> it gets formatted to 07:14 < bridge> ```cpp 07:14 < bridge> int i, sum = 0; 07:14 < bridge> for(i = 0; i < 5; i++) 07:14 < bridge> ; 07:14 < bridge> { 07:14 < bridge> i += sum; 07:14 < bridge> } 07:14 < bridge> ``` 07:15 < bridge> for me, I didn't even have to press the format hotkey but that also does it 07:15 < bridge> it's actively impossible to write that code lol 07:16 < bridge> what? 07:16 < bridge> not everyone uses a format on save xD 07:16 < bridge> ok only sane people 07:16 < bridge> i dont 07:16 < bridge> it can be distracting, i just format manually 07:16 < bridge> am i insane? :justatest: 07:17 < bridge> I have format on line end, whenver I type ; it formats the line 07:17 < bridge> https://getfullyear.com/ 07:18 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1324985195840933908/image.png?ex=677a241f&is=6778d29f&hm=e6aed3762692dee59567456185526b1b68d4c976bdc8cc3ae1f131cc66cb2272& 07:18 < bridge> the sponsor message lmao 07:19 < bridge> xd 07:19 < bridge> are u awake at 7? 07:19 < bridge> or u didnt sleep 07:19 < bridge> im a degen and wake up at 7 on saturday 07:19 < bridge> :deen_star: 07:20 < bridge> I'm in america 07:20 < bridge> oh 07:20 < bridge> 🔫 07:20 < bridge> but u are american or german? 07:21 < bridge> i default to german for devs, TIL xd 07:21 < bridge> american? 07:21 < bridge> you're not the only one 07:21 < bridge> do u know gdin? 07:21 < bridge> zwelf asked me to go to teeworld developer meetup in germany 07:21 < bridge> yesterdayy 07:21 < bridge> yesterday 07:22 < bridge> oh nice 07:22 < bridge> lol 07:22 < bridge> it must be expensive for u tho 07:22 < bridge> its expensive for me from bcn already xD 07:22 < bridge> only a little bit 07:22 < bridge> but ill go 07:22 < bridge> not irl 07:25 < bridge> wow whos going 07:26 < bridge> for now most german devs and me xD 07:26 < bridge> hope learath comes i need to see the C man 07:36 < bridge> gerdev 07:55 < bridge> nice 08:09 < bridge> come 10:05 < bridge> This is me 10:05 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1325027400358170624/IMG_0980.png?ex=677a4b6e&is=6778f9ee&hm=bfe3a35f8be80debf0f3f170ac4a9e5680a9a4e50e5ccbf0fe45b5c16f9b346a& 10:23 < bridge> you're an ai generated old man? 11:13 < bridge> @robyt3 should methods like CEditor::AddSound also be not static then? 11:35 < bridge> https://youtu.be/oAsrLxaAkY0 11:35 < bridge> Aye 11:53 < bridge> nvm 11:54 < bridge> hall effects were that recent? i feel like i remember them being around for some time 11:54 < bridge> Haven't these been around since forever? 11:54 < bridge> At least in keyboards they're absolutely ancient 11:55 < bridge> They were around, console makers just haven’t been using them so they can sell more controllers when the pots start failing inevitably 11:55 < bridge> Dreamcast had hall effect joysticks 11:56 < bridge> They also have the benefit of potentially being smoother yay 12:28 < bridge> <0xdeen> @gravitycontained Thanks! 12:47 < bridge> furo is back 12:50 < bridge> back to sleep 12:51 < bridge> I sponsor you 50€ of your costs if you come xdd 12:52 < bridge> Ah nice you port that after all 12:52 < bridge> it wasn't really a port i think 12:53 < bridge> i'm just trying, not sure if it'll work out tho, i feel like so many thing can go wrong 12:54 < bridge> ghost already doesn't work, and i'm still not sure how to deal with that 13:11 < bridge> guys, i need to edit DDNet's code to do ip ban for every servers ? 13:11 < bridge> or can i do a centralised firewall ':) 13:14 < bridge> it builds it links, lets see if it crashes 13:14 < bridge> epic 13:31 < bridge> I think it works question mark 13:32 < bridge> did you register a server 13:32 < bridge> I can't really test it because can't open a port 😄 13:32 < bridge> NAT moment 13:33 < bridge> Well bigger issue is that idk the credentials to this modem 13:34 < bridge> I don't even have a public IP from ISP 13:35 < bridge> I made a pr with it, I'll pull it to some ddnet server, build and test it there 13:35 < bridge> ok 13:44 < bridge> hi from andorra 13:45 < bridge> @tsfreddie it works as far as I can see 13:45 < bridge> I haven't tested all 256 slots though as idk how, you can mess around with it if you'd like, I gtg 13:46 < bridge> epic 13:46 < bridge> ok 14:59 < bridge> Super cringe video for those who are interested: 14:59 < bridge> https://www.youtube.com/watch?v=DtyvpZKKuVA 14:59 < bridge> 14:59 < bridge> A text version of this video is in the video description 15:30 < bridge> @zwelf2 didnt see that in twgame at first lol 15:30 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1325109214942593108/image.png?ex=677a97a0&is=67794620&hm=5414e156cc39997dcd2c0f7fad9a09e4c196cf4e4178d3bc18b4e92d40671694& 15:31 < bridge> ah its empty 15:33 < bridge> yeah, I tried writing once, vut threw the code away. My first approach didn't work well. 15:34 < bridge> what exactly didnt work well 15:34 < bridge> is it possible to see the code? 15:37 < bridge> nice voice 15:37 < bridge> ddnet rs crashes when i switch desktops back and forth 15:37 < bridge> same 15:37 < bridge> yeah it's a wayland bug 15:37 < bridge> 15:37 < bridge> use WAYLAND_DISPLAY= ./ddnet-rs 15:37 < bridge> as workaround 15:37 < bridge> yeah it's a wayland bug 15:37 < bridge> 15:37 < bridge> use `WAYLAND_DISPLAY= ./ddnet-rs` 15:38 < bridge> could not find wayland compositor 😢 15:39 < bridge> also, i'm sort of confused with the direction you want to take ddnet-rs 15:40 < bridge> bruh it took me too much time to figure some of those stuff out 15:41 < bridge> and now i see a video that goes over the features 15:41 < bridge> 😭 15:41 < bridge> ive spent like 20 minutes trying to figure out how those profile work lmao 15:41 < bridge> ive spent like 20 minutes trying to figure out how thoses profile work lmao 15:43 < bridge> i created an issue: 15:43 < bridge> https://github.com/rust-windowing/winit/issues/4073 15:43 < bridge> let's see how they respond 15:44 < bridge> watcha mean exactly? 15:45 < bridge> is it supposed to exist alongside current ddnet or etc etc :think_bot: 15:46 < bridge> The map & database, aswell as the ddnet physics are backward compatible. So it can coexist to the current ddnet without having any of its limitations 15:47 < bridge> I don't aim to replace ddnet, but if in the long run more players like this version I also wouldn't prevent it from happening ^^ 15:48 < bridge> do u plan to keep the map system or maybe implement a classic map type along a better maybe more dynamic map type? 15:49 < bridge> generally speaking i design the mod support so that you can use completely custom maps, with a completely different map format. 15:49 < bridge> 15:49 < bridge> (this however requires a render mod too) 15:49 < bridge> 15:49 < bridge> But I am open to also extend the current one to fix issues with the current format and maybe make it flexible in some regards 15:49 < bridge> The good thing is that if you have the map in legacy format, you can always convert it to the new format 15:50 < bridge> so breaking changes can be done a bit easier 15:50 < bridge> generally speaking i designed the mod support so that you can use completely custom maps, with a completely different map format. 15:50 < bridge> 15:50 < bridge> (this however requires a render mod too) 15:50 < bridge> 15:50 < bridge> But I am open to also extend the current one to fix issues with the current format and maybe make it flexible in some regards 15:53 < bridge> "this will for example allow for moving tiles on cock" 15:53 < bridge> xDD 15:56 < bridge> "a sad prediction is done in physics" 15:57 < bridge> tja 15:57 < bridge> i blame qshar 15:59 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1325116451320893500/sad.mp3?ex=677a9e5d&is=67794cdd&hm=db772abc1d4ca2663c8471eee36111f484ead8c4e682982eb1844ef3d96da2fb& 16:00 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1325116618191278234/said.mp3?ex=677a9e85&is=67794d05&hm=936dcb924665674c4dab8c4cf1e4c4e434b38ff65abcfc0f71ac805dfa2be05c& 16:01 < bridge> i thought you meant asset? xD 16:02 < bridge> dunno what timestamp is it even xd 16:03 < bridge> no idea 16:03 < bridge> i finished 16:47 < bridge> $ddos 16:47 < bridge> This command was not found. 18:40 < ChillerDragon> @eidderFsT 0.7 name length support is broken at least in demos 18:41 < ChillerDragon> but yes in theory 0.7 supports 16 utf8 characters 18:41 < ChillerDragon> ``MAX_NAME_LENGTH=16, 18:41 < ChillerDragon> MAX_NAME_ARRAY_SIZE=MAX_NAME_LENGTH*UTF8_BYTE_LENGTH+1, 18:42 < ChillerDragon> ddnet did not extend 0.6 as far as i know and is capped at 16 bytes 18:43 < bridge> chillerdragon: check my ddnet pr #9476 18:43 < bridge> https://github.com/ddnet/ddnet/pull/9476 18:45 < ChillerDragon> @ryozuki i agree manual formatting is much better 18:47 < ChillerDragon> too lazy to check that huge pr sorry 18:48 < bridge> :justatest: 18:52 < ChillerDragon> but i remember being annoyed by something name related. I think it really was the teeworlds 0.7 demos missing long name support. 18:59 < bridge> ye, so i avoided netmsg like a plague 19:01 < bridge> solution: redesign the whole protocol from scratch 19:02 < bridge> b-b-but the backwards compatability!! 19:05 < bridge> screw backwards compatibility 19:05 < bridge> if it mattered ddnet would have supported teewars clients 19:06 < bridge> @chillerdragon i found your next project 19:06 < bridge> xD 19:13 < bridge> @tsfreddie can demos now show cursors in 18.9 19:14 < bridge> i wanted to check but i forgot and im not home now 19:17 < bridge> Yes 19:19 < bridge> does android client have the updater installed with it? 19:58 < bridge> no, that's not supported 19:58 < bridge> :( 20:50 < bridge> @blaiszephyr 20:50 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1325189629309354074/image.png?ex=677ae284&is=67799104&hm=b1fe509e906f39f264c777f681f00360af93c68889fdd5d3c4ce954607a12da9& 20:50 < bridge> :baked: can't wait 22:16 < bridge> ddnet spitball idea: 22:16 < bridge> crates and batteries 22:16 < bridge> - Crates have already been thought of 22:16 < bridge> - Draggable entities that have the same physics as a tee. hammer throwing, hooking and dragging all apply 22:16 < bridge> 22:16 < bridge> - Batteries are like crates except when you shoot or hammer it it sends out an electrical charge, basically hammering you. Useful for things like hammerflying or cool solo maps 22:17 < bridge> draggable stuff would be cool and probably possible to do, but backwards compatibility 🙄 22:46 < bridge> A simple fng mod using the patching approach: 22:46 < bridge> https://youtu.be/BDYdIbmIN0s 22:46 < bridge> Is there already an issue on gh about the editor where if you select some tiles, and you have a brush, then if you select other layer, your brush will still show tiles from the previous layer but if you try to draw, the tiles will be different? 22:46 < bridge> @blaiszephyr chillerdragon: 22:46 < bridge> why didn't you stream it :feelsbadman: 22:46 < bridge> OMG I HAVE SOMETHING TO ANNOY MY WIFE WITH IN BED, LETS GOOO 22:47 < bridge> Soz 22:47 < bridge> But see it takes 2h even tho I have some cuts in it 22:47 < bridge> xd 22:49 < bridge> dude you know that random - symbol in game.png? just send that for any backwards compatability texture 22:51 < bridge> this one 22:51 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1325219966966042654/Screenshot_20250104_165052_DDNet-1881.jpg?ex=677afec5&is=6779ad45&hm=48052508cdb4cd6eead46a145396a3543cbd90e9bdf86ad7441dc1383e3dcc2d& 23:27 < bridge> Im sure someone’s workflow depends on it 23:27 < bridge> Nice I did not expect it so soon. Added to watch later. 23:49 < bridge> Server side dummies with special skin for old clients? 23:50 < bridge> Pred would be weird for collisions but that's already the case for a number of things 23:50 < bridge> (assuming we want crates to be, you know, square) 23:54 < bridge> I mean if you really want nice graphics you can send patched map files with extra textures and then have a quad using that texture, animated server side 23:54 < bridge> 23:54 < bridge> Personally I would consider that overkill 23:55 < bridge> (is this how KoG moving tiles work?)