* 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
...
This makes the "black console window" less important on Windows (or
anywhere else, for that matter), lets you see logs from other threads in
the f1 console, and removes the distinction between `IConsole::Print`
and `dbg_msg`.
4692: Allow sv_show_others_default in map settings r=heinrich5991 a=def-
for tutorial map
<!-- What is the motivation for the changes of this 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 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>
5019: remove cl_predict_ddrace r=heinrich5991 a=C0D3D3V
Since most of the predict code is only ddrace relevant anyway, I would suggest removing the cl_predict_ddrace option instead of checking if m_WorldConfig.m_PredictDDRace is set everywhere ddrace stuff is predicted.
in case of conflicts with physics from other mods, the check on m_WorldConfig.m_PredictDDRace must however be implemented in the appropriate places (for example for the freeze and unfreeze functions). But since there are currently no conflicts apparently, this is sufficient for now.
fixes the bug I reported here: https://discord.com/channels/252358080522747904/293493549758939136/968114944878989363
`@trml` what do you think about this?
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [x] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: c0d3d3v <c0d3d3v@mag-keinen-spam.de>
4509: Switch new players to DDNet config dir, support Teeworlds as fallback r=heinrich5991 a=def-
This way new players will get DDNet directory, old ones can switch
directory if they want, or keep using the old one.
If we ever enforce a switch in a future version, this will make it
easier since older DDNet versions will also support the DDNet directory
already.
<!-- 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: def <dennis@felsin9.de>
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
This way new players will get DDNet directory, old ones can switch
directory if they want, or keep using the old one.
If we ever enforce a switch in a future version, this will make it
easier since older DDNet versions will also support the DDNet directory
already.
- 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
4901: Fix websocket crash on client connect r=def- a=srdante
Currently when a client tries to connect using websocket it will throw a segmentation fault. This is happening because of the std::string is trying to convert a char array with empty values to string directly.
```
==2305850== Invalid write of size 8
==2305850== at 0x48401E9: memcpy@GLIBC_2.2.5 (in /usr/lib/x86_64-linux-gnu/valgrind/vgpreload_memcheck-amd64-linux.so)
==2305850== by 0x1E762D: websocket_callback(lws*, lws_callback_reasons, void*, void*, unsigned long) (in /home/ploi/ddnet/build/DDNet-Server)
==2305850== by 0x4C7FB98: ??? (in /usr/lib/x86_64-linux-gnu/libwebsockets.so.15)
==2305850== by 0x4C82F61: ??? (in /usr/lib/x86_64-linux-gnu/libwebsockets.so.15)
==2305850== by 0x4C83206: ??? (in /usr/lib/x86_64-linux-gnu/libwebsockets.so.15)
==2305850== by 0x4C9B84B: ??? (in /usr/lib/x86_64-linux-gnu/libwebsockets.so.15)
==2305850== by 0x4C7E0B4: ??? (in /usr/lib/x86_64-linux-gnu/libwebsockets.so.15)
==2305850== by 0x4C7E5C9: ??? (in /usr/lib/x86_64-linux-gnu/libwebsockets.so.15)
==2305850== by 0x4C77EC6: lws_service_fd_tsi (in /usr/lib/x86_64-linux-gnu/libwebsockets.so.15)
==2305850== by 0x4C9728A: ??? (in /usr/lib/x86_64-linux-gnu/libwebsockets.so.15)
==2305850== by 0x4C974CC: ??? (in /usr/lib/x86_64-linux-gnu/libwebsockets.so.15)
==2305850== by 0x4C78114: lws_service (in /usr/lib/x86_64-linux-gnu/libwebsockets.so.15)
==2305850== Address 0x0 is not stack'd, malloc'd or (recently) free'd
```
<!-- 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
- [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: srdante <minidantebtc@gmail.com>
> 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
4802: make the vanilla teams independent from the ddrace teams r=def- a=C0D3D3V
Fixes#259
Because my changes have some effects on the display and thus people who like it as it was could bother, I have described my changes in detail here.
Until now it was the case that players who are in /spec (while sv_pausable is activated) or the own active player who is in /pause or /spec are in the Spectators team.
With this change this is no longer the case. I took the opportunity to make a few adjustments in the display logic.
On the server side nothing had to be adjusted, because there was already a separation of the normal and the ddnet teams.
1. Regarding the specators component:
I intentionally did not adjust the conditions in the OnRender function (lines 224, 306, 325 and 338) so that you can manually select players who are in /spec to watch as well.
I find this helpful, because it has often annoyed me not to be able to quickly find players who are in /spec on the map.
This also allows the selection of players that are in spec in demos. The only problem is that in demos the information about sepc players is missing (The same as in Game, only in Game the information is provided as soon as you spectate). However, until now this was also the case for players who are not in their own team. I find it handy to also have Spec players selectable, so that when they become active, the camera follows them directly.
In addition, you can spectate yourself in demos as well as in the game.
In demos this was already possible, as long as the own player in the demo is not currently in pause, at that moment you could only follow the recorded spectating camera.
However, I have kept that in SpectateNext, SpectatePrevious and SpectateClosest the own player is not included. However, it is also possible to jump here in spectating to players in /spec.
2. Regarding the scoreboard component:
Now only real spectators are displayed under the scoreboard in the spectators team. No longer players who are in /spec or the own player who is currently paused.
So I did not adjust line 125, 341, 354, 367.
Line 724 would not need to be adjusted anyway since it only affects vanilla team games. If the function GetClanName is used for DDnet, this has the effect that paused players are also included.
I have adjusted the active condition of the scoreboard so that it is not automatically displayed when the player is spectating (that's the way it used to be).
Since now the own player is shown in the scoreboard even if he is paused, I have removed the marking of the own player when following another player (line 416).
3. Regarding the menus_ingame component:
I left the behavior as it was, since we are talking about dangerous commands here (join spectator team and commit suicide) I think it is quite good that these are hidden when the player is paused.
To maintain this behavior, when creating the kill button, we must also check if we are not in pause or spec.
Actually we could check here m_pClient->m_Snap.m_SpecInfo.m_Active just like I did in the scoreboard, but since the code was already created I kept it.
4. Regarding the IsOtherTeam function in gameclient:
This function is used to determine if the transparency m_ClShowOthersAlpha should be applied to players and nameplates of other teams and if entities of other teams should be predicted.
So I left the behavior as it was, i.e. if you pause via /pause or /spec the transparency is not applied, because then False is returned.
5. Regarding the HUD component:
I have not adjusted any condition here (line 310, 319 and 323). So far the behavior was that when the player went on pause (/pause /spec), in the small time display at the bottom right the top2 players were displayed and otherwise the best and the own player.
Now it is so that the own player is also displayed when he is paused, but not when he is a real spectator.
I personally find it strange why the display should change just because you pause.
6. Regarding the chat component:
If the dummy paused is in the same team as the player and then a team message arrives, it will no longer be double logged.
Until now, when a player is in the same team in /spec and sends a message, his name was displayed in the Spectators team color and not in the team color. Since I have not adjusted the condition in line 803, the player names are also displayed in the team color for such messages.
7. Regarding the items component:
Here it is determined whether the local player is in the game and depending on that other GameTicks are used and ReconstructSmokeTrail is not canceled.
Here I could not work in so exactly, no idea what consequences this has that I have not adjusted the conditions in line 47 and 560.
I noticed at least when testing no difference, maybe someone who knows about it can explain to me what that has for effects.
About all changes I made we can discuss I am ready to undo them or restore the behavior as it was before. But please justify with arguments.
Independently:
I added a -1 check for the m_LocalClientID to the Strong Week indicators in the Nameplates. So that with server demos the array is not accessed outside of the array range. For demos there are currently no predicted characters and therefore no strong week indicators, so it doesn't change anything.
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
I can provide screenshots to compare before after, but it's best to test it yourself.
- [ ] 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>
4762: Set gfx_opengl_major 1 as default on 32bit x86 r=heinrich5991 a=def-
Multiple reports that BiT3 doesn't load with higher OpenGL
<!-- What is the motivation for the changes of this 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 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)
4792: Use ipv4 for info2.ddnet.tw requests 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 if it works standalone, system.c especially
- [ ] 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: def <dennis@felsin9.de>
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4788: Add size checks to CVariableInt::Pack and ::Unpack, refactoring r=def- a=Robyt3
- Refactor `CVariableInt::Pack` some more according to upstream:
- avoid right shift of negative number
- rewrite loop smarter
- Add size parameters to `CVariableInt::Pack` and `CVariableInt::Unpack`. Adjust tests and add tests with too small buffer sizes.
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [X] Written a unit test if it works standalone, system.c especially
- [X] Considered possible null pointers and out of bounds array indexing
- [X] Changed no physics that affect existing maps
- [ ] 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 <robert.mueller@uni-siegen.de>
Co-authored-by: Robert Müller <robytemueller@gmail.com>
Previously, only Linux used an internal buffer (for optimized
receiving). Now all OSs use an internal buffer so that the call to
`net_udp_recv` behaves the same on all platforms.
4768: Videorecorder on by default (also for github builds) r=Jupeyy a=def-
<!-- What is the motivation for the changes of this 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 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>
In my non-representative survey, I found that my own sound settings are
at 9 for global volume and 100 for the rest, and for a newbie, it was ~30
for all settings. This should be equivalent given 0.3*0.3=0.09.
CC #4567
CC #4568
4675: Remove the totally unsafe editor undo r=heinrich5991 a=def-
Since it causes crashes because another thread just accesses the data.
No one has wanted to fix this, so maybe we should just remove it instead
of having clients crash in editor. I'm wondering how much effort it
would be to make this safe. Would we just have to lock for a short part
or is it basically the entire threaded undo operation that has to be
serialized? (No need for a thread then)
<!-- What is the motivation for the changes of this 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 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>
Since it causes crashes because another thread just accesses the data.
No one has wanted to fix this, so maybe we should just remove it instead
of having clients crash in editor. I'm wondering how much effort it
would be to make this safe. Would we just have to lock for a short part
or is it basically the entire threaded undo operation that has to be
serialized? (No need for a thread then)
/media/ddnet/src/engine/server/databases/sqlite.cpp:232:55: warning: the address of ‘char* sqlite3_expanded_sql(sqlite3_stmt*)’ will never be NULL [-Waddress]
232 | if(m_pStmt != nullptr && sqlite3_expanded_sql != nullptr)
| ~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~
4581: Adjustable prediction margin r=def- a=trml
This adds an option to adjust how early the client sends an input for a given tick. In vanilla this value is hardcoded to 10 milliseconds before the next tick, which is good for low-latency gameplay and/or when you have a stable connection, but sometimes it could perhaps be useful to increase the value, to either test something with a high ping (without having to joing a high-ping server or use on a 3rd party program like tc/netem), or for counteracting the effect of jitter and jumping ping.
The last part comes at a tradeoff for higher ping though, and it also doesn't handle lag caused by packet loss, but it I have found it useful in some situations when playing race/solo/dummy with a bad connection. Since it's a bit experimental I only added it as an f1 option and not stored between sessions, and also added a gameinfo flag to only support it on servers that implement #1441.
Edit: Also attempted to cleanup variable names for tick calculations in client.cpp slightly.
## 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 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)
4590: Remove extra projectiles r=def- a=trml
Aligns the code with vanilla, and cleans up things a bit
(same as [329e6261f3](url))
These were used to show projectiles a tick (or fraction of a tick) earlier than they otherwise would (and they were also sent without extrainfo since they didn't matter for prediction), so removing them would perhaps not make a noticeable difference. (and perhaps also less of a difference now since weapon input isn't applied before the start of a tick 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 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)
4593: Fix compiler warning with new ffmpeg version (currently built from git) r=heinrich5991 a=def-
```
src/engine/client/video.cpp:102:32: error: assigning to 'AVOutputFormat *' from 'const struct AVOutputFormat *' discards qualifiers
m_pFormat = m_pFormatContext->oformat;
~~~~~~~~~~~~~~~~~~^~~~~~~
src/engine/client/video.cpp:571:13: error: assigning to 'AVCodec *' from 'const AVCodec *' discards qualifiers
*ppCodec = avcodec_find_encoder(CodecId);
^~~~~~~~~~~~~~~~~~~~~~~~~~~~~
```
<!-- What is the motivation for the changes of this 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 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)
4607: Adopt upstream input (especially double click) handling, refactoring r=def- a=Robyt3
This adopts the 0.7 way of handling double clicks, by checking `Event.button.clicks` of the `SDL_Event`. The double click is stored as a flag which is cleared when the `MouseDoubleClick()` function is called (d215c73206 and 7977b46d36).
This reverts 72a6e20, as this hack is no longer required (closes#1745). Double clicking a friend in the friend list still works (#444) with both `gfx_asyncrender_old 0` and `1`.
Refactorings and minor fixes synchronizing with upstream:
- Only copy SDL keystate of _keyboard_ keys and mem_zero the rest to ensure out of bounds SDL keys don't trigger mouse keys.
- Rename variables and use SDL constants.
- Reduce unnecessary indentation.
## 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 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: trml <trml@users.noreply.github.com>
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
Co-authored-by: Robert Müller <robert.mueller@uni-siegen.de>
Co-authored-by: oy <Tom_Adams@web.de>
4568: Reduce default ambient volume to 30 (fixes#4567) r=Jupeyy a=def-
<!-- What is the motivation for the changes of this 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 if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4582: Revert "Disable gfx_asyncrender_old on macOS (fixes#4435)" r=Jupeyy a=def-
Doesn't help fully against the crashes, just makes them a bit less
likely. Causes VSync to have even more delay. Should find an alternative
(real) fix.
This reverts commit 7d8a142768.
<!-- What is the motivation for the changes of this 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 if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
Doesn't help fully against the crashes, just makes them a bit less
likely. Causes VSync to have even more delay. Should find an alternative
(real) fix.
This reverts commit 7d8a142768.
4566: Don't crash when no ids are left (fixes#4565) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this 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 if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4551: Revert "Support 32bit color depth, default to it (fixes#4549)" r=heinrich5991 a=def-
This reverts commit ee35097385.
<!-- What is the motivation for the changes of this 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 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)
4557: Editor: Don't react to server settings shortcuts when dialog is open r=heinrich5991 a=def-
as reported by Sorah
<!-- What is the motivation for the changes of this pull request -->
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- [ ] Provided screenshots if it is a visual change
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Co-authored-by: def <dennis@felsin9.de>
It doesn't do anything right now, all servers advertise a compatible
version.
It might become a compatibility hazard in the future, e.g. DDNet servers
try to advertise a different version string to 0.6 than to 0.7 clients,
because the compatible version filter on 0.6 insists that it starts with
"0.6" and on 0.7 that it starts with "0.7", clearly incompatible.
4514: Implement sv_min_team_size (fixes#3720) r=edg-l a=def-
to prevent too small teams counting as team finishes. You can still
finish with a team smaller than sv_min_team_size, but only get regular
ranks, not team ranks.
This will require going through all our maps and setting
sv_min_team_size in map config for maps intended for more than 2
players. We will also need to remove all teamranks with smaller teams
from official database.
<!-- What is the motivation for the changes of this pull request -->
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4534: Implement "reset" command r=edg-l a=def-
to reset specific config to default value
<!-- What is the motivation for the changes of this pull request -->
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- [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
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Co-authored-by: def <dennis@felsin9.de>
to prevent too small teams counting as team finishes. You can still
finish with a team smaller than sv_min_team_size, but only get regular
ranks, not team ranks.
This will require going through all our maps and setting
sv_min_team_size in map config for maps intended for more than 2
players. We will also need to remove all teamranks with smaller teams
from official database.
4504: Swap: Also switch rescue tees for /r r=heinrich5991 a=def-
As reported by cheeser0613:
2player, 1die in freeze
swap 2 player by /swap
the other 1 also go die in freeze
/practice
one of them cant use /r
<!-- What is the motivation for the changes of this pull request -->
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4507: Add cl(|_dummy|_contact)_port for ISPs that throttle specific ports r=heinrich5991 a=def-
As reported by Ryu
Verified with cl_port 12345; cl_dummy_port 12346:
<img width="681" alt="Screenshot 2021-12-21 at 12 48 11" src="https://user-images.githubusercontent.com/2335377/146925435-ef586ffd-29a0-4ab0-9228-aa77761eca0d.png">
<img width="1067" alt="Screenshot 2021-12-21 at 12 49 23" src="https://user-images.githubusercontent.com/2335377/146925438-9ba7819a-d3a9-42a8-821e-9808d15df9ee.png">
## Checklist
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- [x] Considered possible null pointers and out of bounds array indexing
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- [ ] 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>
4484: Add IStorage::FormatTmpPath static method r=heinrich5991 a=def-
Not sure I prefer it, but now it's done. Any opinions?
<!-- What is the motivation for the changes of this pull request -->
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4486: Add .a files to .gitignore r=def- a=heinrich5991
<!-- What is the motivation for the changes of this pull request -->
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- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
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Co-authored-by: def <dennis@felsin9.de>
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
4481: Don't create cut off UTF-8 sequences on string manipulation r=def- a=heinrich5991
CC #4463
CC #4465
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- [ ] Tested in combination with possibly related configuration options
- [x] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
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- [ ] 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>
3638: Revert "Let's not crash the client and server on dbg_assert" r=def- a=heinrich5991
This reverts commit a6e144e.
## Checklist
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- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
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Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
4449: Fix text selection cursor position (fixes#4444) r=heinrich5991 a=def-
after moving window to a screen with different dimensions than the
initial one
<!-- What is the motivation for the changes of this pull request -->
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- [x] Considered possible null pointers and out of bounds array indexing
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4461: Support cl_video_show_direction 2 r=heinrich5991 a=def-
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
Thanks to hussainx3 for report.
<!-- What is the motivation for the changes of this pull request -->
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- [x] Tested in combination with possibly related configuration options
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- [x] Considered possible null pointers and out of bounds array indexing
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4466: Fix GLEW system lib linking on macOS (fixes#4439) r=heinrich5991 a=def-
Only GLEW::GLEW is provided, GLEW_LIBRARIES is empty by default
<!-- What is the motivation for the changes of this pull request -->
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4469: Consider initial chat delays as normal mutes, implement unmuteid (fixes # 4460) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
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- [ ] 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
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4470: Support GUI/Cmd key and use it as equivalent to ctrl in default shortcuts r=heinrich5991 a=def-
like ctrl-f / cmd-f
On macOS all these system shortcuts are done with cmd while on Windows
ctrl is used. Support both now
Added support for cmd key as modifier for binds
Fixed missing right variants of modifiers in some places
<!-- What is the motivation for the changes of this pull request -->
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- [ ] Considered possible null pointers and out of bounds array indexing
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4472: Make /rescue handle switch freeze too r=heinrich5991 a=def-
As reported by RonIn
## Checklist
- [ ] Tested the change ingame
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- [ ] 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
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4473: Fix comment in CMakeLists.txt r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
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- [ ] Considered possible null pointers and out of bounds array indexing
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- [ ] 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>
4447: Disable gfx_asyncrender_old on macOS (fixes#4435) r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this pull request -->
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- [ ] 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
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- [ ] 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>
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
We had lots of cases of people having ping filter activated. Ping is now
too unreliable to actually filter by it. It can show an old super high
value and then you never see the location again.
4358: Disallow dummy option (closes#4305, #4316) r=heinrich5991 a=fokkonaut
<!-- 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: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
4340: Add functions for packing/unpacking int/unsigned using char arrays r=heinrich5991 a=Robyt3
Add `uint_to_bytes_be` and `bytes_be_to_uint` functions from upstream and use them where applicable to reduce duplicate code.
## Checklist
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- [ ] Provided screenshots if it is a visual change
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- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
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4350: Fix map_extract r=heinrich5991 a=def-
Reported by cheeser0613
<!-- What is the motivation for the changes of this pull request -->
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- [x] Considered possible null pointers and out of bounds array indexing
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- [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 <robert.mueller@uni-siegen.de>
Co-authored-by: def <dennis@felsin9.de>
4330: Try crc for maps if sha256 isn't available (fixes#4327) r=heinrich5991 a=def-
Happens with demos cut from KoG
<!-- What is the motivation for the changes of this pull request -->
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Co-authored-by: def <dennis@felsin9.de>
4321: Improve performance of `SnapFindItem` for extended item types r=Jupeyy a=heinrich5991
Look up the internal type of the searched-for UUID type once, and then
just do integer comparisons to find the item.
CC #4300
<!-- What is the motivation for the changes of this pull request -->
## Checklist
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Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
4251: Add inp_translated_keys (fixyes #4241) r=Jupeyy a=def-
fixes#4241
## Checklist
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- [ ] Tested in combination with possibly related configuration options
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- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
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Co-authored-by: Dennis Felsing <dennis@felsin9.de>
4095: [Concept] Add new mouse state (ingame mouse) r=def- a=Jupeyy
This would remove ui_mousesense and use the desktop cursor position instead for menus and editor
This would also fix the editor cursor to not move faster than in menus.
That's probably how most games would handle menus, instead of using relative mouse mode
And this would work for touch inputs.
The normal gameplay relative mouse is ofc NOT affected by any kind
Opinions?
Missing:
- [x] m_MouseSlow in menus
- [x] Make desktop cursor invisible
- [x] Some components that use ui mouse
- [x] Remove focus in/out relative mouse state changes, fixed with next SDL version
## 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)
4176: Entity switch prediction r=def- a=trml
Adds the prediction for pickups and projectiles (based on #4108)
For blinking entities (deactivated by switch) I also used the extended info to make the blinking effect happen client-side. So instead of the server omitting the projectile/pickup from the snapshot every N ticks (which prevented some things like explosive bullets from being predicted correctly), the server will keep sending the item and let the client decide how to show it.
Added doors as well, and changed how they are sent (and rendered) in a similar way (by always sending both endpoints and using a fixed m_StartTick instead of updating it every tick).
An idea was that this could potentially reduce network traffic a bit (in addition to helping with prediction), especially for stationary items that are rarely/never have to be updated (doors and pickups).
This makes CItems::OnRender a bit more complex, and it could perhaps be cleaned up some way (either using something like CProjectileData, or by moving more of the logic into RenderProjectile/Laser/Pickup).
Some things missing:
- Add more entities (draggers, light, gun)
- Entities are not correctly shown when in super (e.g. doors are shown as closed, and should be open)
## 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
- [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: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: trml <trml@users.noreply.github.com>
3879: Use SDL_FlashWindow to request user's attention r=heinrich5991 a=Jupeyy
We should soon update to SDL 2.0.16 for our bundled libs, but don't merge before this happened.
This drops the remaining X11 dependency.
We should then also use GLEW with EGL for official builds for easy native wayland support(which i discussed before already)
## 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
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- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4079: Make teehistorian easier to reproduce r=heinrich5991 a=Zwelf
I've tested it ingame, but still have to make sure, that the ordering of the teehistorian messages are right. I would be really happy if we could land this before changing team joining logic (#4006 or /practice logic, but there isn't a pr for this yet), but I would like to make sure that the change is correct.
## Checklist
- [x] Tested the change ingame
- [ ] Tested in combination with possibly related configuration options
- [x] Written a unit test if it works standalone, system.c especially
- [x] Considered possible null pointers and out of bounds array indexing
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- [ ] 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>
Co-authored-by: Zwelf <zwelf@strct.cc>
3851: Record last 10 demos by default r=heinrich5991 a=def-
Opinions? Someone on Discord just had the issue that a gameplay on FNG wasn't recorded. I think keeping the last 10 demos around isn't too expensive disk-wise.
## Checklist
- [ ] Tested the change ingame
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- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
4143: Fix cl_show_direction wrong maximum r=Jupeyy a=HamidReza585
The maximum for cl_show_direction was supposed to be 2 but it looks like I forgot to change it in #4133 so if someone check show local player's key presses in DDNet settings (or do cl_show_direction 2), it will be reset to 1 next time the client launches.
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
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- [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>
4111: Fix filesystem/IO with unicode filenames on windows r=def- a=Robyt3
It was previously not possible to load a map or really any file with a filename containing unicode, e.g. german umlauts.
Now all filenames are converted from multibyte to widechar on windows, and the correct functions and structs (with the `W` suffix) are used consistently.
Some changes are made to synchronize ddnet's implementation with upstream (once https://github.com/teeworlds/teeworlds/pull/2936 has been merged there):
- The unused and not working `IOFLAG_RANDOM` is removed (on upstream ddnet's `IOFLAG_APPEND` is added instead).
- The `fs_listdir_info` function is renamed to `fs_listdir_fileinfo` and now using the parameter object `CFsFileInfo` that contains the filename, modified date and creation date, making it easier to add more properties in the future. `FS_LISTDIR_INFO_CALLBACK` is renamed to `FS_LISTDIR_CALLBACK_FILEINFO`.
## 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: Robert Müller <robert.mueller@uni-siegen.de>
4098: Remove unused gfx_alphabits config variable and dead code r=def- a=Robyt3
The config variables are unused.
(First commit is also https://github.com/teeworlds/teeworlds/pull/2913)
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Robert Müller <robert.mueller@uni-siegen.de>
4099: Use minimum instead of std::min r=Learath2 a=Robyt3
This replaces remaining usages of `std::min` with `minimum`. Fixes build for me on Windows with Visual Studio 2015.
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Robert Müller <robert.mueller@uni-siegen.de>
4089: log git revision hash to stdout/console r=def- a=edg-l
Fixes#3963
## 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
- [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)
4093: Make fallback stronger and safer r=def- a=Jupeyy
- Save renderer & version string, so the fallback isn't portable between driver updates or system changes
- Only allow modern GL on modern systems(windows)
- Don't show modern GL in settings, if the driver is on the blocklist(this prevents Intel users from doing it, they can still force it over F1 console)
## 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)
4094: Add prediction for switch tiles r=def- a=trml
Prediction of freeze and other tiles in switch layer (for #3990)
## 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: Edgar Luque <git@edgarluque.com>
Co-authored-by: Edgar <git@edgarluque.com>
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: trml <trml@users.noreply.github.com>
3772: Add client-side HTTP server info r=def- a=heinrich5991
Summary
=======
The idea of this is that clients will not have to ping each server for
server infos which takes long, leaks the client's IP address even to
servers the user does not join and is a DoS vector of the game servers
for attackers.
For the Internet, DDNet and KoG tab, the server list is entirely fetched
from the master server, filtering out servers that don't belong into the
list.
The favorites tab is also supposed to work that way, except for servers
that are marked as "also ping this server if it's not in the master
server list".
The LAN tab continues to broadcast the server info packet to find
servers in the LAN.
How does it work?
=================
The client ships with a list of master server list URLs. On first start,
the client checks which of these work and selects the fastest one.
Querying the server list is a HTTP GET request on that URL. The
response is a JSON document that contains server infos, server addresses
as URLs and an approximate location.
It can also contain a legacy server list which is a list of bare IP
addresses similar to the functionality the old master servers provided
via UDP. This allows us to backtrack on the larger update if it won't
work out.
Lost functionality
==================
(also known as user-visible changes)
Since the client doesn't ping each server in the list anymore, it has no
way of knowing its latency to the servers.
This is alleviated a bit by providing an approximate location for each
server (continent) so the client only has to know its own location for
approximating pings.
## 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: heinrich5991 <heinrich5991@gmail.com>
3804: HiDPI-aware Resolution List r=def- a=TsFreddie
This is a version of https://github.com/teeworlds/teeworlds/pull/2827
Which gives you a resolution list that allows you to select appropriate window size (which is saved in config and used to initialize videos), while showing the canvas size (which is the drawing resolution), at least on MacOS.
This also fixes incorrect clips that happens without HiDPI enabled, because `Graphics()->ScreenWidth()` (in canvas size) was reported incorrectly before, which is now fixed.
Also, I noticed that `m_DesktopScreenWidth` and `m_DesktopScreenHeight` (in window size in MacOS) is used incorrectly or differently from what it was used during initialization:
* During initialization, DesktopScreenWidth is the "screen width of your desktop", but it was used as the "game window size on your desktop" when checking whether to resize window. I added a separate window size calculation to use during resize.
Also, god, I hope SDL's different sizes and stuff is reported consistently at least in Wayland or X, so please test. I know in Windows they are always in pixel/canvas size so it might not be a huge issue there.
## Checklist
- [x] Tested the change ~~ingame~~ on MacOS
- [ ] Provided screenshots if it is a visual change
- [x] Tested in combination with possibly related configuration options (again, on MacOS, with both HiDPI and non-HiDPI settings)
- [ ] 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: Freddie Wang <tsfreddiewang@gmail.com>
3815: Remove "Show only supported" switch from graphics tab r=def- a=ardadem
gfx_display_all_modes can be used instead
## 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: Arda Demir <ddmirarda@gmail.com>
Automatically determine the approximate location of the client by
including that info in the already fetched https://info2.ddnet.tw/info.
Can be overridden using the the config variable `br_location`.
The current NETMSG_PING and NETMSG_PING_REPLY messages suffer from the
fact that you cannot know whether a given NETMSG_PING_REPLY is from your
NETMSG_PING.
Summary
=======
The idea of this is that clients will not have to ping each server for
server infos which takes long, leaks the client's IP address even to
servers the user does not join and is a DoS vector of the game servers
for attackers.
For the Internet, DDNet and KoG tab, the server list is entirely fetched
from the master server, filtering out servers that don't belong into the
list.
The favorites tab is also supposed to work that way, except for servers
that are marked as "also ping this server if it's not in the master
server list".
The LAN tab continues to broadcast the server info packet to find
servers in the LAN.
How does it work?
=================
The client ships with a list of master server list URLs. On first start,
the client checks which of these work and selects the fastest one.
Querying the server list is a HTTP GET request on that URL. The
response is a JSON document that contains server infos, server addresses
as URLs and an approximate location.
It can also contain a legacy server list which is a list of bare IP
addresses similar to the functionality the old master servers provided
via UDP. This allows us to backtrack on the larger update if it won't
work out.
Lost functionality
==================
(also known as user-visible changes)
Since the client doesn't ping each server in the list anymore, it has no
way of knowing its latency to the servers.
This is alleviated a bit by providing an approximate location for each
server (continent) so the client only has to know its own location for
approximating pings.
3825: Add sv_swap r=heinrich5991 a=def-
Because swap is broken and the current way of disabling is horrible.
<!-- What is the motivation for the changes of this 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 if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
3798: Add GLES support r=def- a=Jupeyy
I know i *****ed up, that i didnt move the files in a different commit, but when i noticed it was already too late.
Its mostly disabling stuff that GLES doesn't support. Global LOD bias or glOrtho for examlpe.
~***Strong note***:
This will move ALL linux implementation to GLES instead of GL, since GLES is supported by X11 and wayland, we probably want some testing for this.
This also means, that the default for Linux gets GLES 3.0 which is equivalent to OpenGL 3.3, not OpenGL 3.0!!!~
~If you wonder "why":
Gles just works differently to OGL, it knows about all functions that exists, and e.g. doesn't require GLEW at all, but that also means, that GLES does NOT work while we use OGL, because GLEW would kill GLES.~
GLEW in EGL mode works fine with wayland, just requires X11 to use EGL too(SDL_VIDEO_X11_FORCE_EGL)
_Additionally, for GLES only, only 3.0 and 1.0 context are supported._(doesn't matter anymore for linux)
probably fixes:
~not_really_fixes #3797~
fixes#2885
And would also allow android support, if i ever get these build scripts upto date, or smby is interested into fixing them for me :D
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
3577: Differenciate better between window modes r=def- a=Jupeyy
Yeah no idea, without dropdown it looks weird xd, so more of an idea:
hopefully fixes#3571 by making it clear what borderless is intended to be(not fullscreen)
![screenshot_2021-01-31_21-55-43](https://user-images.githubusercontent.com/6654924/106397735-213f0f80-640f-11eb-8f0f-3394834209f0.png)
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
3683: More colors from components in console r=heinrich5991 a=Jupeyy
![screenshot_2021-03-08_01-18-23](https://user-images.githubusercontent.com/6654924/110260454-9d97b600-7fac-11eb-9437-e5b31c9146ab.png)
dunno how to trigger that echo chat, but rest looks fine i think
## 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
- [ ] 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)
3684: Increase max ban duration from 1 month to 1 year r=heinrich5991 a=def-
to show ban message more accurately when player gets globally banned
<!-- What is the motivation for the changes of this 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 if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: def <dennis@felsin9.de>
3664: Add initial delay to talking in chat r=heinrich5991 a=Learath2
<!-- What is the motivation for the changes of this pull request -->
This adds a delay before one can chat. It should help mods in situations where people are spamming chat
## 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 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: Learath2 <learath2@gmail.com>
3605: Adopt some more refactoring from upstream r=heinrich5991 a=Kaffeine
- Backport 'Make spectators stay specs on map changed'
- Adopt upstream refactoring: Mark several functions as 'const'
- CGameContext::SendVoteStatus: Hide the trick for 64 clients
- GameController: Add OnPlayerConnect() like in the upstream
- Move DDRace-specific player initialization code to the Controller. Dependencies:
- CGameControllerDDRace: Add Score() getter
- Get rid of gamemode.h with confusing/conflicting definitions (re-defined `GAME_NAME`)
- Replace remaining int64_t by int64 for the sake of consistency
I checked the changes in-game (I ran a server and tested with two players)
## 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: Alexander Akulich <akulichalexander@gmail.com>
3606: Remove gfx_show_warnings r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this 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 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)
3617: Update translations + update Brazilian Portuguese translation (supersedes #3616) r=heinrich5991 a=def-
Thanks to @rffontenelle for the Brazilian Portuguese translation update.
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
3628: Don't toggle Destructive in editor when pressing ctrl-shift-d r=heinrich5991 a=def-
As reported by texnonik on Discord
<!-- 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)
3631: Prevent editor crash when setting image to None r=heinrich5991 a=def-
As reported by Anoian
<!-- 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: def <dennis@felsin9.de>
Co-authored-by: Rafael Fontenelle <rafaelff@gnome.org>
3614: Mac OS X -> macOS r=heinrich5991 a=def-
Changing the filenames of the releases will be a bit more annoying, so
not sure we want to do that
> Apple shortened the name to "OS X" in 2012 and then changed it to "macOS" in 2016
<!-- What is the motivation for the changes of this 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 if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
3492: Support F-Client and replace non-extended extension messages r=Learath2 a=heinrich5991
This continues what #3439 started, and also replaces non-extended messages that are DDRace extensions with extended messages. The DDNet server still sends the old message to old clients and the DDNet client still understands the old messages.
Supersedes #3439.
## 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)
3559: Don't highlight us if we have no name (alternative fix for #3554) 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 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)
3561: Fix input message position in teehistorian files r=heinrich5991 a=Zwelf
Previously the message was recorded when incoming. But the time when the input should apply wasn't recorded. Now inputs are recorded right before they get applied in the game world.
And record exact tick where load/save result is returned.
## 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)
3565: Add Arabic language translation by .Yukki r=heinrich5991 a=def-
![screenshot-20210131@093216](https://user-images.githubusercontent.com/2335377/106378755-747d7780-63a7-11eb-9553-6a1898907441.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: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
Co-authored-by: heinrich5991 <heinrich5991@gmail.com>
Co-authored-by: def <dennis@felsin9.de>
Co-authored-by: Zwelf <zwelf@strct.cc>
The PLAYERFLAG_AIM can now be set directly on DDNet servers via the 0.7
bridge and will be sent to clients identifying themselves as DDNet
clients.
Add a new extended message that mirror the old `Sv_TeamsState`.
3377: Add Thread Safety Analysis r=heinrich5991 a=def-
https://clang.llvm.org/docs/ThreadSafetyAnalysis.html
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
3487: Fix centisecs rounding in str_time_float r=heinrich5991 a=def-
<!-- What is the motivation for the changes of this 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 if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: def <dennis@felsin9.de>
3255: Add block list for drivers r=def- a=Jupeyy
Only briefly tested,
- the error message is bad
- the impl basically only works for the intel windows string, so its not really a generalized list
fixes#3234
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: def <dennis@felsin9.de>