alexey.lysiuk
2ae8d39441
Removed all superfluous #include's
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Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00
alexey.lysiuk
ac47166894
Fixed freeze after saving game when cl_waitforsave CVAR set to false
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Restored assertions that help to spot incorrect usage of I_FreezeTime() function
https://forum.zdoom.org/viewtopic.php?t=59672
2018-03-04 15:11:45 +02:00
Rachael Alexanderson
eb5da3e641
- fixed: if the level is started before the first timer call, pass an earlier timestamp to screen->FrameTime
2017-12-09 06:09:48 -05:00
Rachael Alexanderson
a29d9e157c
- fixed: screen->FrameTime should use an adjusted frame start time
2017-12-07 03:01:57 -05:00
Rachael Alexanderson
6c4f6f94f4
- fixed: prevent i_timescale from freezing the game if set to too low a value
2017-11-29 08:41:09 -05:00
Rachael Alexanderson
12a44f5bc9
- prevent nanosecond timer from ever casting into a double
2017-11-29 07:43:17 -05:00
alexey.lysiuk
074a8e4895
Fixed issue with endless waiting for next tic
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https://forum.zdoom.org/viewtopic.php?t=58426&p=1028622#p1028547
2017-11-25 11:48:38 +02:00
Rachael Alexanderson
c80c2ba635
- added 100% CPU fix provided by Leonard2: https://forum.zdoom.org/viewtopic.php?p=1028500#p1028500
2017-11-24 14:38:55 -05:00
Rachael Alexanderson
297f00aa4b
- fix model rotation some more
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- a couple compiler warning fixes
2017-11-23 22:37:07 -05:00
Rachael Alexanderson
5181e3ebb2
- rewound time from 2917 to 2017. At least, at this point, we know ZDoom's future is secure.
2017-11-23 22:04:42 -05:00
Rachael Alexanderson
3842071b23
- implemented i_timescale to control the flow of time.
2017-11-23 21:54:04 -05:00
Rachael Alexanderson
763222b571
- fixed: high uptime was causing overloads in uint32_t and float structures (float losing loss of precision) - this caused any computer online for more than a few days to experience jankiness with internal animations such as rotations and shader timers. Unfortunately, this sounds the death knell for 32-bit platforms, since uint64_t is now required in time-critical structures, which will hurt performance tremendeously, but 64-bit systems will be unaffected.
2017-11-14 16:15:25 -05:00
Christoph Oelckers
0323f54384
- rename I_FPSTime function.
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- now that the frame buffer stores its render time, the 'ms' return from I_GetTimeFrac is not needed anymore, we may just as well use the globally stored value instead.
The only feature this value was ever used for was texture warping.
2017-11-13 00:54:32 +01:00
Christoph Oelckers
96e9eadd97
- removed I_MSTime entirely after checking how the wipe code actually works.
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Since this calls I_WaitVBL, which resets the frame time, it was essentially just like calling a real-time timer anyway and nothing in it required a specific 0-timepoint.
The same applies to the ZScript interface. All it needs is a millisecond-precise timer with no semantics attached.
2017-11-13 00:38:04 +01:00
Christoph Oelckers
f54475b1f1
- I_FPSTime may not return the time at frame start.
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This is used for real-time profiling and as such needs to return the current time or most of its uses will break.
2017-11-12 23:39:48 +01:00
Magnus Norddahl
efa7c3cacf
- Fix typo in I_FPSTimeNS
2017-11-12 13:22:52 +01:00
Magnus Norddahl
e3141a4af3
- Upgrade timer code to use nanosecond accuracy internally
2017-11-12 12:57:19 +01:00
Christoph Oelckers
6bd76d6b5a
- fixed compilation in debug mode.
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- moved timer definitions into their own header/source files. d_main is not the right place for this.
- removed some leftover cruft from the old timer code.
2017-11-12 09:06:40 +01:00