00:07 < bridge> [teeworlds] ooh, I know 00:07 < bridge> [teeworlds] we keep rendering that checker pattern with 0.5 opacity over and over 00:08 < bridge> [teeworlds] zeno's paradox we make it half as dark each round, which eventually turns it black 00:08 < bridge> [teeworlds] well don't even need zeno's paradox as floats have limited bits 😛 00:10 < bridge> [teeworlds] fun isn't it? 00:10 < bridge> [teeworlds] hence the gray bg 00:10 < bridge> [teeworlds] I don't think we need to optimise that clear tbh, it's part of how the bg is rendered without a map 00:11 < bridge> [teeworlds] a map would be rendering a quad after the yellow gfx_clear which is even more expensive then a clear 00:11 < bridge> [teeworlds] or someone needs to come up with a different background 00:11 < bridge> [teeworlds] one that renders something that's opaque 00:16 < bridge> [teeworlds] hmm, well gfx_clear should not have any effects if no map is being rendered 00:17 < bridge> [teeworlds] and menus should activate the menus clear only if they are not rendering a map 08:31 < bridge> [teeworlds] Which is what I do in my patch 08:31 < bridge> [teeworlds] Only inside renderbackground I clear, because the clear is actually a part of the background 11:35 < bridge> [teeworlds] Then should ask oy when does the double clear happen 11:36 < bridge> [teeworlds] @Learath2 perhaps he wants you to only clear the screen when `none` is selected as background 11:37 < bridge> [teeworlds] RenderBackground won't even be called if none isnt selected 11:40 < bridge> [teeworlds] hm. then I don't get oy 12:44 < bridge> [teeworlds] isn't copy paste supposed to be working on Linux? can't seem to make it work 12:45 < bridge> [teeworlds] also, it seems like when I connect to a server using `connect `, the ip is not saved in the ip address bar, so when I reconnect, it connects to another server. this was not the previous behaviour 13:50 < bridge> [teeworlds] in fact, ctrl+shift+d does not work either :D I wonder why