Commit graph

16698 commits

Author SHA1 Message Date
c0d3d3v 60a95c6e4e
mark virtual methods in dragger_beam as overwritten 2022-05-22 22:01:07 +02:00
c0d3d3v 5175734432
Iterate over m_AttachedPlayers instead of MAX_CLIENTS 2022-05-22 21:59:52 +02:00
c0d3d3v f07d773492
Add a set of Players that are attached to a Tee 2022-05-22 21:59:51 +02:00
c0d3d3v 71c9a49776
revert to double explotion plasma bullets if the bullet hits obstacle
and player at the same time
2022-05-22 21:59:51 +02:00
c0d3d3v 9180fa70e4
revert change of dragger range 2022-05-22 21:59:50 +02:00
c0d3d3v 8d644d0638
Snap characters also when a hook is attached to them that is in the field of view 2022-05-22 21:59:49 +02:00
c0d3d3v c251b3d37c
fix server options in comments 2022-05-22 21:59:49 +02:00
c0d3d3v 8fc34ae7b9
Add Comments with Specifications to Turrets and Dragger
- Make Plasma Bullets explode only once if they hit a character and a
  obstacle
- Make turrets fire speed independend from teams and solo players
- Make draggers keep dragging the same tee, also if a closer tee exist
2022-05-22 21:59:48 +02:00
c0d3d3v ab37f95bb4
Do not clip players with hook in the field of view 2022-05-22 21:59:48 +02:00
c0d3d3v d64445d983
Rework Turrets
- Make the code look similar to the code of the draggers
- Make correct switching for solo players, as described here: https://github.com/ddnet/ddnet/pull/4980
- Remove NetworkClipping Bug
- Added intentionally the "Feature" to only explode at one tee
- Make plasma bullets only explode for solo tees if they are solo, not
  for the rest of the team
2022-05-22 21:59:47 +02:00
c0d3d3v 917d12e26c
use TeamMask() instead of Teams()->TeamMask(...) in projectile.cpp and laser.cpp 2022-05-22 21:59:47 +02:00
c0d3d3v 459a845373
use TeamMask() instead of Teams()->TeamMask(...) 2022-05-22 21:59:46 +02:00
c0d3d3v b8cbd8120c
Add ProximityRadius of a tee to the dragger range 2022-05-22 21:59:46 +02:00
c0d3d3v b5166f4048
Simplification of NetworkClippedLine 2022-05-22 21:59:45 +02:00
c0d3d3v 0a6902acae
Optimization of the closest_point_on_line function 2022-05-22 21:59:44 +02:00
c0d3d3v 87893ceca7
Move MapScreenToGroup from 3 classes to render.cpp; Rename MapscreenToWorld to MapScreenToWorld 2022-05-22 21:59:43 +02:00
c0d3d3v b751a2e098
Reworked Draggers 2022-05-22 21:59:33 +02:00
bors[bot] 344eeaf8aa
Merge #5192
5192: Add missing nanosecond conversions r=def- a=Jupeyy

fixes #5191

## 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: Jupeyy <jupjopjap@gmail.com>
2022-05-22 18:27:57 +00:00
bors[bot] 85ce4fc0a8
Merge #5185
5185:  Fix pickups moving on their own (fixes #5137) r=C0D3D3V a=def-

Supersedes #5181 

Objects should be initialized fully, otherwise they are super easy to misuse and get weird undefined behavior that happens rarely.

## 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>
2022-05-22 14:32:21 +00:00
Jupeyy 2677949e58 Add missing nanosecond conversions 2022-05-22 16:08:11 +02:00
bors[bot] 377d4c393c
Merge #5190
5190: Lower max allowed FSAA on OpenGL r=def- a=Jupeyy

Apparently NVIDIA drivers don't fail on context creation if a unsupported FSAA count is used. (For me it does and automatically sets the FSAA sample to the first working FSAA number)

Desktop OpenGL has no way to query the amount of FSAA it supports, so I just clamp it to 8 for OpenGL for now, since the client always allowed these values.
Vulkan has a way to query it, and also uses it already. nouaa could only reproduce it with OpenGL setting FSAA to 64

GLES 3 [has a way to query max FSAA (GL_MAX_SAMPLES) ](https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glGet.xhtml) and the spec mentions minimum supported is 4. If context creation fails it should also directly try that, instead of iterating through many invalid fsaa samples(uneven numbers) -- (saw this in my log when it went from 64 FSAA samples to 8)



## 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>
2022-05-22 13:33:19 +00:00
Jupeyy 1e6df0c7a9 Lower max allowed FSAA on OpenGL 2022-05-22 14:42:21 +02:00
def 8923b75733 Disable link-time LTO-induced warning
Couldn't disable it even with gcc diagnostic ignore, since it happens
only at linktime
2022-05-22 12:20:30 +02:00
def 3116494f6e Fix some uninitialized variables, found with valgrind 2022-05-22 12:18:49 +02:00
def c4377bb7d9 Always initialize vec2/3/4
Because no tools can detect it uninitialized well, tried Memory
Sanitizer (needs all libs including libc++ compiled with it), valgrind
(only detects in LTO build), compiler warnings. Might be related to
unions.
2022-05-22 12:18:32 +02:00
bors[bot] bb41d02c69
Merge #5188
5188: Ignore stun tool binary r=def- a=ChillerDragon

New tool from https://github.com/ddnet/ddnet/pull/5119

Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
2022-05-22 10:17:14 +00:00
def 557253da39 Keep one C compiler flag for compiling zlib 2022-05-22 12:16:03 +02:00
bors[bot] 1738b0d51b
Merge #5032
5032: Make input handling teehistorian friendly r=def- a=Zwelf

Makes input handling more reproducible during respawn. Still WIP, because I haven't tested this particular patch (only a different one with the same effect).

## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [x] Tested in combination with possibly related configuration options
  - [x] swap
  - [x] using timeout protection
  - [x] reconnecting
  - [x] respawning
  - [x] chat keeps movement
  - [x] pause keeps movement
- [x] 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: Zwelf <zwelf@strct.cc>
2022-05-22 09:57:44 +00:00
ChillerDragon 92df747875 Ignore stun tool binary 2022-05-22 10:54:01 +02:00
Zwelf 4a39c846c3 Fix comments 2022-05-22 10:39:18 +02:00
def e0a55f8bdd Use better available linkers (mold > lld > gold > ld) 2022-05-22 02:00:45 +02:00
def 41b17e6ead Disable IPO by default since it slows down linking a lot 2022-05-22 01:34:34 +02:00
bors[bot] 38c8b5b019
Merge #5182
5182: Fix chat prediction r=def- a=C0D3D3V

reported by nori 
https://cdn.discordapp.com/attachments/293493549758939136/977531792389177364/recording.mp4

I have somehow made the condition wrong xD although I had written correctly in the PR what it should do.

also i noticed that teeworlds does not allow you to hold the hook while chatting, but we have allowed this since 2014....

## 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>
2022-05-21 20:50:20 +00:00
Zwelf bc17b29100 Simplify chat check after rearranging player input 2022-05-21 21:40:11 +02:00
Zwelf 44e94ee75a Keep last input on respawn when chatting or pausing 2022-05-21 21:37:17 +02:00
Zwelf 86f57289c6 Record player switch in teehistorian 2022-05-21 21:37:17 +02:00
Zwelf 416af01e0a Sync chat/pause input with weapon and movement input 2022-05-21 21:37:15 +02:00
Zwelf 38c7a921d5 Already use second input 2022-05-21 21:34:30 +02:00
Zwelf b99d8dc259 Always apply last sent input
Makes teehistorian during spawn more reproduceable.
Currently during respawn the first applied input doesn't get recorded.
Always appliying the last sent input fixes this.
2022-05-21 21:34:30 +02:00
Zwelf 5e4722e8ba Bump teehistorian minor version due to different input handling 2022-05-21 21:34:30 +02:00
c0d3d3v ad06a05d7b
render allways the nameplate of a specchar 2022-05-21 19:22:50 +02:00
c0d3d3v 71669e3427
release hook in mods that do not allow inputs while chatting 2022-05-21 18:52:14 +02:00
c0d3d3v 2cb47583b8
fix condition of BugDDRaceInput, do only reset innputs on non ddnet mods 2022-05-21 18:17:10 +02:00
bors[bot] c1919f24a5
Merge #5177
5177: Fix HUD rebase (thanks to bencie for report) r=C0D3D3V a=def-

<!-- What is the motivation for the changes of this pull request -->
![screenshot-20220521@104539](https://user-images.githubusercontent.com/2335377/169643711-f5f79293-6935-417e-ad8e-446595ff04f1.png)
![screenshot-20220521@104516](https://user-images.githubusercontent.com/2335377/169643712-5ba8b1c1-2f2d-465c-90ac-643303337be0.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 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: def <dennis@felsin9.de>
2022-05-21 15:59:10 +00:00
def c4bcf3d628 Render full text when it still fits 2022-05-21 12:12:00 +02:00
def 38b2a8d592 Add loglevel config (fixes #5178, fixes #5174) 2022-05-21 12:06:54 +02:00
def 2818c6e17c Fix HUD rebase (thanks to bencie for report) 2022-05-21 11:37:46 +02:00
bors[bot] a04079324d
Merge #5173
5173: revert to ground jump at the same tick r=def- a=C0D3D3V

Sorry I did make a mistake in #5172  I tricked myself, the code block I moved back down below the jumping physic (where it original was):
79f377b133/src/game/gamecore.cpp (L216-L221)
did not prevent instant ground jump, i somehow thought wrong and maybe combined it wrong with my new condition.

i tested everything again with 15.9.1 (and 16.0.3) and looked at the old code and noticed that it was allowed to make a ground jump directly in the same tick as you have contact with the ground. Therefore I revert this herewith (by fixing the condition)

xD is really a tricky thing to make changes at the gamecore, and keeping everything as it should be
Sorry!!

## 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>
2022-05-20 21:57:26 +00:00
Dennis Felsing 7778afd349 Update Dutch translations by Ronan 2022-05-20 23:22:42 +02:00
c0d3d3v 82ef97f549
revert to ground jump at the same tick 2022-05-20 23:05:16 +02:00