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  1. May 06, 2022
  2. May 05, 2022
  3. 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
  4. Nov 25, 2020
  5. Nov 06, 2020
    • James R.'s avatar
      PreThinkFrame and PostThinkFrame hooks · a5db4ca5
      James R. authored
      Changes from 58dd578b094639405d452593562e0f8cb2b482ce,
      a36920808b74e068d582dda5a3b75bdf64246463,
      41c902b819ac8fdef173c4ba76a8c50ad8107190,
      60928db0e0b08fee7ceddd5515adf2246bb655c3.
      a5db4ca5
  6. Aug 06, 2020
  7. Mar 11, 2020
  8. Sep 05, 2019
  9. Sep 01, 2019
  10. Apr 18, 2019
    • Sal's avatar
      Huge splitscreen refactor · 1f613975
      Sal authored
      Did not get to finish all refactoring or even compile this, I'll continue later
      1f613975
  11. Apr 10, 2019
  12. Apr 07, 2019
  13. Apr 06, 2019
    • fickleheart's avatar
      Add demo rewinding · 6267986c
      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.
      6267986c
  14. Mar 25, 2019
  15. Feb 20, 2019
  16. Feb 17, 2019
  17. Feb 16, 2019
  18. Jan 28, 2019
  19. Jan 27, 2019
  20. Nov 25, 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 07, 2018
  23. Oct 04, 2018
    • Sal's avatar
      Always move the camera · 71efda2b
      Sal authored
      According to wolfs, this improves fps. Let's confirm, shall we?
      71efda2b
  24. Oct 03, 2018
    • toaster's avatar
      Nuke a bunch of iteration things that have no purpose in SRB2Kart. A full... · cfd2b021
      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:
      cfd2b021
  25. Sep 29, 2018
  26. Sep 22, 2018
  27. Sep 21, 2018
  28. Sep 13, 2018
  29. Aug 11, 2018
    • toaster's avatar
      * Encore on the voting screen! Appears randomly once unlocked in the same slot... · a6d1e799
      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.
      a6d1e799
  30. Jul 22, 2018
    • toaster's avatar
      * FREE PLAY! The necessary corollary to HERE COMES A NEW CHALLENGER... · 7564aa46
      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.
      7564aa46
    • Sal's avatar
      HERE COMES A NEW CHALLENGER · 77165631
      Sal authored
      77165631
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