Commit graph

155 commits

Author SHA1 Message Date
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
c23364db12 Actually, lets just fix FixedHypot instead.
Now FixedHypot uses the code from R_PointToDist2, and R_PointToDist2 just calls FixedHypot.

Ultimately, this branch was intended to get rid of a redundant way to retrieve distance and replace it with the one that was actually good at its job. So consolidating FixedHypot and R_PointToDist2 together is just an extension of that.
2020-11-08 00:45:16 -05:00
Sally Coolatta
104208fc84 Use R_PointToDist2 instead
Apparently overflows less often
2020-11-07 23:56:46 -05:00
Sally Coolatta
d6c497065e Use FixedHypot over P_AproxDistance
Not convinced that the small speed benefit from P_AproxDistance is worth the "aproximate"[sic] results it gives. Let's instead try a define to replace it with FixedHypot. In Lua, the function gives a deprecated warning.

Inspired by the hyperwall fix for vanilla, except for everything. From little testing, actively improves waypoint checks, bumping, speed checks, wall collisions, Jawz targetting, Lightning Shield attacks, so on.

The only way I see this as a potential downgrade is A_Look (and related functions) getting slower, which are barely used in Kart.
2020-11-07 19:47:50 -05:00
FlykeSpice
00137ef4ea Remove ESLOPE #ifdef(backport from srb2 2.2) 2020-08-20 13:02:13 -04:00
Wolfy
95e7e59179 Remove stupid dumbfuck #ifdefs
WHY THE FUCK DID THESE BREAK IT AAAAAAAAAAAAAAAAAAA
2020-04-07 05:24:38 -05:00
Wolfy
d4c69f137a Fix unterminated #ifdef 2020-04-07 04:25:11 -05:00
Wolfy
bcfffefe43 Merge remote-tracking branch 'remotes/digiku/public-musicplus-lua' into awful-mix
Reimplements removed MusicPlus functions.

# Conflicts:
#	src/lua_baselib.c
#	src/lua_hook.h
#	src/lua_hooklib.c
#	src/lua_script.h
2020-04-07 03:41:26 -05:00
Wolfy
59df0c1187 Revert the removal of S_MusicExists 2020-04-07 02:56:45 -05:00
Latapostrophe
37c733b8c2 More explicit var names for countdown and countdown2 2020-03-11 07:37:33 +01:00
Latapostrophe
2e5608d33b Push race countdowns and functions to set them 2020-03-10 12:57:30 +01:00
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
f720dd3ddb Merge v1 2019-05-06 21:23:29 -04:00
TehRealSalt
4d967bcc8e Finish this
Now that I was told that the spinout slowdown bug was caused by this I was 100% convinced that we need to remove all of this bullshit ASAP
2019-05-02 09:20:49 -04:00
TehRealSalt
9e15486926 Fix warnings
Remove entries from dehacked, remove P_DoJump, remove debug stuff
2019-05-02 02:51:13 -04:00
TehRealSalt
201466b1c1 Merge v1 2019-05-02 01:36:19 -04:00
Steel Titanium
f8fec8e625 Lua: fix K_PlayPowerGloatSound mistype 2019-04-06 21:59:58 -04:00
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
wolfy852
2b66daf12d Remove P_CanRunOnWater 2019-03-11 00:28:30 -05:00
fickleheart
ca401aac8a Try to keep the RNG seed in sync 2019-02-16 14:24:00 -06:00
Sal
910df92d5a Merge branch 'expose-more-lua-stuff' into 'next'
More Lua stuff + PlayerCmd hook

See merge request KartKrew/Kart-Public!28
2019-01-26 13:19:41 -05:00
fickleheart
f5d491eda2 Merge remote-tracking branch 'remotes/internal/master' into movementchecks
# Conflicts:
#	src/g_game.c
#	src/p_user.c
2019-01-15 21:01:30 -06:00
Latapostrophe
c2aa6d4de6 Expose some more Kart functions, freeplay and rankings bumpers are now hud stuff you can toggle, + experimental playercmd hook 2019-01-13 14:40:48 +01:00
TehRealSalt
cff7d2795d Expose S_ShowMusicCredit to Lua 2019-01-09 21:17:24 -05:00
SeventhSentinel
73542c008c merge srb2 next 2019-01-05 15:59:23 -05:00
mazmazz
2bd794c006 Remove S_MusicExists lua 2019-01-02 06:26:18 -05:00
mazmazz
e2e345988a Add safe lua music functions
S_MusicExists
S_SetInternalMusicVolume
S_StopFadingMusic
S_FadeMusic
S_FadeOutStopMusic
2019-01-02 04:58:03 -05:00
mazmazz
831752dc0a Merge branch 'public-musicplus-core' into public-musicplus-lua 2019-01-02 04:25:30 -05:00
mazmazz
b7bb570f97 Merge remote-tracking branch 'public-gl/master' into public-musicplus-core 2019-01-01 10:41:40 -05:00
Latapostrophe
b7d7472a88 Merge branch 'next' into SRB2-CHAT 2018-12-23 22:53:24 +01:00
Latapostrophe
619dd9d08a Fixed various issues: added some free()s, lua_optboolean, other things, and also made sure chat can't send empty messages. 2018-12-22 12:34:17 +01:00
mazmazz
e2b8ff26db Fix lua_pop -> lua_remove use in G_SetCustomExitVars lua 2018-12-20 10:56:36 -05:00
Digiku
dd107724de Merge branch 'lua-nextmapoverride' into 'next'
Lua: nextmapoverride & skipstats changing outside of G_ExitLevel

See merge request STJr/SRB2!396
2018-12-20 10:55:30 -05:00
TehRealSalt
42a9e66883 Let lib_gExitLevel call lib_gSetCustomExitVars, for reduced code duplication. 2018-12-18 15:03:54 -05:00
TehRealSalt
0e34e7f32f G_SetCustomExitVars for setting nextmapoverride & skipstats
This is desparately needed for KIMOKAWAIII, since there's many instances I need to change nextlevel but still want to use the existing player exit stuff.
2018-12-18 14:48:04 -05:00
toaster
99e50250cf Move some sidemove/forwardmove checks to playsim code rather than have them happen in ticcmd generation.
pGetPlayerControlDirection has to die since it was the only other usage of sidemove, and wasn't even relevant anymore anyways.
2018-12-18 18:05:11 +00:00
mazmazz
7a92c9d3d0 Mixed D&C fixes; replace a couple int's with INT32 2018-12-17 19:02:22 -05:00
Latapostrophe
45aba493c7 2.1.21 and all of the kart additions. Woo. 2018-12-17 20:43:59 +01:00
TehRealSalt
bef3bb23f8 Undo dc92bb49 2018-12-16 21:36:54 -05:00
TehRealSalt
97639848e1 Merge remote-tracking branch 'upstream/next' into kart-luatextures-backport 2018-12-16 21:22:06 -05:00
TehRealSalt
ec53e12294 Foolish 2018-12-16 18:19:53 -05:00
Alam Ed Arias
14e98df69b Revert "Merge branch 'kart-luatextures-backport' into 'next'"
This reverts merge request !387
2018-12-16 22:57:39 +00:00
TehRealSalt
4ba23e1028 Expose R_TextureNumForName
Backport from SRB2Kart
2018-12-16 15:58:47 -05:00
Latapostrophe
25e6d5388c merge conflict 2018-12-16 16:48:15 +01:00
TehRealSalt
0a00a0cebb Revert "Add player taunt functions to Lua"
This reverts commit 09e9e2ba4d.
2018-12-04 11:39:45 -05:00
TehRealSalt
09e9e2ba4d Add player taunt functions to Lua
People have REALLY wanted these for their scripts
2018-12-03 20:28:07 -05:00
Monster Iestyn
33c1ac33f5 Merge branch 'next' into 21-version
# Conflicts:
#	src/d_netcmd.c
2018-12-02 15:45:07 +00:00
TehRealSalt
5534017954 Merge remote-tracking branch 'srb2public/next' into merge-next 2018-11-29 08:49:50 -05:00
TehRealSalt
c70cf5908d IsPlayerAdmin support, since admin was removed
# Conflicts:
#	src/lua_baselib.c
2018-11-29 07:12:15 -06:00