* master: (87 commits)
Remove base/tl/string.h
Replace remaining usage of base/tl/string with std::string
Remove unused includes of base/tl/string.h
Store localized strings in a CHeap instead of using tl/string.h
Mark methods as const
Add CHeap::StoreString method
Rules are chat responses too
Add margins to demo slice popup, decrease error font size, UI scaling
Remove redundant parameters which are overridden later
Use Margin instead of both VMargin and HMargin
Move variable declaration
Only output messages intended for chat to the user of a chat command
Remove unused chat response variables
Don't print the first "Waiting for score threads to complete"
fix usage of undefined behavior for default eyes
remove duplicate HOOK_RETRACTED assignment
do not send swap request notification to complete team 0
make swap messages more personal
Move ninja shield to other position (fixes#5047)
do not release the hooks if you swap
...
- Added RenderMovementInformation() to the HUD
- Use m_Width instead of recalculating the display width each time in hud.cpp
- Reworked Debug HUD:
- Display velspeed.x*ramp and velspeed.y instead of velspeed*ramp
- Show unit of speed
- The graph for the velspeed.x*ramp behavior (if dbg_tuning is active) is now nicer and usable. A second graph zooming in on the turning point has been added.
- The velspeed.x*ramp graph will be redrawn only when new tuning parameters are added
- The target angle used to draw the tees is now calculated using the m_TargetX, m_TargetY in DDNetCharacterDisplayInfo if available.
- Added m_TargetX, m_TargetY and m_RampValue to DDNetCharacterDisplayInfo Snap (m_RampValue has a precision of one thousandth)
- Added CGraph::InsertAt() to create static Graphs
- Added "assets/hud" to initial created Directories
- Added Settings to hide Dummy Action HUD and Player Movement HUD cl_showhud_dummy_actions, cl_showhud_player_position, cl_showhud_player_speed, cl_showhud_player_angle
- Added Pointer to m_PrevExtendedDisplayInfo, for calculation of interpolated Angle in Player Rendering
- Added GetDigitsIndex(int Value, float Max); to hud.cpp
4927: Revert "Revert "Update players.cpp"" (fixes#4926) r=Jupeyy a=def-
This reverts commit 36bfe24522.
Tested and couldn't reproduce the original problem with this.
<!-- 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 if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4924: fix gohst transparency of hook hand and ninja skin r=def- a=C0D3D3V
https://streamable.com/oquu51
reported by lomination
fixes#4207 again
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] 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>
> Warn when a local variable shadows another local variable or parameter.
Found one actual bug in graphics_threaded.cpp
Should reduce confusion in the future when reading source code
4811: fix bug that sneaked in during refactoring (in #4775) r=def- a=C0D3D3V
Was detected by missing hammer animation at very high ping by texnonik and bencie
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] 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>
4771: fix Alpha of Muzzle r=def- a=C0D3D3V
In principle https://github.com/ddnet/ddnet/issues/4207 has already been fixed with https://github.com/ddnet/ddnet/pull/4770
But I don't know if the bug has influence on another part. The faulty animation code is hereby fixed. The problem is that when you shoot with the Rifle or the Shotgun the Muzzle animation is executed. This manipulates Alpha, Alpha itself is actually redefined in the condition, but apparently it overwrites the Alpha used for RenderHand since it is in the same code block (from line 279 to 537).
Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
4697: Show key presses in nameplates r=def- a=C0D3D3V
As described in [x](https://github.com/ddnet/ddnet/issues/4589) the arrows that show the key presses of the players are not visible in many situations, this is now my attempt to fix this by including the arrows in the nametags.
~~Also, I created a new option called `cl_show_direction_below` to show the arrows below the player. We can discuss whether this is useful, or whether it should simply be displayed as before only above the player.~~
## Checklist
- [x] Tested the change ingame
- [x] Provided screenshots if it is a visual change
https://streamable.com/czk2ht
See also https://github.com/ddnet/ddnet/issues/4589
- [x] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
Currently to show your own key presses when recording you need
cl_video_showdirection 1 and cl_show_direction 2 which is kind of
unintuitive.
Also changed the name to be consistent with cl_show_direction
This condition is too complicated to understand I think...
src/game/client/components/players.cpp: In member function ‘void CPlayers::RenderPlayer(const CNetObj_Character*, const CNetObj_Character*, const CTeeRenderInfo*, int, float)’:
src/game/client/components/players.cpp:546:130: warning: suggest parentheses around ‘&&’ within ‘||’ [-Wparentheses]
546 | if(((!IVideo::Current() && (g_Config.m_ClShowDirection >= 1)) || (IVideo::Current() && g_Config.m_ClVideoShowDirection)) && ClientID >= 0 || DemoPlayer()->IsPlaying())
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~
4133: Add cl_show_local_direction (fixes#3978) r=def- a=HamidReza585
cl_show_local_direction allows you to see your own key presses during the game.
I changed the statements so it will allow local player to have key press arrows (inside the game), and I added a statement for configs (settings), so if you have cl_show_local_direction enabled, it will render the directions (arrows) for the local player. (Also affects demos and videos, same as cl_show_direction)
![ScreenShot](https://user-images.githubusercontent.com/57710259/131379491-c32047ef-7941-40eb-9ed5-381ea0cf5497.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 if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] 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: HamidReza <57710259+HamidReza585@users.noreply.github.com>