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  1. 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
  2. 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
  3. Sep 18, 2020
  4. May 25, 2019
  5. May 02, 2019
  6. Mar 10, 2019
  7. Mar 07, 2019
  8. Feb 22, 2019
  9. Feb 21, 2019
    • Sal's avatar
      Grow cancel · a6dd439e
      Sal authored
      Needs item table changes to make it less OP
      a6dd439e
  10. Feb 18, 2019
  11. Feb 17, 2019
  12. Feb 03, 2019
    • Sal's avatar
      In-game player cap & spectator queue · 59730c5d
      Sal authored
      Force everyone beyond a certain point to spectate -- spectators get to queue up. In response to me doing a 1v1 match, tons of people wanting to join to watch, and just relying on honor system to prevent mid-joiners. Spectators are prioritized by how long they've been waiting. I'm thinking of hijacking base SRB2's team scramble for a scramble option later.
      59730c5d
  13. Jan 30, 2019
  14. Jan 06, 2019
  15. Jan 05, 2019
  16. Nov 27, 2018
    • Sal's avatar
      Require 3/5ths of checkpoints instead of 1/2 · e2a9aeb3
      Sal authored
      This broke MKSC in a minor way if you skip a specific item set and then take the big cut... I'll let it go anyway since its an improvement everywhere else.
      e2a9aeb3
  17. Nov 25, 2018
  18. Nov 24, 2018
    • Sal's avatar
      Item roulette fun-times · e265d910
      Sal authored
      - Colorize items, Combi-Catcher style, while the roulette is still going. Nice Chaotix reference, and tells you when the game's just lagged.
      - Items blink when you first get them! They blink white when you wait out the whole roulette, red when you mash, or rainbow for enhanced items! Blinking prevents items from being stolen too, so items can't be literally stolen before you even have a chance to see what it was.
      - New item roulette sound for mashing
      - Fix TC_ limits in Lua
      e265d910
  19. Nov 01, 2018
    • Sal's avatar
      Lap hands touch-up · 7e9300c4
      Sal authored
      7e9300c4
    • Sal's avatar
      YOU GOT EM · a193a4ad
      Sal authored
      Flashes on screen whenever you get more than 1 karma point at a time, getting you back into the game.
      a193a4ad
    • Sal's avatar
      Brake drfit effect · ea4ca2eb
      Sal authored
      ea4ca2eb
  20. Oct 23, 2018
  21. Oct 18, 2018
    • Sal's avatar
      New SPB · 8d6e203b
      Sal authored
      May not make it to R1, but oh well
      8d6e203b
  22. Oct 09, 2018
    • Sal's avatar
      New engine sounds · bb3d0149
      Sal authored
      9 unique engine classes with 13 sounds each, which smoothly change. Each character sounds distinct now!
      bb3d0149
  23. Sep 13, 2018
  24. Sep 10, 2018
    • Sal's avatar
      Drop Dash + alternate start boosts · 7a913980
      Sal authored
      New respawn boost behavior, where you just hold for long enough instead of timing it with hitting the ground. Also much weaker, just gives you enough boost to get going instead of being a free sneaker.
      
      Start boosts have been severely changed. The perfect one has an extra tic on its timing window and gets Sneaker boosting special effects, but every other possible boost has been severely nerfed.
      7a913980
  25. Sep 06, 2018
    • Sal's avatar
      Boost tweaks · bc153925
      Sal authored
      Fix offroad not affecting you as soon as it did before, and tweaking boost cam to be stronger
      bc153925
  26. Sep 05, 2018
  27. Sep 04, 2018
  28. Aug 31, 2018
  29. Aug 30, 2018
  30. Aug 12, 2018
  31. Aug 10, 2018
  32. Aug 04, 2018
  33. Jul 27, 2018
  34. Jul 20, 2018
    • Sal's avatar
      Spectator overhaul · 6eaed1ac
      Sal authored
      - New player flag, PF_WANTSTOJOIN, added for setting up a spectator queue. You are allowed to join as long as no one has started lap 2.
      - Map resets when two people have entered the game, so matches can start naturally without the need of an admin.
      6eaed1ac
    • Sal's avatar
      Wipeout bumps · d25cb1aa
      Sal authored
      - You can bump other people during spinout.
      - Bumping during spinout activates a "slow down" timer, which increases your friction after a few tics.
      - You have a Smash-style dust effect after a spinout bump, indicating clearly if you'll slow down or not.
      d25cb1aa
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