- May 06, 2022
- May 05, 2022
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Eidolon authored
Fixes KartKrew/Kart-Public#10
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- May 01, 2022
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Eidolon authored
Co-Authored-By:
Sally Coolatta <tehrealsalt@gmail.com> Co-Authored-By:
James R <justsomejames2@gmail.com> Co-Authored-By:
Monster Iestyn <iestynjealous@ntlworld.com> Co-Authored-By:
katsy <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.
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- Nov 25, 2020
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James R. authored
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- Nov 06, 2020
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James R. authored
Changes from 58dd578b094639405d452593562e0f8cb2b482ce, a36920808b74e068d582dda5a3b75bdf64246463, 41c902b819ac8fdef173c4ba76a8c50ad8107190, 60928db0e0b08fee7ceddd5515adf2246bb655c3.
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- Aug 06, 2020
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AJ Martinez authored
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AJ Martinez authored
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- Mar 11, 2020
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Latapostrophe authored
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- Sep 05, 2019
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Latapostrophe authored
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- Sep 01, 2019
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Latapostrophe authored
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- Apr 18, 2019
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Sal authored
Did not get to finish all refactoring or even compile this, I'll continue later
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- Apr 10, 2019
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fickleheart authored
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- Apr 07, 2019
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fickleheart authored
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- Apr 06, 2019
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fickleheart authored
Preview is fairly basic, and only shows players rewinding. Full state is restored via reloading the replay and jumping to the timestamp once the rewind is done.
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- Mar 25, 2019
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fickleheart authored
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fickleheart authored
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fickleheart authored
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- Feb 20, 2019
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SeventhSentinel authored
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- Feb 17, 2019
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fickleheart authored
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fickleheart authored
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- Feb 16, 2019
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fickleheart authored
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- Jan 28, 2019
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fickleheart authored
This will probably nip a possible issue with player cmds getting read/wrote inconsistently if a player joins or leaves.
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fickleheart authored
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- Jan 27, 2019
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fickleheart authored
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fickleheart authored
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fickleheart authored
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- Nov 25, 2018
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Marco Z authored
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- Oct 18, 2018
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Sal authored
May not make it to R1, but oh well
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- Oct 07, 2018
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toaster authored
Weather is already run client-side. What if we ran it render-side, for major performance gains? This commit will answer all your questions - and more!
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- Oct 04, 2018
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Sal authored
According to wolfs, this improves fps. Let's confirm, shall we?
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- Oct 03, 2018
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toaster authored
Nuke a bunch of iteration things that have no purpose in SRB2Kart. A full explanation of my reasoning and what it affects is as follows. p_inter.c - Everything to do with setting states for starposts In SRB2Kart, starposts are invisble. We don't need to loop through all thinkers just to set their states when there's no visible effect of the state-setting. In addition, it has no consequences for gameplay - starposts have long been silent here, and all checking is done regarding their health, not their state. Remove extremely low-traffic conditionals (MT_FLINGEMERALD collision height extension, for example) These objects serve no functional purpose during regular SRB2Kart gameplay. Why should every other object have to pay an admittedly minor performance hit just for them? Disable all mechanisms of damaging bosses or enemies with the player's physical contact With the exception of Sapphire Coast, no MF_ENEMY objects exist in the entirety of the standard roster. In addition, the conditions for damaging the enemies were impossible to achieve, because they required vanilla SRB2 mechanics such as "jumping", "spindashing", or "super". Therefore, they can be safely commented out. Disable NiGHTS-related material (excepting bumper, hoop, and wing-emblem objects) NiGHTS is fundamentally incompatible with regular kart gameplay and I believe was already broken. Therefore, any mechanism which enters, aids, or abets it can be safely disabled. Comment out Tag mechanisms Tag is the only vanilla multiplayer gametype which has sufficient gameplay depth and complexity (HEYOOOOOOOOO) to require dedicated thinking in and of itself in order to manage. This thinking is irrelevant to Kart's functioning, and can be neutered easily. d_clisrv.c Comment out Tag mechanisms See p_inter.c d_netcmd.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay When investigating for references to NiGHTS material, I discovered that these remained untouched. In order to present a more coherent game, I have hidden the ones that serve no purpose for us. Comment out Tag mechanisms See p_inter.c g_game.c Disable NiGHTS-related material See p_inter.c Disable some team-related material Teams are not present in SRB2Kart at present. Obviously we'd want to reconsider for future, but it doesn't need to be run right now. Everything to do with setting states for starposts See p_inter.c m_cheat.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay See d_netcmd.c p_map.c Remove extremely low-traffic conditionals (MT_EGGSHIELD collision, for example) See p_inter.c Disable NiGHTS-related material See p_inter.c p_mobj.c Disable P_EmeraldManager Power stones, despite their relevance in vanilla Match, are not in SRB2Kart's Battle. No management of nonexistent emeralds is required. p_setup.c Everything to do with setting states for starposts See p_inter.c p_spec.c Disable NiGHTS-related material See p_inter.c Everything to do with setting states for starposts See p_inter.c p_telept.c Everything to do with setting states for starposts See p_inter.c p_tick.c Disable some team-related material See g_game.c Disable P_EmeraldManager See p_mobj.c Do not run shields Shield objects are not run under the vanilla system; the Thunder Shield is a domain-specific recreation using a standard mobjthinker. Do not run special stages SRB2Kart does not have special stages. Comment out Tag mechanisms See p_inter.c y_inter.c Disable some team-related material See g_game.c p_user.c Disable NiGHTS-related material See p_inter.c Disable 2d movement for players 2D mode? In a kart racer? :nick:
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- Sep 29, 2018
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toaster authored
Experimental: Making the ghetto waypoints we have right now their own mobj list in order to make them slightly less bullshit
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- Sep 22, 2018
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Sal authored
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- Sep 21, 2018
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Sal authored
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- Sep 13, 2018
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Sal authored
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- Aug 11, 2018
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toaster authored
* Encore on the voting screen! Appears randomly once unlocked in the same slot as that which sometimes represents a gametype change (odds inflated for testing purposes). * A better representation of an Encore level, now with inverted graphics (a special remapping we can now use elsewhere whenever if we want!) and a floating Ruby! * Decouple encore's setting from cv_kartencore on mapload. Instead, bake it into D_MapChange and related, which will only some of the time be fed by cv_kartencore's value. * Encore mode now has a special mapheader palette setting, "encorepal", rather than using the same one as non-encore.
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- Jul 22, 2018
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toaster authored
* Activates when there are less than two non-spectators in a netgame. * Shows flashing text at the bottom of the screen. * Prevents drawing several UI elements that only make sense with multiple players. * Prevents matchesplayed being increased. * Improve the mapreset timer's behaviour. * Now you get to see the HERE COMES A NEW CHALLENGER screen as the starting frame of the relevant map transition, since it happens on mapreset being 1 rather than 0. * Make a bunch of normal gameplay stuff that might've activated unnecessarily during mapreset now not able to. * Hide some other stuff that might've been visible for no good reason. * Improve Mirror mode. * First person now works with it! * Tweaked the minimap player heads. Although the main section of the automap is mirrored, it feels... wrong to mirror the player head? IDK, you may wish to revert this, but given that everything else is the right way around except for the level itself...* Disable the titlescreen demos, at least until we actually gear up for release and make real ones. * Disable the titlescreen demos, at least until we actually gear up for release and make real ones.
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Sal authored
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