Commit graph

1304 commits

Author SHA1 Message Date
Sally Coolatta
56c23339be Directional Influence
Pretty much just copy+pasted from Snap the Sentinel!!
- Hold left/right to adjust the momentum angle after hitlag, up to 22.5 degrees. (Only angle can be adjusted, so you can't adjust your speed, only your direction.)
- It's relative to your angle, so sometimes you need to use forward/back, or even diagonals (forward/back throws now store full analog data for this to work)
- Bananas flip DI direction, to make them not baby easy mode
- Tumble has x3 DI (so angle adjustments of 67.5!!), and hitlag on each bounce to allow even more control.
2022-05-20 01:45:16 -04:00
Sally Coolatta
852e9b8ce9 Rebrand all console / window stuff 2022-05-19 15:10:47 -04:00
Sally Coolatta
a83504c1a4 WIP title screen 2022-05-19 03:19:33 -04:00
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
Sally Coolatta
85c03a51d6 Add perfstats for bot ticcmd
Cuz bot ticcmd generation is kinda chunky, and was curious how much time it takes. (It's actually a lot less than I thought ... still pretty hefty though)
2022-03-30 22:38:07 -04:00
Sally Coolatta
b9f91cb7ec Increase bot difficulty range to 13
While I finally pushed to do this because of the epic Blue Sphere reference, I was kinda thinking about doing this for a while, because it gives more room for bots to level up during Hard GP.

I thought about just making the new level cap go up normally, but I decided on keeping the bots' passive buffs (like top speed & ring boosts) go up linearly, while rubberbanding range is kept the same.

I don't think I can properly explain it, but this basically means level 13s are a touch harder than old level 9s before, and new level 9s are touch easier than old level 9s. Basically think of it as more level range than actually making the bots harder.

The expanded range means that Hard GP can start off easier, but end harder. (And of course, Master is even more ridiculous c:)
2022-03-30 15:25:55 -04:00
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
74eac3e3f2 Wait did this legitimately mostly fix it?!
I think it was the realtics check...?!

The issue is still here but significantly better... I THINK?? I can't tell if I just hate this code so much I'm telling myself that it's better so I don't have to look at it anymore
2022-03-27 22:16:51 -04:00
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
James R
4c9c54e44e Revert netvars after demo finishes playback
(Demos do not call CL_Reset BTW.)
2022-03-18 17:41:14 +00:00
toaster
5ac3709d43 make a few messages more helpful
# Conflicts:
#	src/d_clisrv.c
2022-03-18 16:27:48 +00:00
toaster
c67b52f85d move the old "can't load the level" error to its proper place, added specific error messages for all the times that unarchiving Lua banks can fail
# Conflicts:
#	src/d_clisrv.c
2022-03-18 13:07:47 +00:00
katsy
3fb2a1fba5 adjust cooldown to 5 seconds (bandage fix for 2.2.9) 2022-03-18 12:51:39 +00:00
katsy
38dc1c55e4 attempt to resolve teleportation resync issue 2022-03-18 12:51:31 +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
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
c84a739039 Fix not being able to escape out of the server connection screen. 2022-03-14 16:59:18 +00:00
toaster
fcb6a4e1ab Disable the vanilla-sourced "keepbody" (rejointimeout) feature. 2022-03-14 16:33:03 +00:00
toaster
31db72256d Merge branch 'master' into boss
# Conflicts:
#	src/y_inter.c
2022-03-12 19:24:23 +00:00
toaster
87fe8f2c9c Merge branch 'gamestatereloaded' into 'master'
Gamestate reloaded

See merge request KartKrew/Kart!551
2022-03-12 19:08:04 +00:00
toaster
dc2936de42 Make the map command from the title screen *actually work*, and make a best-guess attempt at determining the necessary setup to play each particular map in a Single Player context (such as grandprixinfo for TOL_RACE, a little cleanup for TOL_BATTLE, and bossinfo for TOL_BOSS).
This will be necessary when newmenus comes around and it is no longer advantageous to have a menu for testing bosses, given they won't be a headline feature in v2 or accessible via multiplayer at this time.
2022-03-05 22:17:06 +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
toaster
0b97d954ad Tested with Chengi at one point, correct a few things from that.
* Fixed a few prints happening on resync that shouldn't.
* Fixed OGL loading not using levelfadecol.
2022-02-16 23:23:14 +00:00
James R
c812d6fdd7 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.
2022-02-14 14:26:42 +01:00
James R
0f4feb0161 Fix in game downloader confirmation 2022-01-28 04:43:18 -08:00
James R
969d449973 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.
2022-01-12 03:38:17 -08:00
Sally Coolatta
0179466107 Finalize char select multiplayer
- Add menu control fallbacks.
    - If it could not find a bind using your existing keys, then it looks at default controls.
    - If it could not find it then, and you're P1, then it looks through gamepads, and then lastly settles for keyboard.
    - Changed around the order of operations on the character select menu, to accommodate for this change.
- Added initroutine to menu_t, which is called every time without question when going to a new menu. This solves many, many minor bugs you could experience in the character select menu when changing between menus, due to things only being properly reset when selecting the character select menu option.
2021-12-28 12:02:31 -05:00
Sally Coolatta
e628894b47 Merge branch 'new-menus' into profiles 2021-12-25 06:09:53 -05:00
SinnamonLat
7c9f3385d4 Merge branch 'master' into new-menus 2021-12-17 12:32:01 +01:00
Sally Coolatta
d067c1ddef First pass on character select device select
Ultra mega hacked in, by saving all "discarded" joysticks to an array so they don't get totally closed & we can still poll them. Events now properly send the device number instead of the player number, which means we can store all controllers pressing buttons, and thus, can detect when ANY controller is pressing anything, and THUS we can make the character select work like we wanted to :V

Did not bother fixing any of the bugs, however. First of all, the opening menus do not properly fallback to default controls. Yet again, we may need a more robust system -- storing all keys from gamekeydown separately? Additionally it seems like when I input gamepad it makes me use keyboard anyway, so I think something fishy is up.
2021-12-06 17:43:52 -05:00
Sally Coolatta
7d0597d864 Merge branch 'master' into profiles 2021-12-04 15:46:28 -05:00
James R
a64263c96d Merge remote-tracking branch 'origin/master' into new-menus 2021-12-03 14:56:48 -08:00
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
James R
182527db8b Merge branch 'gentlemens-2' into 'master'
Instead of gentlemens dropping packets, it simply delays what it sends

See merge request KartKrew/Kart!467
2021-11-30 04:51:01 +00:00
Sal
a326e180ca Merge branch 'replayfixes' into 'master'
Replay fixes mark whatever

See merge request KartKrew/Kart!463
2021-11-30 02:28:57 +00:00
James R
aaeaef5223 Do not set hu_stopped on interpolated frame 2021-11-29 14:40:30 -08:00
toaster
4b42f99ca7 Fix player removal not being recorded in netreplays. (Will not work with existing replays that lack this data) 2021-11-29 19:41:11 +00:00
Sally Coolatta
f17b948491 Update how input is handled in menus to use key bindings
VERY broken right now, it lost the delay between key presses. Kinda already sick of the reorganization needed though
2021-11-29 12:02:56 -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
Sally Coolatta
0e25de897d Instead of gentlemens dropping packets, it simply delays what it sends 2021-11-29 05:27:44 -05:00
Sally Coolatta
cd8862f0bc New input handling
Events have a player ID instead of adding billions of keys for separate gamepads. Axis movement (mouse movement, analog sticks) now are counted as keys, so axes don't need to be separately implemented for all controls. Game controls emulate a Saturn controller (some of the external functions like screenshot / gif should be readded, but I got lazy)

This will allow later us to save a config for a controller that can be reused for any player slot, which is one of the main goals for profiles.

Only just enough was made to use the new input system to make it compile. Menus in this branch should aim to move to using PlayerInputDown entirely, instead of using hardcoded keys & simply remapping to those
2021-11-26 14:56:25 -05:00
SinnamonLat
b750ef11dd Make sure we don't save IPs when hosting games... 2021-11-17 14:21:29 +01:00
SinnamonLat
1412b96b20 EXPERIMENTAL: Save last 3 IPs manually joined to allow rejoining them later 2021-11-16 23:03:46 +01:00
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
e5d899412c FIX PARTIES 2021-04-23 03:53:35 -04:00
toaster
00972a83d2 remove the prefix since everything seems to function 2021-04-17 11:30:08 +01:00