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17155 commits

Author SHA1 Message Date
bors[bot] 9631468a32
Merge #6198
6198: Log more errors in sql code r=def- a=Zwelf

Log whether deleting ranks from _backup tables fails due to locking issues in sqlite.

## 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: Zwelf <zwelf@strct.cc>
2022-12-26 16:50:21 +00:00
bors[bot] 46209376ad
Merge #6164
6164: Automatically register ddnet:// url handler on macOS r=Robyt3 a=def-

Should work automatically on first time running client.

See https://hublog.hubmed.org/archives/001154

<!-- What is the motivation for the changes of this pull request? -->

<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your pull request. -->

## 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>
2022-12-26 15:53:33 +00:00
Zwelf fb9e430f78 Log more errors in sql code
Log whether deleting ranks from _backup tables fails due to locking issues in sqlite.
2022-12-26 12:27:29 +01:00
bors[bot] e1de476fa2
Merge #6197
6197: Fix teamranks not getting removed or moved out of _backup table r=heinrich5991 a=Zwelf

Fixes #6194

## 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>
2022-12-26 11:06:16 +00:00
Zwelf bc194a577d Fix teamranks not getting removed or moved out of _backup table 2022-12-26 11:57:03 +01:00
bors[bot] 50f83a6de6
Merge #6195
6195: Add more debug info to teamrace to figure out how duplicate ranks occur r=def- a=Zwelf

Should help with #6194. I don't have my mysql setup with me right now, so I can't check if I can find out what is going wrong. I'll see if I can do that tomorrow :)

## 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: Zwelf <zwelf@strct.cc>
2022-12-26 08:45:48 +00:00
bors[bot] 667d588e55
Merge #6179
6179: Ignore connecting players in search terms when "Filter connecting players" is on r=heinrich5991 a=def-

Thanks to bencie for reporting

<!-- What is the motivation for the changes of this pull request? -->

<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your pull request. -->

## 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: Dennis Felsing <dennis@felsin9.de>
2022-12-26 01:27:13 +00:00
Zwelf f5dc372d79 Add more debug info to teamrace to figure out how duplicate ranks occur 2022-12-26 01:52:43 +01:00
bors[bot] 139cf149a4
Merge #6193
6193: Add target `run_cxx_tests` to only run C++ tests r=def- a=heinrich5991

Requested by Chairn, because the Rust tests are slow on their computer.

## 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: heinrich5991 <heinrich5991@gmail.com>
2022-12-25 22:58:04 +00:00
heinrich5991 16c58fe4c6 Add target run_cxx_tests to only run C++ tests
Requested by Chairn, because the Rust tests are slow on their computer.
2022-12-25 23:47:55 +01:00
bors[bot] 4f02f6da97
Merge #6192
6192: Allow translations to reorder string substitutions r=Robyt3 a=heinrich5991

This is supported on Windows
(https://docs.microsoft.com/en-us/cpp/c-runtime-library/printf-p-positional-parameters) and on POSIX, so basically everywhere.

Add some tests to verify that the target system does indeed support these positional parameters.

(cherry picked from commit ddd2b93190)

## 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: heinrich5991 <heinrich5991@gmail.com>
2022-12-25 22:03:08 +00:00
heinrich5991 042f892f40 Allow translations to reorder string substitutions
This is supported on Windows
(https://docs.microsoft.com/en-us/cpp/c-runtime-library/printf-p-positional-parameters)
and on POSIX, so basically everywhere.

Add some tests to verify that the target system does indeed support
these positional parameters.

(cherry picked from commit ddd2b93190)
2022-12-25 21:45:26 +01:00
Chairn 3132c96a80 Use own defines of format specifiers for MinGW (fixes #6187) 2022-12-25 21:18:05 +01:00
bors[bot] ac2246af45
Merge #6190
6190: Just quiet curl warnings for now r=heinrich5991 a=def-

<!-- What is the motivation for the changes of this pull request? -->

<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your pull request. -->

## 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: def <dennis@felsin9.de>
2022-12-25 18:38:11 +00:00
def c3909d7cdb Just quiet curl warnings for now 2022-12-25 19:34:19 +01:00
bors[bot] 277238922b
Merge #6186
6186: Ignore .spv vulkan files for in-directory builds r=Chairn a=def-

<!-- What is the motivation for the changes of this pull request? -->

<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your pull request. -->

## 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: def <dennis@felsin9.de>
2022-12-25 17:56:21 +00:00
def ce480b0a15 Ignore .spv vulkan files for in-directory builds 2022-12-25 14:34:18 +01:00
bors[bot] 2a63277aa5
Merge #6183
6183: Try to fix macOS CI failure again r=heinrich5991 a=def-

<!-- What is the motivation for the changes of this pull request? -->

<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your pull request. -->

## 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: def <dennis@felsin9.de>
2022-12-25 00:38:59 +00:00
Dennis Felsing 8d1c6ae1e1
Merge pull request #6182 from hack3ric/master
Fix CheckAtomic.cmake
2022-12-25 01:28:16 +01:00
Dennis Felsing f9827a1c2c
Merge pull request #6181 from Robyt3/Editor-Popup-Fixes
undefined
2022-12-25 01:28:03 +01:00
def 464cbbb8ae Try to fix macOS CI failure again
==> Pouring python@3.11--3.11.1.big_sur.bottle.tar.gz
Error: The `brew link` step did not complete successfully
The formula built, but is not symlinked into /usr/local
Could not symlink bin/2to3-3.11
Target /usr/local/bin/2to3-3.11
already exists. You may want to remove it:
  rm '/usr/local/bin/2to3-3.11'

To force the link and overwrite all conflicting files:
  brew link --overwrite python@3.11

To list all files that would be deleted:
  brew link --overwrite --dry-run python@3.11
2022-12-25 01:10:24 +01:00
Eric Long 2f4faccaa7
Fix CheckAtomic.cmake 2022-12-24 22:13:17 +08:00
Robert Müller 92567ced7b Fix issues when closing multiple editor popups at the same time
When using `UiClosePopupMenus` in a popup handler, the number of popups was first set to `0` and then decremented to `-1` due to the popup itself being closed, which causes the next popup to not open correctly and may also cause a crash due to an out-of-bounds access.

The `UiClosePopupMenus` function is adjusted so the number of open popups never goes below `0`.

Another check is added to ensure that `UI()->SetActiveItem(nullptr)` is only called when a popup is open, so the currently active item is not reset if no popup is open.

Duplicate code in `UiDoPopupMenu` is reduced by calling the `UiClosePopupMenus` function to only close the top-most popup.

This also fixes the same issue when a popup is closed by the popup handler and the escape key in the same frame, by only handling the escape key for closing the top-most popup when the popup was not already closed by the handler.

Lastly, the explicit escape key handling is removed from the event popup, as this also caused the above issue and is not necessary, as the escape key is already handled implicitly for all popups.
2022-12-24 11:57:06 +01:00
Dennis Felsing 779b44fde5 Support .demo and .map files being dragged into client
Only tested on macOS, but should work everywhere
2022-12-24 01:06:06 +01:00
Dennis Felsing bfe4ced662 Automatically register ddnet:// url handler on macOS
Works automatically on first time running client. Whenever you click on
a URL it is automatically opened in the current client, same as writing
"connect ip:port" into F1.

See https://hublog.hubmed.org/archives/001154 and
https://wiki.libsdl.org/SDL2/SDL_DropEvent
2022-12-24 00:26:35 +01:00
Dennis Felsing 68625dd370 Implement exact matches in search and exclude strings
Thanks to bencie for discussion
2022-12-23 23:25:11 +01:00
Dennis Felsing f65f2bd1d1 Ignore connecting players in search terms when "Filter connecting players" is on
Thanks to bencie for reporting
2022-12-23 15:59:46 +01:00
bors[bot] 50d0ecfda8
Merge #6177
6177: Deactivate editor hotkeys while dialog or editbox is active, fix other minor issues r=def- a=Robyt3


## 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>
2022-12-23 09:22:15 +00:00
bors[bot] 674b5f919d
Merge #6178
6178: Persist AFK state of players on map change, fix players always being considered AFK with `sv_max_afk_time 0 ` r=def- a=Robyt3



## 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
- [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>
2022-12-22 23:48:40 +00:00
Robert Müller 4439cbd7a1 Persist AFK state of players on map change
Store AFK state of players in `CPersistentClientData` and restore it when a client is connected.

In order for this to work, `m_LastPlaytime` must be adjusted as well to ensure that the AFK state is not reset again automatically by the `AfkTimer` function.

The AFK state is encapsulated using `IsAfk` and `GetAfk`.

Closes #1966.
2022-12-23 00:13:10 +01:00
Robert Müller 6723910d38 Fix players always being considered AFK with sv_max_afk_time 0
The value `0` should disable the AFK feature, but players are initially considered as AFK, so their AFK state was never updated correctly.
2022-12-23 00:03:12 +01:00
Robert Müller b032324b55 Deactivate editor hotkeys while dialog or editbox is active
Prevent most global editor hotkeys from being used while the file dialog is open or an editbox is active, to prevent the hotkeys from interfering with the text input.

Closes #6176.
2022-12-22 23:25:53 +01:00
Robert Müller 0e476dfd70 When GUI inactive, unlock mouse and don't render popup menus
When the GUI is deactivated by pressing Tab, the popup menus were still rendered, which they shouldn't be, because they belong to the GUI.

The mouse needs to be unlocked when deactivating the GUI, because it can otherwise not be moved while the GUI is inactive.
2022-12-22 23:13:15 +01:00
Robert Müller ac592b2a54 Close editor popups when opening file dialog
As the popups would render above the file dialog, they should be closed before opening it.
2022-12-22 22:30:59 +01:00
bors[bot] db08cc01cd
Merge #6175
6175: Render bar below server browser to show loading progression r=def- a=Robyt3

Render a slim bar below the server browser listbox to show the loading progression, instead of showing a percentage on the Refresh button, as suggested in https://github.com/ddnet/ddnet/pull/5878#issuecomment-1257227947.

The margin around the bottom status elements is removed to make more space and improve the alignment of the elements with the rest of the server browser.

https://user-images.githubusercontent.com/23437060/209000517-76fea4a1-e2d2-41de-b5af-1d907589e30e.mp4

(I used `br_max_requests 1` for this video and used a bind to activate `leak_ip_address_to_all_servers`)


Screenshot comparison for margins:
- Before: 
![screenshot_2022-12-21_21-53-04](https://user-images.githubusercontent.com/23437060/209000858-8f2aa45c-40d5-443c-bba4-c4881bf926d6.png)

- After:
![screenshot_2022-12-21_21-49-06](https://user-images.githubusercontent.com/23437060/209000348-f6c30036-4acc-4777-aa72-2f896f4df9f6.png)


## Checklist

- [X] Tested the change ingame
- [X] 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>
2022-12-21 22:37:04 +00:00
Robert Müller 1eb600f7e0 Render bar below server browser to show loading progression
Render a slim bar below the server browser listbox to show the loading progression, instead of showing a percentage on the Refresh button, as suggested in https://github.com/ddnet/ddnet/pull/5878#issuecomment-1257227947.

The margin around the bottom status elements is removed to make more space and improve the alignment of the elements with the rest of the server browser.
2022-12-21 21:47:31 +01:00
bors[bot] 5831e761b8
Merge #6173
6173: Add README.md for the mastersrv, briefly explaining the setup r=def- a=heinrich5991

## 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: heinrich5991 <heinrich5991@gmail.com>
2022-12-21 14:15:48 +00:00
heinrich5991 7bacbb0ba7 Add README.md for the mastersrv, briefly explaining the setup 2022-12-21 13:11:57 +01:00
bors[bot] 327f7de09b
Merge #5886
5886: Send laser objects as DDNetLaser with type (fixes #5885) r=heinrich5991 a=fokkonaut

This pull request will make the server send the correct lasertype directly. The type determining based on EntitiyEx for that got removed on the clientside as it is not needed anymore when using DDNetLaser.
Also, I fixed the NetObject to accept -1 (no owner). That is important in order to be able to render the laser at full opacity for everyone.

This does not only make the color determining more consistent as before (compared to entities using EntitiyEx and shotgun/laser using DDNetLaser), but it does also make it entirely more mod-friendly. As an example in my mod I dont use EntitiyEx to save objects in the snapshot, as we still dont have an extended snapshot system, and like this we can still have colors without doubling the amount of objects.

Also, this will color the dragger beam aswell as the plasma bullets being shot by the freeze/unfreeze/explosive laser gun correctly.

This PR should get applied for the next minor update on client & server.

## 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: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
2022-12-21 00:36:35 +00:00
bors[bot] 7ddd817c8d
Merge #6170
6170: Use CMake cache instead of extra file for shader compile, fix typos r=def- a=Jupeyy

<!-- What is the motivation for the changes of this pull request? -->

<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your pull request. -->

## 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: Jupeyy <jupjopjap@gmail.com>
2022-12-20 11:02:24 +00:00
bors[bot] c557e61dc2
Merge #6171
6171: Remove unused variable m_Force in CProjectile r=def- a=Zwelf

Simplifies the code a bit.

## 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: Zwelf <zwelf@strct.cc>
2022-12-20 10:44:07 +00:00
Zwelf de552c71ca Remove unused variable m_Force in CProjectile 2022-12-20 11:36:47 +01:00
Jupeyy 19a107a098 Use CMake cache instead of extra file for shader compile, fix typos 2022-12-20 11:11:28 +01:00
bors[bot] e9ba7857fe
Merge #6167
6167: Make tileflag names consistent with automappers r=def- a=Patiga

Follow-up to commit a4867d29c6

- `TILEFLAG_FLIP_HORIZONTAL` -> `TILEFLAG_XFLIP`
- `TILEFLAG_FLIP_VERTICAL` -> `TILEFLAG_YFLIP`

In the previous commit, I pretty much just switched `V` and `H` and
changed the naming a little more to break further uses.
The reason was that the two flags were called counter-intuitively.
Since then, I realized that the auto mapper syntax also already faced
this issue and is already using `XFLIP` and `YFLIP`.
For more consistency and to reduce the amount of names for these flips,
these flags should also be called like that.

It also turned out that more things are connected to `V` and `H`.
Those letters are shown in the `Info` mode in the editor, and are used
extensively by the automapper community.
Switching to `X` and `Y` allows keeping backwards compatibility while
introducing more intuitive names.

<!-- What is the motivation for the changes of this pull request? -->

<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your pull request. -->

## 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: Patiga <dev@patiga.eu>
2022-12-19 21:21:23 +00:00
Patiga be8f6217ce Make tileflag names consistent with automappers
Follow-up to commit a4867d29c6

- `TILEFLAG_FLIP_HORIZONTAL` -> `TILEFLAG_XFLIP`
- `TILEFLAG_FLIP_VERTICAL` -> `TILEFLAG_YFLIP`

In the previous commit, I pretty much just switched `V` and `H` and
changed the naming a little more to break further uses.
The reason was that the two flags were called counter-intuitively.
Since then, I realized that the auto mapper syntax also already faced
this issue and is already using `XFLIP` and `YFLIP`.
For more consistency and to reduce the amount of names for these flips,
these flags should also be called like that.

It also turned out that more things are connected to `V` and `H`.
Those letters are shown in the `Info` mode in the editor, and are used
extensively by the automapper community.
Switching to `X` and `Y` allows keeping backwards compatibility while
introducing more intuitive names.
2022-12-19 18:39:36 +01:00
bors[bot] 648b025906
Merge #6163
6163: Add tooltips for the buttons that open directories and files r=Jupeyy a=Robyt3

Closes #5653.

## 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>
2022-12-19 10:23:36 +00:00
Robert Müller 3780c74add Add tooltips for the buttons that open directories and files
Closes #5653.
2022-12-18 21:58:25 +01:00
bors[bot] 293af0ef8f
Merge #6162
6162: Fix smooth zooming overshooting the target zoom level r=Chairn a=Robyt3

Ensure that the zoom level with smooth zooming does not exceed the target zoom level.

Closes #3747.

## 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>
2022-12-18 20:47:40 +00:00
Robert Müller 32ce5be301 Fix smooth zooming overshooting the target zoom level
Ensure that the zoom level with smooth zooming does not exceed the target zoom level.

Closes #3747.
2022-12-18 20:58:29 +01:00
bors[bot] 3e458f8c10
Merge #6160
6160: Add support for hot-plugging gamecontrollers r=def- a=Robyt3

Handle the appropriate SDL events to open new joysticks when they are connected and remove joysticks when they are disconnected.

If the active joystick gets disconnected, then the first joystick in the list will be activated as a fallback.
If the previously activated joystick gets reconnected, it will be activated again automatically, as it is identified by the GUID stored in the configuration.
The stored joystick GUID is only updated when the user manually selects a new joystick in the controls settings or with the console.

Closes #6152.

## 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>
2022-12-18 16:10:15 +00:00