Update src/engine/shared/netban.cpp
Remove the word "currently" for the empty ban list message.
Co-authored-by: Dennis Felsing <dennis@felsing.org>
Update src/engine/shared/netban.cpp
Text format refactor, adding "currently"
Co-authored-by: Dennis Felsing <dennis@felsing.org>
Mark remaining `CCollision` functions as `const` when possible.
Add remaining getter functions for all tile data and mark all tile getter functions as `const`.
Avoid duplicate calculation by extraction result of `GetPureMapIndex` in variable.
Rename variable `Indices` to `Index`.
Include `vector` instead of `list`, as the former is used but the latter is not.
Also show client IDs in the spectator menu when `cl_show_ids` is enabled. Previously, this setting applied to scoreboard and chat, although the setting and config variable descriptions were only mentioning the scoreboard.
Extract client ID formatting in `CGameClient::FormatClientId` function to reduce duplicate code and ensure it is consistent.
Correctly indent client IDs also when largest client ID is 100 or larger. Fix scoreboard spectator client ID buffer not being large enough for IDs 100 and larger.
Make client ID formatting more efficient by avoiding `str_format` except for formatting the number itself and appending text directly to the text cursor when possible.
Previously, the `net_udp_create` function returned whether the IPv6 socket in particular was created successfully. If an IPv4 socket or Websocket was created successfully before this, it was not used and also not closed properly, if the IPv6 socket could not be created.
Now, the `net_udp_create` function succeeds if the socket for at least one network type (IPv4, IPv6 or Websocket) could be created successfully.
Avoid reusing local variables and remove redundant comments. Also apply the same refactoring to `net_tcp_create`, which already has the behavior of succeeding if the socket for any network type (IPv4 or IPv6) was created successfully.
We already sent the legacy is ddnet message and so far the ddnet
protocol over 0.7 seems to work fine.
But for completeness and correctness it is now also sending the new
ddnet version net message.
- Only log successful log messages when `debug` is enabled, consistent with logging for regular skins.
- Use `IsImageFormatRgba` to check for RGBA image format, so this also shows a warning popup.
- Remove redundant logic for non-RGBA image data.
- Use `CheckImageDivisibility` instead of enforcing exact size of xmas hat and bot decoration images to allow higher resolution images.
- Fix image data not being freed if it has the wrong format or ratio.
- Fix potential integer overflow when calculating skin part blood color (same as for regular skins).
- Extract `LoadXmasHat` and `LoadBotDecoration` functions for readability.
skins7: Extract the skins dir to a macro
skins7: Look for the skins at 'skins7' dir
Data: Add 0.7 skins (diliated)
CMenus::RenderSkinSelection7: Fix the skins number (use 0.7 getter)
CSkins7::GetColorV3: Fix missing UnclampLighting
CRenderTools: Use stronger type for 0.7 colors
CSkins7::RandomizeSkin: Use enum value instead of hardcode+comment
CMenus::RenderSettingsTee7: Enable team skins validation
system: Add str_utf8_copy_num()
GameClient: Extract ApplySkin7InfoFromGameMsg()
GameClient: Add skin7 to CClientData (also process and validate it)
While keeping 0.6 fully working and untouched
This adds the option to connect via 0.7
0.7 servers are now mixed into the server browser list.
And users can also manually connect via 0.7
using a connection url like so:
./DDNet "connect tw-0.7+udp://127.0.0.1:8303"
This also adds a "Tee 0.7" section in the menu to pick a 0.7 skin.
The config variables are prefixed with player7_ like for example
player7_color_body
- Remove `readability-identifier-naming.StaticVariableIgnoredRegexp`.
- Mark `static` variables as `const` and use `UPPER_CASE` for names when possible.
- Use local variables instead of `static` variables when possible.
- Use member variables with correct name instead of `static` variables.
- Pass output buffer for `static` function `GetKeyBindModifiersName` by argument instead of returning pointer to `static` buffer.
Previously, binding `+` commands like `+hook` to composite keys like `shift+x` or `ctrl+alt+mouse1` was not possible, as it would lead to stuck inputs when one of the modifiers is released first before the primary key. When binding `+` commands to composite binds the modifier was instead ignored to prevent this.
Now, binding `+` commands to composite keys is also possible. Active binds (key, modifier) are stored and when a modifier key is released all binds using that modifier are also released.
Closes#8314.
The handling of F1-F24 keys in `CBindsSpecial` was not correct for composite binds, leading to stuck inputs if modifier keys are released first. Now, the `CBindsSpecial::OnInput` function simply delegates to `CBinds::OnInput` for F-key presses/releases so the behavior is consistent with regular binds.
- Use `UnbindAll` function in destructor to reduce duplicate code.
- Use appropriate constants instead of magic number `0`.
- Remove redundant comments.
- Remove redundant `else if` condition.
- Rename generic loop variables `i` and `j` to `Modifier` and `Key` for clarity.
This was only affecting the key names displayed in the voting HUD, e.g. with `bind "ctrl+alt+f3" "vote yes"` the voting HUD previously showed `+f3` as the key name.
The `OnInput` function should return `true` exactly for events that were handled. In case of line inputs, the function returned `true` when then line input was changed instead. For the consoles, the function did not return `true` for some events that were handled.
The flag `TEXLOAD_NO_COMPRESSION` is entirely unused.
The flag `TEXLOAD_NOMIPMAPS` is unused and only the respective `CCommandBuffer::TEXFLAG_NOMIPMAPS` is used internally, so the former flag does not need to be exposed to users of `IGraphics`.
The `IGraphics::LoadTextureRawSub` function and the respective `CMD_TEXTURE_UPDATE` command are unused. Only text textures are updated after having been uploaded, but there is a separate `CMD_TEXT_TEXTURE_UPDATE` for that.
It should not be necessary to access the null-texture directly. The `CTextureHandle::IsNullTexture` function can be used to check if a texture handle is the null-texture.
Assume that this branch should apply to all team modes except `SV_TEAM_FORCED_SOLO` also when new team modes would get added after `SV_TEAM_FORCED_SOLO` in the future, as the values will never be changed and there is no relation between the order of the numeric values and the behavior.
Previously, swapping on forced solo servers was already impossible, as this would require two players to join the same team, so it would always fail with the error `Player is on a different team` (or earlier). The check `g_Config.m_SvTeam != 3` was never reached. Also, this check was not using the constant `SV_TEAM_FORCED_SOLO`. Now, an earlier check is added to show a more specific error message when trying to use `/swap` on a forced solo server.
The additional indirection with the `CEffects::ResetDamageIndicator` and `CDamageInd::Reset` functions to reset damage indicators is confusing and unnecessary. Always reset the damage indicators when disconnecting (in `OnReset`) instead of when entering the next game.
Rename `IGraphics::IsImageFormatRGBA` function to `IsImageFormatRgba`.
Rename parameter `pFileName` to `pContextName`, as this name does not necessarily describe a file.
Remove unnecessary check for parameter `pFileName` (now `pContextName`) being unset, which is and should never be the case.
Rename parameter `Img` to `Image` for consistency.
Put the context name in quotation marks in the warning message.
Rename parameter `pFileName` to `pContextName`, as this name does not necessarily describe a file.
Rename parameter `Img` to `Image` for consistency.
The function is unused and because the message is not flushed it would also not have worked correctly. The `NETMSG_INPUT` message is already packed and flushed in the `CClient::SendInput` function.
Closes#8408.
The maximum width and height were swapped as the loop bounds, so the menu checker background did not have the correct width on very wide resolutions.
This was not noticed on common resolutions because twice as many quads as necessary were also being rendered for each row of the background. The bounds of the inner loop are adjusted and only every second x-value is iterated, which reduced the total number of quads for the checker background rendering by more than half.
Track whether the dummy is currently connecting separately so the dummy being disconnected due to errors can be detected. Show an error message as echo in the chat when the dummy could not be connected, e.g. when the server is full.
Use the global time for limiting the dummy connecting delay instead of using game ticks, so the delay also works correctly when having connection problems (i.e., when ticks do not advance). Handle the dummy connecting being delayed separately from the dummy currently connecting.
Add tooltips for the "Connect dummy"-button when it's disable due to dummy not being allow on the server or when connecting is delayed.
Add console error messages for `dummy_connect` command.
The image data was not being freed when `IGraphics::LoadTextureRawMove` is used with images that are not in RGBA format as this falls back to using `IGraphics::LoadTextureRaw` which requires manually freeing the image data.
Also consistently clear all image info in `LoadTextureRawMove`. This makes it necessary to store the size of the preview image in the editor separately, as previously the width and height of the unloaded image info were being used to render the preview image.
Previously, IME composition strings were limited to at most 32 bytes, e.g. 10 Hiragana characters. Now, `SDL_TextEditingExtEvent` (`SDL_TEXTEDITING_EXT`) is supported, which uses heap-allocated composition strings of arbitrary length.
On the other hand, the buffer for input event text was larger than necessary, as SDL text events only contain at most 32 bytes (`SDL_TEXTINPUTEVENT_TEXT_SIZE` is not used directly to avoid the include). With the hint for extended IME handling enabled, long composition text will be sent as multiple text events (without breaking UTF-8).
Add constants for BPP and alpha threshold during Dilate, as dilating only works for RGBA images and we only use a fixed alpha threshold.
Move local variable declarations closer to their usages.
Use `mem_copy` instead of for-loop.
Use `nullptr` instead of `NULL`.
It is implementation-defined whether the file position returned by `ftell` denotes the beginning or the end of the file when opening in append-mode. This was causing the condition `io_tell(File) == 0` to always be true, so the CSV header was also written to `ddnet-saves.txt` every time that a new save code is written. Now, we check if the file already exists before appending and only write the CSV header once when the file does not exist yet.