Commit graph

9055 commits

Author SHA1 Message Date
Robert Müller 32ce5be301 Fix smooth zooming overshooting the target zoom level
Ensure that the zoom level with smooth zooming does not exceed the target zoom level.

Closes #3747.
2022-12-18 20:58:29 +01:00
Robert Müller 2579f0be2f Add support for hot-plugging gamecontrollers
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.
2022-12-18 12:41:17 +01:00
fokkonaut 6e683dd210 Add F-DDrace gametype color 2022-12-18 09:44:05 +01:00
def bd815a0507 Swap times should be per player, not per team (fixes #6155) 2022-12-18 00:01:04 +01:00
Robert Müller ab91aefad4 Use different variables for tiles indices
Make the code more readable and less error-prone, by using different variables for the tile indices instead of reusing the same variable.
2022-12-17 12:17:59 +01:00
Robert Müller 39217e10a9 Use const pointers and static_cast for tile data 2022-12-17 12:17:59 +01:00
Robert Müller b82ec33921 Pass x and y to OnEntity instead Pos
Calculate `Pos` in `OnEntity` based on `x` and `y` instead of passing `Pos` and calculating `x` and `y` from that.
This removes duplicate code and makes it easier to understand.
2022-12-17 12:17:58 +01:00
Robert Müller 843b6c5bff Replace return value with assertion
All calls to `OnEntity` already ensure that `Index` will not be negative.
2022-12-17 12:17:58 +01:00
Robert Müller 1fffd9f8c6 Recreate all entities when restarting round
When restarting a round (i.e. with the `restart` command, with the `sv_warmup` option, and after a round ends) some entities where permanently destroyed and others were kept around.

This is changed so all entities are destroyed and then recreated, so rounds can be properly restarted.

Closes #6128.
2022-12-17 12:17:58 +01:00
Robert Müller 13b181c03a Fix server crash on maps with more than 64 spawn points of same type
Using more than 64 spawn points of the same type causes out-of-bounds accesses, as the number of spawn points is not checked before adding a spawn point and the existing check that limits the number of spawn points after adding one contains an off-by-one error.

For neutral and red spawn points this caused the last spawn point to be added for the following team instead. For blue spawn points this caused a server crash.

This is fixed by allowing an arbitrary number of spawn points of all types, by using an `std::vector` instead of an array.
2022-12-17 12:17:58 +01:00
Robert Müller d8f0678958 Use bool instead of int 2022-12-17 11:36:29 +01:00
Robert Müller 4aeccff6f4 Move variable declarations closer to usages 2022-12-17 11:36:29 +01:00
Robert Müller 6d3baed69d Remove dead code 2022-12-17 11:36:29 +01:00
bors[bot] 3f73b816d9
Merge #6143
6143: Add separate `ed_limit_max_zoom_level` for editor, fix editor smooth zooming when joining/reloading game  r=def- a=Robyt3



## 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>
2022-12-15 18:19:54 +00:00
bors[bot] 2d57e0455a
Merge #6142
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>
2022-12-15 17:45:50 +00:00
Jupeyy 19928aabd2 Adjust no weak prediction to updated server code 2022-12-15 18:36:29 +01:00
Robert Müller a0553f2d40 Fix editor smooth zooming when joining/reloading game
Using `IClient::LocalTime` for smooth zooming in the editor causes the zoom to behave incorrectly when joining a game, as the local time is reset when joining a game.
This is fixed by adding a separate `IClient::GlobalTime` which is only set once when the client launches and never resets.
2022-12-15 18:18:06 +01:00
Robert Müller 612ef8358c Add separate ed_limit_max_zoom_level for editor
To completely separate zoom settings between ingame and editor.
2022-12-15 17:59:46 +01:00
bors[bot] 75d07350f6
Merge #6133
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>
2022-12-14 16:51:51 +00:00
Dennis Felsing d5cf3630ae Remove spammy log (thanks Skeith) 2022-12-14 17:39:18 +01:00
Patiga a4867d29c6 Make tileflag names consistent and intuitive
- `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.
2022-12-14 13:54:11 +01:00
Jupeyy 5341fc37fd Minimal changes to default to Vulkan 2022-12-13 19:37:03 +01:00
Jupeyy 870ea8566e Improve error handling in vulkan
so it doesn't assert & shows a message box with the error and some tips
2022-12-13 18:11:26 +01:00
Jupeyy dff876d58c Add Localizable hint 2022-12-13 17:53:32 +01:00
Dennis Felsing fe4a8441bf Version 16.6 2022-12-11 23:05:33 +01:00
Robert Müller 71139f33f0 Add separate option for smooth zooming in editor
Add `ed_smooth_zoom_time` option for smooth zooming in editor separate from the `cl_smooth_zoom_time` that's used for smooth zooming ingame, as some mappers seem to prefer unsmooth zooming in the editor but smooth zooming ingame.
2022-12-11 13:14:55 +01:00
bors[bot] 63187f565f
Merge #6111
6111: Fix updating teamranks r=def- a=Zwelf

Fixes #6107

## 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: Zwelf <zwelf@strct.cc>
2022-12-10 12:59:27 +00:00
Zwelf b7205f5ef5 Fix updating teamranks 2022-12-10 00:51:16 +01:00
Dennis Felsing 7c46b5190b Add button that tells you how to save power 2022-12-08 23:10:02 +01:00
NouaaTW 0bc4e7601e Colorify BW gamemode 2022-12-07 19:29:40 +01:00
Robert Müller 0b3dad8dcd Reduce duplicate code by extracting CEditor::SnapToGrid 2022-12-06 20:18:08 +01:00
bors[bot] cf6e89c319
Merge #6035
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>
2022-12-05 20:00:07 +00:00
bors[bot] 2dcef1685b
Merge #6094
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>
2022-12-05 19:34:43 +00:00
Jupeyy bf9e8a4309 Check if ghost is really used bcs IntsToStr returns weird stuff for 0 integers 2022-12-05 20:11:20 +01:00
Dennis Felsing f9c7cc7475 Add credits 2022-12-05 19:21:36 +01:00
bors[bot] be7242e010
Merge #6071 #6077 #6085 #6088 #6090
6071: Add logs for moderators (fixes #5433) r=def- a=Vy0x2

<!-- What is the motivation for the changes of this pull request? -->
issue #5433 
Moderators can access the last x minutes of the chat activity.
Every entry beside server messages will show the player name, player ip and client who wrote the message / who disconnected so moderators can get the players ip after something happened in case he left already.

The current implementation has a 4 minute time slot, messages older than 4 minutes are not shown.
To limit the memory usage its limited atm to 256 log-entries. In case of more messages than 256 in 4 minutes (unlikely), the oldest messages are overwritten.

I keep this as a draft for a while, because its my first pr and I am sure there is some improvement i did not see (or to improve the wording)
<!-- 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
- [x] 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)


6077: Add "Tools > Remove unused envelopes" to editor r=def- a=Robyt3

Add a new menu "Tools" next to the "File" menu, with a button to "Remove unused envelopes".

Clicking the button opens a confirmation popup to confirm the operation.

![editor-tools-menu](https://user-images.githubusercontent.com/23437060/205157109-62d53601-502a-4401-8c6f-f06c7e57e174.png)

Closes #2576.

## 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)


6085: Fix cmake args in workspace r=def- a=Jupeyy

current is completely wrong, since it overwrites the cmake internal settings. and e.g. prevent `-g`
Now it should in worst case only overwrite custom settings by the user. but dunno how often u actually do that anyway inside a IDE

but if someone knows better I'm glad to hear it

## 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)


6088: Pr fix uninit r=def- a=Jupeyy

<!-- 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)


6090: FIX: parse & colorify gametype Gores correctly r=heinrich5991 a=Avolicious

`@def-` The correct PR now :) Correct coloring the gamemode "Gores"
![193410660-5e757fd4-449f-4d0a-a719-4a0cc1e5a01e](https://user-images.githubusercontent.com/105295486/205684472-36cc6daa-bda4-4af1-a838-b7fe25a55dec.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: Vy0x2 <denispaul43@gmail.com>
Co-authored-by: Robert Müller <robytemueller@gmail.com>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: Avolicious <avolicious@kog.tw>
2022-12-05 16:12:05 +00:00
Avolicious 59db9ce54b FIX: parse & colorify gametype Gores correctly 2022-12-05 17:03:43 +01:00
Zwelf a4b7c9d08a Store ranks in sqlite first to not loose them if server shuts down during stuck mysql transaction 2022-12-05 16:50:25 +01:00
Zwelf f847215fd0 Notify about possible save codes right away 2022-12-05 16:48:10 +01:00
Robert Müller 5425708b27 Reduce duplicate code by moving it outside of branches 2022-12-04 13:45:27 +01:00
Robert Müller d35975c9b9 Adjust quad point position and texture U/V relatively
When multiple quad points are selected, adjust the points' positions and texture U/V coordinates relatively instead of setting all points to the same value.

Closes #3359.
2022-12-04 13:45:26 +01:00
Robert Müller b852dad9a2 Fix demo name not being shown in demo player
And slightly increase space for the speed label.
2022-12-04 12:37:09 +01:00
Robert Müller 061f8625f4 Use HandleDemoSeeking for demo skipping
To ensure that components are reset when skipping and that envelopes are updated immediately.
2022-12-04 12:34:17 +01:00
bors[bot] acfc7f8c06
Merge #6060
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>
2022-12-04 11:09:39 +00:00
Zwelf 2268c08e05 Fix heap-buffer-overflow in DDNetLaser prediction code
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
```
2022-12-04 10:19:35 +01:00
louis b5eef1b64b added offset, fix my git issues
added demomarker offset

Revert "why is this here"

This reverts commit a8c74b612300d6563b28a2bea733a0d3a7dd7f90.

fix
2022-12-03 23:41:50 -06:00
bors[bot] 8d17670c67
Merge #6082
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>
2022-12-03 22:39:20 +00:00
Robert Müller c3286ff263 Fix incorrect cursor position after exiting pause/spec
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.
2022-12-03 22:20:53 +01:00
Robert Müller 5903c25799 Add cancel button to country popup, confirm with list item activation
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.
2022-12-03 13:52:23 +01:00
Robert Müller 5994812a1c Rename variable CurSelection to s_CurSelection 2022-12-03 13:52:17 +01:00
Robert Müller 9b719ef61c Add confirmation popup for resetting controls to defaults
To avoid accidentally losing all binds.
2022-12-03 13:49:15 +01:00
Robert Müller a45f833afa Replace POPUP_SWITCH_SERVER with generic confirmation popup 2022-12-03 13:49:14 +01:00
Robert Müller cb1d9ccc98 Replace POPUP_REPLACE_VIDEO with generic confirmation popup
And show the name of the video that will be overwriten in the popup.

Make the buttons in `POPUP_RENDER_DEMO` the same height as in all other popups.
2022-12-03 13:49:14 +01:00
Robert Müller 8da68bf52a Replace POPUP_SOUNDERROR with generic message popup 2022-12-03 13:49:14 +01:00
Robert Müller 620e3e56db Replace POPUP_DISCONNECT(_DUMMY) with generic confirmation popup 2022-12-03 13:49:14 +01:00
Robert Müller f4708a3a00 Replace POPUP_REMOVE_FRIEND with generic confirmation popup
And show the name of the friend or clan that will be removed in the popup.
2022-12-03 13:49:13 +01:00
Robert Müller dd60c84426 Replace POPUP_DELETE_DEMO with generic confirmation popup
And show the name of the file that will be deleted in the popup.
2022-12-03 13:49:13 +01:00
Robert Müller 55b576cd7f Add generic confirm popup to menu, adapt generic message popup
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.
2022-12-03 13:49:12 +01:00
Robert Müller 077b0eeaab Add "Tools > Remove unused envelopes" to editor
Add a new menu "Tools" next to the "File" menu, with a button to "Remove unused envelopes".

Clicking the button opens a confirmation popup to confirm the operation.

Closes #2576.
2022-12-03 11:04:50 +01:00
Robert Müller f000fcea29 Add generic confirmation popup to editor
Add `CEditor::ShowPopupConfirm` to show a generic confirmation popup.

This popups shows a message and buttons to confirm or cancel an operation. The result will be available to the caller in the given `SConfirmPopupContext`.
2022-12-03 11:04:49 +01:00
Robert Müller 3ba51c476f Extract SSelectionPopupContext::Reset to reduce duplicate code 2022-12-03 11:04:49 +01:00
Vy0x2 36939475e2 Add logs for moderators 2022-12-01 00:55:52 +01:00
bors[bot] 3012a42ea0
Merge #6075 #6076
6075: Fix key reader text flashing for one frame, refactoring r=def- a=Robyt3

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.

## 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)


6076: Fix stored commands using original callback instead of the chain, fix client crash when launching with `screenshot` command r=def- a=Robyt3



## 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>
2022-11-29 23:06:01 +00:00
Robert Müller faa9f27808 Declare variables as const when possible
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};
     ^
```
2022-11-29 23:32:32 +01:00
Robert Müller aa321cd887 Move index check before usage, use std::size
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++)
                             ^
```
2022-11-29 23:32:31 +01:00
Robert Müller 98706d79d4 Mark parameters as const when possible
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)
                                                                               ^
```
2022-11-29 23:32:31 +01:00
Robert Müller 0f2590801d Clarify operator precedence
According to cppcheck's `clarifyCalculation` error:

```
src\game\client\components\hud.cpp:196:49: style: Clarify calculation precedence for '&' and '?'. [clarifyCalculation]
   float ImageSize = GameFlags & GAMEFLAG_FLAGS ? 16.0f : Split;
                                                ^
src\game\editor\layer_tiles.cpp:544:94: style: Clarify calculation precedence for '&' and '?'. [clarifyCalculation]
    m_pTiles[y * m_Width + x].m_Flags ^= m_pTiles[y * m_Width + x].m_Flags & TILEFLAG_ROTATE ? TILEFLAG_HFLIP : TILEFLAG_VFLIP;
                                                                                             ^
src\game\editor\layer_tiles.cpp:560:94: style: Clarify calculation precedence for '&' and '?'. [clarifyCalculation]
    m_pTiles[y * m_Width + x].m_Flags ^= m_pTiles[y * m_Width + x].m_Flags & TILEFLAG_ROTATE ? TILEFLAG_VFLIP : TILEFLAG_HFLIP;
                                                                                             ^
```
2022-11-29 23:32:30 +01:00
Robert Müller f46c9f9079 Remove redundant conditional expression before assignment
According to cppcheck's `duplicateConditionalAssign` error:

```
src\game\client\gameclient.cpp:1439:39: style: The statement 'if (m_aFlagDropTick[TEAM_RED]!=0) m_aFlagDropTick[TEAM_RED]=0' is logically equivalent to 'm_aFlagDropTick[TEAM_RED]=0'. [duplicateConditionalAssign]
    else if(m_aFlagDropTick[TEAM_RED] != 0)
                                      ^
src\game\client\gameclient.cpp:1440:32: note: Assignment 'm_aFlagDropTick[TEAM_RED]=0'
     m_aFlagDropTick[TEAM_RED] = 0;
                               ^
src\game\client\gameclient.cpp:1439:39: note: Condition 'm_aFlagDropTick[TEAM_RED]!=0' is redundant
    else if(m_aFlagDropTick[TEAM_RED] != 0)
                                      ^
src\game\client\gameclient.cpp:1446:40: style: The statement 'if (m_aFlagDropTick[TEAM_BLUE]!=0) m_aFlagDropTick[TEAM_BLUE]=0' is logically equivalent to 'm_aFlagDropTick[TEAM_BLUE]=0'. [duplicateConditionalAssign]
    else if(m_aFlagDropTick[TEAM_BLUE] != 0)
                                       ^
src\game\client\gameclient.cpp:1447:33: note: Assignment 'm_aFlagDropTick[TEAM_BLUE]=0'
     m_aFlagDropTick[TEAM_BLUE] = 0;
                                ^
src\game\client\gameclient.cpp:1446:40: note: Condition 'm_aFlagDropTick[TEAM_BLUE]!=0' is redundant
    else if(m_aFlagDropTick[TEAM_BLUE] != 0)
                                       ^
```
2022-11-29 23:32:30 +01:00
Robert Müller 19bf435d6a Remove redundant assignments
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;
                                                 ^
```
2022-11-29 23:32:29 +01:00
Robert Müller 4197e8d0b0 Fix bool being assigned to float variable
According to cppcheck's `assignBoolToFloat` error:

```
src\game\client\components\menus_settings.cpp:634:13: style: Boolean value assigned to floating point variable. [assignBoolToFloat]
  Highlight = (m_Dummy) ? g_Config.m_ClDummyDefaultEyes == CurrentEyeEmote : g_Config.m_ClPlayerDefaultEyes == CurrentEyeEmote;
            ^
src\game\client\gameclient.cpp:320:23: style: Boolean value assigned to floating point variable. [assignBoolToFloat]
 m_LastDummyConnected = false;
                      ^
src\game\client\gameclient.cpp:563:23: style: Boolean value assigned to floating point variable. [assignBoolToFloat]
 m_LastDummyConnected = false;
                      ^
```
2022-11-29 23:32:28 +01:00
Robert Müller 65aa584b9f Remove redundant conditional expressions
According to cppcheck's `redundantCondition` and `multiCondition` errors:

```
src\engine\client\backend\glsl_shader_compiler.cpp:70:39: style: Redundant condition: The condition '*(pBuff+1)' is redundant since '*(pBuff+1) == 'i'' is sufficient. [redundantCondition]
     if(*pBuff == ' ' && *(pBuff + 1) && *(pBuff + 1) == 'i' && *(pBuff + 2) == 'n')
                                      ^
src\engine\client\backend\glsl_shader_compiler.cpp:98:45: style: Redundant condition: The condition '*(pBuff+1)' is redundant since '*(pBuff+1) == 'u'' is sufficient. [redundantCondition]
      else if(*pBuff == 'o' && *(pBuff + 1) && *(pBuff + 1) == 'u' && *(pBuff + 2) == 't')
                                            ^

src\game\client\gameclient.cpp:1665:62: style: Redundant condition: m_aShowOthers[g_Config.m_ClDummy]!=SHOW_OTHERS_NOT_SET. 'A || (!A && B)' is equivalent to 'A || B' [redundantCondition]
 if(m_aShowOthers[g_Config.m_ClDummy] == SHOW_OTHERS_NOT_SET || (m_aShowOthers[g_Config.m_ClDummy] != SHOW_OTHERS_NOT_SET && m_aShowOthers[g_Config.m_ClDummy] != g_Config.m_ClShowOthers))
                                                             ^

src\game\client\prediction\entities\projectile.cpp:104:34: style: Redundant condition: pTargetChr. '!A || (A && B)' is equivalent to '!A || B' [redundantCondition]
  if(m_Explosive && (!pTargetChr || (pTargetChr && (!m_Freeze || (m_Type == WEAPON_SHOTGUN && Collide)))))
                                 ^

src\engine\client\backend\vulkan\backend_vulkan.cpp:6588:11: style: Expression is always true because 'else if' condition is opposite to previous condition at line 6578. [multiCondition]
  else if(!pCommand->m_ByResize)
          ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6578:14: note: first condition
  if(pCommand->m_ByResize)
             ^
src\engine\client\backend\vulkan\backend_vulkan.cpp:6588:11: note: else if condition is opposite to first condition
  else if(!pCommand->m_ByResize)
          ^
```
2022-11-29 23:32:28 +01:00
Robert Müller 8e675878b0 Remove redundant null-checks
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++)
                      ^
```
2022-11-29 23:32:27 +01:00
Robert Müller e134e4e488 Remove redundant conditions (always either true or false)
According to cppcheck's `knownConditionTrueFalse` error:

```
src\base\system.cpp:1776:11: style: The comparison 'bytes == 0' is always true. [knownConditionTrueFalse]
 if(bytes == 0 && sock->ipv4sock >= 0)
          ^
src\base\system.cpp:1742:14: note: 'bytes' is assigned value '0' here.
 int bytes = 0;
             ^
src\base\system.cpp:1776:11: note: The comparison 'bytes == 0' is always true.
 if(bytes == 0 && sock->ipv4sock >= 0)
          ^

src\game\editor\io.cpp:887:33: style: Condition 'pSoundsItem->m_Version>=1' is always true [knownConditionTrueFalse]
      if(pSoundsItem->m_Version >= 1)
                                ^
src\game\editor\io.cpp:874:33: note: Assuming that condition 'pSoundsItem->m_Version<1' is not redundant
      if(pSoundsItem->m_Version < 1 || pSoundsItem->m_Version > CMapItemLayerSounds::CURRENT_VERSION)
                                ^
src\game\editor\io.cpp:887:33: note: Condition 'pSoundsItem->m_Version>=1' is always true
      if(pSoundsItem->m_Version >= 1)
                                ^
src\game\editor\io.cpp:914:33: style: Condition 'pSoundsItem->m_Version>=1' is always true [knownConditionTrueFalse]
      if(pSoundsItem->m_Version >= 1)
                                ^
src\game\editor\io.cpp:901:33: note: Assuming that condition 'pSoundsItem->m_Version<1' is not redundant
      if(pSoundsItem->m_Version < 1 || pSoundsItem->m_Version > CMapItemLayerSounds::CURRENT_VERSION)
                                ^
src\game\editor\io.cpp:914:33: note: Condition 'pSoundsItem->m_Version>=1' is always true
      if(pSoundsItem->m_Version >= 1)
                                ^

src\engine\client\backend\opengl\backend_opengl.cpp:207:68: style: Condition '*pStr=='\0'' is always false [knownConditionTrueFalse]
   else if(LastWasNumber && (*pStr == '.' || *pStr == ' ' || *pStr == '\0'))
                                                                   ^

src\game\client\components\maplayers.cpp:851:110: style: Condition 'DoTextureCoords' is always true [knownConditionTrueFalse]
        mem_copy_special(pUploadData + sizeof(vec2), pTmpTileTexCoords, sizeof(vec3), vtmpTiles.size() * 4, (DoTextureCoords ? (sizeof(vec2)) : 0));
                                                                                                             ^
src\game\client\components\maplayers.cpp:849:11: note: Assuming that condition 'DoTextureCoords' is not redundant
       if(DoTextureCoords)
          ^

src\game\client\components\maplayers.cpp:851:110: note: Condition 'DoTextureCoords' is always true
        mem_copy_special(pUploadData + sizeof(vec2), pTmpTileTexCoords, sizeof(vec3), vtmpTiles.size() * 4, (DoTextureCoords ? (sizeof(vec2)) : 0));
                                                                                                             ^

src\game\client\prediction\gameworld.cpp:567:5: style: Condition 'm_pParent' is always true [knownConditionTrueFalse]
 if(m_pParent && m_pParent->m_pChild && m_pParent->m_pChild != this)
    ^

src\game\client\components\menu_background.cpp:271:7: style: Condition 'NeedImageLoading' is always true [knownConditionTrueFalse]
   if(NeedImageLoading)
      ^
src\game\client\components\menu_background.cpp:268:23: note: Assignment 'NeedImageLoading=true', assigned value is 1
   NeedImageLoading = true;
                      ^
src\game\client\components\menu_background.cpp:271:7: note: Condition 'NeedImageLoading' is always true
   if(NeedImageLoading)
      ^

src\game\editor\editor.cpp:4991:6: style: Condition 'pEnvelope' is always true [knownConditionTrueFalse]
  if(pEnvelope)
     ^
```
2022-11-29 23:32:26 +01:00
Robert Müller fd208eaa1a Remove redundant variable assignments
The assigned values are never used, so the assignments can be removed or variable scopes can be reduced.

According to cppcheck's `unreadVariable` error.
2022-11-29 23:32:26 +01:00
Robert Müller 0a0ddf2145 Pass parameters by const reference instead of value when possible
According to cppcheck's `passedByValue` error.
2022-11-29 23:32:25 +01:00
Robert Müller 78876abd46 Remove unused members CColumn::m_Flags 2022-11-29 23:32:23 +01:00
Robert Müller 0688355d7b Fix key reader text flashing for one frame, refactoring
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.
2022-11-29 22:25:47 +01:00
Robert Müller 10433e0c71 Reset teams when restarting round
The state of teams was not reset when restarting a round with `restart`, which led to various issues (#5144):

- Switchers kept their previous state instead of being reset to the initial state after restarting.
- Teams that started racing sometimes could not be joined after restarting.
- Sometimes teams cannot finish a race after restarting. I cannot reproduce this issue, so I don't know if it's fixed by these changes.
2022-11-29 21:56:59 +01:00
Vy0x2 ce9ad5b603 add reason to vote mutes, fix team chat 2022-11-27 18:58:09 +01:00
Robert Müller 5e06eefcd2 Implement smooth zoom for editor
Port the smooth zoom code from the ingame camera to the editor with some minor adjustments.

The smooth zoom animation time can be adjusted with the existing `cl_smooth_zoom_time` config variable.

Closes #2525.
2022-11-23 23:06:20 +01:00
bors[bot] 2333f8e353
Merge #6058
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>
2022-11-22 10:24:48 +00:00
VoxelDoesCode cc2e40dd90 Reset slice markers if invalid 2022-11-21 20:19:58 -05:00
louis d791fa3412 Modified layout
Player count right justified
Heart on left, number of friends below heart
Slightly reduced space for server name column
2022-11-20 13:26:53 -06:00
louis 739c77d3d7 Added threshold, skips to end/beginning
Threshold makes skipping multiple times in a row consistent

If no markers ahead or behind, will skip to beginning or end
2022-11-20 12:12:00 -06:00
louis 1609422c95 fix clang format
removed blankspace
2022-11-20 08:52:01 -06:00
louis 615f8e9354 Update menus_browser.cpp
Added friend counter, changed alignment of player count indicator
2022-11-20 01:37:14 -06:00
louis 23287528ab Update menus_demo.cpp 2022-11-19 22:00:20 -06:00
louis a1680b30f7 Update menus_demo.cpp
fix clang style
2022-11-19 17:32:47 -06:00
louis 74c6c5c960 Add buttons+increased length
Added tick step buttons and jump to next/prev marker buttons

Increased width of demo controls panel

Centered the time multiplier
2022-11-19 16:36:57 -06:00
VoxelDoesCode 0761f4a8ae Fix invalid demo cutting, Add slice highlighting
Remove option (again)
2022-11-19 15:36:54 -05:00
bors[bot] 56088cb4b0
Merge #6054
6054: Fix editor crash when shifting left/right, fix wrong up/down shifting r=heinrich5991 a=Robyt3

Shifting left/right with a shift value greater than the layer's width crashed the game due to a heap-buffer-overflow.

Shifting up/down with a shift value greater or equal to half the layer's height did not correctly shift the entire layer.

The values of the enum constants `DIRECTION_*` are changed to consecutive numbers instead of exponents of two, as the directions cannot be combined together as flags.

Closes #6036.

## 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
- [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: Robert Müller <robytemueller@gmail.com>
2022-11-16 20:27:02 +00:00
Robert Müller 8c5bf10d44 Fix editor crash when shifting left/right, fix wrong up/down shifting
Shifting left/right with a shift value greater than the layer's width crashed the game due to a heap-buffer-overflow.

Shifting up/down with a shift value greater or equal to half the layer's height did not correctly shift the entire layer.

The values of the enum constants `DIRECTION_*` are changed to consecutive numbers instead of exponents of two, as the directions cannot be combined together as flags.

Closes #6036.
2022-11-16 20:55:44 +01:00
Robert Müller 4af20240fc Add Shift+G editor hotkey to toggle visibility of game layers
If any game layers are hidden, the hotkey will make them visible.
Else, if all game layers are visible, the hotkey will hide all of them.

Closes #4109.
2022-11-16 18:09:03 +01:00
Robert Müller ab9b6c2b80 Allow both shift keys to be used for all hotkeys
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.
2022-11-15 21:17:55 +01:00
Robert Müller 04be9d6e72 Add IInput::ShiftIsPressed and IInput::AltIsPressed
To avoid duplicate code when checking for both right and left shift or alt keys.
2022-11-15 21:17:55 +01:00
Robert Müller 26c95de743 Remove dead code that compares pointers of different types
This condition cannot be true, as `pGroup` is a `CLayerGroup *` but the layers are `CLayer *`/`CLayerTiles *`/`CLayerGame *` etc., which are not part of the same inheritance hierarchy.

The method `CLayerGroup::Render` already ensures that game layers are not rendered below other layers.
2022-11-15 21:17:55 +01:00
Robert Müller 91ba786b67 Only disable clipping if it was previously enabled 2022-11-15 21:17:55 +01:00
bors[bot] b33c105fbc
Merge #5917
5917: report extra player info to master http r=def- a=edg-l

couldn't test yet

this doesnt show extra info on the client server list yet, just makes the server report it

<!-- 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: Edgar Luque <git@edgarluque.com>
2022-11-14 13:27:51 +00:00
Edgar 4a506f03a6
report extra player info to master http 2022-11-14 08:04:34 +01:00
Robert Müller ea06a13429 Fix aliasing warnings in CGameContext::OnMapChange
Fix warnings with `-fstrict-aliasing` and `-Wstrict-aliasing=2` by not casting the map reader data to `int *`:

```
src/game/server/gamecontext.cpp: In member function 'virtual void CGameContext::OnMapChange(char*, int)':
src/game/server/gamecontext.cpp:3623:56: warning: dereferencing type-punned pointer might break strict-aliasing rules [-Wstrict-aliasing]
 3623 |                                         pData = (int *)&MapInfo;
      |                                                        ^~~~~~~~
src/game/server/gamecontext.cpp:3631:48: warning: dereferencing type-punned pointer might break strict-aliasing rules [-Wstrict-aliasing]
 3631 |                                 pData = (int *)&MapInfo;
      |                                                ^~~~~~~~
```

As the map reader data is return as `void *` and never used as `int *`, the redundant cast is removed to fix the warnings.

Also improve readability by moving `pInfo` variable declaration.
2022-11-12 20:18:32 +01:00
VoxelDoesCode 5d1bec5a83 Change editor UI, fix an overflow bug.
clang

clang2
2022-11-11 20:36:15 -05:00
Dennis Felsing 3fff1fdc82 Don't cast write parameter for FindEntities
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.
2022-11-09 23:08:00 +01:00
bors[bot] 06e3eb5641
Merge #6017
6017: Minor refactoring of demo related code r=def- a=Robyt3

Extracted from #6016.

## 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>
2022-11-06 22:00:54 +00:00
bors[bot] b21ba35225
Merge #5599
5599: Add support for Rust code in DDNet r=def- a=heinrich5991

The glue is done using the [cxx crate](https://cxx.rs/) on the Rust side.

As a proof-of-concept, only a small console command (`rust_version`) printing the currently used Rust version was added.

You can generate and open the Rust documentation using `DDNET_TEST_NO_LINK=1 cargo doc --open`.

You can run the Rust tests using `cmake --build <build dir> --target run_rust_tests`, they're automatically included in the `run_tests` target as well.

Rust tests don't work on Windows in debug mode on Windows because Rust cannot currently link with the debug version of the C stdlib on Windows: https://github.com/rust-lang/rust/issues/39016.

---

The stuff in `src/rust-bridge` is generated using
```
cxxbridge src/engine/shared/rust_version.rs --output src/rust-bridge/engine/shared/rust_version.cpp --output src/rust-bridge/engine/shared/rust_version.h
cxxbridge src/engine/console.rs --output src/rust-bridge/cpp/console.cpp --output src/rust-bridge/cpp/console.h
```

Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
2022-11-06 21:40:48 +00:00
Robert Müller 2d1d7b9562 Replace duplicate condition with a check for empty string 2022-11-06 16:25:24 +01:00
bors[bot] 48d82e9bfd
Merge #6010 #6015
6010: Search for images/sounds in subfolders when readding in editor, show selection dialog if multiple files with the same are found, show error popup when file cannot be found r=heinrich5991 a=Robyt3

Search for the image/sound file in all subfolders of the mapres folder when using the "Readd" button in the editor.

Show an error popup when readding fails:

![errorpopup](https://user-images.githubusercontent.com/23437060/200087069-bb735f14-b56f-458a-9571-c013fc19e59d.png)

Show a selection dialog if multiple files with the same name are found in different subfolders:

![selectiondialog](https://user-images.githubusercontent.com/23437060/200125448-dccf47ba-d643-4f41-b256-eb90656ba693.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
- [ ] 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)


6015: Add tests for int packer r=heinrich5991 a=ChillerDragon

This is an effort to test the Integer packer code. It should hopefully also be useful as some kind of documentation for everyone trying to understand how ints are packed.

BTW github in my browser uses a weird angle for the slashes so it looks like this:

![image](https://user-images.githubusercontent.com/20344300/200165832-b35bae5c-6681-4a43-8a7c-b51b374b3da9.png)

In my vscode it looks nice tho:

![image](https://user-images.githubusercontent.com/20344300/200165853-c7cedc06-a053-4c4c-aad1-711c403e9b84.png)

Or in vim. So I blame the github web preview font being broken:

![image](https://user-images.githubusercontent.com/20344300/200165893-e30754eb-5570-433d-805d-3b8308ddd65d.png)


Co-authored-by: Robert Müller <robytemueller@gmail.com>
Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
2022-11-06 14:10:27 +00:00
Robert Müller fcec553599 Use pi instead of 3.14159f 2022-11-06 11:52:21 +01:00
Robert Müller 4d0cd7f807 Use traditional casts instead of functional-style casts 2022-11-06 11:52:21 +01:00
Robert Müller 964f839410 Show selection popup when multiple images/sounds with same name exist
When readding a sound/image and multiple files with the name exist, a popup is shown that allows the user to choose the wanted file.
If exactly one file is found, it is used without showing a dialog.
As before, if no file is found, an error message popup is shown.
2022-11-05 15:42:39 +01:00
Robert Müller 812a884c06 Add generic selection popup to editor
Add `CEditor::ShowPopupSelection` to show a generic selection popup.

This popups shows a message and buttons for all entries in a `std::set`. Exactly one entry can be selected and the selection will be available to the caller in the given `SSelectionPopupContext`.
2022-11-05 15:42:39 +01:00
Robert Müller 940f5df225 Search for images/sounds in subfolders when readding, add error popup
Use `FindFile` to search for the image/sound file in all subfolders of the mapres folder when using the "Readd" button in the editor.

Show an error message popup when readding fails, i.e. when the file could not be found.
2022-11-05 00:16:44 +01:00
Robert Müller 7079925966 Add generic popup message to editor (e.g. for error message popups)
Add `CEditor::ShowPopupMessage` function to show a generic message in a popup.

The message text and color are configurable with the `SMessagePopupContext` argument object.
Instances of this class must have a static memory location, as the message needs to be available after the `ShowPopupMessage` function returns, and the address of this object is used to uniquely identify it in the UI.
2022-11-05 00:16:44 +01:00
bors[bot] 8d7442e328
Merge #6002 #6003
6002: Explain -DANTIBOT=ON a bit better (fixes #6001) r=heinrich5991 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)


6003: Fix height and margin of sound and image popups r=def- a=Robyt3



## 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: Dennis Felsing <dennis@felsin9.de>
Co-authored-by: Robert Müller <robytemueller@gmail.com>
2022-11-04 18:55:46 +00:00
Robert Müller c5bbccfe07 Also append sounds when appending a map to another map 2022-11-03 20:21:45 +01:00
Robert Müller b0a21dab09 Use bool for Load, Save, Append result, true on success
The `Append` method was returning `0` on success while `Load` and `Save` were returning `1`.
Now all three methods use a `bool` as return value and return `true` on success.

The call `SortImages()` is moved inside the `Append` method, as it should always be called when appending succeeded.
2022-11-03 20:17:06 +01:00
Robert Müller 40dbb1b992 Fix height and margin of sound and image popups
The height of the sound popup was too small, as it was not updated when the "Readd" button was added.

The additional `2.0f` margin at the top of the popups is removed, as all popup menus already have default `5.0f` margins on all sides.

The height of the image popup for external images was not including this margin to begin with, so it was slightly too small but is correct now.
The height of the image popup for embedded images is adjusted to no longer include this margin.

Pass `nullptr` instead of calculating unused `CUIRect` values.
2022-11-03 19:53:21 +01:00
Robert Müller abf795d9da Invoke static methods without a class instance
The methods `ReplaceImage` and `ReplaceSound` are static, so they should be called without an object.
2022-11-03 19:32:10 +01:00
bors[bot] e71ce8fcde
Merge #5998
5998: Fix Ctrl+F hotkey not checking for Ctrl key, minor improvement to tile details popup layout r=def- a=Robyt3


## 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>
2022-11-01 22:10:19 +00:00
Robert Müller 886ec990fe Add missing check for modifier of Ctrl+F hotkey
The hotkey for the "Find empty slot" button was not correctly checking for a pressed modifier, so it was already being trigger by just the key F instead of the desired Ctrl+F.
2022-11-01 23:01:32 +01:00
Robert Müller 8e9b4ddcd2 Refactor tile details popup height, variable names
The height is calculated based on the number of rows and the row height instead of being entirely hardcoded, which makes maintenance easier.
The total height of the speedup popup was slightly too large, which is also fixed by this.
Variable names and their declaration positions are also refactored.
2022-11-01 23:01:28 +01:00
Robert Müller 0db4b5fe0c Refactor border button condition, move button variable
The conditions can be combined into one if-statement to better readability.
2022-11-01 22:30:56 +01:00
Robert Müller c29d4b984c Remove redundant CUIRects, improve find button height
Some of the CUIRects were calculated but never used.
The height of the "Find empty slot" button is made consistent with the height of the properties shifters.
2022-11-01 22:29:12 +01:00
Robert Müller d6d88d4370 Allow selecting switch number 0 in editor again
This reverts part of #5993 to allow switch number 0 to be selected again.
Switch number 0 is permanently enabled, so it useful for tiles that should always be switched on.
Eventually tiles that don't work with switch 0 (e.g. switch open/close tiles) should be made unplaceable and the switch number should be hidden for tiles where it doesn't have any effect (e.g. jump tiles). See #5995.
2022-11-01 21:52:49 +01:00
bors[bot] 846b569a86
Merge #5994
5994: Change editor hotkey Ctrl+A to Ctrl+T for layer/tile details r=def- a=Robyt3

The hotkey Ctrl+A is already active universally in the editor to open and append a map to the current one. This collides with the hotkeys for opening the layer/tile details popup for tune, tele, speedup and switch layers, which is only active when a layer of said type is select. Pressing the hotkey in this context opens the popup and the append dialog at the same time, which is undesirable. Therefore the hotkey to open the layer/tile details is changed to Ctrl+T instead. This combination is currently unused and seems approriate, as the T could stand for "Tile details".

## 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>
2022-11-01 12:35:28 +00:00
Robert Müller c916e5d262 Change editor hotkey Ctrl+A to Ctrl+T for layer/tile details
The hotkey Ctrl+A is already active universally in the editor to open and append a map to the current one.
This collides with the hotkeys for opening the layer/tile details popup for tune, tele, speedup and switch layers, which is only active when a layer of said type is select.
Pressing the hotkey in this context opens the popup and the append dialog at the same time, which is undesirable.
Therefore the hotkey to open the layer/tile details is changed to Ctrl+T instead. This combination is currently unused and seems approriate, as the T could stand for "Tile details".
2022-11-01 13:13:22 +01:00
Robert Müller c6fa29eb56 Fix incorrect minimum values for tele, speedup and switch layers
It was possible to select tele number 0, speedup force 0 and switch number 0 in the layer details in the editor, because some of the bounds checks or calculations were not excluding the value 0.
As placing those tiles with the value 0 in the editor is not possible and the tiles with this value are ignored by server and client, it also shouldn't be possible to select those values in the first place.
2022-11-01 12:11:18 +01:00
bors[bot] 571b0b36de
Merge #5770
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>
2022-11-01 10:29:53 +00:00
def a237ee5f6d Improve callvote arguments by making them more specific
Should make it a bit clearer how to call a vote from F1
2022-10-29 14:45:24 +02:00
Robert Müller 6c8fa6b4f0 Rename variable aBuf to pBuf, use size_t for buffer size 2022-10-27 22:21:08 +02:00
Robert Müller d551617c34 Use str_copy instead of str_format with format "%s"
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.
2022-10-27 21:42:14 +02:00
Jupeyy 3b2dd73614 Rename config var to no weak only 2022-10-27 17:51:30 +02:00
fokkonaut cedc315a70 Fix physics change by weak hook fix (fixes #5769) 2022-10-27 17:44:54 +02:00
bors[bot] 47b351134a
Merge #5985
5985: Fix large editor popups being outside of screen, add margin r=def- a=Robyt3

Large editor popups could be positioned outside of the screen area, when they could not be positioned below or to the right of the cursor without overflowing. This is fixed by making sure the popup does not overflow the top or left side of the screen after adjusting its position.

A small margin is also added so popups don't start or end immediately at the screen border.

Closes #5982.

## 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>
2022-10-25 22:08:44 +00:00
Dennis Felsing 1f5d7a0afd Version 16.5 2022-10-25 23:21:02 +02:00
Robert Müller 6b7563a90b Fix large editor popups being outside of screen, add margin
Large editor popups could be positioned outside of the screen area, when they could not be positioned below or to the right of the cursor without overflowing. This is fixed by making sure the popup does not overflow the top or left side of the screen after adjusting its position.

A small margin is also added so popups don't start or end immediately at the screen border.

Closes #5982.
2022-10-25 20:16:39 +02:00
Rafael Fontenelle cd14660307 Fix misspellings 2022-10-25 13:51:56 -03:00
Robert Müller 6ef3adaa23 Fix long demo names being truncated in popups and UI
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.
2022-10-24 20:42:52 +02:00
Robert Müller b486028838 Remove dead code
The `PopupMessage` was never shown, as the next line activates `POPUP_REPLACE_VIDEO` which immediates overrides the message popup.
2022-10-24 20:18:09 +02:00
Robert Müller 997af452d0 Fix crash when cutting a demo opened from command line
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.
2022-10-24 20:14:04 +02:00
Robert Müller 3c1cd89ae6 Append file extension before checking for identical cut demo filename
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.
2022-10-24 19:53:42 +02:00
Robert Müller be45604354 Fix demo file not being closed after showing error message
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.
2022-10-24 19:48:44 +02:00
Robert Müller f5a16c1c77 Fix crash in editor when using up/down keys on empty images list 2022-10-21 20:28:30 +02:00
Robert Müller 4a683e024a Fix crash in editor when using up/down keys on empty sounds list 2022-10-21 20:28:00 +02:00
bors[bot] 8feba4ecf6
Merge #5966
5966: Fix duplicate description of cl_default_zoom_level r=heinrich5991 a=def-

Since #5894 is not landing

<!-- 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>
2022-10-21 11:53:55 +00:00
Dennis Felsing f7bc58b056 Fix duplicate description of cl_default_zoom_level
Since #5894 is not landing
2022-10-21 00:12:07 +02:00
bors[bot] 53080e3e14
Merge #5938
5938: Hex Values in the editor's info feature r=heinrich5991 a=VoxelDoesCode

Add an option when the info button is selected, you can show the hexadecimal values for a tile rather than 1-255. This has some benefits, as it aligns in a perfect grid. Can help with making and test automappers.

![image](https://user-images.githubusercontent.com/95713843/195209286-82dd04d5-f469-4932-bbd7-93ec3fd32f99.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>
2022-10-19 22:47:35 +00:00
heinrich5991 dcd76fd3e1 Add support for Rust code in DDNet
The glue is done using the [cxx crate](https://cxx.rs/) on the Rust
side.

As a proof-of-concept, only a small console command (`rust_version`)
printing the currently used Rust version was added.

You can generate and open the Rust documentation using
`DDNET_TEST_NO_LINK=1 cargo doc --open`.

You can run the Rust tests using `cmake --build <build dir> --target
run_rust_tests`, they're automatically included in the `run_tests`
target as well.

Rust tests don't work on Windows in debug mode on Windows because Rust
cannot currently link with the debug version of the C stdlib on Windows:
https://github.com/rust-lang/rust/issues/39016.

---

The stuff in `src/rust-bridge` is generated using
```
cxxbridge src/engine/shared/rust_version.rs --output src/rust-bridge/engine/shared/rust_version.cpp --output src/rust-bridge/engine/shared/rust_version.h
cxxbridge src/engine/console.rs --output src/rust-bridge/cpp/console.cpp --output src/rust-bridge/cpp/console.h
```
2022-10-19 23:46:06 +02:00
Jupeyy b70fc39571 fix skin click ptr 2022-10-19 20:18:43 +02:00
Robert Müller c78f71b2b9 Fix client crash when server does not send gameinfo 2022-10-15 19:43:26 +02:00
Zwelf 0e0e55eb43 Fix example name in mapbug description 2022-10-13 11:51:18 +02:00
bors[bot] 6c3d0e999b
Merge #5933 #5941
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>
2022-10-12 22:08:17 +00:00
Jupeyy a804c3ca5b Get away from vector for skins
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
2022-10-12 22:32:36 +02:00
VoxelDoesCode 484cb82872 Hex Values in the editor's info feature
Clang format before squash
2022-10-11 19:27:12 -04:00
heinrich5991 a97a597592 Inline Is(GameType) functions
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.
2022-10-11 16:05:46 +02:00
bors[bot] 8de0247d00
Merge #5909
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>
2022-10-10 14:42:18 +00:00
bors[bot] 6d7df66448
Merge #5918
5918: Constify snap more (inspired by upstream) r=Robyt3 a=ChillerDragon

Incorporate const added in those upstream commits:
d86d576217
e6b8518b49

## 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>
2022-10-09 13:53:05 +00:00
ChillerDragon 9982a7bad3 Constify snap more (inspired by upstream)
Incorporate const added in those upstream commits:
d86d576217
e6b8518b49
2022-10-09 15:12:12 +02:00
bors[bot] b7da20826d
Merge #5919
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>
2022-10-08 22:58:13 +00:00
VoxelDoesCode fc09212d43 Tweak the running visuals 2022-10-08 16:07:15 -04:00
bors[bot] 665f829759
Merge #5915
5915: Don't overlap menu + debug messages (fixes #5914) r=Robyt3 a=def-

![Screenshot 2022-10-07 at 19 03 03](https://user-images.githubusercontent.com/2335377/194611779-93062028-0684-4745-b3b9-9949cec074fa.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
- [ ] 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>
2022-10-07 18:48:08 +00:00
Dennis Felsing 774f7a6f33 Don't overlap menu + debug messages (fixes #5914) 2022-10-07 19:03:20 +02:00
def 317b2df7c0 Support multiple values to search/exclude (fixes #4119) 2022-10-07 18:21:14 +02:00
Dennis Felsing c4463a3848 Only show ingame hint in Game tab
Since it looks ugly overlaid over the other tabs
2022-10-06 18:38:32 +02:00
Jupeyy fbc4c9cd6e Add favorite skins 2022-10-05 19:23:03 +02:00
def 361622ec37 Add help text at bottom left when menu is open 2022-10-03 00:11:01 +02:00
def 9e5d830e34 Revert ingame menu close button
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.
2022-10-02 23:59:48 +02:00
Robert Müller 98848cde70 Use str_comp_filenames to sort maps and demos again
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.
2022-09-30 14:48:53 +02:00
Robert Müller 3176032a7b Fix spelling seperate -> separate 2022-09-29 18:54:40 +02:00
fokkonaut 900417b84d Send laser objects as DDNetLaser with type (fixes #5885) 2022-09-27 13:25:20 +02:00
Dennis Felsing d3ff903d44 Don't show home button ingame
Broken in #5882
2022-09-27 13:03:16 +02:00
def 9cc08cc9d3 Move home button to very right so it is consistent with close button ingame (fixes #5881) 2022-09-26 19:02:41 +02:00
bors[bot] 0f6594f10b
Merge #5875
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>
2022-09-24 19:17:10 +00:00
bors[bot] fdf29b5197
Merge #5861
5861: Add close button to close ingame menu r=Jupeyy a=def-

Suggested by cheeser0613 since new players don't know that Escape is the only way to close it again
![Screenshot 2022-09-22 at 09 49 31](https://user-images.githubusercontent.com/2335377/191689168-d401d6e9-f68c-4c53-a905-7ff1cfa0bb9d.png)
![Screenshot 2022-09-22 at 09 49 25](https://user-images.githubusercontent.com/2335377/191689180-581145f5-29cd-4adc-a4ee-4a89ded81534.png)
I'm not sure if I prefer it on left or right side. Left side is like the start menu button, right side is like Windows bar.

## 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)


Co-authored-by: Dennis Felsing <dennis@felsin9.de>
2022-09-24 19:00:28 +00:00
Robert Müller 727b147268 Move src/game/bezier.cpp/h to src/base/bezier.cpp/h
As those functions are not game specific per se, they can be part of base instead.

Closes #3334.
2022-09-24 20:53:59 +02:00
Robert Müller 9625a4e521 Fix skin prefix button container being used for multiple buttons
This meant that only the first skin prefix button could be activated.

Regression from #5633.
2022-09-24 17:43:53 +02:00
bors[bot] c61e5586ff
Merge #5867
5867: Use ddnet.org on manpages r=heinrich5991 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>
2022-09-23 23:41:20 +00:00
bors[bot] 4f3a9cbd0d
Merge #5864
5864: refresh serverbrowser when disconnecting / abort r=def- a=luk51

This might be not complete, but this adds the functionality to refresh the server browser list after disconnecting from a server, or after aborting joining a server.

This fixes issue #5863.


## 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: Lukas Kitsche <lukaskitsche@posteo.de>
2022-09-23 23:24:58 +00:00
Dennis Felsing 17960e52b5 Add luk51 in credits 2022-09-24 01:05:00 +02:00
Lukas Kitsche 599eb18245 fix linting, will be squashed later 2022-09-24 00:56:43 +02:00
Lukas Kitsche 43aae1bd82 move refresh logic of browsertab into helper function 2022-09-23 19:59:18 +02:00
Dennis Felsing e290a407d6 Fix other occurences of DDNet.tw 2022-09-23 10:59:36 +02:00
Lukas Kitsche a5a191eb32 Merge branch 'master' of https://github.com/ddnet/ddnet into refresh-serverbrowser-when-disconnecting 2022-09-22 20:56:47 +02:00
Lukas Kitsche e5f3943f6e refresh serverbrowser when disconnecting / abort 2022-09-22 20:55:19 +02:00
Robert Müller 72194d28e7 Replace magic numbers with enum EShowEnvelope 2022-09-22 18:02:07 +02:00
Dennis Felsing cfcfb7b3f0 Add close button to close ingame menu
Suggested by cheeser0613 since new players don't know that Escape is the
only way to close it again
2022-09-22 09:49:54 +02:00
bors[bot] 069e5a7c9d
Merge #5848 #5851
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>
2022-09-18 11:40:11 +00:00
def 9f4e883906 Remove cl_http_map_download 2022-09-18 01:03:15 +02:00
bors[bot] e61b850364
Merge #5843
5843: Laser menu tweaks; Changed some default colors r=def- a=VoxelDoesCode

fixes #5841 

![image](https://user-images.githubusercontent.com/95713843/190824834-a48913ec-360a-40a8-8b48-d278f5916493.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>
2022-09-17 22:16:26 +00:00
VoxelDoesCode 71b073a45f New SG Laser default, Reset to defaults 2022-09-17 17:11:53 -04:00
Robert Müller d34b7a4ea5 Refactor color picker variable names and color conversion 2022-09-17 13:12:12 +02:00
Robert Müller 4fb98f4ec2 Fix UI elements behind color picker background being selectable
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.
2022-09-17 13:12:12 +02:00
VoxelDoesCode 4c7a29b430 Add Reset All button 2022-09-16 21:06:20 -04:00
VoxelDoesCode 5915d5531d Laser menu tweaks; Changed Freeze laser color 2022-09-16 18:28:36 -04:00
Dennis Felsing fece84c892 Add Voxel to contributors 2022-09-16 13:14:41 +02:00
Dennis Felsing 3e93f3ac8a Version 16.4 2022-09-16 13:07:36 +02:00
VoxelDoesCode fb15a7c2a4 Running and AFK anim. states 2022-09-16 12:30:05 +02:00
bors[bot] 68e2f51280
Merge #5756
5756: Editor: added a goto button r=heinrich5991 a=archimede67

<!-- What is the motivation for the changes of this pull request -->

This feature was also suggested by Pulsar. It adds a button to go to a specified coordinate point by inputting x and y coordinates through a popup window:

![image](https://user-images.githubusercontent.com/13364635/185762103-48a9fbaf-282e-45d8-86a4-bf5eedf620b0.png)

The two number inputs are constrained between 0 and the width/height of the map (minus 1). When clicking "Go", it focuses the camera at the center of the tile at these coordinates.

## 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: Corantin H <archi0670@gmail.com>
2022-09-16 01:17:56 +00:00
Corantin H e52e443988 Editor: used max int value for goto min and max coordinates 2022-09-15 20:54:20 +02:00
Dennis Felsing 9a2835c9dd Update translations via script, new German translations
New English text for marking the beginning/end of a cut
2022-09-15 14:38:08 +02:00
bors[bot] ed2b0f40b9
Merge #5639
5639: Add different laser colors for different types r=def- a=VoxelDoesCode

Since we're doing a push to assist newer players, I think it would be a good idea to differentiate the different types of lasers, so that non-moving laser entities aren't confused with doors (I'm aware the blinking is a sign, but it's very subtle). This also includes a new color for Shotgun's laser, which would be a nice touch for both customization and clarity. 

![image](https://user-images.githubusercontent.com/95713843/179640279-06bb52a0-9070-48ca-b39f-013034f9c16e.png)
![image](https://user-images.githubusercontent.com/95713843/179640326-bcfad3a9-6209-4514-8850-98c5146e28b8.png)

If this were to be implemented though, it would require a server update, because the server actually needs to send the DDNetLaser to clients with a high enough client version (It's set to 17000 currently). As of right now it's a solid concept.

Huge thanks to Fokkonaut for finalizing this concept!

## 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: heinrich5991 <heinrich5991@gmail.com>
Co-authored-by: VoxelDoesCode <bluheadcat@gmail.com>
Co-authored-by: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
2022-09-15 07:14:11 +00:00
bors[bot] da0dca25c3
Merge #5823
5823: Editor: Added reload button for image and sound popups r=heinrich5991 a=sctt

Automatically reloads the image from mapres folder based on its current name, that's just a quicker "replace" which is convenient while experimenting on image contents, some mappers asked for this.

![Screenshot from 2022-09-10 11-57-58](https://user-images.githubusercontent.com/3328841/189479587-620c812c-0df2-4ba2-94a0-83eca8e42c81.png)

note: image lookup is currently limited to the mapres root folder, no directory recursion has been implemented, this is an improvement that might be added in the future (even though in my understanding, organizing mapres into subfolders is not a very common practice, not even the "search" feature considers that).

## Checklist

- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [x] Tested in combination with possibly related configuration options
- [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: “sctt” <“sctt@sctt.it”>
2022-09-15 06:54:50 +00:00
“sctt” 73d883d16b Editor image reload: renamed reload into readd 2022-09-15 08:46:31 +02:00
fokkonaut 5deeb299fa Add DDNetLaser to have more info about a laser shot 2022-09-15 01:01:32 +02:00
VoxelDoesCode 03b90f4f3d Added new cl colors and tweaked the settings menu
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
2022-09-15 01:01:04 +02:00
Dennis Felsing 51c0bb1f43 Improve message on failed load 2022-09-13 20:30:30 +02:00
bors[bot] cef096ecd7
Merge #5820
5820: Editor: Added "Order" button in quads popup r=heinrich5991 a=sctt

Main purpose is to control quads z index, but i like how this can be used to reveal how many quads a layer has just by placing a new one.
Furthermore, it provides a way to reference quads, that's needed to make custom cli tools work on user selected quads.

![Screenshot from 2022-09-09 19-04-21](https://user-images.githubusercontent.com/3328841/189411505-558ca601-e753-48b2-a6c3-d9f293795951.png)

## Checklist

- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [x] Tested in combination with possibly related configuration options
- [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: “sctt” <“sctt@sctt.it”>
2022-09-11 22:44:13 +00:00
“sctt” 79fa29d8b8 editor: added order button in quads popup 2022-09-10 18:04:38 +02:00
Jupeyy f59f79e02f Move skin info after the settings (settings can cause reload -> skin is invalid) 2022-09-10 15:03:59 +02:00
“sctt” 39223dfd8a editor: added reload button for image and sound popups 2022-09-10 12:23:00 +02:00
Robert Müller 19a0544364 Fix editor layer image selection not working 2022-09-08 15:30:22 +02:00
Robert Müller ff471b4d17 Minor refactoring: homogenise code structure of selection popups 2022-09-04 23:00:51 +02:00
Robert Müller 833f690c59 Refactor editor sound selection popup using CScrollRegion
Decrease popup size by remove the unused empty space designated for "previewing" sounds.
2022-09-04 22:59:33 +02:00
Robert Müller cef984294c Fix minimum/maximum values of editor properties
The Order-property maximum value was too large, so it was temporarily (only visually) possible to go beyond the maximum.

The minimum/maximum values for the Color-property were incorrect and redundant, as `PROPTYPE_COLOR` is used for RGBA color properties and not for envelope IDs.
2022-09-04 13:06:15 +02:00
Robert Müller 2e8d203ed4 Fix editor value selector not allowing minimal value change
For example, when the scale is 1, changing the value by exactly 1 was not possible.
2022-09-04 13:02:31 +02:00
Robert Müller 3fd87df844 Fix mouse staying locked when activating text mode in editor 2022-09-04 12:58:39 +02:00
bors[bot] ecce22322e
Merge #5805
5805: Refactor editor server settings and automapper config lists using `CScrollRegion` r=def- a=Robyt3

- Refactor editor automapper config list using `CScrollRegion`. Also fix some other minor issues with this list.
  - Fix the currently selected item not being highlighted after opening the dialog.
  - Remove static limit of 255 automapper rules, after which the editor previously caused out-of-bounds accesses, by using the address of the automapper config name as button ID.
  - Before:  ![automapper old](https://user-images.githubusercontent.com/23437060/188277300-bd634c13-fb66-4348-abf4-9481e8fcaa3a.png)
  - After: ![automapper new](https://user-images.githubusercontent.com/23437060/188277303-0cb94442-f35d-4c1e-bd81-7f56052cede6.png)
- Refactor editor server settings list using `CScrollRegion`.
  - Before:  ![server_settings old](https://user-images.githubusercontent.com/23437060/188277264-8a0d16b5-838c-4bd1-b94c-f11091c68ccf.png)
  - After: ![server_settings new](https://user-images.githubusercontent.com/23437060/188277269-1fabf5a5-9daf-4ffe-893d-1f1690ba597f.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
- [X] 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>
2022-09-03 21:34:32 +00:00
def c95a605fd7 Version 16.3.2 2022-09-03 23:15:55 +02:00
Robert Müller 977f1a8245 Refactor editor server settings list using CScrollRegion 2022-09-03 17:13:26 +02:00
Robert Müller 130275a7b2 Refactor editor automapper config list using CScrollRegion
- Fix the currently selected item not being highlighted after opening the dialog.
- Remove static limit of 255 automapper rules, after which the editor previously caused out-of-bounds accesses, by using the address of the automapper config name as button ID.
2022-09-03 16:41:31 +02:00
Robert Müller 1c23a17ee4 Fix hotkeys (scroll regions) not working in editor 2022-09-02 23:16:37 +02:00
bors[bot] cc7fbe275c
Merge #5798
5798: Remove all references to memset r=def- a=heinrich5991

`memset` only worked with `CServer::CClient::STATE_EMPTY` by chance
because it is defined as 0.

## 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: heinrich5991 <heinrich5991@gmail.com>
2022-09-02 12:57:54 +00:00
heinrich5991 887b24d8f5 Remove all references to memset
`memset` only worked with `CServer::CClient::STATE_EMPTY` by chance
because it is defined as 0.
2022-09-02 14:32:39 +02:00
bors[bot] cbb61814df
Merge #5722
5722: First send message to team, then kill team (fixes #5721) r=heinrich5991 a=def-

![Screenshot 2022-08-10 at 15 54 13](https://user-images.githubusercontent.com/2335377/183919209-a5fb95e6-d578-4376-9fb6-a72d0381001c.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
- [ ] 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>
2022-09-02 11:14:42 +00:00
Robert Müller e7c3ce186f Port CUI::ConsumeHotkey from upstream
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.
2022-08-31 21:43:57 +02:00
def c479230d71 Use new ddnet.org domain 2022-08-30 10:09:06 +02:00
bors[bot] 3478146ea5
Merge #5784
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>
2022-08-29 21:47:28 +00:00
Jupeyy d2295ff94e refind skins after reload 2022-08-29 18:28:59 +02:00
bors[bot] 3e42d3df5a
Merge #5787
5787: Allow spectator mode to be changed while demo is paused r=def- a=Robyt3

By updating and rendering the current tick again when changing the spectator mode while the demo playback is paused. Closes #1843.

Refactoring: Extract `IDemoPlayer::ETickOffset`, `IDemoPlayer::SeekTick` and `CMenus::DemoSeekTick`.

## 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>
2022-08-28 18:01:55 +00:00
Robert Müller c6cc45471a Allow spectator mode to be changed while demo is paused
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`.
2022-08-28 17:52:49 +02:00
Zwelf 6382f5b5d5 Clarify save message on team member in '/spec' mode 2022-08-28 17:37:23 +02:00
Robert Müller c0472b3177 Reset specific components before long skips in demo
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.
2022-08-28 15:39:30 +02:00
Robert Müller b2fbfac4d1 Suppress more events while skipping in demos:
- chat messages
- kill messages
- sounds
- stats
- air jump effects
2022-08-28 15:20:50 +02:00
Robert Müller 1da597ff1a Fix automatic demo rewind not working when menu is not active 2022-08-28 12:26:20 +02:00
Robert Müller 3dc577f24e Fix demo seeking not working anymore when menu is not active 2022-08-28 12:23:03 +02:00
Robert Müller 7cbca53d48 Deactivate "Follow" spectator mode in global server demos
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.
2022-08-27 17:48:04 +02:00
Robert Müller 939b3e5538 Fix free-view button state when following a free-view spectator
When following a spectator that is using free-view mode, the free-view button was active at the same time as the follow button.
2022-08-27 17:45:56 +02:00
bors[bot] 8ac260a3a9
Merge #5777
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>
2022-08-27 12:40:09 +00:00
bors[bot] b42627f807
Merge #5748
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>
2022-08-27 12:24:36 +00:00
Robert Müller a24ac108ce Always suppress events and update envelopes when skipping 2022-08-27 13:23:06 +02:00
Robert Müller bf16875a6f Add period/comma hotkeys to skip one tick forward/backward 2022-08-27 12:49:32 +02:00
Robert Müller d6628fe028 Rename variable LastSpeedChange to s_LastSpeedChange 2022-08-27 12:49:32 +02:00
Robert Müller 091f3b3e34 Rename variable PrevAmount to s_PrevAmount 2022-08-27 12:49:32 +02:00
VoxelDoesCode 20e70b3172 Demo Tooltips, in courtesy of Chairn 2022-08-26 02:07:58 -04:00
VoxelDoesCode 0392f6655d Added an icon for Parent Directories 2022-08-25 18:44:27 -04:00
Robert Müller 8d3351f046 Also record tunings for player demos 2022-08-25 17:57:03 +02:00
VoxelDoesCode 216d4421ce Clang Format 2022-08-24 16:17:04 -04:00
Robert Müller 638559b648 Refactor scrollable controls settings using CScrollRegion
Replace hacky usage of `UiDoListboxStart` with `CScrollRegion`.
2022-08-23 10:08:46 +02:00
Robert Müller 7c496dd5b4 Make ingame server info MOTD scrollable using CScrollRegion 2022-08-23 10:08:46 +02:00
Robert Müller 359beffff3 Refactor editor sound list using CScrollRegion 2022-08-23 10:08:46 +02:00
Robert Müller 5dc6c90a50 Refactor editor image list using CScrollRegion, split method 2022-08-23 10:08:45 +02:00
Robert Müller 9f01c6fe66 Refactor editor layer list using CScrollRegion 2022-08-23 10:08:45 +02:00
Robert Müller ad8f49fe79 Remove unnecessary indentation/scope 2022-08-23 10:08:42 +02:00
Robert Müller 4cdd36aed3 Remove redundant m_GuiActive checks
This condition is already checked before calling the methods.
2022-08-23 10:01:29 +02:00
Robert Müller 7b80ad1982 Refactor editor layer image selection popup using CScrollRegion
The width of the popup and list are also slightly increased to better support images with longer names.
2022-08-23 10:01:28 +02:00
Robert Müller f451a33361 Port CScrollRegion from upstream with some minor refactorings
Co-authored-by: LordSk <lordskelethom@gmail.com>
2022-08-23 10:01:28 +02:00
Robert Müller 9cbca642ea Rename CUIElement::Get to Rect
This makes it clear that the method is a getter for the rects.
2022-08-23 10:01:27 +02:00
Robert Müller 991b045a11 Remove unused CUIElement::m_ElementTime 2022-08-23 10:01:26 +02:00
bors[bot] 49bed71932
Merge #5696
5696: Add option for parallax-aware zoom r=def- a=Fireball-Teeworlds

## How this works

Currently we have parallax X and Y parameters that control how far away a layer feels. Currently it's only taken into account for camera moving sideways.

This pull request makes zoom behave as if the camera was moving closer or further away, taking into account the distance to the layer.

In order to provide flexibility, this behaviour is using a separate parallax value, similar to how we have separate values for X and Y. Para Zoom will default to the minimum of parallax X, Y, clamped to be between 0 and 100. This seems to look well on most maps.

This pull request also introduces two new features to the Editor:
* Controls for configuring per-group Para Zoom value. If Custom Zoom is set to No, Para Zoom will automatically keep following to the default value described above, so that people new to the feature don't have to figure out how it works.
* Zoom button that previews the zoom behavior (next to Proof at the top).

## Editor Screenshots

### Para Zoom controls

![screenshot_2022-08-22_21-38-04](https://user-images.githubusercontent.com/68162181/186014490-f7b91245-460f-405f-8d5c-3f91db2a1b9a.png)

![screenshot_2022-08-22_21-37-58](https://user-images.githubusercontent.com/68162181/186014522-03b6e814-4dd9-4d07-9af9-7db5fb434a56.png)

### Zoom Button

![screenshot_2022-08-22_21-40-46](https://user-images.githubusercontent.com/68162181/186014856-2d1d499d-9011-439c-b217-536957e0c1e3.png)

![screenshot_2022-08-22_21-40-50](https://user-images.githubusercontent.com/68162181/186014874-6d2939d3-00ff-4327-a790-414b5151ba31.png)

## In-Game Screenshots

Video: https://youtu.be/W7eXQN0gRFI

This is an older version of the pull request that had an option to disable the new behaviour. The current version can only be disabled in map editor for a particular map.

### Springlobe 3

With new feature:
![screenshot_2022-08-02_04-28-19](https://user-images.githubusercontent.com/68162181/182286371-b67cee1c-73d8-4a24-a9c3-1b28340a3b42.png)

Without:
![screenshot_2022-08-02_04-28-25](https://user-images.githubusercontent.com/68162181/182286367-24555381-1700-4ff1-80c7-39e5dce63820.png)

### Beyond Dreams

With new feature:
![screenshot_2022-08-02_04-28-59](https://user-images.githubusercontent.com/68162181/182286322-114ecb90-0860-462c-9012-bb2f3ff848fb.png)

Without:
![screenshot_2022-08-02_04-28-55](https://user-images.githubusercontent.com/68162181/182286654-f34da72b-7991-4f42-89ad-679279fcb83e.png)

## Checklist

- [X] Tested the change ingame
- [X] 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
- [X] Considered possible null pointers and out of bounds array indexing
- [ ] 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: Fireball <fireball.teeworlds@gmail.com>
2022-08-22 21:15:41 +00:00
Dennis Felsing 83d26ff48c Version 16.3.1 2022-08-22 15:42:34 +02:00
bors[bot] d2523d9053
Merge #5761
5761: Replace `POPUP_PURE` with generic `PopupMessage` r=def- a=Robyt3

Minor refactoring, as the popup just shows generic text with an Ok-button.

## 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>
2022-08-21 15:02:55 +00:00
def 13cc5d08d9 Version 16.3 2022-08-21 17:00:23 +02:00
Robert Müller d3c9311156 Replace POPUP_PURE with generic PopupMessage 2022-08-21 13:25:06 +02:00
Corantin H d81f15181e Use int for coordinates 2022-08-20 22:30:32 +02:00
Corantin H ae8b9914aa Editor: added a goto button 2022-08-20 20:47:46 +02:00
Jupeyy 6e5c5cba8f Filter vanilla only skins at loading already 2022-08-20 14:39:25 +02:00
Jupeyy d1b8d53619 Auto refresh skins when changing related settings 2022-08-20 13:42:28 +02:00
Corantin H 29a3baaa75 Editor: added the possibility to duplicate layers 2022-08-19 13:20:50 +02:00
VoxelDoesCode fa98ad1e36 Remove the need for file_icons.png 2022-08-19 01:05:02 -04:00
VoxelDoesCode 1807bb7b1e Update icons and clean up 2022-08-17 20:28:24 -04:00
VoxelDoesCode 470ee65db9 DoButton_Sprite > DoButtonFontIcon 2022-08-17 04:28:09 -04:00
VoxelDoesCode a1617dcf56 Replace all images with unicode chars 2022-08-17 03:58:13 -04:00
Robert Müller f0b0d4c163 Improve "couldn't open..." error messages by listing target 2022-08-16 17:35:47 +02:00
Robert Müller f0c74f72ba Smooth console completion scrolling 2022-08-15 23:20:37 +02:00
Alexander Akulich ec16daa4b4 CCharacter: Drop non-const IsAlive() getter 2022-08-15 15:05:59 +03:00
bors[bot] 4826eb1df0
Merge #5730
5730: Move `CUIRect` to separate file, move `CRenderTools::DrawUIRect/4` to `CUIRect::Draw/4`, merge `CUIEx` into `CUI` r=def- a=Robyt3

Adopt UI refactorings from upstream:
- move `CUIRect` into a separate file
  - this allows some includes of `ui.h` to be removed, most importantly in `render.h`
- move `CRenderTools::DrawUIRect/4` to `CUIRect::Draw/4`
  - this object orientied calling style makes it easier to write the code

The `CUIEx` class is merged into the `CUI` class, as there is no need for two different UI classes anymore.

## 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>
2022-08-14 11:55:24 +00:00
bors[bot] cebcc885ab
Merge #5735
5735: Minor refactoring of editor IO r=def- a=Robyt3

<!-- What is the motivation for the changes of this 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>
2022-08-14 11:24:15 +00:00
Robert Müller 813522f1fc Add/use temporary variables to improve readability 2022-08-14 13:12:21 +02:00
Robert Müller 45a20ff277 Only load and unload normal tile layer data if necessary 2022-08-14 13:12:21 +02:00
c0d3d3v 780c4db7dd
do an int check for m_FreezeEnd instad of float, becuase it is int 2022-08-13 15:43:38 +02:00
c0d3d3v 0aa46b54ea
small fix for #5729 2022-08-12 22:38:13 +02:00
Robert Müller 51fb3e9a22 Merge CUIEx class into CUI
There is no need to separate the UI in two classes anymore, as the dependency on `CRenderTools` has been removed.
2022-08-12 19:59:19 +02:00
Robert Müller 95550fd6a9 Move CRenderTools::DrawUIRect/4 to CUIRect::Draw/4
Use `ColorRGBA` instead of `vec4` for `Draw4`.
2022-08-12 19:37:08 +02:00
Robert Müller 7b390808bc Replace ui.h include with ui_rect.h, organize other includes 2022-08-12 19:37:08 +02:00
Robert Müller 680dd052d7 Add documentation for CUIRect::Inside 2022-08-12 19:37:07 +02:00
Robert Müller 49164dfcdf Improve argument names of CUIRect::Inside 2022-08-12 19:37:07 +02:00
Robert Müller b50309dd5c Move CUIRect class into its own files 2022-08-12 19:37:07 +02:00
Robert Müller 4005b82743 Move CRenderTools::DrawUIElRect to CUIElement::SUIElementRect::Draw
This method draws a particular UI element rectangle so it should be a member method.
2022-08-12 17:42:05 +02:00
Robert Müller 2a21cd6eab Move all DrawRect* methods from CRenderTools to IGraphics
As the methods do not depend on any game components they are moved to the engine graphics interface.
2022-08-12 17:42:05 +02:00
Robert Müller 7b20009980 Move CUI::CORNER_* enum to IGraphics::CORNER_*
Entirely automatic replacement in preparation for moving rect drawing methods from `CRenderTools` to `IGraphics`.
2022-08-12 17:42:04 +02:00
Robert Müller 237fdc76db Move CRenderTools::DrawCircle to IGraphics::DrawCircle
As this method does not depend on any game components it is be moved to the engine graphics interface.
2022-08-12 17:42:03 +02:00
Robert Müller 967c92f5d6 Encapsulate CGraph member variables
Make the member variables private and add `SetMin` to replace a usage of the member variables in `CDebugHud`. For completeness/symmetry, `SetMax` is also added.
2022-08-12 16:13:23 +02:00
Robert Müller b314db5454 Use CGraph::MAX_VALUES instead of magic value in debughud 2022-08-12 16:13:02 +02:00
Robert Müller 8e0a935d5c Combine CGraph::ScaleMin and ScaleMax into Scale
As the methods are always called at the same time, they can be combined. This also improves the performance, as the array only needs to be iterated once.
2022-08-12 16:12:55 +02:00
Robert Müller e99f7ab106 Extract StrCopyUntilSpace and use existing str_* functions
Minor refactoring to reduce duplicate code. Eventually this method could be extended to handle completion for other arguments except the first one.
2022-08-11 19:30:54 +02:00
Robert Müller 33bb576202 Show completion options for tune params in console
Currently supports `tune`, `tune_reset` and `toggle_tune`.

For `tune_zone` the tune name is the second argument, so this is more difficult to handle.
2022-08-11 10:11:03 +02:00
Robert Müller 6af8f46526 Add CTuningParams::PossibleTunings to find tune params by name 2022-08-11 10:11:00 +02:00
Robert Müller 047c88d797 Refactor console completion input handling according to upstream 2022-08-11 10:08:59 +02:00
Robert Müller f3eb93b83a Extend IConsole::PossibleCommands, add index to callback
`PossibleCommands` now passes the item index to the callback and returns the total number of items.

Add `EmptyPossibleCommandCallback` as default parameter.
2022-08-11 10:08:06 +02:00
Robert Müller 680abb6405 Encapsulate CTuningParams::ms_apNames with CTuningParams::Name 2022-08-11 10:07:45 +02:00
Robert Müller 85a41f46dc Allow tune command to list current tuning parameter value
Extend `tune` so the current value of a given tuning variable is printed if no new value is given, so it works like commands in the console. For example `tune player_collision` will print the current value of the variable, whereas `tune player_collision 0` will change the value like before.
2022-08-11 10:04:52 +02:00
Robert Müller 56d6290734 Print the actual tuning value after setting it
Get the actual tuning value after setting it, as the value that was applied may differ due to overflow or rounding errors.
2022-08-11 10:04:36 +02:00
Robert Müller e3bb8bc370 Allow tune_reset to reset a single tune
Extend `tune_reset` so a single tuning value can be reset to default. For example `tune_reset player_collision` will reset just the `player_collision` tuning, whereas `tune_reset` will reset all to defaults like before.
2022-08-11 10:00:26 +02:00
Robert Müller 46ec2e0a24 Print incorrect tuning parameter name on error 2022-08-11 10:00:21 +02:00
Robert Müller 54aff02286 Add success/error message to dump_(local|remote)_console commands 2022-08-11 09:52:19 +02:00
Robert Müller 43fdeb8468 Rename tune_dump to tunes, improve descriptions 2022-08-11 09:48:41 +02:00
Robert Müller ca31b495a9 Rename dump_binds command to binds, fix typo in description 2022-08-11 09:48:34 +02:00
Dennis Felsing d003cc6ee2 Use current backlog page instead of old (fixes #5719)
Better fix by Robyt3
2022-08-10 17:27:24 +02:00
Dennis Felsing 89558d6f23 First send message to team, then kill team (fixes #5721) 2022-08-10 15:53:56 +02:00
Fireball 5d886d80f8 Parallax Zoom: use CMapItemGroupEx to store parallax value 2022-08-10 03:05:23 +01:00
Robert Müller a8e3ac1184 Minor refactoring: use int64_t instead of long long 2022-08-09 18:48:06 +02:00
Robert Müller 1e10cd3c7d Optimize conditional expression 2022-08-09 18:48:05 +02:00
Robert Müller 62445ac006 Remove unused HermiteBasis1 function 2022-08-09 18:48:05 +02:00
Robert Müller 05af632524 Rename variables v to Value 2022-08-09 18:48:05 +02:00
Robert Müller 1e6fd63204 Rename variables id to KeyID 2022-08-09 18:48:04 +02:00
bors[bot] 57849a128c
Merge #5717
5717: Check fully transparent quads with negative alpha r=def- a=Jupeyy

fixes #5716

Co-authored-by: Jupeyy <jupjopjap@gmail.com>
2022-08-09 15:49:32 +00:00
Jupeyy bc865ab087
Check transparency even for negative alpha 2022-08-09 17:44:09 +02:00
bors[bot] f8fca99e62
Merge #5642
5642: Option to remove weak hook & bounce r=def- a=Jupeyy

Fixes #5641 
server side only

## 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>
2022-08-09 13:59:21 +00:00
Dennis Felsing 614a5b35bc Easter egg 2022-08-08 16:37:17 +02:00
Fireball 4ed997f304 Parallax Zoom: fix QuadEnvPoint scaling (and other UI distances) 2022-08-06 16:45:03 +01:00
bors[bot] aeca43fbdb
Merge #5706
5706: Fix shift-leftclick-drag with empty selection to delete (fixes #5705) r=C0D3D3V a=def-

<!-- What is the motivation for the changes of this 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: Dennis Felsing <dennis@felsin9.de>
2022-08-06 10:54:33 +00:00
Fireball 54f7a9817d Parallax Zoom: Zoom preview button in Editor
Known issue: Quad Env Points are scaled incorrectly for Groups with
ParallaxZoom != 100 (in Zoom mode).
2022-08-06 02:30:37 +01:00
Fireball 5bf7f60bf6 Parallax Zoom: Add default zoom option to the editor
Safe defaults for map editing: unless opted-in, Parallax Zoom
will default to maximum(parallax{x,y}).
2022-08-06 01:31:42 +01:00
Dennis Felsing a41f1c1def Fix shift-leftclick-drag with empty selection to delete (fixes #5705) 2022-08-06 02:09:15 +02:00
Fireball a90c86e9a5 Parallax-aware zoom
How this works: parallax values configure perceived distance from camera
when it's moving along x and y axes. Assume that zoom is moving the
camera away and scale layers accordingly, with background layers
(furtherst away) changing the least.

New per-ItemGroup (LayerGroup) setting allows to set the new parallax
value independently from the other two. This can be used to do tricks
like on Time Shop zoom correctly or make it feel like the camera is
changing the field of view at the same time as moving in space.
2022-08-05 00:40:58 +01:00
Robert Müller b1e4d60fae Fix buffer-overflow in editor on shift-clicking brush
1. Open any map, including an empty one.
2. Select a brush, e.g. size 2x2.
3. Shift click to repeat the brush over a larger area, e.g. 10x10.
4. This causes a buffer-overflow / crash with ASAN:

```
=================================================================
==4826==ERROR: AddressSanitizer: heap-buffer-overflow on address 0x6060000f5040 at pc 0x55db7d0aa743 bp 0x7fffe4e191f0 sp 0x7fffe4e191e0
READ of size 4 at 0x6060000f5040 thread T0
    0 0x55db7d0aa742 in CLayerTiles::GetTile(int, int) src/game/editor/layer_tiles.cpp:50
    1 0x55db7d0d23e1 in CLayerTiles::FillSelection(bool, CLayer*, CUIRect) src/game/editor/layer_tiles.cpp:437
    2 0x55db7cf196e9 in CEditor::DoMapEditor(CUIRect) src/game/editor/editor.cpp:2641
    3 0x55db7cfa7755 in CEditor::Render() src/game/editor/editor.cpp:5747
    4 0x55db7cfd2a56 in CEditor::OnRender() src/game/editor/editor.cpp:6437
    5 0x55db7c23e02d in CClient::Run() src/engine/client/client.cpp:3374
    6 0x55db7c2a9f7b in main src/engine/client/client.cpp:4762

0x6060000f5040 is located 0 bytes to the right of 64-byte region [0x6060000f5000,0x6060000f5040)
allocated by thread T0 here:
    0 0x7f9b21db5787 in operator new[](unsigned long) ../../../../src/libsanitizer/asan/asan_new_delete.cc:107
    1 0x55db7d0a9a86 in CLayerTiles::CLayerTiles(int, int) src/game/editor/layer_tiles.cpp:39
    2 0x55db7d0cf0ed in CLayerTiles::BrushGrab(CLayerGroup*, CUIRect) src/game/editor/layer_tiles.cpp:387
    3 0x55db7cf18191 in CEditor::DoMapEditor(CUIRect) src/game/editor/editor.cpp:2612
    4 0x55db7cfa7755 in CEditor::Render() src/game/editor/editor.cpp:5747
    5 0x55db7cfd2a56 in CEditor::OnRender() src/game/editor/editor.cpp:6437
    6 0x55db7c23e02d in CClient::Run() src/engine/client/client.cpp:3374

SUMMARY: AddressSanitizer: heap-buffer-overflow src/game/editor/layer_tiles.cpp:50 in CLayerTiles::GetTile(int, int)
Shadow bytes around the buggy address:
  0x0c0c800169b0: 00 00 00 fa fa fa fa fa 00 00 00 00 00 00 00 fa
  0x0c0c800169c0: fa fa fa fa fd fd fd fd fd fd fd fa fa fa fa fa
  0x0c0c800169d0: fd fd fd fd fd fd fd fa fa fa fa fa fd fd fd fd
  0x0c0c800169e0: fd fd fd fd fa fa fa fa fd fd fd fd fd fd fd fa
  0x0c0c800169f0: fa fa fa fa fd fd fd fd fd fd fd fa fa fa fa fa
=>0x0c0c80016a00: 00 00 00 00 00 00 00 00[fa]fa fa fa fd fd fd fd
  0x0c0c80016a10: fd fd fd fa fa fa fa fa fd fd fd fd fd fd fd fa
  0x0c0c80016a20: fa fa fa fa fd fd fd fd fd fd fd fa fa fa fa fa
  0x0c0c80016a30: fd fd fd fd fd fd fd fa fa fa fa fa fd fd fd fd
  0x0c0c80016a40: fd fd fd fa fa fa fa fa fd fd fd fd fd fd fd fa
  0x0c0c80016a50: fa fa fa fa fd fd fd fd fd fd fd fa fa fa fa fa
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
  Shadow gap:              cc
==4826==ABORTING
```
2022-08-04 23:39:40 +02:00
bors[bot] b4914d5d27
Merge #5692
5692: Refactor `GetClientVersion`, remove many `version.h` includes, fix potential use of undefined value r=def- a=Robyt3

Some refactoring to reduce duplicate code and to remove includes.

## 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>
2022-08-01 21:21:18 +00:00
Robert Müller 24b30434da Handle CServer::GetClientInfo return to fix use of undefined value
```
/home/runner/work/ddnet/ddnet/src/engine/server/server.cpp:790:2: error: Undefined or garbage value returned to caller [clang-analyzer-core.uninitialized.UndefReturn,-warnings-as-errors]
        return Info.m_DDNetVersion;
        ^
/home/runner/work/ddnet/ddnet/src/engine/server/server.cpp:785:5: note: Assuming 'ClientID' is not equal to SERVER_DEMO_CLIENT
        if(ClientID == SERVER_DEMO_CLIENT)
           ^
/home/runner/work/ddnet/ddnet/src/engine/server/server.cpp:785:2: note: Taking false branch
        if(ClientID == SERVER_DEMO_CLIENT)
        ^
/home/runner/work/ddnet/ddnet/src/engine/server/server.cpp:789:2: note: Calling 'CServer::GetClientInfo'
        GetClientInfo(ClientID, &Info);
        ^
/home/runner/work/ddnet/ddnet/src/engine/server/server.cpp:646:13: note: Assuming 'ClientID' is >= 0
        dbg_assert(ClientID >= 0 && ClientID < MAX_CLIENTS, "client_id is not valid");
                   ^
/home/runner/work/ddnet/ddnet/src/base/tl/../system.h:58:38: note: expanded from macro 'dbg_assert'
#define dbg_assert(test, msg) assert(test)
                                     ^
/usr/include/assert.h:93:27: note: expanded from macro 'assert'
     (static_cast <bool> (expr)                                         \
                          ^
/home/runner/work/ddnet/ddnet/src/engine/server/server.cpp:646:13: note: Left side of '&&' is true
        dbg_assert(ClientID >= 0 && ClientID < MAX_CLIENTS, "client_id is not valid");
                   ^
/home/runner/work/ddnet/ddnet/src/engine/server/server.cpp:646:30: note: Assuming 'ClientID' is < MAX_CLIENTS
        dbg_assert(ClientID >= 0 && ClientID < MAX_CLIENTS, "client_id is not valid");
                                    ^
/home/runner/work/ddnet/ddnet/src/base/tl/../system.h:58:38: note: expanded from macro 'dbg_assert'
#define dbg_assert(test, msg) assert(test)
                                     ^
/usr/include/assert.h:93:27: note: expanded from macro 'assert'
     (static_cast <bool> (expr)                                         \
                          ^
/home/runner/work/ddnet/ddnet/src/engine/server/server.cpp:646:2: note: '?' condition is true
        dbg_assert(ClientID >= 0 && ClientID < MAX_CLIENTS, "client_id is not valid");
        ^
/home/runner/work/ddnet/ddnet/src/base/tl/../system.h:58:31: note: expanded from macro 'dbg_assert'
#define dbg_assert(test, msg) assert(test)
                              ^
/usr/include/assert.h:93:7: note: expanded from macro 'assert'
     (static_cast <bool> (expr)                                         \
      ^
/home/runner/work/ddnet/ddnet/src/engine/server/server.cpp:647:13: note: 'pInfo' is not equal to null
        dbg_assert(pInfo != 0, "info can not be null");
                   ^
/home/runner/work/ddnet/ddnet/src/base/tl/../system.h:58:38: note: expanded from macro 'dbg_assert'
#define dbg_assert(test, msg) assert(test)
                                     ^
/usr/include/assert.h:93:27: note: expanded from macro 'assert'
     (static_cast <bool> (expr)                                         \
                          ^
/home/runner/work/ddnet/ddnet/src/engine/server/server.cpp:647:2: note: '?' condition is true
        dbg_assert(pInfo != 0, "info can not be null");
        ^
/home/runner/work/ddnet/ddnet/src/base/tl/../system.h:58:31: note: expanded from macro 'dbg_assert'
#define dbg_assert(test, msg) assert(test)
                              ^
/usr/include/assert.h:93:7: note: expanded from macro 'assert'
     (static_cast <bool> (expr)                                         \
      ^
/home/runner/work/ddnet/ddnet/src/engine/server/server.cpp:649:5: note: Assuming field 'm_State' is not equal to STATE_INGAME
        if(m_aClients[ClientID].m_State == CClient::STATE_INGAME)
           ^
/home/runner/work/ddnet/ddnet/src/engine/server/server.cpp:649:2: note: Taking false branch
        if(m_aClients[ClientID].m_State == CClient::STATE_INGAME)
        ^
/home/runner/work/ddnet/ddnet/src/engine/server/server.cpp:667:2: note: Returning without writing to 'pInfo->m_DDNetVersion'
        return 0;
        ^
/home/runner/work/ddnet/ddnet/src/engine/server/server.cpp:789:2: note: Returning from 'CServer::GetClientInfo'
        GetClientInfo(ClientID, &Info);
        ^
/home/runner/work/ddnet/ddnet/src/engine/server/server.cpp:790:2: note: Undefined or garbage value returned to caller
        return Info.m_DDNetVersion;
        ^
```
2022-07-31 23:37:28 +02:00
Robert Müller 9a012312b8 Move and extend GetClientVersion to remove many version.h includes
The `CServer::GetClientVersion` method needs the `version.h` include, so it's moved from the header to the source file, so the include can be removed from the header.

The `GetClientVersion` method is often called with the same `Client != SERVER_DEMO_CLIENT ? GetClientVersion(Client) : CLIENT_VERSIONNR` expression, which also needs the `version.h` include. This expression is moved inside the method, so the include can be removed from all the server entities' and player code.

The `CGameContext::GetClientVersion` method is made a delegate to reduce duplicate code.

The includes of the server entities are also organized further.
2022-07-31 23:21:10 +02:00
bors[bot] 1110d0e40e
Merge #5686
5686: Fix editor image delete r=def- a=Jupeyy

fixes #5675

## 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: Jupeyy <jupjopjap@gmail.com>
2022-07-31 21:11:15 +00:00
bors[bot] 730c54a603
Merge #5678
5678: Reset selected quads when switching layers (fixes #5673) r=Jupeyy a=def-

<!-- What is the motivation for the changes of this 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: def <dennis@felsin9.de>
2022-07-31 20:03:31 +00:00
Jupeyy 982139922c Fix editor image delete 2022-07-31 21:39:18 +02:00
Robert Müller 1d6dca8c24 Fix accesses to vector with index -1 by adding static button IDs 2022-07-31 13:13:53 +02:00
Robert Müller 344e50f76f Remove dead code 2022-07-31 13:10:03 +02:00
def 76e3db9725 Reset selected quads when switching layers (fixes #5673) 2022-07-31 09:45:06 +02:00
def fc5cfb6f6c Remove CFlag dead code (fixes #5677) 2022-07-31 09:44:50 +02:00
Robert Müller 7f1a7795ee Fix tab and F10 keys working inconsistently in editor
By moving the calls to `KeyPress` from `CEditor::OnUpdate` to `OnRender`.
2022-07-30 13:31:00 +02:00
Dennis Felsing d520fe6177 Fix rotating plasma by Robyt3 (fixes #5666) 2022-07-28 15:42:11 +02:00
Dennis Felsing 9d6ccbe838 Version 16.2.2 2022-07-27 12:22:43 +02:00
bors[bot] 53e9fd3599
Merge #5627
5627: Fix shift + left click in editor (fixes #5626) r=heinrich5991 a=def-

<!-- What is the motivation for the changes of this 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: Dennis Felsing <dennis@felsin9.de>
2022-07-26 19:11:24 +00:00
Robert Müller 1b32e47173 Fix shift with negative exponent in TeamMask
```
src/game/server/teams.cpp:484:35: runtime error: shift exponent -1 is negative
    0x55d065b241c4 in CGameTeams::TeamMask(int, int, int) src/game/server/teams.cpp:484
    0x55d0657f92ed in CCharacter::TickDefered() src/game/server/entities/character.cpp:821
    0x55d065a5d04c in CGameWorld::Tick() src/game/server/gameworld.cpp:283
    0x55d0659327e6 in CGameContext::OnTick() src/game/server/gamecontext.cpp:852
    0x55d0656e6a88 in CServer::Run() src/engine/server/server.cpp:2807
    0x55d0657164f1 in main src/engine/server/server.cpp:3904
```
2022-07-22 16:42:56 +02:00
Jupeyy 88c4b69301 Add an option to remove weak hook & bounce 2022-07-21 17:04:16 +02:00
Robert Müller 95636da6d9 Fix out of bounds access with highlighted messages in server demos
```
src/game/client/components/chat.cpp:795:89: runtime error: index -1 out of bounds for type 'CClientData [64]'
    #0 0x55c133fd047a in CChat::AddLine(int, int, char const*) src/game/client/components/chat.cpp:795
    #1 0x55c133fc80b5 in CChat::OnMessage(int, void*) src/game/client/components/chat.cpp:570
    #2 0x55c134677688 in CGameClient::OnMessage(int, CUnpacker*, int, bool) src/game/client/gameclient.cpp:770
    #3 0x55c133c282d2 in CClient::OnDemoPlayerMessage(void*, int) src/engine/client/client.cpp:2627
    #4 0x55c134ccdcba in CDemoPlayer::DoTick() src/engine/shared/demo.cpp:679
    #5 0x55c134cdac81 in CDemoPlayer::Update(bool) src/engine/shared/demo.cpp:1007
    #6 0x55c133c2a08b in CClient::Update() src/engine/client/client.cpp:2686
    #7 0x55c133c4c9eb in CClient::Run() src/engine/client/client.cpp:3296
    #8 0x55c133cbd64f in main src/engine/client/client.cpp:4761
```
2022-07-21 15:32:11 +02:00
Robert Müller b4eee122dd Fix null pointer access in maplayers when the snapshot has no game info
```
src/game/client/components/maplayers.cpp:98:112: runtime error: member access within null pointer of type 'const struct CNetObj_GameInfo'
    #0 0x55d84eea9e1e in CMapLayers::EnvelopeEval(int, int, ColorRGBA&, void*) src/game/client/components/maplayers.cpp:98
    #1 0x55d84f518082 in CRenderTools::ForceRenderQuads(CQuad*, int, int, void (*)(int, int, ColorRGBA&, void*), void*, float) src/game/client/render_map.cpp:112
    #2 0x55d84f517ac7 in CRenderTools::RenderQuads(CQuad*, int, int, void (*)(int, int, ColorRGBA&, void*), void*) src/game/client/render_map.cpp:98
    #3 0x55d84eee10b0 in CMapLayers::OnRender() src/game/client/components/maplayers.cpp:1839
    #4 0x55d84f34b915 in CGameClient::OnRender() src/game/client/gameclient.cpp:640
    #5 0x55d84e8d44c2 in CClient::Render() src/engine/client/client.cpp:1222
    #6 0x55d84e92d1a0 in CClient::Run() src/engine/client/client.cpp:3370
    #7 0x55d84e99964f in main src/engine/client/client.cpp:4761
```
2022-07-21 15:28:31 +02:00
Jupeyy 2240ad2966 Fix spelling 2022-07-19 18:22:44 +02:00
Robert Müller c6cf0004a9 Fix names of static variables in settings menus 2022-07-18 21:51:46 +02:00
ChillerDragon 1347860b2c Adapt upstreams CButtonContainer 2022-07-18 10:23:03 +02:00
Alexander Akulich 04ff8f13c2 Menu: Fix a typo in loading state text 2022-07-14 23:40:23 +03:00
Alexander Akulich 9e4098f3a5 prediction/entity: Add GetPos() (sync the API with server/entity) 2022-07-14 23:40:23 +03:00
Alexander Akulich 5169369809 prediction/entity: Sync ID getter name with the server/entity 2022-07-14 23:40:23 +03:00
bors[bot] 96896ddf5c
Merge #5619
5619: Make UI inputs more secure r=def- a=C0D3D3V

fixes #3560 finally :) what a dream xD

This in addition also fixes an input bug, if you hold a mouse button on an input and then open f1 it no longer presses that button.

## 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
- [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>
2022-07-14 16:17:55 +00:00