

LAYERTYPE_GAME is a layer type ID, not a group ID
Fixes #9765
Also fixes part 1 of #9507. Part 2 might be intentional, as teles and death tiles are on different layers. However, undo functionality for non-game layers is still broken























m_SelectedGroup usually is the selected tile's group instead, so undo didn't work with it
Fixes #9770
Simply return when the popup's layer is deleted, as the popups would still reference the now deleted layer's data. Also fixed the same issue for the tele and swi...






dbg_graphs is enabled regardless of the debug option instead of only rendering them when both options are enabled, to also allow rendering only the graphs.
Move the alternative between the gameclient and editor rendering to the CClient::Render function. Move the IGraphics::Clear call to the beginning of the CGameClient::OnRender function, consistently with the Clear call in the CEditor::OnRender function.





hide_auth_status also won't count you towards spectator counter













character@netobj.ddnet.tw with wireshark dissector? nvm tested other way (edited)




3



GameClient()->GetNetObjHandler()->DebugDumpSnapshot(pTmpBuffer3);

















if(Event.value <= SDL_JOYSTICK_AXIS_MIN * DeadZone && !m_aCurrentKeyStates[LeftKey])
{
AddKeyEvent(LeftKey, IInput::FLAG_PRESS);
}
else if(Event.value > SDL_JOYSTICK_AXIS_MIN * DeadZone && m_aCurrentKeyStates[LeftKey])
{
AddKeyEvent(LeftKey, IInput::FLAG_RELEASE);
}
if(Event.value >= SDL_JOYSTICK_AXIS_MAX * DeadZone && !m_aCurrentKeyStates[RightKey])
{
AddKeyEvent(RightKey, IInput::FLAG_PRESS);
}
else if(Event.value < SDL_JOYSTICK_AXIS_MAX * DeadZone && m_aCurrentKeyStates[RightKey])
{
AddKeyEvent(RightKey, IInput::FLAG_RELEASE);
}
this has never worked for me, i have had to push all the way left to get it to press








if(Event.value <= SDL_JOYSTICK_AXIS_MIN * DeadZone && !m_aCurrentKeyStates[LeftKey])
{
AddKeyEvent(LeftKey, IInput::FLAG_PRESS);
}
else if(Event.value > SDL_JOYSTICK_AXIS_MIN * DeadZone && m_aCurrentKeyStates[LeftKey])
{
AddKeyEvent(LeftKey, IInput::FLAG_RELEASE);
}
if(Event.value >= SDL_JOYSTICK_AXIS_MAX * DeadZone && !m_aCurrentKeyStates[RightKey])
{
AddKeyEvent(RightKey, IInput::FLAG_PRESS);
}
else if(Event.value < SDL_JOYSTICK_AXIS_MAX * DeadZone && m_aCurrentKeyStates[RightKey])
{
AddKeyEvent(RightKey, IInput::FLAG_RELEASE);
}
this has never worked for me, i have had to push all the way left to get it to press 




















This isn't enough width for some of the labels.
uhmm i like the radio menus, increasing the width of the buttons makes stuff inconsistent, same with newlining it
do you have any ideas on what to do ><


















































