* Format all the files
* Fix compilation error.
* The install scripts now patch render.zig from the zig standard library.
* Update ci.yml
* Update ci.yml
* Update ci.yml
* Update ci.yml
* Update ci.yml
* Update ci.yml
* Update ci.yml
* Update ci.yml
* Update ci.yml
* Update ci.yml
* Update ci.yml
* Update the formatter, it doesn't need to run on .zig files anymore.
* Update ci.yml
* Update ci.yml
* Add a mistake to check if it works
* IT WORKS!
* hopefully save the hand and also when the player leaves or server closes
* fixes
* change it to check the user id
* fix
* check pointers
* fix compilation error
* fix other bugs
* put player id in source
* fix error
* remove one line of code
* fix serialization
* revert < 22 to < 14
* change
* fix error where inventory not saved on alt f4
* change connected to a regular bool
* remove isConnected function
Errors are things that come from actual problems, like incorrect parametrizations.
Warnings are things that hint at potential problems, but could also occur during regular runtime, like for example server lag.
progress towards #911
For linux and mac I just use "~/.cubyz"
For windows there seems to be no consensus on where game data should be located.
Out of the commonly used locations, "~/Saved Games/Cubyz" seemed the most sane option to me.
fixes#457
* Refactor getting X positions of buttons in preparation for not moving the window when clicking the buttons
* Initial support for controllers
* Basic controller support
* Allow runtime download of gamecontrollerdb.txt
* Add new gamepad cursor asset, and use it.
* Various improvements
Allow saving and configuring gamepad mappings
Add gamepad sensitivity, for camera only
Adjust multipliers in usage of gamepad axes
Prompt for downloading controller mappings, and allow configuration
* Refactor startup window handling so that controller settings does not duplicate code, or have to detect if startup has finished
* Clamp cursor position to window size when changing via gamepad
* Add deadzone
* Implement changes requested
* Follow more suggestions
* Use atomics
* Use orelse for oldState in Gamepads.update
* Implement requested changes
* Fix accidental removal of whitespace on two empty lines
* Fix incorrect formatting on blank line due to Vim expanding tabs to spaces
* Fix build errors.
* Change unusual orelse usage with better if expression
* Add resettable keys
* Revert "Add resettable keys"
This reverts commit 902f032ec834161dcaac97cbe596788e0110e870.
* Update controller support
* Fix things I forgot about
* Fix more things
* Implement most requested changes and change button text to be more clear
* Update controller support
* Hopefully fix format without breaking it.
* Refactor getting X positions of buttons in preparation for not moving the window when clicking the buttons
* Initial support for controllers
* Basic controller support
* Allow runtime download of gamecontrollerdb.txt
* Add new gamepad cursor asset, and use it.
* Various improvements
Allow saving and configuring gamepad mappings
Add gamepad sensitivity, for camera only
Adjust multipliers in usage of gamepad axes
Prompt for downloading controller mappings, and allow configuration
* Refactor startup window handling so that controller settings does not duplicate code, or have to detect if startup has finished
* Clamp cursor position to window size when changing via gamepad
* Add deadzone
* Implement changes requested
* Follow more suggestions
* Use atomics
* Use orelse for oldState in Gamepads.update
* Implement requested changes
* Fix build errors.
* Change unusual orelse usage with better if expression
* Add resettable keys
* Revert "Add resettable keys"
This reverts commit 902f032ec834161dcaac97cbe596788e0110e870.
* Update controller support
* Fix things I forgot about
* Fix more things
* Implement most requested changes and change button text to be more clear
* Update controller support
* Hopefully fix format without breaking it.
* Implement suggestions
* Update controller mapping downloading to be more automatic
* Fix parameter in Window.Gamepad.ControllerMappingDownloadTask.isStillNeeded
* Revert order of window opening and opening next startup window in openStartupWindow
* Only download controller mappings the first moment a controller is plugged in
* Open controller mapping download UI when actually downloading mappings, or at startup if they have started before GUI initialization but haven't finished yet.
* Don't unnecessarily try to download controller mappings at init when it will be done once the first update happens anyways.
* Implement requested changes
* Remove debugging log output
* Implement changes to download_controller_mappings.zig
This allows using the StackAllocator for more data structures and library functions.
Fixes#268Fixes#95 (at least to the point where I can't do anything about it)
To let the rest of the code know about this decision I implemented a wrapper over the Allocator interface which cannot fail.
This is just the first step in the upcoming refactoring attempt.
Instead of one general purpose allocator per thread, there now is one stack allocator per thread, which behaves like a basic stack.
Using this allocator for all the trivial allocations, makes the game overall more efficient, even if some larger allocations now require going through the global allocator.
Maybe in the future the stack allocator could be extended with a temporary arena allocator functionality?
This should help with #171 by almost halfing the CPU usage of the receiving network thread. However the issue remains.