00:11 <+bridge> @12944qwerty we did it 🥳 00:13 <+bridge> do you want the purple role on discord? 00:14 <+bridge> 4 months, wow 00:14 <+bridge> ? 00:15 <+bridge> feb 1 the pr submitted 00:15 <+bridge> The PR was relatively complex and went through multiple iterations, affected buffered and unbuffered backends 00:15 <+bridge> and was written by 2 persons, I think this was fast 00:16 <+bridge> depens how you look at it i guess :p 00:17 <+bridge> we have way way worse PRs :justatest: I am glad that robyt seems to have cared about this 00:18 <+bridge> i reviewed too :) 00:18 <+bridge> yes, and thank you for it 👍 00:19 <+bridge> np 00:19 <+bridge> its good that nice features get merged from time to time 00:20 <+bridge> I think an the plus side this is easily reversible 00:20 <+bridge> not to downplay other smaller features of course, eveyrything is appreciated :) 00:41 <+bridge> <12944qwerty> Got carried through it xd 00:41 <+bridge> I told you, that I wanted to do the same PR and you ended up doing the part I was unsure how to do in the first place xD 00:42 <+bridge> <12944qwerty> Didn't know that xd 00:42 <+bridge> <12944qwerty> Ye 00:43 <+bridge> I think this needs an admin :thonk: @blaiszephyr I want to eat you 00:43 <+bridge> :aaa: 00:43 <+bridge> this color fine? 00:43 <+bridge> ok i go slepe 00:43 <+bridge> ok i go sleep 00:43 <+bridge> good night 😋 00:43 <+bridge> <12944qwerty> Woo 00:43 <+bridge> <12944qwerty> Lmao 00:43 <+bridge> XD 00:44 <+bridge> <12944qwerty> Now my other pr that i totally didn't forgot about 00:44 <+bridge> <12944qwerty> Now my other pr that i totally didn't forget about 00:44 <+bridge> can you ... remind me :justatest: 00:44 <+bridge> <12944qwerty> I legit can't remember rn one sec 00:45 <+bridge> <12944qwerty> Oh yeah bucket fill 00:45 <+bridge> oh yeah :justatest: yet another editor PR 00:45 <+bridge> don't get me wrong, I'd love this feature, but robyt is currently overhauling the editor 00:46 <+bridge> <12944qwerty> I still think it's good for main client. I wished i had it several times the past month 00:46 <+bridge> <12944qwerty> Oh 00:46 <+bridge> <12944qwerty> Good 09:10 <+bridge> I have a question: if I switch to the default version, will it delete or overwrite my types files? 09:10 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1508004211504320603/image.png?ex=6a13f5dd&is=6a12a45d&hm=f70b6c8d64a8787175583e5676dbb4140830a2d55cf400d756747fabca32da4a& 09:10 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1508004212045512734/image.png?ex=6a13f5dd&is=6a12a45d&hm=f63a86a318450cfe4af02181c9ca49194ada74e0c7493a248f09df9b65aa7429& 10:30 <+furo> It doesn't touch your DDNet/.teeworlds folder, only the folder containing the binary. 11:33 <+bridge> What are type files 11:34 <+bridge> Jupsti? 12:15 <+bridge> I'm not type files 12:15 <+bridge> Are you? 14:12 <+bridge> chiller is my favourite type file 15:53 <+bridge> Is this an intended feature? sometimes after creating a dummy world (for simulation purposes) with `CGameWorld::CopyWorld` then destructing it segfaults. 15:53 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1112121027762331824/image.png?ex=6a140dab&is=6a12bc2b&hm=b70c39b8c3e01e4aa21ffa3982956828b3fd835f04306f8c8124b077b8fec83b& 17:02 <+bridge> Jupstar ✪: was a unrelated message. I first wondered about type files and then I saw you read the message so I was surprised you are still around 17:17 <+bridge> When review #11800 :justatest:? Should I try to split it more? Marmare314 is also working on the envelope editor in #12205. 17:17 <+bridge> https://github.com/ddnet/ddnet/pull/11800 17:17 <+bridge> https://github.com/ddnet/ddnet/pull/12205 17:21 <+bridge> i lately saw this: 17:21 <+bridge> https://github.com/spuhpointer/stack-vs-heap-benchmark 17:21 <+bridge> 17:21 <+bridge> and was surprised and did some own benchmarks, bcs i wanted to reduce some heap allocations in my app. 17:21 <+bridge> 17:21 <+bridge> If you actually fill the data structure you allocated, it's indeed very close between heap and stack.. If you use smth like clone_from it's ofc MUCH faster with an preallocated buffer. 17:21 <+bridge> But if you copy every element one by one it's almost same speed.. similar to the graph shown in this benchmark 17:21 <+bridge> 17:21 <+bridge> https://raw.githubusercontent.com/spuhpointer/stack-vs-heap-benchmark/master/filled2.png 17:22 <+bridge> in my server, the start line doesnt reset time for a race, anyone know why? 17:22 <+bridge> 17:22 <+bridge> sv_gametype mod maybe the reason? 17:22 <+bridge> sv_test_cmds tried both 0 and 1 17:22 <+bridge> sv_ddrace_rules tried both 0 and 1 17:22 <+bridge> sv_tune_reset 0 havent tested 1 17:22 <+bridge> sv_ddrace_tune_reset 0 havent tested 1 17:23 <+bridge> You should use `sv_gametype ddnet` or remove the setting to use the default 17:24 <+bridge> thought so, appreciate it 18:04 <+bridge> @robyt3 I didn't notice it was reduced from the original 2800 LOC to now 500, I'll take a look :justatest: 18:47 <+bridge> @essigautomat why can the tune colors change on every click? does it not just depend on the tune number? 18:48 <+bridge> it doesn't, it depends on the sequence of the first occurence by index - the idea is to avoid color colisions ingame, where two tune colors are close to each other and very similar 18:49 <+bridge> this is done the fast greedy way right now, you can of course try to find islands and do this a lot smarter but more expensive 18:50 <+bridge> ah thats cool, maybe we can ignore that in the editor and only do it on map load or as a tool? 18:51 <+bridge> ah you already suggested some methods also 18:51 <+bridge> hmm having this as an option similar to show entities would be nice I guess 18:54 <+bridge> i couldn't get it working 🙁 should not be too hard in theory though 😄 19:20 <+bridge> @meeu https://teeview.meeu.me/ in this website can i change the colors with that code ? player_skin tiku; player_color_body 12320611; player_color_feet 255; player_use_custom_color 1 19:23 <+bridge> @meeu in this website can i change the colors with that code? player_skin tiku; player_color_body 12320611; player_color_feet 255; player_use_custom_color 1 19:24 <+bridge> @meeu https://teeview.meeu.me/ in this website can i change the colors with that code? player_skin tiku; player_color_body 12320611; player_color_feet 255; player_use_custom_color 1 19:38 <+bridge> ah I don't have that developed yet, but I can add it next time I have some free time 19:49 <+bridge> Yeah wanted to write someone in matrix 🫣 20:09 <+bridge> wowo jupstar comeback 20:09 <+bridge> wsp jupsti what have you been doing 20:16 <+bridge> I dunno, VR gemen. RL. Nothing special, what bout u 20:23 <+bridge> we were busy with our depression spiral without you 🙁 20:31 <+bridge> Less internet = less depression 20:32 <+bridge> Half Life Alyx with 8k VR headset is epyc, 10/10 experience 20:42 <+bridge> I saw a lets play of it and was amazed, I agree 👍 21:52 <+bridge> which vr u have? 21:53 <+bridge> i got a meta quest a few months ago but kinda regret it cuz havent been using it much. its a bit of a hassle to set up and play everything 21:53 <+bridge> Most likely the pimax 21:54 <+bridge> There aren't that many HMDs which support 8k res 21:58 <+bridge> i bought a used meganex mk1 and a used rtx 4080 super 21:58 <+bridge> gpu market is really dead lately 😥 22:00 <+bridge> I find the quest and valve index and htc vive all too heavy. the meganex i can easily wear 2-3h 22:00 <+bridge> 22:00 <+bridge> and 4k per eye defs is a game changer. 22:00 <+bridge> 22:00 <+bridge> but VR really lacks more titles like half life alyx, that have good graphics and fun gameplay 22:00 <+bridge> actually google earth vr is the second best thing i tried 😂 22:05 <+bridge> https://fixupx.com/DiscussingFilm/status/2058585160480624970 22:26 <+bridge> @learath2 send help, I was reading amd64 parameter passing docs and I'm a bit confused about returning of values. Parameters passing part has this 22:26 <+bridge> > If there are no registers available for any eightbyte of an argument, the whole argument 22:26 <+bridge> > is passed on the stack. If registers have already been assigned for some eightbytes of such 22:26 <+bridge> > an argument, the assignments get reverted. 22:26 <+bridge> Is it correct to think that the classes returned after return type classification will be the the final classes, I mean, does "If there are no registers available for any eightbyte of an argument, the whole argument is passed on the stack" not happen for return value? 22:57 <+bridge> I've been trying some RE and porting some stuff to linux, nothing much actually. no big advancements. i still wish for a higher iq 23:03 <+bridge> hi jupstar 23:03 <+bridge> im fan 23:04 <+bridge> uh are there even many unreal 5 games? 23:04 <+bridge> yea seems like a quick swap 23:04 <+bridge> been only like 4 years 23:04 <+bridge> since ue5