Set fullscreen mode: 0=no fullscreen, 1=pure fullscreen, 2=desktop fullscreen, 3=windowed fullscreen
#if !defined(CONF_PLATFORM_MACOS)
MACRO_CONFIG_INT(GfxBorderless, gfx_borderless, 0, 0, 1, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Borderless window (does nothing with fullscreen)")
#if !defined(CONF_WEBASM)
MACRO_CONFIG_INT(GfxFullscreen, gfx_fullscreen, 1, 0, 3, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Set fullscreen mode: 0=no fullscreen, 1=pure fullscreen, 2=desktop fullscreen, 3=windowed fullscreen")
#else
MACRO_CONFIG_INT(GfxFullscreen, gfx_fullscreen, 0, 0, 3, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Set fullscreen mode: 0=no fullscreen, 1=pure fullscreen, 2=desktop fullscreen, 3=windowed fullscreen")
#endif
#else
MACRO_CONFIG_INT(GfxBorderless, gfx_borderless, 1, 0, 1, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Borderless window (not to be used with fullscreen)")
MACRO_CONFIG_INT(GfxFullscreen, gfx_fullscreen, 0, 0, 3, CFGFLAG_SAVE | CFGFLAG_CLIENT, "Set fullscreen mode: 0=no fullscreen, 1=pure fullscreen, 2=desktop fullscreen, 3=windowed fullscreen")
#endif
can i just breaking change this pleaseLet's not change how the game works, maybe? Also, adding so many options is too much maintenance work
you sound like heinrichfind | xargs rm
and I ended up removing the whole repo directory, with a lot of stashes find | xargs rm
and I ended up removing the whole repo directory, with a lot of stashes find | xargs rm
and I ended up removing the whole repo directory, with a lot of stashes find
without xargs rm
first find
command SetBuffer
should be avoided, you can probably use a CLineInputBuffered
instead. What is the problem you are trying to solve?void set(char*)
later?Set
the first time that the popup/etc is openedSetEmptyText
for showing an explanation when the input is emptyautopickup
option is only client sided. With a high ping this can cause various issues in weapon switching. Also in mods like race
we have maps, where you need to pickup and shoot the grenade as fast as possible. While there are tricks to mitigate this, a server doing the weapon switch is simply faster.
I propose to add a network flag, similar to show_others
which can activate/deactivate weapon switching on the server. A chat command is not needed.CLineInputBuffered
and use GetString
to get the value when it changedp(Width|Height)
= g_Config.GfxScreen(Width|Height)
pCurrent(Width|Height)
= m_Screen(Width|Height)
I'm confused because before, m_Screen-size was initialized with a potentially scaled window size.
Afaik that was incorrect, but I might also be wrong.
This missing initialization caused the DpiScale to be calculated with an outdated GfxScreen-size, causing the crash.
With this pull request individually also fixes the crash.
Once again, I don't have a h...Localize
function and construct the final string using the arguments from the network message.
The downside is that this could result in some messages not being translated if the player hasn’t updated their client or if the translations are missing. Of course the new networ...log_info()
end up in rcon and some only in stdoutconsole_output_level -3
and stdout_output_level 0
one of the log_info calls prints in rcon but not in stdout the other one is only in stdout but not in rcon?./teeworlds_srv "logfile foo"
[2025-03-10 17:25:34][server]: ClientID=0 rcon='status'
[2025-03-10 17:25:34][server]: id=0 addr=127.0.0.1:14024 client=705 name='ChillerDragon' score=0 (Admin)
In modern ddnet it seems to never show the actual status lines in stdout
```
# 0 = ...