- Apr 27, 2022
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Eidolon authored
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- 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)
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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.
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Eidolon authored
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Eidolon authored
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Eidolon authored
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Eidolon authored
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Eidolon authored
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Eidolon authored
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Eidolon authored
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Eidolon authored
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Eidolon authored
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Eidolon authored
Fixes jittery and unstable chasecam in high latency netgames
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Eidolon authored
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Eidolon authored
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Eidolon authored
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Eidolon authored
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Eidolon authored
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Eidolon authored
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Eidolon authored
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Eidolon authored
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Eidolon authored
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Eidolon authored
This fixes a potential crash in OpenGL when changing between levels.
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Eidolon authored
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Eidolon authored
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Eidolon authored
`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.
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Eidolon authored
This seems like an appropriate way to describe the feature for now.
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Eidolon authored
Instead of interpolating thinkers, we interpolate mobjs inside the renderer. Further interpolation is TBI.
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- Apr 09, 2022
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- Apr 08, 2022
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Lactozilla authored
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- Mar 28, 2022
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- Mar 22, 2022
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Sal authored
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