00:00 <+bridge> [ddnet] not sure 00:00 <+bridge> [ddnet] We shouldn't be using the ban list for blocking reflections anyway 00:00 <+bridge> [ddnet] lightens load during inforequest flood 00:00 <+bridge> [ddnet] for attacks it should be part of fw not banlist i guess 00:03 <+bridge> [ddnet] and i guess at ~50 of the bans or so are just undetected vpn ranges 00:04 <+bridge> [ddnet] @TsFreddie 🌈 have u tried btw? 00:04 <+bridge> [ddnet] the algorithm generally has O(n), but in real world scenario its O(n) + the character bitmap size, maybe in worst case a 2xO(n) 00:05 <+bridge> [ddnet] @TsFreddie 🌈 you use bin packing? 00:05 <+bridge> [ddnet] yes, it was better (7ms) and yes i'm using bin packing 00:06 <+bridge> [ddnet] skyline bottom left. heard it from you guys 00:10 <+bridge> [ddnet] mhh ok 00:11 <+bridge> [ddnet] its just called like 5 times as much, but ok 2048 is unfair xDDD 00:11 <+bridge> [ddnet] just use larger textureℒ️ 00:13 <+bridge> [ddnet] i would if there wouldnt be plp with gl 1.x, i fear a bit that their pcs will suffer from it 00:14 <+bridge> [ddnet] :EeveeShy: 00:14 <+bridge> [ddnet] @TsFreddie 🌈 anyway, have u found out why getchar is called twice? 00:14 <+bridge> [ddnet] thats a problem too 00:14 <+bridge> [ddnet] not really 00:15 <+bridge> [ddnet] strange :/ 00:15 <+bridge> [ddnet] but I do know `Grow` is pretty stupid 00:16 <+bridge> [ddnet] what do u mean by that 00:16 <+bridge> [ddnet] the outline texture 00:16 <+bridge> [ddnet] ah 00:16 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/754827872358629383/unknown.png 00:16 <+bridge> [ddnet] mine spend more than half of the time just doing the outline. 00:17 <+bridge> [ddnet] yeah thats huge 00:17 <+bridge> [ddnet] idk if freetype stroker would be faster 00:17 <+bridge> [ddnet] or maybe in the GPU shader directly xd 00:17 <+bridge> [ddnet] or that 00:17 <+bridge> [ddnet] if you can drop gl1 00:18 <+bridge> [ddnet] but grow could be optimized by just taking the grow param with how much it should grow 00:18 <+bridge> [ddnet] @TsFreddie 🌈 did you test if https://github.com/ddnet/ddnet/pull/2818 helps btw? 00:18 <+bridge> [ddnet] plus MSDF, you won't need that many font sizes 00:19 <+bridge> [ddnet] @deen sorry, just went bed:EeveeShy: 00:19 <+bridge> [ddnet] but renderglyph isnt cvalled by fallback 00:19 <+bridge> [ddnet] @TsFreddie 🌈 np, it's quit late πŸ˜„ 00:19 <+bridge> [ddnet] and i don't see anything suspicious 00:35 <+bridge> [ddnet] i get same count 00:35 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/754832650711203910/unknown.png 00:35 <+bridge> [ddnet] with a shorter sentence tho 00:36 <+bridge> [ddnet] can vanilla still only handle 128 chars in chat? 00:36 <+bridge> [ddnet] or maybe less than ddnet 00:36 <+bridge> [ddnet] maybe somewhere there is the difference 00:38 <+bridge> [ddnet] @TsFreddie 🌈 when u on tomorrow, you maybe check if the sentence is displayed 100% the same πŸ˜„ else i really dunno what the difference should be 00:40 <+bridge> [ddnet] > can vanilla still only handle 128 chars in chat? 00:40 <+bridge> [ddnet] @Jupstar βœͺ yes, but I only rendered like 30 glyphs for both. they displayed the same. 00:40 <+bridge> [ddnet] maybe the profiler lied 00:40 <+bridge> [ddnet] or the name of your tee was uploaded too 00:41 <+bridge> [ddnet] my name aren't 30 glyphs long tho. 00:41 <+bridge> [ddnet] xd 00:41 <+bridge> [ddnet] anyway i'll _probably_ keep checking tomorrow 00:41 <+bridge> [ddnet] yeah maybe also without fullscreen 00:42 <+bridge> [ddnet] i think it only worked on linux, but i know that resizing will reset some stuff 00:42 <+bridge> [ddnet] it was borderless windowed :watermeron: 00:42 <+bridge> [ddnet] and (atleast on my linux) minimize is also resizing πŸ˜„ 00:42 <+bridge> [ddnet] ah ok 00:42 <+bridge> [ddnet] then i dunno xD 00:42 <+bridge> [ddnet] on windows you can't even tab out if a breakpoint hit 00:43 <+bridge> [ddnet] maybe ddnet renders a magical spell in background 00:43 <+bridge> [ddnet] at least my pc can't 00:43 <+bridge> [ddnet] so I don't run debugger with fullscreen app lol 00:43 <+bridge> [ddnet] ah ok, strange i always had the opposite 00:43 <+bridge> [ddnet] OS magic 00:43 <+bridge> [ddnet] for me it always only worked in windows, in linux i have to press META(windows key) + D, to get my cursor back xD 02:22 <+bridge> [ddnet] <АндрСй Π ΡƒΠ΄ΠΎΠΉ> What do you think of implementing permamute feature? Some kid just rejoins his dummy and gets unmuted each time he reconnecta it 02:22 <+bridge> [ddnet] its add_foe 02:22 <+bridge> [ddnet] <АндрСй Π ΡƒΠ΄ΠΎΠΉ> In console? 02:23 <+bridge> [ddnet] yes f1 add_foe name 02:23 <+bridge> [ddnet] <АндрСй Π ΡƒΠ΄ΠΎΠΉ> And how UI muting way does work? 02:23 <+bridge> [ddnet] idk it resets 07:37 <+bridge> [ddnet] @Jupstar βœͺ @TsFreddie 🌈 ah, I think I know the reason. DDNet displays the text with a shadow 07:39 <+bridge> [ddnet] ah. but shouldn't it stored the uv of glyphs in the first pass already? so the second pass shouldnt call renderglyph again. sounds like a bug. 07:40 <+bridge> [ddnet] if you are talking about getchar then, ye that make sense. 07:40 <+bridge> [ddnet] But isn't the shadow larger than the original? 07:40 <+bridge> [ddnet] yes, about getchar 07:40 <+bridge> [ddnet] the are processed in one pass 07:40 <+bridge> [ddnet] in renderglyph 07:40 <+bridge> [ddnet] oh, ok 07:40 <+bridge> [ddnet] with that grow function 11:34 <+bridge> [ddnet] https://gyazo.com/a136f3cd58ee5c16ae79c6c99a8accf7 Doesnt show teamranks after finish 11:49 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/755002347419205683/unknown.png 12:54 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/755018685881647117/unknown.png 12:55 <+bridge> [ddnet] freetype stroker for outline is definitely faster 12:55 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/755018804022738982/unknown.png 12:57 <+bridge> [ddnet] But if something you changed makes outlines cost more, then switching to a cheaper algorithm to create the outlines is only masking the performance degradation, no? 12:59 <+bridge> [ddnet] i think the performance drop recently is a separate issue 12:59 <+bridge> [ddnet] i'm just saying the `Grow` function should go. 13:00 <+bridge> [ddnet] Probably, but be careful not to forget that there is another issue 13:00 <+bridge> [ddnet] i mean i'm working on vanilla rn :EeveeShy: 13:01 <+bridge> [ddnet] i can port everything i find back to ddnet later 13:02 <+bridge> [ddnet] nvm, i'll take a look at ddnet rn. since it is pretty bad on eki's machine. 13:02 <+bridge> [ddnet] Traitor :catGun: 13:02 <+bridge> [ddnet] :thonk: 13:03 <+bridge> [ddnet] aren't you the one supporting me rewriting everything in the vanilla discord 13:04 * bridge [ddnet] is a double agent 13:04 <+bridge> [ddnet] it is coming along pretty nicely. it barely drop any frames when rendering `dbg_tuning` now, which has quite a lot of text 13:04 <+bridge> [ddnet] Nice, how much are you caching? 13:04 <+bridge> [ddnet] haven't rewrite chat and console yet so we'll see. 13:04 <+bridge> [ddnet] depends. I can't cache anything on UI 13:05 <+bridge> [ddnet] every static text is cached 13:05 <+bridge> [ddnet] but immediate mode is already much faster than before 13:05 <+bridge> [ddnet] every static text is cached on HUD 13:05 <+bridge> [ddnet] Why can't you cache anything on UI? I'd guess that's where you'll have the most improvement 13:06 <+bridge> [ddnet] Chat, console and menus have the most cacheable text 13:06 <+bridge> [ddnet] UI uses a DoLabel wrapper. The way i'm caching quads are just use static CTextCursor. so it can be reused. 13:06 <+bridge> [ddnet] chat console should be fine with caching. 13:07 <+bridge> [ddnet] UI needs more work to do the same stuff. but i think it is not the top priority since you usually don't look at menus when playing. 13:07 <+bridge> [ddnet] Menus needs more work to do the same stuff. but i think it is not the top priority since you usually don't look at menus when playing. 13:07 <+bridge> [ddnet] Menus needs more work to do the cache stuff. but i think it is not the top priority since you usually don't look at menus when playing. 13:08 <+bridge> [ddnet] And since you have access to every quad position after a text call. Text selection should be easier by just searching quad position in relation to cursor 13:09 <+bridge> [ddnet] Can also optimize grow function to be only called once 13:09 <+bridge> [ddnet] just use stroker 13:09 <+bridge> [ddnet] Did you see my text selection patch for vanilla? I don't really like it at all, feels soo bolted on 13:09 <+bridge> [ddnet] you don't need grow anymore 13:10 <+bridge> [ddnet] And have u any resource what freetype doing there 13:10 <+bridge> [ddnet] what have me resource 13:11 <+bridge> [ddnet] What the performance impact is 13:11 <+bridge> [ddnet] all i know it is faster than grow in profiler 13:11 <+bridge> [ddnet] Yes but what when grow is only called once 13:12 <+bridge> [ddnet] but you'll need to make a better convolution algorithm tho? 13:12 <+bridge> [ddnet] But the text outline is barely visible 13:13 <+bridge> [ddnet] larger text need larger outline 13:13 <+bridge> [ddnet] that's why grow is called multiple times 13:13 <+bridge> [ddnet] Yeah 13:13 <+bridge> [ddnet] if you only care about chat then ye. you can just call grow once 13:13 <+bridge> [ddnet] I know but u know how much it grows 13:13 <+bridge> [ddnet] So I don't see a problem 13:13 <+bridge> [ddnet] @Jupstar βœͺ I'd be very surprised if a text library used by thousands of products is doing worse than us 13:13 <+bridge> [ddnet] i don't think a convolution works like that 13:14 <+bridge> [ddnet] Optimize it... 13:14 <+bridge> [ddnet] Not leave as is 13:14 <+bridge> [ddnet] Why bother optimizing it when it's already optimized for us and in a library that we already link to 13:14 <+bridge> [ddnet] ^ ths 13:14 <+bridge> [ddnet] besides freetype stroker produce much cleaner outline 13:14 <+bridge> [ddnet] @Learath2 if it's interpolating.. 13:15 <+bridge> [ddnet] :thonk: we can do both. and see which is better. but i'm not optimizing that shit personally tho. 13:16 <+bridge> [ddnet] I don't get why that's an issue 13:17 <+bridge> [ddnet] anyway other than outline, there should be another issue. i'll try taking a look rn 13:30 <+bridge> [ddnet] > @Jupstar βœͺ I'd be very surprised if a text library used by thousands of products is doing worse than us 13:30 <+bridge> [ddnet] @Learath2 btw, just yesterday we found out that FT_NEW_FACE keeps the file open on windows. so it trades execution time for 16MB of RAM πŸ˜„ 13:30 <+bridge> [ddnet] so its not really an argument, only math is 13:31 <+bridge> [ddnet] keeping file open doesn't mean it is taking memory space 13:31 <+bridge> [ddnet] yes 13:31 <+bridge> [ddnet] thats what i said 13:31 <+bridge> [ddnet] it rather keeps the file open instead of loading it 13:32 <+bridge> [ddnet] :thonk: 13:32 <+bridge> [ddnet] but fact is, accessing HDDs is insanly slow 13:32 <+bridge> [ddnet] Are you sure? That sounds quite stupid 13:32 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/2818 13:33 <+bridge> [ddnet] should i give it a profiler treatment? 13:33 <+bridge> [ddnet] yes, you can do it 13:34 <+bridge> [ddnet] but i doubt freetype, used by thousand of ppl, would do somekind of binary search to find its keys XD 13:34 <+bridge> [ddnet] but i doubt freetype, used by thousand of ppl, wouldnt do somekind of binary search to find its keys XD 13:34 <+bridge> [ddnet] so the chance isnt small that it actually loads from HDD causing over 1 second of lag 13:34 <+bridge> [ddnet] oh right i don't have a hdd 13:35 <+bridge> [ddnet] nvm 13:36 <+bridge> [ddnet] :thonk: but wait 13:36 <+bridge> [ddnet] what do you mean binary search? 13:37 <+bridge> [ddnet] font have charmap. the encoding map should be loaded. and you get the glyph index out of the charmap, and it should be able to just seek once and pull the glyph 13:38 <+bridge> [ddnet] but again, pulling multiple glyphs at once might be slower. but i doubt it would seek the disk more than once to find a glyph 13:39 <+bridge> [ddnet] Truetype and Opentype containers aren't designed to be stupid :doggo_lol: 13:39 <+bridge> [ddnet] yes 13:39 <+bridge> [ddnet] i know, but why would such a thing cause 1second lag? 13:39 <+bridge> [ddnet] it is confirmed? 13:39 <+bridge> [ddnet] by eki? 13:39 <+bridge> [ddnet] yes 13:40 <+bridge> [ddnet] he even posted a video 13:40 <+bridge> [ddnet] > Only when I receive message full with CJK characters which had not encountered before, I feel lag. Repeated CJK characters message didn't make me lag. I upload a video to youtube https://youtu.be/et_SsWyCd5U?t=27 . The lag is begin at 0:26. 13:40 <+bridge> [ddnet] > 13:40 <+bridge> [ddnet] > And I found maybe most of the older player use old version of DDNet Client, so they did not encount this issue. When most of new player use steam client, they may think it is normal behavior. 13:40 <+bridge> [ddnet] i know about the lag 13:40 <+bridge> [ddnet] is the fix confirmed? 13:40 <+bridge> [ddnet] to solve the problem? 13:40 <+bridge> [ddnet] no, but else, freetype must be really slow finding its glyphs 13:41 <+bridge> [ddnet] and i mean realllyy slooww 13:41 <+bridge> [ddnet] you can't just say freetype causes 1 sec of lag when you haven't fully checked your own impl. 13:41 <+bridge> [ddnet] i know that the impl is doing a bit more since fallback 13:41 <+bridge> [ddnet] but that would never explain such a huge lag 13:42 <+bridge> [ddnet] and then again, why would a freetype api call be so costly 13:43 <+bridge> [ddnet] are you sure there aren't other things holding back the performance in the fallback code? 13:43 <+bridge> [ddnet] as i said 13:43 <+bridge> [ddnet] at worst it loads a char twice 13:43 <+bridge> [ddnet] Without profiling you are all just making wild guesses 13:43 <+bridge> [ddnet] but that wouldnt cost 1 second of lag 13:44 <+bridge> [ddnet] but eki doesn't see any lag pre fallback. aren't the freetype calls the same? 13:44 <+bridge> [ddnet] yes but the font was like 1mb 13:44 <+bridge> [ddnet] not 16mb 13:44 <+bridge> [ddnet] iterating thorugh it is obviously slow 13:44 <+bridge> [ddnet] :thonk: 13:45 <+bridge> [ddnet] and otf is often even smaller than ttf 13:45 <+bridge> [ddnet] so 1mb ttf vs 16mb otf πŸ˜„ 13:45 <+bridge> [ddnet] There is no way they iterate through that many glyphs 13:46 <+bridge> [ddnet] no but accessing the file on a HDD is still a problem 13:46 <+bridge> [ddnet] even if they binary search over it 13:46 <+bridge> [ddnet] Yeah, let's see if loading it into the memory helps 13:47 <+bridge> [ddnet] if its not, we cant use that font probs, bcs then its even slow on memory 13:47 <+bridge> [ddnet] but even with 64k glyphs it should have max. 16 iterations to find the glyph 13:48 <+bridge> [ddnet] :thonk: but other software using freetype don't have that problem? 13:48 <+bridge> [ddnet] well either they use memory fonts 13:48 <+bridge> [ddnet] or u just dont notice it 13:48 <+bridge> [ddnet] you know what. i'll nuke the grow function rn and sent it to eki as well 13:48 <+bridge> [ddnet] We can also try memory mapping the font file 13:49 <+bridge> [ddnet] Grow doesn't look like something that would cause spikes though 13:49 <+bridge> [ddnet] ofc not 13:49 <+bridge> [ddnet] not if you grow like 100+ times in one frame 13:49 <+bridge> [ddnet] nothing inside a cpu/ram should cause such lags 13:49 <+bridge> [ddnet] it really needs to be a heavy algorithm 13:50 <+bridge> [ddnet] but grow is literally O(wh) 13:50 <+bridge> [ddnet] grow is slow 13:50 <+bridge> [ddnet] bitmap isn't that small 13:50 <+bridge> [ddnet] but it iterates over like 50x50 13:50 <+bridge> [ddnet] thats nothing 13:50 <+bridge> [ddnet] how about we try it anyway 13:50 <+bridge> [ddnet] even if u do it 10000 times 13:50 <+bridge> [ddnet] or are you telling me not even bother 13:50 <+bridge> [ddnet] i think a rewrite is nice @TsFreddie 🌈 13:51 <+bridge> [ddnet] Well this kind of spikes happen with sub optimally growing vectors e.g. so you can get it to happen even on the cpu 13:51 <+bridge> [ddnet] bcs every wasted performance is still wasted 13:51 <+bridge> [ddnet] @Learath2 yeah but by freetype? xd 13:51 <+bridge> [ddnet] :thonk: 13:51 <+bridge> [ddnet] I'd look at our code before I look at theirs 13:51 <+bridge> [ddnet] our vectors built just as before πŸ˜„ 13:52 <+bridge> [ddnet] the only thing changes is, that it loads from 2 freetype faces and that it uses a different font 13:52 <+bridge> [ddnet] Revision: I'd look at the profiler output before anything 13:52 <+bridge> [ddnet] the profiler says RenderGlyph spend half of its life time on Grow yesterday 13:52 <+bridge> [ddnet] at least on mine impl. 13:52 <+bridge> [ddnet] i'll profile ddnet rn 13:53 <+bridge> [ddnet] @TsFreddie 🌈 yes its 100% slow function, and it should be optimized, i totally agree πŸ˜„ 13:53 <+bridge> [ddnet] you can do what it does in one call 13:53 <+bridge> [ddnet] I literally cut mine from 28ms to 7ms by replacing it with freetype.. but sure if you want to rewrite the thing then do it. 13:54 <+bridge> [ddnet] i'm not spending that time rn 13:54 <+bridge> [ddnet] the only thing i fear is, that freetype is doing too well 13:54 <+bridge> [ddnet] we dont need cubic outline 13:54 <+bridge> [ddnet] I just want to see if replacing it with freetype would help eki 13:54 <+bridge> [ddnet] if it does then yeah, you can optimize it better 13:54 <+bridge> [ddnet] if it doesn't we look elsewhere 13:55 <+bridge> [ddnet] is it that unreasonable 13:55 <+bridge> [ddnet] or am i being dumb 14:49 <+bridge> [ddnet] @heinrich5991 wow, you're using wireshark for teehistorian. How cool 14:52 <+bridge> [freenode] Does anyone know FuN~EleFaNt and have some contact details of him? 15:09 <+bridge> [ddnet] b3z, do you want to get battlefield mode sources from him? 15:10 <+bridge> [ddnet] b3z, do you want to get battlefield mod sources from him? 15:25 <+bridge> [ddnet] @Brokecdx- it takes an hour to refresh 15:25 <+bridge> [ddnet] kk 15:27 <+bridge> [ddnet] @TsFreddie 🌈 @Learath2 @Jupstar βœͺ He confirmed that it's faster when we load it from memory 15:27 <+bridge> [ddnet] @TsFreddie 🌈 so if u want to load from memory for vanilla too 15:27 <+bridge> [ddnet] :thonk: already did 15:27 <+bridge> [ddnet] πŸ˜„ 15:29 <+bridge> [ddnet] @BannZay do u want to fix the entity text? 15:34 <+bridge> [ddnet] yes when it seem much more better than before 15:34 <+bridge> [ddnet] yes it seem much more better than before 15:39 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/755060066469543956/unknown.png 15:43 <+bridge> [ddnet] is this clear what it is doing? 15:44 <+bridge> [ddnet] i don't want it to be too confusing, since textrender does work differently from before. 15:45 <+bridge> [ddnet] @Eki how much better? Is there still lag? 15:45 <+bridge> [ddnet] "Silky smooth" 15:45 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/755061768983805952/unknown.png 15:48 <+bridge> [ddnet] ~~DM leak~~ 15:50 <+bridge> [ddnet] Nice, we should probably memory map the large file 15:50 <+bridge> [ddnet] I prefer reading it in once over mmap 15:50 <+bridge> [ddnet] The most important thing is that we don't start doing disk IO during gameplay 15:51 <+bridge> [ddnet] 16 MB in memory is not too bad 15:52 <+bridge> [ddnet] Hm, I don't think mmap would lazy load it either 15:52 <+bridge> [ddnet] Isn't that the whole idea of mmap? 15:53 <+bridge> [ddnet] Ah, it does by default, I was thinking of MAP_POPULATE 15:53 <+bridge> [ddnet] anyway, 16M isn't too bad, malloc should put it somewhere sane too 15:56 <+bridge> [ddnet] can we document what is required for using clang format 15:56 <+bridge> [ddnet] i mean, what to execute 15:56 <+bridge> [ddnet] "python scripts/fix_style.py --base HEAD" 15:58 <+bridge> [ddnet] @TsFreddie 🌈 the funny thing about grow is, you dont even need to change alot xD 15:58 <+bridge> [ddnet] ``` 15:58 <+bridge> [ddnet] for(int sy = -OutlineCount; sy <= OutlineCount; sy++) 15:59 <+bridge> [ddnet] for(int sx = -OutlineCount; sx <= OutlineCount; sx++)``` 15:59 <+bridge> [ddnet] all i did is passing the outline and changing the check 15:59 <+bridge> [ddnet] still looks normal to me 16:00 <+bridge> [ddnet] :thonk: 16:02 <+bridge> [ddnet] @Jupstar βœͺ yeah, I think when something is wrong, there should be a big fat message telling the developer how to fix it automatically. @heinrich5991 could you take care of that? 16:04 <+bridge> [ddnet] @Learath2 can we just use your warning popup to display all unexpected io permission problems? 16:04 <+bridge> [ddnet] I didn't put any limitation on it, idk how jupstar ended up changing it, but it shouldn't be too hard to make the text change 16:04 <+bridge> [ddnet] Yeah, I used it already for something 16:04 <+bridge> [ddnet] it only displays ingane i think 16:05 <+bridge> [ddnet] oh 16:05 <+bridge> [ddnet] I used it in menu I think πŸ˜„ 16:05 <+bridge> [ddnet] ok then it just checks if no other popup is blocking 16:05 <+bridge> [ddnet] I used it for `"Server executable not found, can't run server"` 16:05 <+bridge> [ddnet] in the start menu 16:05 <+bridge> [ddnet] Though, popups should probably be a layer on top of all other layers and not part of the menu 16:07 <+bridge> [ddnet] @Learath2 also, can we get https://github.com/ddnet/ddnet/pull/2819 in? Otherwise there are no nightly builds 16:13 <+bridge> [ddnet] > @BannZay do u want to fix the entity text? 16:13 <+bridge> [ddnet] @Jupstar βœͺ yea, I will try if none started to work with it 16:14 <+bridge> [ddnet] i can also do it 16:15 <+bridge> [ddnet] just fear to run the style check xDDDDD 16:19 <+bridge> [ddnet] okay then. I guess you'll done it in a better way 16:20 <+bridge> [ddnet] then me 16:20 <+bridge> [ddnet] than me 16:22 <+bridge> [ddnet] why wouldnt we run script on all ddnet to fix the styles ? To avoid huge merges? 16:22 <+bridge> [ddnet] why wouldnt we run script on ddnet solution to fix all style issues ? To avoid huge merges? 16:23 <+bridge> [ddnet] why wouldnt we run script on ddnet solution to fix all style issues ? Beacause it leads to big amount of merges? 16:23 <+bridge> [ddnet] i think it changed around 15k lines and few things didnt look well 16:24 <+bridge> [ddnet] ^^ It creates a massive diff 16:24 <+bridge> [ddnet] #2791 16:24 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/2791 16:24 <+bridge> [ddnet] Not sure if it's better to do it in each change though 16:24 <+bridge> [ddnet] Now it becomes impossible to find the actual change inbetween the style changes 16:24 <+bridge> [ddnet] @deen you can ignore whitespace changes on github 16:24 <+bridge> [ddnet] so it should at least be done in separate commits 16:24 <+bridge> [ddnet] just ignore style check xdd 16:24 <+bridge> [ddnet] not optimal but you can 16:26 <+bridge> [ddnet] It's either this or we just don't enforce any styling 16:26 <+bridge> [ddnet] or do it one large change 16:26 <+bridge> [ddnet] fix_style should be ran only on new version tag imo 16:26 <+bridge> [ddnet] fixing 1 by 1 annoys a lot of peolpe because they have to fix things they didnt even touch. Just to satisfy build 16:27 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/2820/files?diff=unified&w=1 if you omit whitespace changes, it looks fine 16:27 <+bridge> [ddnet] We can do the one massive commit if you prefer, that'll kill git blame though 16:27 <+bridge> [ddnet] In this case yes,but others no 16:27 <+bridge> [ddnet] fix_style should be run only on new version tag imo 16:27 <+bridge> [ddnet] git blame supports -w too 16:27 <+bridge> [ddnet] Oh, TIL 16:28 <+bridge> [ddnet] and maybe you can even somehow tell it to exclude specific changes 16:28 <+bridge> [ddnet] yes, --ignore-rev 16:28 <+bridge> [ddnet] I guess we can just do the entire repo 16:28 <+bridge> [ddnet] and even --ignore-revs-file for a list of revisions to ignore 16:28 <+bridge> [ddnet] There were a couple issues with the formatting that should be fixed though 16:29 <+bridge> [ddnet] I'd give it a try later today to reformat everything and try to keep the changes nicer 16:30 <+bridge> [ddnet] Oh btw, I was wondering the performance of conntrack, but it was all too speculative so now I'm coding a conntrack module for tw 16:30 <+bridge> [ddnet] @heinrich5991 opinion? ^ 16:30 <+bridge> [ddnet] @Learath2 very cool! 16:30 <+bridge> [ddnet] I fear it will do more harm than good though 16:30 <+bridge> [ddnet] without the large packet? 16:30 <+bridge> [ddnet] Yeah, just the current protocol we support 16:31 <+bridge> [ddnet] #2792 16:31 <+bridge> [ddnet] https://github.com/ddnet/ddnet/issues/2792 16:34 <+bridge> [ddnet] The trojan horse they make you install to have remote exams messes macOS up 16:41 <+bridge> [ddnet] ``` 16:41 <+bridge> [ddnet] - size_t GlyphOffset = (OffY) * SlotW + OffX; 16:41 <+bridge> [ddnet] + size_t GlyphOffset = (OffY)*SlotW + OffX; 16:41 <+bridge> [ddnet] ``` 16:41 <+bridge> [ddnet] why does it do this xd 16:41 <+bridge> [ddnet] makes it wrose readable 16:46 <+bridge> [ddnet] @Jupstar βœͺ always same number of spaces between operators 16:47 <+bridge> [ddnet] and why did it remove the space then? 16:47 <+bridge> [ddnet] maybe it thinks ) is enough or counts it as a space 16:47 <+bridge> [ddnet] xd, its just strange xD 16:48 <+bridge> [ddnet] `(OffY)*SlotW ` `OffY*SlotW ` i guess it finds the former readable xd 16:57 <+bridge> [ddnet] Huh, is that a cast? 16:58 <+bridge> [ddnet] no it probs was a calc inside the () some day 16:58 <+bridge> [ddnet] Rather, is it confusing it with one 16:58 <+bridge> [ddnet] It's impossible to control the spacing between operators 17:05 <+bridge> [ddnet] () mean cast? I wonder why result of '(Flags) & CFGFLAG_COLLIGHT' differ from 'Flags & CFGFLAG_COLLIGHT)' 17:06 <+bridge> [ddnet] () mean cast? I wonder why result of '(Flags) & CFGFLAG_COLLIGHT' differ from 'Flags & CFGFLAG_COLLIGHT' 17:06 <+bridge> [ddnet] it only means cast, if the text inside the paranthesis is a datatype and right from it is some variable 17:06 <+bridge> [ddnet] For it to be a cast, Flag needs to be a datatype 17:06 <+bridge> [ddnet] sure it isnt (Flags & CFGFLAG_COLLIGHT)? 17:07 <+bridge> [ddnet] bcs & operator has a weak binding 17:07 <+bridge> [ddnet] so its safer to pack them into paranthesis 17:08 <+bridge> [ddnet] https://en.cppreference.com/w/cpp/language/operator_precedence 17:08 <+bridge> [ddnet] 17:08 <+bridge> [ddnet] see 10 and 11 17:08 <+bridge> [ddnet] != would bind before & 17:11 <+bridge> [ddnet] static CColVariableData Data = { this, &g_Config.m_##Name, static_cast((Flags) & CFGFLAG_COLLIGHT) 17:12 <+bridge> [ddnet] pls use 17:12 <+bridge> [ddnet] backsticks 17:12 <+bridge> [ddnet] discord messes ur msg 17:13 <+bridge> [ddnet] do we rly use { } to initialize structs tho? 17:13 <+bridge> [ddnet] i dont think so 17:13 <+bridge> [ddnet] You can, it's fine 17:13 <+bridge> [ddnet] ah well its static 17:13 <+bridge> [ddnet] yeah but doesnt fit the code 17:14 <+bridge> [ddnet] triggers me 17:14 <+bridge> [ddnet] xd 17:14 <+bridge> [ddnet] πŸ˜› 17:14 <+bridge> [ddnet] Oh I just noticed now, it's my code πŸ˜„ 17:14 <+bridge> [ddnet] why is there ## 17:14 <+bridge> [ddnet] is it some macro 17:14 <+bridge> [ddnet] ? 17:14 <+bridge> [ddnet] Yep it's inside a macro 17:14 <+bridge> [ddnet] yes 17:15 <+bridge> [ddnet] so we need to cast flags to perform & operator for enum? 17:15 <+bridge> [ddnet] I feels stupid but its still unclear for me 17:15 <+bridge> [ddnet] We don't need to cast anything 17:15 <+bridge> [ddnet] Flags is an integer, the enum members are integers, you just & them together 17:17 <+bridge> [ddnet] so nothing should change if we remove () from Flags ? 17:17 <+bridge> [ddnet] it would 17:17 <+bridge> [ddnet] well it depends xd 17:17 <+bridge> [ddnet] but there could be more than 1 flag 17:18 <+bridge> [ddnet] CF_SAVE | CF_CLIENT 17:18 <+bridge> [ddnet] 17:18 <+bridge> [ddnet] what do i know and & binds stornger than | 17:18 <+bridge> [ddnet] yes 17:18 <+bridge> [ddnet] but in particular case it will not? 17:18 <+bridge> [ddnet] but in particular case it will not change? 17:18 <+bridge> [ddnet] if e.g. Flags is an variable 17:19 <+bridge> [ddnet] it couild be removed 17:19 <+bridge> [ddnet] if e.g. Flags is a variable 17:24 <+bridge> [ddnet] thx for the explanations guys, there is no magic as I thought xD 17:26 <+bridge> [ddnet] πŸ§™ 17:26 <+bridge> [ddnet] πŸ§™ 17:32 <+bridge> [ddnet] @deen the mapconverter 0_7 should also detect invalid textures, with width of 0 or height of 0 17:32 <+bridge> [ddnet] appearently the client allows them to load 17:33 <+bridge> [ddnet] the client shouldn't even allow this 17:33 <+bridge> [ddnet] but how does someone even embedds such mapres lol 17:34 <+bridge> [ddnet] i dunno xD 17:34 <+bridge> [ddnet] but that is way too undefined behaviour even for non tile sets 17:35 <+bridge> [ddnet] malloc can return a pointer or null 17:35 <+bridge> [ddnet] pretty undefined xd 18:03 <+bridge> [ddnet] @Jupstar βœͺ done 18:07 <+bridge> [ddnet] We don't chunk teeworlds packets, right? 18:07 <+bridge> [ddnet] Or rather, teeworlds chunks 18:07 <+bridge> [ddnet] Are chunks always transmitted in one piece is my question 18:24 <+bridge> [ddnet] hi, i have the rank from the test server on the new novice map (Inure). when I write /times it says β€œ3 weeks ago” but the map was released yesterday πŸ˜… 18:25 <+bridge> [ddnet] Hm, it's really hard to write a heuristic for teeworlds packets, almost any random string of bytes can be a teeworlds packet 18:26 <+bridge> [ddnet] @Learath2 it is hard to filter cuz udp is connectless and the filter doesnt know if the server considers the client as already connected right 18:27 <+bridge> [ddnet] are ddos made of packets before connection or after? 18:27 <+bridge> [ddnet] i guess it doesnt matter 18:27 <+bridge> [ddnet] @deen can i trigger bors btw for ur things? 18:27 <+bridge> [ddnet] That's not hard to handle, conntrack adds state 18:28 <+bridge> [ddnet] I'm working on a wireshark dissector too, but I'm having trouble deciding how to figure out something is a teeworlds packet 18:28 <+bridge> [ddnet] I could decode almost anything as a teeworlds packet 18:28 <+bridge> [ddnet] they dont have any header or stuff 18:28 <+bridge> [ddnet] ? 18:28 <+bridge> [ddnet] xd 18:28 <+bridge> [ddnet] well if a packet consists of cnetobjs u can find the type and maybe match the size of any cnetobj 18:29 <+bridge> [ddnet] i may be talking shit tho idk how it works 18:29 <+bridge> [ddnet] We do but it's 3 bytes, first byte has flags and ack, second byte has ack, third byte has the chunk code 18:29 <+bridge> [ddnet] All of those bytes can be any value and the packet would be valid 18:30 <+bridge> [ddnet] @heinrich5991 how did you do it for your old wireshark dissector? 18:31 <+bridge> [ddnet] @zelda. thanks for report, removed 18:31 <+bridge> [ddnet] Ah, he cheated, he only dissects for port 8303 :S 18:31 <+bridge> [ddnet] (and it's been long fixed, but was still a problem 3 weeks ago) 18:36 <+bridge> [ddnet] ah okey ☺️ 18:36 <+bridge> [ddnet] ah okey ☺️ ty 18:55 <+bridge> [ddnet] @Learath2 https://twitter.com/nvidia/status/1305290653761503232 18:55 <+bridge> [ddnet] is this good or bad 18:55 <+bridge> [ddnet] :justatest: 18:55 <+bridge> [ddnet] :justatest::justatest: 18:55 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/755109504391184504/Eh11QIUUMAAjXh9.png 18:55 <+bridge> [ddnet] i would have prefered amd 18:55 <+bridge> [ddnet] eh, I would have preferred no one bought out ARM 18:56 <+bridge> [ddnet] yeah that 18:56 <+bridge> [ddnet] too 18:56 <+bridge> [ddnet] Multiple vendors is nice to have 18:56 <+bridge> [ddnet] Monopolies are very meh 18:56 <+bridge> [ddnet] but nvidia is the worst 18:56 <+bridge> [ddnet] They should give it to me 18:57 <+bridge> [ddnet] I promise to not sell it to anyone 18:57 <+bridge> [ddnet] @Learath2 is arm better than x86_64? 18:58 <+bridge> [ddnet] i guess it fits better for the internet of things 18:58 <+bridge> [ddnet] they cal 18:58 <+bridge> [ddnet] call 18:58 <+bridge> [ddnet] Eeeeeeh, not really easy to compare 18:59 <+bridge> [ddnet] ARM has a much saner ISA imho 18:59 <+bridge> [ddnet] > Processors that have a RISC architecture typically require fewer transistors than those with a complex instruction set computing (CISC) architecture (such as the x86 processors found in most personal computers), which improves cost, power consumption, and heat dissipation. These characteristics are desirable for light, portable, battery-powered devicesβ€β€”β€Œincluding smartphones, laptops and tablet computers, and other embedded systems 19:00 <+bridge> [ddnet] $40 Billion tho 19:00 <+bridge> [ddnet] companies have so much money 19:00 <+bridge> [ddnet] insane 19:00 <+bridge> [ddnet] well its american billions 19:00 <+bridge> [ddnet] Well, most of it is just given as stock of their own company, not in cash 19:00 <+bridge> [ddnet] american billions are thousand millions here iirc 19:00 <+bridge> [ddnet] ARM isn't strictly RISC or CISC 19:01 <+bridge> [ddnet] arm literally means Advanced RISC Machine 19:01 <+bridge> [ddnet] where do u get that from 19:02 <+bridge> [ddnet] Well in thumb mode arm processors can do variable length instructions, which isn't really RISCy 19:03 <+bridge> [ddnet] if u want modded minecraft with 60fps u need intel 20k clocking at 8ghz, if u want blender at 5 watt, u need arm xd 19:03 <+bridge> [ddnet] that depends on the mods 19:04 <+bridge> [ddnet] no thread optimized ones 19:04 <+bridge> [ddnet] well i mostly play those kitchen sink packs that are in a void world 19:04 <+bridge> [ddnet] so xd 19:04 <+bridge> [ddnet] Apple makes some very strong A64 processors 19:04 <+bridge> [ddnet] yes, will be interesting 19:04 <+bridge> [ddnet] but i only believe what comes from many independent sources πŸ˜„ 19:04 <+bridge> [ddnet] Strong enough that they were atleast considering making the next macbook arm, not sure if that'll happen tho 19:05 <+bridge> [ddnet] @Learath2 why u use a mac and not linux tho 19:05 <+bridge> [ddnet] do u se some propietary software? 19:05 <+bridge> [ddnet] or u just had a mac around 19:06 <+bridge> [ddnet] Kryo 585 is an octa core with a whopping 3.1ghz, it can even do fancy speculative execution 19:06 <+bridge> [ddnet] 3.1 isnt much tho 19:07 <+bridge> [ddnet] @Ryozuki I had a laptop that was dying, someone offered to get me a macbook if I coded them an iOS app, I took him up on the offer 19:07 <+bridge> [ddnet] When I'm back home I'm on my desktop anyway, so this is my portable solution for now 19:08 <+bridge> [ddnet] @Learath2 u cannot install linux there? xd 19:08 <+bridge> [ddnet] arm founder says that its bad @Ryozuki 19:08 <+bridge> [ddnet] Kryo 585 is a phone sized arm chip, fits in a fraction of the actual cpu of the phone even 19:08 <+bridge> [ddnet] ah thats nice then 19:08 <+bridge> [ddnet] @Ryozuki I can but space is quiiite tight (ssd not upgradable 😦 ) 19:08 <+bridge> [ddnet] eh 19:09 <+bridge> [ddnet] linux should take less space 19:09 <+bridge> [ddnet] if u completly wipe mac tho 19:09 <+bridge> [ddnet] xd 19:09 <+bridge> [ddnet] u probs can get more perfomance too 19:11 <+bridge> [ddnet] There is some software I still need on the mac side 19:11 <+bridge> [ddnet] darktable is very meh compared to lightroom and adobe doesn't feel like supporting linux at all 19:11 <+bridge> [ddnet] :frozen: 19:11 <+bridge> [ddnet] yeah adobe sucks 19:11 <+bridge> [ddnet] gimp best 19:11 <+bridge> [ddnet] though it is quickly getting better, maybe next year I'll be able to hop over 19:11 <+bridge> [ddnet] :lol: 19:12 <+bridge> [ddnet] have u tried krita 19:12 <+bridge> [ddnet] gimp is no replacement to darktable πŸ˜„ 19:12 <+bridge> [ddnet] https://krita.org/ 19:12 <+bridge> [ddnet] I'm okay with gimp as a replacement to PS tho, it works great 19:12 <+bridge> [ddnet] gimp is not a direct replacement of PS 19:12 <+bridge> [ddnet] Lightroom is for photography 19:12 <+bridge> [ddnet] well maybe yes 19:12 <+bridge> [ddnet] xd 19:12 <+bridge> [ddnet] but krita has more stuff 19:12 <+bridge> [ddnet] than gimp iirc 19:12 <+bridge> [ddnet] I don't illustrate, so I doubt krita's features of much use to me 19:13 <+bridge> [ddnet] I actually wanted to learn how to draw for quite some time, it's just that it seems to take a whole lot of time 19:13 <+bridge> [ddnet] I get demotivated and unfocused sooooo quick, it's really hard for me to pick up new things 19:13 <+bridge> [ddnet] if u want to animate, blender is powerful 19:14 <+bridge> [ddnet] they improved that special pencil they have 19:14 <+bridge> [ddnet] Greasepen? 19:14 <+bridge> [ddnet] I use blender a bit, but mostly for modeling 19:14 <+bridge> [ddnet] https://www.youtube.com/watch?v=lriYv4P4TcE 19:14 <+bridge> [ddnet] this looks awesome 19:16 <+bridge> [ddnet] Blender 2.8 brought so many new things, I'm expecting greatness from 2.9 too 19:16 <+bridge> [ddnet] 2.9 is out already 19:16 <+bridge> [ddnet] https://www.youtube.com/watch?v=7M1UaDe0qsk 19:16 <+bridge> [ddnet] :greenthing: 19:16 <+bridge> [ddnet] breathtaking 19:17 <+bridge> [ddnet] Heh, if I ever get back to italy and do more modelling, I can move to 2.9 πŸ˜„ 19:17 <+bridge> [ddnet] Extrude manifold looks awesome 19:22 <+bridge> [ddnet] Another great looking release 19:23 <+bridge> [ddnet] I love how blender started from "unusable", became "competent", became "usable" and now it's becoming "great" 19:23 <+bridge> [ddnet] It's an open source success story 19:26 <+bridge> [ddnet] yeah 19:27 <+bridge> [ddnet] :feelsbadman: 19:27 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/755117604896768040/unknown.png 19:29 <+bridge> [ddnet] "this will give nvidia and stronger mobile presence" 19:29 <+bridge> [ddnet] xD 19:29 <+bridge> [ddnet] Why is it ARM that's taking off though 😦 19:30 <+bridge> [ddnet] @Learath2 tho ppl are saying arm sold cuz they are not taking off anytime soon 19:30 <+bridge> [ddnet] even worse they falling 19:30 <+bridge> [ddnet] We need more work on RISC-V 19:30 <+bridge> [ddnet] A simple ISA is soooo much more fun to work with 20:05 <+bridge> [ddnet] Now that I think about it, I think I agree with freetype being flexible. They should have documented the fact that the font isnt loaded though 20:09 <+bridge> [ddnet] :thonk: Since they gave you the FT_New_Memory_Face, so they might think it is obvious the other one isn't "in memory" 20:09 <+bridge> [ddnet] but ye, they should probably say that some where in the doc 20:17 <+bridge> [ddnet] @deen don't like the "one change", especially since we're probably missing something, and it would all need to be reformatted again. I'd prefer to make it easier to fix the style 20:19 <+bridge> [ddnet] @BannZay the fixes for stuff you didn't even touch, is that mostly the binary operators in the config variables? 20:20 <+bridge> [ddnet] @Learath2 not all flag combinations are possible, I think. not all packets can contain a payload 20:20 <+bridge> [ddnet] @Learath2 have u heard about https://gpuweb.github.io/gpuweb/ ? 20:22 <+bridge> [ddnet] an example implementation https://github.com/gfx-rs/wgpu πŸ‘€ 20:22 <+bridge> [ddnet] Hadn't yet, looks quite intriguing 20:23 <+bridge> [ddnet] @Learath2 from what i understnad, its a api that abstracts metal directx vulkan and opengl, it even has its own shader language spec 20:23 <+bridge> [ddnet] https://gpuweb.github.io/gpuweb/wgsl.html 20:23 <+bridge> [ddnet] > @BannZay the fixes for stuff you didn't even touch, is that mostly the binary operators in the config variables? 20:23 <+bridge> [ddnet] @heinrich5991 mostly yes. (here is another couple of style issueshttps://github.com/ddnet/ddnet/pull/2778/checks?check_run_id=1108826164) 20:23 <+bridge> [ddnet] Whats up with the horrendous opengl support? 20:24 <+bridge> [ddnet] u mean in the implementation? 20:24 <+bridge> [ddnet] Ye 20:24 <+bridge> [ddnet] idk 20:24 <+bridge> [ddnet] bear in mind this is new stuff 20:24 <+bridge> [ddnet] xd 20:24 <+bridge> [ddnet] What happened to open source brotherhood? 20:24 <+bridge> [ddnet] but i guess they dont prioritize it since there is vulkan 20:24 <+bridge> [ddnet] whats open source brotherhood 20:25 <+bridge> [ddnet] What is all this directx support 20:25 <+bridge> [ddnet] :justatest: 20:25 <+bridge> [ddnet] Remove directx 20:25 <+bridge> [ddnet] well its unrealistic to not support it 20:25 <+bridge> [ddnet] many gamedevs think it is better 20:25 <+bridge> [ddnet] than opengl 20:25 <+bridge> [ddnet] do u have nitro btw 20:25 <+bridge> [ddnet] who is gifting them 20:25 <+bridge> [ddnet] :justatest: 20:26 <+bridge> [ddnet] I was helping someone with some ddnet thing and he gifted it 20:26 <+bridge> [ddnet] :justatest: 20:26 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/755132340254015589/unknown.png 20:26 <+bridge> [ddnet] oh 20:26 <+bridge> [ddnet] they say thanks to u? 20:26 <+bridge> [ddnet] i only met rude ppl asking for help 20:26 <+bridge> [ddnet] "hey you, do this for me! 20:26 <+bridge> [ddnet] right now! 20:26 <+bridge> [ddnet] :justatest: 20:26 <+bridge> [ddnet] I help make bots 20:26 <+bridge> [ddnet] @BannZay I guess we can reformat these config files. that would conflict with your PR though, so either you do it, or I do it and you have to fix the conflicts 20:26 <+bridge> [ddnet] :troll: 20:27 <+bridge> [ddnet] what kind of bots 20:27 <+bridge> [ddnet] @abcqwerty learath closet weeb 20:27 <+bridge> [ddnet] ryozoozki out of closet weeb 20:28 <+bridge> [ddnet] i only manifesty my weeb against weebs 20:29 <+bridge> [ddnet] @Learath2 https://bevyengine.org/ 20:29 <+bridge> [ddnet] look how shiny and cool it looks 20:29 <+bridge> [ddnet] but sadly all these things are early in dev 20:29 <+bridge> [ddnet] :feelsbadman: 20:30 <+bridge> [ddnet] Data driven game engine sounds like something I would hate 20:31 <+bridge> [ddnet] @Learath2 it means using a ECS mostly 20:31 <+bridge> [ddnet] but sounds like something you want to have for performance, I think(?) 20:31 <+bridge> [ddnet] do u have ecs then yes 20:31 <+bridge> [ddnet] I think unity also shifts into that direction 20:31 <+bridge> [ddnet] Oh then, I might like it 20:31 <+bridge> [ddnet] I feared it might be some declarative bs 20:31 <+bridge> [ddnet] amethyst rs is also good but they are changing stuff drastically rn 20:31 <+bridge> [ddnet] so not a good option rn 20:32 <+bridge> [ddnet] has anyone worked with godot + rust? 20:32 <+bridge> [ddnet] is it good 21:14 <+bridge> [ddnet] why client doesn't render textures when gpu v-ram is small? 21:14 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/755144533070577684/screenshot_2020-09-14_21-13-16.png 21:16 <+bridge> [ddnet] what client version r u using 21:16 <+bridge> [ddnet] @m!ki 21:16 <+bridge> [ddnet] latest one 21:16 <+bridge> [ddnet] that doesnt look like a vram problem 21:17 <+bridge> [ddnet] i have no problem with other versions 21:17 <+bridge> [ddnet] like 10.x.x 21:17 <+bridge> [ddnet] yeah 21:17 <+bridge> [ddnet] set gfx_opengl_major 1 in f1 and restart 21:17 <+bridge> [ddnet] still has nothing todo with it 21:17 <+bridge> [ddnet] its bcs ur driver is buggy 21:18 <+bridge> [ddnet] normally the new client downgrades your gl version automatically, but it seems ur driver is just lieing 21:19 <+bridge> [ddnet] my bad, it was 14.0.3 21:19 <+bridge> [ddnet] but with latest client crash 21:20 <+bridge> [ddnet] while loading it crash 21:20 <+bridge> [ddnet] have u used the autoupdater? 21:20 <+bridge> [ddnet] i compiled client by myself 21:20 <+bridge> [ddnet] then see where it crashes 21:20 <+bridge> [ddnet] would really help πŸ™‚ 21:21 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/755146250768089107/Screenshot_10.png 21:22 <+bridge> [ddnet] ty, seems like the sample function is buggy 21:23 <+bridge> [ddnet] can u also give me the stacktrace? 21:23 <+bridge> [ddnet] the function caller list 21:24 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/755146982624067644/Screenshot_11.png 21:24 <+bridge> [ddnet] this one? 21:24 <+bridge> [ddnet] ty alot 21:26 <+bridge> [ddnet] @m!ki btw what does gfx_texture_quality say in f1 in version 14.x 21:26 <+bridge> [ddnet] 0 21:26 <+bridge> [ddnet] ah 21:26 <+bridge> [ddnet] set it to 1 and try the new client 21:27 <+bridge> [ddnet] i think its the because the sample function only works with specific texture sizes 21:27 <+bridge> [ddnet] maybe i'll just remove it 21:27 <+bridge> [ddnet] that's working now 21:27 <+bridge> [ddnet] ty 22:43 <+bridge> [ddnet] > @BannZay I guess we can reformat these config files. that would conflict with your PR though, so either you do it, or I do it and you have to fix the conflicts 22:43 <+bridge> [ddnet] @heinrich5991 I can do it. But I guess its better to run script on repo to prevent people from fixing things in other files and copying wrong style. It was big problem to me earlier. I copied the style that I thought was good from the repo, but later some say that I should fix the copied style 😦