Commit graph

4259 commits

Author SHA1 Message Date
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
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
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
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
Robert Müller 2d1d7b9562 Replace duplicate condition with a check for empty string 2022-11-06 16:25:24 +01:00
Robert Müller 4d0cd7f807 Use traditional casts instead of functional-style casts 2022-11-06 11:52:21 +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
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
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
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
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
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
Lukas Kitsche e5f3943f6e refresh serverbrowser when disconnecting / abort 2022-09-22 20:55:19 +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
VoxelDoesCode fb15a7c2a4 Running and AFK anim. states 2022-09-16 12:30:05 +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
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
Jupeyy f59f79e02f Move skin info after the settings (settings can cause reload -> skin is invalid) 2022-09-10 15:03:59 +02:00
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
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
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
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 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
Robert Müller d3c9311156 Replace POPUP_PURE with generic PopupMessage 2022-08-21 13:25:06 +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
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
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
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 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 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 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
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 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 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
Jupeyy 88c4b69301 Add an option to remove weak hook & bounce 2022-07-21 17:04:16 +02:00