


cl_sub_tick_aiming) (edited)












imul and lives a happy life

lea rax, [r15] it will just move value from r15 to raxlea rax, [label] it will move address of label

mov r15, 10
lea rax, [r15 * 2]
in rax will be value 20














-0 pog



















2024-08-04 13:46:51 I vulkan_debug: Validation Warning: [ UNASSIGNED-BestPractices-PushConstants ] Object 0: handle = 0x7b5b98722550, type = VK_OBJECT_TYPE_COMMAND_BUFFER; | MessageID = 0xfd5d8e3f | vkCmdDrawIndexed(): Pipeline uses push constants with 80 bytes, but byte 0 was never set with vkCmdPushConstants.
gist: https://gist.github.com/def-/94a4fbd8a7ddcf8ff331a0c277fe4e95
@Jupeyy is this expected? Could it ca...




DDNet --connect localhost (edited)
DDNet "connect localhost"




DDNet "cl_input_fifo deez.nuts"`

echo quit >> deez.nuts



CJsonStringWriter instead of str_format to create the json object. The fixed size 16384 buffer can be replaced with an std::string as well to reduce the arbitrary size limitation.
CC #8542 which increases the size to 32768, which would not be necessary then.


1






3
1













































<span style="color: #c00000">red text</span>
or
$F00red text (edited)

\033 in it.

<span style="color: #c00000">red text</span>
or
$F00red text (edited)<c=#c00>red text</c> isn’t much worse than $C00red text$z





^<command>; or ^<command>^ (edited)





$b to $b$? It saves one character but it is weird to parse, e.g. what happens to $b$? $b$$?


















\033? They are even more annoying to do by hand than xml

\x1b[3;5;1m

\033 in our console easily















\033[38;2;r;g;bm\033 makes it too annoying for hand use imo

^…^ with the first two being ^RGB^ and ^RRGGBB^.
As I said very early on, xml is more suited for representing hierarchy. I did want to keep that possibility for the future but it is also more annoying to use by hand for a feature we might end up using. Also the xml derivative thing pretty much negates all benefits of being close to a standard












b28bac8 Move CBinds::GetKeyId function to IInput::FindKeyByName - Robyt3
d2222f5 Add CBindSlot as return value for GetBindSlot function - Robyt3
8fd40ef Fix key names for composite binds with multiple modifiers - Robyt3
9f6cb92 Add assertions to CBinds::Bind and Get functions - Robyt3
12e5f7f Various minor refactoring of CBinds - Robyt3
dc1a483 Make handling of F1-F24 keys binds consistent with regular binds - Robyt3
3eb8122 Support composite binds with + commands - Robyt3
8d609b9 Merge pull request #8685 from Robyt3/Client-Binds-Fixes - def-
D:\Coding\DDnet_coding2\ddnet\src\game\client\gameclient.cpp(1130,15): error C2660: "CEffects::DamageIndicator": Function doesnt accept 4 arguments [D:\Coding\DDnet_coding2\ddnet\build\game-client.vcxproj]
gameclient.cpp: m_Effects.DamageIndicator(pos, dir, Alpha, Life);
effects.cpp: void CEffects::DamageIndicator(vec2 Pos, vec2 Dir, float Alpha, float Life)
effects.h: void DamageIndicator(vec2 Pos, vec2 Dir, float Alpha = 1.0f, float Life = 0.75f);

/build and remade it with cmake .. (edited)




/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#ifndef GAME_CLIENT_COMPONENTS_EFFECTS_H
#define GAME_CLIENT_COMPONENTS_EFFECTS_H
#include <base/vmath.h>
#include <game/client/component.h>
class CEffects : public CComponent
{
bool m_Add5hz;
bool m_Add50hz;
bool m_Add100hz;
bool m_Add200hz;
public:
CEffects();
virtual int Sizeof() const override { return sizeof(*this); }
virtual void OnRender() override;
void BulletTrail(vec2 Pos, float Alpha = 1.f, float TimePassed = 0.f);
void SmokeTrail(vec2 Pos, vec2 Vel, float Alpha = 1.f, float TimePassed = 0.f);
void SkidTrail(vec2 Pos, vec2 Vel, float Alpha = 1.0f);
void Explosion(vec2 Pos, float Alpha = 1.0f);
void HammerHit(vec2 Pos, float Alpha = 1.0f);
void AirJump(vec2 Pos, float Alpha = 1.0f);
void DamageIndicator(vec2 Pos, vec2 Dir, float Alpha = 1.0f, float Life = 0.75f);
void ResetDamageIndicator();
void PlayerSpawn(vec2 Pos, float Alpha = 1.0f);
void PlayerDeath(vec2 Pos, int ClientId, float Alpha = 1.0f);
void PowerupShine(vec2 Pos, vec2 Size, float Alpha = 1.0f);
void FreezingFlakes(vec2 Pos, vec2 Size, float Alpha = 1.0f);
void FinishConfetti(vec2 Pos, float Alpha = 1.0f);
void Update();
};
#endif





imul intruction with 1 byte destination 




imul intruction with 1 byte destination 












