01:17 <+bridge> is there something like a ready-to-fix tag for issues? it would be nice to know if the discussion is still ongoing or if it has concluded and the specs of what should be implemented are described. 01:34 <+bridge> we have a feature-accepted tag and an accepting-patches tag 01:34 <+bridge> also everything labeled as bug and without "to-reproduce" you can technically work on :justatest: 02:20 <+bridge> <0xdeen> Welcome back Jupstar! How are you doing? 06:44 <+bridge> Fine i guess, how about you? Did you teach your son teeworlds already? 08:28 <+ChillerDragon> i think i already asked this before but here we go again 08:29 <+ChillerDragon> i am still designing the sql tables for ma account system and am not sure if i should use integer auto increment ids or just usernames as primary and foreign keys 08:30 <+ChillerDragon> seems like everyone everywhere at all times has some integer ID field. But ddnet only uses the username for the points and ranks tables which i think is kinda cool 08:31 <+ChillerDragon> will i get into trouble for doing joins with multiple tables at some point? 08:41 <+bridge> In times where AI can give you a migrate script in 5s, you can do whatever you prefer 08:42 <+bridge> I personally would prefer an ID, since it feels more correct to join ids than do everything string based 08:43 <+bridge> I can answer the question tho, never use natural keys 08:45 <+bridge> You can google natural vs surrogate key. Theres 4 decades of discussions about this 09:14 <+ChillerDragon> yea but as far as i understand the arguments they dont seem to apply to my case 09:15 <+ChillerDragon> they claim that performance matters but i feel like that only happens when you are running facebook not a fakin kirby game server with 3 users 09:15 <+ChillerDragon> also i do not intent to support renaming accounts 09:16 <+ChillerDragon> the big problem that i see with ids is that i have to constantly look up ids 09:16 <+ChillerDragon> for example i have a implementation right now that only uses usernames and no ids at all. And the admin rcon commands operate on the username too. 09:16 <+ChillerDragon> That is nice ux 09:16 <+ChillerDragon> all my functions pass the username around as identifier 09:17 <+ChillerDragon> the alternative is either worse ux where the ids get exposed to the user 09:17 <+ChillerDragon> or constant spageth code which looks up the id based on the username 09:18 <+ChillerDragon> i wonder how bad a mix would be :D 09:18 <+ChillerDragon> where i lookup based on username whenever i can and only do the joins with the integer id 09:19 <+bridge> real gangsters use no sql 09:20 <+ChillerDragon> .. 09:20 <+ChillerDragon> i am not a real gangster 09:30 <+bridge> you can still keep the same ux with IDs. If your database is only a few tables and never changes then nothing matters anyway 09:30 <+ChillerDragon> hm 09:30 <+ChillerDragon> oke 09:30 <+bridge> People commit unspeaking crimes in their db and still make functional services 09:31 <+ChillerDragon> true 09:31 <+ChillerDragon> wait 09:31 <+ChillerDragon> but then i can also just usernames 09:31 <+ChillerDragon> and get away with a crime 09:32 <+bridge> If I make a map where you need to hit the blocks with precision and if you don’t get into the frame, will the map count or will it be impossible? 10:57 <+bridge> <._.spook._.> any ideas if the server restriction is gonna be removed soon? my ip changes and i dont want to whitelist it every time it changes 11:08 <+ChillerDragon> git push 11:08 <+ChillerDragon> internal server error 11:08 <+ChillerDragon> woah thats a new one xd 11:08 <+ChillerDragon> gighub 11:09 <+ChillerDragon> @._.spook._. why does your server ip change?? oO 11:09 <+ChillerDragon> bra https://www.githubstatus.com/ says git operations are working 11:10 <+ChillerDragon> but every git push throws internal server error 11:10 <+ChillerDragon> is the status page bugged too now? xd 11:35 <+bridge> <._.spook._.> home ip 11:36 <+bridge> <._.spook._.> not static 11:36 <+bridge> <._.spook._.> power outages or internet fixes 11:58 <+bridge> Has anyone ever had such error when trying to push commits to github? 11:58 <+bridge> > git@github.com: Permission denied (publickey). 11:58 <+bridge> > fatal: Could not read from remote repository. 11:58 <+bridge> > 11:58 <+bridge> > Please make sure you have the correct access rights 11:58 <+bridge> > and the repository exists. 11:58 <+bridge> Usually it happens when SSH keys are not set up but I didn't touch them for years and it worked. Also, after a few minutes it started working again :\ 12:00 <+bridge> uh did you clone the repo correctly? 12:00 <+bridge> the repo was already cloned 12:01 <+bridge> I just hope I didn't get a virus after updating npm packages, it would be sadge xd 12:01 <+bridge> since chillerdragon had some issues with github aswell could just be github having alot of issues atm 12:04 <+bridge> gh will die sooner or later 12:33 <+bridge> So any fancy new project in the pipe? 12:33 <+bridge> @teero777: show fancy project 12:55 <+bridge> all i can show you is some logs about tests passing and some screenshots of [clonk planet](http://www.clonk.de/classics.php?lng=en) working on linux, its not done yet though since they didnt actually include the whole game in the source they published and i have to recreate a big part of it. 12:56 <+bridge> i probably did some other things since you went away but i dont remember them rn 12:57 <+bridge> sick, when done, recreate the dragonball mod for it 12:57 <+bridge> lolol 12:57 <+bridge> that was leet mod 12:57 <+bridge> I swear dude 12:57 <+bridge> I loved it 12:57 <+bridge> the clonk src is so garbage man 12:57 <+bridge> its sooo windows specific 12:57 <+bridge> RiR 12:58 <+bridge> Rewrite in Rust 12:58 <+bridge> they used fkn ints as pointers 12:58 <+bridge> everywhere xD 12:58 <+bridge> pro c coders 12:58 <+bridge> 32bit ahh source 12:59 <+bridge> i got networking to work barely 12:59 <+bridge> but i cant test it correctly with the original game because on win10 it runs on 4 fps only and setting up a win95 VM is annoying 13:00 <+bridge> the 4fps cause the game to insta disconnect my client BTW 13:00 <+bridge> nice coding 13:00 <+bridge> its a set framerate of 31fps usually, if your game drops below that and the clients arent in sync it straight up drops the connection 13:01 <+bridge> imagine getting kicked from ddnet servers cuz your fps lagged XD 13:02 <+bridge> and all the file reading has the 13:02 <+bridge> Maybe Windows 7 still had a compatibility mode for Win95 that might work. If setting that up would be easier for you. 13:04 <+bridge> it does afaik but im not sure how well it works. last time i played it was on winXP. i guess i will try it there if i have time. 13:08 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1508426402658123797/2026-05-25_13-05-25.mp4?ex=6a157f0f&is=6a142d8f&hm=498bed030eacd4576c36b96f153884c61b148720736aab792be8e920bee59430& 13:10 <+bridge> sick game 13:10 <+bridge> banger 13:10 <+bridge> gives some nostalgia on old flash games 13:10 <+bridge> i used to play 13:11 <+bridge> Noway, jupstar is here? 13:11 <+bridge> btw that gun relied on the system key repeating rate to be set at 5 or smth lmao, it only fires so fast bcs my key repeating rate is at 50 13:12 <+bridge> good windows devs as always 13:13 <+bridge> sick 13:13 <+bridge> the game itself also has a bunch of memory leaks 13:13 <+bridge> well more of they dont free the memory when the application closes 13:14 <+bridge> Yes I wait for Zwelf to spawn, hi 13:14 <+bridge> no active ones 13:31 <+ChillerDragon> yes @milkeeycat i earlier had alternating permission diend and internal server error when pushing for like 10 minutes 13:33 <+ChillerDragon> https://www.githubstatus.com/ 13:33 <+ChillerDragon> still be like "this is fine" 13:33 <+ChillerDragon> hrhrhr 13:34 <+ChillerDragon> the power of expensive SLA's 13:34 <+ChillerDragon> if uptime < 90% return "operational" 13:34 <+ChillerDragon> clamp(uptime, 98) 13:35 <+ChillerDragon> max()* i guess 15:06 <+bridge> i also got demos to work in the web thanks to robyte. https://teero888.github.io/solo_progress/ 15:20 <+bridge> > Uncaught (in promise) DOMException: The WebAssembly.Memory object cannot be serialized. The Cross-Origin-Opener-Policy and Cross-Origin-Embedder-Policy HTTP headers can be used to enable this. 15:20 <+bridge> after reload it worked weird 16:38 <+bridge> It doesn't seem to be a duplicate, in any case, I couldn't find any similar ones. 17:24 <+bridge> can #883 be closed? 17:24 <+bridge> https://github.com/ddnet/ddnet/issues/883 17:25 <+bridge> i feel like its a non issue and its a feature that u can skip tiles now 17:50 <+bridge> like every fix-changes-physics, this is just a not-intended side effect of the way these tiles are programmed - I believe we currently collect broken physics bugs and if we ever come around to make a new edition, we can upgrade/fix these 17:51 <+bridge> even keeping them beeing skipable, this could be done in a way where it's _intended_ and not depending on tick alignment 17:55 <+bridge> good idea tick alignment is the most annoying thing ever and makes it practically rng 18:34 <+bridge> just make the physics mathematically accurate and dont depend on ticks :P 18:35 <+bridge> it would be a bit more expensive and extreme hard to implement but its a cool idea 18:35 <+bridge> it would be a bit more expensive cpu-wise and extremely hard to imaplement but its a cool idea 18:35 <+bridge> it would be a bit more expensive cpu-wise and extremely hard to implement but its a cool idea 18:36 <+bridge> player interaction would be tricky to say the least xd 18:38 <+bridge> You could easily remove tick alignment 18:38 <+bridge> Just check if the players speed exceeds their intersection distance with the tile and dont collide them if it does 18:43 <+bridge> that has some side effects no? 18:43 <+bridge> yea that makes it behave differently xd 18:43 <+bridge> It is a physics change, also you need to be a little careful 18:44 <+bridge> But its not that much code 18:44 <+bridge> yea but if youre gonna fix tick alignment for stoppers you have to fix it for everything 18:45 <+bridge> walking over tiles air tiles, freezejumps, etc. 18:46 <+bridge> even walking off an edge xd 19:44 <+bridge> it is a positive aswell 20:46 <+bridge> yeah exactly - but tick changes physics 🤷‍♂️ 20:46 <+bridge> yeah exactly - but fix changes physics 🤷‍♂️ 20:47 <+bridge> I believe you mean the subtick issue which is a core problem :justatest: and which I rate the most severe physics issue right to the collision code beeing so imperformant 20:48 <+bridge> I believe you mean the subtick issue which is a core problem :justatest: and which I rate the most severe physics issue right next to the collision code beeing so imperformant 20:48 <+bridge> I believe you mean the subtick issue which is a core problem :justatest: and which I rate the most severe physics issue right next to the collision code being so inperformant 21:32 <+bridge> well there are a bunch of really low and high hanging fruit in the collision code which can be fixed 22:41 <+bridge> go make issue 22:42 <+bridge> nah 22:45 <+bridge> i would have to prove that taters magic optimizations actually don't change anything 22:49 <+bridge> also fluffy worked on it more and got even better performance while maintaining compatibility afaik? 22:50 <+bridge> so go ask him instead of me 22:54 <+bridge> <@431847154345312266> 22:54 <+bridge> well he aint here 22:54 <+bridge> xd 22:54 <+bridge> and i dont really care that much to go ask him 22:54 <+bridge> if anyone else wants to thats his discord 23:02 <+bridge> I don't hate fluffy, but let's not promote communication towards him here please 23:03 <+bridge> there's a reason he's banned on this discord ^^ 23:03 <+bridge> seperate the art from the painter 23:04 <+bridge> or whatever the saying is 23:07 <+bridge> *Gemini worked on it 23:13 <+bridge> i dont know what he did in this server but all i know is that hes a developer for voldermort 23:13 <+bridge> is that why hes banned? 23:13 <+bridge> but who's fluffy? 23:13 <+bridge> bot client dev 23:13 <+bridge> D: 23:17 <+bridge> oh no, I had thought you meant he used matrix or irc bridge bot to communicate. And then I found I got it wrong 23:18 <+bridge> :frozen: