Commit graph

1029 commits

Author SHA1 Message Date
X.organic
f009b3d8c9 Fix use-after-frees around mobjs 2022-09-03 02:58:47 +00:00
toaster
c657a47d56 Don't force a NEW CHALLENGER!! map reset if spectators enter during the introtime.
Doesn't affect the conditions that allow entry -- just avoids pointlessly resetting the map if it occurs during the period where literally nothing can happen.
2022-08-11 22:45:32 +01:00
toaster
2bc67a6151 Fix reversing/braking not being mapobjectscaled 2022-08-09 12:33:59 +01:00
toaster
4f58842804 Merge branch 'next' into public_next
# Conflicts:
#	src/i_tcp.c
2022-07-09 20:31:49 +01:00
toaster
9d568673f1 Merge branch 'turn-dampen-cap' into 'next'
Cap on turn dampening

See merge request KartKrew/Kart-Public!284
2022-06-14 15:35:36 +00:00
toaster
d49bd1474a Merge branch 'jug_nobumpcode' into 'next'
Fix bumpcode, fix magnet landing (better fix)

See merge request KartKrew/Kart-Public!281
2022-06-14 15:34:39 +00:00
Sally Coolatta
c3ce70299f Store K_GetKartSpeed result 2022-06-02 22:10:05 -04:00
Sally Coolatta
451ad75610 Cap on turn dampening
Fixes high speed bugs without removing the ability to turn at those speeds. Similar fix to what is in Ring Racers.
2022-06-02 21:36:16 -04:00
JugadorXEI
894c4cffc2 no more bumpcode, no more magnet landing (again) 2022-06-01 17:47:09 +02:00
toaster
7e7bd7dbb2 New kartgametypepreference cvar.
* A "canon" adaptation of the community-created server option `lessbattlevotes`.
* If set to "None", voting behaves as before.
* If set to "Race" or "Battle". that gametype is considered the preference.
    * The voting screen is always operated from the perspective of the preferred gametype.
    * If you're in an un-preferred gametype, the third vote option will always allow you to continue the gametype.
    * If the preferred gametype is Race and you've just exited a Battle map, Encore may now appear on the second vote option.
* A number of bugs with voting have been corrected.
    * If `kartencore` is on, the third vote option will now correctly have Encore applied.
    * If a custom EXE or malformed packet sends an Encore flag alongside a Battle gametype ID, actively strip it.
        * Just to note, clients do not enter Battle Encore with or without this change - this just prevents a promise the rest of the game couldn't fulfill.
2022-05-27 23:16:02 +01:00
Sally Coolatta
5a89c2738f Apply the same fix for instashield overlay 2022-05-03 19:43:31 -05:00
Sally Coolatta
35ddf39453 Fix jawz reticule in uncapped 2022-05-03 19:43:07 -05:00
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
Sally Coolatta
a031998f5f Fix compile errors 2022-03-29 15:46:02 -04:00
Sally Coolatta
fce57a1027 startedInFreePlay 2022-03-29 15:42:31 -04:00
toaster
71d49bcc3b With Sal's feedback, make nospectategrief get set 20 seconds into the map, not on lap 3 2021-12-15 23:21:43 +00:00
toaster
d398698729 Per Sal's request (slightly modified):
* Do not allow any joining spectators if anybody got onto the last lap while not in FREE PLAY (this is the same condition as nospectategrief, for consistency).
* Reset nospectategrief to 0 if there is literally nobody playing, to prevent a fully locked-out server.
* This means it's not a problem to reset spectatorreentry even with the map command.
* Change the default for spectatorreentry to 30 seconds, from 60.
2021-12-15 17:28:31 +00:00
toaster
375a635c8a Merge branch 'spectator-little-things' of https://git.do.srb2.org/KartKrew/Kart-Public.git into public_speclil 2021-12-02 18:07:50 +00:00
SinnamonLat
c839a7c5d8 Fix mixed declaration in K_KartDrift while i'm at it 2021-07-10 12:09:52 +02:00
SinnamonLat
c149ee441a Fix item throws and startboost scale in mobjscaled maps 2021-07-10 12:08:54 +02:00
JugadorXEI
63f87b4cec Use toaster's approach to fix 0th position 2021-05-30 18:45:38 +02:00
JugadorXEI
4d8d5d7fa9 More robust check against yellow springs on grown players. 2021-05-30 18:28:27 +02:00
JugadorXEI
2c1d5a72b6 We use FRACBITS out there 2021-05-28 16:43:09 +02:00
JugadorXEI
dfc942a628 Removed superfluous logic that was causing midair drift charge to disappear 2021-05-20 20:21:08 +02:00
JugadorXEI
df769a13e4 Fix grown players no spark/wrongdrift interaction with yellow spring panels 2021-05-20 19:39:32 +02:00
JugadorXEI
bf911d02cb Thunder Shield now has COOLDOWNONSTART 2021-05-20 19:24:56 +02:00
JugadorXEI
5882338192 Fix rare sink crash, fix jawz particles hang, fix magnet landing 2021-05-06 03:10:01 +02:00
Sally Coolatta
163b215b0a Merge branch 'next' into spectator-little-things 2021-04-07 17:14:02 -04:00
Sally Coolatta
eb0a3c9da3 Make it a bit louder 2020-09-18 01:10:59 -04:00
Sally Coolatta
e81a5ee0ca Spectator re-entry cooldown 2020-09-18 00:58:05 -04:00
Sally Coolatta
21422703f5 Fix engine sounds' dampening to a sane value, now that the bug preventing it from working properly was fixed.
You can hear engines in 16P again, but it's not as obnoxiously loud as it was before. Additionally, I commented this function better.
2020-09-17 18:58:44 -04:00
Sally Coolatta
9ccaaafabd 6 -> 2, void the now unused parameter 2020-09-11 12:14:08 -04:00
Sally Coolatta
2f2e2200f4 Redo Battle item balance
- Far more inclined to give you Orbinaut, Jawz, Invincibility, and Grow. Far less inclined to give you Bananas or Sneakers.
- Item odds no longer scale with bumper count differences.
2020-09-02 02:53:06 -04:00
Sal
88e7b6198d Merge branch 'lineriding-b-gone' into 'next'
Kill offroad line riding

See merge request KartKrew/Kart-Public!199
2020-08-23 05:09:55 -04:00
Sally Coolatta
7d380c326b Merge branch 'master' into next 2020-08-23 04:44:27 -04:00
FlykeSpice
00137ef4ea Remove ESLOPE #ifdef(backport from srb2 2.2) 2020-08-20 13:02:13 -04:00
Latapostrophe
d56fdbb933 Kill line riding for offroad 2020-08-17 12:01:16 +02:00
Sal
8791fd8835 Merge branch 'mine-punt-sync-fix' into 'next'
Fix desyncs caused by K_PuntMine

See merge request KartKrew/Kart-Public!189
2020-07-25 03:55:28 -04:00
Sal
341ce8f4a3 Merge branch 'rocket-sneaker-hnext-fix' into 'next'
Rocket sneaker and sink hnext fix

See merge request KartKrew/Kart-Public!188
2020-07-25 03:55:22 -04:00
Ashnal
6d0b1e93c6 Appease C91 2020-07-23 21:05:00 -04:00
Ashnal
733aefa64a Also lets do this for kitchen sinks
They also ignored in K_DropHnextList
2020-07-23 20:12:35 -04:00
Ashnal
6562c9b755 Moved K_DropRocketSneaker call into K_StripItems
This should catch when DropHnextList misses it
Should probably fix sinks too ...
2020-07-15 09:17:35 -04:00
Ashnal
3bccf01d4f Properly handle rocket sneakers when shrinking 2020-07-14 19:50:37 -04:00
Ashnal
943a898352 Some safeguards for K_DropRocketSneaker usage 2020-07-14 19:45:15 -04:00
Ashnal
0637ed89aa Fixing RocketSneakers
New function specifically for dropping rocketsneakers K_DropRocketSneaker
Used by Eggbox touchspecial to properly dispose of shoes and clean up hnext
Now also used by the shoe thinker to drop themselves
Fixes angle of spent shoe launch
2020-07-14 18:45:45 -04:00
Ashnal
ddc0bc16ab Add clean up to K_PuntMine
This cleans up hnext when a mine shield is P_RemoveMobj'ed while being punted
Otherwise, hnext could point to a removed mobj and cause undefined behavior
This also fixes the bug where if you have multiple mines in your slot, drag one
and have it punted, all your unused mines would disappear.
This should/may fix the crashes/desyncs I've observed in gameplay when a held mine is punted.
2020-07-14 00:21:46 -04:00
Sryder
831ed3dedc Merge branch 'itemodds-fallthrough-fix' into 'next'
Mistaken fallthrough in item roulette.

See merge request KartKrew/Kart-Public!178
2020-05-20 11:49:22 -04:00
Sal
73b65b4725 Merge branch 'no-spb-forcing-in-2p' into 'next'
Don't force SPB in 1v1

See merge request KartKrew/Kart-Public!175
2020-05-20 10:11:19 -04:00
Sryder
9e6980c8ae Fix a fallthrough issue that could cause thundershield to be rolled less often than intended. 2020-05-20 11:53:14 +01:00
Sally Coolatta
a7c88d40db Merge branch 'master' into next 2020-05-19 20:40:12 -04:00