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.
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>
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.
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>
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.
Add a generic popup to confirm an operation to the menu and revise the generic message popup similar to this.
Both popups have a title and a message. The message popup has one button and the confirmation popup has two buttons.
For each button a label, the next popup after clicking the button, and a custom button handler can be set.
From teeworlds/teeworlds#2598.
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};
^
```
According to cppchecker's `arrayIndexThenCheck` error:
```
src\game\client\race.cpp:24:30: style: Array index 'i' is used before limits check. [arrayIndexThenCheck]
for(int i = 0; isdigit(pStr[i]) && i < 3; i++)
^
```
According to cppchecker's `constParameter` error:
```
src\engine\gfx\image_manipulation.cpp:7:58: style: Parameter 'pSrc' can be declared as pointer to const [constParameter]
static void Dilate(int w, int h, int BPP, unsigned char *pSrc, unsigned char *pDest, unsigned char AlphaThreshold = TW_DILATE_ALPHA_THRESHOLD)
^
src\engine\gfx\image_manipulation.cpp:58:67: style: Parameter 'pSrc' can be declared as pointer to const [constParameter]
static void CopyColorValues(int w, int h, int BPP, unsigned char *pSrc, unsigned char *pDest)
^
src\engine\shared\network_conn.cpp:241:42: style: Parameter 'Addr' can be declared as reference to const [constParameter]
void CNetConnection::DirectInit(NETADDR &Addr, SECURITY_TOKEN SecurityToken, SECURITY_TOKEN Token, bool Sixup)
^
src\base\system.cpp:4060:71: style: Parameter 'random' can be declared as pointer to const [constParameter]
void generate_password(char *buffer, unsigned length, unsigned short *random, unsigned random_length)
^
src\engine\client\backend\vulkan\backend_vulkan.cpp:263:38: style: Parameter 'AllocatedMemory' can be declared as reference to const [constParameter]
void Free(SMemoryHeapQueueElement &AllocatedMemory)
^
src\engine\client\backend\vulkan\backend_vulkan.cpp:1708:47: style: Parameter 'ImgExtent' can be declared as reference to const [constParameter]
static size_t ImageMipLevelCount(VkExtent3D &ImgExtent)
^
src\engine\client\backend\vulkan\backend_vulkan.cpp:2801:29: style: Parameter 'Image' can be declared as reference to const [constParameter]
void ImageBarrier(VkImage &Image, size_t MipMapBase, size_t MipMapCount, size_t LayerBase, size_t LayerCount, VkFormat Format, VkImageLayout OldLayout, VkImageLayout NewLayout)
^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6495:46: style: Parameter 'ExecBuffer' can be declared as reference to const [constParameter]
void Cmd_Clear(SRenderCommandExecuteBuffer &ExecBuffer, const CCommandBuffer::SCommand_Clear *pCommand)
^
src\game\client\components\skins.cpp:83:72: style: Parameter 'pImg' can be declared as pointer to const [constParameter]
static void CheckMetrics(CSkin::SSkinMetricVariable &Metrics, uint8_t *pImg, int ImgWidth, int ImgX, int ImgY, int CheckWidth, int CheckHeight)
^
src\game\client\prediction\entities\character.h:106:37: style: Parameter 'pNewInput' can be declared as pointer to const [constParameter]
void SetInput(CNetObj_PlayerInput *pNewInput)
^
src\game\client\prediction\gameworld.cpp:245:106: style: Parameter 'pNotThis' can be declared as pointer to const [constParameter]
CCharacter *CGameWorld::IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, CCharacter *pNotThis, int CollideWith, class CCharacter *pThisOnly)
^
src\game\client\prediction\gameworld.cpp:245:151: style: Parameter 'pThisOnly' can be declared as pointer to const [constParameter]
CCharacter *CGameWorld::IntersectCharacter(vec2 Pos0, vec2 Pos1, float Radius, vec2 &NewPos, CCharacter *pNotThis, int CollideWith, class CCharacter *pThisOnly)
^
src\game\client\prediction\gameworld.cpp:283:116: style: Parameter 'pNotThis' can be declared as pointer to const [constParameter]
std::list<class CCharacter *> CGameWorld::IntersectedCharacters(vec2 Pos0, vec2 Pos1, float Radius, class CEntity *pNotThis)
^
src\game\client\ui.cpp:522:180: style: Parameter 'pReadCursor' can be declared as pointer to const [constParameter]
void CUI::DoLabel(CUIElement::SUIElementRect &RectEl, const CUIRect *pRect, const char *pText, float Size, int Align, const SLabelProperties &LabelProps, int StrLen, CTextCursor *pReadCursor)
^
src\game\client\ui_scrollregion.cpp:23:86: style: Parameter 'pParams' can be declared as pointer to const [constParameter]
void CScrollRegion::Begin(CUIRect *pClipRect, vec2 *pOutOffset, CScrollRegionParams *pParams)
^
src\game\server\scoreworker.h:239:29: style: Parameter 'aTimeCp' can be declared as const array [constParameter]
void Set(float Time, float aTimeCp[NUM_CHECKPOINTS])
^
src\game\server\score.cpp:135:80: style: Parameter 'aTimeCp' can be declared as const array [constParameter]
void CScore::SaveScore(int ClientID, float Time, const char *pTimestamp, float aTimeCp[NUM_CHECKPOINTS], bool NotEligible)
^
src\game\server\teeinfo.cpp:40:57: style: Parameter 'pUseCustomColors' can be declared as pointer to const [constParameter]
CTeeInfo::CTeeInfo(const char *apSkinPartNames[6], int *pUseCustomColors, int *pSkinPartColors)
^
src\game\server\teeinfo.cpp:40:80: style: Parameter 'pSkinPartColors' can be declared as pointer to const [constParameter]
CTeeInfo::CTeeInfo(const char *apSkinPartNames[6], int *pUseCustomColors, int *pSkinPartColors)
^
```
According to cppcheck's `redundantInitialization` and `redundantAssignment` errors:
```
src\game\client\ui.cpp:456:5: style: Redundant initialization for 'tw'. The initialized value is overwritten before it is read. [redundantInitialization]
tw = TextRender()->TextWidth(0, Size, pText, -1, LabelProps.m_MaxWidth, &AlignedSize, &MaxCharacterHeightInLine);
^
src\game\client\ui.cpp:454:11: note: tw is initialized
float tw = std::numeric_limits<float>::max();
^
src\game\client\ui.cpp:456:5: note: tw is overwritten
tw = TextRender()->TextWidth(0, Size, pText, -1, LabelProps.m_MaxWidth, &AlignedSize, &MaxCharacterHeightInLine);
^
src\game\client\ui.cpp:529:5: style: Redundant initialization for 'tw'. The initialized value is overwritten before it is read. [redundantInitialization]
tw = TextRender()->TextWidth(0, Size, pText, -1, LabelProps.m_MaxWidth, &AlignedSize, &MaxCharacterHeightInLine);
^
src\game\client\ui.cpp:527:11: note: tw is initialized
float tw = std::numeric_limits<float>::max();
^
src\game\client\ui.cpp:529:5: note: tw is overwritten
tw = TextRender()->TextWidth(0, Size, pText, -1, LabelProps.m_MaxWidth, &AlignedSize, &MaxCharacterHeightInLine);
^
src\game\editor\editor.cpp:6051:19: style: Variable 'm_Map.m_Modified' is reassigned a value before the old one has been used. [redundantAssignment]
m_Map.m_Modified = false;
^
src\game\editor\editor.cpp:6046:19: note: m_Map.m_Modified is assigned
m_Map.m_Modified = false;
^
src\game\editor\editor.cpp:6051:19: note: m_Map.m_Modified is overwritten
m_Map.m_Modified = false;
^
src\game\client\prediction\entities\character.cpp:1148:36: style: Variable 'm_LatestInput' is reassigned a value before the old one has been used. [redundantAssignment]
m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
^
src\game\client\prediction\entities\character.cpp:1134:16: note: m_LatestInput is assigned
m_LatestInput = m_LatestPrevInput = m_PrevInput = m_Input = m_SavedInput;
^
src\game\client\prediction\entities\character.cpp:1148:36: note: m_LatestInput is overwritten
m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
^
src\game\client\prediction\entities\character.cpp:1148:20: style: Variable 'm_LatestPrevInput' is reassigned a value before the old one has been used. [redundantAssignment]
m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
^
src\game\client\prediction\entities\character.cpp:1134:36: note: m_LatestPrevInput is assigned
m_LatestInput = m_LatestPrevInput = m_PrevInput = m_Input = m_SavedInput;
^
src\game\client\prediction\entities\character.cpp:1148:20: note: m_LatestPrevInput is overwritten
m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
^
src\game\client\prediction\entities\character.cpp:1148:50: style: Variable 'm_PrevInput' is reassigned a value before the old one has been used. [redundantAssignment]
m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
^
src\game\client\prediction\entities\character.cpp:1134:50: note: m_PrevInput is assigned
m_LatestInput = m_LatestPrevInput = m_PrevInput = m_Input = m_SavedInput;
^
src\game\client\prediction\entities\character.cpp:1148:50: note: m_PrevInput is overwritten
m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input;
^
```
According to cppcheck's `nullPointerRedundantCheck` check:
```
src\game\client\components\menus_settings.cpp:729:8: warning: Either the condition 'pSkinToBeSelected==0' is redundant or there is possible null pointer dereference: pSkinToBeSelected. [nullPointerRedundantCheck]
if((pSkinToBeSelected->GetName()[0] == 'x' && pSkinToBeSelected->GetName()[1] == '_'))
^
src\game\client\components\menus_settings.cpp:732:25: note: Assuming that condition 'pSkinToBeSelected==0' is not redundant
if(pSkinToBeSelected == 0)
^
src\game\client\components\menus_settings.cpp:729:8: note: Null pointer dereference
if((pSkinToBeSelected->GetName()[0] == 'x' && pSkinToBeSelected->GetName()[1] == '_'))
^
src\game\editor\editor.cpp:5034:19: warning: Either the condition 'pEnvelope' is redundant or there is possible null pointer dereference: pEnvelope. [nullPointerRedundantCheck]
float EndTime = pEnvelope->EndTime();
^
src\game\editor\editor.cpp:5056:7: note: Assuming that condition 'pEnvelope' is not redundant
if(pEnvelope)
^
src\game\editor\editor.cpp:5034:19: note: Null pointer dereference
float EndTime = pEnvelope->EndTime();
^
src\game\editor\editor.cpp:5038:3: warning: Either the condition 'pEnvelope' is redundant or there is possible null pointer dereference: pEnvelope. [nullPointerRedundantCheck]
pEnvelope->FindTopBottom(s_ActiveChannels);
^
src\game\editor\editor.cpp:5056:7: note: Assuming that condition 'pEnvelope' is not redundant
if(pEnvelope)
^
src\game\editor\editor.cpp:5038:3: note: Null pointer dereference
pEnvelope->FindTopBottom(s_ActiveChannels);
^
src\game\editor\editor.cpp:5039:15: warning: Either the condition 'pEnvelope' is redundant or there is possible null pointer dereference: pEnvelope. [nullPointerRedundantCheck]
float Top = pEnvelope->m_Top;
^
src\game\editor\editor.cpp:5056:7: note: Assuming that condition 'pEnvelope' is not redundant
if(pEnvelope)
^
src\game\editor\editor.cpp:5039:15: note: Null pointer dereference
float Top = pEnvelope->m_Top;
^
src\game\editor\editor.cpp:5040:18: warning: Either the condition 'pEnvelope' is redundant or there is possible null pointer dereference: pEnvelope. [nullPointerRedundantCheck]
float Bottom = pEnvelope->m_Bottom;
^
src\game\editor\editor.cpp:5056:7: note: Assuming that condition 'pEnvelope' is not redundant
if(pEnvelope)
^
src\game\editor\editor.cpp:5040:18: note: Null pointer dereference
float Bottom = pEnvelope->m_Bottom;
^
src\game\editor\editor.cpp:5081:23: warning: Either the condition 'pEnvelope' is redundant or there is possible null pointer dereference: pEnvelope. [nullPointerRedundantCheck]
for(int c = 0; c < pEnvelope->m_Channels; c++)
^
src\game\editor\editor.cpp:5056:7: note: Assuming that condition 'pEnvelope' is not redundant
if(pEnvelope)
^
src\game\editor\editor.cpp:5081:23: note: Null pointer dereference
for(int c = 0; c < pEnvelope->m_Channels; c++)
^
```
The assigned values are never used, so the assignments can be removed or variable scopes can be reduced.
According to cppcheck's `unreadVariable` error.
The key reader was displaying the old key for a frame. It now shows the new key immediately without flashing the old one after changing a bind.
Refactoring:
- The if-branches are restructured to be the same as on upstream.
- The function `GetKeyBindModifiersName` can be called without an additional check, because it returns an empty string when no modifier is pressed.
- The unused parameter `Checked` of the `DoButton_KeySelect` function is removed.
From teeworlds/teeworlds#2877.
6058: Fix invalid demo cutting, Add slice highlighting r=Chairn a=VoxelDoesCode
Before, you could place an end slice before the beginning, creating a "zero second" demo, which doesn't play in client, and renders a corrupt file. I implemented a check where if the playhead is before the beginning slice, it won't place an end slice, and vice versa.
I also added highlighting in between the slices, so that it's easier to see.
![image](https://user-images.githubusercontent.com/95713843/202870840-216df4d7-975e-496d-b122-c819ce7ae6ee.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: VoxelDoesCode <bluheadcat@gmail.com>
Handle both shift keys in some cases where only the left shift key was previously supported.
The `CChat::m_ReverseTAB` variable is removed because it's unnecessary.
I think at the point where you use (CEntity **) apPlayersInRange the
compiler says this is a totally different value than apPlayersInRange
since they have a different type. And then it reorders the inlined
FindEntities code to be run afterwards, thus leading to undefined
behavior and crashes.
5770: Fix physics change by weak hook fix (fixes#5769) r=def- a=fokkonaut
<!-- What is the motivation for the changes of this pull request -->
fixes#5769
## 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>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
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.
Use `IO_MAX_PATH_LENGTH` for all demo filenames and paths, so long demo names and demo names containing many unicode characters are not so easily truncated in the cut, rename and render dialogs.
Use combination of `str_endswith` and `str_append` to append file extensions, instead of using `str_comp_nocase` and `str_format`. Thereby only support creating demos and video files with lower case file extension, as only demo files with lower case file extension are shown in the client anyway.
When playing a demo without opening the demo menu first, i.e. from command line argument or with `play` command from the main menu, clicking the demo slice button crashes the game, as the code tries to use the filename of the currently selected demo while there is no demo selected, i.e. `m_DemolistSelectedIndex == -1`.
Also, when using the play command after opening the demo menu, the initial filename selected for cutting was incorrectly set to the currently selected demo.
This is fixed by getting the name of the current demo file from the demo player instead, when cutting a demo.
Though the cut demo will be saved to the last demo folder selected (or the demos directory) instead of being saved to the same directory as the original demo.
The file extension needs to be appended to the cut demo name before checking whether the name matches the currently playing file, otherwise the "Please use a different name" error message is not shown and instead the "File already exists" question is shown.
When entering the name of an existing demo file into the Slice demo dialog and pressing the Ok button twice, the file handle that's used for checking for the demo file's existence is not closed, hence the cut demo file cannot be deleted until the client is closed.
5933: Inline `Is(GameType)` functions and remove support for legacy 64 player info protocol r=def- a=heinrich5991
## 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)
5941: Get away from vector for skins r=def- a=Jupeyy
most of the time it uses the index just to get the skin, downloaded skins change the index. Now its simply a heap object and downloaded skins load directly. Also the loading might be a bit faster bcs it had a loop lookup .Also O(1) lookup
not 100% tested. also fixes a bug with favorite skins hopefully
## 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: heinrich5991 <heinrich5991@gmail.com>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
most of the time it uses the index just to get the skin, downloaded skins change the index.
Now its simply a heap object and downloaded skins load directly. Also the loading might be a bit faster bcs it had a loop lookup
Also O(1) lookup
They are used for two purposes, coloring gametypes in the serverbrowser
and enabling backward compatibility. These are independent, we shouldn't
add more stuff to the backward compatibility, hence I split them up and
inlined them.
5909: Add favorite skins r=def- a=Jupeyy
Advantages:
- my friend fokkonaut can mark his favorite vanilla skins
- u can mark skin db skins which auto download if not loaded
untested, bad code, maybe buggy.
but still want feedback :)
![image](https://user-images.githubusercontent.com/6654924/193877801-6880a4f6-3f42-4e16-ad00-f44583aa2a87.png)
## 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>
5918: Constify snap more (inspired by upstream) r=Robyt3 a=ChillerDragon
Incorporate const added in those upstream commits:
d86d576217e6b8518b49
## 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: ChillerDragon <ChillerDragon@gmail.com>
5919: Tweak the running visuals r=def- a=VoxelDoesCode
Sorry for putting this off for so long. Turns out animating with raw code is harder than you'd think.
https://user-images.githubusercontent.com/95713843/194726134-40925aea-6ec4-40ae-9597-b80a28d1b6a2.mp4
## 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>
Even I got confused by it and accidentally hit power off button. Left
side seems not popular for close either (#5888)
Since opening the menu requires Escape, players can probably figure out
Escape to close it again.
> Revert "Don't show home button ingame"
>
> This reverts commit d3ff903d44.
>
> Revert "Move home button to very right so it is consistent with close button ingame (fixes#5881)"
>
> This reverts commit 9cc08cc9d3.
>
> Revert "Add close button to close ingame menu"
>
> This reverts commit cfcfb7b3f0.
This means that digit characters in filenames will be comparsed as numbers instead of being compared as individual digits.
The use of this function was previously (d2f5714042) removed as it did not sort names case insensitively, whereas now it does.
5875: Move `src/game/bezier.cpp/h` to `src/base/bezier.cpp/h` r=def- a=Robyt3
As those functions are not game specific per se, they can be part of base instead.
Closes#3334.
<!-- 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: Robert Müller <robytemueller@gmail.com>
5848: Remove cl_http_map_download r=heinrich5991 a=def-
![screenshot-20220918@010406](https://user-images.githubusercontent.com/2335377/190879092-3ca64914-15c5-4835-9fe6-fd9fe75aa57d.png)
Causes problems with GER3
## 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)
5851: Respect reserved slots in old serverinfo r=heinrich5991 a=def-
Noticed in https://github.com/ddnet/ddnet/pull/5850 that reserved slots were not respected
<!-- 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: def <dennis@felsin9.de>
Is was previously possible activate UI elements behind an active color picker when hovering the background of the color picker but not the color picker UI elements.
Merging of DoLaserPreview and static int fix
Replace if else statement with switch function
Adjusted RenderDropDown header to match
static int cbuttoncontainer fix, potential bugs
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.
5784: Suppress more events while skipping in demos, reset specifics components before long skips in demo r=def- a=Robyt3
Closes#5779.
## 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 updating and rendering the current tick again when changing the spectator mode while the demo playback is paused.
Refactoring: Extract `IDemoPlayer::ETickOffset`, `IDemoPlayer::SeekTick` and `CMenus::DemoSeekTick`.
Only reset what has to be reset instead of using `CGameClient::OnReset`, which would reset a lot more and cause other issues (client freezing while skipping) that would first need to be solved.
As there is no spectator to follow, the follow mode does not work in global server demos.
Player server demos are unaffected and support the follow mode.
5777: Add period/comma hotkeys to skip one tick forward/backward, various other improvements to demo skipping r=Jupeyy a=Robyt3
Mostly from upstream https://github.com/teeworlds/teeworlds/pull/2904, with some more fixes and refactorings.
## 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: Robert Müller <robytemueller@gmail.com>
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>