Commit graph

3677 commits

Author SHA1 Message Date
Chairn e0c6106930 Revert time to double type 2022-03-23 19:34:51 +01:00
Chairn d4aac67929 Fixed some useless double promotion 2022-03-23 18:22:08 +01:00
Tater abaf216f5c Seperate hook collision line from player rendering 2022-03-22 19:19:44 -05:00
Jupeyy afb205cf6f Check pTexName for nullptr, fix wrongly height->width 2022-03-22 20:28:33 +01:00
Tater 54e8b64136 Don't render tees or nameplates offscreen 2022-03-22 11:20:21 -05:00
Jupeyy fbeba9eb5f Add Vulkan backend 2022-03-21 12:39:51 +01:00
Jupeyy 14ac5cf297 lazy load editor textures
improve entities texture flags
2022-03-20 18:03:33 +01:00
Jupeyy e54da1b396 Cleanup backend a bit for vulkan 2022-03-20 18:03:25 +01:00
bors[bot] 564a59d603
Merge #4845
4845: Enable -Wshadow=local r=Jupeyy a=def-

> Warn when a local variable shadows another local variable or parameter.

Found one actual bug in graphics_threaded.cpp

Should reduce confusion in the future when reading source code

<!-- What is the motivation for the changes of this 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 if it works standalone, system.c especially
- [ ] 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>
2022-03-20 16:45:22 +00:00
def 8134f9fa55 Enable -Wshadow=local
> Warn when a local variable shadows another local variable or parameter.

Found one actual bug in graphics_threaded.cpp

Should reduce confusion in the future when reading source code
2022-03-20 13:24:34 +01:00
bors[bot] 12b7ff3d4c
Merge #4842
4842: Replace browser icons with font icons r=def- a=Jupeyy

Replace and remove the menu icons and use the font icons instead.
Personally i find them more attractive, and objectivly they are resolution indepentent.

Opinions?

before:
![screenshot_2022-03-19_11-26-51](https://user-images.githubusercontent.com/6654924/159117535-6e027259-b7bc-43ff-b87b-80aabc368e97.png)

![screenshot_2022-03-19_11-31-02](https://user-images.githubusercontent.com/6654924/159117539-a0617fe6-4d30-407e-9b5c-588bd27c6834.png)

after:
![screenshot_2022-03-19_11-45-24](https://user-images.githubusercontent.com/6654924/159117919-d0deb3c7-2631-4233-a7e0-2b1e83362248.png)

![screenshot_2022-03-19_11-30-41](https://user-images.githubusercontent.com/6654924/159117546-db8f68d7-253c-4b99-9a8d-9f6668d0cb11.png)

![screenshot_2022-03-19_11-44-16](https://user-images.githubusercontent.com/6654924/159117880-0523ee15-e5f0-495c-9f5b-fe3e897efe79.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 if it works standalone, system.c especially
- [ ] 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>
2022-03-20 10:51:14 +00:00
bors[bot] f49afca3dc
Merge #4818
4818: Add str_startswith_nocase and str_endswith_nocase r=def- a=ChillerDragon

Gets rid of the more complex str_comp_nocase_num usage

## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [x] Written a unit test if it works standalone, system.c especially
- [ ] 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: ChillerDragon <ChillerDragon@gmail.com>
2022-03-20 10:27:18 +00:00
def 3d47274f28 Add tutorial joining code and tutorial map 2022-03-19 23:35:27 +01:00
Jupeyy daea2feca9 Switch to Font-Awesome 2022-03-19 19:14:30 +01:00
Jupeyy 343a5291e5 Replace browse icons with icon font 2022-03-19 18:35:43 +01:00
srdante 216accbe73 Fix style warning 2022-03-18 20:37:20 -03:00
srdante 9dc944ab03 Fix player death effect color 2022-03-18 20:31:49 -03:00
Dennis Felsing 71432bd19d Fix demo render menu 2022-03-18 16:28:47 +01:00
bors[bot] c712b756ab
Merge #4826
4826:  Improvement of the automatic completion of player names in chat r=def- a=C0D3D3V

This should fix #659 or just improve the order of player names if you use automatic completion. 

So far it was so that first at the beginning of the name was searched for the input and then there was a second iteration through the alphabetically sorted list with names where the input does not appear at the beginning.

Now it is so that the position of the input in the name is used as an evaluation criterion to determine the position in the suggestion list. If the input is found at the beginning of the name, the score is 0 and the name is suggested first. If the input is found at position 6 in the name, the score is 6 and the name appears later in the suggestion list. If two names have the same score, the alphabetical sorting remains.


## 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 if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-03-16 15:32:49 +00:00
c0d3d3v 92eaccfcb2
Improvement of the automatic completion of player names in chat 2022-03-16 15:25:56 +01:00
bors[bot] d172a7fd2a
Merge #4802
4802: make the vanilla teams independent from the ddrace teams r=def- a=C0D3D3V

Fixes #259
Because my changes have some effects on the display and thus people who like it as it was could bother, I have described my changes in detail here.

Until now it was the case that players who are in /spec (while sv_pausable is activated) or the own active player who is in /pause or /spec are in the Spectators team.

With this change this is no longer the case. I took the opportunity to make a few adjustments in the display logic. 

On the server side nothing had to be adjusted, because there was already a separation of the normal and the ddnet teams. 


1. Regarding the specators component:

I intentionally did not adjust the conditions in the OnRender function (lines 224, 306, 325 and 338) so that you can manually select players who are in /spec to watch as well.
I find this helpful, because it has often annoyed me not to be able to quickly find players who are in /spec on the map.

This also allows the selection of players that are in spec in demos. The only problem is that in demos the information about sepc players is missing (The same as in Game, only in Game the information is provided as soon as you spectate). However, until now this was also the case for players who are not in their own team. I find it handy to also have Spec players selectable, so that when they become active, the camera follows them directly.

In addition, you can spectate yourself in demos as well as in the game.
In demos this was already possible, as long as the own player in the demo is not currently in pause, at that moment you could only follow the recorded spectating camera. 

However, I have kept that in SpectateNext, SpectatePrevious and SpectateClosest the own player is not included. However, it is also possible to jump here in spectating to players in /spec.  


2.  Regarding the scoreboard component:

Now only real spectators are displayed under the scoreboard in the spectators team. No longer players who are in /spec or the own player who is currently paused.
So I did not adjust line 125, 341, 354, 367.

Line 724 would not need to be adjusted anyway since it only affects vanilla team games. If the function GetClanName is used for DDnet, this has the effect that paused players are also included.

I have adjusted the active condition of the scoreboard so that it is not automatically displayed when the player is spectating (that's the way it used to be).

Since now the own player is shown in the scoreboard even if he is paused, I have removed the marking of the own player when following another player (line 416).


3.  Regarding the menus_ingame component:
I left the behavior as it was, since we are talking about dangerous commands here (join spectator team and commit suicide) I think it is quite good that these are hidden when the player is paused.

To maintain this behavior, when creating the kill button, we must also check if we are not in pause or spec.
Actually we could check here m_pClient->m_Snap.m_SpecInfo.m_Active just like I did in the scoreboard, but since the code was already created I kept it.


4.  Regarding the IsOtherTeam function in gameclient:
This function is used to determine if the transparency m_ClShowOthersAlpha should be applied to players and nameplates of other teams and if entities of other teams should be predicted.

So I left the behavior as it was, i.e. if you pause via /pause or /spec the transparency is not applied, because then False is returned.

5. Regarding the HUD component:
I have not adjusted any condition here (line 310, 319 and 323). So far the behavior was that when the player went on pause (/pause /spec), in the small time display at the bottom right the top2 players were displayed and otherwise the best and the own player.
Now it is so that the own player is also displayed when he is paused, but not when he is a real spectator.
I personally find it strange why the display should change just because you pause. 

6. Regarding the chat component:

If the dummy paused is in the same team as the player and then a team message arrives, it will no longer be double logged.
Until now, when a player is in the same team in /spec and sends a message, his name was displayed in the Spectators team color and not in the team color. Since I have not adjusted the condition in line 803, the player names are also displayed in the team color for such messages.


7. Regarding the items component:

Here it is determined whether the local player is in the game and depending on that other GameTicks are used and ReconstructSmokeTrail is not canceled. 
Here I could not work in so exactly, no idea what consequences this has that I have not adjusted the conditions in line 47 and 560.  
I noticed at least when testing no difference, maybe someone who knows about it can explain to me what that has for effects.


About all changes I made we can discuss I am ready to undo them or restore the behavior as it was before.  But please justify with arguments.


Independently:
I added a -1 check for the m_LocalClientID to the Strong Week indicators in the Nameplates. So that with server demos the array is not accessed outside of the array range. For demos there are currently no predicted characters and therefore no strong week indicators, so it doesn't change anything.


## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change  
I can provide screenshots to compare before after, but it's best to test it yourself.

- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-03-14 13:06:42 +00:00
c0d3d3v 4619e825f3
make spectators team independent 2022-03-14 13:25:47 +01:00
bors[bot] 8ea73b7800
Merge #4822
4822: Auto select search string on hot key r=def- a=Jupeyy

Pressing CTRL+F should select the current search string, like basically every text editor and browser does

## 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 if it works standalone, system.c especially
- [ ] 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>
2022-03-13 18:23:02 +00:00
Jupeyy cce42d41de Auto select search string on hot key 2022-03-13 19:12:06 +01:00
ChillerDragon 99b0eb2819 Add str_startswith_nocase and str_endswith_nocase 2022-03-13 11:42:45 +01:00
bors[bot] a1668e0a5b
Merge #4812
4812: Full size sound settings r=Jupeyy a=def-

Old:
![screenshot-20220312@234506](https://user-images.githubusercontent.com/2335377/158037595-d3a6affc-3092-4b6c-9668-aab13f66801c.png)
New:
![screenshot-20220312@234420](https://user-images.githubusercontent.com/2335377/158037596-06889367-93d9-4c92-891b-c380653d8a3d.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 if it works standalone, system.c especially
- [ ] 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>
2022-03-13 07:23:57 +00:00
def 9518e4413e Full size sound settings 2022-03-12 23:45:21 +01:00
bors[bot] d140e05a2c
Merge #4811
4811: fix bug that sneaked in during refactoring (in #4775) r=def- a=C0D3D3V

Was detected by missing hammer animation at very high ping by texnonik and bencie


## 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 if it works standalone, system.c especially
- [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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-03-12 19:01:34 +00:00
c0d3d3v 50eb249686
fix bug that sneaked in during refactoring (in #4775)
- was detected by missing hammer animation at very high ping
2022-03-12 18:48:04 +01:00
bors[bot] f89142b433
Merge #4790
4790: Don't print binds into F1 by default (fixes #4789) r=heinrich5991 a=def-

<!-- What is the motivation for the changes of this 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 if it works standalone, system.c especially
- [ ] 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>
2022-03-12 11:31:48 +00:00
Tater 3b93e656a0 Make hook collision line size adjustable 2022-03-11 21:19:17 -06:00
Jupeyy 95fe457abb Auto font size 2022-03-11 17:34:48 +01:00
Robert Müller 74f87ee604 Remove unnecessary trailing semicolons after method declarations 2022-03-08 20:01:26 +01:00
bors[bot] 849513f9ed
Merge #4787
4787: Fix some spacing in settings with German r=heinrich5991 a=def-

Reported by Izanagi on Discord
Old:
![screenshot-20220305@100323](https://user-images.githubusercontent.com/2335377/156877157-53e59c1c-455c-4ee1-ae44-14099c58d68d.png)
New:
![screenshot-20220305@102430](https://user-images.githubusercontent.com/2335377/156877213-92be8b48-9844-4095-adc7-6d70f203e63e.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 if it works standalone, system.c especially
- [ ] 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>
2022-03-08 16:07:00 +00:00
Alexander Akulich d4dbceea6c CPlayers::RenderPlayer: Stop overriding the Tee size
Tee size is already set to this value (64px) 372 lines above.

(Setting this value again makes it harder to customize this value)
2022-03-08 14:24:37 +03:00
Alexander Akulich 754562ce0b CGameClient::LoadMapSettings: Load the default tuning params by default
The code which changes the default settings ruins demo playback for
default modes.
2022-03-08 14:24:37 +03:00
Alexander Akulich 0a30d8a058 Apply snd_gun and snd_long_pain options only to DDRace and FNG games
On 'traumatic' game types (e.g. vanilla dm, tdm, ctf) it is critical to
hear SOUND_GUN_FIRE (because someone seems to shooting at you).

It is not any less important to head SOUND_PLAYER_PAIN_LONG which takes
its place whenever the character taken damage > 2 (because you need to
know whether someone was hit).
2022-03-08 14:24:37 +03:00
Alexander Akulich e140d4c82e CBinds: Change 'no modifiers' value from '1' to '0'
The default bindings are set up via calls like Bind(KEY_A, "+left"); which
expands to Bind(KEY_A, "+left", /* FreeOnly */ false, /* ModifierCombination */ 0);

On the other hand, CMenusKeyBinder code does this: if(!Mask) Mask = 1 << MODIFIER_NONE;

This leads to a bug — binds which just set from the user input events are saved
in e.g. m_aapKeyBindings[1]['a'], and the default binds are still there
in m_aapKeyBindings[0]['a'] which leads to binds duplication in the UI.
2022-03-08 14:13:46 +03:00
c0d3d3v e01b1c5b3d
use TEAM_SPECTATORS and SPEC_FREEVIEW instead of -1 2022-03-07 22:16:28 +01:00
bors[bot] 2c4c858c24
Merge #4775
4775: Refactoring of players OnRender function r=def- a=C0D3D3V

Does anyone else feel that the code here: ff085a4545/src/game/client/components/players.cpp (L660-L709) is somewhat obfuscated? I do not think that the compactness of the code at this point increases the readability :D


## 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 if it works standalone, system.c especially
- [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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-03-07 10:36:48 +00:00
def 6c0a564733 Don't print binds into F1 by default (fixes #4789) 2022-03-06 12:22:29 +01:00
def 729303822c Fix some spacing in settings with German 2022-03-05 10:24:26 +01:00
c0d3d3v e36363c2e2
deobfuscate players OnRender function 2022-03-04 20:03:24 +01:00
bors[bot] 237a9170bd
Merge #4778 #4780
4778: More space for players in server browser (fixes #4777) r=Jupeyy a=def-

Old:
<img width="920" alt="Screenshot 2022-03-03 at 20 23 38" src="https://user-images.githubusercontent.com/2335377/156637630-a68291e3-7859-46b0-9a7c-249629d5a875.png">
New:
<img width="898" alt="Screenshot 2022-03-03 at 20 21 28" src="https://user-images.githubusercontent.com/2335377/156637402-6a8669bd-331d-402f-888c-97e2f3f189a6.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 if it works standalone, system.c especially
- [ ] 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)


4780: Update Korean translation by CHaBek r=edg-l a=def-

<!-- What is the motivation for the changes of this 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 if it works standalone, system.c especially
- [ ] 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>
2022-03-04 09:09:21 +00:00
c0d3d3v 8ddd53ab62
add enum for ShowOthers value 2022-03-03 22:56:32 +01:00
Dennis Felsing c7e1cf7d7a More space for players in server browser (fixes #4777) 2022-03-03 20:22:02 +01:00
bors[bot] e215aeb232
Merge #4768
4768: Videorecorder on by default (also for github builds) r=Jupeyy a=def-

<!-- What is the motivation for the changes of this 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 if it works standalone, system.c especially
- [ ] 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>
2022-03-02 08:02:32 +00:00
bors[bot] ac05c14c78
Merge #4771
4771: fix Alpha of Muzzle r=def- a=C0D3D3V

In principle https://github.com/ddnet/ddnet/issues/4207 has already been fixed with https://github.com/ddnet/ddnet/pull/4770
But I don't know if the bug has influence on another part. The faulty animation code is hereby fixed. The problem is that when you shoot with the Rifle or the Shotgun the Muzzle animation is executed. This manipulates Alpha, Alpha itself is actually redefined in the condition, but apparently it overwrites the Alpha used for RenderHand since it is in the same code block (from line 279 to 537).  


Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-03-01 22:55:49 +00:00
c0d3d3v e376eb995d
fix Alpha of Muzzle 2022-03-01 23:47:47 +01:00
bors[bot] 3a28f5fc6e
Merge #4769
4769: Fix integer overflow in CHud when server time exceeds around 248 days r=def- a=Robyt3

Fixes the server timer in the HUD showing 00:00 when the server time exceeds around 248 days.

Tested on "Vanilla Teeworlds Server - CTF":

![303d](https://user-images.githubusercontent.com/23437060/156249076-d3f20853-cd0a-4545-a459-493f123eb5bc.png)

Otherwise connecting to this server causes:

```
/src/game/client/components/hud.cpp:128:17: runtime error: signed integer overflow: 26254443 * 100 cannot be represented in type 'int'
    #0 0x55c8b6722e7d in CHud::RenderGameTimer() /src/game/client/components/hud.cpp:128
    #1 0x55c8b675cdfc in CHud::OnRender() /src/game/client/components/hud.cpp:855
    #2 0x55c8b6babec7 in CGameClient::OnRender() /src/game/client/gameclient.cpp:598
    #3 0x55c8b62b0330 in CClient::Render() /src/engine/client/client.cpp:1179
    #4 0x55c8b6301a62 in CClient::Run() /src/engine/client/client.cpp:3155
    #5 0x55c8b635fc34 in main /src/engine/client/client.cpp:4427
    #6 0x7f581a6150b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x270b2)
    #7 0x55c8b60f478d in _start (/build-asan/DDNet+0x1bd978d)
```

## 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 if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [X] Changed no physics that affect existing maps
- [X] 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>
2022-03-01 22:38:43 +00:00
Robert Müller f89e6b6599 Fix integer overflow in CHud when server time exceeds around 248 days 2022-03-01 23:22:06 +01:00
Dennis Felsing 687f3e6160 Remove some useless conditions around free 2022-03-01 23:19:49 +01:00
bors[bot] 3f36041c9c
Merge #4770
4770: Allow the ghost to carry any weapon r=def- a=C0D3D3V

I tried to reproduce another bug (https://github.com/ddnet/ddnet/issues/4207) and I noticed that ghosts are not allowed to carry any other weapons except grenade launcher and pistol. This is no longer necessary since we have been using the general renderer for players for a long time. We don't create projectiles for Ghosts, but it's always been like that and doesn't look worse than before.
![image](https://user-images.githubusercontent.com/14315968/156250428-3d8105d6-cf4a-4dd1-bf5c-cf1b9cab81d3.png)
![image](https://user-images.githubusercontent.com/14315968/156250490-02ac6d31-9146-47ff-89ac-9f4153d327a8.png)

So now you can see at least when the tee was frozen (before he was as seen in the linked issue with pistol in the freeze and alive)
![image](https://user-images.githubusercontent.com/14315968/156250525-857ca975-922f-48db-b38b-08ca86f5bd29.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 if it works standalone, system.c especially
- [ ] 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-03-01 21:57:58 +00:00
Dennis Felsing c92423362e Videorecorder on by default (also for github builds) 2022-03-01 22:56:24 +01:00
c0d3d3v 5a621522b0
Allow the ghost to carry any weapon 2022-03-01 22:14:02 +01:00
Dennis Felsing 3cd7058fe6 Show correct server address when connecting 2022-02-28 19:38:59 +01:00
Tater ccc23161f6 Update players.cpp
Local Hook Collision line updates every frame instead of every tick
2022-02-25 06:22:51 -06:00
Chairn c0d398df38 CheckImageFormatRGBA --> IsImageFormatRGBA 2022-02-23 00:39:31 +01:00
Chairn 0ea66bca57 Clang format 2022-02-22 20:21:43 +01:00
Chairn 76064bd1c8 Drop non RGBA images 2022-02-22 20:21:34 +01:00
Robert Müller 9ebb85f520 Fix listbox item double click behavior 2022-02-20 19:58:24 +01:00
def cf23a73891 Fix style 2022-02-20 10:41:06 +01:00
simpygirl 4e7b82a3fd Fix broken checkbox 2022-02-20 04:04:47 +01:00
bors[bot] e79c166259
Merge #4697
4697: Show key presses in nameplates r=def- a=C0D3D3V


As described in [x](https://github.com/ddnet/ddnet/issues/4589) the arrows that show the key presses of the players are not visible in many situations, this is now my attempt to fix this by including the arrows in the nametags.

~~Also, I created a new option called `cl_show_direction_below` to show the arrows below the player. We can discuss whether this is useful, or whether it should simply be displayed as before only above the player.~~

## Checklist

- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
https://streamable.com/czk2ht
See also https://github.com/ddnet/ddnet/issues/4589
- [x] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] 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: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-02-19 12:36:50 +00:00
c0d3d3v d43ed14897
render key presses independent of m_ClNameplates 2022-02-19 13:31:34 +01:00
c0d3d3v 94c1d7fe66
remove m_ClShowDirectionBelow
Show keystrokes always above the players
2022-02-15 11:59:07 +01:00
Dennis Felsing 18d9997348 Fix clang-format 2022-02-15 00:32:04 +01:00
Dennis Felsing dbfc62d2c0 Add modernize-deprecated-headers 2022-02-15 00:22:52 +01:00
Dennis Felsing b58470fda4 Add modernize-use-equals-default 2022-02-15 00:17:57 +01:00
Dennis Felsing 2da5d7d289 Add modernize-use-emplace 2022-02-15 00:15:06 +01:00
Dennis Felsing 68e4eb21d5 Add modernize-use-bool-literals 2022-02-15 00:12:52 +01:00
Dennis Felsing 1afd1a32d1 Fix Linux build with C++20
src/game/client/components/chat.cpp: In lambda function:
src/game/client/components/chat.cpp:686:33: error: implicit capture of ‘this’ via ‘[=]’ is deprecated in C++20 [-Werror=deprecated]
  686 |  auto &&FChatMsgCheckAndPrint = [=](CLine *pLine) {
      |                                 ^
src/game/client/components/chat.cpp:686:33: note: add explicit ‘this’ or ‘*this’ capture
2022-02-14 19:19:20 +01:00
Dennis Felsing 4c8e33ee8e Fix MSVC build
src\game\gamecore.cpp(185,36): warning C5055: operator '*': deprecated between enumerations and floating-point types [D:\a\ddnet\ddnet\debug\game-shared.vcxproj]
2022-02-14 19:19:20 +01:00
c0d3d3v 724a49dc59
Show keystrokes in the nametag and new option cl_show_direction_below to show the keypresses below the players 2022-02-11 14:05:37 +01:00
Robert Müller 6d15f360c1 Delay double click handling one frame after item activation 2022-02-10 17:40:03 +01:00
bors[bot] 0c5d5e1a7a
Merge #4683
4683: Init m_pNextTraverseEntity r=heinrich5991 a=Jupeyy

<!-- What is the motivation for the changes of this 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 if it works standalone, system.c especially
- [ ] 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>
2022-02-09 14:36:20 +00:00
Jupeyy ea2102efcb Init m_pNextTraverseEntity 2022-02-09 15:26:50 +01:00
heinrich5991 7aafc78622 Fix evolve limit
Mixed up previous and current. This did not show up in testing, because
these two were always true at the same time. I've now debugged it and
manually made specific conditions false to verify that it's working.

Sorry for the mess.
2022-02-07 14:29:49 +01:00
heinrich5991 a203478809 Make the evolve limit more visible
This is to make sure that modders don't start to rely on the fact that
we clamp the evolve duration to 3 seconds.
2022-02-07 12:16:39 +01:00
bors[bot] 4d2505284b
Merge #4624
4624: Limit evolving to 3 seconds r=heinrich5991 a=ChillerDragon

Took from upstream
5d44714e92 (diff-597779b4eb51af9adfedd04b8a235afff01091a4ba741daa604cb5cbeda4e3daR1306-R1321)

Fixes client freezes if the server sends funny ticks

## 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 if it works standalone, system.c especially
- [ ] 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: ChillerDragon <ChillerDragon@gmail.com>
2022-02-07 10:50:02 +00:00
bors[bot] 3025bb0036
Merge #4668
4668: Fix bindings with modifiers r=def- a=Kaffeine

I work on a client for InfClass mod and it is important to have bindings for many situations, so we have to use modifiers (one modifier per bind).

It turned out that bindings (with a modifier) are broken in DDNet since commit 4326d00df9 which changes the implementation to support modifier combinations but it messes up the UI part.

I've considered options to revert the commit or to fix the combined modifiers and bravely 😅  choose the latter way. The code had at least five bugs and fixing e.g. four of them does not help much, making it really hard to say if the fix is correct or not. I had to rename some vars first to make the code readable and now (with the correct names) each fix should seem reasonable.

`Modifier` was confused with `ModifierCombination` in so many places. I do not like the idea of deviating from the `teeworlds` codebase but we already did it here by introducing of combined modifiers. We do not use a stronger type system (enum classes and flag classes) but one thing we can do to give a developer the idea of what is going on is to use the correct variable and argument names at least.

## 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 if it works standalone, system.c especially
- [ ] 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)

I checked the follow cases:
- Binding of a normal key (e.g. `t`)
- Binding of a sole modifier (e.g. `lctrl`)
- Binding of a key combined with a modifier (e.g. `ctrl+t`)
- Binding of a key combined with many modifier (e.g. `ctrl+alt+t`)

### Before
Bindings with `Shift` modifiers displayed as `Ctrl+`, bindings with `Ctrl` or `Alt` are not displayed at all.
![image](https://user-images.githubusercontent.com/374839/152705632-42668ec2-a424-4dfa-99ff-250e146da5ea.png)

### After
All bindings displayed correctly
![image](https://user-images.githubusercontent.com/374839/152706393-08c36e36-1200-482a-9eb3-dc0d96185cdd.png)

but also it is possible to set any crazy binding from UI
![image](https://user-images.githubusercontent.com/374839/152706406-b1e18139-16a3-451e-9ac9-702b0aac4d2e.png)



Co-authored-by: Alexander Akulich <akulichalexander@gmail.com>
2022-02-07 09:24:02 +00:00
Alexander Akulich 9a5b7339cf Client: Fix projectiles rendering for demo playback
The playback timing leads to always negative client time for projectiles
fired on the current game tick.
2022-02-07 02:41:21 +03:00
Alexander Akulich 17222d67bf Binds: Reorder modifiers according to the convention
The modifiers order in the UI and console follows the order
of modifier enum items.

The conventional order of the modifiers is: Ctrl, Alt, Shift, GUI (Win, Meta).

Place Shift after Alt to get proper order, e.g.:
Alt+Shift+R (conventional) instead of Shift+Alt+R (weird)
2022-02-07 01:54:12 +03:00
Alexander Akulich 7d1595f06f Client/CMenus: Actually process and show all bindings with modifiers 2022-02-07 01:54:12 +03:00
Alexander Akulich e0876960fc CBinds: Remove unused ModifierMatchesKey() 2022-02-07 01:54:12 +03:00
Alexander Akulich fff597cd2a CMenusKeyBinder: Fix binding in cases with only a modifier key pressed 2022-02-07 01:54:12 +03:00
Alexander Akulich 2233ca98c1 CBinds::GetModifierMask: Make the method actually returning the mask
... instead of the modifier enum value.

This fixes CMenusKeyBinder which now saves the bindings into the right slot.
2022-02-07 01:54:12 +03:00
Alexander Akulich ae482d018f CMenus::DoKeyReader: Fix the UI text for binds with a modifier(s) 2022-02-07 01:50:14 +03:00
Alexander Akulich db1d136006 client/menus: Fix variable names 2022-02-07 01:50:14 +03:00
Alexander Akulich 343b2543cc Client/CBinds: Rename arguments which refers to the ModifierCombination
The first dimention of m_aapKeyBindings is ModifierCombination
since commit 4326d00df9.

Rename the arguments to make it clear when the arg is a combination
(e.g. the arg value '2' refers to '1 << MODIFIER_SHIFT' instead of 'MODIFIER_CTRL')

This is needed to make the code cleaner and the bugs more obvious.
2022-02-07 01:50:14 +03:00
Alexander Akulich 68b1afce0e client/menus_settings: Replace hardcoded config name with a macro 2022-02-06 22:44:21 +03:00
Alexander Akulich ac61a38afe CPlayers::RenderPlayer: Consistently use Alpha variable
We already use Alpha to render the weapon, Tee hand, and emoticon.
We also rendered ghost Tee with the same Alpha value.
2022-02-06 22:29:27 +03:00
bors[bot] f654b1a12c
Merge #4665
4665: Support saving any size binds (fixes #4660) r=heinrich5991 a=def-

Since we store the bind with malloc, we also need to use malloc here to
allow any size when saving the binds in config file

<!-- What is the motivation for the changes of this 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 if it works standalone, system.c especially
- [ ] 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>
2022-02-06 11:43:30 +00:00
def db4d9f9a47 Support saving any size binds (fixes #4660)
Since we store the bind with malloc, we also need to use malloc here to
allow any size when saving the binds in config file
2022-02-06 12:01:46 +01:00
bors[bot] 90944e0cac
Merge #4654
4654: Add a groundjump-only tile r=def- a=heinrich5991

Implements a new mode of jumping: "you only have ground jump".  This differs from "you only have one jump" in that it doesn't allow you to air-jump, even if you haven't jumped to get off the ground. To access this mode, it reuses the "air-jump tile" in the switch layer with the number of jumps set to 255.

This tile is planned to be used in tutorial developed by unique2 and Alisa.

## 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 if it works standalone, system.c especially
- [ ] 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>
2022-02-06 09:23:14 +00:00
heinrich5991 620d611521 Add "groundjump-only" tile
Works by setting the airjump tiles' jumps to 255.
2022-02-05 23:53:32 +01:00
heinrich5991 87df5b8c14 newJumpsNewJumps 2022-02-05 22:32:55 +01:00
Jupeyy 338b6b2238 Add windowed fullscreen ( a special case for Windows ) 2022-02-04 11:14:10 +01:00
bors[bot] f15b3afd95
Merge #4648
4648: Add some checksum functions to the client r=def- a=heinrich5991

Let's see if it works out, if not, we can revert it.

## 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 if it works standalone, system.c especially
- [ ] 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>
2022-01-31 22:42:24 +00:00
heinrich5991 1820a0e168 Add some checksum functions to the client
Let's see if it works out, if not, we can revert it.
2022-01-31 21:31:26 +01:00