We had lots of cases of people having ping filter activated. Ping is now
too unreliable to actually filter by it. It can show an old super high
value and then you never see the location again.
4366: Add sql BindInt64 r=def- a=ChillerDragon
Comes in handy for my downstream
Follow up to https://github.com/ddnet/ddnet/pull/4334
Tested with sqlite3
## Checklist
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Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
4358: Disallow dummy option (closes#4305, #4316) r=heinrich5991 a=fokkonaut
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Co-authored-by: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
4340: Add functions for packing/unpacking int/unsigned using char arrays r=heinrich5991 a=Robyt3
Add `uint_to_bytes_be` and `bytes_be_to_uint` functions from upstream and use them where applicable to reduce duplicate code.
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4350: Fix map_extract r=heinrich5991 a=def-
Reported by cheeser0613
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Co-authored-by: Robert Müller <robert.mueller@uni-siegen.de>
Co-authored-by: def <dennis@felsin9.de>
4330: Try crc for maps if sha256 isn't available (fixes#4327) r=heinrich5991 a=def-
Happens with demos cut from KoG
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Co-authored-by: def <dennis@felsin9.de>
4321: Improve performance of `SnapFindItem` for extended item types r=Jupeyy a=heinrich5991
Look up the internal type of the searched-for UUID type once, and then
just do integer comparisons to find the item.
CC #4300
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Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
4312: Don't access out of bounds in linereader (fixes#4308) r=heinrich5991 a=def-
If someone wants to look more closely, maybe there is a better fix
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Co-authored-by: def <dennis@felsin9.de>
4313: Use uint64_t for network stats (fixes#4309) r=heinrich5991 a=def-
Doesn't overflow so quickly, if it overflows has deterministic behavior
at least.
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Co-authored-by: def <dennis@felsin9.de>
4300: Don't call uuid lookup, if the expected type isn't an uuid extended type anyway r=heinrich5991 a=Jupeyy
Most performance loss currently comes from the simple fact that lookupuuid is slow.
This addresses the problem by making sure its only called for net messages, that are extended anyway
`@trml` or `@heinrich5991` can you check if that makes sense without breaking something?
## Checklist
- [ ] Tested the change ingame
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- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
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- [ ] 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: Jupeyy <jupjopjap@gmail.com>
4251: Add inp_translated_keys (fixyes #4241) r=Jupeyy a=def-
fixes#4241
## Checklist
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- [ ] Considered possible null pointers and out of bounds array indexing
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Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4232: Still clear pending mouse motion r=def- a=Jupeyy
Same as #3932 ... again :/
## Checklist
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Co-authored-by: Jupeyy <jupjopjap@gmail.com>
4218: Set VERSION_DDNET_SWITCH for upcoming release r=Jupeyy a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
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Co-authored-by: def <dennis@felsin9.de>
4095: [Concept] Add new mouse state (ingame mouse) r=def- a=Jupeyy
This would remove ui_mousesense and use the desktop cursor position instead for menus and editor
This would also fix the editor cursor to not move faster than in menus.
That's probably how most games would handle menus, instead of using relative mouse mode
And this would work for touch inputs.
The normal gameplay relative mouse is ofc NOT affected by any kind
Opinions?
Missing:
- [x] m_MouseSlow in menus
- [x] Make desktop cursor invisible
- [x] Some components that use ui mouse
- [x] Remove focus in/out relative mouse state changes, fixed with next SDL version
## Checklist
- [x] Tested the change ingame
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- [ ] Tested in combination with possibly related configuration options
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4176: Entity switch prediction r=def- a=trml
Adds the prediction for pickups and projectiles (based on #4108)
For blinking entities (deactivated by switch) I also used the extended info to make the blinking effect happen client-side. So instead of the server omitting the projectile/pickup from the snapshot every N ticks (which prevented some things like explosive bullets from being predicted correctly), the server will keep sending the item and let the client decide how to show it.
Added doors as well, and changed how they are sent (and rendered) in a similar way (by always sending both endpoints and using a fixed m_StartTick instead of updating it every tick).
An idea was that this could potentially reduce network traffic a bit (in addition to helping with prediction), especially for stationary items that are rarely/never have to be updated (doors and pickups).
This makes CItems::OnRender a bit more complex, and it could perhaps be cleaned up some way (either using something like CProjectileData, or by moving more of the logic into RenderProjectile/Laser/Pickup).
Some things missing:
- Add more entities (draggers, light, gun)
- Entities are not correctly shown when in super (e.g. doors are shown as closed, and should be open)
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
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- [ ] Considered possible null pointers and out of bounds array indexing
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Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: trml <trml@users.noreply.github.com>
4157: invalidate texture when unloading a texture. r=heinrich5991 a=ChillerDragon
Closes https://github.com/teeworlds/teeworlds/issues/1450
(cherry picked from commit 23a1b80f60)
<!-- What is the motivation for the changes of this pull request -->
## Checklist
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Co-authored-by: oy <Tom_Adams@web.de>
Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
3879: Use SDL_FlashWindow to request user's attention r=heinrich5991 a=Jupeyy
We should soon update to SDL 2.0.16 for our bundled libs, but don't merge before this happened.
This drops the remaining X11 dependency.
We should then also use GLEW with EGL for official builds for easy native wayland support(which i discussed before already)
## Checklist
- [x] Tested the change ingame
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- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
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4079: Make teehistorian easier to reproduce r=heinrich5991 a=Zwelf
I've tested it ingame, but still have to make sure, that the ordering of the teehistorian messages are right. I would be really happy if we could land this before changing team joining logic (#4006 or /practice logic, but there isn't a pr for this yet), but I would like to make sure that the change is correct.
## Checklist
- [x] Tested the change ingame
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- [x] Considered possible null pointers and out of bounds array indexing
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Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: Zwelf <zwelf@strct.cc>
4197: Properly export antibot DLL symbols on Windows, this time for real r=Jupeyy a=heinrich5991
0750ae0fbd was missing the function
prototypes that used `ANTIBOTAPI`.
<!-- What is the motivation for the changes of this pull request -->
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- [ ] Tested the change ingame
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4198: Always support resizing, remove gfx_resizable r=Jupeyy a=def-
<!-- What is the motivation for the changes of this pull request -->
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- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
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Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
Co-authored-by: def <dennis@felsin9.de>
4171: Add basic selection support for ui ex edit boxes r=def- a=Jupeyy
This changes the hotkey for "exclude" to CTRL + SHIFT + X, because else it collides with Cutting strings out of a selection
This is defs not perfect, it basically ignores keyboard keys that could also alter selection (e.g. shift + right) but i didnt want to break the IME stuff, bcs i don't understand it
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Co-authored-by: Jupeyy <jupjopjap@gmail.com>
4180: Use constructor consistently for colors r=def- a=Robyt3
This changes all color instantiations to consistently use the constructor instead of an initializer list.
## Checklist
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Co-authored-by: Robert Müller <robert.mueller@uni-siegen.de>
4179: Fix text upload call, make invalid calls visible r=def- a=Jupeyy
## Checklist
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Co-authored-by: Jupeyy <jupjopjap@gmail.com>
4151: Copy ingame console like in ATH r=def- a=BloodWod-513
The idea is taken from the implementation of this in ATH client
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Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: BloodWod-513 <dayn_2013@mail.ru>
We allocated 512 bytes to dump up to 32 data bytes in a hex form.
According to the str_hex() implementation, we need three bytes per the
source data byte (a byte is represented as a two-digit hexadecimal number
with appended space char) plus the null-termination.
We actually could re-use the last space char for the null, but it is not
implemented in str_hex(). Keep this logic as-is.
The stack-allocated buffer size reduced from 512 to 97 bytes.