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    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