13:33 <+bridge> [ddnet] <ᶰ°Konͧsti> Can we please get this without the debug mode like in the screen? 13:33 <+bridge> [ddnet] <ᶰ°Konͧsti> people play in entities so they dont care if it doesnt look super good in the first way. Its optional anyway 13:33 <+bridge> [ddnet] <ᶰ°Konͧsti> https://cdn.discordapp.com/attachments/293493549758939136/802516454858555423/20210123_133221.jpg 13:47 <+bridge> [ddnet] I wonder how many people play in entities, probably the top 5-10% of the players 14:25 <+bridge> [ddnet] except the new steam ppl probs around 70% 14:26 <+bridge> [ddnet] atleast in gores i rarely heard that someone played in design 14:35 <+ChillerDragon> f3 for making the weak and strong hook unrelated from debug mode it is really spamming my debug interface 14:35 <+ChillerDragon> i dont play entities but i play a lot in debug mode and its so polluted by weak and strong now 14:36 <+bridge> [ddnet] ill vote for button combination to enable weak/strong indicators 14:41 <+bridge> [ddnet] f3 for just removing weak hook 14:46 <+bridge> [ddnet] Back to a billion ui options we’ve been trying to move away from ;/ 14:46 <+bridge> [ddnet] I guess we could add it like the client ids or maybe atleast put it in the dbg_ group of config options 15:50 <+ChillerDragon> press ctrl+shift+g 3 times and then ctrl+shift+h to activate strong/weak ids xd 17:19 <+ChillerDragon> anyone here expirienced with socket.io ? 17:21 <+bridge> [ddnet] not me 17:21 <+ChillerDragon> yo btw 17:21 <+ChillerDragon> where does git adapt the short form of the hashes based on collision? 17:21 <+ChillerDragon> didnt know thats a thing 17:22 <+ChillerDragon> @heinrich5991 17:29 <+ChillerDragon> i guess ill try to get a custom suffix then if the prefix is a issue 17:30 <+bridge> [ddnet] that sounds better, thanks 18:15 <+bridge> [ddnet] @Jupstar ✪ is there a way for me to render everything with the colors multiplied for a while? 18:16 <+bridge> [ddnet] e.g. I want to tint everything rendered inside a block 18:16 <+bridge> [ddnet] interesting 18:17 <+bridge> [ddnet] I have a feeling the answer is no 😛 18:17 <+bridge> [ddnet] but I'll still ask just in case 18:19 <+bridge> [ddnet] well you could alter the shaders 18:19 <+bridge> [ddnet] i created a black white shader for fun xd 18:19 <+bridge> [ddnet] we aren't using the shaders for gl1 at all though, no? 18:19 <+bridge> [ddnet] yeah 18:19 <+bridge> [ddnet] I need it to work everywhere, hm 18:19 <+bridge> [ddnet] but thats only a minority, if u dont want an important feature xd 18:20 <+bridge> [ddnet] u could alter all streamed vertices, but that requires more computing power obv 18:21 <+bridge> [ddnet] I want to isolate a component on screen, which is proving surprisingly hard 18:21 <+bridge> [ddnet] it'd be easy if the component was at the very top of the render stack, but when it's in the middle it's really not easy to do 18:22 <+bridge> [ddnet] Is there a way to maybe store a mask of sorts? I'd guess that requires shaders too 18:22 <+bridge> [ddnet] (I mean for future use as a texture) 18:25 <+bridge> [ddnet] it's oddly hard to work with the fixed pipeline 😛 18:33 <+bridge> [ddnet] you could probs load the current framebuffer image and just render it again with pitched colors 18:33 <+bridge> [ddnet] but that will have bad performance 😄 18:40 <+bridge> [ddnet] mh, even enabling this just for opengl3 is a lot of work, I guess our pipeline is just not good for this specific effect I had in mind 19:00 <+bridge> [ddnet] This is what I was looking for for the record, implemented by rendering the tees twice which has odd side effects with tees being above the foreground 😄 19:00 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/802598626739748934/s.png 19:03 <+bridge> [ddnet] oh and it's not really truly isolated, for that I'd need to render them above everything, which would render them above the hud too, which looks bad