Commit graph

93 commits

Author SHA1 Message Date
Hannu Hanhi
3a672a01e7 Use SSE3 in 32-bit x86 binaries 2022-08-07 07:38:42 -07:00
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
JugadorXEI
d7e8642236 Discord Invite Fixes + DUMPCONSISTENCY flag for makefile 2021-04-13 00:33:06 +02:00
James R
b8bfe9b83a Use STUN instead of curl to fetch the public IP address for Discord
RFC 5389 is a standard protocol that can be used for this instead of ip4.me.

I may have gone overboard on the CSPRNG... It was fun though.
2020-09-30 03:57:50 -07:00
James R
6f8d246db8 Merge branch 'master' into next 2020-09-13 14:39:01 -07:00
James R
5755bab29a Makefile: add WINDOWSHELL=1 for the Windows detect
(cherry picked from commit 6f51c68c7248d616ad16f66b72cfcc36b7c952f5)
2020-09-13 14:25:08 -07:00
James R
1dca1a3f47 Makefile: automatically detect system to compile for, if no system was specified
This should work for mingw and linux so far.

(cherry picked from commit f92026f98b168f4556d50d3dde403ab6bfd97ff3)
2020-09-13 14:25:08 -07:00
James R
00ff94caa2 Makefile: Make WARNINGMODE the default, optionally disable with RELAXWARNINGS
(cherry picked from commit 9495e6354fed1028c6fc502cc9d946cfdd0b7896)
2020-09-13 14:25:07 -07:00
Sally Coolatta
cb5ab33a93 Merge branch 'next' into discord-rpc-support 2020-08-26 12:56:58 -04:00
James R
3437b0690a Kill NOHS 2020-08-24 17:58:39 -07:00
Sally Coolatta
f5bd9d097f Merge remote-tracking branch 'public/master' into discord-rpc-support 2020-08-16 22:12:36 -04:00
Sally Coolatta
c8fa1dcfb5 Merge remote-tracking branch 'public/next' into discord-rpc-support 2020-08-16 20:57:31 -04:00
James R
e8a2397dea Rename hms123311.c to http-mserv.c
HMS lives on in our hearts!
2020-05-14 17:26:10 -07:00
James R
233e6627de Merge remote-tracking branch 'origin/master' into http-mserv 2020-05-12 17:50:32 -07:00
Steel Titanium
ba989dce10 Support for http downloads
(cherry picked from commit 6fcc06bf72)

(cherry picked just the libcurl stuff)
2020-04-26 20:01:15 -07:00
wolfs
dcfaba2cc6 Merge branch 'http-downloads' into 'awful-mix'
Support for http downloads

See merge request SinnamonLat/Kart-Public!1
2020-04-12 21:38:33 -04:00
Steel Titanium
6fcc06bf72 Support for http downloads 2020-04-07 18:22:29 -04:00
James R
e2507f390f The big bad HTTP master server
Cvars:

http_masterserver is the url to the master server's API.
masterserver_token may be an authentication token.
2020-03-01 02:36:56 -08:00
Latapostrophe
ff04e0c103 chaos conflict 2019-06-11 17:02:47 +02:00
Jaime Passos
76967e46bb destroy hw_glide.h because no modern GPU supports such API 2019-03-21 18:23:40 -03:00
wolfy852
6b743d383b Merge branch 'next' into md3-vanilla-kart
# Conflicts:
#	src/hardware/r_opengl/r_opengl.c
2019-03-20 19:50:20 -05:00
Jaime Passos
f210053735 md3-vanilla 2019-03-18 18:34:20 -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
mazmazz
4d5f7e78cd Merge remote-tracking branch 'kart-public-gl/next' into md3-vanilla-kart 2019-01-10 22:08:37 -05:00
TehRealSalt
b713903208 Merge remote-tracking branch 'master' into next 2019-01-08 16:29:14 -05:00
mazmazz
30c7ad3928 Add MD2/MD3 files to makefile 2019-01-07 04:21:46 -05:00
wolfy852
bcf687c3af Compile flag for DEVELOP 2019-01-06 20:47:13 -06:00
SeventhSentinel
73542c008c merge srb2 next 2019-01-05 15:59:23 -05:00
mazmazz
3d2e58861d Rename M5 to ARCHOPTS; allow override by command line 2018-12-29 21:55:35 -05:00
mazmazz
4cfacf5cde Check for NONX86 in addition to X86_64; move MINGW64 subflags from win32/Makefile.cfg to Makefile 2018-12-29 21:14:50 -05:00
Steel Titanium
d048e7cbec Don't set if LINUX64 is defined 2018-12-27 21:17:02 -05:00
Steel Titanium
5ba0863876 Stupid restrictions 2018-12-27 19:00:18 -05:00
Steel Titanium
4a05fd5f26 More explict check 2018-12-27 18:54:10 -05:00
Steel Titanium
6dddf61265 Target nocona for 64-bit builds 2018-12-27 00:56:33 -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
6b772aab59 Add Kart files to Makefile 2018-11-15 19:17:49 -05:00
Steel Titanium
02c08a3e10 Some small changes 2018-11-14 21:01:54 -05:00
Steel Titanium
f02105732e Fix up compiling on DD version 2018-11-14 18:00:10 -05:00
Steel Titanium
4836e711d3 Fix up 64-bit MINGW 2018-11-13 20:32:18 -05:00
Sryder
6af56273bf Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into nextmerge
# Conflicts:
#	src/d_main.c
#	src/d_main.h
#	src/d_netcmd.c
#	src/doomtype.h
#	src/hardware/hw_md2.h
#	src/p_user.c
#	src/r_splats.h
#	src/s_sound.c
#	src/s_sound.h
#	src/screen.c
#	src/sdl/i_system.c
2018-11-10 21:14:53 +00:00
Monster Iestyn
a733a29f4c Starting work on porting hw_clip.c/h code, Makefiles and CMake can compile them at least
Other notes:
* Renamed all new functions to have HWR_ prefix instead of gld_, for consistency
* HWR_FrustrumSetup and HWR_SphereInFrustum are disabled and require HAVE_SPHEREFRUSTRUM. This is because 1) SRB2CB did not need the code, so presumably neither will we, and 2) there are some OpenGL API functions used there that due to our way of using OpenGL we don't use outside of r_opengl.c, which makes dealing with HWR_FrustrumSetup complicated in theory
* The new clipping functions are not added to OpenGL's "main" rendering code itself just yet, they're just available to use now once hw_clip.h is included
2018-11-10 16:08:26 +00:00
TehRealSalt
69faf1cbc7 Remove NOFOURPLAYER from Makefile
Seems that someone already removed it from the other code anyway...?
2018-11-03 03:21:08 -04:00
TehRealSalt
f9c8a1286d House keeping
- Remove the potentially GPL-infringing discord_pass.h file.
- Let DISCORD_APPID be a public #define.
- Use server_context as party ID.
- Add more states ("Watching Demo", "Menu").
- Only show map images on supported maps. Falls back to an image of a dice.
- Displays "???" as the map name for Hell maps.
- Voting displays an image of the BG planet, depending on the gamemode.
- Added a fallback title screen large image.
- Added a fallback character image.
- General code cleanup & safety checks.
- Give CV_NETVAR to cv_maxplayers (I should come up with a better way of sending this information without overwriting user settings, but this'll do for now)
2018-10-30 05:44:29 -04:00
TehRealSalt
4e549532ee Half-done Discord Rich Presence support
It's soooo close to being awesome, but so far away. Making game invitations as the host meant that it would redirect to "connect self" for other people, because we can't get the IP address from the host.

If anyone has a solution, you've got my gratitude; this was going so smoothly until it hit that brick wall.
2018-10-22 00:34:45 -04:00
toaster
a1e1aa81b5 Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2.git into nextmerge_plus_rain
# Conflicts:
#	src/d_netcmd.c
#	src/d_netcmd.h
#	src/g_game.c
#	src/p_floor.c
#	src/p_user.c
#	src/r_data.c
#	src/r_data.h
#	src/v_video.c
2018-10-14 21:52:05 +01:00
Steel Titanium
79f5f4885c Split zlib and libpng 2018-10-04 19:47:19 -04:00
toaster
c52a4de933 Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2.git into sonicitems
# Conflicts:
#	src/f_finale.c
#	src/hardware/hw_md2.c
2018-08-07 21:20:27 +01:00
Alam Ed Arias
1ee7eda0ad Fixup PROFILEMODE 2018-07-20 17:35:18 -04:00