Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2022-03-20 00:00:00Z and 2022-03-21 00:00:00Z
This article aims to introduce you into DDNet development, since it's an open-source game, it relies on random people kind enough to contribute to it on their free time.
Btw i latley realized that one can have multiple build directorys :D I mean i always kinda knew but it never came to my mind when i needed it. I even used to copy the whole repo for a short time haha
10:20
So nice to have release for playing a debug for development and a headless one for testing and also a clang-tidy one for testing the CI
Gets rid of the more complex str_comp_nocase_num usage
Checklist
Tested the change ingame
Provided screenshots if it is a visual change
Tested in combination with possibly related configuration...
10:26
got even merged into upstream -.-
10:26
not saying ddnet has lower standards but is usually merge happier
auto &&FChatMsgCheckAndPrint = [this](CLine *pLine) {...} this generates a lambda function and stores it in FChatMsgCheckAndPrint (The F stands for function), the function takes a pLine parameter
Helptext says "how many seconds to mute, if player triggers mute on spam. 0 = off" But sv_spam_mute_duration 0 still causes *** 'client2' has been muted for 0 seco...
motivation:
currently you need to enable both weapon prediction and grenade prediction for either one to work, so i changed it so that projectiles predict with "grenade prediction" and / or "weapon prediction" and lasers predict only with "weapon prediction"
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 ...