cl_sub_tick_aiming
) (edited)imul
and lives a happy lifelea rax, [r15]
it will just move value from r15
to rax
lea rax, [label]
it will move address of label
mov r15, 10
lea rax, [r15 * 2]
in rax
will be value 20
-0
pog2024-08-04 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.<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 standardb28bac8
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 (edited)imul
intruction with 1 byte destination (edited)