6711: Improve color picker popup in settings (use new popup system, add alpha support, support mouse locking) r=def- a=Robyt3
Use the popup system ported from the editor to reimplement the color picker popup.
- Before:
![screenshot_2023-06-05_21-57-46](https://github.com/ddnet/ddnet/assets/23437060/52d6adfa-7d62-4323-b6df-8d18a26b6cc6)
- After:
![screenshot_2023-06-05_21-57-26](https://github.com/ddnet/ddnet/assets/23437060/773115db-178c-48ab-a750-35b136a4fb30)
Remove special handling necessary for the hard-coded color picker.
Add alpha support to the color picker popup.
Support locking mouse position when dragging value selectors also in menus (color pickers), which improves usability of value selectors. Previously this was only supported in the editor.
Replace large HSLA scrollbar color picker for UI color setting with inline color picker popup:
- Before:
![screenshot_2023-06-05_21-57-57](https://github.com/ddnet/ddnet/assets/23437060/bb6cee4d-5438-40a3-b602-90abccc959ee)
- After:
![screenshot_2023-06-05_21-57-01](https://github.com/ddnet/ddnet/assets/23437060/e0a565a6-2956-403f-9fc0-4ab11a764400)
## 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)
6712: Fix crash when enabling `dbg_dummies` on running server r=def- a=Robyt3
The server normally needs to be reloaded to spawn the debug dummies, so this code was not checking if a debug dummy player exists. Decreasing the number of debug dummies while the server is running also causes them to simply not be snapped instead of completely destroying them.
For debugging any number of dummies can be useful, so the maximum number of debug dummies is increased to the maximum number of clients.
See #6702.
## 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>
Use the popup system ported from the editor to reimplement the color picker popup.
Remove special handling necessary for the hard-coded color picker.
Add alpha support to the color picker popup.
Support locking mouse position when dragging value selectors also in menus (color pickers), which improves usability of value selectors.
Previously this was only supported in the editor.
When enabling locked mouse a UI element ID must be specified. The mouse lock is stopped when this element is no longer active. This ensures that the mouse doesn't gets stuck in this state when the value selector isn't active anymore.
The server normally needs to be reloaded to spawn the debug dummies, so this code was not checking if a debug dummy player exists. Decreasing the number of debug dummies while the server is running also causes them to simply not be snapped instead of completely destroying them.
Set input string if it's not identical to the real input string instead of comparing to the display string, which would be incorrect for hidden number inputs.
6708: Add logappend setting r=heinrich5991 a=def-
To append to log file instead of overwriting it. To use you can create an autoexec_client.cfg with:
```
logfile "client.log"
logappend 1
```
I'm not sure if it should be the default.
## Checklist
- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [x] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] 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>
To append to log file instead of overwriting it. To use you can create a
data/autoexec_client.cfg with:
logfile "client.log"
logappend 1
Enabled by default
6706: Fix `color_cast` between `ColorHSLA` and `ColorHSVA` losing alpha, add test r=def- a=Robyt3
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [X] 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>
It was incorrectly checked for `UIElement.Rect(0)->m_Y != pRect->h`, so any UI rect using `m_HintCanChangePositionOrSize` would be updated every frame (although, no UI element currently uses this hint).
Additionally, checks for changed rounding size and corners are added so UI elements are updated when those are changed.
6703: Only highlight hovered edit boxes when they are the hot item r=def- a=Robyt3
Prevent highlighting when edit box hovered but behind a popup menu.
## 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)
6704: Extract `CMenus::UpdateColors` and `CUI::DebugRender` functions to improve readability of `CMenus::OnRender` r=def- a=Robyt3
## Checklist
- [X] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Robert Müller <robytemueller@gmail.com>
6684: Make server settings editor height adjustable by dragging r=heinrich5991 a=Robyt3
Same as for the envelope editor. Extract `RenderExtraEditorDragBar` function to reduce duplicate code.
Fix height being changed by repeated clicking on the draggable element by also resetting `s_Operation` when `Clicked` is `true`.
## 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)
6685: Support dragging demo player controls to move them, fix minor related issues r=heinrich5991 a=Robyt3
Allow dragging the demo player controls anywhere on the screen. The controls can't be moved outside of the screen. Round corners are automatically disabled when the controls are on the edge of the screen.
https://github.com/ddnet/ddnet/assets/23437060/72510c1f-4fd2-426b-a631-3a78db5f7b8b
## 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)
6699: Add dragger prediction r=def- a=trml
..for servers with the new ddnetlaser. Tested this locally and on Fun server, and seems to work.
Also adjusted the criteria for when to send the original dragger id slightly, to improve prediction in some edge cases when going through solo/unsolo while being dragged.
## 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>
Co-authored-by: trml <trml@users.noreply.github.com>
6695: Improve snapping of draggers r=def- a=trml
These are some things i noticed could be improved while attempting to add prediction for draggers:
Sets dragger owner to be the dragged player (this also means alpha will be applied).
It also ensures that the dragger that is sent for the players own team always has the same netobject id, and additionally that an idle dragger is always sent if no one in the players owns team is dragged (before it used to be that an idle dragger wasn't sent if _any_ player was dragged, including other teams visible to the player). The first one helps with keeping track of the dragger between snapshots (and simplifies prediction), while the second one ensures that a player still sees a dragger after show_other_alpha is applied to other teams.
Also fixes snapped order of to/from pos.
## 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: trml <trml@users.noreply.github.com>
6692: Add script to check for unused config variables to CI, remove unused config variables r=def- a=Robyt3
Add `scripts/check_config_variables.py` which checks if config variables defined in `src/game/variables.h` and `src/engine/shared/config_variables.h` are unused.
Remove unnecessary usage of the preprocessor that was causing false positives for the check.
Remove unused config variables:
- `dbg_focus`
- `gfx_tune_overlay`
- `sv_external_port`
- `dbg_pref`
- `dbg_stress_network`
- `sv_score_folder`
- `sv_rank_cheats`
## Checklist
- [ ] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test (especially base/) or added coverage to integration test
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: Robert Müller <robytemueller@gmail.com>
Update `SDL_scancode.h` which is used by `gen_keys.py` to generate the list of keys enum (`keys.h`) and the list of key names (`keynames.h`) and regenerate the lists.
This adds support for 6 uncommonly used keys (audiorewind, audiofastforward, softleft, softright, call, endcall).
6657: Allow rcon users access to reserved slots r=def- a=Learath2
<!-- What is the motivation for the changes of this pull request? -->
The password for the reserved slots keep getting leaked. Hopefully this will fix the issue.
<!-- 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
- [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
- [ ] 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: Learath <learath2@gmail.com>
6686: Fix switch prediction on solo server r=def- a=trml
Fixes#6644 by sending switch state for team 0 on sv_solo_server 1 to match the team of the clients own character, and by not predicting other characters/entities when in solo.
<!-- 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
- [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>
Minimum SDL version 2.0.16 is required for `SDL_FlashWindow`. The SDL version schema changes after version 2.0.22 to 2.24.0 etc. (minor version is used instead of patchlevel) which was causing the condition that checks for minimum version 2.0.16 to not work correctly with newer SDL versions.
Closes#6687.
6665: Fix ordering of unfinished/unconnected tees r=heinrich5991 a=Learath2
<!-- What is the motivation for the changes of this pull request? -->
I thought there was initially a strict weak ordering issue here but upon further inspection noticed it's fine.
However, people with negative score were getting sorted undeterministically, basically every unfinished tee was treated as equal since `!comp(a, b) && !comp(b, a)`. Sorting them by name was the intention.
I also got rid of the old `INT_MIN` "hack", it was only there to make the code shorter and it's no longer possible with the newly flipped sign without flipping it back on the client which is ugly.
Also made `ScoreKind` `const`, not sure if any compiler optimizes on that but why not? If we ever move to C++20 this could be a generic lambda instead where we can template `ScoreKind` and make sure it gets optimized properly.
Tidbit: I treated score 0 as a normal score, I'm not sure what it implies.
<!-- 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: Learath <learath2@gmail.com>