- Sep 05, 2022
- Jun 14, 2022
-
-
toaster authored
Length is determined by the "kicktime" cvar, in minutes. By default, this is set to 10, but I'm willing to adjust this. Only applies to manual kicks (in the future, maybe also name filter kicks). The timestamp for the unban time is even saved in ban.txt, so long-term temporary bans are completely possible. (I checked, you can attempt to ban someone for up to 1902 years if you really want to.) # Conflicts: # src/d_clisrv.c # src/d_clisrv.h # src/i_tcp.c
-
- May 01, 2022
-
-
Eidolon authored
Co-Authored-By:
Sally Coolatta <tehrealsalt@gmail.com> Co-Authored-By:
James R <justsomejames2@gmail.com> Co-Authored-By:
Monster Iestyn <iestynjealous@ntlworld.com> Co-Authored-By:
katsy <katmint@live.com> Place Frame Interpolation in "Experimental" video options header This seems like an appropriate way to describe the feature for now. Add smooth level platter under interpolation, `renderdeltatics` `renderdeltatics` can be used as a standard delta time in any place, allowing for smooth menus. It will always be equal to `realtics` when frame interpolation is turned off, producing consistent framerate behavior everywhere it is used. Add smooth rendering to save select screen Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll Ensure viewsector is accurate to viewx/viewy This fixes a potential crash in OpenGL when changing between levels. Ensure + commands get executed before map start Always have precise_t defined Fix misc dropshadow issues Reset view interpolation on level load Remove unnecessary precipmobj thinker hack Add reset interpolation state functions Reset precip interpolation on snap to ceil Reset mobj interp state on TeleportMove Only swap view interp state if a tick is run Run anti-lag chasecam at tic frequency Fixes jittery and unstable chasecam in high latency netgames Homogenize mobj interpolations Add sector plane level interpolations Add SectorScroll interpolator Add SideScroll interpolator Add Polyobj interpolator Intialize interpolator list at a better time Delete interpolators associated with thinkers Interpolate mobj angles and player drawangle Interpolate HWR_DrawModel Add functions to handle interpolation Much less code duplication P_InitAngle, to fix angle interpolation on spawning objects Fully fix drop shadows It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates. Do not speed up underwater/heatwave effect in OpenGL Closer OpenGL underwater/heatwave effect to Software Interpolate from time of previous tic Previously interpolated from last 35th of a second, which may be offset from game time due to connection lag. Consider this the proper fix to 54148a0dd0 too. Calculate FPS stuff even if frame is skipped I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging. Keep rect in memory Feel better about this than creating one all da time Lots of FPS stuff - Disabled VSync, due to the numerous problems it has. - Instead, added an FPS cap. - Frame interpolation is now tied to fpscap != 35. - By default, the FPS cap is set to the monitor's refresh rate. - Rewrote the FPS counter. (This also consolidates several more commits ahead of this fixing various issues. -eid) Misc changes after Kart cherry-picks Fix renderdeltatics with new timing data Update mobj oldstates before all thinkers Allow FPS cap values Adjust how FPS cap is checked to improve FPS stability Fix precip crash from missing vars Improve the framerate limiter's timing for extreme stable FPS Handle the sleep at the end of D_SRB2Loop instead of the start Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long. Reset mobj interp state on add Add mobj interpolator on load netgame Move mobj interpolators to r_fps Dynamic slope interpolators I_GetFrameTime to try and improve frame pace (It doesn't feel that much better though.) Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code Fix plane interpolation light level flickering Fix flickering plane interpolation for OpenGL in the exact same way Funny OpenGL renderer being at least 50% copy-pasted Software code :) P_SetOrigin & P_MoveOrigin to replace P_TeleportMove Convert P_TeleportMove use to origin funcs Revert "P_InitAngle, to fix angle interpolation on spawning objects" This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5. Waypoint polyobjects interpolate z & children Add interpolation to more moving plane types Adds interpolation to the following: - Crumbling platforms - Mario blocks - Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?) Reset overlays interp states each TryRunTics Interpolate model interpolation (lol) Use interp tracer pos for GL linkdraw Papersprite angle interpolation Makes the ending signpost smooth Move intermission emerald bounce to ticker Bring back shadows on polyobjects Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy. Fix a bunch of ticking in hu_ drawing functions Revert "Reset overlays interp states each TryRunTics" This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92. Move intro ticking out of the drawer Adjust 1up monitor icon z offsets Fixes interpolation issues with 1up monitors. Delta time choose player menu animations Add drawerlib deltaTime function Interpolate afterimages further back Use old sleep in dedicated mode Clamp cechotimer to 0 Fixes issues with cechos staying on-screen and glitching out (NiGHTS items for example). Revert "Remove unnecessary precipmobj thinker hack" This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e. Fix frame pacing when game lags behind The frame timestamp should've been made at the start of the frame, not the end. Fix I_FrameCapSleep not respecting cpusleep Jonathan Joestar bruh Allow dedicated to use precise sleep timing again Instead of only using one old sleep, just enforce framerate cap to match TICRATE. Make Lua TeleportMove call MoveOrigin Reset Metal fume interp state on appear Add interpdebug Put interpdebug stuff in perfstats instead Add timescale cvar Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping! Enable timescale outside of DEVELOP builds It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer! Force interpolation when timescale != 1.0 Reset old_z in MT_LOCKON think Fixes interpolation artifacting due to spawn pos. Fix cutscenes in interp Fix boss1 laser in interp Interpolate mobj scale Precalculate refresh rate Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well Fix interp scaling crashing software Reset interp scale when Lua sets .scale Disable angle interp on fresh mobjs Fix interp scale crash for hires sprites Interp shadow scales Copy interp state in P_SpawnMobjFromMobj Fix multiplayer character select Don't interpolate mobj state if frac = 1.0 Fix Mario block item placement Interpolate spritescale/offset x/y Fix offset copies for SpawnMobjFromMobj THANKS SAL Add Lua HUD drawlists Buffers draw calls between tics to ensure hooks run at the originally intended rate. Rename drawerlib deltaTime to getDeltaTime Make renderisnewtic is false between tics I know what I'm doing! I swear Completely refactor timing system Time is now tracked internally in the game using I_GetPreciseTime and I_UpdateTime. I_Time now pulls from this internal timer. The system code no longer needs to keep track of time itself. This significantly improves frame and tic timing in interp mode, resulting in a much smoother image with essentially no judder at any framerate. Ensure mobj interpolators reset on level load Ensure view is not interpolated on first frame Disable sprite offset interpolation (for now) Refactor timing code even more System layer is greatly simplified and framecap logic has been moved internally. I_Sleep now takes a sleep duration and I_SleepDuration generically implements a precise sleep with spin loop.
-
- Mar 29, 2022
-
-
Sal authored
-
- Sep 30, 2020
-
-
James R. authored
RFC 5389 is a standard protocol that can be used for this instead of ip4.me. I may have gone overboard on the CSPRNG... It was fun though.
-
- Sep 20, 2020
-
-
Sal authored
Spectates/kicks players who aren't making progress, does it even faster if they're going backwards.
-
- Sep 18, 2020
- Sep 11, 2020
-
-
James R. authored
Removes rooms, replaced with cv_advertise and "Advertise" on the host menu. According to the new API, SRB2APPLICATION is sent instead of MODID. A contact field was added, but there is no means of accessing it or setting it. As a slight change, the server list will be populated even on an outdated version of the game. (The new API was designed with this in mind.) The update alert is still presented first of course.
-
- Sep 01, 2020
-
-
James R. authored
-
- Aug 31, 2020
-
-
Sal authored
-
- Aug 27, 2020
-
-
Sal authored
Attach initial join discord info to servercfg, so that we don't have a pause from needing to also send XD_DISCORD XD_DISCORD is now reserved for when the options are changed mid-game
-
- Apr 28, 2020
-
-
James R. authored
-
- Apr 27, 2020
- Apr 26, 2020
-
- Apr 21, 2020
-
-
James R. authored
(cherry picked from commit 4214397679c70a7910c82126783b434f0d10343e)
-
James R. authored
(cherry picked from commit 339ceafdf03a54cb562d70079f15587acd639619)
-
James R. authored
You get a PACKETVERSION, for when some packets change format. You get SRB2APPLICATION, for when you have big fucking mod. (cherry picked from commit 6bd383621eee92b215f86c9c4b483934d7e60daa)
-
- Apr 14, 2020
-
-
James R. authored
-
- Apr 12, 2020
-
-
SteelT authored
Allows compatibility with non-curl enabled builds.
-
- Apr 07, 2020
-
-
SteelT authored
-
- Mar 06, 2020
-
-
fickleheart authored
-
- Mar 05, 2020
-
-
- Store level state periodically - Load the closest usable level state when done rewinding for quicker resumes - Make playback menu fade out after 5 seconds of no activity (but not while paused) - Remove wrapping from replay hut (original wrapping was broken at some point before 1.1 and it's not necessary anyway) - Allow holding enter on frame advance for noisy slow-mo from fickleheart
-
- Aug 04, 2019
-
-
Latapostrophe authored
-
- Jun 30, 2019
-
-
James R. authored
These version numbers were gathered from the Master Server's PHP code.
-
- Jun 17, 2019
-
-
Sryder authored
Send back 32 players worth of playerinfo regardless of MAXPLAYERS. Fill the extra with unconnected nodes.
-
- May 02, 2019
-
-
Sal authored
-
- Apr 18, 2019
-
-
fickleheart authored
-
fickleheart authored
-
fickleheart authored
-
- Apr 08, 2019
-
-
James R. authored
-
- Mar 24, 2019
-
-
fickleheart authored
-
- Mar 10, 2019
-
-
Alam Arias authored
-
- Mar 09, 2019
-
-
fickleheart authored
-
fickleheart authored
-
fickleheart authored
-
fickleheart authored
-
- Mar 07, 2019
-
-
fickleheart authored
-