1883: Fix crashbug on set_team_ddr -1 r=Learath2 a=fokkonaut
Teams over 63 are also forbidden, so I check for that too.
Co-authored-by: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
1862: Add Sleepbubble to ClAfkMark r=def- a=FallenKN
With setting cl_afk_mark to 2 you will now get a sleepbubble on afk instead of the mark.
Which option should be default?
Also it displays chatbubble instead of sleepbubble when the playerflag is active. (I don't know which behavior is preferred)
Kept sleepy eyes on afk aswell.
![screenshot_2019-07-29_14-47-34](https://user-images.githubusercontent.com/13277346/62049848-624dd680-b210-11e9-82f7-2d20281eb899.png)
Co-authored-by: FallenKN <fallen.kn@gmail.com>
1844: Fix wrong flag color in scoreboard and spectator select menu (custom mods) r=Learath2 a=fokkonaut
Since in DDrace every player is in team red, in order to show them in one scoreboard, the flag will always be blue in scoreboard and the spectator select menu, here is a simple fix
I left kill messages out since they would need a fix which is a bit more complicated, and i didnt want to do too much just to support this. These two would make it already a lot better
Co-authored-by: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
Co-authored-by: Learath <learath2@gmail.com>
1848: Fix deci seconds not updating in spectator/pause (fixes#1846) r=heinrich5991 a=fokkonaut
Before this was set in `RenderDDRaceEffects()`, but that function is only called if `m_pClient->m_Snap.m_pLocalCharacter` exists, which isn't the case in spectator/pause.
1860: Ignore some more common files r=heinrich5991 a=Ryozuki
compile_commands.json is used a lot for language servers
https://cmake.org/cmake/help/latest/variable/CMAKE_EXPORT_COMPILE_COMMANDS.html
tags are generated from ctags
Co-authored-by: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
Co-authored-by: Ryozuki <ryo@ryozuki.xyz>
1821: Add afk marks r=def- a=ardadem
This is final state (and most minimalist to not create mess) of my previous pull request. I didn't reopen it because it's contains changed unnecessary commits.
If someone will become afk, mark will be spawn next to tee's name.
![2019-07-13-13:59:20-screenshot](https://user-images.githubusercontent.com/13207692/61170739-8c4b9b80-a576-11e9-9d87-4c4b2f93941b.png)
Co-authored-by: Arda <ddmirarda@gmail.com>
1830: fix-ClDyncamMinDistance camera spawn r=Learath2 a=FallenKN
I forgot about the dyncam option, #1636.
Co-authored-by: FallenKN <fallen.kn@gmail.com>
1839: Set m_Race. Fix#1806 r=heinrich5991 a=Learath2
@heinrich5991 apparently you forgot to set `CGameInfo::m_Race` 🙂
Co-authored-by: Learath <learath2@gmail.com>
1838: Force spawn order of teams. Fix#1828 r=heinrich5991 a=Learath2
This has an unfortunate(?) consequence of causing tees that hit kill tiles and fall out of map respawn instantly. If this is undesirable the fix would be a little more complex, maybe implementing a delay to the spawn in `CPlayer` or reordering the entity list to force strong on the tee (by swapping with one of their teammates (this might have some undesirable effects aswell, not sure though)).
Co-authored-by: Learath <learath2@gmail.com>
1803: Fix double pause due to spec r=def- a=fokkonaut
If a player is in /spec (sv_pausable 1 required) and would then use /pause, the tee would respawn, but the player would still be in /pause instead of playing again.
With this, the player will resume completely
Co-authored-by: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
1823: Fix 'several players were found' on /rank r=heinrich5991 a=fokkonaut
If no player was found, it should say 'x is not ranked', instead it says 'Several players were found', that is because if the result is -1, it will say that. With the default result being -2, it can no longer say that, instead it will say that the player is not ranked.
Co-authored-by: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
1802: Prediction fixes r=def- a=trml
I believe this fixes#1671 (uninitialized variables).
Some other things: Use new ddnetchar fields in prediction, small fix for prediction of moving pickups, fix the freeze end tick in ddnetcharacter (will add it to the client later)
Also adds a setting for choosing between new/old antiping for grenade like suggested in #1683 (cl_antiping_gunfire 0 to disable).
Co-authored-by: trml <trml@users.noreply.github.com>
1785: Revert "Merge pull request #1736 from sirius1242/master" r=Learath2 a=def-
This reverts commit e8362f1727, reversing
changes made to 0f99605ab1.
Apparently people don't like "Digital Wellbeing"-like features @sirius1242
Co-authored-by: Dennis Felsing <dennis@felsin9.de>
OK, maybe not actually remove because it is kept for fallback when the
new method isn't available.
The whole gametype parsing business had the same downsides as user agent
parsing on the web, hence I removed it while keeping behavior the same.
This allows servers to explicitly opt in or out of certain bug
workarounds and other client behavior. This increases the complexity of
different configurations that are available in the client (which is a
bad thing).
1775: Fix prediction of non-grabbed hook r=def- a=trml
Fix#1766.
Turns out the bug was not just in the rendering, but in the prediction itself (hooks were not predicted unless/until they grabbed on to something). I compared with an older client (and the old implementation) and this seems like it will restore the old behavior.
Co-authored-by: trml <trml@users.noreply.github.com>
1774: Remove the unused Skinstealaction r=heinrich5991 a=fokkonaut
As far as I know it was never in use and the only punishment is to force pinky skin, which doesnt really seem useful. Skin stealing is a very harmless kind of 'bots', which doesnt need punishment imo
Co-authored-by: fokkonaut <35420825+fokkonaut@users.noreply.github.com>
1732: Implement ISDDNET and Time Score cleanly r=def- a=Learath2
This is an attempt at implementing the two things in a cleaner way.
Deprecated #1320
Willfix #1622 soon(tm)
Co-authored-by: Learath <learath2@gmail.com>
Co-authored-by: Learath2 <learath2@gmail.com>
1742: fix particles, emote wheel, zoom and score for blockworlds r=Learath2 a=kpro998
fixes a few things that got broken for players using ddnet client in blockworlds
Co-authored-by: Kpro998 <kpro998@gmail.com>
Co-authored-by: Learath <learath2@gmail.com>
1714: Make the color output more sane r=def- a=Learath2
1719: Show the correct button when paused r=def- a=Learath2
Fix one bug from #1702
Co-authored-by: Learath2 <learath2@gmail.com>
1697: Don't check dnsbl when alone r=def- a=Learath2
Should help relieve some of the issues reported on discord.
Co-authored-by: Learath <learath2@gmail.com>
1678: Handle colors in console r=def- a=Learath2
DEPENDS: #1654
A better way to fix#1581 possibly deprecates #1597
Co-authored-by: Learath <learath2@gmail.com>
1654: Try working on colors a bit r=def- a=Learath2
There were color functions everywhere, I tried cleaning it up a little. I still couldn't get the roundtrip from Hsl to Rgb to be exactly the same, but I think this is the best possible.
1685: Work on compound binds r=def- a=Learath2
Closes#1417
Co-authored-by: Learath <learath2@gmail.com>
1675: Remove unused vanilla code (closed#1658) r=def- a=ChillerDragon
Removed vanilla code from gamecontext and gamecontroller. I didn't search for the code all over the place I just remember seing it there a lot. Also removed some empty lines. Wanted to do this for a long time :)
thought there is an reason it is there. But we have git and the vanilla repo so I don't see any point keeping it there.
Co-authored-by: ChillerDragon <chillerdragon@gmail.com>
1663: Use freeze end tick instead of a flag. Fix#1659 r=def- a=Learath2
I used -1 for deep frozen, and 0 for not frozen. Not really sure if this is the best way.
Co-authored-by: Learath <learath2@gmail.com>
1620: Rewrite of prediction code, with additional prediction (updated) r=def- a=trml
This is a reworked attempt at a rewrite of the prediction code (#464), to allow for more client side prediction. It doesn't fix the duplication of server code, but the client code should otherwise be cleaner. This includes separating prediction code out of gamecore/gameclient, and a refactor of the rendering of predicted characters.
There is also prediction for some new things, and some other changes:
- prediction of laser, shotgun, ninja, fng hammer, pickups and ddrace tiles (freeze/unfreeze tiles with cl_predict_freeze)
- laser and bullets are rendered when you fire them and bullets don't go through walls (when both cl_antiping_grenade and cl_antiping_weapons are enabled)
- antiping for flags
- prediction of dummy input
- an additional smoothing option that attempts to make antiping less jumpy (cl_antiping_smooth)
Co-authored-by: trml <trml@users.noreply.github.com>
Co-authored-by: trml <trml@noreply.github.com>