- Add separate `CFGFLAG_COLLIGHT7` for 0.7 color config variables, which use `61/255` as darkest lighting value. In comparison, `CFGFLAG_COLLIGHT` uses `0.5` darkest lighting, so the color values being shown for 0.7 color variables were incorrect. Closes#8775.
- Pass darkest lighting as parameter directly instead of using `bool`s to avoid duplicating the logic.
- Add `ColorHSLA::DARKEST_LGT7` constant to replace existing `CTeeInfo::ms_DarkestLGT7` and `CSkins7::DARKEST_COLOR_LGT` constants.
- Round color components before printing them in config variable command handler, as color components are generally also rounded before being packed and before rendering.
- Remove default value of `ColorHSLA::UnclampLighting` function, to avoid incorrect usage.
Move `CImageInfo` from `engine/graphics.h` to own file `engine/image.h`. Also add 2-component image format to `CImageInfo::EImageFormat` for completeness, to replace the separate `EImageFormat` in `image_loader.h` with `CImageInfo::EImageFormat`.
Move `SetPixelColor`/`GetPixelColor` functions from editor to `CImageInfo` as member functions.
Replace `IGraphics::CopyTextureBufferSub` and `IGraphics::CopyTextureFromTextureBufferSub` functions with more versatile `CImageInfo::CopyRectFrom` function.
Make `IGraphics::LoadSpriteTexture` function more efficient by avoiding a copy of the image data by using the `LoadTextureRawMove` function. Remove unnecessary delegate function `CGraphics_Threaded::LoadSpriteTextureImpl` and temporary buffer `m_vSpriteHelper`.
Move `CEditorImage::DataEquals` function to `CImageInfo::DataEquals`. Use `mem_comp` to compare image data for more efficiency, instead of comparing each pixel individually.
Add another `IGraphics::LoadPng` function that loads image directly from memory and also handles the pnglite incompatibility warnings. This function will be used for more efficient loading of downloaded skin in the future.
Add convenience functions to load/save PNGs from/to `IOHANDLE` to reduce duplicate code when loading and saving images especially in the tools. These functions explicitly only allow loading images in RGBA and RGB format. Move general purpose image loading and saving functions to class `CImageLoader`.
Add more convenient `CByteBufferReader` and `CByteBufferWriter` classes for reading from and writing to a byte buffer while keeping track of the read/write position to replace existing `SImageByteBuffer`.
Extract `ConvertToGrayscale` utility function to reduce duplicate code when creating grayscale versions of skins, start menu images and community icons.
Move and rename `ConvertToRGBA` static function from graphics to `ConvertToRgba` in `image_manipulation.h/cpp`. Add `ConvertToRgbaAlloc` convenience function which allocates the target buffer. Add ``
Add `DilateImage`, `ResizeImage` and `ConvertToRgba` convenience functions that directly accept a `CImageInfo` argument that will be modified.
Remove unnecessary image size limitation in `map_replace_image` tool, which would only be relevant for 0.7 compatible maps. Adjust the maximum allowed image width/height in `map_convert_07` tool to be consistent with the actual limit that the 0.7 client has when loading images (`1 << 13 == 8192`).
Add doxygen comments for `CImageInfo`.
Pass `CImageInfo` by reference consistently, instead of sometimes passing a pointer.
Cleanup image loading and saving code. Improve error handling.
Events with flag `FLAG_RELEASE` must always be forwarded to all components so keys being released can be handled in all components also after some components have been disabled.
Closes#8901.
Scrollbars are now also set as the hot item when the rail is hovered and the rail clicking function is now only enabled for the scrollbar that is the hot item.
Closes#8954.
- Show Player/Dummy tabs at the top instead of using checkbox for dummy settings like in regular skin settings.
- Show Basic/Custom tabs instead of using button to toggle custom skin settings.
- Move Skin directory and Refresh icon buttons to right side like in regular skin settings. Refreshing 0.7 skins and parts is not implemented yet though.
- Render 0.7 skin entries like entries of the regular skin list, i.e. with more space and with only four skins per row.
- Move the Random skin button next to the Custom colors checkbox and make it an icon button like in the regular skin settings.
- Move skin preview to the right side of the Player/Dummy/Basic/Custom tabs to reduce unused empty space.
- Remove most overlapping and unnecessarily dark backgrounds.
- Improve layout of skin part tabs by only using colors for the first and last buttons.
- Localize skin part tab names again but properly capitalize the names being shown in the UI.
Reduce duplicate and inconsistent code for rendering quick search for the demo browser, ingame vote list, player flag, skin, skin 0.7 and asset search.
The quick search and exclude in the server browser are not refactored, as they have additional labels and different alignment, which would make a general function complicated.
Avoid Vulkan crash if the backend is destroyed immediately after being created.
Slightly decreases time of initial black screen before loading menu is rendered.
Convert mapres to RGBA immediately when loading them, so the image data is always in RGBA format internally, instead of only converting when the map is saved (which was erroneously removed in #8670).
This means the `cl_editor_dilate` setting will now also be applied to converted RGB images.
The macro `__ARM_ARCH` is defined both for 32-bit and 64-bit ARM so it cannot be used to identify ARM64. Now `__ARM_ARCH_ISA_A64` is used instead, which should only be defined for ARM64. This caused a warning due to the macro `CONF_ARCH_STRING` being redefined when compiling for Android. Furthermore, support for detecting big-endian ARM64 with the `__ARM_BIG_ENDIAN` macro is added.
See https://developer.arm.com/documentation/dui0774/g/chr1383660321827
Add a button with the "terminal" icon in the bottom right of the start menu to open the local console to ensure that the local console is usable also when no physical keyboard (with F-keys) is available.
Do not reset the active map download's information before using the fallback map download.
Remove redundant calls of `ResetMapDownload` before disconnecting, as this already resets the map download.
Closes#8885. Regression from #8848.
If the game is paused and a player joins a server (sv_tournament_mode 0)
The scoreboard will be forced open. Unless the client configured cl_scoreboard_on_death 0.
This can be quite annoying. Especially in the brand new 0.7 feature
where users can pause the game. Oy realized that this is a problem 12
year ago:
aec468a3c4 (diff-e0ff7a1d6079610adb64fc89fbfff23a381ed92f268d8fe188731a9e0c323b0aR389-R390)
For ddnet servers this would mostly affect tournaments where paused games are
used to give everyone enough time to download the map.
A open scoreboard also blocks broadcasts. So new users might miss the
admin announcements explaining why the game is paused.