Commit graph

18281 commits

Author SHA1 Message Date
Sally Coolatta
8f11cd6603 Interpolate FINISH hud scroll 2021-11-29 20:18:17 -05:00
Sally Coolatta
c4ca097224 Interpolate minimap icons
Was this completely unnecessary? Yes. Is it cool? Hell yeah
2021-11-29 20:12:51 -05:00
Sally Coolatta
c6bf534f29 HUD items with V_SLIDEIN interpolate 2021-11-29 20:00:41 -05:00
Sally Coolatta
bea5d9dce7 Fix trick timing efx in uncapped 2021-11-29 19:28:41 -05:00
James R
f917c60637 Remove MF_NOTHINK from sign pieces
Without a thinker, interpolation doesn't change state.
2021-11-29 15:29:01 -08:00
Sally Coolatta
3d2ad0b95e Fix water trails not interpolating properly 2021-11-29 17:59:15 -05:00
James R
aaeaef5223 Do not set hu_stopped on interpolated frame 2021-11-29 14:40:30 -08:00
toaster
9e12195840 Fix two more minor issues with reading and writing replays.
* DXD_PLAYSTATE and DXD_WEAPONPREF no longer conflict when both are read during the same tic. (VERY rare bug, but was possible)
* Fixed G_WriteDemoTiccmd not considering the sign of forwardmove properly. (Of basically no consequence r/n, but could bite us down the line if not caught)
2021-11-29 19:45:01 +00:00
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
5fea80c61b Apply interp to models, apply sprite world offsets properly 2021-11-29 08:46:56 -05:00
Sally Coolatta
c43f8da5e6 P_SetOrigin & P_MoveOrigin to replace P_TeleportMove 2021-11-29 08:20:27 -05:00
Eidolon
f398004a18 Ensure + commands get executed before map start 2021-11-29 07:25:46 -05:00
Eidolon
e2482edce3 Ensure viewsector is accurate to viewx/viewy
This fixes a potential crash in OpenGL when changing between levels.
2021-11-29 07:24:27 -05:00
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
Sally Coolatta
5325431450 Fix crash on level load 2021-11-29 07:15:02 -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
James R
1e73c842e2 Run squish effect for players too
This is ironic.
2021-11-28 23:14:53 -08:00
James R
696ca049d8 Apply momentum based squash and stretch to every object
Also netsave.
2021-11-28 22:43:48 -08:00
James R
5b86a70db2 Merge remote-tracking branch 'origin/master' into jelly-racers 2021-11-28 22:03:37 -08:00
James R
72ded01ac8 Smoother ceiling clipping
- Apply some gravity immediately.
- Play the bump (like against walls) effect.
2021-11-28 21:45:31 -08:00
James R
0fad5f5a23 Merge branch 'tripwire' into 'master'
Tripwire

See merge request KartKrew/Kart!462
2021-11-29 03:20:56 +00:00
James R
332d3bfa12 Fix passing tripwire not triggering SOMETIMES 2021-11-28 18:48:27 -08:00
James R
9750e2cd07 Tumble when passing tripwire while spinning out and with >200% speed 2021-11-28 17:27:06 -08:00
James R
2cab15c7a3 Automatically apply additive to tripwires 2021-11-28 16:34:46 -08:00
James R
54aaf6d98e Apply tripwire effect to TRIPWIRE and 4RIPWIRE 2021-11-28 16:23:37 -08:00
toaster
8852874465 KHUD NOT NETSYNCED, hyuu cannot safely use it as a reference point 2021-11-28 21:00:49 +00:00
Sally Coolatta
fbaa57a39c Give Landmines its own bot usage function
Prevents them from attempting to use landmines tossed forward. (Not really notable at all, since there's no one in front of you when you get landmine, at most means they may hold onto it longer, but it was just a weird thing I always meant to fix)
2021-11-28 15:20:57 -05:00
toaster
15741da0a4 Improve some of the efficiency loss in F_DoWipe compared to K.S.'s 2.1 code by seperating out some of the loops. 2021-11-28 20:18:41 +00:00
toaster
ba3e896655 Make the game loading-bar miniwindow do OS polling, to allow you to tab back into it without it being considered frozen by the OS. 2021-11-28 20:15:42 +00:00
Sally Coolatta
e4b27933f2 Comment the tire grease change 2021-11-28 15:13:54 -05:00
Sally Coolatta
3536c73b66 Fix eggbox stealth being bugged and never being used... 2021-11-28 15:08:54 -05:00
toaster
3141ca0221 Replay fixes mark whatever
Not a pancaea for EVERYTHING, just a bunch of good stuff.

* Some issues with spectators not == true because the assignment wasn't casted.
* Netgame status (or rather its inverse) is recorded in netreplays now, to allow for power levels controlling spawn position.
* Fixed tally screen for replays to not scream infinitely at you.
* P_IsLocalPlayer now uses display players in replays.
* A bunch of good testing prints that helped me find these problems, commented out for now just in case we need them again soonish.
2021-11-28 20:03:49 +00:00
Sally Coolatta
6be351a304 Improved item throwing
- Bots attempt to do fast item snipes (they will throw more often when above top speed)
- They will not waste double jawz anymore (they check for a jawz already targetting who they want to shoot before they decide to shoot it)
2021-11-28 14:55:03 -05:00
Sally Coolatta
40958073e3 Increase bot max top speed now that everything around it is fixed lol 2021-11-28 14:42:44 -05:00
Sally Coolatta
c7caf7ab44 Pull the prediction a lot more forward by default 2021-11-28 14:37:21 -05:00
Sally Coolatta
dca887e23e Do not adjust friction on bots for tire grease 2021-11-28 14:36:58 -05:00
Sally Coolatta
0c35e3f8b7 Bring back more jitter 2021-11-28 13:31:25 -05:00
James R
2276304c1d Don't skip other line specials if a trip wire is passed 2021-11-28 04:09:15 -08:00
James R
0e6bb75230 Check TRIPWIRE texture at map load
So it can be animated.
2021-11-28 04:08:38 -08:00
James R
8e20ca4c04 TRIPWIRE
Set a sidedef's midtexture to "TRIPWIRE" to turn that line
into a tripwire.

Players can't drive through a tripwire and will bounce
back at high speed if they're in one of the following
states:

1. Invincibility / Grow
2. Sneakers
3. Flame Shield dash
4. >200% on the speedometer

Hitting a tripwire plays a sound, sends you into hitlag,
then plays another sound when the hitlag is over. The
sounds used depend on whether you can drive through the
tripwire.
2021-11-28 03:03:43 -08:00
Sally Coolatta
e1ee0977af Merge branch 'master' into snapify-hitlag 2021-11-28 01:23:53 -05:00
Sally Coolatta
c1b34d4d4f A few more instances 2021-11-28 00:32:07 -05:00
Sally Coolatta
15556dce0b Quakes are scaled with map scale
Finally
2021-11-28 00:25:40 -05:00
Sally Coolatta
0974d6d1f4 Reduced hitlag jitter
Makes a little easier to parse. I might have gone overboard but I really wanted to test my hunch if Ivo's issue was mostly the fact it jitters so hard :V
2021-11-28 00:08:50 -05:00
SteelT
0b74476707 Don't make asset hashing be required under dev builds 2021-11-27 21:02:04 -05:00
SteelT
c142648d03 Add cmake config option to compile a dev build 2021-11-27 20:36:40 -05:00
James R
17b3cd205e Merge branch 'snapify-hitlag' into 'master'
Snap da sentinel like hitlag

See merge request KartKrew/Kart!458
2021-11-28 00:29:29 +00:00
Sal
b239974675 Merge branch 'spring-grease-tweaks' into 'master'
Spring grease tweaks

See merge request KartKrew/Kart!457
2021-11-28 00:22:10 +00:00
Sal
e5a5727781 Merge branch 'segasonic-sounds' into 'master'
Add SegaSonic Arcade sounds

See merge request KartKrew/Kart!447
2021-11-28 00:21:27 +00:00