Commit graph

4600 commits

Author SHA1 Message Date
Dennis Felsing c9557b2ee9
Merge pull request #7069 from furo321/pr_demo_searchbar
Add a searchbar for demos.
2023-08-26 19:00:31 +00:00
Dennis Felsing 48d0228428
Merge pull request #7077 from infclass/ddnet-fix-pause
CGameClient::Predict: Disable prediction if the game is paused
2023-08-26 18:35:17 +00:00
furo ac775eca36 Fix style 2023-08-26 20:29:58 +02:00
Alexander Akulich ec7d1f89e1 CGameClient::Predict: Disable prediction if the game is paused
CGameClient::OnPredict() says "don't predict anything if we are paused"
and yet we predict different stuff based on CGameClient::Predict() result
which leads to flickering here and there (e.g. for projectiles and characters).
2023-08-26 20:37:55 +03:00
Alexander Akulich 63ed421e38 CGameClient: Move Predict() implementation to .cpp file and reformat it 2023-08-26 20:37:55 +03:00
furo 0ebc40ec80 Naming: Item -> pItem 2023-08-26 17:28:35 +02:00
furo 1b20a9640d Fix requested changes. 2023-08-26 13:13:12 +02:00
furo 4f3a4c4816 Whops 2023-08-26 02:10:54 +02:00
furo 6781717983 Ability to search for demos. 2023-08-26 01:55:30 +02:00
heinrich5991 548f2f6021
Merge pull request #7058 from Robyt3/Demo-Player-Pause-Indicator
Show indicator when pausing/unpausing in demo player
2023-08-25 11:55:03 +00:00
Robert Müller ec0522d58f Show indicator when pausing/unpausing in demo player
Render a pause/play icon in the center of the screen when pausing/unpausing while the menu is not active.

The icon fades in and out over 0.5 seconds and slightly increases in size over that time.

When starting demo rendering with initial pause, the pause indicator is rendered continuous until playback is first started, to ensure that the initial pause state is communicated clearly to the user. The initial pause indicator is not included in the rendered demo, but pausing and unpausing later during demo rendering will cause it to be included in the video, same as other UI elements. Closes #7044.

The config variable `cl_demo_show_pause` (`0/1`, default `1`) is added to hide the pause indicator entirely, for example to render a demo with multiple pauses without the indicator.

The pause indicator and also the existing speed indicator are not rendered (anymore) while the menu is active, as the menu already contains this information.
2023-08-25 13:29:17 +02:00
Robert Müller dfe91705c1 Improve alignment of demo icon buttons 2023-08-24 20:54:50 +02:00
Robert Müller d2c9750c65 Add str_from_int function
Add more efficient function for formatting integer values as strings.

A benchmark shows that using this function is significantly faster than using `str_format`. It is faster by a factor of 220 with Clang 15.0 O2 (https://quick-bench.com/q/BlNoLnlyqxipf4jvsFTUxKMHDJU) and by a factor of 11 with GCC 12.2 O2 (https://quick-bench.com/q/Fxf9lDCTqXBF4pIa_IyZ5R0IqYg).

This increases FPS in the editor by ~25% when many numbers are rendered for switch/tele/speedup/tune layers or with "Show Info" being enabled.

The additional static analysis for `std::to_chars` revealed that the wrong size was used in `CHud` for `aScoreTeam[TEAM_RED]` and `aScoreTeam[TEAM_BLUE]`.

This requires incrementing the macOS deployment target from 10.13 to 10.15.
2023-08-24 20:54:17 +02:00
Robert Müller 6633e9af1d Add button to reload entities background, improve DDNet menu layout
Add a button to manually reload the entities background map instead of automatically reloading it when it's changed. As the background map was only reloaded every 10 seconds, sometimes changing the background map quickly had no effect.

Improve the layout of the DDNet settings menu. Align labels and UI elements and reduce unused empty space.
2023-08-19 17:44:58 +02:00
Alexander Akulich 29688fb499 Remove cl_video_pause_on_start; reset the pause option on popup opened 2023-08-19 13:51:38 +03:00
Robert Müller 6ba328dfdb
Merge pull request #7009 from Possseidon/dev/multi-view-team
Allow automatic multi-view for players in a team
2023-08-19 09:01:10 +00:00
Dennis Felsing b52fa5e910
Merge pull request #7028 from Robyt3/Base-Str-Utf8-Offset-Functions
Add utility functions for converting UTF-8 bytes ↔ chars offsets
2023-08-15 21:10:38 +00:00
Robert Müller af3870a64d Add utility functions for converting UTF-8 bytes ↔ chars offsets
Add `str_utf8_offset_bytes_to_chars` and `str_utf8_offset_chars_to_bytes` functions to base system to convert between byte and UTF-8 character offsets in UTF-8 strings.

Previously, this was separately implemented in the textrender and in the lineinput helper.

These textrender functions are entirely replaced by the new functions:

- `ITextRender::SelectionToUTF8OffSets` (by `str_utf8_offset_chars_to_bytes`)
- `ITextRender::UTF8OffToDecodedOff` (by `str_utf8_offset_bytes_to_chars`)
- `ITextRender::DecodedOffToUTF8Off` (by `str_utf8_offset_chars_to_bytes`)

These lineinput helper functions are reimplemented using the new functions:

- `CLineInput::OffsetFromActualToDisplay` (uses `str_utf8_offset_bytes_to_chars`)
- `CLineInput::OffsetFromDisplayToActual` (uses `str_utf8_offset_chars_to_bytes`)
2023-08-15 22:11:25 +02:00
Robert Müller 7168fb15d2 Move OnWindowResize listener to engine, handle editor
Register the `OnWindowResize` listener in the engine client instead of the game client and properly dispatch the event also to the editor, so text containers in the editor are cleared when the window is resized.

Closes #7018.
2023-08-15 20:17:27 +02:00
Robert Müller f90e908c9d Reset text containers on language change
Fix text containers rendering broken text after the language is changed, as this cleared the glyph atlas without clearing the references to the glyph positions in the text containers. Now `OnWindowResize` is also called on language change to reset all text containers.

However, the glyph atlas is not cleared on normal window resize anymore, because this seems to be unnecessary.
2023-08-14 23:04:55 +02:00
Possseidon 07e9c5a684 Allow automatic multi-view for players in a team 2023-08-13 15:38:36 +02:00
Dennis Felsing 84c6cf2333
Merge pull request #7004 from Vy0x2/pr-poc-mv-clean
Fix smooth zoom with zero causing problems with multiview
2023-08-12 21:20:06 +00:00
devdenn 9db53bd7a0 Fix smooth zoom with zero causing problems with multiview 2023-08-12 18:07:47 +02:00
Edgar 984eb47c87
Merge pull request #6995 from Vy0x2/pr-poc-mv-clean
Increase lower limit for zoom smoothness (multiview), fixes #6981
2023-08-11 11:48:37 +00:00
devdenn 9eb73c9990 Increase lower limit for zoom smoothness (multiview), remove rarely used variable 2023-08-10 20:09:43 +02:00
Dennis Felsing 2ea102ac9f
Merge pull request #6984 from Robyt3/Settings-Controls-Localizable
Use `Localizable` instead of `Localize` inside comment
2023-08-08 21:18:13 +00:00
Robert Müller bfb64a47e6 Improve dbg_tuning, refactor CDebugHud::RenderTuning
Use different colors to highlight tuning parameters when using `dbg_tuning`:
- red: value changed globally
- blue: value changed only in current zone
- green: value changed globally but reset to default by tune zone
- grey: value unchanged globally and in current zone

In addition to this, with `dbg_tuning 1` the unchanged parameters and the velramp graphs are not shown anymore. With `dbg_tuning 2` all parameters and graphs are shown as it was previously the case with `dbg_tuning 1`.

The position of the debug information is adjusted so it overlaps less with the HUD. When many tuning parameters are shown, the parameters now wrap to another column instead of extending beyond the height of the screen.

Headers are also added to each column.
2023-08-08 21:16:17 +02:00
Robert Müller 738187d94e Refactor CDebugHud::RenderNetCorrections, improve layout
Also show current tune zone.

Show value on every line instead of having some lines without a value.

Improve labels.

Reduce duplicate code and improve readability.
2023-08-08 20:31:48 +02:00
Robert Müller 51e1f9d88f Refactor CDebugHud::RenderHint
Replace magic numbers with constants.
2023-08-08 20:31:48 +02:00
Robert Müller 30d3d4f94c Rename GetTunes to GetTuning and return const pointer
No need to copy all tuning parameters. Consistent naming with prediction code where `GetTuning` is also used.
2023-08-08 20:31:48 +02:00
Robert Müller b98d519744 Use textrender for graphs, refactor CGraph::Render
Use textrender for rendering debug graph labels instead of using the debugging font and quad text.
2023-08-08 20:31:47 +02:00
Robert Müller 262196bd2c Use Localizable instead of Localize inside comment 2023-08-08 20:26:56 +02:00
Edgar 43d3d6a876
avoid nullptr checks by initializing the pointers 2023-08-08 16:47:49 +02:00
Edgar 8d4f468edd
fix too long console commands not rendering help 2023-08-08 16:42:24 +02:00
Edgar 50938a8a58
don't send empty chat messages 2023-08-07 17:07:12 +02:00
Robert Müller c4dcdad5cc Fix crash when using goto_tele in map without tele layer
The check for `goto_switch` is added for completeness but not strictly necessary, as this is also checked in `GetSwitchNumber`.
2023-08-06 23:41:15 +02:00
Robert Müller 2ea82730ae Fix client crash with more than MAX_VOTE_OPTIONS vote options
The server does not allow adding more than `MAX_VOTE_OPTIONS` vote options, so the client will now also refuse to add more options than that.

Supersedes #6930.
2023-08-06 17:07:06 +02:00
Edgar 8c49c2ea4b
Merge pull request #6952 from Robyt3/TextRender-Font-Index-File
Add font index, support font family variants depending on language
2023-08-05 15:49:12 +00:00
Robert Müller 43739ea9aa When quitting/restarting client clear screen and render message
When quitting or restarting the client, clear the screen and render a message "Quitting. Please wait…" or "Restarting. Please wait…" respectively.

Previously the last frame would keep getting shown while the client is busy with cleanup tasks. Rendering a final message before the client window stops being updated provides a cleaner user experience.
2023-08-03 17:24:09 +02:00
Robert Müller d642abd722 Add font index, support font family variants depending on language
Add `fonts/index.json` which specifies:

- List of all font files that should be loaded (filenames).
- Default font (specified by family name or by family and style name).
- Font variants for different languages, using the name of the language file as key.
- Fallback fonts.
- Icon font.

There are characters (e.g. all in `刃直海角骨入`) that look different depending on the language of the content being Japanese, Simplified Chinese, Traditional Chinese and Hangul, because Unicode uses the same codepoint for characters regardless of the language. To render these characters correctly, the active variant font is switched depending on the selected language.

The `ITextRender` interface is changed so the current language variant can be set using `SetFontLanguageVariant` and the default and icon fonts can be toggled using `SetFontPreset`. The class `CFont` is removed entirely.

The text render is restructured: The font faces and font atlas are now managed by a separate class `CGlyphMap` like on upstream. As the text fill and outline textures always have the same size, the texture skyline only needs to be stored once and free positions in the atlas only need to be calculated once for each glyph instead of separately for the fill and outline textures.

The font files and their licenses are also updated:

- Update Source Han Sans to version 2.001.
- Update Glow Sans Japanese Compressed to version 0.93.
- Update Deja Vu Sans to version 2.37.
- Update Font Awesome icons font to March 2023 version.

Closes #6881.
2023-08-01 19:30:25 +02:00
Edgar 27e846f8db
Merge pull request #5434 from heinrich5991/pr_ddnet_loglevels
Add separate log levels for each output
2023-08-01 09:20:06 +00:00
Robert Müller 3b273500c5
Merge pull request #6942 from heinrich5991/pr_ddnet_game_settings_cleanup
ResetServerGameSettings → ResetGameSettings, remove flag argument
2023-07-29 08:48:05 +00:00
Robert Müller 5b10547aec
Merge pull request #6916 from Vy0x2/pr-poc-mv-clean
Minor improvements to Multi-View
2023-07-28 15:00:42 +00:00
devdenn 1c231a0dbd Minor improvements to Multi-View
Dont save the Multi-View variables
Multi-View can not longer be activated again after already active
Fix cl_multiview_use_freeview variable config
Players who killed will be removed from Multi-View even if the spec mode is not active
Multi-View personal zoom will be reseted when enabling Multi-View
Fix bug where a kill in a team will be taken into account
Improve the solo player experience in Multi-View
2023-07-28 16:34:35 +02:00
heinrich5991 a94b5c35bf ResetServerGameSettings → ResetGameSettings, remove flag argument
The old code looked pretty weird. It checked for `CFGFLAG_SERVER |
CFGFLAG_GAME` being set above, and then used the passed-in parameter to
find the command. I think it'd be better to just look for `CFGFLAG_GAME`
and then find the command using `CFGFLAG_GAME`.
2023-07-28 16:12:21 +02:00
heinrich5991 03fd1b440b
Merge pull request #5398 from AssassinTee/feature/elasticity-tuning
implement tuning values for elasticity
2023-07-28 13:58:42 +00:00
Marvin Winkens e1ba77d3dc implement tuning values for elasticity
implement tuning values for elasticity

add grounded check to movebox and give jump back when bouncing

fix styling issues

fix jumps being given back at ceilings
2023-07-28 15:35:45 +02:00
Tater 6bb2696c8b Fix crash in ResetServerGameSettings 2023-07-27 13:26:11 -05:00
Robert Müller b412153341 Ignore listbox hotkeys when modifier, shift or alt pressed
So other components can use these combinations together with a listbox.
2023-07-25 20:17:36 +02:00
Tater 4fe7aaa43f execute CFGFLAG_GAME configs on the client 2023-07-24 19:15:29 -05:00