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  1. Jan 26, 2023
  2. Jan 15, 2023
  3. Dec 31, 2022
  4. Nov 16, 2022
  5. Nov 08, 2022
  6. May 19, 2022
    • Sal's avatar
      Use double instead of precise_t for FPS counter · 79f736b7
      Sal authored and Eidolon's avatar Eidolon committed
      Makes the displayed FPS more accurate to what it's actually displaying.
      
      Also removed HUDTRANS from it -- stop it fading out during level transitions, it's annoying when I actually want to see the FPS during those bits.
      79f736b7
  7. May 01, 2022
    • Eidolon's avatar
      Refactor timing code even more · f0d7d846
      Eidolon authored
      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.
      f0d7d846
  8. Apr 30, 2022
    • Eidolon's avatar
      Completely refactor timing system · e79654a3
      Eidolon authored
      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.
      e79654a3
  9. Apr 27, 2022
    • Sal's avatar
      Handle the sleep at the end of D_SRB2Loop instead of the start · b18e5341
      Sal authored and Eidolon's avatar Eidolon committed
      Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.
      b18e5341
    • Eidolon's avatar
      Misc changes after Kart cherry-picks · a56a57b3
      Eidolon authored
      a56a57b3
    • Sal's avatar
      Lots of FPS stuff · c186d640
      Sal authored and Eidolon's avatar Eidolon committed
      - 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)
      c186d640
    • Sal's avatar
      Calculate FPS stuff even if frame is skipped · 40b021d6
      Sal authored and Eidolon's avatar Eidolon committed
      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.
      40b021d6
  10. Mar 03, 2022
    • sphere's avatar
      2022 · 14295ac7
      sphere authored
      14295ac7
  11. Feb 03, 2022
  12. Oct 12, 2021
  13. May 07, 2021
  14. Mar 28, 2021
  15. Dec 20, 2020
  16. Nov 22, 2020
  17. Nov 05, 2020
  18. Oct 14, 2020
  19. Oct 12, 2020
    • Lactozilla's avatar
      Changes to sprite rendering: · cc97e22e
      Lactozilla authored
      - Added render flags (see r_defs.h)
      - Implemented floor splats
      - Drop shadow sprite rendering through render flags
      cc97e22e
  20. Oct 07, 2020
  21. Oct 02, 2020
  22. Aug 15, 2020
  23. Aug 08, 2020
  24. May 15, 2020
  25. May 14, 2020
    • toaster's avatar
      Introducing Marathon Run. (I was going to call it Marathon Mode, but NiGHTS... · d593e2e1
      toaster authored
      Introducing Marathon Run. (I was going to call it Marathon Mode, but NiGHTS Mode being right next to it on the menu looked terrible.)
      
      Basically a dedicated Record Attack-like experience for speedrunning the game as a continuous chunk rather than ILs. Has several quality of life features.
      
      Benefits include:
      * An unambiguous real-time bar across the bottom of the screen, always displaying the current time, ticking up until you reach the ending.
      * Disable the console (pausing is still allowed, but the timer will still increment).
      * Automatically skip intermissions as if you're holding down the spin button.
      * Show centiseconds on HUD automatically, like record attack.
      * "Live Event Backups" - a category of run fit for major events like GDQ, where recovery from crashes or chokes makes for better entertainment. Essentially a modified SP savefile, down to using the same basic functions, but has its own filename and tweaked internal layout.
      * "spmarathon_start" MainCfg block parameter and "marathonnext" mapheader parameter, allowing for a customised flow (makes this fit for purpose for an eventual SUGOI port).
      * Disabling inter-level custom cutscenes by default with a menu option to toggle this (won't show up if the mod doesn't *have* any custom cutscenes), although either way ending cutscenes (vanilla or custom) remain intact since is time is called before them.
      * Won't show up if you have a mod that consists of only one level (determined by spmarathon_start's nextlevel; this won't trip if you manually set its marathonnext).
      * Unconditional gratitude on the evaluation screen, instead of a negging "Try again..." if you didn't get all the emeralds (which you may not have been aiming for).
      * Gorgeous new menu (no new assets required, unless you wanna give it a header later).
      
      Changes which were required for the above but affect other areas of the game include:
      * "useBlackRock" MainCFG block parameter, which can be used to disable the presence of the Black Rock or Egg Rock in both the Evaluation screen and the Marathon Run menu (for total conversions with different stories).
      * Disabling Continues in NiGHTS mode, to match the most common singleplayer experience post 2.2.4's release (is reverted if useContinues is set to true).
      * Hiding the exitmove "powerup" outside of multiplayer. (Okay, this isn't really related, I just saw this bug in action a lot while doing test runs and got annoyed enough to fix it here.)
      * The ability to use V_DrawPromptBack (in hardcode only at the moment, but) to draw in terms of pixels rather than rows of text, by providing negative instead of positive inputs).
      * A refactoring of redundant game saves smattered across the ending, credits, and evaluation - in addition to saving the game slightly earlier.
      * Minor m_menu.c touchups and refactorings here and there.
      
      Built using feedback from the official server's #speedruns channel, among other places.
      d593e2e1
  26. May 10, 2020
  27. May 08, 2020
  28. Mar 20, 2020
  29. Feb 19, 2020
  30. Feb 18, 2020
  31. Feb 17, 2020
  32. Jan 27, 2020
  33. Dec 31, 2019
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