pipeline: update hash for stormkeep changes, prevent potential flakiness
I have isolated the cause of the hash change to
https://gitlab.com/xonotic/xonotic-maps.pk3dir/-/merge_requests/191
(only change needed to restore the previous hash is using stormkeep from
the previous autobuild 20240906_2).
DP uses nonblocking stdout on Linux by default, in theory this could
cause occasional pipeline failures that can't be reproduced.
Don't allow StatusEffects_gettime to return a time in the past
By not doing so the effect would be still active in the last frame even if end time has passed.
It prevents wrong usage of the returned value, for example in Fire_AddDamage where mintime can be set to a negative value and used to apply a negative damage to the player
Removed now redundant max operations at StatusEffects_gettime call sites
terencehill [Mon, 12 Aug 2024 23:19:01 +0000 (01:19 +0200)]
Make so that weapons using blaster as secondary attack load settings directly from blaster instead of loading their own blaster settings
It implements Balance Council vote 18 "Keep secondary/offhand blaster default settings (including vaporizer, ok*) the same as vanilla blaster defaults"
terencehill [Thu, 8 Aug 2024 21:33:42 +0000 (23:33 +0200)]
Make Domination capture message easier to translate (only the second part of the message is translatable). Also update notification argument descriptions
bones_was_here [Tue, 6 Aug 2024 05:14:09 +0000 (15:14 +1000)]
HUD: don't draw panels needing player data before it's received
Fixes
"client VM warning: VM_CL_getstati: index(-1) is >=MAX_CL_STATS(256) or <0"
often appearing when connecting, with my hud_panel_ammo config.
It could also have been fixed by checking for (ammoType == 0) as well as
(ammoType == RES_NONE) but a many-cases fix is better than a
special-case fix.
bones_was_here [Fri, 14 Jun 2024 08:36:49 +0000 (18:36 +1000)]
join queue: UI improvements and refactoring
Fixes duplicate and redundant chatcon notifications.
Displays relevant centreprint each time the team selection GUI or +jump
are used to try to join (even if the player is already queued) for
better noob friendliness.
Always notifies the player when their team selection conflicts with that
of a queued player.
Notifies queued players to get their attention when they join as it may
take some time before another player triggers the join.
Includes the team the player actually got assigned to in the relevant
centreprint (for the cases where they had no preference, or someone else
chose their preferred team first).
Prevents SetPlayerTeam() and queuePlayer() when the player definitely
can't play (version mismatch, locked teams), fixing misleading
notifications.
Allows players to join the queue even when g_maxplayers blocks them from
joining the match, so they can tag in if someone leaves.
Fixes bug with > 2 teams where if a player with a lower entity number
queues for any available team, a player with a higher entity number
and a specific team preference could be assigned to the same team (by
adding a second pass in Join() ).
Fixes lack of "now playing" notification when a bot joins a gametype
without teams.
This required some refactoring:
Calls joinAllowed() from ClientCommand_selectteam(), passing the
team_index through to queuePlayer(). This means calling queuePlayer
from SetPlayerTeam() is no longer needed.
Uses a different logic order in joinAllowed() when the queue is enabled.
Moves the ForbidSpawn MUTATOR hook from joinAllowed() to
PutPlayerInServer(). It seemed to be in the wrong place anyway: the
player is only blocked from spawning, not from joining the match.
No longer sets the .team field when adding a player to the queue
(they're not actually on the team yet), instead calls SetPlayerTeam()
from Join() when actually spawning the queued player.
Uses the .team_selected field to pass selection conflicts to Join(), it
can't be done with a parameter because `join` and `selectteam` are
separate commands.
Moves the queue conflict detection from Player_SetTeamIndexChecked() to
queuePlayer().
Reduces TeamBalance_JoinBestTeam() callsites.
Fixes some uses of NOTIF_ONE where it should have been NOTIF_ONE_ONLY.
join queue: fix 2 bugs that could result in too many players on a team
Join(): when a client queued for red, then a blue player left the team,
then a client (re)joined blue, the client queued for red was joined too
(stacking red team). Fixed by only joining queued players in Join() when
teams are currently balanced (the unbalanced cases are handled by
TeamBalance_QueuedPlayersTagIn()).
ClientKill_Now_TeamChange(): when all queued client(s) chose specific
team(s) and the last client (which skips the queue and triggers the
joins) chose autoselect from the team selection UI, it was possible they
were assigned the same team as one of the queued clients. Fixed by
deferring the autoselect to Join() when needed/possible.
bones_was_here [Fri, 14 Jun 2024 07:54:46 +0000 (17:54 +1000)]
join queue: fix HUD infomessage, improve consistency and clarity of notifications
The state of having no team preference (deferred autoselect) was
implemented in 624a242e556387367d088dc2cde847989c0fd321 but it wasn't
correctly declared and networked and displayed in the HUD info panel (it
said you're queued to join the Neutral team).
bones_was_here [Thu, 6 Jun 2024 10:43:13 +0000 (20:43 +1000)]
Fix and extend networking of sv_teamnagger
It wasn't enabled reliably because the message could be received before
CSQC was ready for it.
Adds support for specifying a team size difference, mainly for use with
g_balance_teams_queue.