00:24 <+bridge> link? πŸ™‚ 00:26 <+bridge> https://materialize.com/blog/finding-bugs-using-llms/ 00:29 <+bridge> Well, at least it's working, but the workaround is a bit messy. I had to make a custom Envelope Backup struct just to store the overriden values, which the quads will get back when "Disable Animations" is off. I should rename it to "Disable Envelopes", more fitting ig. 00:29 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1522368747124555929/2026-07-03_00-26-32.mp4?ex=6a4837e1&is=6a46e661&hm=bb75df28282bd1241c45b8572bcb3874a78e742f9c94a4f734a29bd68cad517e& 00:30 <+bridge> needed help from an llm to find the right structs and functions necessary to make something work 00:30 <+bridge> needed help from an llm to find the right structs and functions necessary to make something work (but the implementation is all done by me) 00:31 <+bridge> Soooo, essentially the button disables both position and color envelopes on all Quads 00:31 <+bridge> Soooo, essentially the button disables both position and color envelopes on all Quads, simultaniously 00:32 <+bridge> shouldnt it just be a `FLAG_DISABLED_ANIM` or something instead of actually removing the animation? what happens when you save the map while an animation is disabled? 00:32 <+bridge> That's what I have to figure out, as someone who just managed to build the workspace and get it working 00:33 <+bridge> This is literally my first rodeo 00:33 <+bridge> This is literally my first rodeo with tw source code 00:33 <+bridge> Cool, nice to see you in coding! 00:33 <+bridge> All thx to Godot source code, that one is a nightmare to jump back πŸ˜„ 00:33 <+bridge> ... not like here's any better 00:34 <+bridge> I wish there was more helper functions which does the hurdle for you 00:34 <+bridge> I wish there was more helper functions which does the hurdle for you, maybe in the future 00:35 <+bridge> Extract the parts you need into a separate func 00:35 <+bridge> Extract the parts you need into a separate func that can be reused 00:35 <+bridge> Ik how to do it, just idk if it's worth doing it now 00:36 <+bridge> Now I have to research on how flags are used, cuz no other properties use flags for their own implementations but directly using popups.cpp 00:36 <+bridge> (cuz those properties only override values without an undo feature) 00:36 <+bridge> a boolean will probably work too then 00:37 <+bridge> p_DisableAnims (later renaming to p_DisableEnvs) is a bool by itself 00:37 <+bridge> link to code? 00:38 <+bridge> moment 00:45 <+bridge> https://github.com/VertaireStudio/ddnet 00:46 <+bridge> Didn't push to the branch yet 00:46 <+bridge> I need to both tidy up the code and rename the property everywhere 00:50 <+bridge> https://github.com/VertaireStudio/ddnet/tree/map-editor-disable-animations-in-group 00:50 <+bridge> https://github.com/VertaireStudio/ddnet/tree/map-editor-disable-animations-in-group 00:50 <+bridge> @fokkonaut pushed the change to the longest branch name ever made 00:52 <+bridge> I've never worked with editor code, but it seems to me simply stopping envelopes from processing when disabled could work: https://github.com/ddnet/ddnet/blob/2635af03c84d3c48f110bb339bfaba220134406f/src/game/map/render_layer.cpp#L1060 00:53 <+bridge> Tested it out, it actually saves the property's last set value, so if you load a map with this property on (so disabling envs), it will send all quad envelope data to the cache and set them to -1 00:54 <+bridge> So it's safe to use, cuz it saves the cache too 00:54 <+bridge> perfect then 00:55 <+bridge> Now I just need to make all quads' envelope properties uneditable when this property is true 00:55 <+bridge> btw why per group not layer? 00:56 <+bridge> due to https://discord.com/channels/252358080522747904/746534464984973323/1522318149939368118 00:56 <+bridge> This gave me the idea to implement such a feature 00:56 <+bridge> After all, it's a hurdle editing all of the quads individually, especially their envelopes 00:57 <+bridge> seems sensible 00:57 <+bridge> I just don't know if this is the right way of doing it 00:57 <+bridge> Seems to work fine tho, although it's a very specific issue which I'm "fixing" 00:59 <+bridge> We could select multiple layers in a row yeah? 01:00 <+bridge> granting quad layers to disable their envelopes... maybe is a good idea? 01:00 <+bridge> And have both the groups and the quad layers (not quad images themselves) have this functionality? 01:01 <+bridge> I'll think about it tmr, imma sleep πŸ›οΈ πŸ’€ 01:04 <+bridge> https://github.com/ddnet/ddnet/issues/8410#issuecomment-4871166318 01:23 <+bridge> https://x.com/github/status/2072801888525840476 01:23 <+bridge> :kek: 02:35 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1522400297555857600/image.jpg?ex=6a485543&is=6a4703c3&hm=c6dd3a403a6cbb4bc8582559e304dda221d26cd91352f1598f1b8d145ec74bb0& 02:35 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1522400297941729330/image.jpg?ex=6a485543&is=6a4703c3&hm=7e70c3fe387b2b3a7da96c172f78488d3811798aa8bb41cf07b87022630dd16c& 02:35 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1522400298319085701/image.jpg?ex=6a485543&is=6a4703c3&hm=f8cacf2002a1d4df4346a00f74ef8c8a59817e612efc832110536c9d6faf8a66& 02:35 <+bridge> https://cdn.discordapp.com/attachments/293493549758939136/1522400299145232544/image.jpg?ex=6a485544&is=6a4703c4&hm=541ff3fc5f579b0bbc06b0566d58f7508ca682a69d537b69de94f1358b4fc7ff& 05:02 <+bridge> Let's see if they send mine 08:01 <+bridge> furo, does ddstats capture the afk state of a player? could it be shown how much of the playtime was done while being afk? 10:57 <+bridge> #12345 10:57 <+bridge> https://github.com/ddnet/ddnet/pull/12345 11:14 <+bridge> 🀣 11:29 <+ChillerDragon> @davide55 i got filtered again https://zillyhuhn.com/tmp/filter.pcap 11:30 <+ChillerDragon> mid run all tees start flying around and i basically can neither move nor chat but still can read other ppls chat message and get some updates 11:30 <+ChillerDragon> stays like that for maybe 2 minutes 11:30 <+ChillerDragon> the pcap is anonymized so the addreses are wrong 11:31 <+bridge> You had to re-join? 11:31 <+ChillerDragon> i sometimes rejoin 11:32 <+ChillerDragon> sometimes i wait long enough for the ack kick 11:32 <+bridge> From the pcap it doesn't look like you got blocked by the anti-DDoS 11:32 <+ChillerDragon> either way it takes long enough that the connection can not survive 11:32 <+bridge> The server was still replying to your packets 11:32 <+ChillerDragon> watafak is going on then? 11:32 <+bridge> No clue, if the anti-DDoS blocks you, the server will receive 0 packets, so you will also receive 0 packets from the server 11:33 <+ChillerDragon> i do get some stuff 11:33 <+bridge> Mhhhh did you also capture the rejoin? 11:33 <+ChillerDragon> wait how do you know the server replied? 11:33 <+bridge> That would be interested 11:33 <+bridge> That would be interesting 11:33 <+bridge> Pcap lol 11:33 <+ChillerDragon> the rejoin that works when its over? 11:34 <+ChillerDragon> or the one that doesnt work when its still blocked 11:34 <+ChillerDragon> yes but what in the pcap 11:34 <+bridge> I'm interested if: when you rejoin you are doing again the challenge or not 11:34 <+bridge> I'm interested in: when you rejoin you are doing again the challenge or not 11:34 <+bridge> Do you know? 11:34 <+ChillerDragon> the server still sends snaps and chat and so on sure 11:34 <+bridge> Mhh right 11:34 <+ChillerDragon> but is it really responding to anything recent i sent? 11:34 <+ChillerDragon> or would you block outgoing traffic too? 11:35 <+bridge> I don't have the tw decoder here 11:35 <+bridge> I need to turn on the other workstation 11:35 <+bridge> I'm interested in: when you rejoin you are doing again the challenge or not 11:35 <+ChillerDragon> oke next time i record rejoin 11:35 <+bridge> It's visible 11:35 <+bridge> You can see a 1-second "no reply from the server" 11:35 <+bridge> When you join and you got challenged 11:35 <+ChillerDragon> but what i can tell you is that rejoin does not fix it 11:35 <+ChillerDragon> only waiting 11:36 <+bridge> Lol 11:36 <+bridge> That's weird asf 11:36 <+ChillerDragon> so if the lag starts and i instantly reconnect i am stuck in connection screen and cant join any lowhosting server 11:36 <+ChillerDragon> until the minute passes 11:36 <+bridge> Looks like a routing issue more than anti-DDoS at this point 11:36 <+bridge> Are you able to make an MTR when the issue happens? 11:36 <+bridge> You can send it via github 11:37 <+bridge> Use winmtr for windows or just mtr-tiny for linux 11:37 <+bridge> And if you can, send one now so I can compare normal vs abnormal 11:38 <+ChillerDragon> will try to remember to do a mtr 11:39 <+bridge> If you can do one now 11:44 <+bridge> milillili 11:46 <+ChillerDragon> but now its good 11:48 <+ChillerDragon> sended u dm @davide55 https://github.com/ChillerDragon/DavideDms/issues/2 11:57 <+bridge> Saw it 11:57 <+bridge> It doesn't even look bad! 12:06 <+ChillerDragon> well right now it also works good xd idk how a bad mtr would look like 12:06 <+ChillerDragon> when does the route even change? 13:47 <+bridge> HTTP got a new method - QUERY, https://datatracker.ietf.org/doc/rfc10008/ 13:48 <+bridge> HTTP got a new request method - QUERY, https://datatracker.ietf.org/doc/rfc10008/ 13:51 <+bridge> @davide55 seems like is the same issue you bashed me for last time in dm 14:03 <+bridge> Totally different issue @fokkonaut 14:03 <+bridge> There was issues on upstream side 14:03 <+bridge> Multiple reports from customers and also from my uptime monitor agents 14:03 <+bridge> And multiple reports from customers and also from my uptime monitor agents 14:06 <+bridge> And I bashed you for the spam (and for the http call issue, which was an misunderstanding on my side) because I was already analyzing the situation, I didn't bash you for reporting the issue itself πŸ˜… 14:06 <+bridge> Oh just thought so because its the same 14:07 <+bridge> If "the same" means you crash from the game, yeah this can be caused from a lot of events, in your case it was a generic issue 14:07 <+bridge> If "the same" means you crash from the game, yeah this can be caused from a lot of events, in your case it was a generic issue caused by one of my upstreams having issues 14:07 <+bridge> You bashed me for explaining in 3 or 4 messages everything I knew at that time 14:07 <+bridge> in caps xd 14:08 <+bridge> We kept talking for 2-3 minutes, I was trying to analyze the issue and trying to find the cause, you were distracting me a lot 14:09 <+bridge> Not gonna reply anymore about it in #developer , that's not the right place for this kind of stuff 14:09 <+bridge> You made me the problem in that case while you didn't follow your own workflow 14:10 <+bridge> Ah I remember you mixed it up with another customer 14:10 <+bridge> About the http call issues? Yes, I told you 14:10 <+bridge> 14:10 <+bridge> > (and for the http call issue, which was an misunderstanding on my side) 14:10 <+bridge> Again, let's move the conversation elsewhere, not the right channelΓ² 14:10 <+bridge> Again, let's move the conversation elsewhere, not the right channel 14:58 <+furo> @teero777 The data exists, but I would need to wipe the database and then rerun the scripts to add more fields. Adding it would also increase the database size significantly. I don't think it's worth it for a small stat. 14:58 <+bridge> kk 15:01 <+furo> @teero777 DDStats's network restarts every Sunday at 4 am CET. Usually works again after 30 minutes. Not sure why you are always awake and checking DDStats at that hour though :D 15:01 <+bridge> oops 15:01 <+bridge> good to know 18:06 <+bridge> ger server dead again 18:16 <+bridge> not really 21:26 <+bridge> rip kebs 21:28 <+bridge> what happened to kebs 21:31 <+bridge> :banhammer: 21:33 <+bridge> why 21:34 <+ChillerDragon> #freekebs 21:35 <+bridge> hi zilly 23:23 <+ChillerDragon> yo 23:46 <+bridge> yo