







(edited)

vec2(1, 2) + 3 = vec2(4, 5) ? (edited)




vec2(1, 2) + 3 = vec2(4, 5) ? (edited)



















































inp_translated_keys 1 doesn't do anything on Windows. When I bind something to Z I need to press Y instead to trigger the bind.




inp_translated_keys 1 doesn't do anything on Windows. When I bind something to Z I need to press Y instead to trigger the bind. 

inp_translated_keys 1 doesn't do anything on Windows. When I bind something to Z I need to press Y instead to trigger the bind. 












inp_translated_keys change anything about this? Did you try with both 0 and 1?

inp_translated_keys should have effect immediately for all following key events
echo y ehcho test when i had qwerty layout it triggered the bind when pressing the key from image, when i set qwertz layout the bind was triggered on the same key as on the image above. command inp_translated_keys did nothing
(edited)








binds or bind <key> the translation between both layouts
similar with time formats.
u often save the time in a specific format, and only convert it on fly
bind z echo test I want the command to be executed when I press the key labelled Z on my keyboard.


bind z echo test I want the command to be executed when I press the key labelled Z on my keyboard. 































Pressed Z on germany keyboard: sym=SDLK_z scancode=SDL_SCANCODE_Y translated=SDL_SCANCODE_Y
Pressed Y on germany keyboard: sym=SDLK_y scancode=SDL_SCANCODE_Z translated=SDL_SCANCODE_Z
SDL_SCANCODE_* are identical to our KEY_* constants


+shift solution would probably work




Ctrl+Y on windows to redo things, and for me it works in vscode.
This layout problem is a thing that has been there forever, and honestly it's kinda bad to have to bind another key to be able to use the correct key on my keyboard. For example I have bound W to emote something, and it works when I press the Z key. Similarly, I bound Z to something else and that bind works when I press the W key. I am using AZERTY layout, and while working on the editor undo/redo I always have to press Ctrl+W to undo because W maps to Z and Z maps to W (edited)









wasd is zqsda to go left, while on my keyboard it is q



a to go left, while on my keyboard it is q 





z key then pressing the corresponding labeled z key on my keyboard should trigger the bind


z key then pressing the corresponding labeled z key on my keyboard should trigger the bind 



q to bind "Move left", I expect the bind to show q but it instead shows a. Can't we make it so it shows the correct key for the current keyboard layout?
a








numabs:
mov rsi, rax
neg rax
cmovl rax, rsi ; if rax is neg, restore its value
ret (edited)


numabs:
mov rsi, rax
neg rax
cmovl rax, rsi ; if rax is neg, restore its value
ret (edited)




; reverse_str(str, len)
; rdi, rsi
reverse_str:
; rdi start ptr
; rax end ptr
mov rax, rdi
add rax, rsi
sub rax, 1
.loop:
cmp rdi, rax
jge .done
mov r10b, [rax]
mov r11b, [rdi]
mov [rax], r11b
mov [rdi], r10b
add rdi, 1
sub rax, 1
jmp .loop
.done:
ret
i made this entirely myself, note that i dont do null terminated strings


41d2c80 Add templated CHeap::Allocate function - Robyt3
ec6d7b4 Use nullptr instead of 0x0 - Robyt3
7a142df Move variable declarations closer to usages - Robyt3
591c08c Use static_casts instead of C style, remove unnecessary casts - Robyt3
c90899c Merge pull request #7549 from Robyt3/Memheap-Refactoring - def-







section .bss
str_buf resb 32
%include 'lib/lib.asm'
section .text
_start:
mov rdi, [rsp] ; number of cli arguments
lea rsi, [rsp + 8] ; first arg (*path)
call main
; main(argc, argv)
; rdi, rsi
main:
call alloc_init
lea rdx, [str_buf]
mov rdi, 169
mov rsi, 16
call int_to_str
lea rdi, [str_buf]
mov rsi, rax
call println
mov rdi, rax
call exit
❯ ./program
a9
std::to_chars if you want to see something truly disgusting 


























rustup default 1.48.0 from the non-fancy Linux initialization step



❯ meson setup --buildtype=release --prefix=/usr builddir
The Meson build system
Version: 1.2.3
Source dir: /data2/edgar/vkBasalt
Build dir: /data2/edgar/vkBasalt/builddir
Build type: native build
Project name: vkBasalt
Project version: undefined
C compiler for the host machine: ccache cc (gcc 12.3.1 "cc (Gentoo 12.3.1_p20230825 p2) 12.3.1 20230825")
C linker for the host machine: cc ld.bfd 2.40
C++ compiler for the host machine: ccache c++ (gcc 12.3.1 "c++ (Gentoo 12.3.1_p20230825 p2) 12.3.1 20230825")
C++ linker for the host machine: c++ ld.bfd 2.40
Host machine cpu family: x86_64
Host machine cpu: x86_64
Program glslangValidator found: YES (/usr/bin/glslangValidator)
Compiler for C++ supports arguments -Wno-unknown-pragmas: YES
Found pkg-config: /usr/bin/pkg-config (1.8.1)
Run-time dependency x11 found: YES 1.8.7
Configuring config_paths.hpp using configuration
Configuring vkBasalt.json using configuration
Build targets in project: 3
vkBasalt undefined
User defined options
buildtype: release
prefix : /usr
Found ninja-1.11.1 at /usr/bin/ninja

puts("foo" "bar");










structs to manage config variables of different types (int, color and string). The config manager now keeps a list of all config variables, so usage of the preprocessor can be avoided except for code to initially create all config variables. Additionally, a separate list of just the game config varia...

mem_zero of CClient.
Full error log at 0213535dd8ce88e9eb2088c894a9536a05736758: valgrind.log







