















hud.png to ddnet.png or ddrace.png I will change also the asset tab name accordingly. The Idea was to include also new textures we use in our game into that png, for features that are not vanilla (like the new shields), but allow vanilla to extend their game.png so we can still merge their PR that changes the game.png because of added vanilla features.













Run actions/upload-artifact@v1
Uploading artifact 'ddnet-windows-latest' from 'D:\a\ddnet\ddnet\release\artifacts' for run #21808
Uploading 1 files
File upload complete.
Uploaded '44447819' bytes from 'D:\a\ddnet\ddnet\release\artifacts' to server
Associated artifact ddnet-windows-latest (16537689) with run #21808
xD to what server are the artifacts uploaded and is it the executable?
































x *= 1/sqrt(x*x + y*y)



























































(edited)



2


















































hasNextLine instead of hasNext when you fetch the line using nextLine



hasNextLine instead of hasNext when you fetch the line using nextLine 



List members = new ArrayList();
while(scanner.hasNextLine()) {
String line = scanner.nextLine();
// if + split
members.add(new Member(.....));
}
// here members has all the members now













Member member;
if(x) {
member = new Member(...);
} else {
member = new Member(...)
}
members.add(member);









num should be a local variable as well



split method should never return null

i, you can add at the end of the list

split method can return null at all, so maybe you put the println(num) somewhere where split was not called yet.




split method can return null at all, so maybe you put the println(num) somewhere where split was not called yet. 










CMapItemLayerTilemap *pTMap = (CMapItemLayerTilemap *)pLayer;
CTile *pTiles = (CTile *)GameClient()->Layers()->Map()->GetData(pTMap->m_Data); (edited)