This allows a larger range of PNGs to be loaded while still maintaining
backward compatibility with older clients by annoying the user.
This warning can be enabled by the `warn-pnglite-incompatible-images`
key in the https://info2.ddnet.tw/info JSON, if the key is not there or
the JSON hasn't been obtained yet, the warning is disabled. Since the
JSON is cached across restarts, it'll be effective for initially loaded
images from the second start.
Fix pointer and pointer array variable naming
Huge renaming to match our rules
Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)[^a]\w+\[
(?!(return|delete)\b)\b\w+ (?!(m_|ms_|g_|gs_|s_))[^a]\w+\[
Further format static variables
Format almost all pointer names accordingly
Used regex: (?!(return)\b)\b\w+
\*(?!(m_p|p|s_p|m_ap|s_ap|g_p|g_ap|ap|gs_ap|ms_ap|gs_p|ms_p))\w+\b[^:\(p]
clang-format
Fix CI fail
Fix misnamed non pointer as pointer and non array as array
Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)p\w+\b
(?!return\b)\b\w+ (ms_|m_|g_|gs_|s_)a\w+\b[^\[]
clang-format
Revert to SCREAMING_SNAKE_CASE and reinstate dead code
4946: Better forced viewport handling r=def- a=Jupeyy
For #4939
For the performance warnings refering `vkCmdClearAttachments` ignore them, because this function is only called when:
- clear color is changed(open/close editor, switch between entities) to directly flush a clear with the new color
- ~~a viewport is used that is "worse" than 5:4 (I don't really want to switch to non renderpass clear completly, since it *can* improve performance -- https://community.arm.com/arm-community-blogs/b/graphics-gaming-and-vr-blog/posts/vulkan-samples "Therefore, avoid using LOAD_OP_LOAD and vkCmdClearAttachments and use LOAD_OP_CLEAR or LOAD_OP_DONT_CARE whenever possible.")~~
thinking about it, maybe i can also drop this call now, since its dynamic viewport anyway
## 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)
4993: Unselect text after ctrl-u r=Jupeyy 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)
4998: Refactor tooltips and add some more r=def- a=edg-l
Refactored tooltips so they render last, otherwise stuff rendered after the call is overlapped.
Also renamed "Alpha" to "Opacity" which is more clear to non-devs.
## 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)
4999: Respect GPU type better r=def- a=Jupeyy
fixes#4994
## 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>
Co-authored-by: def <dennis@felsin9.de>
Co-authored-by: Edgar Luque <git@edgarluque.com>
4157: invalidate texture when unloading a texture. r=heinrich5991 a=ChillerDragon
Closes https://github.com/teeworlds/teeworlds/issues/1450
(cherry picked from commit 23a1b80f60)
<!-- 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: oy <Tom_Adams@web.de>
Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
3804: HiDPI-aware Resolution List r=def- a=TsFreddie
This is a version of https://github.com/teeworlds/teeworlds/pull/2827
Which gives you a resolution list that allows you to select appropriate window size (which is saved in config and used to initialize videos), while showing the canvas size (which is the drawing resolution), at least on MacOS.
This also fixes incorrect clips that happens without HiDPI enabled, because `Graphics()->ScreenWidth()` (in canvas size) was reported incorrectly before, which is now fixed.
Also, I noticed that `m_DesktopScreenWidth` and `m_DesktopScreenHeight` (in window size in MacOS) is used incorrectly or differently from what it was used during initialization:
* During initialization, DesktopScreenWidth is the "screen width of your desktop", but it was used as the "game window size on your desktop" when checking whether to resize window. I added a separate window size calculation to use during resize.
Also, god, I hope SDL's different sizes and stuff is reported consistently at least in Wayland or X, so please test. I know in Windows they are always in pixel/canvas size so it might not be a huge issue there.
## Checklist
- [x] Tested the change ~~ingame~~ on MacOS
- [ ] Provided screenshots if it is a visual change
- [x] Tested in combination with possibly related configuration options (again, on MacOS, with both HiDPI and non-HiDPI settings)
- [ ] 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: Freddie Wang <tsfreddiewang@gmail.com>
Purely automatic change. In case of conflict with this change, apply the
other change and rerun the formatting to restore it:
$ python scripts/fix_style.py
Speed up for displaying debugtext and envelopepreview
(This reduces the performance hit especially for the 'Show Info' mode in the editor)
Conflicts:
src/engine/client/client.cpp
src/game/editor/editor.cpp
src/game/editor/editor.h