2743: Save cl_overlay_entities r=def- a=Jupeyy
Is there a reason not todo it?
The players, that want this enable it anyway
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
2736: Let 0.7 clients fastdownload too r=def- a=Learath2
Easier than expected, I wonder why I didn't do this at the start.
Co-authored-by: Learath <learath2@gmail.com>
Seems more useful than Spectate and Connect Dummy, both of which are
often mistaken by newcomers.
Make button sizes more consistent
Hide buttons that make no sense
2728: Allow loading from any server r=Zwelf a=def-
Since we are switching to a single write sql server for sake of simplicity
Co-authored-by: def <dennis@felsin9.de>
2722: Increase default font texture size r=heinrich5991 a=Jupeyy
Now that we have fallback fonts this makes sense.
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
2715: Fix server responses handling in game browser r=heinrich5991 a=BannZay
Fixes all problems for #2620
Explanations of existed problems:
Lan has non expected servers because we were creating browser entry regardless token check
DDNet tab has ping 0 for servers as we weren`t rejecting previous refresh responses
Co-authored-by: Andrii <bannzay3@gmail.com>
2713: allow empty max ping filter r=heinrich5991 a=BannZay
The inconvenieces I discovered so far:
1. You got to write 999 to "disable" this filter
2. If you try to clear this field and then type 75 then the field will contain 750 because the last zero is bugged at this point
Those are fixed
What I would like to be fixed as well (not sure if I gona do this soon):
1. Update browser servers live without refreshing. You press refresh - you receives all the servers and then you should be able (but currently not) to filter them out without pressing on "Refresh" button again but just by changing the max ping value
Co-authored-by: Andrii <bannzay3@gmail.com>
2674: Add nameplates friend marks r=heinrich5991 a=BannZay
Problem: when I play with a friend in team 0, and there are many players nearby, I cannot distinguish him due to nameplates overlapping. It's getting worse when they are in freeze.
Solution: Mark your teammate as "Friend" and setup "cl_nameplates_friendmark"
Result:
![v2](https://user-images.githubusercontent.com/17499770/91647684-08988b00-ea66-11ea-9407-336437391b4f.png)
Co-authored-by: Andrii <bannzay3@gmail.com>
2710: Fix layers right click on item opens menu for previously selected (left clicked) item r=heinrich5991 a=BannZay
```
Im 'corneumToday at 16:55
when i have a layer selected and rightclick on another one to change its properties, it doesnt switch to that layer. that hasnt always been this way and its throwing me off lately
especially because it still opens the menu for the other layer
```
Co-authored-by: Andrii <bannzay3@gmail.com>
2708: Disabling 3.3 in settings tab should reset to version 3.0 r=def- a=Jupeyy
We don't have a way to query the default config value, except including the config_variables.h, do we?
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Currently, this just shows the current map in the status. Might need
localization data in Steamworks to be available to work in languages
other than English.
CC #2642
2691: Also check for divisibility by 16 of height (fixes#2687) r=heinrich5991 a=def-
2701: Set search field active when opening file dialog in editor r=heinrich5991 a=def-
2702: Remove fallback for Teeworlds' settings.cfg (partially fixes#2698) r=heinrich5991 a=def-
2705: Clarify kill and /kill r=heinrich5991 a=def-
Co-authored-by: def <dennis@felsin9.de>
2678: Load serverbrowser more fairly r=heinrich5991 a=def-
One from each country and so on instead of doing one country fully first
before moving to the next. This makes loading servers like Japan and AUS
much faster since they're at the back of the list. This also reduces the
peak number of packets sent to each IP at once.
2681: Upgrade SDL2 for Linux Steam release to 2.0.12 (fixes#2679) r=heinrich5991 a=def-
Co-authored-by: def <dennis@felsin9.de>
One from each country and so on instead of doing one country fully first
before moving to the next. This makes loading servers like Japan and AUS
much faster since they're at the back of the list. This also reduces the
peak number of packets sent to each IP at once.
2665: Use the correct name for determining ranks r=def- a=heinrich5991
Was broken by the recent Steam name update.
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
2667: Fix server port in teehistorian r=def- a=heinrich5991
Official servers weren't affected because they didn't use the default of
`sv_port 0`.
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
2662: Read server port from CNetServer but not from app config r=def- a=BannZay
Due to a34c72530b we may see "[register]: ERROR: configure your firewall/nat to let through udp on port 0."
Reason: reading port data from configs but not from server object itself
I am new to server code, take a close look to changes please
Co-authored-by: Andrii <bannzay3@gmail.com>
2656: Forbid some more whitespace and whitespace-like characters r=Learath2 a=def-
Made sure everything from
https://en.wikipedia.org/wiki/Whitespace_character#Unicode is included
As reported by Im 'corneum
Co-authored-by: def <dennis@felsin9.de>
2653: Fix background map loading r=def- a=Jupeyy
As reported.
Tested all possible contexts, hope this is right now
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
2648: Support Linux shared libs in autoupdater r=Learath2 a=def-
Since we now ship our first shared lib on Linux, libsteam_api.so
Co-authored-by: def <dennis@felsin9.de>
2647: No sampler calls in old OpenGL API r=def- a=Jupeyy
Sadly didn't see it earlier, old API still binds its samplers to textures directly.
Need this before steam release @def-
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
2598: Allow specifying an OpenGL version manually r=def- a=Jupeyy
Ofc don't merge, we'll test it first, and if we want merge it, i'd need to enable shader compability for OpenGL 4+, and general support for OpenGL 3.1 and 3.2(bcs i think they already don't allow some older GL commands).
Also i never really read in the OpenGL 1.x specification, i remember that older OpenGL versions required glBegin and stuff like that
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
2631: Enable "Switch weapon on pickup" by default r=heinrich5991 a=def-
As voted in Discord, suggested by Lady Saavik
Co-authored-by: def <dennis@felsin9.de>
2637: Send larger distance when zooming r=heinrich5991 a=def-
since sometimes with dyncam it can be just at the border.
As reported by Lady Saavik
Co-authored-by: def <dennis@felsin9.de>
2606: Remove need for custom certificate r=heinrich5991 a=def-
in anticipation of using CloudFlare
Co-authored-by: def <dennis@felsin9.de>
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
2590: Add DoxyFile and document CUIRect r=def- a=edg-l
I will probably document more stuff later.
To generate docs: `doxygen Doxyfile`
Co-authored-by: Edgar <git@edgarluque.com>
2595: Change default from borderless to fullscreen r=Learath2 a=def-
Switching the default means everyone with borderless window will be
switched to fullscreen. Fullscreen has lower latency and better
performance.
As suggested by Shyzo and voted on on Discord.
Co-authored-by: def <dennis@felsin9.de>
2602: Merge DejaVuSansCJKName with DejavuWenQuanYiMicroHei and use it for all (fixes#2593) r=Learath2 a=def-
allows reading CJK for everyone independent of language chosen.
got them merged with fontforge, finally looks good.
Hopefully the lags are gone.
Co-authored-by: def <dennis@felsin9.de>
Switching the default means everyone with borderless window will be
switched to fullscreen. Fullscreen has lower latency and better
performance.
As suggested by Shyzo and voted on on Discord.
2579: Ship map_convert_07 executable, allow drag'n'drop and ship Gold Mine map (with sixup version) instead of Kobra 4 and Goo! r=def- a=def-
2588: Add instructions about how to kill and pause game r=def- a=def-
Co-authored-by: def <dennis@felsin9.de>
2566: Optimization: Don't calculate with too small fraction r=heinrich5991 a=def-
since it won't add up to anything anyway.
Hopefully doesn't break any physics.
Co-authored-by: def <dennis@felsin9.de>
2465: Sqlite3 support and prepared statements r=heinrich5991 a=Zwelf
This PR changes the abstraction layer of the score backend to thin abstractions over the MySQL and SQLite3 library. It executes all Queries in one worker thread making it easier to use the ddnet thread pool. This doesn't change much, because each the mysql-connection was locked with `m_SqlLock` beforehand, serializing writes and reads respectively.
Behavior change (even though I tried to minimize them):
* `sv_use_sql` is used to determine if mysql server should be added
* `sv_sql_failure_file` is replaced by `sv_sqlite_file`
* `sv_sqlite_file` is either used as a backup server when `sv_use_sql` is enabled or as the primary read+write server when `sv_use_sql` is disabled
* `/load` now escapes the like-string
Since I am not good at designing config file commands, I would appreciate feedback on this part.
WIP:
* [x] rewrite SQL statements to work in both MySQL and SQLite (preferable just ANSI-SQL)
* [x] create tables (`COLLATE BINARY` and encoding info)
* [x] store rank (UPSERT for points)
* [x] load birthday (different function in sqlite for time handling)
* [x] `/mapinfo` (`convert(? using utf8mb4) COLLATE utf8mb4_general_ci`)
* [x] `/map` (`convert(? using utf8mb4) COLLATE utf8mb4_general_ci`)
* [x] store teamrank (`GROUP_CONCAT`)
* [x] `/teamrank` (`GROUP_CONCAT`)
* [x] ~`/top5team` (`GROUP_CONCAT`)~ doesn't contain GROUP_CONCAT
* [x] `/times` (`UNIX_TIMESTAMP`)
* [x] `/load` without any arguments (`UNIX_TIMESTAMP`)
* [x] all commits compiling, making future bisect easier
* [x] write a sqlite_to_mysql script
* [x] write an old_file_server to sqlite script
* [x] gracefully shutdown DbPool
Co-authored-by: Zwelf <zwelf@strct.cc>
2536: Send extended snap objects as is to Sixup r=def- a=Learath2
Seems to work, @fokkonaut can you take a look?
Co-authored-by: Learath <learath2@gmail.com>
2531: Client: Support .map file drag-and-drop to open map in editor r=heinrich5991 a=def-
As suggested by Lady Saavik
Co-authored-by: def <dennis@felsin9.de>
2502: Improved dummy switching r=def- a=Fireball-Teeworlds
- Fix a use-after-free when there are no new snapshots for the cl_dummy tee after the switch: #2499 .
- When one of the tees is hooked, cycling through them will no longer show phantom hook for the other tee: https://youtu.be/mxVT4pdyGnU.
- Dummy switch might happen a bit quicker since it doesn't depend on receiving new snapshots.
- Simplified code: m_LastDummy2 is no more.
Co-authored-by: Fireball <fireball.teeworlds@gmail.com>
2501: Show "Free View" for Sixup r=fokkonaut a=Learath2
@fokkonaut is this enough?
bors delegate=fokkonaut
Co-authored-by: Learath <learath2@gmail.com>
2433: Fix votes for sixup r=heinrich5991 a=Learath2
I think this looks sane but I haven't tested it at all for idk how to even test this locally/alone
2505: Fix legacy 64 player serverinfo, don't send duplicate packets (fixes#2495) r=heinrich5991 a=def-
For legacy we sent the first packet once correctly, then the 2nd and 3rd
packet without the marker and token at the start, so they never worked.
For new 64 player serverinfo we sent all packets correctly but the 1st
packet twice.
Introduced in #1955.
2506: Prevent whisper spam from 0.7 (fixes#2504) r=heinrich5991 a=def-
Co-authored-by: Learath <learath2@gmail.com>
Co-authored-by: def <dennis@felsin9.de>
For legacy we sent the first packet once correctly, then the 2nd and 3rd
packet without the marker and token at the start, so they never worked.
For new 64 player serverinfo we sent all packets correctly but the 1st
packet twice.
Introduced in #1955.
- Fix a use-after-free when there are no new snapshots for the cl_dummy tee after the switch.
- When one of the tees is hooked, cycling through them will no longer show phantom hook for the other tee.
- Dummy switch might happen a bit quicker since it doesn't depend on receiving new snapshots.
- Simplified code: m_LastDummy2 is no more.
Probably related to #2487, was previously fixed and caused stoppers not
to work.
src/game/collision.cpp:902:247: warning: bitwise or with non-zero value always evaluates to true [-Wtautological-bitwise-compare]
src/game/collision.cpp:891:252: warning: bitwise or with non-zero value always evaluates to true [-Wtautological-bitwise-compare]
src/game/collision.cpp:885:251: warning: bitwise or with non-zero value always evaluates to true [-Wtautological-bitwise-compare]
2478: Use (u)int64 from system.h instead of (u)int64_t from cstdint r=heinrich5991 a=def-
src/game/client/prediction/gameworld.h:62:90: error: ‘int64_t’ has not been declared
62 | void CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamage, int ActivatedTeam, int64_t Mask);
| ^~~~~~~
2480: Send zoom status for dummy too r=heinrich5991 a=def-
Co-authored-by: def <dennis@felsin9.de>
src/game/client/prediction/gameworld.h:62:90: error: ‘int64_t’ has not been declared
62 | void CreateExplosion(vec2 Pos, int Owner, int Weapon, bool NoDamage, int ActivatedTeam, int64_t Mask);
| ^~~~~~~
2482: Only write non-defaulted config values to settings_ddnet.cfg r=heinrich5991 a=def-
As a consequence changed defaults in an update will be respected
instantly if the player hasn't changed the value.
Co-authored-by: def <dennis@felsin9.de>
2474: Remove IP skins r=heinrich5991 a=def-
2476: Use x instead of y in show distance (fixes#2475) r=heinrich5991 a=def-
Co-authored-by: def <dennis@felsin9.de>
2429: Use a cubic polynomial for smoothing zoom r=def- a=heinrich5991
Supersedes #2420.
Co-authored-by: Edgar <git@edgarluque.com>
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
2446: Fix storing finish on solo server with practice mode enabled r=heinrich5991 a=Zwelf
Fixes#2445
vulnerable versions:
* 506602d472c48821b6e7bb846b86431a113834a1..59a7e1f1873ad58b838cd3470d51b6ba84c02926~
* b99bbccd248437c928b25e32d40deaf98d8ef3ad..4186622d8750f4288be86b9064886a86c665c45d~
Problem was that `OnFinish` is only suited for team0 finishes, where `/practice` can't be enabled. Solo server finishes have to be handled like team finishes in CheckTeamFinished, which checks if `/practice` was enabled.
Co-authored-by: Zwelf <zwelf@strct.cc>
2424: Keep hook when loading r=heinrich5991 a=Zwelf
Solves issue discussed in #2374. Also keeps direction and jump, which is evaluated when player is in /pause. Fire could be deleted, as it does not affect game play in any way.
Co-authored-by: Zwelf <zwelf@strct.cc>
2413: Fix showothers for specchar r=heinrich5991 a=edg-l
Fixes https://github.com/ddnet/ddnet/issues/2410
I also made it use the Alpha on specchars that are on another team.
Co-authored-by: Edgar <git@edgarluque.com>
2401: Client tells server its zoom level (fixes#2087) r=heinrich5991 a=def-
and server adapts the visible distance to it
Co-authored-by: def <dennis@felsin9.de>
2389: Ignore emoticon of spammy players (fixes#2387) r=heinrich5991 a=def-
Controlled with the regular ignore chat button in players menu
Co-authored-by: def <dennis@felsin9.de>
2388: Get rid of the annoying font size warnings r=heinrich5991 a=def-
Since we're not doing anything about them anyway, and I get them
spamming me on every client start.
Co-authored-by: def <dennis@felsin9.de>
2390: Support cl_show_hook_coll_own/other 2 to always show (fixes#2383) r=heinrich5991 a=def-
hook collision, without broadcasting to other players.
Removed cl_show_hook_coll_always in return
Renamed cl_video_showhookcollother to cl_video_show_hook_coll_other for consistency
Co-authored-by: def <dennis@felsin9.de>
hook collision, without broadcasting to other players.
Removed cl_show_hook_coll_always in return
Renamed cl_video_showhookcollother to cl_video_show_hook_coll_other for consistency
2009: Fix min mouse position for follow factor r=heinrich5991 a=Jupeyy
@Learath2 you were the last to change this, would be nice if you could check if this is correct behaviour, i didn't find anything wrong :D
Co-authored-by: jupeyy <jupjopjap@gmail.com>
2379: Fix unused translations r=def- a=3edcxzaq1
Fix so that "Connect Dummy" and "Disconnect Dummy" follows language file
Co-authored-by: sven <sven@rx.lan>
Co-authored-by: 3edcxzaq1 <66034590+3edcxzaq1@users.noreply.github.com>
2374: Restore old /save behavior r=def- a=Zwelf
Fixes#2362, supersedes #2367
I didn't change the /save message. There are already two different: "Use '/load %s' on %s to continue" and "Use '/load %s' to continue".
I think it would be better to add a NetMessage, this could also solve the problem of saving which team members were in the team.
> I guess this can't be used to cheat anything?
Only if an instant rehook is necessary. Might be useful for rehooking an edge hook (but you still have to aim).
Co-authored-by: Zwelf <zwelf@strct.cc>
2358: Allow any update.json size r=heinrich5991 a=def-
just grew over 16 KB and thus updates failed. I still need to setup update5 server and will need to release a last release on update4 to have a seemless upgrade-path.
Update: https://update5.ddnet.tw/update.json is ready, 14.0.1 will still land on update4, then we switch to update5.
Co-authored-by: def <dennis@felsin9.de>
2356: Make game less dependend on score backend r=heinrich5991 a=Zwelf
Behavior change:
* `sv_save_worse_scores` is respected on file based servers
Mainly a clean up after #2247, but helps #2298 too
Co-authored-by: Zwelf <zwelf@strct.cc>
just grew over 16 KB and thus updates failed. I still need to setup
update5 server and will need to release a last release on update4 to
have a seemless upgrade-path.
2335: Make it more clear that this is a sixup translation server r=heinrich5991 a=def-
2336: Set skill level for Sixup (fixes#2334) r=heinrich5991 a=def-
2340: Keeping multiple states consistent is hard (fixes#2315) r=heinrich5991 a=def-
let's go recount every time
2342: Don't forget video recorder fps setting r=heinrich5991 a=def-
after switching to non-videorecorder client
2349: Document which MySQL/MariaDB versions we require (fixes#2343) r=heinrich5991 a=def-
Co-authored-by: def <dennis@felsin9.de>
2338: Ensure that team state is always sent (fix#2315) r=def- a=trml
Noticed that team state wasn't sent to the client in some cases (when SetForceCharacterNewTeam is called directly), which I think this could happen if a team is unlocked between killing and respawning a player. Also added a CheckTeamFinished for that case.
Co-authored-by: trml <trml@users.noreply.github.com>
2301: map_convert_07: Check image width for divisibility by 16 r=heinrich5991 a=def-
As noticed on Sunny Land.
> [5:31 PM] redix: in theory it should be enough if width and height are divisible by 16
Now running this over our maps and fixing them manually.
Co-authored-by: def <dennis@felsin9.de>
2326: Disable -Wstringop-overflow warning in IntsToStr r=heinrich5991 a=def-
Since it won't write into invalid memory when Num > 0
Co-authored-by: def <dennis@felsin9.de>
2279: Only forbid resizing when videorecorder is recording r=heinrich5991 a=def-
2327: List data files in `CMakeLists.txt` r=def- a=heinrich5991
This fixes missing files for people recompiling when we add new data
files.
Co-authored-by: def <dennis@felsin9.de>
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
2306: Make ctrl-s/ctrl-l etc work everywhere in editor (fixes#2302) r=heinrich5991 a=def-
instead of just in the layers view
Co-authored-by: def <dennis@felsin9.de>
2321: Use the 0.7 race features better r=def- a=Learath2
Mostly tested, couldn't test the diffs though as I don't have score set up. It looks good to me though.
Co-authored-by: Learath <learath2@gmail.com>
src/game/server/ddracecommands.cpp:743:39: warning: unknown conversion type character ‘l’ in format [-Wformat=]
743 | str_format(aBuf, sizeof(aBuf), "%s-%lld-%s.save", pSelf->Server()->GetMapName(), time_get(), pSelf->Server()->GetAuthName(pResult->m_ClientID));
See https://sourceforge.net/p/mingw-w64/wiki2/gnu%20printf/
2291: Make PlayerResult messages an union variant r=def- a=Zwelf
and some small style and readability fixes in sql_score.
Co-authored-by: Zwelf <zwelf@strct.cc>
2290: Restore old message behavior when using /load and /save r=def- a=Zwelf
Only notify the player initiating /load about the error and don't send
'Loading initiated by ...' and 'Saving initiated by ...' messages resulting
in two messages per /load and /save.
Not sure if the old behavior is better or if we want to keep the new with sending two messages per /save and /load.
Co-authored-by: Zwelf <zwelf@strct.cc>
Only notify the player initiating /load about the error and don't send
'Loading initiated by ...' and 'Saving initiated by ...' messages resulting
in two messages per /load and /save.
2245: Stop playing map sound when demo player is paused r=heinrich5991 a=def-
Noticed on Shooting Range map
2266: Reset hook & collision in prediction after kill r=heinrich5991 a=def-
Thanks to Pipou for reporting
Co-authored-by: def <dennis@felsin9.de>
2276: Fix segmentation fault when creating sql tables failed r=heinrich5991 a=Zwelf
`GameServer()->OnShutdown(true);` (which would wait on running threads to exit)
wasn't called if an error occured in the server init. Therefore `CServer` was
freed before the init-thread finished executing, causing a use after free from
`CSqlConnector::ms_ppSqlReadServers` pointing to `CServer->m_apSqlReadServers`.
Fixes#2271
Note that the server exits when creating tables failed. Since the tables are created by default, it has to be disabled explicitly (e.g. `add_sqlserver r teeworlds record teeworlds PASSWORD "localhost" 3306 0`) if the servers should start even when the database connection fails.
Co-authored-by: Zwelf <zwelf@strct.cc>
`GameServer()->OnShutdown(true);` (which would wait on running threads to exit)
wasn't called if an error occured in the server init. Therefore `CServer` was
freed before the init-thread finished executing, causing a use after free from
`CSqlConnector::ms_ppSqlReadServers` pointing to `CServer->m_apSqlReadServers`.
2247: Thread safe SQL interaction r=def- a=Zwelf
This PR intends to make the database interaction thread safe and optimizes some SQL queries. This is still a WIP, but since it is a rather big PR I wanted to get feedback early on.
Benefits:
* remove race conditions leading to undefined behavior and potential crashes
* logging game related database results in teehistorian would be possible
Behavior change:
* /top5team prints ranks in reverse order when passing a negative number (like /top5, /top5points)
* Optimize SQL statements for /rank /teamrank /top5 /top5team /points /top5points
* /load without parameters doesn't pass the SQL error to the user (as most other functions)
* Simplify IScore interface
* Add UUID to /save table (update of database schema necessary):
```
ALTER TABLE record_saves ADD SaveID varchar(64);
```
* /save immediately kills team and loads it again if the database insert fails.
still TBD:
* [x] saving (team) score when finishing
* [x] loading team save
* [x] loading initial time and birthday check
* [x] /map and random map votes
* [x] RFC: generate a passphrase (2-3 word) if save-code exists or no save-code is given making /save failures much more rare and save-codes more secure
* [x] clean up code (removing now unused structs, ordering of functions in IScore)
Co-authored-by: Zwelf <zwelf@strct.cc>
2270: Consider time_freq() r=def- a=Learath2
The timer ticks way faster on macOS leading to some insane pings :D
Co-authored-by: Learath <learath2@gmail.com>
2243: Workaround for client crash on predicted explosion r=def- a=trml
I haven't been able to find the exact source of the problem yet, but at least this seems to get rid of the segfault. The crash only happened with with recent versions of gcc and -O3 for me.
Co-authored-by: trml <trml@users.noreply.github.com>
2231: Don't clamp values that have no reasonable values r=Learath2 a=def-
Still affects many values in editor, for example colors in tiles and quads.
Thanks to Pipou for report.
Co-authored-by: def <dennis@felsin9.de>
2226: Fix image/sound selection in editor r=heinrich5991 a=def-
Follow-up to https://github.com/ddnet/ddnet/pull/2186 by @BannZay
Thanks to Cøke for notifying me
Co-authored-by: def <dennis@felsin9.de>
2202: Send DDNet version early in the connection process r=Learath2 a=heinrich5991
This gets rid of the problem that we don't know whether we should send
full snapshots to clients because they haven't told us about them being
DDNet yet.
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
2212: Use a consistent PRNG on all platforms r=Learath2 a=heinrich5991
I just used glibc's because that is what we use on all the servers. Based on https://www.mscs.dal.ca/~selinger/random/.
Behavior change: The PRNG is actually seeded now.
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
As discussed on Discord today, can be enabled inside of teams on the fly
during each run on any server. Finishes don't count. I haven't tested
save/load yet, would do that live on the server if this can be merged.
The following member variables:
* m_name to m_aName
* m_String to m_aString
* m_CpCurrent to m_aCpCurrent
* m_Switchers to m_pSwitchers
* SavedTees to m_pSavedTees
This came from a long discussion comparing PCG-* against xoroshiro*. Do
not generate integers without bias because it doesn't affect us very
much and it is easier to reimplement with modulo.
2208: Implement /load without params to show some info r=Learath2 a=def-
about your existing saves. Not the code of course, but only how many saves you have and when you last saved on this map.
Co-authored-by: def <dennis@felsin9.de>
src/game/editor/auto_map.h:47:9: warning: ‘*((void*)& NewConf +16)’ may be used uninitialized in this function [-Wmaybe-uninitialized]
I don't think it's an actual problem
This gets rid of the problem that we don't know whether we should send
full snapshots to clients because they haven't told us about them being
DDNet yet.
2191: write automapper version, was not initialized r=heinrich5991 a=Patiga
write automapper version, was not initialized
Co-authored-by: patiga <patigatus21@gmail.com>
2180: Don't count freshly loaded map as modified (fixes#2178) r=Learath2 a=def-
The reason is that we increased the sensitivity of the modified flag to
include adding layers and groups, and simply loading the map already
adds those, so every loaded map was considered modified.
Co-authored-by: def <dennis@felsin9.de>
The reason is that we increased the sensitivity of the modified flag to
include adding layers and groups, and simply loading the map already
adds those, so every loaded map was considered modified.
2161: Small prediction fixes/update r=def- a=trml
I looked through the latest changes in the server code, and made some updates to the prediction with it. This includes the hammer-out-of-freeze server fix and a small fix for stopper prediction. Also cleaned up some code, and fixed predicted smoke-trails slightly so they don't go through walls in certain cases.
Co-authored-by: trml <trml@users.noreply.github.com>
2164: Fix empty sound (fixes#2163) r=heinrich5991 a=def-
The problem was that the string is empty after going through the trim, thus the main displaying loop doesn't run, but the sound still does. Verified that it works.
Co-authored-by: def <dennis@felsin9.de>
Add libnotify support for linux client
Also unify notification management
Make libnotify mandatory for the client. It is installed on 100% of Arch
Linux systems and on 70% of Debian systems. I'd guess the remaining
Debian systems are servers.
Detect dependent libraries of `libnotify` using `pkg-config`. Remove
library-specific code from the game module. Decrement refcount for
libnotify notification object before leaving the function.
2119: Change last render logic, when inactive r=def- a=Jupeyy
Just a small fix to let the client not try to get high fps, when it "thinks" it didn't render for a long time.
(is still affected by the SDL check "if window has input" at the cl_refresh_rate calculation, so not a 100% fix).
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
2104: Add spectate_closest now works when in Free-View r=def- a=d3fault
sry for the general refactor along with it xD
Co-authored-by: d3fault <d3fault@d3fault.net>
2103: Add spectate_closest r=def- a=d3fault
Spectates the tee closest to the one you are currently spectating.
This commit brought to you by COVID-19 lockdown boredom.
Fix#1793
Co-authored-by: d3fault <d3fault@d3fault.net>
2096: Fix the double-free of the antibot r=def- a=heinrich5991
I could not find an easy way to ensure that `AntibotDestroy` is only
being called once for each `AntibotInit` but still happening after all
the `CPlayer` destructors.
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
2078: Fix cl_showrecord with dummy (fixes#2077) r=heinrich5991 a=def-
Shows best time of either dummy or main player depending on which is selected
Co-authored-by: def <dennis@felsin9.de>
I could not find an easy way to ensure that `AntibotDestroy` is only
being called once for each `AntibotInit` but still happening after all
the `CPlayer` destructors.
2069: Move global configuration out of client interface r=heinrich5991 a=ChillerDragon
2076: Allow editing multiple tile layer props r=heinrich5991 a=Learath2
Requested by Ravie on discord
2095: Fix `AntibotDestroy` being called twice r=def- a=heinrich5991
The resource deallocation needs to happen in symmetry with the
allocation, otherwise we get unmatched dealloctions leading to crashes.
Allocations happened in `CAntibot::Init`, but it was not guaranteed that
this was called before the destructor.
Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
Co-authored-by: Learath <learath2@gmail.com>
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
2070: Fix demo recording with broken maps r=heinrich5991 a=Learath2
Apparently there are maps out there with broken headers advertising the wrong map size. This allows demos to be recorded on those.
Example of such a map is `ctf4_old_d668e9fa_2f472051b26b6bffaa4af8990cf882cafd6364e00e1333b77762cb9911e49464.map`
Hosted on `Allround Network`
Reported by teini94 on discord
Co-authored-by: Learath <learath2@gmail.com>
2071: Add an option to only start a new demo when connect while automatically record demos r=def- a=sirius1242
Origin auto demo recording of ddnet will generate lots of demo files especially when playing in mods which have shorter rounds, such as infclass. I added a new option to open a new demo file only when connect to server (include map changing), this is disabled by default, and can use `cl_auto_demo_on_connect 1` to open. It works only when `cl_auto_demo_record` open.
Co-authored-by: sirius <sirius.ustc@gmail.com>
The resource deallocation needs to happen in symmetry with the
allocation, otherwise we get unmatched dealloctions leading to crashes.
Allocations happened in `CAntibot::Init`, but it was not guaranteed that
this was called before the destructor.
./src/game/client/components/maplayers.h:15:9: error: 'uintptr_t' does not name a type; did you mean 'uint64_t'?
15 | typedef uintptr_t offset_ptr;
| ^~~~~~~~~
| uint64_t
../src/game/client/components/maplayers.h:61:4: error: 'offset_ptr' does not name a type; did you mean 'offset_ptr32'?
61 | offset_ptr IndexBufferByteOffset()
| ^~~~~~~~~~
| offset_ptr32
In file included from ../src/game/client/components/background.cpp:8:
../src/game/client/components/maplayers.h:105:4: error: 'offset_ptr' does not name a type; did you mean 'offset_ptr32'?
105 | offset_ptr m_IndexBufferByteOffset;
| ^~~~~~~~~~
| offset_ptr32
../src/game/client/components/maplayers.h: In constructor 'CMapLayers::SQuadLayerVisuals::SQuadVisual::SQuadVisual()':
../src/game/client/components/maplayers.h:103:20: error: class 'CMapLayers::SQuadLayerVisuals::SQuadVisual' does not have any field named 'm_IndexBufferByteOffset'
103 | SQuadVisual() : m_IndexBufferByteOffset(0) {}
| ^~~~~~~~~~~~~~~~~~~~~~~
2061: use pid in file names of temporary files r=heinrich5991 a=def-
to prevent race conditions with multiple clients running when saving maps, config on quit, during upgrade
Co-authored-by: def <dennis@felsin9.de>
2050: Fix race condition. Closes#2004 r=def- a=Learath2
I guess a new state is better then a global variable
Co-authored-by: Learath <learath2@gmail.com>
2048: Display envelope name in popups r=12pm a=Learath2
A dropdown would've worked better, but we don't have one
Co-authored-by: Learath <learath2@gmail.com>
2026: Only start showing emoticons after their start tick has passed (fixes#2025) r=Learath2 a=def-
Since we can go back in time in demo player
Co-authored-by: def <dennis@felsin9.de>
src/game/server/score/file_score.cpp: In member function ‘CFileScore::CPlayerScore* CFileScore::SearchName(const char*, int*, bool)’:
src/game/server/score/file_score.cpp:169:9: error: ‘strcmp’ was not declared in this scope
169 | if (!strcmp(r.front().m_aName, pName))
| ^~~~~~
src/game/server/score/file_score.cpp:12:1: note: ‘strcmp’ is defined in header ‘<cstring>’; did you forget to ‘#include <cstring>’?
11 | #include <engine/shared/console.h>
+++ |+#include <cstring>
12 |¬
1981: Fix: background colors being set to white r=def- a=Aerll
After changing either of background colors in ddnet tab in settings and reopening the client, both become white.
Co-authored-by: Aerll <31746984+aerll@users.noreply.github.com>
Saves should not be loadable from one to the other.
Requires:
ALTER TABLE record_race ADD COLUMN DDNet7 BOOL DEFAULT FALSE AFTER GameID;
ALTER TABLE record_teamrace ADD COLUMN DDNet7 BOOL DEFAULT FALSE AFTER GameID;
ALTER TABLE record_saves ADD COLUMN DDNet7 BOOL DEFAULT FALSE AFTER Server;
1979: Clean up color handling a bit r=Learath2 a=def-
- SetAlpha should be called WithAlpha and only works for RGBA
- Fix type correctness of color_scale and introduce color_invert
- Nicer hook coll color handling in RenderPlayer
- Use CRTP to have type safe WithAlpha, otherwise this would compile:
`ColorHSLA = WithAlpha(ColorRGBA(1.0f, 1.0f, 1.0f));`
Follow-up to https://github.com/ddnet/ddnet/pull/1968
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
1976: Write out sql server prefix to failed_sql.sql r=Learath2 a=def-
also don't write out non-eligible records.
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
- SetAlpha should be called WithAlpha and only works for RGBA
- Fix type correctness of color_scale and introduce color_invert
- Nicer hook coll color handling in RenderPlayer
- Use CRTP to have type safe WithAlpha, otherwise this would compile:
ColorHSLA = WithAlpha(ColorRGBA(1.0f, 1.0f, 1.0f));
- Remove duplicate laser entries
- Update menus_settings.cpp comment for scripts
- Update instructions for scripts
- Run script to get updated localizations
1974: more typesafty in the graphics. introduced the IGraphics::CTextureHandle r=def- a=ChillerDragon
Edited by @ChillerDragon to fit in ddnet
(cherry picked from commit cb95e8dfe8)
Co-authored-by: Magnus Auvinen <magnus.auvinen@gmail.com>
1973: Rename rifle to laser r=def- a=ChillerDragon
This makes it easier to copy code from/to 0.7
23df3c609e
For the user only the rcon command to give/remove ``laser``/``unlaser`` changes.
Co-authored-by: ChillerDragon <chillerdragon@gmail.com>
as reported by valgrind --tool=memcheck:
==376722== Conditional jump or move depends on uninitialised value(s)
==376722== at 0x1CDBDB: int maximum<int>(int, int) (math.h:79)
==376722== by 0x216A46: CPlayer::Tick() (player.cpp:174)
==376722== by 0x1FB308: CGameContext::OnTick() (gamecontext.cpp:658)
==376722== by 0x1C60AF: CServer::Run() (server.cpp:2046)
==376722== by 0x1CB099: main (server.cpp:3040)
==376722==
==376722== Conditional jump or move depends on uninitialised value(s)
==376722== at 0x183F27: int minimum<int>(int, int) (math.h:77)
==376722== by 0x216A65: CPlayer::Tick() (player.cpp:175)
==376722== by 0x1FB308: CGameContext::OnTick() (gamecontext.cpp:658)
==376722== by 0x1C60AF: CServer::Run() (server.cpp:2046)
==376722== by 0x1CB099: main (server.cpp:3040)
1949: Add cl_dummy_resetonswitch 2 r=Learath2 a=d3fault
Idea by @ChillerDragon :
Only resets the active tee. So if you hold right and switch your
dummy keeps walking. But if you switch back you don't have
to press right twice to walk again.
Fix#1854
Co-authored-by: d3fault <d3fault@d3fault.net>
1946: Don't locally render your own dummy's afk emote. Other players will still see it r=Learath2 a=d3fault
Afk emote on your own dummy is pointless and annoying, esp on dummy maps.
Co-authored-by: d3fault <d3fault@d3fault.net>
Idea by ChillerDragon:
Only resets the active tee. So if you hold right and switch your
dummy keeps walking. But if you switch back you don't have
to press right twice to walk again.
Fix#1854
1948: Fix objc_msgSend() xcode11 error r=def- a=ChillerDragon
Fix by @heinrich5991
from the documentation of objc_msgSend in <objc/message.h>
```
/* Basic Messaging Primitives
*
* On some architectures, use objc_msgSend_stret for some struct return types.
* On some architectures, use objc_msgSend_fpret for some float return types.
* On some architectures, use objc_msgSend_fp2ret for some float return types.
*
* These functions must be cast to an appropriate function pointer type
* before being called.
*/
OBJC_EXPORT void
objc_msgSend(void /* id self, SEL op, ... */ )
OBJC_AVAILABLE(10.0, 2.0, 9.0, 1.0, 2.0);
OBJC_EXPORT void
objc_msgSendSuper(void /* struct objc_super *super, SEL op, ... */ )
OBJC_AVAILABLE(10.0, 2.0, 9.0, 1.0, 2.0);
```
Co-authored-by: ChillerDragon <chillerdragon@gmail.com>
Fix by @heinrich5991
from the documentation of objc_msgSend in <objc/message.h>
```
/* Basic Messaging Primitives
*
* On some architectures, use objc_msgSend_stret for some struct return types.
* On some architectures, use objc_msgSend_fpret for some float return types.
* On some architectures, use objc_msgSend_fp2ret for some float return types.
*
* These functions must be cast to an appropriate function pointer type
* before being called.
*/
OBJC_EXPORT void
objc_msgSend(void /* id self, SEL op, ... */ )
OBJC_AVAILABLE(10.0, 2.0, 9.0, 1.0, 2.0);
OBJC_EXPORT void
objc_msgSendSuper(void /* struct objc_super *super, SEL op, ... */ )
OBJC_AVAILABLE(10.0, 2.0, 9.0, 1.0, 2.0);
```
as Mac build complains:
src/game/server/entities/character.cpp:1681:18: error: ordered comparison between pointer and zero ('const float *' and 'int')
if(m_Core.m_Vel > 0 && (m_MoveRestrictions&CANTMOVE_DOWN))
~~~~~~~~~~~~ ^ ~
1941: Fix IntersectCharacter r=def- a=12pm
This makes hitting yourself when shooting through other tees work
Co-authored-by: 12pm <30786226+12pm@users.noreply.github.com>
1922: Allow to hammer directly on unfreeze r=def- a=heinrich5991
Previously, this was only doable with frame-perfect input if you were
going to get frozen again the next tick. Now, you only have to hold your
hammer to immediately hammer once you get unfrozen.
This fixes that "deepfly" (flying with deep-frozen dummy, binding both
main and dummy tee hammers onto the same key) does not only work for
good connection.
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
1938: Explode grenades twice at the end if they have lifespans. Fix#1559 r=heinrich5991 a=Learath2
Just by looking at the code I think this is what was intended but only testing can make sure.
Co-authored-by: Learath <learath2@gmail.com>
1935: Add a limit to GetNearestAirPos. Fix#1931 r=def- a=Learath2
There isn't really any sane behaviour here, so I just avoided the infinite loop.
You shouldn't be in the wall to begin with :P
1936: Mark players as afk initially. Fix#1797 r=def- a=Learath2
The whole afktimer code is quite ugly. I might rework it at a later date.
For now this looks like an acceptable fix.
1940: Update ddnet-libs version r=Learath2 a=def-
Was forgotten in the libcurl linux removal I think?
Co-authored-by: Learath <learath2@gmail.com>
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
1923: Properly force spawn order of teams. Fix#1828 r=Learath2 a=d3fault
Mimic old behavior of having a respawn tick > 0 ticks after current tick. 2 ticks later is still "instant enough".
The code below the change mentions strong spawning, so without deciphering it we simply give 2 extra ticks to make sure that it executes before spawning (2 instead of 1 so that it definitely executes for both primary and dummy).
Co-authored-by: d3fault <d3fault@d3fault.net>
1925: Don't bundle libcurl for Linux r=Learath2 a=heinrich5991
It's installed basically everywhere and just increases release size.
They're serious about backward compatibility and haven't had a breaking
change in ages.
1929: Remove space at end of cfg description r=Learath2 a=ChillerDragon
Happy hacktoberfest :octocat:
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
Co-authored-by: ChillerDragon <chillerdragon@gmail.com>
Mimic old behavior of having a respawn tick > 0 ticks after current tick.
2 ticks later is still "instant enough".
The code below the change mentions strong spawning,
so without deciphering it we simply give 2 extra ticks to make sure that
it executes before spawning (2 instead of 1 so that it definitely
executes for both primary and dummy).
This broke respawn rate limiting and didn't even fix#1828.
When primary tee hits kill tiles, dummy still gets strong hook.
This reverts commit 02f5723321.
- videorecorder only works for recording demos now
- demoplayer was modified to allow controll over the time that passed
in order to get perfect fps, IVideo controlls how much time passed,
basically every rendercall sets the time to record the next frame
Previously, this was only doable with frame-perfect input if you were
going to get frozen again the next tick. Now, you only have to hold your
hammer to immediately hammer once you get unfrozen.
This fixes that "deepfly" (flying with deep-frozen dummy, binding both
main and dummy tee hammers onto the same key) does not only work for
good connection.
Remove the whole copy-and-paste mess.
A seemingly ineffective and apparently code block has been removed.
The broken front layer from the first try has been fixed.
1904: Add tune zone prediction r=heinrich5991 a=trml
Is enabled with cl_predict_ddrace 1.
This will predict tunings loaded from the map the first time tunezones are entered, but will also update the tunes after you receive new tunes while in a tunezone, since it's possible to change them in rcon.
Co-authored-by: trml <trml@users.noreply.github.com>
1878: Add paused and spec to explayerflags r=Learath2 a=Ryozuki
I think client should know about this, maybe we can do something with it in the future.
It also may help with https://github.com/ddnet/ddnet/issues/259 but i didn't figure out yet a way to fix it.
1903: Consistent spacing for getters and setters r=Learath2 a=ChillerDragon
Co-authored-by: Ryozuki <ryo@ryozuki.xyz>
Co-authored-by: ChillerDragon <chillerdragon@gmail.com>
1909: Fix filescore path r=Learath2 a=ChillerDragon
The filescore system did not handle map paths well that were an actual path and not just the mapname.
```
# before fix
$ ./DDNet-Server 'sv_map "DDNetPP-maps/BlmapChill"'
[...]
[2019-09-15 13:29:44][filescore]: opening 'records/DDNetPP-maps-BlmapChill_record.dtb' for reading failed
# after fix
$ ./DDNet-Server 'sv_map "DDNetPP-maps/BlmapChill"'
[...]
[2019-09-15 13:31:05][filescore]: opening 'records/BlmapChill_record.dtb' for reading failed
```
I called ```Server()->``` in a thread so please review thread safety before merge.
Co-authored-by: ChillerDragon <chillerdragon@gmail.com>
1889: Dont reset variables twice r=def- a=fokkonaut
These variables get reset in Reset() aswell, no need to do it here
Co-authored-by: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
1883: Fix crashbug on set_team_ddr -1 r=Learath2 a=fokkonaut
Teams over 63 are also forbidden, so I check for that too.
Co-authored-by: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
1862: Add Sleepbubble to ClAfkMark r=def- a=FallenKN
With setting cl_afk_mark to 2 you will now get a sleepbubble on afk instead of the mark.
Which option should be default?
Also it displays chatbubble instead of sleepbubble when the playerflag is active. (I don't know which behavior is preferred)
Kept sleepy eyes on afk aswell.
![screenshot_2019-07-29_14-47-34](https://user-images.githubusercontent.com/13277346/62049848-624dd680-b210-11e9-82f7-2d20281eb899.png)
Co-authored-by: FallenKN <fallen.kn@gmail.com>
1844: Fix wrong flag color in scoreboard and spectator select menu (custom mods) r=Learath2 a=fokkonaut
Since in DDrace every player is in team red, in order to show them in one scoreboard, the flag will always be blue in scoreboard and the spectator select menu, here is a simple fix
I left kill messages out since they would need a fix which is a bit more complicated, and i didnt want to do too much just to support this. These two would make it already a lot better
Co-authored-by: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
Co-authored-by: Learath <learath2@gmail.com>
1848: Fix deci seconds not updating in spectator/pause (fixes#1846) r=heinrich5991 a=fokkonaut
Before this was set in `RenderDDRaceEffects()`, but that function is only called if `m_pClient->m_Snap.m_pLocalCharacter` exists, which isn't the case in spectator/pause.
1860: Ignore some more common files r=heinrich5991 a=Ryozuki
compile_commands.json is used a lot for language servers
https://cmake.org/cmake/help/latest/variable/CMAKE_EXPORT_COMPILE_COMMANDS.html
tags are generated from ctags
Co-authored-by: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
Co-authored-by: Ryozuki <ryo@ryozuki.xyz>
1821: Add afk marks r=def- a=ardadem
This is final state (and most minimalist to not create mess) of my previous pull request. I didn't reopen it because it's contains changed unnecessary commits.
If someone will become afk, mark will be spawn next to tee's name.
![2019-07-13-13:59:20-screenshot](https://user-images.githubusercontent.com/13207692/61170739-8c4b9b80-a576-11e9-9d87-4c4b2f93941b.png)
Co-authored-by: Arda <ddmirarda@gmail.com>
I talked to coffee (creator of both mods) and he said it is okay to use zoom on the mods, also: eye emotes work there so the eye wheel is also supported. I have updated both mods to ddnet master so they have all the new stuff
1845: Fix infectionZ gamemode seen as DDNet r=heinrich5991 a=fokkonaut
InfectionZ's gametype is somehow infection, instead of infectionZ
Co-authored-by: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
1837: Don't advertise the reserved slots. Fix#1808 r=heinrich5991 a=Learath2
I think this is also fine for vanilla, but I can't get the vanilla client to work on mac to test it.
Co-authored-by: Learath <learath2@gmail.com>
Co-authored-by: Emir Marincic <learath2@gmail.com>
1830: fix-ClDyncamMinDistance camera spawn r=Learath2 a=FallenKN
I forgot about the dyncam option, #1636.
Co-authored-by: FallenKN <fallen.kn@gmail.com>
1839: Set m_Race. Fix#1806 r=heinrich5991 a=Learath2
@heinrich5991 apparently you forgot to set `CGameInfo::m_Race` 🙂
Co-authored-by: Learath <learath2@gmail.com>
1838: Force spawn order of teams. Fix#1828 r=heinrich5991 a=Learath2
This has an unfortunate(?) consequence of causing tees that hit kill tiles and fall out of map respawn instantly. If this is undesirable the fix would be a little more complex, maybe implementing a delay to the spawn in `CPlayer` or reordering the entity list to force strong on the tee (by swapping with one of their teammates (this might have some undesirable effects aswell, not sure though)).
Co-authored-by: Learath <learath2@gmail.com>
1827: Fix small issue r=def- a=Learath2
This fixed
`objc[52886]: Class SDLApplication is implemented in both /Users/learath2/Desktop/C/ddnet/ddnet-libs/sdl/mac/lib64/SDL2.framework/Versions/A/SDL2 (0x10c8ac680) and /Users/learath2/Desktop/C/ddnet/build/./DDNet (0x10c46c090). One of the two will be used. Which one is undefined.`
Not sure if this was an issue for anyone, but at least it doesn't break anything.
Co-authored-by: Learath <learath2@gmail.com>
1803: Fix double pause due to spec r=def- a=fokkonaut
If a player is in /spec (sv_pausable 1 required) and would then use /pause, the tee would respawn, but the player would still be in /pause instead of playing again.
With this, the player will resume completely
Co-authored-by: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
1823: Fix 'several players were found' on /rank r=heinrich5991 a=fokkonaut
If no player was found, it should say 'x is not ranked', instead it says 'Several players were found', that is because if the result is -1, it will say that. With the default result being -2, it can no longer say that, instead it will say that the player is not ranked.
Co-authored-by: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
1802: Prediction fixes r=def- a=trml
I believe this fixes#1671 (uninitialized variables).
Some other things: Use new ddnetchar fields in prediction, small fix for prediction of moving pickups, fix the freeze end tick in ddnetcharacter (will add it to the client later)
Also adds a setting for choosing between new/old antiping for grenade like suggested in #1683 (cl_antiping_gunfire 0 to disable).
Co-authored-by: trml <trml@users.noreply.github.com>
1785: Revert "Merge pull request #1736 from sirius1242/master" r=Learath2 a=def-
This reverts commit e8362f1727, reversing
changes made to 0f99605ab1.
Apparently people don't like "Digital Wellbeing"-like features @sirius1242
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
OK, maybe not actually remove because it is kept for fallback when the
new method isn't available.
The whole gametype parsing business had the same downsides as user agent
parsing on the web, hence I removed it while keeping behavior the same.
This allows servers to explicitly opt in or out of certain bug
workarounds and other client behavior. This increases the complexity of
different configurations that are available in the client (which is a
bad thing).
1775: Fix prediction of non-grabbed hook r=def- a=trml
Fix#1766.
Turns out the bug was not just in the rendering, but in the prediction itself (hooks were not predicted unless/until they grabbed on to something). I compared with an older client (and the old implementation) and this seems like it will restore the old behavior.
Co-authored-by: trml <trml@users.noreply.github.com>
1774: Remove the unused Skinstealaction r=heinrich5991 a=fokkonaut
As far as I know it was never in use and the only punishment is to force pinky skin, which doesnt really seem useful. Skin stealing is a very harmless kind of 'bots', which doesnt need punishment imo
Co-authored-by: fokkonaut <35420825+fokkonaut@users.noreply.github.com>