13:52 < bridge> [teeworlds] might make sense to add a discord channel for references, like developer references, help references, FAQ links etc? 13:52 < bridge> [teeworlds] why a discord channel? 13:52 < bridge> [teeworlds] and why do you ask this on IRC? 13:53 < bridge> [teeworlds] I'm on bridge ._. 13:53 < bridge> [teeworlds] I ask in both 13:53 < bridge> [teeworlds] to have an easy access to everything related to the game and a fast overview, I guess 13:53 < bridge> [teeworlds] probably best to talk of discord-related things in #general 13:53 < bridge> [teeworlds] like a lot of dc channels are just there for information and have the chatting functions disabled 13:54 < bridge> [teeworlds] or announcements 13:54 < bridge> [teeworlds] or changelog 14:18 < bridge> [teeworlds] Makes sense, f3 14:53 * day votes for "< bridge> [teeworlds]" to be shortened to "< bridge> [tw]" or something like that 14:53 < Dune> any berliner around going to iem katowice btw? 15:20 < bridge> [teeworlds] iem "intel extreme masters" for anyone except me wondering 15:21 < bridge> [teeworlds] says sc2 and cs:go on the website 15:23 < Dune> no teeworlds i'm afraid :) 15:23 < day> they dropped teeworlds? :O 15:24 < Dune> we got less wallhacks than cs:go :p 15:33 < day> yeah the hacking in cs:go is beyond fucked up. they even cheat on-stage >_< 15:38 < Dune> I mean, so do the AGDQ people ;) 15:47 < bridge> [teeworlds] "we got less wallhacks than cs:go :p" 17:34 < bridge> [teeworlds] is this really an archivement? 17:34 < bridge> [teeworlds] you should really add an anouncements channel 17:34 < bridge> [teeworlds] there you could easily advertise teeworlds 0.7.5 17:34 < bridge> [teeworlds] rules: only mods and admins can post there, @everyone is allowed 17:35 < bridge> [teeworlds] the teeworlds discord is one of the biggest teeworlds related discords, you can advertise here 17:36 < bridge> [teeworlds] let's talk about this in #general ;) 21:35 < bridge> [freenode] Oy: send brain on https://github.com/teeworlds/teeworlds/pull/2291 pls I have no idea how to make it smarter 21:35 < bridge> [freenode] (still think its fine tho) 21:39 < bridge> [teeworlds] depends on the workflow. one might drop a new map into their maps folder while searching for it. 21:39 < bridge> [teeworlds] would remove the need to restart the client. 21:41 < bridge> [teeworlds] or separate refresh from search logic. 21:42 < bridge> [teeworlds] maybe restarting the editor already refreshes it? 21:48 < Dune> Oy is not here 21:52 < bridge> [teeworlds] @jxsl13 wat? That sounds like a edge case. It’s more about updating the filter on keypresses. Currently it refilters from scratch on every key pressed 21:52 < bridge> [teeworlds] But imo performance is fine 21:53 < bridge> [teeworlds] maybe some kind of avl tree 21:53 < bridge> [teeworlds] Yea and that’s the part where I’m out 21:53 < bridge> [teeworlds] or maybe just uodating a cached array 21:53 < bridge> [teeworlds] without reading the filesystem 21:54 < bridge> [teeworlds] rip c-style :D 21:54 < bridge> [teeworlds] I’d prefer benchmarking it before making the code a mess 21:55 < bridge> [teeworlds] What about keeping the code like it is when my raspberry can handle 500+ maps without noticeable delay 21:55 < bridge> [teeworlds] reading from file system on dialog popup, keeping it not uodated until the dialog is restarted 21:55 < bridge> [teeworlds] aybe you did notbrun it on a potato yet :D 21:55 < bridge> [teeworlds] ay 21:56 < bridge> [teeworlds] may 21:56 < bridge> [teeworlds] Isn’t rasp a potato 21:56 < bridge> [teeworlds] making complex abstractions is easy, understanding them less so 21:56 < bridge> [teeworlds] minimize abstractions 21:56 < bridge> [teeworlds] string list then 21:57 < bridge> [teeworlds] Use machine learning and put it on blockchain 21:58 < bridge> [teeworlds] the cloud! :) 21:58 < bridge> [teeworlds] make the masterservers do the rendering computing 22:00 < bridge> [teeworlds] Serverless master servers 22:00 < bridge> [teeworlds] No server no ddos 🤔 22:02 < rand> I'm looking at the "weak" hook issue. Forgetting about that a wrong calculation might be a feature in some mods, could a solution be to clamp speed after calculation AND to compute separatly the impact of hooking ? 22:12 < bridge> [teeworlds] just leave it as it is 🙂 22:12 < bridge> [teeworlds] is it actually a harm anywhere? 22:12 < bridge> [teeworlds] before breaking core physics rather spend time on all the other "actual" issues 22:12 < rand> I like when it is perfectly balanced, as all things should be 22:13 < bridge> [teeworlds] it is fair the longer you survive the stronger your hook is 22:13 < bridge> [teeworlds] avoid dieing and you keep ur strong hook imo its good feature 22:14 < rand> that's not the issue iirc 22:14 < rand> the issue is about the player's id 22:14 < rand> this does not change while playing, isn't it ? 22:54 < bridge> [teeworlds] id only changes on reconnect 23:16 < bridge> [teeworlds] it's about which character was added to the gameworld first... this happens each time you respawn