* 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!)
`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>
* Resolves#145.
* Increased granularity, to seperate out texture loading and sprite loading from other render structure initialisation.
* Shows small loading string in DEVELOP builds, to show where we can optimise loading times when we're polishing.
* Clean up con_refresh/startup, which got split into two variables in the merge by mistake.
* When lightsnaking, update the camera angle at each waypoint step to prevent being dropped the wrong way around.
* The above bullet point is WIP. I've tried to restrict manual turning while lightsnaking, but it still happens and just gets yanked back at each waypoint. Would appreciate a bit of insight here.
* Fix HUD tracking for spectators by setting thiscam->chase each tic more definitively.
* Still happens for the very first tic of the map though, must be another data point I missed 😔
* Fix the vertical jittering when a spectator's camera is on the ground.
Apparently overflows less often
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.
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.