17:02 < bridge> [teeworlds] How did the official mac release got built? If i do make package_dmg it uses different dylibs and fails on libcrypto because it uses my absolute homebrew path 17:23 < bridge> [teeworlds] the make_release.py script shows no app icons for me meh 17:40 < bridge> [teeworlds] I used make_release.py for all OS 17:40 < bridge> [teeworlds] ah, nvm I didn't build mac. didn't you do that? 17:55 < bridge> [teeworlds] @heinrich5991 Your commit https://github.com/teeworlds/teeworlds/commit/51d4945f5803e6987590ddc8aaa3111daa8d5475 sounds like the fix for #2147 ("Trim trailing whitespaces of (Remote)console commands")? 17:56 < bridge> [teeworlds] @Slayer *gV* indeed 18:01 < bridge> [teeworlds] K, i referenced it via comment to the commit. πŸ™‚ #CleanCode 18:01 < bridge> [teeworlds] *#CleanHistory, pardon. 18:02 < bridge> [teeworlds] oh, you're sepulzera 18:02 < bridge> [teeworlds] πŸ™‚ 18:07 < bridge> [teeworlds] Yea, but the name felt too long for a Tee. Most player used to have very short names, at least back then. πŸ˜„ 18:24 < bridge> [teeworlds] ``` 18:24 < bridge> [teeworlds] SlayerSlayer 18:24 < bridge> [teeworlds] heinrich5991 18:24 < bridge> [teeworlds] ``` 18:39 < bridge> [teeworlds] Got that hit my point. ^^ 18:39 < bridge> [teeworlds] *Guess 18:43 < bridge> [teeworlds] While scrolling through the names in this channel, your name appears to be some of the longest. And one of the few with numbers. Not teeish πŸ˜„ 19:10 < bridge> [teeworlds] @Dune xd ya i think i did one mac rls 19:10 < bridge> [teeworlds] also tried make_release which failed om libpng isntead of libcrypto 19:12 < bridge> [teeworlds] @ChillerDragon look for `darwin_change_dylib.py` in `CMakeLists.txt` 19:12 < bridge> [teeworlds] ty 19:12 < bridge> [teeworlds] you need to add something for libcrypto there 19:32 < bridge> [teeworlds] yea but the official release also has no dylib for crypto in the frameworks folder 19:32 < bridge> [teeworlds] how does it work there? 19:33 < bridge> [teeworlds] check it 19:33 < bridge> [teeworlds] @ChillerDragon `otool -L executable` 19:42 < bridge> [teeworlds] nah doesnt look like 19:42 < bridge> [teeworlds] http://paste.pr0.tips/sK 19:47 < bridge> [teeworlds] mh. build with PREFER_BUNDLED_LIBS perhaps? 19:48 < bridge> [teeworlds] make a clean build directory with `cmake .. -DCMAKE_BUNDLED_LIBS=ON` 19:49 < bridge> [teeworlds] @ChillerDragon 19:49 < bridge> [teeworlds] I guess I should document this more 19:49 < bridge> [teeworlds] Better defaults would be nicer than docs imo 19:50 < bridge> [teeworlds] CMake Warning: 19:50 < bridge> [teeworlds] Manually-specified variables were not used by the project: 19:50 < bridge> [teeworlds] 19:50 < bridge> [teeworlds] CMAKE_BUNDLED_LIBS 19:50 < bridge> [teeworlds] PREFER_BUNDLED_LIBS 19:50 < bridge> [teeworlds] well, but it is the wrong default for everything but packagain 19:50 < bridge> [teeworlds] packaging 19:50 < bridge> [teeworlds] hm 19:54 < bridge> [teeworlds] Ah now it looks very similar to the official release thanks πŸ™‚ 20:11 <@Dune> btw https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=938632 20:19 < minus> someone should tell them it works fine with python 3 20:23 <@heinrich5991> and maybe we should just drop py2 support 20:24 <@heinrich5991> it's EOL 2020-01-01 20:31 <@heinrich5991> Dune: how do you get these bug reports? 20:56 <@Dune> heinrich5991: I subscribed to the teeworlds debian mailing list 20:56 <@Dune> Oy: <@Dune> btw https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=938632 20:56 <@Dune> should we drop py2 like heinrich5991 suggested? 20:57 <@Dune> is there no way to make it compatible with both? 20:57 <@heinrich5991> we are compatible with both 20:57 <@heinrich5991> (note that py2 is official end-of-life in 2020, still maintaining compatibility with both isn't really useful IMO) 20:58 <@Dune> py2 is still largley supported :/ 20:58 <@Dune> but then there is no issue? 20:58 <@Dune> since you can already build teeworlds with py3 20:58 <@heinrich5991> yes 20:58 <@heinrich5991> Dune: I don't think we have any py2-only setups remaining 20:58 <@heinrich5991> are there? 20:58 <@heinrich5991> https://pythonclock.org/ 20:59 <@Dune> I don't know, I use py2 by default 20:59 <@heinrich5991> you should think about a transition I guess ^^ 21:00 <@Dune> I use py2 for scripting though :/ 21:00 <@heinrich5991> py3 isn't that different 21:01 <@heinrich5991> I guess distros will stop shipping py2 soonishβ„’. and there's no security updates coming after 2020-01-01 21:02 <@Dune> irc bot died btw 21:02 <@Dune> and yeah I'll probably forcibly transition :) 21:03 <@Dune> got a pc again o/ 21:03 <@Dune> pc will not start again if it shuts down though 21:03 * Dune sweats 21:05 <@Dune> was Landil doing the skin stuff back before 0.7? 21:25 < Oy> Dune: yeah everything should work with python3 21:26 < Oy> don't think that python2 compatibility should be removed 21:26 < Oy> what skin stuff? 21:32 <@heinrich5991> I see some discrepancy here :P 21:33 <@heinrich5991> we have no problems dropping thousands of e.g. user-created skins but dropping python2 support or some silly sound option get priority ^^ 21:33 <@heinrich5991> *get thrown out of the window for being a bad idea 21:46 <@Dune> working on skins in general 21:49 <@Dune> heinrich5991: well imo maintaining support with a decade of user-created skins would be the highest priority for me :P 21:49 <@heinrich5991> we didn't for 0.7 21:49 < bridge> [teeworlds] So lets go back to the old skin system lol 21:50 <@Dune> yeah, well, different people with different ideas 21:50 <@Dune> I'd be in favor of writing something for backwards compatibility 21:50 < bridge> [teeworlds] Im not a fan of the new skin system but to be fair i did not hear about any skin artist complaining yet 21:51 <@Dune> well, good skin artists should have no problem with it I imagine, it's the higher barrier of entry 21:53 <@Dune> and it's not so much about new skins than old ones 21:57 < Oy> no old skins haven't been touched for 12 years 21:57 < Oy> probably done around 0.3? 21:58 < Oy> android had a script to convert old skins to the new system 21:59 <@Dune> it never worked though 21:59 < Oy> oh, never tried 21:59 < Oy> just read he made one 22:00 <@Dune> it can probably work with some fixes, not sure 22:03 < Oy> https://github.com/android272/skinMe-script-for-Teeworlds/blob/master/skinMe 22:04 <@Dune> https://github.com/teeworlds/teeworlds/issues/2021 22:08 < Oy> eyes seem buggy 22:08 < Oy> the script would never be perfect anyway, as the new system is pretty different and you can't extract all the possible information from the old skins 22:09 <@Dune> right :/ 22:11 <@Dune> not sure if it could be integrated in teeworlds without rewriting any render part 22:13 < Oy> using the old skins? 22:16 <@Dune> yeah 22:18 < Oy> doubt that, they changed it a lot 22:18 <@Dune> oh, okay 22:18 <@Dune> most people seem to take the new skin system as a positive anyway 22:20 < Oy> the customization is really good 22:20 < Oy> though there could be more options for parts :) 22:59 < bridge> [teeworlds] @Dune this shouldnt be in tw. The markings and stuff wouldnt work 23:06 < bridge> [teeworlds] of course, it's old skins, the markings are part of the body 23:39 < bridge> [teeworlds] working hard on the skins stuff there is many new markings and body types drawn already counting over 42 marking currently and around 7 new body types and a few decoration / backdrop parts 23:39 < bridge> [teeworlds] wow, pretty cool :) 23:40 < bridge> [teeworlds] have many more ides still number will increase πŸ™‚ 23:41 < bridge> [teeworlds] have many more ides still, expect numbers to increase πŸ™‚