6251: Always assume there could potentially be a skin in serverbrowser's pl… r=def- a=Jupeyy
…ayer list
<!-- 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: Jupeyy <jupjopjap@gmail.com>
The selected server browser entry was not being updated anymore when the server address input is changed manually by the user or when selecting an entry in the LAN server list and then switching back to the Internet list.
Regression from #6240.
6247: Remove projectiles on team change r=def- a=Zwelf
## 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
- [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: Zwelf <zwelf@strct.cc>
Add "Copy info" buttons to server browser and ingame menu to copy the server info of the selected/current server to the clipboard.
The margins around the server browser details are improved.
Closes#5440.
Replace existing listbox implementations (`CMenus::UiDoListbox*` and `HandleListInputs` functions) with `CListBox` from upstream.
Reimplement additional feature that was already present in ddnet: page up/down, home and end key handling.
Affects the following lists:
- server browser
- server browser scoreboard
- server browser friends
- country / region selection popup (server browser filter)
- player skin list
- player country / region list
- theme list
- assets list
- graphics resolutions list
- dropdown menus (e.g. graphics fullscreen mode)
- ingame player list
- vote options list
- kick/specvote lists
- ghost list
- language list (in settings and in popup on first launch)
- demo browser
- editor file browser (saving, loading, adding images / sounds)
- The search / filename input is also improved so navigating a filtered list works correctly by porting the logic from upstream.
There are minor changes to the visual appearance of some lists, due to changed margins.
The vertical alignment of some list item texts is improved so the text is centered vertically.
6226: Remove projectiles on save and load r=def- a=Zwelf
Restructured CSaveTeam a bit, because I also needed access to CGameWorld. I don't store pointer to IGameController in CSaveTeam anymore, because we pass CSaveTeam to the database thread. If it would be accessed there, it could cause a race conditions.
## 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
- [x] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
6230: For integrated and discrete GPUs always prefer what comes first in the list r=def- a=Jupeyy
fixes#6200
## 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>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Restructured CSaveTeam a bit, because I also needed access to CGameWorld. I don't store pointer to IGameController in CSaveTeam anymore, because we pass CSaveTeam to the database thread. If it would be accessed there, it could cause a race conditions.
6180: Implement exact matches in search and exclude strings r=Robyt3 a=def-
Thanks to bencie for discussion
<!-- 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>
6156: Swap times should be per player, not per team (fixes#6155) r=Learath2 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
- [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: def <dennis@felsin9.de>
The include of `base/system.h` in `src/engine/shared/protocol.h` is not required and only used transitively in `teamscore.h` for `dbg_assert`.
To avoid adding back the include in `teamscore.h`, the function definitions are moved to the cpp file. Both definitions are moved for consistency.
6216: Follow-up fix to scoreboard showing wrong best time r=Zwelf a=def-
Forgot the call in constructor in https://github.com/ddnet/ddnet/pull/6213/
Thus best time was not displayed initially. Thanks to spur for report
<!-- 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: def <dennis@felsin9.de>
6199: Register protocol and file extensions on client launch on Windows r=def- a=Robyt3
When launching the client on Windows, associate the protocol `ddnet` and the file extensions `.map` and `.demo` with the client executable.
See #6072.
## 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>
by requesting the best time again when it initially failed. This is
still not perfectly accurate since a player on another server can get a
better time, which will not get updated when the current server had no
database problems.
As reported by thekid36 on Discord:
> The best time shown on the scoreboard on the turkish server on a
> ddmax.Next map (mapname: 42) is 30min..while the best time should be 4
> min (it's correct on ger2 server)
So the way it works is that the best time is loaded from database when
loading map. Additionally it gets updated when a new finish is done. If
the initial load failed, but a finish with 30 min is done on the server,
we get this result
Reasoning this change is correct:
* `OldPos` is set to `m_Pos` in line 260
* `m_Pos` is not modified in between line 260 and 272 (only `m_Core.m_Pos` gets modified)
* Therefore line 269 `Dir = m_Pos - OldPos` is always `vec2(0.0, 0.0)`.
* And line 271 `Center = OldPos + Dir * 0.5 = OldPos`.
So we can pass `OldPos` to `FindEntities` in line 272. Using `OldPos` here instead of `m_Pos` makes it clear, that we use the position before the move, even though `m_Pos` also still holds the old value.
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.
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>
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.
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.
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.
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.
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>
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>
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.
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>
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.
Calculate `Pos` in `OnEntity` based on `x` and `y` instead of passing `Pos` and calculating `x` and `y` from that.
This removes duplicate code and makes it easier to understand.
When restarting a round (i.e. with the `restart` command, with the `sv_warmup` option, and after a round ends) some entities where permanently destroyed and others were kept around.
This is changed so all entities are destroyed and then recreated, so rounds can be properly restarted.
Closes#6128.
Using more than 64 spawn points of the same type causes out-of-bounds accesses, as the number of spawn points is not checked before adding a spawn point and the existing check that limits the number of spawn points after adding one contains an off-by-one error.
For neutral and red spawn points this caused the last spawn point to be added for the following team instead. For blue spawn points this caused a server crash.
This is fixed by allowing an arbitrary number of spawn points of all types, by using an `std::vector` instead of an array.
6143: Add separate `ed_limit_max_zoom_level` for editor, fix editor smooth zooming when joining/reloading game 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>
6142: Adjust no weak prediction to updated server code r=def- a=Jupeyy
Tho i didnt see a wrong prediction with hook which probably makes sense, it probs only affects weapons, as thats the main part the server code was updated for
## 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: Jupeyy <jupjopjap@gmail.com>
Using `IClient::LocalTime` for smooth zooming in the editor causes the zoom to behave incorrectly when joining a game, as the local time is reset when joining a game.
This is fixed by adding a separate `IClient::GlobalTime` which is only set once when the client launches and never resets.
6133: Remove spammy log (thanks Skeith) 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: Dennis Felsing <dennis@felsin9.de>
- `TILEFLAG_VFLIP` -> `TILEFLAG_FLIP_HORIZONTAL`
- `TILEFLAG_HFLIP` -> `TILEFLAG_FLIP_VERTICAL`
According to the native editor, the "Tiled" editor and image search, a
horizontal flip should be associated with switching left and right, modifying
the x coordinate.
I did not just switch the letters `H` and `V` to create compiler errors
where the original constants are used.
Whenever I was working with tileflags, the naming caused me to have no
idea what I was doing. I mostly had to resort to opening the resulting
map in the editor to see what the code does. This change aims to make
the naming intuitive and also consistent with the map editor.
Add `ed_smooth_zoom_time` option for smooth zooming in editor separate from the `cl_smooth_zoom_time` that's used for smooth zooming ingame, as some mappers seem to prefer unsmooth zooming in the editor but smooth zooming ingame.
6111: Fix updating teamranks r=def- a=Zwelf
Fixes#6107
## 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: Zwelf <zwelf@strct.cc>
6035: Fix various issues reported by cppcheck static analyser r=def- a=Robyt3
After generating `compile_commands.json` with cmake, I ran [cppcheck](https://cppcheck.sourceforge.io/) like this:
```
cppcheck --project=compile_commands.json -DWIN64 --suppressions-list=cppcheck.supp --enable=all 2>cppcheck.log
```
With these suppressions in `cppcheck.supp`:
```
cstyleCast
useStlAlgorithm
unusedFunction
variableScope
noExplicitConstructor
useInitializationList
noConstructor
uninitMemberVar
uninitMemberVarPrivate
uninitDerivedMemberVar
uninitStructMember
uninitvar
shadowFunction
memleakOnRealloc
internalAstError
virtualCallInConstructor
unknownMacro
noOperatorEq
noCopyConstructor
```
Many of these occur too often or are false positives.
Here is a list of all remaining non-suppressed issues reported by cppcheck: [cppcheck.log](https://github.com/ddnet/ddnet/files/9997663/cppcheck.log)
And here is a list of all remaining issues including the suppressed ones: [cppcheck_all.log](https://github.com/ddnet/ddnet/files/9997662/cppcheck_all.log)
I couldn't get cppcheck's command line argument to ignore the external folders to work correctly, so I manually removed those entries from the files.
## 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: Robert Müller <robytemueller@gmail.com>
6094: Check if ghost is really used bcs IntsToStr returns weird stuff for 0… r=def- a=Jupeyy
… integers
--- ignore whitespaces
## 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: Jupeyy <jupjopjap@gmail.com>
6071: Add logs for moderators (fixes#5433) r=def- a=Vy0x2
<!-- What is the motivation for the changes of this pull request? -->
issue #5433
Moderators can access the last x minutes of the chat activity.
Every entry beside server messages will show the player name, player ip and client who wrote the message / who disconnected so moderators can get the players ip after something happened in case he left already.
The current implementation has a 4 minute time slot, messages older than 4 minutes are not shown.
To limit the memory usage its limited atm to 256 log-entries. In case of more messages than 256 in 4 minutes (unlikely), the oldest messages are overwritten.
I keep this as a draft for a while, because its my first pr and I am sure there is some improvement i did not see (or to improve the wording)
<!-- 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
- [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)
6077: Add "Tools > Remove unused envelopes" to editor r=def- a=Robyt3
Add a new menu "Tools" next to the "File" menu, with a button to "Remove unused envelopes".
Clicking the button opens a confirmation popup to confirm the operation.
![editor-tools-menu](https://user-images.githubusercontent.com/23437060/205157109-62d53601-502a-4401-8c6f-f06c7e57e174.png)
Closes#2576.
## 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)
6085: Fix cmake args in workspace r=def- a=Jupeyy
current is completely wrong, since it overwrites the cmake internal settings. and e.g. prevent `-g`
Now it should in worst case only overwrite custom settings by the user. but dunno how often u actually do that anyway inside a IDE
but if someone knows better I'm glad to hear it
## 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)
6088: Pr fix uninit 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)
6090: FIX: parse & colorify gametype Gores correctly r=heinrich5991 a=Avolicious
`@def-` The correct PR now :) Correct coloring the gamemode "Gores"
![193410660-5e757fd4-449f-4d0a-a719-4a0cc1e5a01e](https://user-images.githubusercontent.com/105295486/205684472-36cc6daa-bda4-4af1-a838-b7fe25a55dec.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
- [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: Vy0x2 <denispaul43@gmail.com>
Co-authored-by: Robert Müller <robytemueller@gmail.com>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: Avolicious <avolicious@kog.tw>
When multiple quad points are selected, adjust the points' positions and texture U/V coordinates relatively instead of setting all points to the same value.
Closes#3359.
6060: Add buttons+increased length on demo viewbar r=def- a=l-ouis
Aimed to add some more controls on the demo view bar:
Added tick step buttons and jump to next/prev marker buttons
Increased width of demo controls panel so it wasn't as cluttered
changed export cut icon to a common export icon instead of the camcorder icon
Centered the time multiplier between the buttons it was between
![image](https://user-images.githubusercontent.com/69405348/202874985-9d983959-9188-4d96-9a2d-633621e6f489.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
- [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: louis <louisaltgeer@gmail.com>
Found while playing the Exit when doing the part at x:35 y:219.
Verified that with the fix applied the crash doesn't happen anymore.
asan output:
```
=================================================================
==10996==ERROR: AddressSanitizer: heap-buffer-overflow on address 0x62000001de20 at pc 0x5555575208d0 bp 0x7fffffff4710 sp 0x7fffffff4708
READ of size 4 at 0x62000001de20 thread T0
[Detaching after fork from child process 11277]
#0 0x5555575208cf in ExtractLaserInfoDDNet(CNetObj_DDNetLaser const*, CGameWorld*) /home/user/.local/bin/ddnet/src/src/game/client/laser_data.cpp:36:27
#1 0x5555575af9c8 in CGameWorld::NetObjAdd(int, int, void const*, CNetObj_EntityEx const*) /home/user/.local/bin/ddnet/src/src/game/client/prediction/gameworld.cpp:493:11
#2 0x5555574bf201 in CGameClient::UpdatePrediction() /home/user/.local/bin/ddnet/src/src/game/client/gameclient.cpp:2452:15
#3 0x5555574aad89 in CGameClient::OnNewSnapshot() /home/user/.local/bin/ddnet/src/src/game/client/gameclient.cpp:1729:3
#4 0x5555569562c7 in CClient::Update() /home/user/.local/bin/ddnet/src/src/engine/client/client.cpp:2751:22
#5 0x55555696e4bd in CClient::Run() /home/user/.local/bin/ddnet/src/src/engine/client/client.cpp:3260:4
#6 0x5555569caa8b in main /home/user/.local/bin/ddnet/src/src/engine/client/client.cpp:4753:11
#7 0x7ffff4ea9d09 in __libc_start_main csu/../csu/libc-start.c:308:16
#8 0x5555560f55c9 in _start (/home/user/.local/bin/ddnet/build-fast/DDNet+0xba15c9) (BuildId: 6d1b5aed4fc199ba75cdc083de5ada540ca4612b)
0x62000001de20 is located 0 bytes after 3488-byte region [0x62000001d080,0x62000001de20)
allocated by thread T0 here:
#0 0x55555618e36e in __interceptor_malloc (/home/user/.local/bin/ddnet/build-fast/DDNet+0xc3a36e) (BuildId: 6d1b5aed4fc199ba75cdc083de5ada540ca4612b)
#1 0x555556382591 in CSnapshotStorage::Add(int, long, int, void*, int, void*) /home/user/.local/bin/ddnet/src/src/engine/shared/snapshot.cpp:518:32
#2 0x55555693aa6e in CClient::ProcessServerPacket(CNetChunk*, int, bool) /home/user/.local/bin/ddnet/src/src/engine/client/client.cpp:2088:31
#3 0x55555694b48c in CClient::PumpNetwork() /home/user/.local/bin/ddnet/src/src/engine/client/client.cpp:2556:4
#4 0x55555695ca61 in CClient::Update() /home/user/.local/bin/ddnet/src/src/engine/client/client.cpp:2868:2
#5 0x55555696e4bd in CClient::Run() /home/user/.local/bin/ddnet/src/src/engine/client/client.cpp:3260:4
#6 0x5555569caa8b in main /home/user/.local/bin/ddnet/src/src/engine/client/client.cpp:4753:11
#7 0x7ffff4ea9d09 in __libc_start_main csu/../csu/libc-start.c:308:16
SUMMARY: AddressSanitizer: heap-buffer-overflow /home/user/.local/bin/ddnet/src/src/game/client/laser_data.cpp:36:27 in ExtractLaserInfoDDNet(CNetObj_DDNetLaser const*, CGameWorld*)
Shadow bytes around the buggy address:
0x62000001db80: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
0x62000001dc00: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
0x62000001dc80: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
0x62000001dd00: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
0x62000001dd80: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
=>0x62000001de00: 00 00 00 00[fa]fa fa fa fa fa fa fa fa fa fa fa
0x62000001de80: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa
0x62000001df00: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa
0x62000001df80: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa
0x62000001e000: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa
0x62000001e080: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd
Shadow byte legend (one shadow byte represents 8 application bytes):
Addressable: 00
Partially addressable: 01 02 03 04 05 06 07
Heap left redzone: fa
Freed heap region: fd
Stack left redzone: f1
Stack mid redzone: f2
Stack right redzone: f3
Stack after return: f5
Stack use after scope: f8
Global redzone: f9
Global init order: f6
Poisoned by user: f7
Container overflow: fc
Array cookie: ac
Intra object redzone: bb
ASan internal: fe
Left alloca redzone: ca
Right alloca redzone: cb
==10996==ABORTING
```
6082: Fix incorrect cursor position after exiting pause/spec r=def- a=Robyt3
The cursor position was not correctly restored when exiting pause or spec, when the mouse was on the left side of the tee (x being negative).
This is caused by a calculation introduced in #1637 and #1830 that tries to ensure that the mouse can still be moved if it ends up inside the minimum mouse distance (`cl_mouse_min_distance` and `cl_dyncam_min_distance`). However, this did not consider that the x position can become negative, so the x position was also incorrectly changed when exiting pause.
This is fixed by reverting the changes, as this code has become obsolete and has been superseded by #2009 and #3884. The `CControls::ClampMousePos` function, which is called directly after restoring the position, already ensures that mouse is not stuck within the minimum mouse distance.
Closes#2591.
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [X] 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>
The cursor position was not correctly restored when exiting pause or spec, when the mouse was on the left side of the tee (x being negative).
This is caused by a calculation introduced in #1637 and #1830 that tries to ensure that the mouse can still be moved if it ends up inside the minimum mouse distance (`cl_mouse_min_distance` and `cl_dyncam_min_distance`).
However, this did not consider that the x position can become negative, so the x position was also incorrectly changed when exiting pause.
This is fixed by reverting the changes, as this code has become obsolete and has been superseded by #2009 and #3884. The `CControls::ClampMousePos` function, which is called directly after restoring the position, already ensures that mouse is not stuck within the minimum mouse distance.
Closes#2591.
Add "Cancel" button to country/region picker popup. It's already possible to cancel with the Escape key, so there should also be a button, which keeps the current selection.
Delegate the listbox activation (enter / double click on item) to the popup to confirm it. Enter was previously working but then broken by the logic that ensures that every hotkey is only consumed once. Now both enter and double click confirm the popup.
From teeworlds/teeworlds#2961.