- 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
- add pickup sprites to 0.6 data source
- New Enum for the 4 pickup categories
- Remove the unnecessary access to client_data7 for the pickup sprites
- Use the correct sprite set for the HUD sprites
- Read existing weapons into m_Predicted so that this information matches the last snap if the CCharacter is not predicted
- Move m_aWeapons from CCharacter to CCharacterCore for a more consistent data model since it was previously defined twice in the server and client (further so that it can be accessed with m_Predicted)
- Read CNetObj_Character into m_Predicted so that this information matches the last snap if the CCharacter is not predicted.
4854: Replace static const in header with extern r=def- a=Chairn
This should prevent symbols from being demultiplied in different translation unit even if they are not used. Difference in size is as follow using a release build and no option set with cmake. With clang, difference is inferior to 1kB for any executable. With gcc, client size is reduced by 3.5kB.
I couldn't run the test suite (see https://github.com/ddnet/ddnet/issues/4853)
## 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: Chairn <chairn.nq@hotmail.fr>
4900: Super: Don't send sounds to self r=heinrich5991 a=def-
As reported by louis 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)
Co-authored-by: def <dennis@felsin9.de>
4852: Fixed some useless double promotion r=def- a=Chairn
Double promotion occurs quite often when an operator is an hidden double, like constants written without the 'f' at the end. We might get a tiny micro improvement. Unfortunately, we can't do anything for all the double promotion occurring in printf like functions as it is the default for both C and C++.
Only this line might change physics:
4d47fcda09 (diff-d76009083687ba43c59dc7bb2c7357457c999c2eb9d913967d598e913c6fd01fR406)
## 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
- [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: Chairn <chairn.nq@hotmail.fr>
4845: Enable -Wshadow=local r=Jupeyy a=def-
> 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
<!-- 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>
> 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
4818: Add str_startswith_nocase and str_endswith_nocase r=def- a=ChillerDragon
Gets rid of the more complex str_comp_nocase_num usage
## 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
- [ ] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
Co-authored-by: ChillerDragon <ChillerDragon@gmail.com>
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>
4751: Don't try to send messages outside of sv_max_clients (fixes# 4750) r=Jupeyy 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
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)
4765: Show correct server address when connecting r=Jupeyy a=def-
This just saved the secret server for BiT3 streaming, but still a bug ;)
## 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: Dennis Felsing <dennis@felsin9.de>
4695: Always destroy bullets/lasers on kill when in practice team (fixes#4694) r=heinrich5991 a=def-
to prevent /teleporting back to start line and cheating
Any thoughts on whether to include this for 15.9? I'd say yes.
<!-- 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: Dennis Felsing <dennis@felsin9.de>
4698: Close wordlist.txt file handle after use r=def- a=ChillerDragon
<!-- 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: ChillerDragon <ChillerDragon@gmail.com>
4684: Init m_NonEmptySince r=def- a=ChillerDragon
<!-- 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: ChillerDrgon <ChillerDragon@gmail.com>
4683: Init m_pNextTraverseEntity r=heinrich5991 a=Jupeyy
<!-- 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>
4661: Make spawn position independent of players in other teams r=heinrich5991 a=def-
As suggested by Rockus, should help speedrunners who get followed by
other players
<!-- 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>
4580: Add teleport/tp chat command to teleport yourself r=edg-l a=def-
to another player or spectated location. Requires /practice mode
As suggested by Rockus 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)
Co-authored-by: def <dennis@felsin9.de>
4628: Disable or fix some spammy new clang-tidy 13 warnings r=heinrich5991 a=def-
```
src/engine/client/backend/opengles/opengles_sl_program.cpp:10:11: warning: suspicious #include of file with '.cpp' extension [bugprone-suspicious-include]
^
src/engine/graphics.h:330:67: warning: 2 adjacent parameters of 'CFreeformItem' of similar type ('float') are easily swapped by mistake [bugprone-easily-swappable-parameters]
CFreeformItem(float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3) :
^~~~~~~~~~~~~~~~~~
src/game/editor/layer_tiles.cpp:1802:14: warning: result of multiplication in type 'int' is used as a pointer offset after an implicit widening conversion to type 'ptrdiff_t' [bugprone-implicit-widening-of-multiplication-result]
mem_zero(&m_pSwitchTile[y * m_Width], o * sizeof(CSwitchTile));
^
src/game/server/entities/plasma.cpp💯152: warning: operator has equivalent nested operands [misc-redundant-expression]
if(SnapPlayer && SnapPlayer->GetTeam() != TEAM_SPECTATORS && !SnapPlayer->IsPaused() && SnapChar && SnapChar && SnapChar->Team() != m_ResponsibleTeam && SnapPlayer->m_ShowOthers != 1)
~~~~~~~~ ~~~~~~~~ ^
src/game/editor/editor.cpp:4295:38: warning: The right operand of '>' is a garbage value [clang-analyzer-core.UndefinedBinaryOperatorResult]
if(m_FilePreviewImageInfo.m_Width > Preview.w)
^ ~~~~~~~~~
```
<!-- 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)
4639: Fix SendStartWarning() to only warn every 3 seconds r=heinrich5991 a=def-
Thanks for Skeith for report
<!-- 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>
/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)
| ~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~
src/engine/client/backend/opengles/opengles_sl_program.cpp:10:11: warning: suspicious #include of file with '.cpp' extension [bugprone-suspicious-include]
^
src/engine/graphics.h:330:67: warning: 2 adjacent parameters of 'CFreeformItem' of similar type ('float') are easily swapped by mistake [bugprone-easily-swappable-parameters]
CFreeformItem(float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3) :
^~~~~~~~~~~~~~~~~~
src/game/editor/layer_tiles.cpp:1802:14: warning: result of multiplication in type 'int' is used as a pointer offset after an implicit widening conversion to type 'ptrdiff_t' [bugprone-implicit-widening-of-multiplication-result]
mem_zero(&m_pSwitchTile[y * m_Width], o * sizeof(CSwitchTile));
^
src/game/server/entities/plasma.cpp💯152: warning: operator has equivalent nested operands [misc-redundant-expression]
if(SnapPlayer && SnapPlayer->GetTeam() != TEAM_SPECTATORS && !SnapPlayer->IsPaused() && SnapChar && SnapChar && SnapChar->Team() != m_ResponsibleTeam && SnapPlayer->m_ShowOthers != 1)
~~~~~~~~ ~~~~~~~~ ^
src/game/editor/editor.cpp:4295:38: warning: The right operand of '>' is a garbage value [clang-analyzer-core.UndefinedBinaryOperatorResult]
if(m_FilePreviewImageInfo.m_Width > Preview.w)
^ ~~~~~~~~~
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>
4611: Default players to being afk on new map r=heinrich5991 a=def-
As reported by MitakoKotomi in https://forum.ddnet.tw/viewtopic.php?f=118&p=70154
<!-- 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: Dennis Felsing <dennis@felsin9.de>
4584: Fix rescue tee when swapping (fixes#4578) r=Jupeyy 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
- [ ] 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>