10:46 <+bridge> [ddnet] What is this pr for? https://github.com/ddnet/ddnet/pull/3325 10:46 <+bridge> [ddnet] Because these "ball effects" are also possible by just snapping a projectile with m_Type = WEAPON_HAMMER 10:47 <+bridge> [ddnet] and in the current ddnet version i am not able to see those white balls anymore 10:47 <+bridge> [ddnet] with 15.1.3 i can see them. 10:47 <+bridge> [ddnet] @heinrich5991 10:48 <+bridge> [ddnet] I am using these balls in my mod, and now they are not visible anymore. 10:48 <+bridge> [ddnet] Without this pr, or with 0.7 clients, or any other client it works, so dunno, @Jupstar ✪ ? 11:03 <+bridge> [ddnet] are you sure the problem is not in the earlier commit that pure-luck openend an issue about? 11:04 <+bridge> [ddnet] (that is linked in the PR?) 11:04 <+bridge> [ddnet] mh, i dont know tbh 11:04 <+bridge> [ddnet] i just noticed that after 15.1.3 they dont show up with type hammer 11:05 <+bridge> [ddnet] that shouldnt be hard to find, do you have ideas what happened? 11:20 <+bridge> [ddnet] @fokkonaut we released a new version with that pr inside 11:21 <+bridge> [ddnet] and pure luck said it worked again, so dunno 11:24 <+bridge> [ddnet] ok, will checl 11:25 <+bridge> [ddnet] check* 13:43 <+bridge> [ddnet] @deen are you sure the result of the benchmark is calculated correctly? 13:43 <+bridge> [ddnet] The frametimes in the log are correct, but the test suite shows different results 13:44 <+bridge> [ddnet] Do you have an example? 13:44 <+bridge> [ddnet] https://openbenchmarking.org/result/2011232-FI-DDNETJ17015 13:44 <+bridge> [ddnet] ingame it showed around 1400fps, and the log also shows frametimes that say this 13:46 <+bridge> [ddnet] If the frametimes we print are correct, then pts does the calculation wrong? 13:46 <+bridge> [ddnet] well probably 😄 13:47 <+bridge> [ddnet] i dunno who, or when it gets calculated 😄 13:47 <+bridge> [ddnet] https://github.com/phoronix-test-suite/phoronix-test-suite/blob/master/pts-core/objects/pts_test_result_parser.php#L1053 13:48 <+bridge> [ddnet] `if($frametime > 2000)` seems weird 13:49 <+bridge> [ddnet] we use libframetime-output 13:49 <+bridge> [ddnet] thats really weird 13:50 <+bridge> [ddnet] si it only took my laggs and the game start xD 13:50 <+bridge> [ddnet] so it only took my laggs and the game start xD 14:18 <+bridge> [ddnet] I want to create a crossplatform UI that can be shared as as single executable 14:18 <+bridge> [ddnet] preferably <30MB or so 14:18 <+bridge> [ddnet] also in python, if that's remotely possible 14:22 <+bridge> [ddnet] I tried: hello world pyqt5 program bundled with pyinstaller, about 70MB in size 14:23 <+bridge> [ddnet] currently installing wxwidgets to see if it is any bit smaller in size 14:25 <+bridge> [ddnet] it seems that the pyqt thing include libicudata twice(!) 14:51 <+bridge> [ddnet] @heinrich5991 i used tkinter last time I did that with Python, should fix the 30 MB, but looks bad. 14:51 <+bridge> [ddnet] gtk should be a bit smaller than qt too 14:52 <+bridge> [ddnet] maybe just use a local webserver and open a link to it in the user's browser? That works on every platform and everything is a website nowadays anyway 14:58 <+bridge> [ddnet] @heinrich5991 rust links most libs statically and u can use gtk-rs 15:01 <+bridge> [ddnet] u can try https://github.com/hecrj/iced 15:02 <+bridge> [ddnet] a gtk program i made in rust, it doesnt have much but u can see its size is rly small 15:02 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/780433181152510012/unknown.png 15:02 <+bridge> [ddnet] :poggers: 15:37 <+bridge> [ddnet] managed to shrink the pyqt5+pyinstaller to 20MB by stripping stuff 15:37 <+bridge> [ddnet] I guess the webserver thing is the way to go… 15:38 <+bridge> [ddnet] @Ryozuki can I see the program's source code somewhere? 15:42 <+bridge> [ddnet] oh, ddnet increased in size quite a lot 15:42 <+bridge> [ddnet] the win64 zip is 40M these days 15:44 <+bridge> [ddnet] its the chinese font 15:44 <+bridge> [ddnet] oh, 17MB of that is the font 15:44 <+bridge> [ddnet] yea 15:44 <+bridge> [ddnet] fine I guess 15:47 <+bridge> [ddnet] Not home rn sry 15:48 <+bridge> [ddnet] chinese bad 15:49 <+bridge> [ddnet] Ye 15:49 <+bridge> [ddnet] vanilla just took in a 19MB font as well 15:49 <+bridge> [ddnet] font sux 15:49 <+bridge> [ddnet] > just kill all asians 15:49 <+bridge> [ddnet] English is more optimized than chinese, you can say more with less 15:49 <+bridge> [ddnet] 你tm在逗我 15:50 <+bridge> [ddnet] 这长度你能比? 15:50 <+bridge> [ddnet] therefore chinese ppl are all artists xd 15:50 <+bridge> [ddnet] 24 characters is all u need 15:50 <+bridge> [ddnet] @Ryozuki is that so? in less bytes? 15:50 <+bridge> [ddnet] ah, in less letters 15:50 <+bridge> [ddnet] ah, in fewer letters 15:50 <+bridge> [ddnet] alphabet is overrated 15:52 <+bridge> [ddnet] speaking of bytes 15:52 <+bridge> [ddnet] 16 bytes can only fit 4-5 chinese chars 15:52 <+bridge> [ddnet] 👀 15:53 <+bridge> [ddnet] so you want an extension? 15:53 <+bridge> [ddnet] vanilla got one. 15:53 <+bridge> [ddnet] so maybe 15:53 <+bridge> [ddnet] could also just go decoded utf8 15:53 <+bridge> [ddnet] not really sure yet. but 16 glyphs would be nice 15:53 <+bridge> [ddnet] and compress the network stuff 15:54 <+bridge> [ddnet] you can also just have a protocol extension for only names and only send those when names changes 15:54 <+bridge> [ddnet] or just give 0.6 a deadline 15:54 <+bridge> [ddnet] and drop the old protocol soon 😄 15:54 <+bridge> [ddnet] 0.8 would be a nice deadline. but that would take a few years 15:55 <+bridge> [ddnet] ppl really want 0.8 to be good enough for porting. but i doubt it 15:55 <+bridge> [ddnet] well 0.8 will probs already contain different mapfiles etc. 15:55 <+bridge> [ddnet] if vanilla maintainer dont block it 15:55 <+bridge> [ddnet] with the water stuff probabaly 15:55 <+bridge> [ddnet] that too 😄 15:56 <+bridge> [ddnet] redix should just get greenlight 15:56 <+bridge> [ddnet] then vanilla can finally improve they stuff 15:56 <+bridge> [ddnet] but i think we did talked about a built-in map converter in server 15:56 <+bridge> [ddnet] they should break compability to themself xd 15:57 <+bridge> [ddnet] redix isn't available for the rest of this year iirc 15:57 <+bridge> [ddnet] thats what i say to myself every day 15:59 <+bridge> [ddnet] :thonk: actually how do you think of the vanilla sux for mod mentality. 15:59 <+bridge> [ddnet] @deen Take a look at your commit https://github.com/ddnet/ddnet/commit/a4f13ed4a85a4a2b2e901342a9f4341c779e883c#diff-472b2e75e6cbd3e80ec9ec50e60d8b0dc61c4b9aa81f67ae395cc5d375875a0eL557 The `MAPITEMTYPE_ENVPOINTS` item is part of the map format and holds the number of envelopes in the map. You changed this so it is only saved if there is at least one envelope. I think this might be a bad idea. The Python tml library can't read those maps an 16:00 <+bridge> [ddnet] @Tezcan 16:00 <+bridge> [ddnet] @TsFreddie yeah, why do they hate mods so much XD, they should use `protected` and `virtual` much more 16:01 <+bridge> [ddnet] :thonk: interesting 16:02 <+bridge> [ddnet] @timakro changing this back is fine, but we'd want to avoid a zero-sized malloc there 16:02 <+bridge> [ddnet] so allocate min(1, PointCount) instead 16:02 <+bridge> [ddnet] Yes 16:03 <+bridge> [ddnet] @TsFreddie why first try implemented fng2 (on 0.6 vanilla), i indeed tried to not modify any files and overload as much as possible, but it was a mess 😄 16:03 <+bridge> [ddnet] i ended up copying the same stuff(that was private:) all over again 16:03 <+bridge> [ddnet] :thonk: i've made fng before 16:03 <+bridge> [ddnet] ye 16:03 <+bridge> [ddnet] if it was just "protected:" it would have been much more easy 😄 16:03 <+bridge> [ddnet] @TsFreddie when first try implemented fng2 (on 0.6 vanilla), i indeed tried to not modify any files and overload as much as possible, but it was a mess 😄 16:04 <+bridge> [ddnet] but that might be a different concern that i normally think about 16:04 <+bridge> [ddnet] maybe there're just way too many problems 16:04 <+bridge> [ddnet] well i mostly care about the server impl as mod ofc 😄 16:04 <+bridge> [ddnet] but i love how ppl just drop-in and expect client support for their server. 16:04 <+bridge> [ddnet] even tho a nice client base would be cool too 16:05 <+bridge> [ddnet] well yeah, but you could arguee that this is a different game then, upto some point 16:06 <+bridge> [ddnet] ddnet for example is mostly simple stuff added, prediction and so on 16:06 <+bridge> [ddnet] ye. 16:06 <+bridge> [ddnet] but if it would add real different weapons, i'd say it gets a new game 😄 16:06 <+bridge> [ddnet] well vanilla's adding (water) weapon now. but probably still vanilla only. 16:06 <+bridge> [ddnet] i wonder how much stuff will be cut 16:07 <+bridge> [ddnet] (probably most) 16:07 <+bridge> [ddnet] but i personally think thats good, but they should break every compability 16:07 <+bridge> [ddnet] vanilla always acts like it has to support ddnet 16:08 <+bridge> [ddnet] huh? 16:08 <+bridge> [ddnet] do they? 16:08 <+bridge> [ddnet] didn't seem so for 0.7 16:08 <+bridge> [ddnet] well 0.7 is soo similar 16:08 <+bridge> [ddnet] ye. i didn't get that vibe as well 16:08 <+bridge> [ddnet] i don't really see a huge difference 16:08 <+bridge> [ddnet] that's just because nothing got changed in vanilla 16:08 <+bridge> [ddnet] it's probably not a ddnet thing 16:08 <+bridge> [ddnet] not because they tried to stay compatible with ddnet 16:08 <+bridge> [ddnet] well ok, but for me that sounds similar 😄 16:09 <+bridge> [ddnet] but i saw on vanilla discord arguments like "it would break current maps" 16:09 <+bridge> [ddnet] that sounds like they want to stay downward compatible 16:09 <+bridge> [ddnet] well they probably means all 0.6 maps or 0.7 maps so far 16:09 <+bridge> [ddnet] yeah but if it comes hard on hard, write a external unrealted converter 16:09 <+bridge> [ddnet] no need to do this inside the code 16:10 <+bridge> [ddnet] :thonk: i think hosters want map converter more. vanilla probably wouldn't do it if they never think about it. 16:11 <+bridge> [ddnet] but what mod except race, even has sooo many maps 16:11 <+bridge> [ddnet] for fng it say, if they like 0.8 converting these 5maps isnt the big issue 16:11 <+bridge> [ddnet] i think they just think about it regardless the userbase 16:11 <+bridge> [ddnet] for fng i'd say, if they like 0.8 converting these 5maps isnt the big issue 16:11 <+bridge> [ddnet] @Jupstar ✪ that's e.g. due to the tileset reordering in 0.7 16:11 <+bridge> [ddnet] which broke tons of community maps 16:11 <+bridge> [ddnet] but now I'm pretty sure vanilla gives out different vibes to different ppl, which is cool 16:12 <+bridge> [ddnet] yeah, but its not really an issue, embedd the vanilla images and finished 16:12 <+bridge> [ddnet] if the map is 200kb or 20kb doesnt matter 16:12 <+bridge> [ddnet] https://heinrich5991.de/teeworlds/maps/maps 16:12 <+bridge> [ddnet] tell me which maps use 0.7 tilesets and which 0.6 16:12 <+bridge> [ddnet] then we can start embedding 16:12 <+bridge> [ddnet] unfortunately it's 50k maps 16:12 <+bridge> [ddnet] 😉 16:13 <+bridge> [ddnet] and 49.999 of them are 0.6 xD 16:13 <+bridge> [ddnet] A script could do that? 16:13 <+bridge> [ddnet] if you find a good way to find out which maps expected 0.6 and which 0.7, yes 16:13 <+bridge> [ddnet] xd 16:13 <+bridge> [ddnet] I was thinking about doing some ML for it, but never got around to it 16:13 <+bridge> [ddnet] ofc, automapper 16:14 <+bridge> [ddnet] if the mapper didnt force some broken stuff, the automapper should output smth similar 16:15 <+bridge> [ddnet] or better: 16:15 <+bridge> [ddnet] define what looks right 16:15 <+bridge> [ddnet] hey, I'm actually in favor of having such a script 16:15 <+bridge> [ddnet] if you can put something together, that'd be really nice 16:15 <+bridge> [ddnet] if not, you found the problem why they now care about backwards-compatibility 16:15 <+bridge> [ddnet] it's just such a PITA 16:15 <+bridge> [ddnet] to not have it 16:15 <+bridge> [ddnet] but lets be honest 16:15 <+bridge> [ddnet] for 99% maps it will work 16:16 <+bridge> [ddnet] give me the tool 16:16 <+bridge> [ddnet] its just for the 1%, and they can be fixed manually 16:16 <+bridge> [ddnet] I'm fine for 99% 16:16 <+bridge> [ddnet] @Jupstar ✪ do it now! 16:16 <+bridge> [ddnet] (and no, can't be fixed manually, you'd have to know where the tool goes wrong) 16:16 <+bridge> [ddnet] @TsFreddie well, 0.7 is out for years, this is still an unsolved problem 16:16 <+bridge> [ddnet] showing that backwards-compatibility would have been a good thing 16:17 <+bridge> [ddnet] i disagree 16:17 <+bridge> [ddnet] why? 16:17 <+bridge> [ddnet] how is it good to have all maps working for ever 16:17 <+bridge> [ddnet] how is it bad? 16:17 <+bridge> [ddnet] :thonk: actually, didn't 0.7 had some map structure change? 16:17 <+bridge> [ddnet] or did that happen later than tileset changes 16:17 <+bridge> [ddnet] well if you wouldnt have accepted 0.6 and 0.7 maps at one repo(e.g. bcs they arent even compatible) we could easily convert them 16:18 <+bridge> [ddnet] @Jupstar ✪ can't have that, teeworlds doesn't save those to separate folders 16:18 <+bridge> [ddnet] but 0.6 upto 2 weeks ago added crc and sha 16:18 <+bridge> [ddnet] ddnet 16:18 <+bridge> [ddnet] or just crc 16:18 <+bridge> [ddnet] 0.7 also added crc in the beginning 16:18 <+bridge> [ddnet] sha256 was a change AFAIR 16:18 <+bridge> [ddnet] yeah but thats the 1% case again 16:19 <+bridge> [ddnet] oh come on 16:19 <+bridge> [ddnet] nobody used 0.7 before release 😄 16:19 <+bridge> [ddnet] i can try making some rules for tileset checking. 16:19 <+bridge> [ddnet] @Jupstar ✪ wasn't it actually after release? 16:19 <+bridge> [ddnet] also please stop making numbers up 16:19 <+bridge> [ddnet] but i don't know the map structure like at all 16:19 <+bridge> [ddnet] say "very few" instead 16:19 <+bridge> [ddnet] but yeah i think you can detect always all broken maps by analyzing the tiles and define what should look correct to human eye 16:19 <+bridge> [ddnet] just like a automapper 16:19 <+bridge> [ddnet] "can" 16:19 <+bridge> [ddnet] I haven't done it in years 16:19 <+bridge> [ddnet] please do it, I'll gladly accept the tool for the archive 16:20 <+bridge> [ddnet] as long as it just "can" be done 16:20 <+bridge> [ddnet] it's as good as if it's not possible 16:20 <+bridge> [ddnet] as i said, it wont work for every case 16:20 <+bridge> [ddnet] 16:20 <+bridge> [ddnet] but it works for enough to be relevant 16:20 <+bridge> [ddnet] then give me the thing that works good enough 16:20 <+bridge> [ddnet] I'd be happy with that 16:20 <+bridge> [ddnet] we're going in circles already 16:20 <+bridge> [ddnet] why should i waste my time with that now xD 16:20 <+bridge> [ddnet] like map with intentionally broken tiles 16:20 <+bridge> [ddnet] ye, see? 16:20 <+bridge> [ddnet] yes i see it 16:21 <+bridge> [ddnet] so with backwards-compatibility this would never have been a problem 16:21 <+bridge> [ddnet] :thonk: i have time 16:21 <+bridge> [ddnet] if vanilla 0.8 has a different file format its detectable easier 16:21 <+bridge> [ddnet] we wouldn't be here discussing it 16:21 <+bridge> [ddnet] I outlined a way to make it compatible in the teeworlds issue tracker 16:21 <+bridge> [ddnet] if it would just break compability ;D 16:21 <+bridge> [ddnet] edit: I have wastable time 16:22 <+bridge> [ddnet] e.g. 0.7 could have just added a version of the exporter(editor) 16:22 <+bridge> [ddnet] all problems solved 16:22 <+bridge> [ddnet] but they used 0.6 file format instead 16:22 <+bridge> [ddnet] so a broken downward compability 16:22 <+bridge> [ddnet] ye, that would have worked 16:24 <+bridge> [ddnet] tbh why they didn't thought of that when updating tilesets is beyond me 16:25 <+bridge> [ddnet] seems like such an obvious thing to do. 16:25 <+bridge> [ddnet] ironically i'd say, bcs in the end 0.7 was rushed xD 16:25 <+bridge> [ddnet] even if it took liek 10 years 16:26 <+bridge> [ddnet] ~~microsoft buy us plz~~ 16:26 <+bridge> [ddnet] do you want DOS support or what? XD 16:30 <+ChillerDragon> no we want microtransactions and dropped linux support and closed src 16:30 <+bridge> [ddnet] and payed staffs 16:30 <+bridge> [ddnet] minecraft doesn't have any of that 16:30 <+bridge> [ddnet] except paid staff ^^ 16:30 <+bridge> [ddnet] ah, closed source 16:30 <+bridge> [ddnet] but it was closed source before that 16:30 <+ChillerDragon> and microtransactions 16:30 <+bridge> [ddnet] well minecraft does have microtransactions 16:30 <+bridge> [ddnet] oh really? 16:30 <+ChillerDragon> a shit ton 16:30 <+ChillerDragon> bedrockredition 16:31 <+bridge> [ddnet] yes, the bedrock one 16:31 <+bridge> [ddnet] I didn't know. I even played it recently? 16:31 <+bridge> [ddnet] they have 2 minecrafts java and c++ 16:31 <+bridge> [ddnet] oh, you mean some fake minecraft that isn't the java edition? ^^ 16:31 <+ChillerDragon> u probably played the linux compatible version 16:31 <+bridge> [ddnet] i think the skins and resource packs are payed 16:31 <+ChillerDragon> i mean the official minecraft by microsoft 16:31 <+bridge> [ddnet] but tbh the c++ version works much much better xD 16:31 <+bridge> [ddnet] just no good mod support 16:31 <+ChillerDragon> i doubt it runs on linux 16:31 <+bridge> [ddnet] ye, the bedrock version runs really well 16:31 <+bridge> [ddnet] yes sadly 16:32 <+bridge> [ddnet] and i'm actually glad they kept both version somewhat in sync 16:32 <+ChillerDragon> also didnt ms drop linux supprot on skype 16:32 <+bridge> [ddnet] in terms of features 16:32 <+bridge> [ddnet] do they have crossplay? 16:32 <+bridge> [ddnet] no 16:32 <+bridge> [ddnet] hm 16:32 <+ChillerDragon> ms bad 16:32 <+bridge> [ddnet] is anyone actually playing that version? ^^ 16:32 <+bridge> [ddnet] they have different redstones and weapon system 16:32 <+ChillerDragon> yes chinese 16:32 <+bridge> [ddnet] I don't think anyone I know plays it 16:32 <+bridge> [ddnet] but at least the blocks are mostly there for both version 16:32 <+ChillerDragon> europeans stay in java edition 16:32 <+bridge> [ddnet] wdym chinese 16:33 <+ChillerDragon> i thought bedrock is big in asia or something 16:33 <+bridge> [ddnet] indeed alot of PS4 and XBox and tablet users use the mobile version, but i guess in the end most ppl are still more interested in modded minecraft 😄 16:33 <+bridge> [ddnet] i'm offended 16:33 <+bridge> [ddnet] Tw adding water guns? What happened about following the KISS principle like fanatics? 16:33 <+ChillerDragon> vanilla minecraft is useless 16:33 <+ChillerDragon> vanilla minecraft cant handle more than 8 players online at the same time 16:33 <+bridge> [ddnet] it gets boring fast, yes 😄 16:33 <+ChillerDragon> also something ms introduced 16:33 <+bridge> [ddnet] huh? 16:33 <+ChillerDragon> not it just doesnt have basic performance 16:33 <+bridge> [ddnet] minecraft always scaled badly 16:34 <+bridge> [ddnet] but I think with beefy servers you can go beyond 8 players 16:34 <+bridge> [ddnet] Microsoft will force u to make ur mojang account a microsoft account 16:34 <+ChillerDragon> server kills it self because it runs too slow on a 3.6ghz 8 core machine when 8 players play at the same time 16:34 <+bridge> [ddnet] i think the C++ version of minecraft is using playfab which ms bought as well 16:34 <+ChillerDragon> they made java version perform so bad to force people to buy windows and bedrock edition 16:34 <+bridge> [ddnet] https://www.minecraft.net/en-us/article/java-edition-moving-house 16:35 <+bridge> [ddnet] Worst 16:35 <+bridge> [ddnet] ah yeah, heard that too 16:35 <+bridge> [ddnet] annoying af xd 16:35 <+bridge> [ddnet] Now just to be clear, migrating from Mojang to Microsoft accounts is mandatory. If you don’t make the move, in several months you won’t be able to log in anymore – which means you won’t be able to play either. But no need to worry, because we’ll give you detailed and clear instructions on how to do so. You’ll get the information you need through this site, an FAQ on our support page, videos on our YouTube channel, and even email 16:35 <+bridge> [ddnet] I think ishould be able to sue them 16:36 <+bridge> [ddnet] I have the right to the product i bought 16:36 <+ChillerDragon> wat i lose my mc accs if i dont convert huh didnt know 16:36 <+bridge> [ddnet] Yep 16:36 <+ChillerDragon> wtf 16:36 <+ChillerDragon> can i get them back later? 16:36 <+bridge> [ddnet] probably 16:36 <+bridge> [ddnet] you can't play until you converted though 16:36 <+bridge> [ddnet] ~~mojang account isn't really feature complete with basic authentication options~~ 16:36 <+bridge> [ddnet] Microsoft in a nutshell: extend embrace extinguish 16:37 <+ChillerDragon> ye EEE classic 16:37 <+bridge> [ddnet] ~~but yeah they could've made it better instead of nuking it~~ 16:37 <+bridge> [ddnet] I don't think EEE applies. EEE is about standards IIRC 16:37 <+ChillerDragon> so pls dont sell to ms 16:37 <+bridge> [ddnet] > to describe its strategy for entering product categories involving widely used standards, extending those standards with proprietary capabilities, and then using those differences in order to strongly disadvantage its competitors. 16:38 <+ChillerDragon> we can get paid staff via donations instead :D 16:38 <+bridge> [ddnet] :thonk: ~~imagine closing donations~~ 16:38 <+bridge> [ddnet] well ms had the data before this move, but its annoying to always get intetgrated into some eco system 18:26 <+bridge> [ddnet] suggestion:greenthing: 18:26 <+bridge> [ddnet] 18:27 <+bridge> [ddnet] making dummy Shared :feelsamazingman: to players 18:27 <+bridge> [ddnet] 18:27 <+bridge> [ddnet] able to move it more than a player👨‍💻 20:04 <+bridge> [ddnet] damt 20:36 <+bridge> [ddnet] Good that you asked before implementing it 😄 21:12 <+bridge> [ddnet] really or you kidding:saddo: 22:58 <+bridge> [ddnet] really. it's a waste to implement a feature that no one wants 23:55 <+bridge> [ddnet] again a crash when someone joined a server 😄 23:55 <+bridge> [ddnet] i wonder if its related to the decompress issue 23:58 <+bridge> [ddnet] can i run an executable with automatic crash dump, without any huge perf loose? i have debug symbols on 23:59 <+bridge> [ddnet] what do you mean by automatic crash dump? I get a core file if something crashes, 0 performance impact 23:59 <+bridge> [ddnet] how do i enable that