6490: Improve collision entity access error message r=Chairn a=Robyt3
See #6489.
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Robert Müller <robytemueller@gmail.com>
6469: Add new contributor r=Robyt3 a=def-
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## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
6470: Fix ninja not getting predicted r=heinrich5991 a=Zwelf
Fixes#6464
This was regressed by #6246 by the wrong transformation of `if(!m_FreezeTime)` to `if(m_FreezeTime != 0)` instead of the correct `if(m_FreezeTime == 0)`.
And take additional measure to never set m_FreezeTime to a negative number in client prediction code.
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Zwelf <zwelf@strct.cc>
Fixes#6464
This was regressed by #6246 by the wrong transformation of `if(!m_FreezeTime)`
to `if(m_FreezeTime != 0)` instead of the correct `if(m_FreezeTime == 0)`.
And take additional measure to never set m_FreezeTime to a negative
number in client prediction code.
Seems like there are cases where the texture is not cleared when the MOTD background is rendered, so part of the font texture is used for the round rect.
6459: Add random skin button r=def- a=HiRavie
Adds a button for generating a random skin in tee settings. The logic generates handsome tees more often than not.
Intentionally didn't add a console command so it's not possible to make annoying skin change binds with this.
![random_skin](https://user-images.githubusercontent.com/65019210/227658839-5e8f3a4b-4e7c-4561-90c9-21a267d61a3a.png)
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [x] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Ravie <65019210+HiRavie@users.noreply.github.com>
To delete files and empty folders from the user's save directory.
Only files and folders from the user's save directory can be deleted. Only empty folders can be deleted.
Error message popups are shown when the deletion fails.
Closes#6272.
Main and dummy tee cannot ping each other anymore. Other main and dummy tees can still ping your own main and dummy tees.
We must ensure to only use `m_aLocalIDs[1]` when the dummy is connected, as this ID is not updated when no dummy is connected, so it can refer to another client if you disconnect your dummy and another client subsequently takes its client ID.
Closes#3699.
6439: Refactor `random` functions r=heinrich5991 a=Robyt3
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Robert Müller <robytemueller@gmail.com>
On first client start (when `cl_show_welcome` is `1`), determine the user locale with `os_locale_str` and initially select the most fitting language for this locale.
For this the language index must also be loaded immediately on client launch, before the initial language is loaded.
Add RFC 3066 language tags to language index in order to identify the language to select when first starting the game based on the user's locale.
Multiple language tags can be specified per entry separated with a semicolon, as some languages have different tags that do not share a unique prefix (e.g., Simplified and Traditional Chinese).
For 0.7 clients the client version is not `VERSION_NONE`, so `IsSixup` was never called for them, which leads to version 0.6 pickups being snapped for 0.7 clients. This causes snapshot CRC errors for the 0.7 clients, as the 0.6 and 0.7 pickup structs have different sizes.
Now the version is no longer checked before calling `IsSixup`, which is the case in all other locations where the function is called and was also the case before this bug was introduced by #6330.
6443: Reveal selection when scrolling layer list with up/down arrow keys r=def- a=Robyt3
Closes#6441.
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Robert Müller <robytemueller@gmail.com>
6438: Fix incorrect tee blood color being shown in settings r=def- a=Robyt3
When the tee color lighting is set to 0, the blood color was shown as black instead of the actual tee blood color. The blood color used ingame is already correct and now matches the color shown in the settings.
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Robert Müller <robytemueller@gmail.com>
The mouse slow flag must be reset at the beginning of the render function in the editor instead of at the beginning of the update function, as it otherwise only works very inconsistently.
Add `random_float(float min, float max)` to generate a random `float` between `min` and `max`.
Add `random_float(float max)` to generate a random `float` between `0.0f` and `max`.
Replace existing `RandomDir` with this function. This function was biased towards the corners, as it first generates a random `vec2` with `x` and `y` in `[-0.5f;0.5f]` and then normalizes it, which doesn't result in a uniform distribution of directions. Now the random direction is generated by taking a random angle and then converting it to a direction which is per definition already normalized.
To generate a random angle in the range `[0.0f;2.0f * pi[`. This ensures that the random angle cannot be `2.0f * pi`, which would be identical to the angle `0.0f` and therefore cause the random angle to be less uniformly selected.
Note that this first casts `RAND_MAX` to a `float` and then uses `std::nextafter` to get the next larger `float`. Using `RAND_MAX + 1` would cause an integer overflow on systems where `RAND_MAX == INT_MAX` (e.g. Ubuntu and macOS).
When the tee color lighting is set to 0, the blood color was shown as black instead of the actual tee blood color. The blood color used ingame is already correct and now matches the color shown in the settings.