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  1. Dec 15, 2022
    • toaster's avatar
      Fix gamepad axis brake behaviour · 99c1a517
      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.
      99c1a517
    • toaster's avatar
      455177a3
  2. Oct 31, 2022
  3. Oct 30, 2022
  4. Oct 27, 2022
  5. Oct 26, 2022
    • toaster's avatar
      Remove advancedemo · 427944f6
      toaster authored
      Just a weird, meaningless footgun waiting in the wings for someone to catch themselves on. D_StartTitle works plenty fine here!
      427944f6
  6. Aug 26, 2022
  7. Aug 24, 2022
    • toaster's avatar
      Adjust voting rule changes again · 1fb84fbf
      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.
      1fb84fbf
  8. Aug 22, 2022
  9. May 27, 2022
    • toaster's avatar
      New `kartgametypepreference` cvar. · 7e7bd7db
      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.
      7e7bd7db
  10. May 06, 2022
  11. May 01, 2022
    • Eidolon's avatar
      Implement Uncapped (squashed) · 8f354ad9
      Eidolon authored
      
      Co-Authored-By: default avatarSally Coolatta <tehrealsalt@gmail.com>
      Co-Authored-By: default avatarJames R <justsomejames2@gmail.com>
      Co-Authored-By: default avatarMonster Iestyn <iestynjealous@ntlworld.com>
      Co-Authored-By: default avatarkatsy <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.
      8f354ad9
  12. Mar 30, 2022
  13. Mar 29, 2022
  14. Aug 20, 2021
  15. May 30, 2021
  16. May 28, 2021
  17. May 19, 2021
  18. Mar 21, 2021
  19. Sep 27, 2020
  20. Sep 20, 2020
    • Sal's avatar
      Griefing timer · 7b6d527b
      Sal authored
      Spectates/kicks players who aren't making progress, does it even faster if they're going backwards.
      7b6d527b
  21. Sep 18, 2020
  22. Sep 11, 2020
  23. Sep 01, 2020
  24. Aug 27, 2020
  25. Aug 22, 2020
  26. Aug 17, 2020
  27. May 13, 2020
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