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.
This isn't just a shameless console-empowerement. More precise "spying" can
benefit everybody. But especially in net-replays, this is almost necessary.
p_inter.c -
Everything to do with setting states for starposts
In SRB2Kart, starposts are invisble. We don't need to loop through all thinkers just to set their states when there's no visible effect of the state-setting. In addition, it has no consequences for gameplay - starposts have long been silent here, and all checking is done regarding their health, not their state.
Remove extremely low-traffic conditionals (MT_FLINGEMERALD collision height extension, for example)
These objects serve no functional purpose during regular SRB2Kart gameplay. Why should every other object have to pay an admittedly minor performance hit just for them?
Disable all mechanisms of damaging bosses or enemies with the player's physical contact
With the exception of Sapphire Coast, no MF_ENEMY objects exist in the entirety of the standard roster. In addition, the conditions for damaging the enemies were impossible to achieve, because they required vanilla SRB2 mechanics such as "jumping", "spindashing", or "super". Therefore, they can be safely commented out.
Disable NiGHTS-related material (excepting bumper, hoop, and wing-emblem objects)
NiGHTS is fundamentally incompatible with regular kart gameplay and I believe was already broken. Therefore, any mechanism which enters, aids, or abets it can be safely disabled.
Comment out Tag mechanisms
Tag is the only vanilla multiplayer gametype which has sufficient gameplay depth and complexity (HEYOOOOOOOOO) to require dedicated thinking in and of itself in order to manage. This thinking is irrelevant to Kart's functioning, and can be neutered easily.
d_clisrv.c
Comment out Tag mechanisms
See p_inter.c
d_netcmd.c
Disable several devmode commands which are irrelevant to SRB2Kart gameplay
When investigating for references to NiGHTS material, I discovered that these remained untouched. In order to present a more coherent game, I have hidden the ones that serve no purpose for us.
Comment out Tag mechanisms
See p_inter.c
g_game.c
Disable NiGHTS-related material
See p_inter.c
Disable some team-related material
Teams are not present in SRB2Kart at present. Obviously we'd want to reconsider for future, but it doesn't need to be run right now.
Everything to do with setting states for starposts
See p_inter.c
m_cheat.c
Disable several devmode commands which are irrelevant to SRB2Kart gameplay
See d_netcmd.c
p_map.c
Remove extremely low-traffic conditionals (MT_EGGSHIELD collision, for example)
See p_inter.c
Disable NiGHTS-related material
See p_inter.c
p_mobj.c
Disable P_EmeraldManager
Power stones, despite their relevance in vanilla Match, are not in SRB2Kart's Battle. No management of nonexistent emeralds is required.
p_setup.c
Everything to do with setting states for starposts
See p_inter.c
p_spec.c
Disable NiGHTS-related material
See p_inter.c
Everything to do with setting states for starposts
See p_inter.c
p_telept.c
Everything to do with setting states for starposts
See p_inter.c
p_tick.c
Disable some team-related material
See g_game.c
Disable P_EmeraldManager
See p_mobj.c
Do not run shields
Shield objects are not run under the vanilla system; the Thunder Shield is a domain-specific recreation using a standard mobjthinker.
Do not run special stages
SRB2Kart does not have special stages.
Comment out Tag mechanisms
See p_inter.c
y_inter.c
Disable some team-related material
See g_game.c
p_user.c
Disable NiGHTS-related material
See p_inter.c
Disable 2d movement for players
2D mode? In a kart racer? :nick:
- New player flag, PF_WANTSTOJOIN, added for setting up a spectator queue. You are allowed to join as long as no one has started lap 2.
- Map resets when two people have entered the game, so matches can start naturally without the need of an admin.
* Time overs now supported, see below.
* Ties now supported!
* Code cleaned up.
* Play more sonicy tally sounds when counting your points.
* A bunch of time over related stuff!
* Exitlevel time overs everyone, which means no points for you.
* F-Zero-sorta-maybe style death if you're the last person on the course (and not the ONLY one) when someone crosses the finish line! (Or switches to spectator.)
* A bunch of music related stuff!
* Functionally reverted many of my changes to splitscreen and ending music, although the major changes to simplify music code are still kept.
* P_EndingMusic is genericised across gametypes, and only switches a single letter (and looping-ness) now!
* Fix exitlevel in race causing whatever you're listening to to keep playing.
* Make powerups call P_RestoreMusic.
* Put a call to P_EndingMusic into P_RestoreMusic.
* Unrelated crap.
* Make all palette swaps happen at the black point of fades, so they don't stick around awkwardly.
* Huh, I thought I did more than that. Oh well!
* Deaths in record attack no longer put you into a glitchy singleplayer game-over state that we somehow both kept around and also broke since we branched Kart off of Vanilla..
* Fix non-standard mapscales making the Death Egg respawn octagons dissasemble themselves.
* Allow for MULTIPLE TIME EMBLEMS PER MAP, at least in the emblem UI on the timer. It shows all completed emblems plus the uncompleted emblem up to a total of three.
* Major tweaks to the First Person HUD.
* I know this was your baby, Sal, and some of the changes may prove controversial - so I've put the ones that are likely to cause the most fuss inside an ifndef block, so that you can toggle it as you please with minimal code changes.
* Dontdraw-ness, transparency, and colorization match the player's object!
* Moves around on the screen with respect to the direction of the player object's motion, to make drifting look nicer!
* Flashes the colour of your drift sparks.
* Did a WHOLE bunch of things with respect to music. I'm not sure how to describe this, so I'll go through step-by-step.
* Countdowns now play the drowning music again.
* Removed/disabled extraenous P_RestoreMusics.
* Made map-ending music called by its own function, P_EndingMusic(player_t *player).
* Made the ending music play on the LAST player crossing the finishing line in splitscreen, rather than first.
* Make dead players spinout and clip through the floor, at least until we add the new death anims.
* Fix prior pogo spring usage making dead players fall faster.
* Make the time over countdown use the kart font when not splitscreen with 3 or 4 players.
* Removed a weird bonus HWR_DrawCroppedPatch function signature in the hardware header.
Set up similar to NiGHTS Mare linedef executors. Give a sector the "Race
Lap" sector type, tag it, then set the frontside x-offset on the trigger
line to the lap it should activate on minus 1. There are a few flags you
can check on the trigger line to modify its behavior.
- Normally the executor will only trigger if its exactly on the lap
specified. Check Not Climbable to make it execute on laps equal to or
greater than, or check Block Enemies to make it execute on laps equal to
or less than.
- By default, the executor will check current lap with the person in
last's lap. Check E4 to instead find the current lap from the player who
triggered it. This flag is better for triggering events ahead of the
players, while the default effect is better for triggering events behind
the players.
- Improve balloon-based items. Much more distinguished differences
between the different ranks
- Reverted Feather strafing. You can now just... properly move in the
air, if you're using a Feather or a Bounce Pad.
- Bounce pads are now stronger while using speed items.
- Fixed the long standing bug about offroad & ziplines working when
you're on FOFs above them. This is a tricky subject, so please report
any issues you may come across related to this.
- Shells should no longer travel to Mars, nor will they when using
bounce pads. They should now do a gentle hop.
- :WIP: new MP Player Setup screen, now shows character stats. Will
later feature the list of characters in a row of icons, and a backported
2.2 color selector with toast's permission
- Renamed "Match" to "Battle" :p
- Yet MORE minor cases where kartspeed & kartweight were being read as
fixed_t when they're freakin' UINT8's, people!
they are basically unused outside of timeattack and checkpointtimes isn't sent for netplay anyway
we can reimplement later with a more sensible solution for lap times in time attack