git switch <branch>
pull/<id>/head
fetch = +refs/pull/*/head:refs/remotes/upstream/pr/*
git fetch upstream pull/6060/head:demo-skipping
then git switch demo-skipping
. You only need to add the remote upstream
then. You can choose whatever (unused) name you want for the local branch.NetMessageEx("kill@netmsg.ddnet.tw")
in this weekend but it won't make much sense without a discussion on what is wanted by mods and what is acceptable for DDNet.IGameController::onCharacterHitCharacter(CCharacter *pCharacter, CCharacter *pTarget, WEAPON Weapon)
and call it from CCharacter::TakeDamage()
.
Then in the game controller you can do something like if((Weapon == WEAPON_HAMMER) && !pCharacter->IsGrounded()) { m_aTeamscore[pCharacter->GetPlayer()->GetTeam()] += 5; }
This way your gameplay logic 'll be encapsulated into the Mod Controller and you won't have to break into the Controller (which should define the mod rules) from a character (which should just follow the world physics). (edited)cl_smooth_zoom_time
config variable.
Closes #2525.
cl_smooth_zoom_time
, cl_limit_max_zoom_level
and ed_zoom_target
/lang <>
chat command as the only way to change the lang after the initial vote.
The "lang vote" obviously conflicts with normal votes, and in some cases it is hard to suggest the language based on country. It is also a bit annoying to have the vote on connect.
It would be nice to set the preferred language once in the client settings. It is not "the most wanted feature" but it is an easy way to improve the UX. (edited)