Remove unnecessary, inconsistent margin at the top of all settings menus.
Reserve space for restart message and button only when necessary, so more height is available for settings menus per default.
Improve vertical alignment of restart message and button with settings menus.
Ensure consistent margin on all sides of settings menus.
Use consistent margins for all settings pages and titles.
Fix chat preview overlapping with the restart warning.
Simplify layout code. Remove array of `CButtonContainer`s with arbitrary size and use individual variables instead.
Simply hide the favorite community tabs in the offline server browser with screen resolutions where not enough width is available.
The ingame server browser can always show at least 5 favorite community tabs with all screen resolutions.
Skip rendering various client components (players, ghosts, nameplates, HUD etc.) while not ingame to improve performance. This increases FPS when rendering the start menu by around 300-400 both in debug and release builds.
This also fixes potential crashes when components using the map data where rendered while the client is loading a new map.
The rcon username requirement was not reset correctly when disconnecting from a server while connecting/loading, at which point the `NETMSG_RCONTYPE` message has already been received.
Closes#4170.
Use `objdump` instead of `winedump` to determine the image base address of the executable file, as `winedump` is not easily available on Windows.
It should be enough to install the `binutils` package (containing `addr2line` and `objdump`) from a package manager to use the script now.
Pass `CImageInfo` arguments to various graphics and text render functions instead of passing the components (data pointer, width, height, format/pixel size) of the image info separately.
Pass texture/file name to loading functions when available to improve error/warning messages.
Split menu rendering explicitly by client state. This makes the code more readable by not mixing code for rendering different states together as much and fixes issues where the menu was being rendered inconsistently for one frame when the state is changed, at the cost of some additional duplicated code.
The fullscreen popups shown when in the connecting and loading client states are now hard-coded for these states, instead of being mixed together with the other fullscreen popups, which can be shown when offline, ingame or during demo playback.
As a side effect of rendering the demo controls like the regular menu, the UI color will now also affect the demo controls menu background.
Move `CBackground::ChangePosition` calls inside functions to reduce duplicate code and improve readability.
Remove unnecessary `CMenus::m_ActivePage` variable.
Closes#7834.
The function `fs_makedir_rec_for` for recursively creating folders did not handle paths containing backslashes correctly and only created folders after every occurrence of a regular slash. This could cause the recursive folder creation to fail when a parent folder is not created before the child folder. For example when recursively creating folders for the path `D:\Games/DDNet\downloadedskins`, the `DDNet` folder was not being created because this path segment does not end in a forward slash. Now, backslashes are handled the same as regular slashes, which is consistent with the other filesystem functions.
Additionally, the function tried to create folders for drive letters on Windows (e.g. `C:` and `D:`). Trying to create a system drive as a folder will fail due to access being denied, whereas it seems to work for already existing non-system drives. For example when recursively creating folders for the path `C:/Games/DDNet/downloadedskins`, the `C:` "folder" could not be created which caused the entire operation to fail. Now, the function will not try to create folders for drive letters anymore, i.e. if the name of the to be created folder ends with `:`.
Closes#8148.
m_FreezeStart is now corrected by the ticks the character was paused
Possible physical changes: Until now it was possible if you sit inside freeze to re-freeze instant
after unpause. Now you re-freeze after the second that was dawned before
the pause. I do not excpect that this is used on any map, and it did not
bring any benifit.