Use `FindFile` to search for the image/sound file in all subfolders of the mapres folder when using the "Readd" button in the editor.
Show an error message popup when readding fails, i.e. when the file could not be found.
6002: Explain -DANTIBOT=ON a bit better (fixes#6001) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request? -->
<!-- Note that builds and other checks will be run for your change. Don't feel intimidated by failures in some of the checks. If you can't resolve them yourself, experienced devs can also resolve them before merging your pull request. -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
6003: Fix height and margin of sound and image popups 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: Dennis Felsing <dennis@felsin9.de>
Co-authored-by: Robert Müller <robytemueller@gmail.com>
The `Append` method was returning `0` on success while `Load` and `Save` were returning `1`.
Now all three methods use a `bool` as return value and return `true` on success.
The call `SortImages()` is moved inside the `Append` method, as it should always be called when appending succeeded.
The height of the sound popup was too small, as it was not updated when the "Readd" button was added.
The additional `2.0f` margin at the top of the popups is removed, as all popup menus already have default `5.0f` margins on all sides.
The height of the image popup for external images was not including this margin to begin with, so it was slightly too small but is correct now.
The height of the image popup for embedded images is adjusted to no longer include this margin.
Pass `nullptr` instead of calculating unused `CUIRect` values.
The height is calculated based on the number of rows and the row height instead of being entirely hardcoded, which makes maintenance easier.
The total height of the speedup popup was slightly too large, which is also fixed by this.
Variable names and their declaration positions are also refactored.
The hotkey Ctrl+A is already active universally in the editor to open and append a map to the current one.
This collides with the hotkeys for opening the layer/tile details popup for tune, tele, speedup and switch layers, which is only active when a layer of said type is select.
Pressing the hotkey in this context opens the popup and the append dialog at the same time, which is undesirable.
Therefore the hotkey to open the layer/tile details is changed to Ctrl+T instead. This combination is currently unused and seems approriate, as the T could stand for "Tile details".
Using `str_format(aBuf, sizeof(aBuf), "%s", pStr)` is equivalent to `str_copy(aBuf, pStr, sizeof(aBuf))`. Using `str_copy` is more readable and also more efficient as there is no overhead from parsing the format string and from passing varargs.
5756: Editor: added a goto button r=heinrich5991 a=archimede67
<!-- What is the motivation for the changes of this pull request -->
This feature was also suggested by Pulsar. It adds a button to go to a specified coordinate point by inputting x and y coordinates through a popup window:
![image](https://user-images.githubusercontent.com/13364635/185762103-48a9fbaf-282e-45d8-86a4-bf5eedf620b0.png)
The two number inputs are constrained between 0 and the width/height of the map (minus 1). When clicking "Go", it focuses the camera at the center of the tile at these coordinates.
## 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: Corantin H <archi0670@gmail.com>
Move hotkey/input handling from `CMenus` to `CUI`.
Using the `ConsumeHotkey` method ensures that each hotkey is only handled once.
By also handling the mouse scroll wheel as hotkeys, this fixes the scroll keys activating scroll regions while the controls binder is active.
5748: Remove the need for sprite icon images; update Icons file r=Jupeyy a=VoxelDoesCode
It felt like that it was very unoptimized to have two images for the demo buttons. Initially, I wanted to merge it into one image, but it was a much better choice to have it so that we use the Icons font file for the sprites instead. Turns out, considering how the typeface is rendered, it looks much smoother and crisper. The contrast between the squares and the symbols is much clearer alongside!
Before the change:
![unknown](https://user-images.githubusercontent.com/95713843/185066728-45b6c5d7-00c5-4e03-9f89-4dfc89df6ec1.png)
After the change:
![unknown](https://user-images.githubusercontent.com/95713843/185066759-bd5f8169-7e9e-488d-9af7-0ab34bff9d54.png)
Note that there is a few compromises that had to be made with the limited symbol choices. As of publishing this there is not a symbol for a crossed out keyboard, but I hope the eye works just fine for now.
## 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: VoxelDoesCode <bluheadcat@gmail.com>
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.
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
5429: More vector naming format r=heinrich5991 a=Chairn
Following of https://github.com/ddnet/ddnet/pull/5391
## 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: Chairn <chairn.nq@hotmail.fr>
5252: Use std::vector instead of array, remove base/tl/array.h, algorithm.h, allocator.h, range.h r=def- a=Robyt3
Replaces all usages of `array` with `std::vector`.
I adjusted variable names of variables I changed to use the `v` prefix. Not so in the editor however, as there are already many changes due to clang-tidy enforcing the use of for-each loops.
This allows us to remove all remaining `base/tl` headers except `threading.h`.
Clang-tidy now finds `clang-analyzer-cplusplus.NewDelete` (Use of memory after it is freed), which is also fixed here, though it appears to be a false-positive.
This last remaining usages of `goto` are also removed.
## 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: Robert Müller <robytemueller@gmail.com>
> 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
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>
Since it causes crashes because another thread just accesses the data.
No one has wanted to fix this, so maybe we should just remove it instead
of having clients crash in editor. I'm wondering how much effort it
would be to make this safe. Would we just have to lock for a short part
or is it basically the entire threaded undo operation that has to be
serialized? (No need for a thread then)
src/engine/client/backend/opengles/opengles_sl_program.cpp:10:11: warning: suspicious #include of file with '.cpp' extension [bugprone-suspicious-include]
^
src/engine/graphics.h:330:67: warning: 2 adjacent parameters of 'CFreeformItem' of similar type ('float') are easily swapped by mistake [bugprone-easily-swappable-parameters]
CFreeformItem(float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3) :
^~~~~~~~~~~~~~~~~~
src/game/editor/layer_tiles.cpp:1802:14: warning: result of multiplication in type 'int' is used as a pointer offset after an implicit widening conversion to type 'ptrdiff_t' [bugprone-implicit-widening-of-multiplication-result]
mem_zero(&m_pSwitchTile[y * m_Width], o * sizeof(CSwitchTile));
^
src/game/server/entities/plasma.cpp💯152: warning: operator has equivalent nested operands [misc-redundant-expression]
if(SnapPlayer && SnapPlayer->GetTeam() != TEAM_SPECTATORS && !SnapPlayer->IsPaused() && SnapChar && SnapChar && SnapChar->Team() != m_ResponsibleTeam && SnapPlayer->m_ShowOthers != 1)
~~~~~~~~ ~~~~~~~~ ^
src/game/editor/editor.cpp:4295:38: warning: The right operand of '>' is a garbage value [clang-analyzer-core.UndefinedBinaryOperatorResult]
if(m_FilePreviewImageInfo.m_Width > Preview.w)
^ ~~~~~~~~~
Replaces the magic numbers -1/0/1 for left/center/right
Based on the work done in upstream:
@cinaera added alignment enums
04ee8b20a1
@TsFreddie renamed them
67651e8122
like ctrl-f / cmd-f
On macOS all these system shortcuts are done with cmd while on Windows
ctrl is used. Support both now
Added support for cmd key as modifier for binds
4410: Fix leak in CLayerTiles::BrushGrab (fixes#4409) r=Learath2 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>
4381: Fix enter behavior when creating new folder in editor r=edg-l a=def-
As reported by louis:
> pressing enter while creating a new folder in the editor (while using
> "save as") does not create the folder but instead enters the selected
> folder in the background
<!-- 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)
4382: Fix save typing when server settings are open in editor r=edg-l a=def-
As reported by louis:
> while saving a mapname while having the "Server Settings" tab open,
> pressing "m" while typing the mapname will unfocus the cursor from the
> mapname field onto the server settings field
<!-- 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)
4387: Don't access switchers out of bounds (fixes#4386) r=edg-l a=def-
It's possible that a map was saved with a different amount of switchers
than it has at the moment. Happened on Jao Shooter. I'll check with
mapper if they changed the number of switchers.
<!-- 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>
As reported by louis:
> while saving a mapname while having the "Server Settings" tab open,
> pressing "m" while typing the mapname will unfocus the cursor from the
> mapname field onto the server settings field
As reported by louis:
> pressing enter while creating a new folder in the editor (while using
> "save as") does not create the folder but instead enters the selected
> folder in the background
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>
4153: Some char array naming convention r=heinrich5991 a=ChillerDragon
<!-- 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: ChillerDragon <ChillerDragon@gmail.com>
3952: Remove global components and global gameclient instance r=heinrich5991 a=Jupeyy
Prevents global constructors/destructors and is a bit of cleanup
would also fix the issue from #3948
## 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
- [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: Jupeyy <jupjopjap@gmail.com>
3956: Fix out of bounds in editor render image r=heinrich5991 a=Jupeyy
## 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>
3844: Add UI Ex class to share common ui implementations r=def- a=Jupeyy
Between menus and editor for example
Currently only did DoEditBox, as this created crashes in the editor
fixes#3395
It's copy and paste from the implementation of CMenus, except for 4 lines, which i'll mark below
## 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>
3268: Fix ScaleFontSize with too long strings r=Jupeyy a=def-
Thanks to PopCorn181 for report
![screenshot_2020-11-08_00-03-19](https://user-images.githubusercontent.com/2335377/98453118-d1c1ae00-2155-11eb-97cf-cd5a455c00d3.png)
<!-- What is the motivation for the changes of this pull request -->
## 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
- [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: def <dennis@felsin9.de>
3195: Use str_truncate more often r=heinrich5991 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>
3124: Remove option to make map sounds external r=def- a=Patiga
![2020-10-17-180507_401x333_scrot](https://user-images.githubusercontent.com/44099679/96347669-8dd21080-10a3-11eb-8b24-abdab7f41020.png)
Right now it is impossible to have a working external sound. External
sounds render unusable the moment the map is saved and given to another
player. For the mapper it seems like everything is working since the
mapper has the sound file. For anyone else it simply won't work. Since
1. there is no use for it and
2. it adds unnecessary complexity and confusion,
I propose removing it entirely.
None of the ddnet maps use external sounds, only 25 maps from the map archive have external sounds
Please have a look over the changed ui code.
Co-authored-by: Patiga <dev@patiga.eu>
Right now it is impossible to have a working external sound. External
sounds render unusable the moment the map is saved and given to another
player. For the mapper it seems like everything is working since the
mapper has the sound file. For anyone else it simply won't work. Since
1. there is no use for it and 2. it adds unnecessary complexity and
confusion, I propose removing it entirely.
3120: Embed map sounds by default r=heinrich5991 a=Patiga
Not one ddnet map has a external map sound since there are none which would work that way
Co-authored-by: Patiga <dev@patiga.eu>
2987: Modulize skins, particles, emoticons and game r=def- a=Jupeyy
fixes#2203
Puh, something i always wanted todo.
Need to error read, bcs alot of copy paste.
Modulizes all images, so that all images are mipmap indepedent, without texeloffset problems
I also added the ninja bar analyzer for #2921
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
3018: Editor: Improve usability of server settings r=Jupeyy a=def-
- Add Mod button
- Show Del button only when it makes sense
- Update command input text when clicking on an existing command
- Make command clearable
As requested by Cøke
Co-authored-by: def <dennis@felsin9.de>
3010: Use hours in score hud and record r=Learath2 a=def-
3014: Scale auto mapper text size (partially fixes#3013) r=Learath2 a=def-
Co-authored-by: def <dennis@felsin9.de>
- Add Mod button
- Show Del button only when it makes sense
- Update command input text when clicking on an existing command
- Make command clearable
As requested by Cøke
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
2906: Use fixed point conversion consistently r=def- a=Learath2
This fixes the issue with the Tex UV coords being complete garbage
Co-authored-by: Learath <learath2@gmail.com>
1678: Handle colors in console r=def- a=Learath2
DEPENDS: #1654
A better way to fix#1581 possibly deprecates #1597
Co-authored-by: Learath <learath2@gmail.com>
- Explanations by Lady Saavik taken from https://ddnet.tw/explain/
- CCW/CW were mixed up in enum names, fixed
- Make sure that the texts fits, otherwise reduce font size
- Still need explanations for Portal tiles
1316: code improvement on gameclient.cpp r=def- a=Ryozuki
1341: Mark unused envelopes r=def- a=Learath2
Thought I'd do this one as well while looking at the editor code.
1349: Don't ignore CONNECT packets with data that we don't know r=def- a=heinrich5991
This specifically affects 0.6.5. Just treat them the same way as those
without any data.
Co-authored-by: Ryozuki <edgar@ryobyte.com>
Co-authored-by: Learath <learath2@gmail.com>
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
1251: Selecting multiple quads r=def- a=Aerll
- shift+drag to select quads. Selection is additive
- left click on any empty space deselects all quads
- moving, resizing, rotating etc. works for every selected quad
- fixed resizing quads on grid and in properties. Vertices don't land on the same spot
Co-authored-by: Aerll <31746984+aerll@users.noreply.github.com>
1227: Allow multiple layers to be selected and edited at the same time. r=heinrich5991 a=bojidar-bg
Resolves#486.
Please test, I'm still not completely sure it won't crash or mess up a map from time to time.
Co-authored-by: Bojidar Marinov <bojidar.marinov.bg@gmail.com>
Previously, when you added an image to the map in the editor, it would
start off as embedded, i.e. included in the map file. This does not make
sense for vanilla images as every client has those.
That's why we now only mark non-vanilla images as external by default.
Replace `mem_free` by `free`, and `mem_alloc` by `malloc` or `calloc`
(the latter one being used to allocate a zeroed array of elements,
sometimes, this makes a call to `mem_zero` superfluous).
This results in having to remove `mem_stats` which previously recorded
the number of allocations and their size that the Teeworlds code did
directly.
Remove OOM handling in `src/game/client/components/binds.cpp`.
Remove needless copying in the CSV code in
`src/game/client/components/statboard.cpp`.