Commit graph

637 commits

Author SHA1 Message Date
Sal
78cf02c221 Merge branch 'sdl-gamepads' into 'next'
Use SDL Game Controllers API

See merge request KartKrew/Kart-Public!298
2022-08-28 09:24:36 +00:00
Sal
5a8784169b Merge branch 'gametype-always' into 'next'
Adjust voting rule changes again

See merge request KartKrew/Kart-Public!301
2022-08-26 22:45:44 +00:00
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
Eidolon
08a218a3a1 Bump execversion to 10, remap xbox controls to SDL 2022-08-25 20:28:13 -05:00
Eidolon
5412be76e8 Use SDL Game Controllers API 2022-08-25 20:28:13 -05:00
toaster
1fb84fbfa9 Adjust voting rule changes again
* If `kartvoterulechanges` is set to `Always`, the third option is always the opposite gametype, even if Encore is unlocked - that will now be present on the second option instead.
    * This is both for consistancy with having Encore inaccessible on your gamedata, and a response to community feedback.
* The `kartencore` cvar being turned on will now be reflected in gametype rule changes from Battle to Race. This plugs one last hole in its area of effect for Race tracks.
2022-08-24 18:52:09 +01:00
Lonsfor
8724b01ae4
Set minimum deadzone for menus and prevent setting deadzone to 0 (c Ashnal) 2022-08-22 15:52:22 -04:00
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
4f58842804 Merge branch 'next' into public_next
# Conflicts:
#	src/i_tcp.c
2022-07-09 20:31:49 +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
Eidolon
80a479f512 Reset view interp in preticker 2022-05-05 19:48:34 -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
JugadorXEI
2864547dc9 banishing hell map forcing 2022-03-30 15:25:35 +02:00
Sally Coolatta
fce57a1027 startedInFreePlay 2022-03-29 15:42:31 -04:00
Ashnal
b0724506bb Set drift and item default axis binds to None 2021-08-19 22:22:23 -04:00
Sally Coolatta
4f5d5500f2 Merge branch 'next' into spectator-little-things 2021-04-07 17:14:54 -04:00
toasterbabe
3be489f6dd Fix crash on loading level without a header.
(cherry picked from commit 7556b407b247a9bfb9420781b8fa1ac4facce07d)
2021-03-20 20:58:03 -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
11ddcfa9a1 int -> INT32 2020-09-11 09:00:18 -07:00
James R
17f75903b0 Don't let players change their name more than five times per minute 2020-08-31 20:08:22 -07:00
Sal
8acc2b6f3c Merge branch 'world-tour' into 'next'
Flush random map pool after all but 3 are played

See merge request KartKrew/Kart-Public!216
2020-08-30 21:49:20 -04:00
Sally Coolatta
c165b0761c Misc changes to how the program runs
- Call DRPC_Init at the end of D_SRB2Main instead of in the middle
- Call Discord_RunCallbacks in D_SRB2Loop instead of G_Ticker
- Fix errorcount nums in I_Error, an old leftover from when Discord_Shutdown was not handled by I_AddExitFunction
2020-08-27 18:50:36 -04:00
TehRealSalt
86754cf820 Flush random map pool after all but 3 are played 2020-08-27 14:32:44 -04:00
Sally Coolatta
e2f3e76db8 Merge branch 'next' into discord-rpc-support 2020-08-23 05:32:32 -04:00
Sally Coolatta
7d380c326b Merge branch 'master' into next 2020-08-23 04:44:27 -04:00
Hannu Hanhi
5c13727aac Fix replay recording memory leak 2020-08-22 22:04:45 +03:00
Sally Coolatta
c76c1b8420 Show game speed and encore 2020-08-17 09:08:05 -04:00
Sally Coolatta
83192827dc Fix ZONE being all caps, standardize the function comments 2020-08-17 06:13:32 -04:00
Sally Coolatta
c8fa1dcfb5 Merge remote-tracking branch 'public/next' into discord-rpc-support 2020-08-16 20:57:31 -04:00
Latapostrophe
d949a47a70 Don't save Luavars in record attack, especially not for ghosts 2020-05-14 01:41:06 +02:00
Latapostrophe
aad2401ba5 Cam lockon, allow viewpoint change during freecam 2020-04-28 23:24:48 +02:00
ThatAwesomeGuy173
c762472559 Use "addons" instead of "add-ons" for consistency 2020-04-22 01:24:59 -06:00
ThatAwesomeGuy173
296dfe8ffc Do the same for other messages too 2020-04-22 00:03:45 -06:00
Latapostrophe
44f45d6d28 Fix Lua crashes when loading without addons 2020-03-12 16:03:12 +01:00
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
81ad772a8b Merge branch 'record-attack-changes' into v1.2-frankeinstein 2020-03-10 20:27:00 +01:00
fickleheart
b8e4af3f8d SUPER EXPERIMENTAL FREEZE-B-GONE 2020-03-05 22:19:39 -06:00
Latapostrophe
bb1c320236 Merge branch 'fickle-replay-v1' into replay-freecam-rewind 2020-03-05 21:08:20 +01:00
TehRealSalt
190b0d4660 Replay playback changes:
- Store level state periodically
- Load the closest usable level state when done rewinding for
  quicker resumes
- Make playback menu fade out after 5 seconds of no activity
  (but not while paused)
- Remove wrapping from replay hut (original wrapping was broken
  at some point before 1.1 and it's not necessary anyway)
- Allow holding enter on frame advance for noisy slow-mo

from fickleheart
2020-03-05 21:04:56 +01:00
Latapostrophe
ca2f6685e4 forgot to reset variables on demo stop 2019-09-11 21:30:11 +02:00
Latapostrophe
2205246f0c get replays to save player lua vars 2019-09-10 11:59:17 +02:00
Latapostrophe
18c8f47f9a fix rewind, fix sound local sound playing in freecam 2019-09-09 22:15:50 +02:00
Latapostrophe
45b62aa8a4 replay freecam + enhancements 2019-09-05 23:24:23 +02:00
Latapostrophe
eb8cef41e4 shorten RA intro & allow to restart with pause 2019-09-01 23:04:07 +02:00
James R
59bbab1fff Someone doesn't know how pointers or WRITE macros work...
Fixes SIGSEGV when saving a replay.
2019-06-25 00:44:12 -07:00