Commit graph

673 commits

Author SHA1 Message Date
Oni
dbb548d8ad Merge branch 'ironman' into 'master'
HOSTCODE 'ironman'

See merge request KartKrew/Kart!745
2022-11-26 11:56:11 +00:00
James R
e2be36c343 drawpickups command to hide collectible items 2022-11-25 16:05:11 -08:00
AJ Martinez
80252717c9 Kill SF_HIRES, use skin_t highresscale instead 2022-11-03 16:19:17 -07:00
James R
603a1671b4 Use angle between viewz and mobj z to determine splat sprite angle 2022-11-03 03:38:56 -07:00
James R
26eb1cf9e2 Use interpolated mobj x/y/z/angle for splats 2022-11-03 03:38:56 -07:00
James R
424c65955e Use angle between viewz and mobj z to determine splat sprite angle 2022-10-31 19:03:09 -07:00
James R
ce4518a20c Use interpolated mobj x/y/z/angle for splats 2022-10-31 19:01:44 -07:00
MascaraSnake
3b971835ee Add Lua backwards compatibility for FOF flags 2022-10-09 01:56:50 -04:00
Sally Coolatta
4b51f12c09 Merge branch 'master' into better-splash 2022-09-25 13:39:55 -04:00
James R
3d2d8bce16 Merge branch 'spritestuff-ports' into 'master'
Spritestuff ports

See merge request KartKrew/Kart!669
2022-09-17 07:10:44 +00:00
Sally Coolatta
0faf4d5f54 Add MF_APPLYTERRAIN
I gave it to all of our items, to give them footstep particles. Replaced MF_NIGHTSITEM.
2022-09-15 05:46:40 -04:00
Sally Coolatta
dea86d611e Add floor clipping for TERRAIN
Port of code from Heretic/Hexen, lets you make a texture look "deep" by offsetting the sprites and cutting them off. Doesn't impact hitboxes.
2022-09-14 01:16:19 -04:00
James R
d60d4b05fc Remove R_ThingVisibleWithinDist
It's no longer used!
2022-09-11 16:59:51 -07:00
James R
5a58b3ca3a Refactor hitbox renderer to project vissprites
Properly accounts for portals (skyboxes).
2022-09-11 06:17:42 -07:00
James R
082d9206e8 Add a hitbox renderer to Software mode
renderhitbox
- Tangible - collision activating objects, minus rings
- All - every object
- Intangible - the opposite of Tangible, also no rings
- Rings - rings
2022-09-08 22:30:00 -07:00
toaster
7adca2ef19 Fix papersprites being rotated incorrectly in Software when viewing them on the flipped side
Rewritten version of STJr/SRB2!1770
2022-09-07 13:05:40 +01:00
toaster
1abfb2745a Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into new-menus 2022-09-03 22:26:28 +01:00
Sally Coolatta
b9e3bdff94 Better tripwire leniency vfx 2022-08-29 16:26:58 +01:00
Sally Coolatta
107622968e Merge branch 'master' into new-menus 2022-08-27 22:36:58 -04:00
Sally Coolatta
4c6109f62d Fix redundant check from the optimization
The drawsegs x range already filters this case out, so this will never be reached.
2022-08-26 17:08:35 -04:00
Sally Coolatta
d3cbf0cd6f Oops, properly scale for high-res/splitscreen
prboom-plus uses 320 here always, but that's because it handles high resolutions differently apparently.
2022-08-25 00:31:23 -04:00
Sally Coolatta
8494c30e08 Drawseg clipping optimized, from prboom-plus 2022-08-24 22:03:05 -04:00
James R
5b3f1b2c10 Scale precipitation to mapobjectscale 2022-06-08 00:36:06 -07:00
Sally Coolatta
35cc746adf Blendmode support for weather 2022-06-03 14:53:56 -04:00
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
a044ea76f7 I made skin loading 2/15ths faster on my machine by inverting this jump conditional 2022-05-16 21:47:20 +01:00
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
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
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
James R
fbe3106890 Refactor R_SpriteIsFlashing into R_ThingIsFlashing
Checks for boss fret AND hitlag.
2022-03-21 13:03:30 -07:00
toaster
336010e616 Fix portals
- Resetting portalcullsector fixes the major visual glitches

- Using 32 bits for nummasks and i fixes crashes when rendering lots of portals

# Conflicts:
#	src/r_main.c
2022-03-18 20:44:07 +00:00
Hannu Hanhi
b7c23b9187 Fix software splats breaking and crashing in skyboxes 2022-03-18 20:39:02 +00:00
toaster
86f2a551e6 Fix floor sprite projection
# Conflicts:
#	src/r_plane.c
#	src/r_things.h
2022-03-18 18:16:31 +00:00
Monster Iestyn
eeb208312a Change numadded counter to UINT16 instead of UINT8, to allow for more sprites properly 2022-03-18 12:45:44 +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
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
87d797a45a Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart.git into new-menus
# Conflicts:
#	src/Sourcefile
#	src/d_main.c
#	src/m_menu.c
#	src/v_video.c
#	src/v_video.h
2022-02-14 13:10:36 +00:00
toaster
df1e808b6e Semibright has colormapping again 2022-01-20 19:14:44 +00:00
James R
ecc3d031df Ignore colormap when overriding thing brightness 2022-01-20 03:57:58 -08:00
toaster
14e5ee638e blessings be to hannu
Hannu's dropshadow hack, copied across and edited for Kart's column drawer setting functions.
2022-01-16 23:21:38 +00:00
Sally Coolatta
1c908f533d Fully fix drop shadows
It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.
2021-12-25 02:07:56 -05:00
Sally Coolatta
09eefc7e9b Make drop shadows slightly better in uncapped
They still jitter uphill
2021-12-24 23:17:28 -05:00
Sally Coolatta
ce01b494f4 Add functions to handle interpolation
Much less code duplication
2021-12-24 11:30:19 -05:00
James R
d8e7703917 Ignore level colormap when fullbright 2021-12-20 04:17:33 -08:00
Sal
f0c795d258 Merge branch 'read-sprite-header-once' into 'master'
Don't read sprite header twice

See merge request KartKrew/Kart!502
2021-12-19 04:40:27 +00:00
SinnamonLat
7d342aed9b Fix conflict in Sourcefile 2021-12-18 08:20:04 +01:00
James R
84ccf18b76 Read PNG and patch header in one go for sprites 2021-12-17 04:50:40 -08:00