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[pull] master from kimden:master #34

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[pull] master from kimden:master #34

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@pull pull bot added ⤵️ pull merge-conflict Resolve conflicts manually labels Jan 15, 2024
Alayan-stk-2 and others added 28 commits May 4, 2024 20:26
The video settings were getting crowded with the benchmark mode, and with large font size the benchmark buttons ended off-screen.
* Use a new file for includes to reduce redundancy between option files
* Remove some unnecessary includes
* Reorder some includes
* Increase spacing in the graphics settings screen
* Increase spacing in the audio settings screen
Use a new standalone 'switchTab' function to centralize the activation of the screen matching the selected tab
It makes a lot of sense there too, and it makes the UI settings less crowded. This allows also to put the label as a section title, fixing an overflow that happened with some translations when using the very large font size.
Same approach as with the options screen: managing all the generic includes needed by all help screens in one place and adding a new standalone 'switchTab function
Should fix compilation on mobile
- Increase the effect preventing LoD objects from popping at very short distances
- Add comments to all the steps and other clarifications
- Update the multiplier values to be approximately equally spaced geometrically
The latest version was bugged as it removed all standard objects, but removing only objects marked by track-makers removed almost nothing of note, and bugs would sometimes remove normal objects. Fix supertuxkart#5052. Fix supertuxkart#5066. This makes supertuxkart#5063 moot.
…n very close

- It is visually more pleasant to have a low quality model than to have a sudden popping from the high quality one appearing when already close
- This also boosts performance
The SFX manager and SFXOpenAL would check if SFXs are enabled before pausing (looping) sound effects, so disabling SFXs in the options would fail to stop looping SFxs.

Furthermore, 'OnSoundEnabledBack' would pause all looping SFXs. This commit checks for the pause status of the World (if applicable) to decide if the looping SFXs should be immediately resumed (networking) or not (real pause).

Also clean some comments and move some code around.

This patch doesn't address sound resuming when going from the pause menu to the options in networked mode, whereas it doesn't in a normal race. This is what caused the bug to trigger in the first place, but it's very minor by itself and the design of the SFX code could have triggered other future issues too.
Don't play drive-on sound from materials when the game state is paused.
Doing additional checks every frame was wasteful, and this change will also allow to easily adapt this logic to account for an object's size.

Also fix and improve comments
- Change the order top contributors are presented in
- Credit several noticeable contributors that were missing
Add all significant changes since the release of 1.4 that will be included for the 1.5 release.

The changelog for 1.4 remains incomplete and will be updated later.
Based on the alerts for timed challenges:
- Change the timer color when an elimination is coming shortly
- Play a sound when an elimination is coming shortly
kimden and others added 30 commits February 24, 2025 16:29
Also add a function that converts day/month/year, and not TimeType, to date string
…nu (supertuxkart#5327)

* Change Anvil to Anchor in artist debug menu

* Change "Bowling" to "Bowling ball"
…upertuxkart#5346)

Without the chnage the build fails on upcoming `gcc-15` as:

    /build/source/src/network/protocols/ranking.hpp:31:5: error: 'uint32_t' does not name a type
       31 |     uint32_t online_id;
          |     ^~~~~~~~
I would like items to not refer to server lobby too, but the structure of classes interaction was written by very nice people who didn't think I would ever need to pass one pointer from ServerLobby to Bowling, and so it's pretty difficult and it's not happening now.
Very sad, because I just want to not include SL in many other files.
Only slightly tested for now, and no optimizations were applied.
Barely compilable version, haven't been run even. That goes to next commits
Some modes still don't run normally
I planned to completely remove them from CM, but got confused, so I reverted some changes, hopefully I did it correctly. Small tests seem to work.
Also apparently there was a message bug.
I got scared that I accidentally discarded changes in one of files. Very frightening.
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