The reason is that we increased the sensitivity of the modified flag to
include adding layers and groups, and simply loading the map already
adds those, so every loaded map was considered modified.
2161: Small prediction fixes/update r=def- a=trml
I looked through the latest changes in the server code, and made some updates to the prediction with it. This includes the hammer-out-of-freeze server fix and a small fix for stopper prediction. Also cleaned up some code, and fixed predicted smoke-trails slightly so they don't go through walls in certain cases.
Co-authored-by: trml <trml@users.noreply.github.com>
2164: Fix empty sound (fixes#2163) r=heinrich5991 a=def-
The problem was that the string is empty after going through the trim, thus the main displaying loop doesn't run, but the sound still does. Verified that it works.
Co-authored-by: def <dennis@felsin9.de>
Add libnotify support for linux client
Also unify notification management
Make libnotify mandatory for the client. It is installed on 100% of Arch
Linux systems and on 70% of Debian systems. I'd guess the remaining
Debian systems are servers.
Detect dependent libraries of `libnotify` using `pkg-config`. Remove
library-specific code from the game module. Decrement refcount for
libnotify notification object before leaving the function.
2104: Add spectate_closest now works when in Free-View r=def- a=d3fault
sry for the general refactor along with it xD
Co-authored-by: d3fault <d3fault@d3fault.net>
2103: Add spectate_closest r=def- a=d3fault
Spectates the tee closest to the one you are currently spectating.
This commit brought to you by COVID-19 lockdown boredom.
Fix#1793
Co-authored-by: d3fault <d3fault@d3fault.net>
2096: Fix the double-free of the antibot r=def- a=heinrich5991
I could not find an easy way to ensure that `AntibotDestroy` is only
being called once for each `AntibotInit` but still happening after all
the `CPlayer` destructors.
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
2078: Fix cl_showrecord with dummy (fixes#2077) r=heinrich5991 a=def-
Shows best time of either dummy or main player depending on which is selected
Co-authored-by: def <dennis@felsin9.de>
I could not find an easy way to ensure that `AntibotDestroy` is only
being called once for each `AntibotInit` but still happening after all
the `CPlayer` destructors.
2069: Move global configuration out of client interface r=heinrich5991 a=ChillerDragon
2076: Allow editing multiple tile layer props r=heinrich5991 a=Learath2
Requested by Ravie on discord
2095: Fix `AntibotDestroy` being called twice r=def- a=heinrich5991
The resource deallocation needs to happen in symmetry with the
allocation, otherwise we get unmatched dealloctions leading to crashes.
Allocations happened in `CAntibot::Init`, but it was not guaranteed that
this was called before the destructor.
Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
Co-authored-by: Learath <learath2@gmail.com>
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
2071: Add an option to only start a new demo when connect while automatically record demos r=def- a=sirius1242
Origin auto demo recording of ddnet will generate lots of demo files especially when playing in mods which have shorter rounds, such as infclass. I added a new option to open a new demo file only when connect to server (include map changing), this is disabled by default, and can use `cl_auto_demo_on_connect 1` to open. It works only when `cl_auto_demo_record` open.
Co-authored-by: sirius <sirius.ustc@gmail.com>
The resource deallocation needs to happen in symmetry with the
allocation, otherwise we get unmatched dealloctions leading to crashes.
Allocations happened in `CAntibot::Init`, but it was not guaranteed that
this was called before the destructor.
./src/game/client/components/maplayers.h:15:9: error: 'uintptr_t' does not name a type; did you mean 'uint64_t'?
15 | typedef uintptr_t offset_ptr;
| ^~~~~~~~~
| uint64_t
../src/game/client/components/maplayers.h:61:4: error: 'offset_ptr' does not name a type; did you mean 'offset_ptr32'?
61 | offset_ptr IndexBufferByteOffset()
| ^~~~~~~~~~
| offset_ptr32
In file included from ../src/game/client/components/background.cpp:8:
../src/game/client/components/maplayers.h:105:4: error: 'offset_ptr' does not name a type; did you mean 'offset_ptr32'?
105 | offset_ptr m_IndexBufferByteOffset;
| ^~~~~~~~~~
| offset_ptr32
../src/game/client/components/maplayers.h: In constructor 'CMapLayers::SQuadLayerVisuals::SQuadVisual::SQuadVisual()':
../src/game/client/components/maplayers.h:103:20: error: class 'CMapLayers::SQuadLayerVisuals::SQuadVisual' does not have any field named 'm_IndexBufferByteOffset'
103 | SQuadVisual() : m_IndexBufferByteOffset(0) {}
| ^~~~~~~~~~~~~~~~~~~~~~~
2048: Display envelope name in popups r=12pm a=Learath2
A dropdown would've worked better, but we don't have one
Co-authored-by: Learath <learath2@gmail.com>
2026: Only start showing emoticons after their start tick has passed (fixes#2025) r=Learath2 a=def-
Since we can go back in time in demo player
Co-authored-by: def <dennis@felsin9.de>
src/game/server/score/file_score.cpp: In member function ‘CFileScore::CPlayerScore* CFileScore::SearchName(const char*, int*, bool)’:
src/game/server/score/file_score.cpp:169:9: error: ‘strcmp’ was not declared in this scope
169 | if (!strcmp(r.front().m_aName, pName))
| ^~~~~~
src/game/server/score/file_score.cpp:12:1: note: ‘strcmp’ is defined in header ‘<cstring>’; did you forget to ‘#include <cstring>’?
11 | #include <engine/shared/console.h>
+++ |+#include <cstring>
12 |¬
Saves should not be loadable from one to the other.
Requires:
ALTER TABLE record_race ADD COLUMN DDNet7 BOOL DEFAULT FALSE AFTER GameID;
ALTER TABLE record_teamrace ADD COLUMN DDNet7 BOOL DEFAULT FALSE AFTER GameID;
ALTER TABLE record_saves ADD COLUMN DDNet7 BOOL DEFAULT FALSE AFTER Server;
1979: Clean up color handling a bit r=Learath2 a=def-
- SetAlpha should be called WithAlpha and only works for RGBA
- Fix type correctness of color_scale and introduce color_invert
- Nicer hook coll color handling in RenderPlayer
- Use CRTP to have type safe WithAlpha, otherwise this would compile:
`ColorHSLA = WithAlpha(ColorRGBA(1.0f, 1.0f, 1.0f));`
Follow-up to https://github.com/ddnet/ddnet/pull/1968
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
1976: Write out sql server prefix to failed_sql.sql r=Learath2 a=def-
also don't write out non-eligible records.
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
- SetAlpha should be called WithAlpha and only works for RGBA
- Fix type correctness of color_scale and introduce color_invert
- Nicer hook coll color handling in RenderPlayer
- Use CRTP to have type safe WithAlpha, otherwise this would compile:
ColorHSLA = WithAlpha(ColorRGBA(1.0f, 1.0f, 1.0f));
- Remove duplicate laser entries
- Update menus_settings.cpp comment for scripts
- Update instructions for scripts
- Run script to get updated localizations
1974: more typesafty in the graphics. introduced the IGraphics::CTextureHandle r=def- a=ChillerDragon
Edited by @ChillerDragon to fit in ddnet
(cherry picked from commit cb95e8dfe8)
Co-authored-by: Magnus Auvinen <magnus.auvinen@gmail.com>
1973: Rename rifle to laser r=def- a=ChillerDragon
This makes it easier to copy code from/to 0.7
23df3c609e
For the user only the rcon command to give/remove ``laser``/``unlaser`` changes.
Co-authored-by: ChillerDragon <chillerdragon@gmail.com>
1949: Add cl_dummy_resetonswitch 2 r=Learath2 a=d3fault
Idea by @ChillerDragon :
Only resets the active tee. So if you hold right and switch your
dummy keeps walking. But if you switch back you don't have
to press right twice to walk again.
Fix#1854
Co-authored-by: d3fault <d3fault@d3fault.net>
1946: Don't locally render your own dummy's afk emote. Other players will still see it r=Learath2 a=d3fault
Afk emote on your own dummy is pointless and annoying, esp on dummy maps.
Co-authored-by: d3fault <d3fault@d3fault.net>
Idea by ChillerDragon:
Only resets the active tee. So if you hold right and switch your
dummy keeps walking. But if you switch back you don't have
to press right twice to walk again.
Fix#1854
as Mac build complains:
src/game/server/entities/character.cpp:1681:18: error: ordered comparison between pointer and zero ('const float *' and 'int')
if(m_Core.m_Vel > 0 && (m_MoveRestrictions&CANTMOVE_DOWN))
~~~~~~~~~~~~ ^ ~
1941: Fix IntersectCharacter r=def- a=12pm
This makes hitting yourself when shooting through other tees work
Co-authored-by: 12pm <30786226+12pm@users.noreply.github.com>
1922: Allow to hammer directly on unfreeze r=def- a=heinrich5991
Previously, this was only doable with frame-perfect input if you were
going to get frozen again the next tick. Now, you only have to hold your
hammer to immediately hammer once you get unfrozen.
This fixes that "deepfly" (flying with deep-frozen dummy, binding both
main and dummy tee hammers onto the same key) does not only work for
good connection.
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
1938: Explode grenades twice at the end if they have lifespans. Fix#1559 r=heinrich5991 a=Learath2
Just by looking at the code I think this is what was intended but only testing can make sure.
Co-authored-by: Learath <learath2@gmail.com>
1935: Add a limit to GetNearestAirPos. Fix#1931 r=def- a=Learath2
There isn't really any sane behaviour here, so I just avoided the infinite loop.
You shouldn't be in the wall to begin with :P
1936: Mark players as afk initially. Fix#1797 r=def- a=Learath2
The whole afktimer code is quite ugly. I might rework it at a later date.
For now this looks like an acceptable fix.
1940: Update ddnet-libs version r=Learath2 a=def-
Was forgotten in the libcurl linux removal I think?
Co-authored-by: Learath <learath2@gmail.com>
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
1923: Properly force spawn order of teams. Fix#1828 r=Learath2 a=d3fault
Mimic old behavior of having a respawn tick > 0 ticks after current tick. 2 ticks later is still "instant enough".
The code below the change mentions strong spawning, so without deciphering it we simply give 2 extra ticks to make sure that it executes before spawning (2 instead of 1 so that it definitely executes for both primary and dummy).
Co-authored-by: d3fault <d3fault@d3fault.net>
Mimic old behavior of having a respawn tick > 0 ticks after current tick.
2 ticks later is still "instant enough".
The code below the change mentions strong spawning,
so without deciphering it we simply give 2 extra ticks to make sure that
it executes before spawning (2 instead of 1 so that it definitely
executes for both primary and dummy).
This broke respawn rate limiting and didn't even fix#1828.
When primary tee hits kill tiles, dummy still gets strong hook.
This reverts commit 02f5723321.