DDNet.exe
(as well as steam_api.dll
) in /build
instead of /build/Debug
using cmake? (edited)skins7
but didn't add any data. We already have maps7
, so the skins would be consistent with that. I thought it would be easier to manage it this way. The skins7 dataset seems to be completely different, and not intersecting with skins6.~/.teeworlds
but in ~/.local/share/ddnet
.datasrc/skins
, and DDNet stores it at data/skins
(and ATM 0.7 skins in DDNet stored at data/skins7
).maps
.~/.teeworlds
maps7
exists because maps are potentially different in 0.6 and 0.7 so they need to folders to avoid conflicts with the filenames. The skin files are comptatible and not conflicting.skins
over skins7
one is that players can switch from vanilla to ddnet without losing their skins. And the other is that we do not bloat yet another 7 folder into the file tree.CallMe
it uses 8 bytes for local variable when the struct fits in 4? (edited)CallMe
it uses 8 bytes for local variable when the struct fits in 4? (edited)Yep
but use -mno-red-zone
it'll still keep the stack in 16 alignment, guess it's being conservativeDWORD PTR
instead of QWORD PTR
? (edited)DWORD PTR
instead of QWORD PTR
? (edited)git remote add ddnet https://github.com/ddnet/ddnet
git fetch ddnet
git merge ddnet/master
echo "I was here"
sv_register ipv4
is at the end of the file? (edited)cat autoexec_server.cfg | grep sv_register
SDL2_VIDEO_DRIVER=wayland
to get it running this way, right? And it was the GLES backend I guess.net_udp_create
function returned whether the IPv6 socket in particular was created successfully. If an IPv4 socket or Websocket was created successfully before this, it was not used and also not closed properly, if the IPv6 socket could not be created.
Now, the net_udp_create
function succeeds if the socket for at least one network type (IPv4, IPv6 or Websocket) could be created successfully.
Avoid reusing local variables and remove redundant comments. Also apply the...git checkout Client-Touch-Input-Ingame
git add src/
git commit --amend --no-edit
git push --force
git checkout Client-Touch-Input-Ingame
git add src/
git commit --amend --no-edit
git push --force
data/touch_controls.json
and user/touch_controls.json
, then hard-code a layout in data
data/touch_controls.json
and user/touch_controls.json
, then hard-code a layout in data
type
in the example (https://discord.com/channels/252358080522747904/293493549758939136/1268628948779274272) is supposed to differentiate between different behavior types. Predefined behaviors are hard-coded string values from a list. With type bind
it would just use ExecuteLineStroked
but because it can't know how to label the button the label would also have to be defined.21507b5
Send the new is ddnet message in 0.7 connections - ChillerDragon
570c2c8
Fix UDP socket creation/cleanup if opening IPv6 socket fails - Robyt3
c5ab4de
Merge pull request #8709 from Robyt3/Network-Socket-Init-Cleanup-Fix - def-
960d285
Merge pull request #8708 from ChillerDragon/pr_07_modern_is_ddnet_msg - def-SDL2_VIDEO_DRIVER=wayland
to get it running this way, right? And it was the GLES backend I guess. SDL_VIDEODRIVER=wayland,x11,windows
. DDNet would still prefer XWayland on Steam using this config
i haven't used SDL2_VIDEO_DRIVER
(edited)SDL_VIDEODRIVER
has to be either unset or contain windows for EAC to initialize dependencies in Halo Infinite