00:01 <+bridge> [ddnet] if it can output invalid buffers and draw calls yes 00:02 <+bridge> [ddnet] I just want to see what kind of output I can get out of it, not sure if it'll be helpful at all 00:03 <+bridge> [ddnet] if its something different to invalid operations or smth yes 00:27 <+bridge> [ddnet] wtf 00:27 <+bridge> [ddnet] was glew_static removed 00:29 <+bridge> [ddnet] hi 00:29 <+bridge> [ddnet] how do i disable antibot on lan 00:30 <+bridge> [ddnet] by not connecting bot 00:52 <+bridge> [ddnet] In good news all our shaders are completely valid 00:52 <+bridge> [ddnet] in bad news I spent an hour trying to preprocess them in every configuration and write a script to get them out of tw 00:54 <+bridge> [ddnet] Thank you for doing that 00:54 <+bridge> [ddnet] @heinrich5991 are ghost files easier to create from teehistorian than demos btw? 00:59 <+bridge> [ddnet] @deen you could create limited ghost files in the same way as teehistorian2demo creates limited demos 00:59 <+bridge> [ddnet] ghost files also contain velocity, and hook position in addition to current position 00:59 <+bridge> [ddnet] Hm, too bad. So need the full server to recreate ghost too 01:00 <+bridge> [ddnet] yes, it was the intention to require the full server 01:00 <+bridge> [ddnet] to save less info 01:20 <+bridge> [ddnet] Huh, surprisingly only 2 finishes on versions with broken solo 01:21 <+bridge> [ddnet] good thing I didn't nuke every solo/race run from today 01:30 <+bridge> [ddnet] did you see the teamrank by N9? 01:32 <+bridge> [ddnet] @louis lol wdym 01:34 <+bridge> [ddnet] he wants kclient on lan server 01:34 <+bridge> [ddnet] the sv_ban_kclient option wasnt showing up in console 01:36 <+bridge> [ddnet] does he want many tees 01:36 <+bridge> [ddnet] @louis just download the newest botless version of kclient, its not detected by that check and u can still use the 64 tees 01:39 <+bridge> [ddnet] no botless doesnt work either 01:39 <+bridge> [ddnet] i might have an outdated kclient but there should be a way to disable anticheat on lan 01:40 <+bridge> [ddnet] u do have outdated then 01:41 <+bridge> [ddnet] cus it should work 01:41 <+bridge> [ddnet] ok 01:41 <+bridge> [ddnet] sv setting would be nice tho 01:42 <+bridge> [ddnet] i guess 01:45 <+bridge> [ddnet] so i can test my fng bots 01:45 <+bridge> [ddnet] :troll: 01:46 <+bridge> [ddnet] ... 01:46 <+bridge> [ddnet] ban nouis 02:12 <+bridge> [ddnet] Meh, no way to really know which version a save originated on, so all solo and race saves from today have been deleted 02:12 <+bridge> [ddnet] @Learath2 I think you asked earlier where DDNet stuff is built 02:12 <+bridge> [ddnet] where was it? 02:13 <+bridge> [ddnet] ddnet.tw? 02:13 <+bridge> [ddnet] ddnet.tw 02:15 <+bridge> [ddnet] okay 02:16 <+bridge> [ddnet] > A bug affecting mostly solo and race servers was noticed earlier today. Only records abusing the bug have been deleted. Since there is no way to know which version a save was created on all saves created today on race and solo were deleted. 02:16 <+bridge> [ddnet] @Learath2 contradiction: only records abusing the bug have been deleted <-> all race and solo records were deleted 02:16 <+bridge> [ddnet] All race and solo saves were deleted 02:17 <+bridge> [ddnet] Records are there unless they were played on a broken revision 02:17 <+bridge> [ddnet] so remove "Only records abusing the bug have been deleted."? 02:17 <+bridge> [ddnet] Well I didn't only delete saves, I also deleted ranks 02:18 <+bridge> [ddnet] I deleted all saves, I didn't delete all ranks 02:18 <+bridge> [ddnet] ah 02:18 <+bridge> [ddnet] aah 02:18 <+bridge> [ddnet] I see 02:18 <+bridge> [ddnet] Did I word that badly? 02:18 <+bridge> [ddnet] no, I didn't see that you were talking about saves 02:19 <+bridge> [ddnet] @Learath2 did the teehistorian git revision for the server work? 02:19 <+bridge> [ddnet] Any reason it shouldn't work? 02:20 <+bridge> [ddnet] I extracted it from the json header of the teehistorian file 02:20 <+bridge> [ddnet] because someone (I thought you) said they were broken 02:20 <+bridge> [ddnet] Oooh 02:20 <+bridge> [ddnet] ooooooooh I didn't think of that 02:20 <+bridge> [ddnet] Ah the SHA was fine 02:21 <+bridge> [ddnet] but? 02:21 <+bridge> [ddnet] only the version was broken 02:21 <+bridge> [ddnet] because of caching 02:21 <+bridge> [ddnet] hum 02:21 <+bridge> [ddnet] how does that work? 02:21 <+bridge> [ddnet] we don't generate the version I think? 02:21 <+bridge> [ddnet] I think I fixed it with #3123 02:21 <+bridge> [ddnet] https://github.com/ddnet/ddnet/pull/3123 02:21 <+bridge> [ddnet] @heinrich5991 We kinda sorta do now 02:21 <+bridge> [ddnet] <ᶰ°Konͧsti> Tell me about the bug 02:22 <+bridge> [ddnet] We parse version.h then we redefine `GAME_RELEASE_VERSION` 02:22 <+bridge> [ddnet] okay, that's backwards 02:22 <+bridge> [ddnet] 😄 02:23 <+bridge> [ddnet] @ᶰ°Konͧsti a pull request made some commands only available inside map configs e.g. `sv_solo_server` but when merging we forgot that we use some of these in our resetfiles not in map configs 02:24 <+bridge> [ddnet] @heinrich5991 I wanted to instead generate version.h entirely, but I got sidetracked validating the shader code with glslang 02:24 <+bridge> [ddnet] <ᶰ°Konͧsti> so maps that didnt have sv solo server in settings were able with dummy? 02:24 <+bridge> [ddnet] @ᶰ°Konͧsti yep 02:24 <+bridge> [ddnet] @Learath2 we should decide on either doing it from cmake or from source 02:24 <+bridge> [ddnet] but most servers hadn't updated yet 02:25 <+bridge> [ddnet] @heinrich5991 we need to be able to override it on the command-line, so it should probably be in cmake 02:25 <+bridge> [ddnet] I'd prefer source, so we can still compile ddnet with `g++ **.cpp **.c (pkg-config libs)` 02:26 <+bridge> [ddnet] <ᶰ°Konͧsti> xd 02:26 <+bridge> [ddnet] but you can do command line as well 02:26 <+bridge> [ddnet] we also need to generate source 02:26 <+bridge> [ddnet] <ᶰ°Konͧsti> i remember /map Bumba, vote solo server, do /map Bumba and then chose any solomap to finish with dummy 02:28 <+bridge> [ddnet] what is `configure_file(src/game/version.h vd.h)` 02:28 <+bridge> [ddnet] It's a workaround for cmake 2.8 which we claim to support 02:28 <+bridge> [ddnet] <ᶰ°Konͧsti> When make server tunes able for zones 02:28 <+bridge> [ddnet] <ᶰ°Konͧsti> Like disable hammer or collision 02:28 <+bridge> [ddnet] have you tried compiling it on cmake 2.8? 02:28 <+bridge> [ddnet] it just copies version.h to vd.h and thus creates a dependence 02:29 <+bridge> [ddnet] ah 02:29 <+bridge> [ddnet] I see 02:29 <+bridge> [ddnet] honestly, I couldn't be assed to download ancient cmake 😛 02:29 <+bridge> [ddnet] yea 02:29 <+bridge> [ddnet] what's not tested doesn't work anyway 02:29 <+bridge> [ddnet] i.e. I doubt it worked on cmake 2.8 before your change 02:30 <+bridge> [ddnet] It'd be nice if you could clean up the version stuff 02:30 <+bridge> [ddnet] I think we only need a way to suffix our releases 02:30 <+bridge> [ddnet] <ᶰ°Konͧsti> > When make server tunes able for zones 02:31 <+bridge> [ddnet] @ᶰ°Konͧsti aren't all tunes available in tunezones? 02:31 <+bridge> [ddnet] <ᶰ°Konͧsti> no 02:31 <+bridge> [ddnet] <ᶰ°Konͧsti> Hammer off isnt available for tune zones 02:31 <+bridge> [ddnet] I wonder what that breaks which made us disable some tunes 02:31 <+bridge> [ddnet] <ᶰ°Konͧsti> Only whole map 02:31 <+bridge> [ddnet] <ᶰ°Konͧsti> its not disabled 02:31 <+bridge> [ddnet] it's not a tune 02:31 <+bridge> [ddnet] I think 02:31 <+bridge> [ddnet] <ᶰ°Konͧsti> Just not possible 02:32 <+bridge> [ddnet] That would explain it 02:32 <+bridge> [ddnet] @ᶰ°Konͧsti yeah there is no hammer off tune 😄 02:33 <+bridge> [ddnet] <ᶰ°Konͧsti> but a server setting 02:33 <+bridge> [ddnet] <ᶰ°Konͧsti> and if u want it off for a specific zone only u still have to use spam tiles 02:33 <+bridge> [ddnet] <ᶰ°Konͧsti> u can set strenght to 0 02:33 <+bridge> [ddnet] <ᶰ°Konͧsti> But it would still unfreeze 02:34 <+bridge> [ddnet] <ᶰ°Konͧsti> Collislion zone also doesnt exist i think 02:34 <+bridge> [ddnet] I'm off, can't learn vocabulary like that, I'm constantly distracting myself with discord 😄 02:35 <+bridge> [ddnet] good night 🙂 02:35 <+bridge> [ddnet] @heinrich5991 what vocabulary? 02:35 <+bridge> [ddnet] you know it 😉 02:35 <+bridge> [ddnet] ah, gl 02:35 <+bridge> [ddnet] <ᶰ°Konͧsti> Gn8 Heinreich 02:36 <+bridge> [ddnet] @ᶰ°Konͧsti can't make server settings behave like that sadly 02:38 <+bridge> [ddnet] <ᶰ°Konͧsti> cant just create a tune zone for it? xd 02:39 <+bridge> [ddnet] One could maaybe code something like a "config zone" but it'd break a whole lot of things and waste a TON of memory 02:39 <+bridge> [ddnet] Maybe more tunes can be added 02:44 <+bridge> [ddnet] <ᶰ°Konͧsti> > Maybe more tunes can be added 02:44 <+bridge> [ddnet] <ᶰ°Konͧsti> @Learath2 thats what i mean 03:13 <+bridge> [ddnet] Mind boggling 03:57 <+bridge> [ddnet] <Дядя Женя> Did you change tee collisions or deep fly somehow? 03:58 <+bridge> [ddnet] <Дядя Женя> or hammer logic 09:19 <+bridge> [ddnet] About those weird crashes on Windows, i made this thing: 09:19 <+bridge> [ddnet] https://github.com/ccomrade/c1-launcher/blob/master/Code/Launcher/CrashLogger.cpp 09:19 <+bridge> [ddnet] It catches all unhandled fatal SEH exceptions within the process and logs stacktrace and few other things. No external tools or libraries are needed. It uses just basic WinAPI. The code is not so nice because it works with WinAPI and it also needs to be compatible with VS2005 compiler that has no C++11 support. To obtain nice stacktraces with source file names and line numbers, you need to provide symbol files (.pdb) next to your EXEs/DLLs. 10:14 <+ChillerDragon> omg new ddnet servers messes with my skin how can i opt out @heinrich5991 ? 10:15 <+ChillerDragon> wait is it forced? 10:15 <+ChillerDragon> should be ``events 1`` imo 10:16 <+ChillerDragon> guess its time to downgrade the server :/ 10:16 <+ChillerDragon> oh sorry heinrich looks like @deen is to blame 10:16 <+ChillerDragon> sorry for the spam im lil pissed xd 10:24 <+ChillerDragon> oh btw @deen the demo that recorded the kill feed bug does not exist. Probably another bug that kills autorecording on timeout protection. 10:25 <+ChillerDragon> i rly dont understand the halloween code and how to turn it off neither events 1 nor events 0 helps 10:46 <+bridge> [ddnet] ChillerDragon: halloween only gets set to true when events 1 is set 10:49 <+ChillerDragon> i fixed it in a pr @deen 10:49 <+ChillerDragon> u were only showing halloween skins when halloween is not set 10:49 <+ChillerDragon> i guess uv seen it xd 10:50 <+ChillerDragon> maybe i can get a thsirt after all this yr :D 11:13 <+ChillerDragon> meh can u guys even tell a difference? https://zillyhuhn.com/cs/.1603012286.png 11:21 <+bridge> [ddnet] Hey, i'm back 11:29 <+bridge> [ddnet] wb 11:40 <+bridge> [ddnet] <ᶰ°Konͧsti> @ChillerDragon delete IRC when 11:44 <+bridge> [ddnet] Yes, left is vector, right is old 12:03 <+ChillerDragon> correct deen but still 16:23 <+bridge> [ddnet] a seemingly empty name on ger1 :8298 16:25 <+bridge> [ddnet] ㅤ: 16:38 <+bridge> [ddnet] @redix what's your github again? You made the F-client for 0,7, right? 16:39 <+bridge> [ddnet] Nope. It's from @fokkonaut 16:41 <+ChillerDragon> f-client by fallenKN :troll: 16:41 <+ChillerDragon> @onbgy 16:42 <+ChillerDragon> @trml here? 16:43 <+bridge> [ddnet] no u 17:17 <+bridge> [ddnet] @deen i think server commands that return a time should also use hours 17:17 <+bridge> [ddnet] in accordance with the client 17:18 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/767406151977402378/unknown.png 17:20 <+bridge> [ddnet] i think only mapinfo is the one left out 17:41 <+bridge> [ddnet] <Дядя Женя> https://cdn.discordapp.com/attachments/293493549758939136/767412144026157076/unknown.png 17:41 <+bridge> [ddnet] <Дядя Женя> demos don't do it as well 17:50 <+bridge> [ddnet] We have to be careful with the format for "finished in: ". It's parsed by the client 17:51 <+bridge> [ddnet] I'll fix the "Finish time:" 17:51 <+bridge> [ddnet] We should probably add a warning comment for the "finished in" string 17:51 <+bridge> [ddnet] will do 18:05 <+bridge> [ddnet] why does the client need to parse that? 18:06 <+bridge> [ddnet] for demos and ghost names 18:06 <+bridge> [ddnet] oh 18:06 <+bridge> [ddnet] then we can hack the client 18:06 <+bridge> [ddnet] and display it with hours 18:06 <+bridge> [ddnet] after parsing 18:06 <+bridge> [ddnet] nono 18:06 <+bridge> [ddnet] :monkalaugh: 18:06 <+bridge> [ddnet] i think there's a finish time packet already, use that in the client 18:07 <+bridge> [ddnet] and then wait a few months and you can change the format in server 18:07 <+bridge> [ddnet] we will have to remember 18:07 <+bridge> [ddnet] you can add a static_assert that checks the system time and once some date passed fails the compilation with an error message that reminds you 18:07 <+bridge> [ddnet] 😄 18:08 <+bridge> [ddnet] (not a serious suggestion) 18:11 <+bridge> [ddnet] :justatest: 18:16 <+bridge> [ddnet] Amazing idea 18:17 <+bridge> [ddnet] a.k.a. how to make package managers hate you 18:44 <+ChillerDragon> what do you guys think of some way to make it easier to maintain a custom ddnet client? Like a api. Functions to hook in a plugin system or even some lua thingy like ath has. Something where one can modify the ddnet client without touching the source so hard that there is a merge conflict every month. 18:45 <+ChillerDragon> i played some minecraft these days and its awesome how users can combine client mods as easy as drag and dropping them into a mods/ folder. Would be fun for ddnet imo. 18:45 <+bridge> [ddnet] not really fun how bad minecraft performs tho 18:45 <+ChillerDragon> haha yes its the worst 18:46 <+ChillerDragon> i never looked into ath but maybe their system is not too bad 18:46 <+bridge> [ddnet] a clean code base would be nicer, than spamming stuff with more and more plugin systems 18:46 <+ChillerDragon> do we have a system already? 18:46 <+bridge> [ddnet] no 18:46 <+ChillerDragon> or is more and more a hyperbel of 1? 18:48 <+bridge> [ddnet] the plugin system would be required to maintained just as the code, so it would break stuff here and there too i guess.. the code isnt ready for this in a bigger style 18:48 <+ChillerDragon> hm 18:48 <+ChillerDragon> there is a way to provide a antibot lib already hm? 18:48 <+ChillerDragon> that is something similar isnt it 18:49 <+bridge> [ddnet] well i dunno what u need but ofc its doable, as said it just needs cleanup 18:49 <+ChillerDragon> what is dirty atm? 18:50 <+bridge> [ddnet] adding hooks everywhere is dirty 18:50 <+ChillerDragon> hm 18:50 <+ChillerDragon> so any ideas how to do it nice? 18:50 <+bridge> [ddnet] allow more polymorphism with better structures code 18:50 <+ChillerDragon> yikes 18:50 <+bridge> [ddnet] allow more polymorphism with better structure code 18:50 <+bridge> [ddnet] allow more polymorphism with better structured code 18:50 <+ChillerDragon> arent there nice hook loops already for all the components 18:51 <+bridge> [ddnet] mh? you cannot overload them can you? 18:51 <+ChillerDragon> https://github.com/ddnet/ddnet/blob/master/src/game/client/gameclient.cpp#L320 18:52 <+ChillerDragon> just add an api component 18:52 <+ChillerDragon> or something like that 18:52 <+bridge> [ddnet] u just want to add a component? 18:52 <+ChillerDragon> im nub im just spitting out ideas 18:52 <+bridge> [ddnet] how does lead to merge conflicts 18:52 <+ChillerDragon> what do you mean? 18:52 <+bridge> [ddnet] add your component somewhere.. finished 18:52 <+ChillerDragon> oh no i did never add a component everytime i changed something i did it directly in place 18:53 <+bridge> [ddnet] then u have all access to the component interface 19:05 <+bridge> [ddnet] Polymorphism is costly with how shitty compilers are at devirtualization 19:06 <+bridge> [ddnet] https://steamcommunity.com/app/412220/discussions/0/5118863332777631303/ 19:06 <+bridge> [ddnet] all 3 people have 1 in common, they are all russian 19:06 <+bridge> [ddnet] I actually had an interesting project for a while. I stole the idea from unreal engine. You tag the function with a macro and the preprocessor generates pre and post hooks for it 19:07 <+bridge> [ddnet] I've reported a similar issue few days ago 19:07 <+bridge> [ddnet] @Learath2 sounds interesting xd 19:07 <+bridge> [ddnet] https://discordapp.com/channels/252358080522747904/293493549758939136/766319349232435200 19:08 <+bridge> [ddnet] @murpi best is you ask @deen to silence that warning again, it might be too aggressive 19:08 <+bridge> [ddnet] :PeepoShrug: 19:08 <+bridge> [ddnet] @murpi would be great to see a log when it happens next. Also there is #3080 19:08 <+bridge> [ddnet] https://github.com/ddnet/ddnet/issues/3080 19:09 <+bridge> [ddnet] It does look very worrying for a quite recoverable error :D 19:09 <+bridge> [ddnet] how do print log's though? 19:09 <+bridge> [ddnet] maybe they just blocked by ddnet.tw? 19:10 <+bridge> [ddnet] how do get log's though? 19:10 <+bridge> [ddnet] or vice versa 19:10 <+bridge> [ddnet] @murpi you can either have your console on, or you can add `logfile client.log` to your config 19:11 <+bridge> [ddnet] where do you find the said log? 19:11 <+bridge> [ddnet] I think deen said it appears in the config directory, but I have absolutely no idea tbh with you 19:11 <+bridge> [ddnet] > Polymorphism is costly with how shitty compilers are at devirtualization 19:11 <+bridge> [ddnet] @Learath2 is llvm shit at that? 19:11 <+bridge> [ddnet] for me it says it's in C: but it's not 19:11 <+bridge> [ddnet] hm okey 19:12 <+bridge> [ddnet] @Ryozuki llvm is currently the best, though idk if the improvements landed in stable yet 19:12 <+bridge> [ddnet] i kinda like a lot the idea of llvm 19:12 <+bridge> [ddnet] but polymorphism is clean and still fast, its just an additional pointer loaded 19:12 <+bridge> [ddnet] Gcc has made progress too but theirs is just too agressive for now to be enabled 19:12 <+bridge> [ddnet] from vtable 19:13 <+bridge> [ddnet] @Jupstar ✪ yeah but it is a cost to be kept in mind and imho avoided if possible 19:13 <+bridge> [ddnet] RTTI isn't too pretty either 19:13 <+bridge> [ddnet] @Learath2 is it wise to compile cmake stuff with clang instead of gcc? 19:14 <+bridge> [ddnet] export CXX=/usr/bin/clang++ :monkalaugh: 19:14 <+bridge> [ddnet] @Ryozuki I do both before pushing nowadays. 19:14 <+bridge> [ddnet] i rly want to use clang only 19:14 <+bridge> [ddnet] better error reporting 19:14 <+bridge> [ddnet] gcc is still a bit faster probs, but they got closer 19:14 <+bridge> [ddnet] I'm much more excited about lld 19:14 <+bridge> [ddnet] (the executable) 19:15 <+bridge> [ddnet] If lld finally becomes stable we can finally ditch the old binutils 19:15 <+bridge> [ddnet] > LLD is a linker from the LLVM project that is a drop-in replacement for system linkers and runs much faster than them. 19:15 <+bridge> [ddnet] yeah 19:15 <+bridge> [ddnet] no 19:15 <+bridge> [ddnet] use rust tools + llvm utils 19:15 <+bridge> [ddnet] xD 19:15 <+bridge> [ddnet] ez 19:15 <+bridge> [ddnet] LLD is quite slow yet, maybe in theory its faster xD 19:15 <+bridge> [ddnet] thats the first sentence at their web tho 19:15 <+bridge> [ddnet] https://lld.llvm.org/ 19:15 <+bridge> [ddnet] :monkalaugh: 19:16 <+bridge> [ddnet] > LLD is very fast. When you link a large program on a multicore machine, you can expect that LLD runs more than twice as fast as the GNU gold linker. Your mileage may vary, though. 19:16 <+bridge> [ddnet] @Jupstar ✪ maybe at multicore is better 19:16 <+bridge> [ddnet] @Jupstar ✪ you sure? I remember the chromium team reporting it was much better 19:16 <+bridge> [ddnet] i dunno, i used it a few times, and linking was slower 19:16 <+bridge> [ddnet] btw it says gold linker 19:16 <+bridge> [ddnet] apparently a thing used for rly big programs 19:17 <+bridge> [ddnet] instead of ld 19:17 <+bridge> [ddnet] Gnu gold is also nice 19:17 <+bridge> [ddnet] > You can embed LLD in your program to eliminate dependencies on external linkers 19:17 <+bridge> [ddnet] :o 19:17 <+bridge> [ddnet] > Link-time optimization (LTO) is supported by default. 19:17 <+bridge> [ddnet] @Jupstar ✪ ur lto 19:18 <+bridge> [ddnet] :monkalaugh: 19:18 <+bridge> [ddnet] Also lld, clang, llvm have such pretty codebases 19:18 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/767436471334207548/unknown.png 19:18 <+bridge> [ddnet] this is their test 19:18 <+bridge> [ddnet] If you ever read gcc's source, its actually painful 19:18 <+bridge> [ddnet] Like you want to die amounts of painful 19:19 <+bridge> [ddnet] @Jupstar ✪ r u sure ld is faster? 19:19 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/767436675516334130/unknown.png 19:19 <+bridge> [ddnet] :monkalaugh: 19:19 <+bridge> [ddnet] when i used it was defs slower 19:19 <+bridge> [ddnet] when did u use it 19:19 <+bridge> [ddnet] It might have been back when you tried it. It's got a lot of improvements over the last 3-4 years 19:19 <+bridge> [ddnet] 2010? 19:19 <+bridge> [ddnet] but i dont compile huge programs like a compiler 19:20 <+bridge> [ddnet] no like 2-3 months ago 19:20 <+bridge> [ddnet] :tee_thinking: 19:20 <+bridge> [ddnet] and im at clang 12 xd 19:20 <+bridge> [ddnet] You sure you didnt misconfigure it or sth? :D 19:20 <+bridge> [ddnet] don't think so 19:20 <+bridge> [ddnet] only thing i could imagine is as said, the size of the project 19:21 <+bridge> [ddnet] i only see claims being lld faster 19:21 <+bridge> [ddnet] I never saw any benchmarks with smaller projects tho, maybe there is some overhead thats much more obvious when its slower 19:21 <+bridge> [ddnet] Smaller* 19:24 <+bridge> [ddnet] @Ryozuki just tell me a project where u tested both and i test too 😄 19:24 <+bridge> [ddnet] can i test it with ddnet 19:24 <+bridge> [ddnet] you can 19:24 <+bridge> [ddnet] how to change the linker xd 19:24 <+bridge> [ddnet] -fuse-ld=lld 19:25 <+bridge> [ddnet] isnt there a envar 19:25 <+bridge> [ddnet] ` -DLLVM_ENABLE_PROJECTS=lld` directly into cmake? 19:26 <+bridge> [ddnet] dunno 19:26 <+bridge> [ddnet] not really aware of the llvm cmake stuff 19:27 <+bridge> [ddnet] just add to cpp flags 19:27 <+bridge> [ddnet] ddnet e88a7dee0 19:28 <+bridge> [ddnet] hm 19:28 <+bridge> [ddnet] but how do i time link time specifically 19:28 <+bridge> [ddnet] lmao 19:28 <+bridge> [ddnet] Just do it in CFLAGS and CXXFLAGS 19:28 <+bridge> [ddnet] ``` 19:28 <+bridge> [ddnet] CXX=clang++ CC=clang CXXFLAGS='-fuse-ld=gold' CFLAGS='-fuse-ld=gold' cmake .. -GNinja 19:28 <+bridge> [ddnet] CXX=clang++ CC=clang CXXFLAGS='-fuse-ld=gold' CFLAGS='-fuse-ld=gold' time ninja 19:28 <+bridge> [ddnet] ``` 19:28 <+bridge> [ddnet] Well also LDFLAGS 19:28 <+bridge> [ddnet] oh shit i used gold 19:28 <+bridge> [ddnet] lmao 19:29 <+ChillerDragon> weird i can not reproduce the ping crash on debian+gnome 19:29 <+bridge> [ddnet] oh its gold 19:29 <+bridge> [ddnet] i mconfused 19:29 <+ChillerDragon> anyone using arch+gnome here? or any distro w a uptodate gnome version? 19:29 <+bridge> [ddnet] didnt have lld installed xd 19:29 <+bridge> [ddnet] It would be nice if we could get a `-DDEBUG_ASAN` to enable Asan easily 19:30 <+bridge> [ddnet] real 0m17.006s 19:30 <+bridge> [ddnet] user 2m32.348s 19:30 <+bridge> [ddnet] sys 0m8.089s 19:31 <+bridge> [ddnet] clang-10: warning: argument unused during compilation: '-fuse-ld=gold' [-Wunused-command-line-argument] 19:31 <+bridge> [ddnet] why is it using this 19:31 <+bridge> [ddnet] omg 19:32 <+bridge> [ddnet] argument unused during compilation: '-fuse-ld=lld' [-Wunused-command-line-argument] 19:32 <+bridge> [ddnet] :monkalaugh: 19:32 <+bridge> [ddnet] You probably need to clean up your build dir 19:32 <+bridge> [ddnet] i do xd 19:32 <+bridge> [ddnet] oh 19:33 <+bridge> [ddnet] it doesnt recognice lld 19:33 <+bridge> [ddnet] as an argument 20:34 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/767455687025885214/unknown.png 20:34 <+bridge> [ddnet] :monkalaugh: 21:15 <+bridge> [ddnet] <ᶰ°Konͧsti> Ryozoozki 23:38 <+bridge> [ddnet] @Ryozuki was there anything itneresting in logs? 23:39 <+bridge> [ddnet] oh idk 23:39 <+bridge> [ddnet] i dont save the logs :/