This config variable was only settable in the server console but only read in the client, so it was effectively unusable. It also has no use case right now.
The log message is otherwise shown multiple times when starting the client.
Now it's only shown when the `record` command is used manually, i.e. not for automatically recorded demos anymore.
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.
This still works
$ ./DDNet "connect 127.0.0.1"
But now also this works
$ ./DDNet "connect tw-0.6+udp://ger10.ddnet.org:8303"
2023-07-16 14:07:50 I engine: running on unix-linux-amd64
2023-07-16 14:07:50 I client: starting...
2023-07-16 14:07:50 I client: version 17.1.1 on linux amd64
2023-07-16 14:07:50 I client: git revision hash: 7f100e2620
2023-07-16 14:07:50 I client: connecting to 'tw-0.6+udp://ger10.ddnet.org:8303'
2023-07-16 14:07:50 I host_lookup: host='ger10.ddnet.org' port=8303 3
2023-07-16 14:07:51 I client: connected, sending info
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.
`stdout_output_level` for printing to stdout, `console_output_level` for
printing to local console and remote console and `loglevel` for the log
file.
Keep the old log level filters 0 for info and more severe, 1 for debug
and more severe and 2 for trace and more severe, introducing -1 for
warn, and -2 for error. -3 will show no log messages at all.
Show a short message below the existing chat mentions message that is shown in the top left area of the editor above the layers/images/sounds button when the player character is moved ingame while the editor is open. The messages are cleared when the editor is activated and when the client is disconnected.
Closes#1993.
Use `std::vector` in cases where elements are only inserted at the end of the collection.
Use `std::deque` in cases where elements are only inserted/deleted at the beginning/end of the collection.
Use `std::list` in the remaining single case where elements are being removed from arbitrary positions and added at either the beginning or the end of the collection.
Adjust variables names. Don't use separate prefix for `std::deque`s and `std::list`s, as they are only used very rarely. Closes#6779.
To append to log file instead of overwriting it. To use you can create a
data/autoexec_client.cfg with:
logfile "client.log"
logappend 1
Enabled by default
Add `inp_ime_native_ui` on Windows to use native IME UI instead of rendering the candidate list in the client.
Always set the SDL hint to use native UI on non-Windows, as we cannot determine the list of candidates on those systems.
6602: Revert "Delay disconnecting until after render call" r=def- a=Robyt3
This reverts commit 5c90fd2b83.
Delaying the disconnecting causes issues when the client automatically disconnects immediately before connecting to another server or starting demo playback.
It's not necessary to delay the disconnecting to deal with #6387, as #6589 is already enough. It's easier to revert this instead of rewriting the client so connecting and starting demo playback are also delayed.
Closes#6595.
## 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>
This reverts commit 5c90fd2b83.
Delaying the disconnecting causes issues when the client automatically disconnects immediately before connecting to another server or starting demo playback.
It's not necessary to delay the disconnecting to deal with #6387, as #6589 is already enough. It's easier to revert this instead of rewriting the client so connecting and starting demo playback are also delayed.
Closes#6595.
6565: Delay disconnecting until after render call r=def- a=Robyt3
When a client component (e.g. the menu or the console) disconnects the client, this immediately unloads the map data but the render call continues as normal. This causes all components rendered after this component to access invalid memory in place of the map, layers and collision data.
This is fixed by delaying the actual disconnecting until after the render call, to ensure that the map data can be safely unloaded.
Closes#6387. Closes#3179.
## 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
- [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: Robert Müller <robytemueller@gmail.com>
Register SDL for cleanup before creating the kernel and client, so SDL is shutdown after kernel and client. Otherwise the client may crash when shutting down after SDL is already shutdown.
Closes#6581.
Track stack of cleaner functions that destruct client components so exactly the correct cleanup is performed in the reverse order of initialization.
This allows performing the cleanup also in the early-return cases without introducing duplicate code.
When the configuration file exists but cannot be loaded, the client continues to launch. When closing, the client then saves the default config and overwrites the existing config that could not be loaded.
This is prevented by quitting the client with an error message popup when the config exists but cannot be loaded.
Closes#3843.
6573: set SDL_MAC_OPENGL_ASYNC_DISPATCH sdl hint to fix macos resizing r=heinrich5991 a=edg-l
Fixes a issue where ddnet freezes on resize on macos
## 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: Edgar <git@edgarluque.com>
When a client component (e.g. the menu or the console) disconnects the client, this immediately unloads the map data but the render call continues as normal. This causes all components rendered after this component to access invalid memory in place of the map, layers and collision data.
This is fixed by delaying the actual disconnecting until after the render call, to ensure that the map data can be safely unloaded.
Closes#6387. Closes#3179.
To show an error/warning/information message popup with variable title and message.
This uses the SDL function `SDL_ShowSimpleMessageBox` to show the message box, because it is simpler than implementing this ourself in the base system, especially because we would have to add an additional explicit dependency on GTK3 to show a message dialog on Linux.
This function can be used without SDL being initialized.