Commit graph

1240 commits

Author SHA1 Message Date
James R
70e55a0911 Run line 80 (raise things to FOF) after things spawn
Blame 3cad7398f0
2022-06-07 00:56:56 -07:00
Sally Coolatta
4c3f89cdf7 Allow freesloting & editing precipprops
Allows for custom weather types.

In SOC:
```Freeslot
PRECIP_GROOVY

Weather PRECIP_GROOVY
Type = MT_PARTICLE
Effects = PRECIPFX_THUNDER|PRECIPFX_LIGHTNING```

In Lua:
```freeslot("PRECIP_GROOVY")

precipprops[PRECIP_GROOVY] = {
    type = MT_PARTICLE,
    effects = PRECIPFX_THUNDER|PRECIPFX_LIGHTNING
}```

Then in level header, simply set `Weather = PRECIP_GROOVY`.

Other properties are part of the object itself:
- Falling speed is set as the object's speed
- Sound ID is set via the object's SeeSound
- Sound frequency is set by the object's Mass.
2022-05-31 09:03:06 -04:00
Sally Coolatta
f05ac93633 Fix the two big problems with the lighting
- FULLY fix light offset still being applied on full bright walls
- Fix ceiling lighting being reversed
2022-05-25 16:16:20 -04:00
toaster
d963dea4f9 Merge branch 'master' into new-menus
# Conflicts:
#	src/Sourcefile
#	src/deh_soc.c
#	src/m_menu.c
#	src/p_user.c
#	src/r_data.h
#	src/r_skins.h
2022-05-25 15:12:51 +01:00
Sally Coolatta
bc3a82b610 Merge branch 'master' into slope-lighting 2022-05-25 04:04:38 -04:00
Sally Coolatta
ec02e75f0d Implement directional lighting
(Sloped ceilings are reversed and not sure what to do about it)
2022-05-25 02:51:08 -04:00
Sally Coolatta
b6ed17d9fc Allow adjusting map contrast 2022-05-24 23:04:48 -04:00
Sally Coolatta
dc890caef3 Add slope lighting
Makes slopes at a great enough steepness able to match the contrast of walls.

COMING SOON: Directional lighting & contrast modifier, as options for map header.
2022-05-24 22:23:04 -04:00
Sally Coolatta
b777b3f96a Don't apply wall light offsets on brightness 255 or 0
Makes skyboxes look better
2022-05-24 19:24:57 -04:00
Sally Coolatta
c8718b25ff REMOVE hyubgone + all of the other bullshit we did to try and make it show up less 2022-05-22 21:17:14 -04:00
toaster
946beabdf6 Fix lookback interpolating
# Conflicts:
#	src/p_setup.c
#	src/r_fps.c
2022-05-22 22:25:17 +01:00
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
toaster
48d451cfef Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart.git into new-menus
# Conflicts:
#	src/d_ticcmd.h
#	src/deh_soc.c
#	src/deh_soc.h
#	src/deh_tables.c
#	src/dehacked.c
#	src/f_finale.c
#	src/g_game.c
#	src/m_menu.c
2022-05-21 18:57:46 +01:00
toaster
38e6cba181 Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart.git into uncapped-absolution
# Conflicts:
#	src/f_finale.c
#	src/sdl/i_video.c
#	src/st_stuff.c
2022-05-21 13:40:20 +01:00
toaster
0f0786617f Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart.git into new-menus
# Conflicts:
#	src/m_menu.c
2022-05-17 22:04:42 +01:00
toaster
ea6aaa3321 Merge branch 'master' into fast-addfile
# Conflicts:
#	src/k_hud.c
2022-05-14 13:41:59 +01:00
James R
11f97049b1 Merge remote-tracking branch 'origin/master' into uncapped-absolution 2022-05-11 17:09:59 -07:00
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
2036a62043 Change when the kstart sound occours, because getting a lag spike at a bad time can still make it happen inaccurately early. 2022-04-29 21:54:22 +01:00
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
toaster
a6690e02fa Revert "Add flag to line slopes for copying their slopes to the other side."
This reverts commit 7f969705b4.
2022-03-27 20:46:07 +01:00
toaster
982c6d9a2e Merge branch 'boss-code-extras' into 'master'
Extra code changes for boss

See merge request KartKrew/Kart!563
2022-03-22 13:06:15 +00:00
MascaraSnake
b42715a5ca Fix offset calculation for segs that represent linedef backsides 2022-03-18 20:34:29 +00:00
toaster
5783c5aace Only load map lumps that are WADs or have no extension
# Conflicts:
#	src/w_wad.c
2022-03-18 20:31:17 +00:00
Vincent Robinson
1d7fa9e0f5 Make linedef 96 apply to tags from 97-99, but not to itself 2022-03-18 20:20:39 +00:00
toaster
78b8def506 Allow fromnetsave to be used in P_SpawnSpecialsThatRequireObjects (missed element of the level load executor fix). 2022-03-18 19:59:28 +00:00
toaster
7f969705b4 Add flag to line slopes for copying their slopes to the other side.
# Conflicts:
#	extras/conf/SRB2Kart2.cfg
2022-03-18 18:30:40 +00:00
toaster
3794bea729 Accidentially killed P_InitSpecials whilst handling a previous commit; correct. 2022-03-18 18:18:48 +00:00
Nev3r
65a339ec12 Fix the equation constant fields not being filled properly. 2022-03-18 17:54:13 +00:00
Nev3r
c7b7079ec6 Let equation slopes be read from textmaps. 2022-03-18 17:54:03 +00:00
toaster
dd8acd4c61 Initialize slopes before the map loads.
# Conflicts:
#	src/p_setup.c
#	src/p_slopes.h
2022-03-18 17:53:45 +00:00
sphere
167d30efc2 Ignore a linedef tag of 0 when using linedef action 96. 2022-03-18 17:22:28 +00:00
toaster
1289e08887 Enhance the multitagging functionality added in previous commits.
* Flattened version of commits from SRB2 repository's flarn2006:multitagging_plus/merge request 1524.
* New linedef special 96: "Apply Tag to Tagged Sectors".
* New flags for linedef specials 97-99
2022-03-18 17:06:22 +00:00
toaster
9deeb79ac4 My mistake, P_PreTicker calls P_MapStart and P_MapEnd too, so rework my earlier fix a bit
# Conflicts:
#	src/p_setup.c
2022-03-18 16:58:00 +00:00
toaster
5fa9ba1be0 move P_MapEnd call in P_LoadLevel further down, so that the P_MapStart/End pair also encloses cached actions and the MapLoad Lua hook
# Conflicts:
#	src/p_setup.c
2022-03-18 16:56:39 +00:00
toaster
487103bc47 Remove TAG_ITER_DECLARECOUNTER and the level field on the iterator macros.
Declare the position counters inside the for loops instead; RIP C90.

# Conflicts:
#	src/p_mobj.c
#	src/p_spec.c
2022-03-18 16:43:03 +00:00
toaster
5ac3709d43 make a few messages more helpful
# Conflicts:
#	src/d_clisrv.c
2022-03-18 16:27:48 +00:00
toaster
19a4ef23c2 Add more actions for slope copying & update the ZB config.
# Conflicts:
#	extras/conf/SRB2Kart2.cfg
2022-03-18 13:32:48 +00:00
toaster
857330f74f Add linedef specials for multitagging in binary maps
# Conflicts:
#	extras/conf/SRB2Kart2.cfg
2022-03-18 13:16:55 +00:00
toaster
f073218532 Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart.git into boss
# Conflicts:
#	src/m_menu.c
2022-03-18 09:07:13 +00:00
James R
821fd41d70 Merge branch 'c99-pedantic' into 'master'
Switch compiler mode C90 to C99; enforce stricter standard conformance

See merge request KartKrew/Kart!554
2022-03-18 02:41:57 +00:00
James R
93bd404072 Incorporate few more instances of Z_Free NULL no-op 2022-03-17 12:17:51 -07:00
toaster
8de92e8dca Merge branch 'master' into boss
# Conflicts:
#	src/k_bot.c
2022-03-17 16:58:42 +00:00
toaster
6e7adedaa0 Make the Kart TICQUEUE system closer to the 2.2 BACKUPTICS system.
* Rename TICQUEUE to BACKUPTICS.
* Add CLIENTBACKUPTICS to limit the time gap players can send tics in at once
    * This likely means freezes are more possible, and this variable could be raised later, but prevents some potential duplication in the extrapolerated tic.
2022-03-14 19:24:07 +00:00
toaster
31db72256d Merge branch 'master' into boss
# Conflicts:
#	src/y_inter.c
2022-03-12 19:24:23 +00:00
toaster
9fe2184c08 Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart.git into fast-addfile 2022-03-12 17:39:18 +00:00
toaster
bf43784d22 This is a doozy...
HUD:
* Miniaturised Spheres and Emeralds HUD for 3P/4P.
* Repair 3P minimap.
* Move accessibility icons in 3P/4P to next to the lap/bumper sticker (currently only kickstartaccel exists)
* Change language on menu retry to be more generalised.
* Adjust HUD code structuring a bit.

MECHANICAL:
* Now correctly set number of bumpers in Break the Capsules to 1 (from 3).
* The above required reworking K_SpawnBattleCapsules into K_BattleInit, which is a good staging ground to handle more battle-specific setup in future.
* Do not spawn Emeralds or Sphereboxes in Break the Capsules.
* If everyone is WANTED... nobody is.
* Try to handle exceptions to timelimits a little more thoroughly (still not perfect).
* Disable pointlimits in bosses.
2022-03-05 22:31:43 +00:00
toaster
61577e5026 * Re-enable kickstartaccel in battle.
* Add a little "ding" sound and HUD dorito bounce when your kickstartaccel reaches max, so you can let go of accelerate/know when you need to tap to stop.
* Make the name on top of the boss healthbar only show up once the titlecard is over.
* Properly reset boss healthbar fill between maploads.
2022-03-01 18:18:01 +00:00
toaster
c1f3237157 Boss API + assorted relevant bugfixes, will go over the featureset of this branch with a fine toothed comb when it's time to write the merge request description so this is all you're getting right now 2022-02-24 21:19:03 +00:00
James R
82f4364eb4 pedantic: fix misc leniencies and GNU-isms 2022-02-20 03:28:22 -08:00