Commit graph

215 commits

Author SHA1 Message Date
toaster
4f58842804 Merge branch 'next' into public_next
# Conflicts:
#	src/i_tcp.c
2022-07-09 20:31:49 +01:00
Eidolon
80a479f512 Reset view interp in preticker 2022-05-05 19:48:34 -05:00
Eidolon
0741b7ee8e Run UpdateMobjInterpolators in preticker 2022-05-05 19:24:21 -05:00
Sally Coolatta
d45390f617 Fix lookback interpolating 2022-05-01 23:25:11 -04:00
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
fce57a1027 startedInFreePlay 2022-03-29 15:42:31 -04:00
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
Sally Coolatta
cb5ab33a93 Merge branch 'next' into discord-rpc-support 2020-08-26 12:56:58 -04:00
James R
04d774c765 Fix NOHW compiling 2020-08-24 18:06:00 -07:00
Sally Coolatta
e2f3e76db8 Merge branch 'next' into discord-rpc-support 2020-08-23 05:32:32 -04:00
FlykeSpice
c09cb6d762 Remove POLYOBJECTS POLYOBJECTS_PLANES #ifdefs(backport from srb2 2.2) 2020-08-20 13:02:13 -04:00
FlykeSpice
00137ef4ea Remove ESLOPE #ifdef(backport from srb2 2.2) 2020-08-20 13:02:13 -04:00
Sally Coolatta
83192827dc Fix ZONE being all caps, standardize the function comments 2020-08-17 06:13:32 -04:00
Hannu Hanhi
44159de7f3 Colormap alpha handling was still wrong, hopefully it's correct now 2020-06-14 15:03:40 +03:00
Hannu Hanhi
c382794109 Fix uninitialized alpha when reading colormaps 2020-06-13 23:34:13 +03:00
Hannu Hanhi
d9e2336277 Guil's encore color bugfix with some additional cleanup 2020-06-01 21:14:17 +03:00
Ashnal
e33e15d87f Fix dedicated servers not waiting for client wipes.
Now they run wipe logic to wait the same amount of
time that clients do, without actually rendering anything.
Previously, the server would start the new map immediately,
and clients would frameskip up to the server when they were done wiping.
2020-04-21 19:16:31 -05:00
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
Latapostrophe
43e5718851 Merge branch 'push-more-lua' into awful-mix 2020-03-11 07:37:47 +01:00
Latapostrophe
37c733b8c2 More explicit var names for countdown and countdown2 2020-03-11 07:37:33 +01:00
Latapostrophe
6da057167d Merge branch 'antifreeze' of https://gitlab.com/fickleheart/srb2kart-mods into awful-mix 2020-03-10 21:46:12 +01:00
Latapostrophe
d43ed7f74c Merge branch 'gl-qol' into v1.2-frankeinstein 2020-03-10 20:34:20 +01:00
fickleheart
b8e4af3f8d SUPER EXPERIMENTAL FREEZE-B-GONE 2020-03-05 22:19:39 -06:00
Latapostrophe
aab87012df dontencoreremap flag + colormaps 2019-11-12 00:40:25 +01:00
Latapostrophe
18c8f47f9a fix rewind, fix sound local sound playing in freecam 2019-09-09 22:15:50 +02:00
Latapostrophe
bf13726c1e encore colormaps, fixups + flat align 2019-06-13 10:14:07 +02:00
Latapostrophe
ff04e0c103 chaos conflict 2019-06-11 17:02:47 +02:00
Jaime Passos
de5e44cfbc Merge remote-tracking branch 'upstream/master' into gl_shaders 2019-06-10 16:21:46 -03:00
wolfy852
f61f7f4411 Merge remote-tracking branch 'remotes/pub/next' into v1
# Conflicts:
#	src/d_netcmd.c
#	src/r_main.c
#	src/v_video.c
2019-05-12 03:40:02 -05:00
wolfy852
2c363c4e1e Merge remote-tracking branch 'remotes/srb2pub/public_flatsprite' into next
# Conflicts:
#	src/d_netcmd.c
#	src/doomdef.h
#	src/doomstat.h
#	src/f_finale.c
#	src/g_game.c
#	src/hu_stuff.c
#	src/m_menu.c
#	src/p_spec.c
#	src/p_user.c
#	src/r_main.c
#	src/r_things.c
#	src/s_sound.c
#	src/v_video.c
#	src/y_inter.c
2019-05-06 22:40:12 -05:00
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
fickleheart
6267986c72 Add demo rewinding
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.
2019-04-06 14:51:00 -05:00
fickleheart
4b7d2aea84 Move public demo vars to a single struct 2019-03-24 21:32:15 -05:00
fickleheart
4f8d1383b0 Self-reminder... 2019-03-19 23:45:45 -05:00
fickleheart
3d36f531b9 Merge remote-tracking branch 'remotes/james/netreplays-dedicated-sigsegv-fix' into new_netreplays 2019-03-19 23:44:39 -05:00
fickleheart
7fc1f02b07 Merge remote-tracking branch 'remotes/upstream/master' into new_netreplays
# Conflicts:
#	src/doomdef.h
#	src/g_game.c
#	src/p_user.c
2019-03-19 22:17:25 -05:00
Jaime Passos
1cfdd07ee0 gl4 2019-03-17 22:27:50 -03:00
mazmazz
6cf05a4613 Implement MUSICINTERFADEOUT level header 2019-03-15 01:05:52 -04:00
James R
af19a2c29d Do not record replays when dedicated 2019-03-04 22:26:05 -08:00
fickleheart
c6f6783f3e Merge remote-tracking branch 'remotes/upstream/master' into new_netreplays 2019-03-03 20:24:39 -06:00
Sally Cochenour
4f01202bb5 Merge branch 'next' into minor-item-tweaks 2019-02-27 01:22:38 -05:00
fickleheart
d6b9a75230 Move fov cvar out of OGL-specific code 2019-02-23 10:18:20 -06:00
James
09c3fd4329 Hyu b gone 2019-02-19 23:15:31 -05:00
fickleheart
dd75c1621c Fix compile warnings 2019-02-06 21:03:05 -06:00
fickleheart
6da810a994 Merge remote-tracking branch 'remotes/upstream/master' into new_netreplays
# Conflicts:
#	src/g_game.c
#	src/k_kart.c
2019-02-06 20:47:35 -06:00
Sryder
caba5cb02e P_NetKeepAlive should also be here because it potentially pauses mid-game! 2019-02-04 21:54:10 +00:00
fickleheart
7aa83635ae Record net replays to replay/online/ 2019-02-03 14:29:54 -06:00
fickleheart
43c4917e96 Tack on a timestamp to replay filenames 2019-02-01 01:01:14 -06:00
fickleheart
ab226c1e39 Move where multiplayer replays are started
This particularly allows a server to record the
first map after startup as a replay. Players
joining mid-map can no longer record replays tho
2019-01-27 15:45:08 -06:00
toaster
1a21c5efbe Code cleanup as requested by Sal and Sryder.
* majormods and savemoddata cannot coexist as true values, so going through and making situations that involve both only reference one.
* Clean up comments in `dehacked.c`.
2019-01-26 16:58:45 +00:00