Commit graph

235 commits

Author SHA1 Message Date
furo b423ee59af Color text if you have voted f3 or f4
Add Sv_YourVote packet
2023-09-16 12:17:11 +02:00
Robert Müller d2c9750c65 Add str_from_int function
Add more efficient function for formatting integer values as strings.

A benchmark shows that using this function is significantly faster than using `str_format`. It is faster by a factor of 220 with Clang 15.0 O2 (https://quick-bench.com/q/BlNoLnlyqxipf4jvsFTUxKMHDJU) and by a factor of 11 with GCC 12.2 O2 (https://quick-bench.com/q/Fxf9lDCTqXBF4pIa_IyZ5R0IqYg).

This increases FPS in the editor by ~25% when many numbers are rendered for switch/tele/speedup/tune layers or with "Show Info" being enabled.

The additional static analysis for `std::to_chars` revealed that the wrong size was used in `CHud` for `aScoreTeam[TEAM_RED]` and `aScoreTeam[TEAM_BLUE]`.

This requires incrementing the macOS deployment target from 10.13 to 10.15.
2023-08-24 20:54:17 +02:00
bors[bot] 74789f86dc
Merge #6818
6818: Fix HUD PlayerState weapons rendering r=def- a=Kaffeine

<!-- What is the motivation for the changes of this pull request? -->
The proper offset for the first available weapon is provided only for Hammer but sometimes (in some mods) the character has no hammer and the icons got a wrong left margin.

### Current code

83a2ad0e24/src/game/client/components/hud.cpp (L882-L895)

Notice the `x -= 3;` in the hammer rendering branch. It fixes the `x` offset for this and further weapons but it works only if the character has a hammer (other weapons has no such line).
`-3` is specific for the hammer, we need different "first item" offsets for other weapons.

## Before

![image](https://github.com/ddnet/ddnet/assets/374839/419f97be-d1e3-4eff-94a6-387e89d6ef64)
(the hammer offset is _correct_)

![image](https://github.com/ddnet/ddnet/assets/374839/400ab01f-02a2-4d2a-bd6f-97806e12cbef)
but if the character has no hammer then the things go _wrong_.

![image](https://github.com/ddnet/ddnet/assets/374839/262e45a5-cee8-45b9-bd8b-a982761a5dc5)
Shotgun/Grenade Launcher/Laser has just a small offset but the _wrong_ placement of katana indicator if very noticeable.

<!-- 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. -->

## After
![image](https://github.com/ddnet/ddnet/assets/374839/af24c361-228e-4461-b7ea-0b4531ffedf0)
(no difference in the hammer icon rendering)

![image](https://github.com/ddnet/ddnet/assets/374839/04b30b2e-5560-431d-a949-b37b63e27b9e)
(fixed gun offset)

![image](https://github.com/ddnet/ddnet/assets/374839/5abb5be3-212c-48b1-9c78-169441d6442e)
(fixed shotgun offset)

![image](https://github.com/ddnet/ddnet/assets/374839/918ef960-162e-4942-916f-b8eb9802c2e4)
(fixed grenade launcher offset)

![image](https://github.com/ddnet/ddnet/assets/374839/7a8e1257-590b-4589-877a-51f90298d6f7)
(fixed laser offset)

![image](https://github.com/ddnet/ddnet/assets/374839/157258b6-f7de-4411-8b63-140083b883c3)
(fixed katana offset)

## 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: Alexander Akulich <akulichalexander@gmail.com>
2023-07-07 18:45:19 +00:00
Alexander Akulich bf956c4c1c CHud::RenderPlayerState: Rework weapons rendering (+provide offsets) 2023-07-07 21:07:17 +03:00
Alexander Akulich ba7be6982d CHud::RenderPlayerState: Split ninja state rendering 2023-07-07 20:56:53 +03:00
Alexander Akulich a2ad543877 CHud: Refactor weapons rendering (1/3) 2023-07-07 20:56:50 +03:00
Vy0x2 0b8ed51614
Merge branch 'master' into pr-poc-mv-clean 2023-06-30 18:07:12 +02:00
devdenn d16fb877dc Add multi view 2023-06-30 18:03:24 +02:00
Robert Müller 883fb8818c Minor refactoring of CAnimState and tee rendering functions
- Use `nullptr` instead of `0`.
- Remove dead code.
- Mark functions and pointers as `const` when possible.
- Remove unused argument of `CRenderTools::GetRenderTeeAnimScaleAndBaseSize` function.
- Copy tee render info when rendering emote wheel instead of modifying global render info.
- Fix names of static variables.
2023-06-10 13:10:26 +02:00
Robert Müller 68d2d466d5 Fix use of invalid text container index for finish message HUD 2023-05-20 19:20:48 +02:00
Robert Müller 58184c2d67 Replace usages of atan2f and atan2 with std::atan2
Another leftover from #6372.
2023-05-09 22:38:44 +02:00
Robert Müller b590eff24e Add missing HUD text container deletion
See #5143.
2023-05-07 15:37:08 +02:00
Robert Müller 6d2e2788e2 Use DefaultTextColor and DefaultTextOutlineColor 2023-05-06 15:22:58 +02:00
Robert Müller 4b2ec2c202 Remove dead code 2023-05-06 15:22:58 +02:00
Robert Müller 0c32eacbab Make text container index type-safe
Use `STextContainerIndex` wrapper instead of `int` for text container index for type-safety.

Add missing checks to ensure valid text container index before rendering FPS and finish time text containers.
2023-05-05 15:58:17 +02:00
Jupeyy 54e013fa1a Fix alpha fading in hud 2023-05-01 12:33:47 +02:00
Robert Müller 8507a651d1 Refactor vertical alignment in UI
Add separate constants `TEXTALIGN_TOP`, `TEXTALIGN_MIDDLE` and `TEXTALIGN_BOTTOM` for vertical alignment.

Add shorthand constants for all possible combinations of horizontal and vertical alignment, e.g. `TEXTALIGN_MC` for `TEXTALIGN_MIDDLE | TEXTALIGN_CENTER`.

Replace usage of `SLabelProperties::m_AlignVertically` with these constants in all menu and editor code for more convenient and versatile alignment of text. Use combined horizontal-vertical alignment constants for all existing labels. Manually adjust layout for some elements which were initially misaligned with the new implementation.

Refactoring:

- Use `CORNER_NONE` instead of `0`.
- Improve some `CUIRect` variables names and usage.
2023-04-10 17:22:09 +02:00
Robert Müller db4ec4a12d Replace usages of C math functions
Replacing the C standard headers with the C++ standard headers causes various `error: call to 'floor' promotes float to double [performance-type-promotion-in-math-fn,-warnings-as-errors]`, which are fixed by using the C++ std math functions or our own math functions instead of the C math functions.

- Use `absolute` instead of `abs` and `fabs`.
- Use `std::floor` instead of `floor` and `floorf`.
- Use `std::ceil` instead of `ceil`, `ceilf` and `round_ceil`.
- Use `std::round` instead of `round` and `roundf`.
- Use `std::sin` instead of `sin` and `sinf`.
- Use `std::asin` instead of `asin` and `asinf`.
- Use `std::cos` instead of `cos` and `cosf`.
- Use `std::acos` instead of `acos` and `acosf`.
- Use `std::tan` instead of `tan` and `tanf`.
- Use `std::atan` instead of `atan` and `atanf`.
- Use `std::pow` instead of `pow` and `powf`.
- Use `std::log` instead of `log` and `logf`.
- Use `std::log2` instead of `log2` and `log2f`.
- Use `std::log10` instead of `log10` and `log10f`.
- Use `std::pow` instead of `pow` and `powf`.
- Use `std::sqrt` instead of `sqrt` and `sqrtf`.
- Use `std::fmod` instead of `fmod` and `fmodf`.
- Use `direction(Angle)` instead of `vec2(std::cos(Angle), std::sin(Angle))`.
- Use `length(vec2(x, y))` instead of `std::sqrt(x * x + y * y)`.
- Remove unused `NormalizeAngular` and `AngularDistance` functions.
2023-03-01 19:26:53 +01:00
Robert Müller 8286105804 Use RecreateTextContainer, reorder parameters
The `RecreateTextContainer` function calls `DeleteTextContainer` and then `CreateTextContainer`.

The arguments of `RecreateTextContainer` and `RecreateTextContainerSoft` are reordered so all functions take the text container as their first argument.
2023-02-20 23:39:43 +01:00
Robert Müller f386eff45c Remove unused argument of Text/TextWidth/TextLineCount
The `void *pFontSetV` argument is unused and all invocations except one were already passing `0`, `0x0` or `nullptr` for this argument.
2023-02-20 20:06:17 +01:00
Robert Müller 3280f1824f Reset graphics container indices after deletion
Reduce duplicate code and improve correctness by passing indices of quad, buffer and text containers by reference and always setting them to `-1` after they are deleted.

Also check if index is `-1` before trying to delete it to reduce duplicate code when calling the methods.
2023-02-15 21:05:15 +01:00
Robert Müller faa9f27808 Declare variables as const when possible
According to cppcheck's `constVariable` error:

```
src\engine\client\backend\opengl\opengl_sl.cpp:74:43: style: Variable 'Define' can be declared as reference to const [constVariable]
  for(CGLSLCompiler::SGLSLCompilerDefine &Define : pCompiler->m_vDefines)
                                          ^

src\engine\client\backend\vulkan\backend_vulkan.cpp:2149:12: style: Variable 'GraphicThreadCommandBuffer' can be declared as reference to const [constVariable]
     auto &GraphicThreadCommandBuffer = m_vvThreadDrawCommandBuffers[i + 1][m_CurImageIndex];
           ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:3192:9: style: Variable 'BufferObject' can be declared as reference to const [constVariable]
  auto &BufferObject = m_vBufferObjects[BufferObjectIndex];
        ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:3200:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable]
   auto &DescrSet = m_vTextures[State.m_Texture].m_VKStandard3DTexturedDescrSet;
         ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:3810:13: style: Variable 'Mode' can be declared as reference to const [constVariable]
  for(auto &Mode : vPresentModeList)
            ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:3818:13: style: Variable 'Mode' can be declared as reference to const [constVariable]
  for(auto &Mode : vPresentModeList)
            ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6511:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable]
   auto &DescrSet = m_vTextures[pCommand->m_State.m_Texture].m_aVKStandardTexturedDescrSets[AddressModeIndex];
         ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6555:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable]
   auto &DescrSet = m_vTextures[pCommand->m_State.m_Texture].m_VKStandard3DTexturedDescrSet;
         ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6660:9: style: Variable 'MemBlock' can be declared as reference to const [constVariable]
  auto &MemBlock = m_vBufferObjects[BufferIndex].m_BufferObject.m_Mem;
        ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6799:9: style: Variable 'BufferObject' can be declared as reference to const [constVariable]
  auto &BufferObject = m_vBufferObjects[BufferObjectIndex];
        ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6808:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable]
   auto &DescrSet = m_vTextures[pCommand->m_State.m_Texture].m_aVKStandardTexturedDescrSets[AddressModeIndex];
         ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6902:9: style: Variable 'BufferObject' can be declared as reference to const [constVariable]
  auto &BufferObject = m_vBufferObjects[BufferObjectIndex];
        ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6907:9: style: Variable 'TextTextureDescr' can be declared as reference to const [constVariable]
  auto &TextTextureDescr = m_vTextures[pCommand->m_TextTextureIndex].m_VKTextDescrSet;
        ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6961:9: style: Variable 'BufferObject' can be declared as reference to const [constVariable]
  auto &BufferObject = m_vBufferObjects[BufferObjectIndex];
        ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6970:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable]
   auto &DescrSet = m_vTextures[State.m_Texture].m_aVKStandardTexturedDescrSets[AddressModeIndex];
         ^

src\game\client\components\hud.cpp:178:8: style: Variable 'aFlagCarrier' can be declared as const array [constVariable]
   int aFlagCarrier[2] = {
       ^
src\game\client\components\hud.cpp:519:16: style: Variable 's_aTextWidth' can be declared as const array [constVariable]
  static float s_aTextWidth[5] = {s_TextWidth0, s_TextWidth00, s_TextWidth000, s_TextWidth0000, s_TextWidth00000};
               ^

src\game\client\components\killmessages.cpp:305:30: style: Variable 'Client' can be declared as reference to const [constVariable]
   CGameClient::CClientData &Client = GameClient()->m_aClients[m_aKillmsgs[r].m_KillerID];
                             ^
src\game\client\components\killmessages.cpp:314:30: style: Variable 'Client' can be declared as reference to const [constVariable]
   CGameClient::CClientData &Client = GameClient()->m_aClients[m_aKillmsgs[r].m_VictimID];
                             ^

src\game\client\components\menus_ingame.cpp:243:12: style: Variable 'pInfoByName' can be declared as reference to const [constVariable]
 for(auto &pInfoByName : m_pClient->m_Snap.m_apInfoByName)
           ^
src\game\client\components\menus_ingame.cpp:530:12: style: Variable 'pInfoByName' can be declared as reference to const [constVariable]
 for(auto &pInfoByName : m_pClient->m_Snap.m_apInfoByName)
           ^

src\game\client\components\players.cpp:767:44: style: Variable 'CharacterInfo' can be declared as reference to const [constVariable]
  CGameClient::CSnapState::CCharacterInfo &CharacterInfo = m_pClient->m_Snap.m_aCharacters[i];
                                           ^

src\game\client\components\spectator.cpp:122:27: style: Variable 'Snap' can be declared as reference to const [constVariable]
 CGameClient::CSnapState &Snap = pSelf->m_pClient->m_Snap;
                          ^
src\game\client\components\spectator.cpp:221:12: style: Variable 'pInfo' can be declared as reference to const [constVariable]
 for(auto &pInfo : m_pClient->m_Snap.m_apInfoByDDTeamName)
           ^

src\game\client\gameclient.cpp:2220:15: style: Variable 'OwnClientData' can be declared as reference to const [constVariable]
 CClientData &OwnClientData = m_aClients[ownID];
              ^
src\game\client\gameclient.cpp:2227:16: style: Variable 'cData' can be declared as reference to const [constVariable]
  CClientData &cData = m_aClients[i];
               ^

src\game\client\prediction\entities\character.cpp:397:11: style: Variable 'aSpreading' can be declared as const array [constVariable]
    float aSpreading[] = {-0.185f, -0.070f, 0, 0.070f, 0.185f};
          ^

src\game\client\prediction\entities\laser.cpp:53:9: style: Variable 'HitPos' can be declared as reference to const [constVariable]
  vec2 &HitPos = pHit->Core()->m_Pos;
        ^

src\game\editor\auto_map.cpp:507:18: style: Variable 'Index' can be declared as reference to const [constVariable]
       for(auto &Index : pRule->m_vIndexList)
                 ^
src\game\editor\auto_map.cpp:518:18: style: Variable 'Index' can be declared as reference to const [constVariable]
       for(auto &Index : pRule->m_vIndexList)
                 ^

src\game\editor\editor.cpp:118:12: style: Variable 'Item' can be declared as reference to const [constVariable]
 for(auto &Item : vList)
           ^
src\game\editor\editor.cpp:2983:11: style: Variable 'aAspects' can be declared as const array [constVariable]
    float aAspects[] = {4.0f / 3.0f, 16.0f / 10.0f, 5.0f / 4.0f, 16.0f / 9.0f};
          ^
src\game\editor\editor.cpp:3141:15: style: Variable 's_aShift' can be declared as const array [constVariable]
   static int s_aShift[] = {24, 16, 8, 0};
              ^

src\engine\server\server.cpp:2807:14: style: Variable 'Client' can be declared as reference to const [constVariable]
   for(auto &Client : m_aClients)
             ^

src\engine\server\sql_string_helpers.cpp:51:6: style: Variable 'aTimes' can be declared as const array [constVariable]
 int aTimes[7] =
     ^

src\test\secure_random.cpp:24:6: style: Variable 'BOUNDS' can be declared as const array [constVariable]
 int BOUNDS[] = {2, 3, 4, 5, 10, 100, 127, 128, 129};
     ^
```
2022-11-29 23:32:32 +01:00
Robert Müller 0f2590801d Clarify operator precedence
According to cppcheck's `clarifyCalculation` error:

```
src\game\client\components\hud.cpp:196:49: style: Clarify calculation precedence for '&' and '?'. [clarifyCalculation]
   float ImageSize = GameFlags & GAMEFLAG_FLAGS ? 16.0f : Split;
                                                ^
src\game\editor\layer_tiles.cpp:544:94: style: Clarify calculation precedence for '&' and '?'. [clarifyCalculation]
    m_pTiles[y * m_Width + x].m_Flags ^= m_pTiles[y * m_Width + x].m_Flags & TILEFLAG_ROTATE ? TILEFLAG_HFLIP : TILEFLAG_VFLIP;
                                                                                             ^
src\game\editor\layer_tiles.cpp:560:94: style: Clarify calculation precedence for '&' and '?'. [clarifyCalculation]
    m_pTiles[y * m_Width + x].m_Flags ^= m_pTiles[y * m_Width + x].m_Flags & TILEFLAG_ROTATE ? TILEFLAG_VFLIP : TILEFLAG_HFLIP;
                                                                                             ^
```
2022-11-29 23:32:30 +01:00
Robert Müller fd208eaa1a Remove redundant variable assignments
The assigned values are never used, so the assignments can be removed or variable scopes can be reduced.

According to cppcheck's `unreadVariable` error.
2022-11-29 23:32:26 +01:00
bors[bot] 49bed71932
Merge #5696
5696: Add option for parallax-aware zoom r=def- a=Fireball-Teeworlds

## How this works

Currently we have parallax X and Y parameters that control how far away a layer feels. Currently it's only taken into account for camera moving sideways.

This pull request makes zoom behave as if the camera was moving closer or further away, taking into account the distance to the layer.

In order to provide flexibility, this behaviour is using a separate parallax value, similar to how we have separate values for X and Y. Para Zoom will default to the minimum of parallax X, Y, clamped to be between 0 and 100. This seems to look well on most maps.

This pull request also introduces two new features to the Editor:
* Controls for configuring per-group Para Zoom value. If Custom Zoom is set to No, Para Zoom will automatically keep following to the default value described above, so that people new to the feature don't have to figure out how it works.
* Zoom button that previews the zoom behavior (next to Proof at the top).

## Editor Screenshots

### Para Zoom controls

![screenshot_2022-08-22_21-38-04](https://user-images.githubusercontent.com/68162181/186014490-f7b91245-460f-405f-8d5c-3f91db2a1b9a.png)

![screenshot_2022-08-22_21-37-58](https://user-images.githubusercontent.com/68162181/186014522-03b6e814-4dd9-4d07-9af9-7db5fb434a56.png)

### Zoom Button

![screenshot_2022-08-22_21-40-46](https://user-images.githubusercontent.com/68162181/186014856-2d1d499d-9011-439c-b217-536957e0c1e3.png)

![screenshot_2022-08-22_21-40-50](https://user-images.githubusercontent.com/68162181/186014874-6d2939d3-00ff-4327-a790-414b5151ba31.png)

## In-Game Screenshots

Video: https://youtu.be/W7eXQN0gRFI

This is an older version of the pull request that had an option to disable the new behaviour. The current version can only be disabled in map editor for a particular map.

### Springlobe 3

With new feature:
![screenshot_2022-08-02_04-28-19](https://user-images.githubusercontent.com/68162181/182286371-b67cee1c-73d8-4a24-a9c3-1b28340a3b42.png)

Without:
![screenshot_2022-08-02_04-28-25](https://user-images.githubusercontent.com/68162181/182286367-24555381-1700-4ff1-80c7-39e5dce63820.png)

### Beyond Dreams

With new feature:
![screenshot_2022-08-02_04-28-59](https://user-images.githubusercontent.com/68162181/182286322-114ecb90-0860-462c-9012-bb2f3ff848fb.png)

Without:
![screenshot_2022-08-02_04-28-55](https://user-images.githubusercontent.com/68162181/182286654-f34da72b-7991-4f42-89ad-679279fcb83e.png)

## Checklist

- [X] Tested the change ingame
- [X] 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
- [X] 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: Fireball <fireball.teeworlds@gmail.com>
2022-08-22 21:15:41 +00:00
Robert Müller 2a21cd6eab Move all DrawRect* methods from CRenderTools to IGraphics
As the methods do not depend on any game components they are moved to the engine graphics interface.
2022-08-12 17:42:05 +02:00
Robert Müller 7b20009980 Move CUI::CORNER_* enum to IGraphics::CORNER_*
Entirely automatic replacement in preparation for moving rect drawing methods from `CRenderTools` to `IGraphics`.
2022-08-12 17:42:04 +02:00
Fireball a90c86e9a5 Parallax-aware zoom
How this works: parallax values configure perceived distance from camera
when it's moving along x and y axes. Assume that zoom is moving the
camera away and scale layers accordingly, with background layers
(furtherst away) changing the least.

New per-ItemGroup (LayerGroup) setting allows to set the new parallax
value independently from the other two. This can be used to do tricks
like on Time Shop zoom correctly or make it feel like the camera is
changing the field of view at the same time as moving in space.
2022-08-05 00:40:58 +01:00
c0d3d3v e3fc71d051
Rename "NoSomething" to "SomethingDisabled" 2022-07-11 13:40:01 +02:00
Robert Müller 76c9d86016 Use DrawRect instead of DrawRoundRect/Ext in CHud
To reduce duplicate code.
2022-07-10 17:19:33 +02:00
c0d3d3v 57995693ad
Use for weapon and jump display now render information instead of the
predicted data, so that these display are also correct if you spectate
other players.
This is necessery since with https://github.com/ddnet/ddnet/pull/5592
this information is no longer present in the predicted character (if the
chracter is not predicted)
2022-07-09 16:03:16 +02:00
bors[bot] e2f7f53bc8
Merge #5591
5591: (A bit) safer interface for text containers r=def- a=Jupeyy

For #5143
Maybe it helps identifying the problem earlier, maybe not^^

## 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>
2022-07-09 09:47:48 +00:00
bors[bot] 5345e55b94
Merge #5545
5545: Format name accordingly r=heinrich5991 a=Chairn

I think i got almost all the misstyped name. I did let some because they made sense to me. I think, only generated code remains to be formatted (and src/base and websockets, but those seems to have an exception).

## 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: Chairn <chairn.nq@hotmail.fr>
2022-07-08 23:08:02 +00:00
Jupeyy c6589f3a5e (A bit) safer interface for text containers 2022-07-08 19:19:37 +02:00
Chairn a69dc599a9 Huge variable naming format
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
2022-07-08 18:01:29 +02:00
Robert Müller 85c78a9149 Use for-each loop in CHud::ResetHudContainers to reduce duplicate code 2022-07-08 16:53:35 +02:00
bors[bot] 66ab84a5fa
Merge #5544
5544: Replaced float array with appropriate struct (vec or color) r=def- a=Chairn

I mostly touched the code in the graphic part for array of 2 floats into vec2.
For color, i replaced array of 4 floats with ColorRGBA where it made sense.

I had to change the logic order in `src/engine/client/graphics_threaded.cpp:1113` due to operator= from vec2 to vec3. I didn't see any visual change.

## 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: Chairn <chairn.nq@hotmail.fr>
2022-07-07 12:30:29 +00:00
c0d3d3v e6f1ef90de
send correct time diff on finish
send record when player joins or changes name
minor cleanup
2022-07-06 17:43:20 +02:00
c0d3d3v ae80287c1b
Update checkpoint diff display to use time format with hours:minutes:centisecs
Add time diff to finish display.
Increase time the finish time display is displayed to 6 sec.
Allow to trigger time checkpoints out of order
2022-07-06 15:14:29 +02:00
Chairn 32318a7c90 Reworked color system
Removed duplicate structs. Replaced 4 floats array with appropriate
struct where applicable
2022-07-06 11:39:51 +02:00
c0d3d3v a961151b32
Show also +0.00 split, and checkpoints close to start (<1sec) 2022-07-03 13:31:54 +02:00
c0d3d3v 281c766117
Add APPEARANCE Settings page 2022-06-29 16:28:19 +02:00
c0d3d3v 07cfda5593
remove rampvalue from ddnetcharacter 2022-06-27 01:10:37 +02:00
c0d3d3v df52df9d4a
move DDNetCharacterDisplayInfo to DDNetCharacter
- add default value option to NetworkValues
- rename m_FreezeTick to m_FreezeStart
2022-06-27 01:10:25 +02:00
c0d3d3v 4281df2429
Add new textures by ravie; Also add no gun hit for teleport gun 2022-06-25 16:05:38 +02:00
c0d3d3v dd1cdfcf2c
Add to some of the Sprite Arrays the array prefix 2022-06-25 10:39:39 +02:00
c0d3d3v 781f2e7b57
add cl_show_jumps_indicator option 2022-06-15 22:05:44 +02:00
c0d3d3v f28b71d5cc
allow the server to also show old HUD elements (by @fokkonaut) 2022-06-15 22:05:43 +02:00
c0d3d3v 977d7d952c
Increase the size of dummy actions 2022-06-15 22:05:43 +02:00
c0d3d3v 6e8efa9204
Use 0 to 260 degree in Angle display, and do not display decimals of speed in debughd 2022-06-15 22:05:43 +02:00