

system.h
ListDirectory for every removal, which caused the client to hang previously with a lot of files. Closes #4227

if(g_Config.m_ClDummyControl)
{
CNetObj_PlayerInput *pDummyInput = &m_pClient->m_DummyInput;
pDummyInput->m_Jump = g_Config.m_ClDummyJump;
pDummyInput->m_Fire = g_Config.m_ClDummyFire;
pDummyInput->m_Hook = g_Config.m_ClDummyHook;
}
theres something bad with this. i think this is whats happening:
when dummy control is enabled, it sets dummy m_Fire to 0 DIRECTLY. which i think is bad, because already with g_Config.m_ClDummyFire set to 0 it's already making a change to your dummy fire behavior.
so, i think this is what happens: if you have a bind like this:
bind x +toggle cl_dummy_hammer 1 0
and you PRESS that button but dont release it, it increases dummy m_Fire to 1...
THEN, the dummy control code sets it back to 0, simulating a release,
THEN, if you then RELEASE the dummy hammer button, it increases it AGAIN, to 1, which makes the dummy hammer again, and then of course the dummy control code sets it back to 0,
so, effectively, you have hammered twice, the first hammer being pressing down on the button and then again when releasing the button. however on the release of course the dummy does not hammer towards you, just in whatever direction its looking (edited)



10439.156616666667 hours
f7c618d Start recording of server auto demo on init. - furo321
1c098c2 Don't use the same demo recorder for auto and manual demos. - furo321
b1f9137 Change path to demos/auto/server. Use same filename format as client. - furo321
f12f789 Merge pull request #7709 from furo321/server-demos-fixes - def-

10439.156616666667 hours 











































































VkBufferImageCopy is used only for vkCmdCopyBufferToImage and vkCmdCopyImageToBuffer. The variable Region is only initialized but not passed to either of those functions.




































false so the code is unused.




stub->AsyncEventStream(&context_, &this->cq_, reinterpret_cast<void*>(gRPC::Type::CONNECT));
This works great until there is a network problem & the stream stops sending or receiving data. There is a built-in grpc-core reconnect & keepalive feature, but it doesnt restart the stream.
How would you solve the problem?













const on methods which clang-tidy detects as 'could be const'.
In 0.7 client support PR, CRenderTools::RenderTee() is duplicated for 0.7 skins rendering, and clang-tidy sees RenderTee7() as "should be const". The suggested changes needed to mark RenderTee() as constnow to have no contradictions in the methods later in https://github.com/ddnet/ddnet/pull/5949/files#diff-8401b3d39d57b7e0c9d540a62665...



pPlayer->KillCharacter(WEAPON_SELF);
witch i think is for kill protection ones, how about other ones ?
CCharacter::Die()? It is called by CPlayer::KillCharacter().
https://github.com/ddnet/ddnet/blob/c906c43e38d67ba7be0f988fe329d554d37e1052/src/game/server/player.cpp#L579







pPlayer->KillCharacter, so you could go to the KillCharacter() method, see Die() there, find the usage (I mean IDE action) and realize that this is what you want.


pPlayer->KillCharacter, so you could go to the KillCharacter() method, see Die() there, find the usage (I mean IDE action) and realize that this is what you want. 
f396056 CRenderTools: Mark some methods static and (some) const - Kaffeine
7e95d4b CGameClient::CClientData::Reset: Reset skin info - Kaffeine
43710fe Use CRenderTools::GetRenderTeeOffsetToRenderedTee via class name instead of instance - Kaffeine
53dba33 Merge pull request #7715 from infclass/kaffeine/pr - def-








#0. Also, I'd use MSVC as the compiler (if I'd be using Windows).



#0. Also, I'd use MSVC as the compiler (if I'd be using Windows). 








1/-1:
ctrl+f while having a brush selected:

bind x +toggle cl_dummy_hammer 1 0
and you set cl_dummy_control to 1.
When you press the bind i mentioned above, and then release, the dummy will hammer where he is looking (not at you). So, in total, there will be two hammers. One hammer when you press down the button and the dummy hammers towards you, and then another hammer when you release the button and the dummy hammers where he is looking.
This fixes it, and al...




















cl_text_entities_size to a value higher than 60/70, the text could be very hard to read when many tele tiles are next to each other.
Now, the text is contained within each individual tele tile to improve readability while trying to match cl_text_entities_size. This means for large number (for example 255), the text will be smaller than for small numbers (for example 8). The text is also centered.
Before:
cl_text_entities_size: 60










