- Dec 15, 2022
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toaster authored
- It was actually ACCELERATION axis input that was predominantly broken! - It was inexplicably slightly under double what it should be (98 instead of the digital value of 50), which meant brake analog input struggled to dampen it. - Analog brake deceleration also gets a slight buff, from 24 to 25 (previously off from the digital value of 25 due to integer division rounding) - Remove a pointless, always-true condition for brake handling. - Checked whether accel was held down OR whether `cmd->forwardmove` was less than or equal 0... - But further up the same function, `cmd` was invariably overwritten with a blank `I_BaseTiccmd`! - Therefore, `cmd->forwardmove` would always equal 0, and the `forwardmove` subtraction would always occur.
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toaster authored
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- Oct 31, 2022
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toaster authored
Still cope compared to the MP addfile codepath, but not the n^2 time cope of before.
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- Oct 30, 2022
- Oct 27, 2022
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toaster authored
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- Oct 26, 2022
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toaster authored
Just a weird, meaningless footgun waiting in the wings for someone to catch themselves on. D_StartTitle works plenty fine here!
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- Aug 26, 2022
- Aug 24, 2022
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toaster authored
* If `kartvoterulechanges` is set to `Always`, the third option is always the opposite gametype, even if Encore is unlocked - that will now be present on the second option instead. * This is both for consistancy with having Encore inaccessible on your gamedata, and a response to community feedback. * The `kartencore` cvar being turned on will now be reflected in gametype rule changes from Battle to Race. This plugs one last hole in its area of effect for Race tracks.
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- Aug 22, 2022
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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 06, 2022
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Eidolon authored
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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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- Mar 29, 2022
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Sal authored
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- Aug 20, 2021
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Ashnal authored
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- May 30, 2021
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JugadorXEI authored
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JugadorXEI authored
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- May 28, 2021
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JugadorXEI authored
Set GS_LEVEL after level load, set GS_WAITINGFORPLAYERS during level transition if GS_LEVEL is current GS
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- May 19, 2021
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JugadorXEI authored
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- Mar 21, 2021
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- Sep 27, 2020
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James R. authored
Okay so 6464df9876e472d1210aabce4237d02af38377e1, I WAS mistaken! Except that's not how you check for a map's existence, at least not how the old map command did it. (cherry picked from commit 566b4a1626399b1c1621bf8b4ab1f8426c789c36)
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James R. authored
(cherry picked from commit 0a014755b98fb909aed4a12feba00744bc2af225)
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James R. authored
(cherry picked from commit 2ffff56b391235257c65eb23e539926c4da6ac62)
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James R. authored
(cherry picked from commit 19aafbfd0b9bde40809ca91195d4636899504708)
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James R. authored
(cherry picked from commit a922de8242143a55eb0c19cc5a65bb9126213f29)
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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 11, 2020
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James R. authored
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- Sep 01, 2020
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James R. authored
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- Aug 27, 2020
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Sal authored
- Call DRPC_Init at the end of D_SRB2Main instead of in the middle - Call Discord_RunCallbacks in D_SRB2Loop instead of G_Ticker - Fix errorcount nums in I_Error, an old leftover from when Discord_Shutdown was not handled by I_AddExitFunction
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- Aug 22, 2020
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Hannu Hanhi authored
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- Aug 17, 2020
- May 13, 2020
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Latapostrophe authored
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