00:00 <+bridge> [ddnet] yeah sounds good 00:00 <+bridge> [ddnet] well dev discussion xd 00:00 <+bridge> [ddnet] but that would split it right? 00:00 <+bridge> [ddnet] from chat 00:00 <+bridge> [ddnet] yeah 00:00 <+bridge> [ddnet] ok 00:01 <+bridge> [ddnet] thats what a category means 00:01 <+bridge> [ddnet] its this thingy 00:01 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/757723161268715520/unknown.png 00:01 <+bridge> [ddnet] yes 00:01 <+bridge> [ddnet] i hoped that discord allows subcategories or smth 00:02 <+bridge> [ddnet] it doesnt 00:02 <+bridge> [ddnet] xd 00:03 <+bridge> [ddnet] @Jupstar ✪ did someone test 8? 00:03 <+bridge> [ddnet] i dont even know what that mask means xD 00:03 <+bridge> [ddnet] fokko 00:03 <+bridge> [ddnet] its just that a mod can decide to show invalid tiles 00:03 <+bridge> [ddnet] i see 00:08 <+bridge> [ddnet] any idea how to trigger Reload skin menu when skin count changed 00:08 <+bridge> [ddnet] it does auto 00:08 <+bridge> [ddnet] the interesting case was when the size of skins doubled 00:09 <+bridge> [ddnet] so you could remove all skins, start client, open menu, connect to a server with many players and it would bug 00:09 <+bridge> [ddnet] ok ill try 00:09 <+bridge> [ddnet] but u have todo smth different than us xd 00:09 <+bridge> [ddnet] skins are saved on .teeworlds right? 00:09 <+bridge> [ddnet] something we didnt have thought off 00:09 <+bridge> [ddnet] not in the data folder 00:09 <+bridge> [ddnet] something we didnt have thought of 00:09 <+bridge> [ddnet] both are taken, same as for all 00:09 <+bridge> [ddnet] downloaded in .teeworlds 00:10 <+bridge> [ddnet] looks like it works 00:11 <+bridge> [ddnet] btw before i deleted downloaded skins i had some interesting files there 00:11 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/757725823309578264/unknown.png 00:12 <+bridge> [ddnet] br bro brow brownb brownbe 00:12 <+bridge> [ddnet] funny evolution 00:12 <+bridge> [ddnet] the tmp files should also get deleted with the new update now 00:12 <+bridge> [ddnet] yeah i dont see any now 01:04 <+bridge> [ddnet] I should code a graphics driver, it would be buggy asf so we can test this stuff 01:09 <+bridge> [ddnet] feature request: if a player has dummy connected before a server restart, dummy autoconnects after the restart 01:09 <+bridge> [ddnet] if the map is the smae 01:09 <+bridge> [ddnet] same* 01:13 <+bridge> [ddnet] doesnt server restart when the server is empty 01:13 <+bridge> [ddnet] is there such a thing as a moderator in game that can punish people that see as fit 01:14 <+bridge> [ddnet] @abcqwerty for mapping i do f2 restart to update the map 01:14 <+bridge> [ddnet] @yooooo yes, you'll have to ping them in discord using @ moderator and give them the names of the people who are misbehaving (or the server region and map name) 01:15 <+bridge> [ddnet] Well is there a way i can be a moderator i wanna help people because i see trolling 24/7 01:16 <+bridge> [ddnet] there's some info here: https://forum.ddnet.tw/viewforum.php?f=69 01:16 <+bridge> [ddnet] if you're new you might want to get acquainted with the game+community a bit before you apply 01:16 <+bridge> [ddnet] ive been in the game for about a month maybe 01:19 <+bridge> [ddnet] Is there an age requirement? @louis 01:19 <+bridge> [ddnet] i don't think so 01:36 <+bridge> [ddnet] There's a little bug on the players profile page: When i click on the difficulty rating of one of the last finished maps, it tries to redirect me to a none existing page. e.g. https://ddnet.tw/players/Wollwolke/novice/ 09:18 <+bridge> [ddnet] > @abcqwerty for mapping i do f2 restart to update the map 09:18 <+bridge> [ddnet] @louis why u dont use the "reload" command 09:22 <+bridge> [ddnet] :O the RC found a big bug actually 09:22 <+bridge> [ddnet] (unmasked stuff) 09:22 <+bridge> [ddnet] :monkalaugh: 09:56 <+ChillerDragon> @Ryozuki what is RC ? 09:57 <+bridge> [ddnet] search it urself 09:57 <+bridge> [ddnet] Release candidates, pre-release for tests so there are less bugs at actual official release 10:19 <+bridge> [ddnet] Should I add a release candidate channel in steam as well or is it ok to test by raw download only? 10:19 <+bridge> [ddnet] The nightly usually contains all the stuff that will be released anyway 10:27 <+bridge> [ddnet] i think nightly is enough 10:41 <+bridge> [ddnet] :ddnet: :bluekitty: 10:41 <+bridge> [ddnet] i think should be make (run server)auto ready like anyservers(ddrace) have all maps old and new 10:41 <+bridge> [ddnet] 10:41 <+bridge> [ddnet] As a result of this:1- more servers 10:41 <+bridge> [ddnet] 2-Less stress on basic servers 10:41 <+bridge> [ddnet] 3-searching for server less laggy become easier 10:48 <+bridge> [ddnet] @hussainx3 we can't ship all maps because we have no licenses. it would take too much space. You can use https://github.com/ddnet/ddnet-maps if you want to do that locally, but you don't get official ranks. Also, home connections are usually not good enough for hosting servers, you need to forward ports and you invite DoS attacks that your ISP will definitely not like. 10:52 <+bridge> [ddnet] hmm this Harder than what it looks like 10:52 <+bridge> [ddnet] :sorry: 10:52 <+bridge> [ddnet] :brownbear: 13:12 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/757922302200512553/unknown.png 13:14 <+bridge> [ddnet] Or maybe it will just pretend it's ok but then add some cyanide 10 years later to my coffee for that. 13:18 <+bridge> [ddnet] could someone please explain me what the Quad "Tex U", "Tex V" represent and why they are always multiples of 1024, but when stretching (holding shift and dragging a corner) it visually changes without changing the values, only when you drag far enough? 13:22 <+bridge> [ddnet] i think its something like texture coordinates 13:22 <+bridge> [ddnet] e.g UV mapping 13:22 <+bridge> [ddnet] The letters "U" and "V" denote the axes of the 2D texture because "X", "Y", and "Z" are already used to denote the axes of the 3D object in model space, while "W" (in addition to XYZ) is used in calculating quaternion rotations, a common operation in computer graphics. 13:22 <+bridge> [ddnet] https://en.wikipedia.org/wiki/UV_mapping 13:23 <+bridge> [ddnet] @Patiga 13:27 <+bridge> [ddnet] hm i dont quite get it, why do we need a 3d texture mapping process in a 2d game? can we kinda simulate 3d spheres to give the impression of 3d or smth @Ryozuki ? 13:32 <+bridge> [ddnet] it has nothing to do with 3d 13:32 <+bridge> [ddnet] i think 13:32 <+bridge> [ddnet] UV is just texture coordinates 13:32 <+bridge> [ddnet] we dont use XY for texture coordinates cuz they are used in the model space 13:32 <+bridge> [ddnet] ah so that we can also only take a small part of the picture? 13:33 <+bridge> [ddnet] i think this has to do with the model view projection 13:33 <+bridge> [ddnet] i did a bit of opengl 13:34 <+bridge> [ddnet] Texture coordinates specify the point in the texture image that will correspond to the vertex you are specifying them for. 13:34 <+bridge> [ddnet] https://stackoverflow.com/questions/5532595/how-do-opengl-texture-coordinates-work 13:34 <+bridge> [ddnet] the values are still weird tho, ive taken 2 pictures with different resolutions and the values were always 1024, so i guess 1024 = 100%. 13:34 <+bridge> [ddnet] however, why does it only go up/down in steps of size 1024 13:35 <+bridge> [ddnet] "Texture coordinates define how an image (or portion of an image) gets mapped to a geometry." 13:36 <+bridge> [ddnet] https://docs.safe.com/fme/html/FME_Desktop_Documentation/FME_Workbench/!FME_Geometry/Texture_Coordinates.htm 13:36 <+bridge> [ddnet] xd 13:36 <+bridge> [ddnet] idk why it goes in steps of 1024 13:36 <+bridge> [ddnet] that must be tw specific 13:37 <+bridge> [ddnet] jupstar should know 13:37 <+bridge> [ddnet] he added that thing iirc 13:43 <+bridge> [ddnet] @Patiga I think I explained it to you once here 13:45 <+bridge> [ddnet] Oh, I never figured out what's wrong with the display values though 13:48 <+bridge> [ddnet] I think it's because we use fixed point numbers 13:51 <+bridge> [ddnet] Yeah, the display value is completely off 13:57 <+bridge> [ddnet] > Yeah, the display value is completely off 13:57 <+bridge> [ddnet] ah, thats what i was mainly wondering about 14:14 <+bridge> [ddnet] matricks works at Microsoft now I guess: https://bethesda.net/en/article/1iLtcvwY6Nb1GeKADyDUEX/why-microsoft-is-the-perfect-fit 14:14 <+bridge> [ddnet] xD 14:16 <+bridge> [ddnet] Fixed the UV thing 14:18 <+bridge> [ddnet] 👍 14:18 <+bridge> [ddnet] isnt sunny side up by ravie 14:18 <+bridge> [ddnet] oops, I added the wrong map 😄 14:19 <+bridge> [ddnet] I mean I'm also talking to Ravie, but still waiting for response 14:19 <+bridge> [ddnet] sunny side up such a beautiful and welcoming map :) 14:22 <+bridge> [ddnet] *is 14:28 <+bridge> [ddnet] :thonk: I don't know how to build SDL2 14:28 <+bridge> [ddnet] https://github.com/letoram/SDL2/blob/704d68008135015dedf90409f2f7e07bd895ce63/src/video/windows/SDL_windowskeyboard.c#L888 14:29 <+bridge> [ddnet] It's rather easy with cmake 14:29 <+bridge> [ddnet] do i just build it and throw it into the others folder 14:31 <+bridge> [ddnet] @Patiga that should do it 14:32 <+bridge> [ddnet] @TsFreddie 🌈 which OS are you on? 14:32 <+bridge> [ddnet] windows 14:32 <+bridge> [ddnet] I think you can just replace the dll with yours 14:32 <+bridge> [ddnet] 👌 14:32 <+bridge> [ddnet] i'll try that 14:39 <+bridge> [ddnet] @heinrich5991 uhm, check_style fails but fix_style doesn't fix anything 14:39 <+bridge> [ddnet] am I holding it wrong? 14:39 <+bridge> [ddnet] link? 14:40 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/2906 14:40 <+bridge> [ddnet] `python scripts/fix_style.py --base HEAD^` 14:40 <+bridge> [ddnet] do you do this? 14:41 <+bridge> [ddnet] Nope, I didn't set a base 14:41 <+bridge> [ddnet] if you don't set a base, it only tries to fix uncommitted changes, sorry, need to document this script every dev has to use better 14:42 <+bridge> [ddnet] I think we should do the entire repo 14:43 <+bridge> [ddnet] possible contras: - we might change formatting again, because we can't review all the changes - because clang-format might change again in the future - makes it incompatible with cherry-picking other commits 14:43 <+bridge> [ddnet] pros: we don't need to have such an annoying script 14:43 <+bridge> [ddnet] But right now we're not reviewing the foramtting either 14:43 <+bridge> [ddnet] i just run it and add a commit and never look at it 😄 14:44 <+bridge> [ddnet] hm. I do and I thought the reviewer also looks at the formatted code 14:44 <+bridge> [ddnet] I use ?w=1 14:44 <+bridge> [ddnet] Oh, can we allow one line functions? We have many `T foo(K bar) { return sth; };` 14:44 <+bridge> [ddnet] and I thought the whole idea of using clang-format is that you don't have to look at formatting 14:44 <+bridge> [ddnet] @Learath2 that's something that quickly becomes impossible after using clang-format on the whole codebase 14:45 <+bridge> [ddnet] idk, try to see if you can configure clang-format that way 14:45 <+bridge> [ddnet] This is why I hate formatters :/ Why does it have to be so opinionated? 14:45 <+bridge> [ddnet] it's the least opiniated formatter I've seen 14:46 <+bridge> [ddnet] it just needs to be configured/maybe even patched 14:46 <+bridge> [ddnet] they probably accept your pull request 14:46 <+bridge> [ddnet] it's just that they can't possible accomodate all styles from the get-go 14:46 <+bridge> [ddnet] I was actually thinking of patching clang-format to let us have lax formatting for bitwise operators 14:47 <+bridge> [ddnet] it wasn't important enough for me, I realized I didn't really care whether there are spaces there or not 14:47 <+bridge> [ddnet] is it known thing? 14:47 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/757946207833292931/unknown.png 14:47 <+bridge> [ddnet] 1,3 is a teleports 14:47 <+bridge> [ddnet] Yes, I'm waiting for @Jupstar ✪ to fix it 14:47 <+bridge> [ddnet] I only care to minimize diffs, style I'm not so sure I mind 14:48 <+bridge> [ddnet] 1,3 is a teleports (steam version) 14:48 <+bridge> [ddnet] Ah @heinrich5991 if you have a minute, #2902, I think it's okay, but not sure 14:48 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/2902 14:48 <+bridge> [ddnet] oh, I realized that I enabled nightly builds 14:48 <+bridge> [ddnet] ah, that's the fix already 14:50 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/757946903064346874/unknown.png 14:50 <+bridge> [ddnet] hmm 14:50 <+bridge> [ddnet] @TsFreddie 🌈 nice, how'd you get that working?! 14:50 <+bridge> [ddnet] @Learath2 what behavior does that change? 14:50 <+bridge> [ddnet] or is it looking wrong? 14:50 <+bridge> [ddnet] it seems identical in behavior 14:51 <+bridge> [ddnet] Ah, that is Teeworlds, not DDNet 😦 14:51 <+bridge> [ddnet] it is sdl related. should be the same on DDnet 14:51 <+bridge> [ddnet] but i don 14:52 <+bridge> [ddnet] @heinrich5991 Well it's not identical, it fixes the issue 😄 14:52 <+bridge> [ddnet] but i don't know how were they suppose to work before. i disabled the uiless mode in SDL. but this won't work in fullscreen. 14:52 <+bridge> [ddnet] i don't know. this is weird 14:52 <+bridge> [ddnet] but if I can't see the difference, I can't merge it ^^ 14:53 <+bridge> [ddnet] ah 14:53 <+bridge> [ddnet] @TsFreddie 🌈 I looked quite a bit into this, sadly it's a rather difficult problem to get the ime to work with actual fullscreen :/ 14:53 <+bridge> [ddnet] ye... 14:53 <+bridge> [ddnet] it looks like they were going to do it but give up 14:53 <+bridge> [ddnet] i mean for fullscreen 14:54 <+bridge> [ddnet] I looked into actually rendering the candidate window ourselves, but it's so hard on linux when there is no common protocol to get the candidates out 14:54 <+bridge> [ddnet] does linux have problem will fullscreen too? 14:55 <+bridge> [ddnet] There is a fullscreen issue on every OS I think. When the game has complete control over the monitor, the OS can't render the IME window on top 14:55 <+bridge> [ddnet] ok... 14:55 <+bridge> [ddnet] With borderless "fullscreen" it works on every OS though 14:55 <+bridge> [ddnet] on windows at least, looks like they gathered all the candidates 14:55 <+bridge> [ddnet] but never used them 14:56 <+bridge> [ddnet] Yeah, I was going to write a SDL patch to expose IME candidates on every OS 14:56 <+bridge> [ddnet] there were `IME_ShowCandidateList` that looks like that it suppose to create a texture of some sort for the list. but the methods are empty. 14:57 <+bridge> [ddnet] I guess they also came to the conclusion that the insane state of Linux IMEs is impossible for them to navigate 14:57 <+bridge> [ddnet] can we do it on windows since it is kinda already there 14:57 <+bridge> [ddnet] expose the candidate list to us 14:57 <+bridge> [ddnet] SDL would need to be an ibus and fcitx client at the very least to support a large portion of the users on linux 14:58 <+bridge> [ddnet] @TsFreddie 🌈 Yeah, on windows it's doable 14:58 <+bridge> [ddnet] It's such a shame that the people who made XIM didn't think to have an API to get candidates 14:58 <+bridge> [ddnet] XIM is the only common ground between all input managers on linux 14:59 <+bridge> [ddnet] is japanese imes mostly XIM? 14:59 <+bridge> [ddnet] fcitx seems to be the most popular 14:59 <+bridge> [ddnet] i think chinese ones are mostly ibus and fcitx 15:00 <+bridge> [ddnet] I think for chinese I've seen many people using fcitx-googlepinyin 15:00 <+bridge> [ddnet] :saddog: rime was popular too 15:00 <+bridge> [ddnet] rime has both ibus and fcitx frontend 15:01 <+bridge> [ddnet] > There is a fullscreen issue on every OS I think. When the game has complete control over the monitor, the OS can't render the IME window on top 15:01 <+bridge> [ddnet] @Learath2 i dont have any issue with fullscreen on my arch linux i3gaps setup 15:01 <+bridge> [ddnet] @Ryozuki is it real fullscreen or borderless? 15:01 <+bridge> [ddnet] my setup doesnt care 15:01 <+bridge> [ddnet] i enable and disable all them its the same 15:01 <+bridge> [ddnet] Really? It can render an IME candidate window on top of a fullscreen game? 15:01 <+bridge> [ddnet] ah idk about ime 15:02 <+bridge> [ddnet] i thought those were 2 separate sentences 15:02 <+bridge> [ddnet] xd 15:02 <+bridge> [ddnet] Then what did you answer? 😄 15:02 <+bridge> [ddnet] Ah 15:02 <+bridge> [ddnet] :EeveeShy: 15:02 <+bridge> [ddnet] :monkalaugh: 15:02 <+bridge> [ddnet] on windows you can kinda render the ime in exclusive fullscreen 15:03 <+bridge> [ddnet] without rendering yourself i mean 15:03 <+bridge> [ddnet] it just flashes a lot when you do it 15:03 <+bridge> [ddnet] There are multiple input method styles which you can read about here. SDL supports "on-the-spot" mode. This has an important implication: the application is responsible for drawing the composition. 15:03 <+bridge> [ddnet] Ah, the usual hack 15:03 <+bridge> [ddnet] https://wiki.libsdl.org/Tutorials/TextInput 15:03 <+bridge> [ddnet] we know about on-the-spot already.. the problem is the candidate list 15:03 <+bridge> [ddnet] https://wiki.libsdl.org/Tutorials/TextInput#CandidateList 15:03 <+bridge> [ddnet] i think we should render that candidate list? 15:03 <+bridge> [ddnet] yes 15:03 <+bridge> [ddnet] and we can't 15:04 <+bridge> [ddnet] lol 15:04 <+bridge> [ddnet] This is the conclusion we both came to 😄 15:04 <+bridge> [ddnet] why not? 15:04 <+bridge> [ddnet] We can't get the candidates 15:04 <+bridge> [ddnet] Not on all systems anyway 15:04 <+bridge> [ddnet] on windows you can, but it is not currently exposed to teeworlds 15:04 <+bridge> [ddnet] We can get it on windows, I thiiink I can get it using some arcane APIs forgotten by most on macOS 15:05 <+bridge> [ddnet] and linux? 15:05 <+bridge> [ddnet] the most important of the 3? 15:05 <+bridge> [ddnet] :monkalaugh: 15:05 <+bridge> [ddnet] On linux I think I figured out how to do it for fcitx. No idea about ibus, it's really really hard to read all of the ibus code 15:05 <+bridge> [ddnet] i think 15:05 <+bridge> [ddnet] fcitx is enough 15:06 <+bridge> [ddnet] https://wiki.archlinux.org/index.php/IBus 15:06 <+bridge> [ddnet] ibus is pretty buggy for me when I tried to use rime with it 15:06 <+bridge> [ddnet] ibus-rime 15:06 <+bridge> [ddnet] :wuhmm: i think most ppl use fcitx anyway 15:06 <+bridge> [ddnet] We should mostly focus on Windows btw 15:06 <+bridge> [ddnet] what about uim 15:07 <+bridge> [ddnet] very low player numbers on Linux ond Mac 15:07 <+bridge> [ddnet] well others can focus on that 15:07 <+bridge> [ddnet] you don't need candidate list with uim (i'm guessing 15:07 <+bridge> [ddnet] it is a CJK problem after all 15:07 <+bridge> [ddnet] ill definitly put all my power to the linux master race 15:07 <+bridge> [ddnet] :monkalaugh: 15:09 <+bridge> [ddnet] > on windows you can, but it is not currently exposed to teeworlds 15:09 <+bridge> [ddnet] @TsFreddie 🌈 and how do u expose it 15:09 <+bridge> [ddnet] what do u mean by exposing it anyway 15:09 <+bridge> [ddnet] SDL patch 15:09 <+bridge> [ddnet] Something like `SDL_GetCandidateList` I'd guess 15:09 <+bridge> [ddnet] why make a patch 15:09 <+bridge> [ddnet] > what do u mean by exposing it anyway 15:09 <+bridge> [ddnet] @Ryozuki there isn't a SDL api to get the candidate list out of SDL. 15:09 <+bridge> [ddnet] Atleast that's what I was planning to implement 15:09 <+bridge> [ddnet] why not make the platform dependent code directly 15:09 <+bridge> [ddnet] on ddnet 15:09 <+bridge> [ddnet] if sdl doesnt have it 15:10 <+bridge> [ddnet] We can do that too, but if we go through all the trouble, why not let other people have it too? 😄 15:10 <+bridge> [ddnet] ah well yea, but u dont want to wait to get that patch on sdl 15:10 <+bridge> [ddnet] it will take forever i think 15:10 <+bridge> [ddnet] Not very open source of you @Ryozuki. Stallman would be disappointed 15:10 <+bridge> [ddnet] also SDL consumed all the messages already. it'd be hard to get anything after SDL 15:10 <+bridge> [ddnet] @Learath2 D: 15:10 <+bridge> [ddnet] well we can do it before SDL, but that's more trouble 15:10 <+bridge> [ddnet] i just wanted to get it first on ddnet 15:10 <+bridge> [ddnet] and ddnet is open source 15:10 <+bridge> [ddnet] :justatest: 15:11 <+bridge> [ddnet] I never really looked into how it is on windows, isn't the candidate list exposed only on demand there? 15:11 <+bridge> [ddnet] https://docs.microsoft.com/en-us/windows/win32/api/imm/ns-imm-candidatelist 15:11 <+bridge> [ddnet] https://docs.microsoft.com/en-us/windows/win32/intl/candidate-lists 15:12 <+bridge> [ddnet] its win32 api its usedd in this things right 15:12 <+bridge> [ddnet] i think it was messages if you are telling windows to give it to you instead of the imm context 15:12 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/757952494864302120/unknown.png 15:12 <+bridge> [ddnet] https://docs.microsoft.com/en-us/windows/win32/api/imm/nf-imm-immgetcandidatelista 15:12 <+bridge> [ddnet] something like this. but `IME_ShowCandidateList` does nothing lol 15:13 <+bridge> [ddnet] Ah, an event based api would be much more efficient anyway 15:14 <+bridge> [ddnet] i think they are planning to create a texture and rendering it in SDL. 15:14 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/757952876285919232/unknown.png 15:14 <+bridge> [ddnet] on windows* 15:15 <+bridge> [ddnet] hence the SetTextInputRect is a Rect instead of a Point. so they know the texture size. but again. they didn't do anything with it. (guess) 15:17 <+bridge> [ddnet] @Learath2 it looks like on windows 10 it doesnt work https://discourse.libsdl.org/t/ime-candidates-not-showing/25058/4 15:18 <+bridge> [ddnet] Depends on the IME, I think it's working on win10 for @TsFreddie 🌈 15:18 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/757953921716060401/unknown.png 15:18 <+bridge> [ddnet] it isn't working for me 15:18 <+bridge> [ddnet] eki did a hack that just skip SDL's IME processing. don't know if you guys are still using that 15:21 <+bridge> [ddnet] we can still use the hack but less aggressive on windows 15:21 <+bridge> [ddnet] instead of skipping all IME handling in SDL. we can just let SDL tell windows not to use uiless mode for IME 15:22 <+bridge> [ddnet] we can position the IME window that way. 15:22 <+bridge> [ddnet] @TsFreddie 🌈 yes, we are 15:23 <+bridge> [ddnet] ok 15:23 <+bridge> [ddnet] then the priority is fixing backspace 15:24 <+bridge> [ddnet] i can try to work on that again. i did it years before but it is broken and i don't know why 15:24 <+bridge> [ddnet] also position the window would be nice 15:24 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/757955479166255144/unknown.png 15:36 <+bridge> [ddnet] It's rumored Microsoft will also buy SEGA and Atlus 15:36 <+bridge> [ddnet] Tomorrow to be announced 15:37 <+bridge> [ddnet] the entire sega? 15:37 <+bridge> [ddnet] i'm interested but why is this in #developer 15:39 <+bridge> [ddnet] Cuz i saw deen talk about microsoft buyin bethesda 15:39 <+bridge> [ddnet] Where matricks works (?) 15:39 <+bridge> [ddnet] ok didnt know that 15:42 <+bridge> [ddnet] @deen for windows' SDL2, can you find `SDL_windowskeyboard.c` and comment out line 373 and 881-883? (in ddnet-libs) 15:42 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/757960061418078348/unknown.png 15:42 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/757960133169905866/unknown.png 15:43 <+bridge> [ddnet] also stop using `SDL_DISABLE_WINDOWS_IME` 16:03 <+bridge> [ddnet] @TsFreddie 🌈 Note that we use SDL 2.0.8 on Win btw 16:04 <+bridge> [ddnet] :wuhmm: let me find the code on 2.0.8 then 16:04 <+bridge> [ddnet] I can find it myself, just so you know 16:04 <+bridge> [ddnet] ok 16:05 <+bridge> [ddnet] ye, it was in the same spot, they didn't change anything in between 16:05 <+bridge> [ddnet] with --enable-ime right? 16:07 <+bridge> [ddnet] yes 16:15 <+bridge> [ddnet] @TsFreddie 🌈 There you go^ 16:15 <+bridge> [ddnet] thx. 16:15 <+bridge> [ddnet] Do you need to test it or do you know it works already? 16:17 <+bridge> [ddnet] i need to write something in ddnet to work with it 16:23 <+bridge> [ddnet] @Learath2 merging https://github.com/ddnet/ddnet/pull/2861 is fine, right? binary search doesn't really apply there, we search each word in question in the string 17:04 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/757980614233423941/2020-09-22_16-02-42.mp4 17:05 <+bridge> [ddnet] 👍 17:05 <+bridge> [ddnet] well doeditbox still doesn't work cuz it doesn't use clineinput directly 17:07 <+bridge> [ddnet] oh wait it doesn't need to be. my bad 17:11 <+bridge> [ddnet] @TsFreddie 🌈 looks cool. Fullscreen will work too? 17:11 <+bridge> [ddnet] it will flash in fullscreen on windows 10 17:12 <+bridge> [ddnet] make windowed fullscreen the default? 😉 17:12 <+bridge> [ddnet] but at least it __might__ work. it was the same as the eki's hack in fullscreen. 17:12 <+bridge> [ddnet] input lag city* 17:12 <+bridge> [ddnet] hm, fullscreen is default because it has best performance 17:29 <+bridge> [ddnet] #2861 looks fine. I read it backwards I thought we were looking for each word of the msg in the list 17:29 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/2861 17:34 <+bridge> [ddnet] @Jupstar ✪ what is `m_EntitiesIsLoaded[EntitiesModType + (int)EntitesAreMasked]`? 17:34 <+bridge> [ddnet] it now has 2 textures per mod 17:34 <+bridge> [ddnet] unmasked and masked 17:34 <+bridge> [ddnet] should't it be `2*EntitiesModType + (int)EntitiesAreMasked`? 17:35 <+bridge> [ddnet] like this, don't `MAP_IMAGE_MOD_TYPE_FNG + true` overlap `MAP_IMAGE_MOD_TYPE_VANILLA` e.g.? 17:36 <+bridge> [ddnet] does it? 17:36 <+bridge> [ddnet] 17:36 <+bridge> [ddnet] `IGraphics::CTextureHandle m_EntitiesTextures[MAP_IMAGE_MOD_TYPE_COUNT * 2][MAP_IMAGE_ENTITY_LAYER_TYPE_COUNT]; 17:36 <+bridge> [ddnet] ` 17:36 <+bridge> [ddnet] thats the member var now 17:36 <+bridge> [ddnet] oh sry 17:36 <+bridge> [ddnet] `bool m_EntitiesIsLoaded[MAP_IMAGE_MOD_TYPE_COUNT * 2];` 17:36 <+bridge> [ddnet] this 😄 17:36 <+bridge> [ddnet] yes 17:37 <+bridge> [ddnet] `MAP_IMAGE_MOD_TYPE_FNG+true` is 6, but `MAP_IMAGE_MOD_TYPE_VANILLA+false` also is 6 17:37 <+bridge> [ddnet] why isnt it 5? 17:38 <+bridge> [ddnet] `MAP_IMAGE_MOD_TYPE_FNG` is 5, `MAP_IMAGE_MOD_TYPE_VANILLA` is 6 17:38 <+bridge> [ddnet] i mean u are right yes 17:38 <+bridge> [ddnet] can u cancel bors 17:38 <+bridge> [ddnet] then i fix it 17:39 <+bridge> [ddnet] it looked unrelated to this PR, which is why I merged it anyway. canceled 17:39 <+bridge> [ddnet] yeah ok 17:43 <+bridge> [ddnet] :thonk: see if this break something on linux 17:43 <+bridge> [ddnet] i have no idea 17:44 <+bridge> [ddnet] wait 17:45 <+bridge> [ddnet] why did some code disappeared. 17:45 <+bridge> [ddnet] oh i ssems clang-format breaks diff 17:45 <+bridge> [ddnet] it is hard to tell what changed. 17:46 <+bridge> [ddnet] what should i do.:saddog: 17:47 <+bridge> [ddnet] you can use `python scripts/fix_style.py --base HEAD^` to only run clang-format on the changed lines 17:47 <+bridge> [ddnet] ok i'll try that 17:48 <+bridge> [ddnet] ah, but you already formatted the change 17:48 <+bridge> [ddnet] do you still have the original lying arund @TsFreddie 🌈 ? 17:48 <+bridge> [ddnet] i can try ctrlz 17:48 <+bridge> [ddnet] might work. 17:48 <+bridge> [ddnet] it worked 17:48 <+bridge> [ddnet] 👍 17:49 <+bridge> [ddnet] ~~don't close editor ever~~ 17:49 <+bridge> [ddnet] @Learath2 @deen I guess reformat the whole codebase 17:49 <+bridge> [ddnet] the cons don't weigh up against the friction it creates 17:50 <+bridge> [ddnet] oh well i don't have clang-format actually install. it was vscode did the clang thing 17:50 <+bridge> [ddnet] i need actual clang-format for fix_style to work right? 17:51 <+bridge> [ddnet] yes 17:52 <+bridge> [ddnet] @TsFreddie 🌈 maybe don't format the PR until we sort this mess out? idk 17:52 <+bridge> [ddnet] :wuhmm: sure 17:52 <+bridge> [ddnet] i can hold on to this. 18:11 <+bridge> [ddnet] @heinrich5991 with so many PRs open it's annoying, will have to resolve all the conflicts. We could wait until there are fewer PRs open 18:43 <+bridge> [ddnet] how about set an date for the shift. where for one day you don't accept any PR, and notice everyone before that to switch to the new base when it happens. 18:43 <+bridge> [ddnet] ~~okay one day might be too short~~ 19:21 <+bridge> [ddnet] nah, not really required, fixing a few PRs is ok. 19:22 <+bridge> [ddnet] usually we don't have 20 open 20:14 <+bridge> [ddnet] @abcqwerty ctrl+shift+q bind doesnt work when not on a server or when in Menu on a server pls fix 20:14 <+bridge> [ddnet] U 20:14 <+bridge> [ddnet] only function keys work on menu 20:14 <+bridge> [ddnet] since always 20:15 <+bridge> [ddnet] wat 20:15 <+bridge> [ddnet] i could rq with ctrl+shift+q 20:15 <+bridge> [ddnet] before 20:15 <+bridge> [ddnet] <♅Ⱨ₳ĐɆ₴♅> No 20:15 <+bridge> [ddnet] anyway 20:16 <+bridge> [ddnet] yes 20:16 <+bridge> [ddnet] <♅Ⱨ₳ĐɆ₴♅> Active hack bro 20:16 <+bridge> [ddnet] stfu 20:16 <+bridge> [ddnet] <♅Ⱨ₳ĐɆ₴♅> This is command 20:16 <+bridge> [ddnet] <♅Ⱨ₳ĐɆ₴♅> F4+shift 20:16 <+bridge> [ddnet] <♅Ⱨ₳ĐɆ₴♅> Ch_mod_aimbot 20:16 <+bridge> [ddnet] <♅Ⱨ₳ĐɆ₴♅> Active_teleport_gfx-780 20:16 <+bridge> [ddnet] how sad that the only key shortcut to exit the game is the standard one everyone knows 20:17 <+ChillerDragon> esc->q 20:18 <+ChillerDragon> or f1->qi->tab->enter 20:18 <+ChillerDragon> oh nvm its f1->quit->enter 20:18 <+ChillerDragon> :/ 20:18 <+bridge> [ddnet] maybe show this button but only for a few releases then remove it so all the old players who want to skip menu can do so because it looks ugly 20:18 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/758029589774860339/unknown.png 20:19 <+bridge> [ddnet] @lola before ctrl shift q wasnt a bind 20:21 <+bridge> [ddnet] there's no reason to teach new players to hide the menu, it's just for old players who don't accept a change so they know how to go into settings and find it 20:22 <+bridge> [ddnet] yea the menu looks nice and it allows new players to easily change settings off the start 20:22 <+bridge> [ddnet] in 16:9 u wont notice it that hard xD 20:23 <+bridge> [ddnet] in 5:4 everything looks bad 20:23 <+bridge> [ddnet] btw the 4 links on left and bottom right version number i wish were in the corners 20:23 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/758030851761111231/unknown.png 20:24 <+bridge> [ddnet] or smth like thiss 20:26 <+bridge> [ddnet] puhh, thats too much taste discussion i think 20:26 <+bridge> [ddnet] i like it at the bottom, u like it in the mid 20:27 <+bridge> [ddnet] @deen about RC could you please let people know about how much time they have. Will it be available in steam? 20:27 <+bridge> [ddnet] @deen about RC could you please let people know about how much time they have (next time maybe). Will it be available in steam? 20:29 <+bridge> [ddnet] rc i just nightly at a specific point of time 20:30 <+bridge> [ddnet] yea, would be nice to allow steam to update my game to RC 20:30 <+bridge> [ddnet] like to nightly builds but I dont like them. But RC is fine 20:31 <+bridge> [ddnet] this is how other games in steam pre-release testing works, as far as I know 20:32 <+bridge> [ddnet] all people test the same version and report bugs. But nightly is not stable tho 21:50 <+bridge> [ddnet] @BannZay steam has even more changes with the nightly. I guess I could also add an RC channel on Steam 21:50 <+bridge> [ddnet] but it feels like already no one is using the nightlies 22:49 <+bridge> [ddnet] @deen nightlies to me like "let steam use unstable DDNet version". But RC - "let steam use DDNet pre-releases". 22:49 <+bridge> [ddnet] I guess there will be much more people who ready to go with second sentence. 22:49 <+bridge> [ddnet] But I think the real problem is that none knows about betas in steam, but once they know they might discard nightlies. 22:50 <+bridge> [ddnet] Another profit of RC is shorter time when people reporting the same bugs which makes search of already reported things less hard, as people might be lazy to search for bugs... as me... 23:55 <+bridge> [ddnet] @BannZay added Release Candidates branch on Steam