Commit graph

499 commits

Author SHA1 Message Date
toaster
60b8916a96 Merge branch 'map-by-name' of https://git.do.srb2.org/KartKrew/Kart into internal16fixes 2022-10-27 12:16:11 +01:00
toaster
9e194dab2d Add cv_lookbackaxis (and p2-4 equivalents)
* Rename `Look Up/Down` to `Spec. Look Up/Down` to disambiguate from `Look Backward`
* Make it support multiplayer replay recording save request too
2022-08-26 20:50:57 +01:00
Lonsfor
0e1a91c655
Separate deadzones for players 2 3 and 4 2022-08-22 15:52:20 -04:00
Lonsfor
2dd21de302
Add separate x/y deadzones 2022-08-22 15:50:27 -04:00
toaster
cb5da4c3c3 Instead of reverting kartspeed on invalid set, prevent it from being set in the first place, just like Encore! Should resolve desync. 2022-07-10 19:59:29 +01:00
toaster
e7ee1126b3 Change where cv_kicktime is registered, so that it's valid at config load time. 2022-07-10 16:10:42 +01:00
toaster
eea0df0ba2 Ping measured in frame delay instead of milliseconds
The part of HOSTMOD ministats that I wanted. Can go back to ms using the pingmeasurement cvar.

If Tyron wants to bring ministats fully in I think it'd be better to bring its ideas to replace the current HUD instead, ideally using the existing ping gfx, so they should bring it up with Oni

# Conflicts:
#	src/d_clisrv.c
#	src/d_netcmd.c
#	src/d_netcmd.h
#	src/doomstat.h
#	src/hu_stuff.c
#	src/m_menu.c
2022-07-10 16:06:50 +01:00
toaster
4f58842804 Merge branch 'next' into public_next
# Conflicts:
#	src/i_tcp.c
2022-07-09 20:31:49 +01:00
toaster
40f7be7676 Static for compilation warning. 2022-06-15 13:36:32 +01:00
toaster
8addea0d45 Core 1.4 specific changes.
* Ensure it can compile.
    * Removing vanilla 2.2 properties that slipped in to previous commits.
    * Rearranging i_tcp.c to avoid implicit declaration.
    * Complete rename of `IsNameGood` to `EnsurePlayerNameIsGood`.
* Add "BANFORMAT" header, for versioning support.
* Add conversion from 1.3-and-earlier format to new system.
* Don't ban the entire internet - convert zero-masks to the most specific ones.
2022-06-14 21:15:35 +01:00
toaster
55be74396f Ban improvements
- Save a note of the username, not just the reason.
- Allow setting a mask with the `banip` command.
- Make ban.txt's formatting a lot more sane. Username and reason are stored in quotes. The mask uses the same formatting as actual CDIR.
- Keep track of if we tried to load ban.txt. If it wasn't, then don't save over it with a blank file.
- Disallow quotes in player names, as it makes player name detection in console more annoying, and saving username in files scary.

# Conflicts:
#	src/d_clisrv.c
#	src/d_netcmd.c
#	src/i_tcp.c
2022-06-14 17:25:40 +01:00
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
toaster
7bf672a399 Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart-Public.git into next 2022-05-27 17:51:11 +01:00
Sally Coolatta
adcdb7f711 Remove unused variable
Makes me unable to compile with harsh compiler settings
2022-05-01 20:00:41 -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
JugadorXEI
2864547dc9 banishing hell map forcing 2022-03-30 15:25:35 +02:00
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
bac683085c Disable the "%s became a spectator" message if you haven't actually entered the game, to prevent an avenue for spam. 2021-12-04 15:59:24 +00:00
Ashnal
dc447c07e9 A few netgame default improvements
Increase timeouts by a few seconds, helps folks joining with slow disks
Beef up the vanilla downloader settings
2021-08-19 22:41:50 -04:00
Sally Coolatta
163b215b0a Merge branch 'next' into spectator-little-things 2021-04-07 17:14:02 -04:00
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
52a863d1fd Split map code checking from Command_Map_f
(cherry picked from commit 19aafbfd0b9bde40809ca91195d4636899504708)
2020-09-27 16:50:42 -07:00
James R
1adae3deea Maybe I'm mistaken but this probably isn't needed
(cherry picked from commit 6464df9876e472d1210aabce4237d02af38377e1)
2020-09-27 16:50:17 -07:00
James R
e5fa66a2a9 Warn if gametype number is out of range to map command
(cherry picked from commit 6ffb18c4b157f9efecec6a104ef930dd71f8b986)
2020-09-27 16:50:01 -07:00
James R
401f30f27d Check for out of range gametype on map change
(cherry picked from commit 9b96964cbbfc20565a8cfdb741f4927f36df7899)
2020-09-27 16:50:01 -07:00
James R
dc23895875 Add back the encore parameter 2020-09-27 16:50:01 -07:00
James R
19443fec4c Merge descrepancies 2020-09-27 16:50:01 -07:00
James R
a5bf7719e7 Warn if the gametype is not valid at all!
(cherry picked from commit 7776c59cddaa4cc09dfdb2f15192a194fda36eb7)
2020-09-27 16:50:01 -07:00
James R
7c3aedc48e Optimizations from LJ and generic functions
(cherry picked from commit 359d8a2c254222d4e44934ec71d56b9511dd9379)
2020-09-27 16:50:01 -07:00
James R
9a054ab989 Warn if the first argument is an option
(cherry picked from commit c9aad2d1862e92fc78d8dfbd5d1f2c5969d90d84)
2020-09-27 16:50:01 -07:00
James R
93c351a38e Get map name from multiple arguments
(This means you don't need quoting.)

(cherry picked from commit 46fbed8b716f96a7e87ac4c68ca3ee98c8c6a25c)
2020-09-27 16:50:01 -07:00
James R
fb858dd64b So you don't like macros?
(cherry picked from commit 5fd6561d464d53521343dd4abae6b08e42719885)
2020-09-27 16:50:01 -07:00
James R
3506ae6d1d :oh:
(cherry picked from commit fb9421893e555629f0fe42705f034e0b639c6905)
2020-09-27 16:50:01 -07:00
James R
d630706377 Merge remote-tracking branch 'origin/master' into map-by-name 2020-09-27 16:10:44 -07:00
Sally Coolatta
7b6d527bd4 Griefing timer
Spectates/kicks players who aren't making progress, does it even faster if they're going backwards.
2020-09-20 17:03:14 -04:00
Sally Coolatta
e81a5ee0ca Spectator re-entry cooldown 2020-09-18 00:58:05 -04:00
James R
17f75903b0 Don't let players change their name more than five times per minute 2020-08-31 20:08:22 -07:00
Sally Coolatta
651d25a516 Move to D_RegisterServerCommands 2020-08-30 23:35:41 -04:00
Sally Coolatta
6ca451da45 Wrong file 2020-08-30 23:26:00 -04:00
Sally Coolatta
7dea9d28b9 Dedicated servers can change discordinvites without needing RPC support 2020-08-30 23:20:06 -04:00
James R
805fb01df9 Skip XD_DISCORD payload in non Discord builds 2020-08-22 16:26:15 -07:00
Sally Coolatta
5de27be169 Merge remote-tracking branch 'public/next' into discord-rpc-support 2020-08-22 07:28:21 -04:00
Sally Coolatta
3d5d5ad8b5 Always have XD_DISCORD defined, so that people compiling without Discord support can connect to servers that do. 2020-08-22 05:03:08 -04:00
Sally Coolatta
571c670670 Add some options, maxplayer/allownewplayer dont need to be netvars anymore 2020-08-22 01:53:27 -04:00
Sally Coolatta
886db8cde1 Guard discord.h, add cvar to disable rich presence 2020-08-17 02:25:05 -04:00
Sally Coolatta
c8fa1dcfb5 Merge remote-tracking branch 'public/next' into discord-rpc-support 2020-08-16 20:57:31 -04:00
Ashnal
03d479fdb6 Connection screen no longer freezes up while
searching for addons on disk
Game will run one tic after every file status is updated
2020-07-01 23:48:14 -04:00
James R
b3247b48a1 Merge remote-tracking branch 'lat/remove-passwords' into awful-mix-fucked 2020-04-26 01:16:27 -07:00
ThatAwesomeGuy173
c762472559 Use "addons" instead of "add-ons" for consistency 2020-04-22 01:24:59 -06:00
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