00:01 < Oy> better be on the safe side :) 00:04 < Oy> day: you could try to remove that line https://github.com/teeworlds/teeworlds/blob/master/src/engine/client/input.cpp#L218 and the #endif 8 lines down - maybe that fixes the stuck mouse cursor 00:04 < Oy> that did it for me on mac at least 00:10 <@Dune> what did you have in mind for "Maybe showing a box with less alpha when they're not selected" 00:11 < bridge> [teeworlds] 00:11 < bridge> [teeworlds] https://cdn.discordapp.com/attachments/490150878934990850/535596936091271180/unknown.png 00:11 <@Dune> doesn't look great 00:14 < Oy> yeah, looks bit odd 00:14 <@Dune> btw bots shouldn't be counted in total players 00:15 < Oy> well. depends on the filter setting 00:15 <@Dune> aren't total players supposed to be filter independent 00:15 <@Dune> like the stat on the bottom 00:15 <@Dune> or you think it should default to with bots 00:16 < Oy> default is with bots yeah 00:18 < Oy> bottom value also count specs 00:18 <@Dune> right 00:19 < Oy> out now. gn8 :) 00:20 <@Dune> gn8 :) 04:27 < TeeSlayer> "Random | with ai" / 163.172.95.239:8306 is announcing bots as players. This is in violation of the rules as stated on the forum. So whoever is running them should probably change that. 04:28 < TeeSlayer> Ahhh, nvm.. 04:30 < TeeSlayer> "Hide bots" fixes it^^ 09:27 <@Dune> Should update forum rules 10:31 < rand> how dare you to accuse one of the first servers to use the bot flag in server info ‽ :p 11:52 < Teeworlds> [teeworlds] Dune-jr opened pull request #1987: Add fade effect to join friend button (master...fix-join-hover) https://git.io/fhR34 12:10 < Teeworlds> [documentation] Dune-jr pushed 1 new commit to master: https://git.io/fhRsS 12:10 < Teeworlds> documentation/master 31d4a38 Jordy Ruiz: Escape some _ in the client&server commands 12:12 < Teeworlds> [documentation] Dune-jr pushed 1 new commit to master: https://git.io/fhRsx 12:12 < Teeworlds> documentation/master ce3966b Jordy Ruiz: Fix previous commit as italics detection is a bit strange and takes priority over escaping 13:29 < TeeSlayer> rand: it was late and I was confused because the client told me they were players :D 13:30 < TeeSlayer> I guess there is no easy solution for this 13:30 < rand> np ^^ the hide bots does the trick :) 13:58 <@Dune> Updated the server rules forum post: https://www.teeworlds.com/forum/viewtopic.php?id=10442 13:59 < rand> welcome back in the future 14:00 < rand> > The maximum player count must be the maximum number of human players. 14:00 < rand> hm, the serverbrowser does not work that way iirc now 14:01 < rand> bot players are counted in maximum players 14:01 <@Dune> correct 14:02 <@Dune> should I edit? 14:02 < rand> either the rules are now incorrect, or the implementation is wrong (or confusing for me) 14:02 <@Dune> hm, not sure how to make it clear 14:03 < rand> iirc, in 0.6, this "maximum player" is the same as "the max clients", am I wrong ? 14:04 <@Dune> yes 14:04 <@Dune> (it is) 14:05 < rand> a way to edit this is to add "plus the number of playing bots" but it makes the rule weird 14:06 < rand> I don't know how other games annouce bots 14:08 < rand> (finally, I feel like, the zomb mod does it right by not broadcasting the bots in the serverinfo, but the feature (bot flag) is there) 14:09 < rand> maybe the serverinfo should reduce maxclients by the number of bots 14:09 <@heinrich5991> no need to fix this in the server info, we can just calculate it in the client :) 14:10 <@heinrich5991> might actually be a good idea to display it as curhumanplayers(+botplayers)/maxhumanplayers 14:10 <@heinrich5991> or curhumanplayers/maxhumanplayers if there are no bots present 14:23 <@Dune> +1 heinrich5991 14:30 < bridge> [teeworlds] hey rand, have you seen this https://github.com/teeworlds/teeworlds/issues/1966 ? 14:31 < rand> I did 14:33 < bridge> [teeworlds] Are you interested in implementing it? 14:41 < rand> if I find the time to do it, I'd rather do it differently than with my mod (which is experimental and a bit bloated) 14:42 < rand> I read a bit your code for this purpose 14:43 < rand> feel free to take the lead :) 14:45 < bridge> [teeworlds] my code? 14:46 < rand> hm, or sushi ? hm 14:46 < rand> on Zomb mod 14:46 <@Dune> zomb? 14:46 <@Dune> zombies are stupid per-design tho 14:47 < rand> I got my hand on a client bot which was pretty nice but I cant use the source without the dev (and I won't plane to ask) but the idea is simple, A* every where 14:48 < bridge> [teeworlds] oh yeah zomb is not a great example haha 14:49 < bridge> [teeworlds] but when we had the meeting we specifically talked about your bot mod rand 14:50 < bridge> [teeworlds] we were hoping you'd be interested in merging it into the game 14:50 < rand> k 14:50 < rand> I won't have objection after some cleaning 14:51 < bridge> [teeworlds] alright great then 14:51 < bridge> [teeworlds] we can discuss any arising design issues in the github issue post 14:59 < rand> (i would be glad in fact ^^) 15:45 < bridge> [teeworlds] 😄 16:51 < bridge> [teeworlds] i would add human reaction time to the bots... so they are not uber op 16:51 < bridge> [teeworlds] like openAi did to their Dota Ai 17:08 < rand> I have to re-read that quake bot thesis 17:13 < TeeSlayer> the openai team should try to master ddrace 17:14 < TeeSlayer> that would be cool 17:18 <@Dune> o/ 17:18 < Oy> \o 17:24 < Teeworlds> [teeworlds] Dune-jr opened pull request #1988: RFC: Dynamic camera smooth toggle (master...feature-toggle-dyncam) https://git.io/fhR6h 17:26 < rand> wow 17:29 * Dune introduces more float timers 17:30 <@Dune> ah, nvm, I think LocalTime() is supposed to be a float 17:35 < rand> well, if LocalTime() is in second, you use a float timer with ToggleTime 17:37 < rand> for static to dynamic, is the blending useful ? 17:37 <@Dune> good question 17:38 < rand> I except the mouse to be at the limit of the deadzone… oh, it is, if the distance are not the same 17:40 <@Dune> might want to remove that blend if maxdistancestatic ≤ maxdistancedynamic ? 17:40 < rand> i think I dont have the correct terminology but if the cursor for static is farther than the dynamic distance for mousefollow, then, it should blend 17:41 < rand> maybe, cancel the blend if the cursor is in maxdistancedynamic (maybe it already does this) 17:41 <@Dune> if I understood you right, you meant exactly what I said 17:42 <@Dune> (or the opposite, I think I said it wrong) 17:42 <@Dune> maxdistancestatic ≤ maxdistancedynamic -> no blend 17:43 < rand> yes, but the pointer can at distance ≤ maxdistancedynamic whatever the maxdistancestatic is 17:44 < rand> then, when I move the mouse in the 125ms after the toggle, i don't want to have a smooth transition since I start from a valid view area 17:44 < rand> well, it's only 125ms 17:51 <@Dune> ah, right 18:55 < Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fhRQT 18:55 < Teeworlds> teeworlds/master de73018 oy: removed unused return value 18:57 < Teeworlds> [teeworlds] Dune-jr opened pull request #1989: Implement SushiTee's shell sort, rewrite it to match pseudocode; deprecate heap, quick, merge sorts (master...feature-sushitee-sort) https://git.io/fhRQC 19:12 < Teeworlds> [teeworlds] oy pushed 2 new commits to master: https://git.io/fhR7E 19:12 < Teeworlds> teeworlds/master 4771cc7 oy: added ui_mousesens as an UI option. closes #1874 19:12 < Teeworlds> teeworlds/master 6cb1eb4 oy: fixed description for inp_mousesens config 19:23 < Oy> Dune: we should probably mention that we use this https://oeis.org/A036569 gab sequence 19:32 < Oy> and could comment out the line #include "array.h" 19:32 <@Dune> ah, yes 19:32 <@Dune> silly me quoting a dynamic wikipedia page 19:32 < Oy> the shell sort looks good to me 19:32 < Oy> maybe someone else wants to check it too? 19:34 < Oy> Dune: i think you can keep the wiki link, just add the ones for the gab sequence too 19:35 < Oy> cause ours differ from the one mentioned in the pseudocode 19:42 < Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fhRd5 19:42 < Teeworlds> teeworlds/master c4d4666 oy: added an ui option for inp_grab 19:53 <@Dune> https://i.imgur.com/qQPKmGc.png 19:53 <@Dune> Close enough to https://user-images.githubusercontent.com/44511917/49617096-ccabc100-f978-11e8-8279-e65895ae1e0e.jpg :D 19:54 <@Dune> should print weapons on top of 1 2 3 4 5 19:54 <@Dune> not sure if i'll keep the big space bar - doesn't make sense for other keys 20:02 < Oy> looks good 20:03 < Oy> how about doing weapons/icons on top of the button? 20:04 < Oy> u gonna do the mouse(fire/hook) too? 20:08 <@Dune> Yeah 20:09 < bridge> [teeworlds] @1stDecadeTW ^ 20:11 <@Dune> Mouse wheel is more noob friendly, would be nice if it could be shown 20:12 < bridge> [teeworlds] Awesome! 20:13 <@Dune> How should it be closed though? Esc ? 20:18 < Oy> esc probably best 20:20 < rand> should the bind be shown too ? 20:21 < bridge> [teeworlds] There are many that I left out, like Show chat, Console.. 20:21 < bridge> [teeworlds] Imo ready is for advanced, competitive players => no 20:22 < bridge> [teeworlds] Maybe it should be a popup instead, and mention settings > controls 20:22 < Oy> maybe add a hint "you can change the controls and find additional ones in settings->controls" 20:22 < Oy> :D 20:23 < Oy> 2 idiots one thought :) 20:24 < Teeworlds> [teeworlds] oy pushed 1 new commit to master: https://git.io/fhRA9 20:24 < Teeworlds> teeworlds/master 40b6e75 oy: added additional win checks for ctf. closes #1515 21:04 < Oy> heinrich5991: when you have some time, it would be good if you could triple check the shell_sort implementation https://github.com/teeworlds/teeworlds/pull/1989 ;)