Commit graph

393 commits

Author SHA1 Message Date
Sally Coolatta
43156f63dd Only call NetUpdate once
This doesn't need to be in a bunch of rendering code, simply only run it in TryRunTics.

Worst case scenario: if this sucks then it means dedicated servers have also sucked the whole time and we should come up with a new solution to fix both of them.

More likely scenario: nothing changes and we now aren't doing networking inside of the renderer.
2023-03-26 14:12:01 +01:00
James R
b7ef8275c4 Add debugfinishline, highlight finish line linedefs and black fill solid walls
- Highlight is drawn across the screen at the horizon
  (player's eye level).
- Highlight alternates between red and white for 35 tics
  each.
2023-03-19 20:45:36 -07:00
SteelT
e5b595b846 Fix scrambleremoved not being registered for dedicated servers 2023-03-17 15:22:47 -04:00
James R
df00ed4f64 Merge branch 'render-highlight' into 'master'
debugrender_contrast, debugrender_spriteclipping and debugrender_highlight

See merge request KartKrew/Kart!1021
2023-03-07 09:53:13 +00:00
James R
aa927a5b00 Merge branch 'overtime-spectator' 2023-03-07 01:45:16 -08:00
James R
a55ddef528 Add cv_scrambleremoved, disable scramble on P_RemoveMobj
Because Monitors and players leaving leak references,
disable this crashing to be able to test other stuff at
least.
2023-03-06 22:55:01 -08:00
James R
aed9fe996c Add cv_debugrender_spriteclip, toggle sprite clipping
This cvar can be used to reveal which sprites are
technically drawn but clipped completely by level
geometry.
2023-03-06 05:34:49 -08:00
James R
53b2922fbb Add the debugrender_highlight command, highlight specific rendering in flat colors
Software mode only.

The command is used like this:

debugrender_highlight planes sprites
debugrender_highlight pl spr
debugrender_highlight none

(Abbreviations work.)

Supported rendering to flag:

planes      - sector floor/ceiling
fofplanes   - FOF top/bottom
fofsides    - FOF sides
midtextures - pegged midtexture
walls       - sector upper/lower texture, one-sided linedefs
sprites     - sprites
sky         - skybox
2023-03-06 05:25:36 -08:00
James R
1de5046623 Add cv_debugrender_contrast, adjusts contrast of level geometry
debugrender_contrast -1.0 to 1.0, default 0.0 (no change).
Higher values add more contrast (darkens the level), lower
values add less (brighten). Does not affect thing drawing.
Software mode only.

Adds r_debug.cpp
2023-03-06 05:04:27 -08:00
Sally Coolatta
dddc992e24 Fix camera tilting in podium 2023-03-03 16:09:57 -05:00
Sally Coolatta
82313de499 Awayview cleanup
- Moved variables to awayview_t
- Arbritrary +20 is no longer added to z pos, it will use the thing position as the camera position directly.
2023-03-03 16:09:54 -05:00
Eidolon
158aaa6803 hwr2: fix DrawFill full screen special case 2023-02-26 18:47:42 -06:00
James R
e2be36c343 drawpickups command to hide collectible items 2022-11-25 16:05:11 -08:00
James R
58bb648b0a Merge branch 'udmf-cherrypick' into 'master'
Update our UDMF

Closes STJr/SRB2#862

See merge request KartKrew/Kart!727
2022-10-29 06:54:48 +00:00
Eidolon
2476455195 Loop inclusive for r_splitscreen
r_splitscreen indexes from 0 inclusively
2022-10-27 19:11:35 -05:00
Nev3r
5c9599f0a9 "UDMF: The whole thing" merged
See merge request STJr/SRB2!1714

Barely any RR features reimplemented
2022-10-09 01:13:37 -04:00
Sally Coolatta
80d9637dda devmode cheat online 2022-09-29 12:19:45 -04:00
Sally Coolatta
107622968e Merge branch 'master' into new-menus 2022-08-27 22:36:58 -04:00
James R
3f05f9ee13 Fix OpenGL skybox centerpoint translation
Blame eda9b36455
2022-06-07 20:04:06 -07:00
toaster
54b9f3b7cc Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart.git into new-menus
# Conflicts:
#	src/Sourcefile
#	src/f_finale.c
#	src/m_menu.c
#	src/y_inter.c
2022-05-22 17:22:49 +01:00
Eidolon
f7ec2f182f Uncapped (squashed v2)
Squashed SRB2 2.2 Public uncapped without UDMF merge

Implement interpolation at the renderer level

Instead of interpolating thinkers, we interpolate mobjs inside the
renderer. Further interpolation is TBI.

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 6ecac4159a 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.

Adjust spawned mobj z by gravity inversion

Only check VERTICALFLIP for old_z calc

Fix Marathon Mode menu for uncapped

Move screenshot code before timing

Only play emerald hunt sounds on new tics

Restore deleted zofs (fixes signpost sparkles etc)

Revert to before screenUpdate boolean was added

Was done this way for the sake of an older version of uncapped's timing; now that the new timing is much better, I decided it should remain as close to pre-uncapped as it can be.

Run UpdateLevelInterpolators in preticker

Fixes KartKrew/Kart-Public#10

Run UpdateMobjInterpolators in preticker

Reset view interp in preticker

Add per-split player view resets
2022-05-06 22:47:39 -05:00
toaster
73dabaeab6 Merge branch 'master' into new-menus
# Conflicts:
#	src/d_clisrv.c
#	src/deh_soc.c
#	src/lua_baselib.c
#	src/m_cheat.c
#	src/m_menu.h
#	src/y_inter.c
2022-03-29 17:14:38 +01:00
Sally Coolatta
090fc59d12 Merge branch 'master' into finish-update-optimize 2022-03-26 23:51:47 -04:00
Sally Coolatta
369d5398c5 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.
2022-03-26 23:48:08 -04:00
Hannu Hanhi
09885ce34b did not mean to remove this line 2022-03-18 20:44:14 +00:00
toaster
336010e616 Fix portals
- Resetting portalcullsector fixes the major visual glitches

- Using 32 bits for nummasks and i fixes crashes when rendering lots of portals

# Conflicts:
#	src/r_main.c
2022-03-18 20:44:07 +00:00
toaster
2cfdf80fca Remove FRACUNIT/2
# Conflicts:
#	src/r_main.c
2022-03-18 16:54:26 +00:00
toaster
2fdcd9bc2d Merge branch 'light-setup-frame-refactor' into 'master'
A lightweight refactor to R_SetupFrame and R_SkyboxFrame

See merge request KartKrew/Kart!532
2022-03-12 18:54:20 +00:00
toaster
87d797a45a Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart.git into new-menus
# Conflicts:
#	src/Sourcefile
#	src/d_main.c
#	src/m_menu.c
#	src/v_video.c
#	src/v_video.h
2022-02-14 13:10:36 +00:00
James R
d06355018d Track skybox within player struct
TODO: Lua

Splitscreen and change viewpoint uses the proper skyboxes!
2022-01-17 22:46:01 -08:00
James R
eda9b36455 Refactor R_SetupFrame/R_SkyboxFrame to deduplicate some code 2022-01-17 21:03:22 -08:00
James R
8e0f02d65a Refactor R_SetupFrame/R_SkyboxFrame to use splitscreen number directly 2022-01-17 18:53:01 -08:00
SinnamonLat
7c9f3385d4 Merge branch 'master' into new-menus 2021-12-17 12:32:01 +01:00
James R
29399f6033 Send R_GenerateBlendTables number crunch to parallel thread 2021-12-15 15:34:51 -08:00
SinnamonLat
019d15ccd5 Merge branch 'master' into new-menus 2021-12-10 14:17:58 +01:00
toaster
4108d5acb0 Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart.git into namefix 2021-12-10 00:04:37 +00:00
James R
a64263c96d Merge remote-tracking branch 'origin/master' into new-menus 2021-12-03 14:56:48 -08:00
Sally Coolatta
7238a1be83 Interpolate camera roll, fix skybox in opengl 2021-12-01 10:53:15 -05:00
toaster
b716e142a8 Some fixes for bad player info on joining servers.
* Don't overwrite the first player's name when joining with multiple local splitscreen players. (resolves #151)
* The defaults for unprovided names are now consistently "Player A/B/C/D" as opposed to some being letter-based and some being number-based.
* Send local player info once per local splitscreen player, rather than n^2 times (where n is the number of local splitscreen players).
* Since the packet *requires* four names to be sent every time you join a server, send dummy names for local splitscreen players who aren't connecting, instead of your actual cvars (no data leakage you didn't ask for!)
2021-11-30 21:24:00 +00:00
Sally Coolatta
f16b567319 Menu 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.

Co-Authored-By: Eidolon <furyhunter600@gmail.com>
2021-11-29 07:23:04 -05:00
Eidolon
1550210188 Implement interpolation at the renderer level
Instead of interpolating thinkers, we interpolate mobjs inside the
renderer. Further interpolation is TBI.
2021-11-29 06:43:46 -05:00
toaster
b4af07ffed Merge branch 'master' into new-menus
# Conflicts:
#	src/d_main.c
#	src/dehacked.c
#	src/m_menu.c
#	src/v_video.c
#	src/y_inter.c
2021-10-18 01:18:37 +01:00
Sally Coolatta
82fa875502 Refactor R_PointToAnglePlayer 2021-06-12 00:56:55 -04:00
Latapostrophe
d253b66524 Fix effects in splitscreen 2021-04-24 14:46:39 +02:00
James R
a77ed63c5f Merge branch 'sliptide-tweak' 2021-04-10 03:21:09 -07:00
James R
96d49730df Don't tilt according to slope while spectating 2021-04-09 19:06:56 -07:00
James R
1e97e92be0 Use lookback frames for sliptides 2021-04-09 18:22:15 -07:00
James R
bdc4b50de2 Let viewrollangle be independent of camera tilting 2021-04-06 16:25:25 -07:00
James R
08348fcd43 Merge remote-tracking branch 'srb2/next' 2021-04-05 01:26:17 -07:00
Sryder
4a099fd98d Duplicate code from merge that was writing out of range for 4p splitscreen 2021-04-04 16:48:48 +01:00