- Dec 19, 2022
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Sal authored
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- Aug 26, 2022
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toaster authored
* Rename `Look Up/Down` to `Spec. Look Up/Down` to disambiguate from `Look Backward` * Make it support multiplayer replay recording save request too
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- Aug 22, 2022
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- Jul 10, 2022
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toaster authored
Instead of reverting kartspeed on invalid set, prevent it from being set in the first place, just like Encore! Should resolve desync.
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toaster authored
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toaster authored
The part of HOSTMOD ministats that I wanted. Can go back to ms using the pingmeasurement cvar. If Tyron wants to bring ministats fully in I think it'd be better to bring its ideas to replace the current HUD instead, ideally using the existing ping gfx, so they should bring it up with Oni # Conflicts: # src/d_clisrv.c # src/d_netcmd.c # src/d_netcmd.h # src/doomstat.h # src/hu_stuff.c # src/m_menu.c
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- Jun 15, 2022
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toaster authored
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- Jun 14, 2022
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toaster authored
* Ensure it can compile. * Removing vanilla 2.2 properties that slipped in to previous commits. * Rearranging i_tcp.c to avoid implicit declaration. * Complete rename of `IsNameGood` to `EnsurePlayerNameIsGood`. * Add "BANFORMAT" header, for versioning support. * Add conversion from 1.3-and-earlier format to new system. * Don't ban the entire internet - convert zero-masks to the most specific ones.
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toaster authored
- Save a note of the username, not just the reason. - Allow setting a mask with the `banip` command. - Make ban.txt's formatting a lot more sane. Username and reason are stored in quotes. The mask uses the same formatting as actual CDIR. - Keep track of if we tried to load ban.txt. If it wasn't, then don't save over it with a blank file. - Disallow quotes in player names, as it makes player name detection in console more annoying, and saving username in files scary. # Conflicts: # src/d_clisrv.c # src/d_netcmd.c # src/i_tcp.c
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- May 27, 2022
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toaster authored
* A "canon" adaptation of the community-created server option `lessbattlevotes`. * If set to "None", voting behaves as before. * If set to "Race" or "Battle". that gametype is considered the preference. * The voting screen is always operated from the perspective of the preferred gametype. * If you're in an un-preferred gametype, the third vote option will always allow you to continue the gametype. * If the preferred gametype is Race and you've just exited a Battle map, Encore may now appear on the second vote option. * A number of bugs with voting have been corrected. * If `kartencore` is on, the third vote option will now correctly have Encore applied. * If a custom EXE or malformed packet sends an Encore flag alongside a Battle gametype ID, actively strip it. * Just to note, clients do not enter Battle Encore with or without this change - this just prevents a promise the rest of the game couldn't fulfill.
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- May 02, 2022
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Sal authored
Makes me unable to compile with harsh compiler settings
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- May 01, 2022
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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.
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- Mar 30, 2022
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JugadorXEI authored
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- Dec 15, 2021
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toaster authored
* Do not allow any joining spectators if anybody got onto the last lap while not in FREE PLAY (this is the same condition as nospectategrief, for consistency). * Reset nospectategrief to 0 if there is literally nobody playing, to prevent a fully locked-out server. * This means it's not a problem to reset spectatorreentry even with the map command. * Change the default for spectatorreentry to 30 seconds, from 60.
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- Dec 04, 2021
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toaster authored
Disable the "%s became a spectator" message if you haven't actually entered the game, to prevent an avenue for spam.
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- Aug 20, 2021
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Ashnal authored
Increase timeouts by a few seconds, helps folks joining with slow disks Beef up the vanilla downloader settings
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- Sep 30, 2020
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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.
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- Sep 27, 2020
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James R. authored
(cherry picked from commit 19aafbfd0b9bde40809ca91195d4636899504708)
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James R. authored
(cherry picked from commit 6464df9876e472d1210aabce4237d02af38377e1)
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James R. authored
(cherry picked from commit 6ffb18c4b157f9efecec6a104ef930dd71f8b986)
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James R. authored
(cherry picked from commit 9b96964cbbfc20565a8cfdb741f4927f36df7899)
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James R. authored
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James R. authored
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James R. authored
(cherry picked from commit 7776c59cddaa4cc09dfdb2f15192a194fda36eb7)
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James R. authored
(cherry picked from commit 359d8a2c254222d4e44934ec71d56b9511dd9379)
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James R. authored
(cherry picked from commit c9aad2d1862e92fc78d8dfbd5d1f2c5969d90d84)
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James R. authored
(This means you don't need quoting.) (cherry picked from commit 46fbed8b716f96a7e87ac4c68ca3ee98c8c6a25c)
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James R. authored
(cherry picked from commit 5fd6561d464d53521343dd4abae6b08e42719885)
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James R. authored
(cherry picked from commit fb9421893e555629f0fe42705f034e0b639c6905)
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- Sep 20, 2020
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Sal authored
Spectates/kicks players who aren't making progress, does it even faster if they're going backwards.
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- Sep 18, 2020
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Sal authored
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- Sep 01, 2020
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James R. authored
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- Aug 31, 2020
- Aug 22, 2020
- Aug 17, 2020
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Sal authored
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