Commit graph

129 commits

Author SHA1 Message Date
Sally Coolatta
9d80323a3a Read-only mapthing_t
Map things are writeable in Lua, which I am pretty certain is a mistake because mapthings are not sent over the network at all. I considered making them net-synced (it would be relatively easy), but it also aligns with another, more "philosophical" issue: Doom generally copies over properties from mapthing_t into mobj_t, and then only refers to it again when needing to respawn an object -- mapthing_t is not really intended to be referred to very often at runtime. At best it's slightly annoying since some objects rely on a spawnpoint for behavior changes, at worst it may make ACS more confusing in the future since Thing and Mobj tags are mixed together or less useful since they wouldn't be able to modify behaviors of objects that are based on args.

So I decided to solve these two issues at the same time; just treat mapthing_t as something to copy values from, like OG Doom does it. This basically just means that special and args are also part of the mobj now instead of the mapthing, which should fill any desire to edit this stuff from Lua, and reduces the number of instances where objects need to check for their spawnpoint to function properly.
2023-05-25 14:40:55 -04:00
Sally Coolatta
0601579af3 Disable linedef executors in UDMF maps 2023-01-07 00:00:27 -05:00
Sally Coolatta
8f5e0f63e9 Evict the wall gremlin
Gremlins happened whenever P_TryMove and P_SlideMove/P_BounceMove disagreed on what an object collided with. When TryMove said you collided with a line, but P_BounceMove said that you didn't, then you'd get gremlin'd.

To fix this, P_TryMove now can edit a struct to contain information on what it collides with. P_SlideMove and P_BounceMove no longer try to detect walls on their own and now requires this result from P_TryMove. If a slide/bounce is needed without moving the object, then you'd want to use P_CheckMove to get the result.

Lua is not supported right now.
2022-11-21 16:12:53 -05:00
Sally Coolatta
b31aa1bbb0 Put tm* variables into a struct
This makes it significantly easier to save/restore the state of these variables, whenever we need to do so for calling movement functions in the middle of other movement functions. This will also make it easier to move it out of global variable hell if desired later.
2022-11-20 19:27:34 -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
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
40cbc30bff Mammoth commit, sorry.
All my work thus far on solving the drawflag/renderflag/additive/subtractive conundrum.

Outstandng problems:
* Bad additive/subtractive tables means that they appear opaque except under certain conditions.
* No support for FOFs, Polyobjects, or linedefs in OpenGL yet.
* All OpenGL support mostly done blind, may or may not function in practice.

If nothing else, the hard engineering problems are solved and it's just bug hammering...
2021-03-31 22:46:23 +01:00
Sally Coolatta
9d7ec0ab8f Merge SRB2 next
Probably doesn't compile yet, but I got rid of all of the conflicts for anyone who wants to take a stab at it.
2021-02-27 05:18:36 -05:00
LJ Sonic
85cd429d1d Revert "Replace all instances of P_AproxDistance with FixedHypot"
This reverts commit 498ff708bb.
2021-02-13 17:45:20 +01:00
James R
498ff708bb Replace all instances of P_AproxDistance with FixedHypot 2020-12-12 14:53:54 -08:00
Sally Coolatta
fc934b38e1 Merge public next 2020-11-10 15:32:48 -05:00
JugadorXEI
5d22277aed Polyobject and SPB 'lastlook' interaction fix 2020-11-03 16:41:00 +01:00
Nev3r
df6a903592 Merge branch 'next' of https://git.do.srb2.org/STJr/SRB2 into udmf-multitag
# Conflicts:
#	src/lua_baselib.c
#	src/lua_maplib.c
2020-10-27 20:48:25 +01:00
Sryder
11386e12ba Keep NUMTRANSMAPS what it was, instead add NUMEFFECTMAPS to end of enum
Should have easier merging and be less likely to break current effects.
2020-10-26 11:18:53 +00:00
Sryder
a585d3c9d1 Revert "Fix various things that used NUMTRANSMAPS for the number of translucent trans maps"
This reverts commit dc453fbbda.
2020-10-26 11:07:17 +00:00
Sryder
dc453fbbda Fix various things that used NUMTRANSMAPS for the number of translucent trans maps 2020-10-25 23:19:20 +00:00
Sryder
488ad70da3 Merge branch 'the-scary-22-merge' of git@git.do.srb2.org:KartKrew/Kart.git into additive-transmap 2020-10-25 14:43:44 +00:00
Sally Coolatta
7c2bd0d1c2 Merge remote-tracking branch 'srb2/next' into the-scary-22-merge 2020-10-24 20:50:58 -04:00
Sryder
d311242a6e Support for additive/subtractive translation maps on FOFs and Polyobjects
Polyobjects set translucency to 11 for additive, and 12 for subtractive
FOFs using the regular translucency settings set the top texture to #900 for additive, and #901 for subtractive
2020-10-22 23:13:51 +01:00
Sally Coolatta
861cb8e144 Fix springs giving you way too many
(Also removed a bunch of instances of PF_SPINNING since we haven't used it)
2020-09-25 02:24:19 -04:00
Sally Coolatta
99a1bacb81 Turning code overhaul
Packet drops are still broken, but at least netgames are playable now.
2020-09-22 00:35:44 -04:00
Monster Iestyn
4424a949b2 Added the functions Polyobj_moveXY and Polyobj_rotate to Lua as polyobj.moveXY and polyobj.rotate 2020-09-09 19:38:56 +01:00
FlykeSpice
2d9ec1687c Remove POLYOBJECTS POLYOBJECTS_PLANES #ifdefs(backport from srb2 2.2) 2020-08-20 13:02:13 -04:00
Sally Coolatta
9b9ab8a2d5 Get up to p_user 2020-08-14 23:23:14 -04:00
Sally Coolatta
6a9b68cc88 Merge p_polyobj.c 2020-08-10 14:39:11 -04:00
Sally Coolatta
e296e1309a YAY, round 2 2020-08-09 21:02:56 -04:00
Sally Coolatta
d27f16c4d5 A bunch of easy files (1-5 conflicts)
g_state.h, hu_stuff.h, lua_hud.h, m_misc.h, p_polyobj.c, p_telept.c, r_draw.c, r_draw8.c, r_sky.c
2020-08-05 14:34:17 -04:00
Nev3r
ebe16a66d9 Merge branch 'udmf-next' of https://git.magicalgirl.moe/STJr/SRB2/ into udmf-multitag
# Conflicts:
#	src/hardware/hw_main.c
#	src/p_ceilng.c
#	src/p_floor.c
#	src/p_mobj.c
#	src/p_mobj.h
#	src/p_polyobj.c
#	src/p_saveg.c
#	src/p_setup.c
#	src/p_spec.c
#	src/p_spec.h
#	src/p_user.c
#	src/r_bsp.c
#	src/r_defs.h
2020-07-10 18:18:07 +02:00
Nev3r
6b38fe4b2c Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2/ into udmf-next 2020-07-06 11:13:27 +02:00
Louis-Antoine
ec2f58c664 Fix crash when a polyobject rotates a non-player mobj 2020-06-30 18:37:21 +02:00
MascaraSnake
5bbbb16837 Compiling fix 2020-06-09 22:10:02 +02:00
MascaraSnake
c685328268 Adapt POF_SPLAT to UDMF setup 2020-06-09 09:44:49 +02:00
MascaraSnake
3ce62d7780 Merge branch 'next' into udmf-next
# Conflicts:
#	src/p_mobj.c
#	src/p_polyobj.c
2020-06-09 09:38:01 +02:00
Lachlan Wright
5263b8cf63 Merge branch 'fix-spawn-desynch' into 'next'
Fix desynch when a player spawns

See merge request STJr/SRB2!977
2020-06-08 05:25:41 -04:00
Monster Iestyn
3a7417c8fe Merge branch 'master' into next 2020-06-06 20:35:48 +01:00
Monster Iestyn
e2e65d7fae Polyobj_rotate and related: change "origin" to vector2_t since all it needs is x/y and not any of the new stuff for vertex_t 2020-06-03 20:47:49 +01:00
MascaraSnake
f713487f3c Effect 6 flag allows cutting of cyan pixels on FOF and PolyObject planes (even if they're translucent) 2020-06-03 19:41:47 +02:00
Sally Coolatta
63917ffccc The start of the scary 2.2 merge
All conflicts are left in-tact. We should be collaborating on solving these files one at a time.
2020-05-29 13:43:38 -04:00
Louis-Antoine
d886e35576 Fix potential desynch when a player spawns 2020-05-28 11:03:35 +02:00
Sryder
195920acdc Update light offset on polyobjects when they rotate 2020-05-21 17:15:50 +01:00
MascaraSnake
ef85e7f99d Polyobject waypoint movement: Prevent infinite loop if all waypoints are in the same location 2020-05-16 10:24:06 +02:00
MascaraSnake
55aacf6b83 polywaypointdata_t: Turn reverse and continuous into flags 2020-05-16 09:49:30 +02:00
MascaraSnake
fe77e7506b EV_DoPolyObjWaypoint: Don't discard movement if you start at the last waypoint 2020-05-16 09:09:26 +02:00
MascaraSnake
52e05bc8d5 T_PolyObjWaypoint: We can find waypoints in constant time now, so no need to store the waypoint mobj in the thinker anymore 2020-05-16 09:03:02 +02:00
MascaraSnake
bb8ad195c4 T_PolyObjWaypoint: If the polyobject reaches its target exactly, find next waypoint in the same tic 2020-05-16 08:49:03 +02:00
MascaraSnake
f8dee9c104 Rewrite T_PolyObjWaypoint to move more smoothly 2020-05-16 08:45:06 +02:00
MascaraSnake
8d16937c6a T_PolyObjWaypoint: Move duplicated movement code into its own function 2020-05-15 17:35:07 +02:00
MascaraSnake
93b6615e61 Store PolyObject waypoint return behavior in an enum 2020-05-13 16:21:47 +02:00
MascaraSnake
ea0176fada Remove diffx/y/z from polywaypoint_t, since they're always 0 anyway 2020-05-13 14:40:07 +02:00
MascaraSnake
2e8bb50808 Fix accidental swap of first and last waypoint 2020-05-13 09:32:00 +02:00