* fix some memory leaks
* rename stuff
* fix crash
Removed commands and variables:
chmenumdl (replaced by menumdl)
scorefont (replaced by "menufont score mono")
menuitemvar (better handled with fully dynamic menus)
Changed commands:
menufont menu font
Sets the font for a specific menu. If menu is "", the currently
initialised menu is used. Example: menufont score mono
menumdl menu mdl anim rotspeed scale
Assumes the function of the previous chmenumdl. If menu is "", the
currently initialised menu is used. Specifies, which model to render
and how. If only menu is specified, no model is rendered.
DOCREF chmenumdl scorefont menufont menumdl menuitemvar
scriptcontext and isolatecontext now allow plain text mnemonics for
context level arguments (one of CORE, CFG, PROMPT, MAPCFG, MDLCFG)
also:
- cleanup (some dead code and dead prototypes removed)
- some stuff renamed
- script errors now show context levels
- conc is no longer thread-safe (but slightly faster)
DOCREF scriptcontext isolatecontext
- split into strafe roll (maxroll) and damage roll (maxrolleffect)
- locally recompute remote players roll (can be removed from pos pkt)
- fix maxrollremote
DOCREF maxroll maxrolleffect maxrollremote
The edit protocol now allows the following commands in multiplayer:
arch, slope, edittag, edittagclip, selectionrotate, selectionflip
also:
mapenlarge has been limited to size 10 in multiplayer
entitiy undelete in multiplayer has been fixed
SV_EDITS, SV_EDITD and SV_EDITE are to be cleaned up with a protocol bump
DOCREF arch slope edittag edittagclip selectionrotate selectionflip
Collect warnings during load_world() and issue a warning at the end. Most,
but not all warnings already printed a message - which usually scrolls out
of the console quite fast.
The collected value is also given back by the loadmap command, which
allows batch editing scripts for maps stop at problematic maps.
Mapsound errors are not detected, if soundvol is zero. Missing textures are
not flagged, if notexture is set.
The error code is ored together from those elements:
0x0000001 entity attribute overflow
One or more map entities had attribute values, that are no longer
supported with map format 10. Rework manually.
0x0000010 map decoder error
Indicates a damaged map file.
0x0000100 world error -1
Map is completely solid. Very funny.
0x0000200 world error -2
Map border is not solid. Fix manually.
0x0001000 missing skymap texture files
0x0002000 missing world texture files (only if no notexture is set)
0x0004000 missing mapmodel files
0x0008000 missing mapsound files
0x0010000 bad mapsound command in map config
0x0020000 bad mapmodel command in map config
0x0040000 bad texture command in map config
0x0080000 bad loadnotexture command in map config
0x0100000 error during loading of mapmodels (see earlier console output)
0x1000000 out of range integer value in map config (for example, "fog 0")
0x2000000 out of range float value in map config
0x4000000 generic cubescript error in map config
The command loadmap is now also available for non-debug builds.
DOCREF loadmap
* change priority of zip packages from "highest" to "just below home dir"
* strict naming rules for zip packages
* require all zips to be below directory "mods/"
* only allow zips to intoduce files below "packages/" (or with a special
zip package name also below "config/")
* make zip package config persistent (saved to init.cfg)
WARNING: intermediate commit - autodownload system defunct!
DOCREF (removed) addzip removezip
When spectator will send in non-team mode a message in team chat, then
other spectators will see it in blue colour - earlier was wrongly green,
like for normal chat.
Interpret the values for entity yaw angles and clip entity sizes as
fifths or tenths of cubes or degree.
This makes some entity attributes appear as float values to the user.
The map file still only keeps integer values - but now they are
interpreted differently - for example, a health pack elevation value of 6
now means 0.6 cubes instead of 6.
Note: the scaling factors are hardcoded - use ENTSCALE5 or ENTSCALE10
whereever possible. For generic entity editing, the scaling values are
also stored in entscale[] - but that table can not be changed without
breaking the map format! This scaling is similar to the treatment of the
vdelta values of map cubes.
Keys 5, 6 and 7 (in combination with the scrollwheel) can be used to alter
the new entity attributes.
Pressing editmeta (LCTRL by default) speeds up the scrolling.
(Parts of the roll code are borrowed from Alejandro V. Garcia's commit
"Model rotations, experimental" from January 2013)
Note: coop edit is now broken between "next" and older clients, but I
don't want to bump the protocol just yet.
1. In multiplayer this switching isn't allowed, because it was broken
and messed up, for example other players didn't see concurrently
spectating and editing player.
2. In demo mode switching from spectate to edit mode is improved.
3. Several years broken code for edit mode is reverted.
An alias, that was at least once used with the new "tempalias" will not be
written to saved.cfg.
So, now there are four ways to create aliases:
1) alias (or "=")
General alias, who's value gets saved at game exit in saved.cfg, and
restored at the next restart - unless the alias was created at a time,
where persistidents was zero (usually during execution of the game's own
config files during startup).
2) const
Creates an alias, that can not be changed. Makes it harder for users
to destroy their config.
3) push
Reassigns an alias with a new value. After "pop", the old value is
restored. Allows the use of "local" aliases in scripts. Also avoids
name conflicts.
4) tempalias
Like "alias", but the value will not be written to saved.cfg.
The commit also changes aliases, written by the engine itself, to "temp":
gametimestart, __getmaprevisions
DOCREF tempalias
Fixes:
1. show time remaining in system console after each minute;
2. correct form of minute(s);
3. show info "everyone died!" instead of "team SPECTATOR has won
the round!" in demo mode;
4. show correct info to which team (name) was player forced, when player1
is spectator.
- provide a function to easily assemble and execute the command
- context-selective execution of hooks
- restrict potentially exploitable or harmful hooks to singleplayer-modes
* replaces filtertext() with a version with a dozen of single filters
that can be used in any combination
* defines classes of allowed characters for strings for various uses
(see protocol.h line 153ff)
* now the allowed charset of, for example, player names is defined
in one location only
* fixes issue #58
First fix causes, that when player1: plays non-team mode + already is in active mode + changes team to enemy, then will appear message: "you can't switch teams while being alive".
Current wrong message is: "you can't change to active mode".
Second fix disables redundant info: "$playername changed to active play", after change to enemy team in non-team modes, when he is already in active mode.
This is fix of https://github.com/assaultcube/AC/issues/16 .
Btw sending permanently the rolls of remote players is waste of bandwidth and money of server owners, so this pointless feature should be ultimately removed.
But untill it won't, the fix should be implemented, in order to not annoy players spectated other players.
This is fix of https://github.com/assaultcube/AC/issues/19 bug.
Currently, when player spawns in arena mode, all menus disappear, in order to force him to play and not being idle.
That causes problem, that "Play demo" menu disappears, when you watch demo with arena mode, and choose "Watch other demo".
It happens so, because after chosing "Watch other demo" player spawns on empty map, what causes vanishing of "Play demo menu".
The commit causes, that menus are automatically closed exclusively then, when player is connected to server, because only then this feature is desired.
This commit establishes an extensible way of storing additional data in
map file headers. Those header extras can be permanent, like the embedded
config file or be used only once after map load like the undo/redo data.
Additional extra data can be easily added and will not break backward
compatibility, so this map format should hold up for quite some time.
To make things easier for mappers, maps can now be saved without invoking
the various optimisations. That, in combination with the stored undo data,
means, that editing a map can be picked up at exactly the same state, as
the map was saved in.
Maps will automatically be written in the appropriate fashion, depending
on the situation:
1) for sendmap: no optimisation, no undo data
2) savemap during editing: no optimisation, with undo data
3) savemap when not editing: optimised, no undo data
4) savemapoptimised: optimised, no undo data
(For savemap to save different maps during editing, the variable
preserveundosonsave has to be "1". It is "0" by default.)
All of the above map files can be played without problems - they only
differ in file size. (However, maps with undo data may be too big to send)
The new command "embedconfigfile" will load the config file, include it in
the map header and rename the original text file.
"extractconfigfile" will write an embedded config file to a separate file
and remove it from the map header.
Embedded config files take precedence over regular config files and
therefore make it harder for cheaters to play with modified config files.
further changes: cleaned up some debugging code; more ASSERTs