Commit graph

77 commits

Author SHA1 Message Date
Eidolon
8f354ad9c1 Implement Uncapped (squashed)
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.
2022-05-01 17:35:30 -05:00
Sal
e4766bbaf1 Merge branch 'ferror-errno-yareyare' into 'master'
Fix false file error reporting

See merge request KartKrew/Kart-Public!162
2020-05-15 19:27:08 -04:00
Alam Ed Arias
42f71c0278 Tested to be compile with Mingw64 9.1.0
(cherry picked from commit 5a79a446df)
2020-05-11 18:43:24 -07:00
Wolfy
da2a640c6c Merge remote-tracking branch 'remotes/bird/isolatedbatching' into awful-mix
# Conflicts:
#	src/hardware/hw_cache.c
#	src/hardware/hw_draw.c
#	src/hardware/hw_glob.h
#	src/hardware/hw_main.c
#	src/r_bsp.h
#	src/r_data.c
2020-04-11 23:47:25 -05:00
Jaime Passos
f22e767380 fix conflict 2019-11-12 00:23:26 +01:00
James R
1d6020883c Forgot includes 2019-10-07 18:10:33 -07:00
James R
abaefa05b1 ferror does not return errno, are you stupid?
Use M_FileError to return the proper error description, or "end-of-file".
2019-10-07 17:55:31 -07:00
Latapostrophe
ff04e0c103 chaos conflict 2019-06-11 17:02:47 +02:00
TehRealSalt
1f61397545 Huge splitscreen refactor
Did not get to finish all refactoring or even compile this, I'll continue later
2019-04-18 03:08:11 -04:00
Jimita
6e4b42fc97
Merge branch 'next' into flashpals-on-screenshots 2019-03-15 16:38:33 -03:00
wolfs
5620d0188e Merge branch 'apng' into 'master'
Support aPNG in new versions of libpng

See merge request KartKrew/Kart-Public!63
2019-02-28 12:00:58 -08:00
james
79736e40aa Support aPNG in new versions of libpng
A known issue: iTXt cannot be written (yet). I may do something about that.
For now, this is likely good enough. Who cares about the extra text anyway?
2019-02-10 23:52:02 -08:00
Alam Arias
7b182d37b9 Merge remote-tracking branch 'upstream/master' into upstream-merge 2019-01-20 17:03:17 -05:00
Sryder
b18a8dbc8d Disable the APNG code if the version of libpng is greater than 1.4.
Since supposedly the current code *can't* work with newer versions of libpng that have the apng patch, it won't compile if that's what people have.
It seems like some distros are adding the apng patch to libpng and that'll make things annoying to compile for people.
I think it goes without saying, but if there's ever a fix to make newer libpng versions work with the APNG code then this can be reverted.
2019-01-20 18:50:28 +00:00
SeventhSentinel
8736952aad Keep execversion stuff on, just dummied out
Had issues with skin values not changing from the menu, this seemed to fix it
2019-01-06 01:41:42 -05:00
SeventhSentinel
49f2d65e95 Fix errors from merge 2019-01-06 01:00:30 -05:00
SeventhSentinel
73542c008c merge srb2 next 2019-01-05 15:59:23 -05:00
Jimita the Cat
892e650712 dumb 2019-01-02 01:01:57 -03:00
Jimita the Cat
e765b9400c Add support for flashpals in screenshots 2019-01-02 00:41:52 -03:00
mazmazz
83a6f5d6ae Merge remote-tracking branch 'public-gl/master' into 2122-version 2018-12-23 18:09:17 -05:00
mazmazz
c0a0c5ac5d Merge remote-tracking branch 'public-gl/next' into 2122-version 2018-12-23 18:09:14 -05:00
Digiku
402860dc06 Merge branch 'loadconfig-defaultcontrols' into 'master'
Reset default controls for LOADCONFIG command

See merge request STJr/SRB2!403
2018-12-23 17:14:34 -05:00
mazmazz
f55623ef9c Clear all control keys before loading defaults in LoadConfig 2018-12-23 14:59:26 -05:00
mazmazz
e3d106d527 Merge remote-tracking branch 'public-gl/2122-version' into 2122-version 2018-12-22 23:42:25 -05:00
TehRealSalt
1291d35e08 Don't allow non-keyboard keys to screenshot/gif in menus 2018-12-22 00:39:32 -05:00
mazmazz
f1fea30045 Properly restrict EXECVERSION from cvar updates 2018-12-20 17:56:51 -05:00
mazmazz
71da6836c0 Reset default controls for LOADCONFIG command 2018-12-20 10:13:43 -05:00
mazmazz
969960a1eb Adjust EXECVERSION define scheme* MAJOREXECVERSION and MINOREXECVERSION* GETEXECVERSION(major, minor) macro 2018-12-20 02:18:11 -05:00
mazmazz
b64dd82034 Attempt to fix cv_execversion being accessible by console 2018-12-17 13:39:24 -05:00
mazmazz
657e7321f6 Decouple execversion from MODVERSION; add scheme for MINORMODVERSION 2018-12-17 13:38:23 -05:00
mazmazz
d18b2cda59 Apply srb2home to saveconfig ONLY if srb2home isn't already there 2018-12-13 13:32:38 -05:00
mazmazz
b1641aa8e9 Apply srb2home to SAVECONFIG 2018-12-13 13:17:56 -05:00
mazmazz
3ceeb6a205 Register execversion and remove CV_SAVE because we write manually 2018-12-06 12:28:30 -05:00
mazmazz
5b3a1e0c55 Implement EXECVERSION consvar to invalidate previous versions' default config values 2018-12-06 06:28:34 -05:00
TehRealSalt
d53e4af93a Merge remote-tracking branch 'srb2public/next' into merge-next 2018-12-05 20:46:48 -05:00
mazmazz
6ca1130551 Hardcode Screenshot, GIF, and Viewpoint to their F keys 2018-12-03 13:21:16 -05:00
mazmazz
2a87093ece Add gc_screenshot and gc_recordgif from Kart 2018-12-03 11:31:48 -05:00
TehRealSalt
5534017954 Merge remote-tracking branch 'srb2public/next' into merge-next 2018-11-29 08:49:50 -05:00
mazmazz
ea7162a76a Update source copyrights to 2018 2018-11-25 07:35:38 -05:00
TehRealSalt
00fc67ba36 Reset to defaults option in controls 2018-11-22 22:50:40 -05:00
toaster
aa607ecf4c Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2.git into nextmerge_again
# Conflicts:
#	src/d_clisrv.c
#	src/m_misc.c
2018-11-18 18:26:50 +00:00
Steel Titanium
95ed3fcf7e Save current renderer to screenshots 2018-11-13 17:19:22 -05:00
TehRealSalt
c5e30aa018 Don't allow non-keyboard keys to screenshot/gif in menus 2018-10-04 22:06:56 -04:00
TehRealSalt
cf5c0a7a6a New bindable keys
You can now remap Change Viewpoint, Screenshot, and Toggle GIF Recording to other keys, mainly for gamepads

They also pushed me to my breaking point and I couldn't tolerate the control menu anymore, thanks to toaster for the scrolling backport
2018-09-27 16:55:21 -04:00
TehRealSalt
8d056d3ca5 better parentheses 2018-07-07 16:46:32 -04:00
Alam Arias
a79b9a9127
Update m_misc.c 2018-07-07 20:41:11 +00:00
TehRealSalt
2e3afaa7f5 Fix incorrect PRIdS
Thanks, Alam!
2018-07-07 16:38:14 -04:00
Alam Arias
7da6aca450
Update m_misc.c 2018-07-07 20:33:19 +00:00
TehRealSalt
e39de53fa2 Use strlen for all of the valid zone title/act num checks 2018-06-05 17:28:46 -04:00
TehRealSalt
0fc113e6dd actnum is now a 2 character long string
For Cloud Cradle Zone, Act K
2018-06-05 01:34:05 -04:00