00:04 < bridge> so it’s a library 00:04 < bridge> that’s what i was missing 00:04 < bridge> lol 01:14 < bridge> : when i decide to push before create a pr & sleep 01:14 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1328517648824274984/7d0b740cb7104778.png?ex=6786fdfa&is=6785ac7a&hm=44a1c4a7c44795ec2ff533a59ac34156d8ae1efaa36ad6bbc270e70934a5e96a& 06:38 < bridge> Did anyone answer this yet? The thing is, I made a psudeo-filter but it's really jank and leaves artifacts everywhere. 07:47 < bridge> std::copy_if 07:47 < bridge> is the stl way to do that 07:48 < bridge> actually you need iterators 07:48 < bridge> i'd have to look at code 07:48 < bridge> im going sleep 08:34 < bridge> hmmm alright 08:54 < bridge> good morning 08:54 < bridge> @mpft sleep well 10:27 < bridge> Good morning, rust up? 10:34 < bridge> rust stable 10:47 < ws-client> sometimes i end up getting a map from downloadedmaps when in the editor i say load current map but i also have that map in my regular maps folder 10:48 < ws-client> then i dont notice edit the map reload and get really confused 10:48 < ws-client> dont we check the maps/ folder before the downloadedmaps/ folder? I dont recall this kind of stuff happening back in the days 10:50 < ws-client> oh i fighured out the root cause hmm thats fair 10:50 < ws-client> so when you edit the map and the local server did not reload yet you end up in that situation not sure if it is fixable 10:51 < ws-client> but at least we could throw a warning when you try to edit downloadedmaps/ since that really should not be a workflow then the hash in the filename becomes misleading 11:07 < ws-client> @jupeyy_keks why does a speedup layer count 3 and a tune layer count 1 i do not understand the pattern here 11:07 < ws-client> https://github.com/ddnet/ddnet/blob/a3c667974b2aede95e2c1ebac12c38f75651a90c/src/game/client/components/maplayers.cpp#L1312 11:07 < ws-client> https://github.com/ddnet/ddnet/blob/a3c667974b2aede95e2c1ebac12c38f75651a90c/src/game/client/components/maplayers.cpp#L1318 11:14 < bridge> bcs speedlayer has 3 visible params, and tune only 1 11:42 < ws-client> nice thanks! 14:11 < bridge> https://discord.com/channels/252358080522747904/295908390956433410/1328712866093862964 14:24 < bridge> https://discord.com/channels/252358080522747904/1264537509677891584 14:25 < bridge> not going into ddnet client anyway 14:25 < bridge> just fun feature to share 14:48 < bridge> i tested it with a few ppl too, and tbh it sounds cooler than it is xD 14:48 < bridge> 14:48 < bridge> teeworlds is too dynamic and u often don't hear the others. maybe a game mode where team play isn't essential it works (like how it works in among us) 14:59 < bridge> the proof is u can speedrun with a partner with 0 voice chat 14:59 < bridge> dnet download 15:09 < bridge> voice chat is good for pvp modes though 15:10 < bridge> u always have all information in ddrace 15:16 < bridge> especially in pvp it was annoying 15:16 < bridge> u can only scream a single word 15:16 < bridge> then the player was gone again xd 15:16 < bridge> Not proximity 15:16 < bridge> ye with proximity it's probably troll 🤣 15:18 < bridge> yeah ok vc only maybe good if u dont play with friends 15:19 < bridge> ig in pvp the traffic problem wouldn't be as bad either 15:20 < bridge> bcs broadcasting the voice packets of a single player to up to 64players is not cheap 😄 15:48 < bridge> We will test this on TF servers with block and fng xdd 15:50 < bridge> @jupeyy_keks Implement a pencil weapon and allow people to draw on map backgrounds 16:04 < bridge> do you want to implement a skribbl io mod or what 😄 16:11 < bridge> nah, better map testers <-> map creators communication 16:15 < bridge> we need wrench weapon that can place all sorts of block with radial selector overlay 16:15 < bridge> for this 16:15 < bridge> and add a pencil mode to the wrench 16:16 < bridge> i will pay 25 burgers to whoeber adds this 16:39 < bridge> Add Redstone 🗣️ 17:31 < bridge> <01000111g> Add worldedit 17:36 < bridge> minetee 17:40 < bridge> lowkey nodes 18:14 < ws-client> new clang just dropped 18:15 < ws-client> time to add .clangd config to ddnet 18:16 < ws-client> @heinrich5991 if you dislike redirect layers what are my chances of getting it merged? I really think it is a cool feature that should go into ddnet 18:16 < ws-client> i spent 2 days making it work and i am now polishing out the bugs 18:17 < ws-client> a feature that is easy to use and has more code is better than something that is too hard to find or figure out for users with less code 18:18 < ws-client> also i agree more code is always worse but i think you are taking it a bit too far and stalling feature development 18:18 < bridge> honestly it feels like a very niche thing only like, 3 maps are going to use 18:18 < ws-client> it is already use a lot in custom servers 18:19 < ws-client> for example ugblocker 18:19 < ws-client> but in a weird way that requires configs and the entities look cursed for players 18:21 < ws-client> but yea for ddnet i only see 1 map that uses it maybe linear too not sure what the blocker situation is there 18:21 < ws-client> and that also depends on the redirect protocol to be finally extended to allow redirecting to different ips 18:27 < bridge> I get this point, it might be fun for some splitted maps, but can you make the redirect with a password? 18:29 < ws-client> yea redirect with password would be really cool! but i think heinrich rejected that in favor of accounts 19:23 < bridge> the deen 19:23 < bridge> <0xdeen> I didn't know the CTO of Databricks and Apache Spark creator did water rendering physics for 0 A.D. 😄 https://en.wikipedia.org/wiki/Matei_Zaharia 20:07 < bridge> But what has redirection to do with accounts? 20:07 < bridge> They are different things 20:07 < bridge> for client state to share i thing 20:07 < bridge> like cookies 20:07 < bridge> i think* 20:08 < bridge> Mhmmm, it does sound like two things for me 20:08 < bridge> Accounts are accounts & redirection is redirection 20:08 < bridge> It only allows to redirect on the same ip, just a different port 20:08 < bridge> have to be something related with security and cookie hijacking and blah blah blah 21:36 < bridge> @robyt3 have u ever seen the onetime buffer flag? 21:38 < bridge> You mean related to the crash? I've seen it in the code. 21:38 < bridge> The crash should be fixed regardless, but I think the idea of the flag was that a text cannot be bigger than how big our MAX_VERTEX_COUNT is 21:39 < bridge> that assumption is one of the reasons vk is so much faster in text rendering 21:39 < bridge> bcs it reuses buffers as much as possible 21:39 < bridge> ah, but it's being used for all `TextEx` rendering 21:39 < bridge> Yes 21:39 < bridge> do we need 65k character support? 21:39 < bridge> we can always increase the buffer ig 21:40 < bridge> or the text renderer has to flush (it probs has to anyway for opengl 1.x) 21:40 < bridge> yeah, if that's possible that seems optimal, though limiting to some maximum amount of text instead of crashing would also be sane 22:18 < bridge> can i not add a format specifier in dbg_asserts? 22:21 < bridge> no, it doesn't have vararg support right now