










TileIndex Parameter of the RenderTileLayerSpeedup function and took an actual look at it. I am not rendering each tile individually, I am putting individual tiles of type TileIndex into the bufferTileIndex is to unprecise

TileIndex Parameter of the RenderTileLayerSpeedup function and took an actual look at it. I am not rendering each tile individually, I am putting individual tiles of type TileIndex into the buffer 





Graphics()->RenderTileLayer(Visuals.m_BufferContainerIndex, Color, s_vpIndexOffsets.data(), s_vDrawCounts.data(), DrawCount);
In the normal implementation this gets called once, in the new one this gets called 3 times


Graphics()->RenderTileLayer(Visuals.m_BufferContainerIndex, Color, s_vpIndexOffsets.data(), s_vDrawCounts.data(), DrawCount);
In the normal implementation this gets called once, in the new one this gets called 3 times 








[build] uuid_manager.cpp
[build] video.cpp
[build] CUSTOMBUILD : error : linking with link.exe failed: exit code: 1120 [C:\Users\User\Desktop\workspace\ddnet\build\rust_engine_shared_target.vcxproj]

[build] C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets(254,5): warning MSB8065: Der benutzerdefinierte Build für das Element "C:\Users\User\Desktop\workspace\ddnet\build\CMakeFiles\a1b41605f79cae13fcdb76246cd6b6f8\ddnet_engine_shared.lib.rule" war erfolgreich, aber die angegebene Ausgabe "c:\users\user\desktop\workspace\ddnet\build\release\ddnet_engine_shared.lib" wurde nicht erstellt. Dies kann dazu führen, dass der inkrementelle Build nicht ordnungsgemäß funktioniert. [C:\Users\User\Desktop\workspace\ddnet\build\rust_engine_shared_target.vcxproj]
Build was successful, but wasn't created?!




SelectSprite(IMAGE_SPEEDUP_SLIDE); -> SelectSprite(SPRITE_SPEEDUP_SLIDE); just me being stupid and blind and generated files ...







SelectSprite(IMAGE_SPEEDUP_SLIDE); -> SelectSprite(SPRITE_SPEEDUP_SLIDE); just me being stupid and blind and generated files ... 











for(int i = -ShotSpread; i <= ShotSpread; ++i) // NOLINT(clang-analyzer-unix.Malloc)


Program {
globals: vec![],
functions: vec![Function {
registers: vec![Register {
name: "1".into(),
ty: Ty::Struct(vec![Ty::I8, Ty::Struct(vec![Ty::I8, Ty::I32])]),
}],
name: "main".into(),
blocks: vec![BasicBlock {
name: "0".into(),
instructions: vec![Instruction::Copy {
operand: Operand::Const(ValueTree::Branch(vec![
ValueTree::Leaf(Const::I8(1)),
ValueTree::Branch(vec![
ValueTree::Leaf(Const::I8(2)),
ValueTree::Leaf(Const::I32(3)),
]),
])),
out: 0,
}],
terminator: Terminator::Return(None),
}],
params: vec![],
ret_ty: None,
}],
}
spits out
.section .text
.global main
main:
push rbp
mov rbp, rsp
sub rsp, 16
.L0:
mov byte ptr [rbp - 12], 1
mov byte ptr [rbp - 8], 2
mov dword ptr [rbp - 4], 3
jmp .Lmain_ret
.Lmain_ret:
leave
ret





KEY_JOY_HAT*_RIGHT the last joystick hat key, causing the loop to skip the left and right joystick hat keys.


config_retrieve


tune_zone 0 setting because it doesnt work



config_retrieve for each.cfg files next to the maps



tune_zone 0

tune_zone 0 
tune_zone_enter 0 "Map for 4+ tees, max 8 tees if in a team!" and Simple World 3 has tune_zone_leave 0 "Leaving beloved standards behind"

