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Author SHA1 Message Date
bors[bot] 9e9024d449
Merge #5585
5585: Only announce birthday once (fixes #5576) r=heinrich5991 a=def-

No matter if you use /timecp or rename

<!-- 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>
2022-07-07 09:35:05 +00:00
Dennis Felsing aa18c1ee78 Only announce birthday once (fixes #5576)
No matter if you use /timecp or rename
2022-07-07 10:24:41 +02:00
bors[bot] a591fea1b2
Merge #5550
5550: Time checkpoints changes r=def- a=C0D3D3V

Fixes #5348

The checkpoint mechanic was last time updated here af44a79b03 and CNetMsg_Sv_DDRaceTime was introduced here: 86365bedcd

The whole design of `CNetMsg_Sv_DDRaceTime` is basically pretty bad, and it was only tired to copy the old broadcast behaviour (that we still have for vanilla client).
We are basically only sending floats (multiplied by 100) instead of using our integer ticks.  

Thats also the reason why checkpoints, close to the start (closer than one second), were not displayed (because it was forgotten to multiply m_time by 100 and so it was rounded to 0).

This PR adds a workaround for the problems, but this Net message is just designed wrong and should maybe in the future get updated to use ticks instead of rounded floats.
 
This PR allows to trigger Time Checkpoints in arbitrary order.
 
 This PR does not make checkpoints unskippable, because we currently have no way to do this, and we have no effect tile that is not skippable (except probably solid blocks).
 
 
 
 
## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-07-06 15:49:59 +00:00
c0d3d3v e6f1ef90de
send correct time diff on finish
send record when player joins or changes name
minor cleanup
2022-07-06 17:43:20 +02:00
c0d3d3v ae80287c1b
Update checkpoint diff display to use time format with hours:minutes:centisecs
Add time diff to finish display.
Increase time the finish time display is displayed to 6 sec.
Allow to trigger time checkpoints out of order
2022-07-06 15:14:29 +02:00
c0d3d3v 498c2dbbcf
Renamed some time checkpoint related variables.
Init some of the time checkpoint variables explicitly
2022-07-06 15:13:55 +02:00
c0d3d3v a961151b32
Show also +0.00 split, and checkpoints close to start (<1sec) 2022-07-03 13:31:54 +02:00
Robert Müller f3fbe891a6 Fix player input player flags translation with sixup
The sixup translated player flags were previously applied in `OnDirectInput` directly to the player input data.
However, the input data has already been copied at that point, so predicted inputs were using the incorrect flags.
This is fixed by moving the player flags translation to `OnClientPrepareInput`, which is called first and only once on each new player input before it is copied.
2022-07-01 00:00:17 +02:00
c0d3d3v 6869530314
Rename IsTCheckpoint to IsTeleCheckpoint and IsXCheckpoint to IsFTimeCheckpoint. And reduce code duplication 2022-07-01 00:00:03 +02:00
Robert Müller 6d0806f99d Fix engine client flags not being updated under some conditions
The flags were only being updated based on rather arbitrary conditions, so they could never reset to zero or reduced.
The flags are now always updated. The flags are only used in the output of the `status` command.
2022-06-30 23:55:03 +02:00
Chairn 96e9364fb0 Fix more unsafe define 2022-06-29 23:52:03 +02:00
c0d3d3v 435b7ab489
revert to send server messages for now 2022-06-29 14:46:23 +02:00
c0d3d3v 07cfda5593
remove rampvalue from ddnetcharacter 2022-06-27 01:10:37 +02:00
c0d3d3v df52df9d4a
move DDNetCharacterDisplayInfo to DDNetCharacter
- add default value option to NetworkValues
- rename m_FreezeTick to m_FreezeStart
2022-06-27 01:10:25 +02:00
bors[bot] 1e31db257f
Merge #5420
5420: Improvments for new HUD r=def- a=C0D3D3V

for testing set `#define CLIENT_VERSIONNR 16020`
Some of the changes are only available in the next version

Impressions: https://youtu.be/E770vGp4KKY

Implements a few of the recommendations from https://github.com/ddnet/ddnet/issues/5159 and Discord
- removes all player capability messages send by the server, that are now displayed in the HUD
- ~~remove `cl_ddrace_hud` and cl_show_freeze_bars~~, 
- Added option `cl_freezebars_alpha_inside_freeze` setting to change the opacity if the player is inside a freeze tile (default visible 100%)
- Added option `cl_show_jumps_indicator`
- We send now the real weapon the player is holding if he is frozen
    -> for that we added a new particle "snow flakes" or frozen flakes :D that are spawned over the tees body, to indicate he is frozen.
    -> new extras.png asset (+ corresponding asset tab, that can potentially be used for all sorts of extras for our mod, e.g. material particles, but in the future maybe also for other mods using a similar structure like it is for entities)
- stars are no longer send to new clients, because it is duplication to the freezebar, and we decided to not allow to disable it 
- also ninja stars are no longer send. They are not vanilla, and we now have a ninja bar in the new HUD.
- display target angle from 0 to 360 (looks mirrored on the x-axis to the normal trigonometry circle, but that is just how the world coordinates are) 
- dummy action display is increased in size ( but only the border margin :D not the icons. so the icons are still the same size as the icons on the left side)
- allow the server to also show old HUD elements (see https://github.com/ddnet/ddnet/pull/5427 for screenshots)


fixes #5149
fixes #198
closes #5159

fixes #2252   ~~(But not clear if we should also display the weapon, still investigating)~~
- we do no longer display a weapon inside freeze, instead we have nice freeze particles

## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
2022-06-26 07:57:33 +00:00
c0d3d3v 706a06d4d4
clamp m_Armor, to prevent value correction on client side 2022-06-25 16:06:22 +02:00
Chairn a50ddb75ff clang-format 2022-06-25 15:30:39 +02:00
Chairn 5f5b80ae57 Use [[fallthrough]] attribute rather than comment 2022-06-25 15:21:44 +02:00
c0d3d3v d78b3decd5
Revert to using conditions for the version check for capability chat messages; Remove ExcludeClientVersionAndHigher from CGameContext::SendChatTarget 2022-06-25 12:33:49 +02:00
c0d3d3v 6d098d866a
Remove ExcludeClientVersionAndHigher from CGameTeams::TeamMask; Add CGameContext::ClientsMaskExcludeClientVersionAndHigher 2022-06-25 11:16:59 +02:00
bors[bot] 29be9a79fd
Merge #5461
5461: add penatly to the whole team r=def- a=BloodWod-513

this should fix it #5460

## 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: BloodWod-513 <dayn_2013@mail.ru>
2022-06-20 22:20:32 +00:00
BloodWod-513 d7b5921759 refactoring pPlayer to pPrimaryPlayer 2022-06-20 22:01:10 +05:00
BloodWod-513 d58c5dfc9d add penatly to the whole team 2022-06-20 22:01:10 +05:00
Robert Müller 352734de56 Organize game-server includes 2022-06-17 20:32:56 +02:00
Robert Müller 4949645663 Organize game-shared includes 2022-06-17 17:39:25 +02:00
effyn 6691d71da7 Gender-neutral language 2022-06-16 15:12:25 -07:00
c0d3d3v f28b71d5cc
allow the server to also show old HUD elements (by @fokkonaut) 2022-06-15 22:05:43 +02:00
c0d3d3v 5cd0cc6040
send the weapon the player is really holding (except for ninjajetpack)
and render ninja skin in client if player is frozen

Do stll change the emote if a player with normal emote is freezed
2022-06-15 22:01:46 +02:00
c0d3d3v 167f2afc11
remove tile info messages and freeze/ninja stars for new clients using version checking 2022-06-15 22:01:35 +02:00
Chairn c9345e7d32 More vector naming format 2022-06-15 19:37:37 +02:00
ChillerDragon 2cc54c55de '*Char' -> '*pChr' 2022-06-15 14:39:13 +02:00
heinrich5991 bc1d293e30 Always send all tunings
It doesn't hurt since tunings after the last one are simply ignored.
This also stops future coders from introducing more and more cases in
this `if` chain.
2022-06-13 17:00:09 +02:00
heinrich5991 cedb3a90f9 Only re-send tunings for old versions
Newer clients send their version early in the connection establishment,
so we don't have to re-send tunings after we learn their version number.
2022-06-13 17:00:09 +02:00
bors[bot] ae1876d141
Merge #5388
5388: Remove obsolete AfkTimer function r=def- a=ardadem

It does the same job with: 425f07c03d/src/game/server/gamecontroller.cpp (L48)

## 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: Arda Demir <ddmirarda@gmail.com>
2022-06-12 11:26:06 +00:00
bors[bot] 40dfc06d50
Merge #5387
5387: Some qol changes for practice r=def- a=kiw-q

Some quality of life changes for practice
- Unfreezes when "rescued"
- Resets speed when teleporting

## 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: kiw-q <kiw-q@fedora.email>
2022-06-12 09:19:53 +00:00
bors[bot] 47b9bccd38
Merge #5391
5391: Format vector variables names (fixes #5209) r=Jupeyy a=Chairn


## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: Chairn <chairn.nq@hotmail.fr>
2022-06-12 05:24:56 +00:00
def b8e83674eb /cptime fix 2022-06-12 00:55:11 +02:00
kiw-q 6725c367c9 Some qol changes for practice 2022-06-11 21:46:49 +02:00
Chairn 01edaec628 Format vector variables names (fixes #5209) 2022-06-11 21:38:49 +02:00
Arda Demir c4492c27ea Move/rename AfkVoteTimer to AfkTimer 2022-06-11 21:11:28 +03:00
Arda Demir 18ab88d33e Remove obsolete AfkTimer function 2022-06-11 21:11:25 +03:00
c0d3d3v 24e1fa9a73
change m_ZeroEnergyBounceInLastTick to bool 2022-06-10 17:46:32 +02:00
c0d3d3v c579e2637f
let lasers bounce with zero energy for one tick 2022-06-10 15:16:41 +02:00
Dennis Felsing 1e94d1fa79 Remove sv_checkpoint_save 2022-06-08 21:10:40 +02:00
Dennis Felsing 7686dcc921 Add /timecp command to get another players time checkpoints
Useful to compare your performance against another player. Currently can
only be done by renaming yourself to the player's name
2022-06-08 21:10:36 +02:00
Dennis Felsing a2cd441d1c Get best Time Checkpoints back if map has one
Even if you made a better finish without time cps before. Can happen now
that we add Time CPs to existing maps:
https://docs.google.com/spreadsheets/d/1yMMBLSbS2cOSYsbIMkDZpMLaV6k930mXj5yVZF0Uuaw/edit#gid=0
2022-06-08 15:37:50 +02:00
hus3h db529318ab Unfreeze character after teleporting in practice 2022-06-03 21:31:30 +03:00
Dennis Felsing 9807625ca4 Actually fix capital /WHISPER
As reported by kiwq
2022-06-03 15:26:35 +02:00
trml 531107eb48 Fix ConSwitchDoorOpen 2022-06-02 20:52:34 +02:00
c0d3d3v d125c91825
send normal shields to old clients 2022-06-02 15:27:57 +02:00