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
FixesKartKrew/Kart-Public#10
Run UpdateMobjInterpolators in preticker
Reset view interp in preticker
Add per-split player view resets
This is a squashed commit of the following commits from
upstream:
James R <justsomejames2@gmail.com> on 2021-05-01
Commit 44d217807f71d15bd7ca69dad226458e7060ccab
> Collect makefiles
James R <justsomejames2@gmail.com> on 2021-05-04
Commit f637e28d0c1877c44acd7b01f7130625d5ea4099
> Remove bin, objs and dep directories
James R <justsomejames2@gmail.com> on 2021-05-02
Commit b31056c7d977fe3c2a5e0637589fd9521f1f6c04
> Rewrite Makefile to be modular as well as more automated
>
> Some key points for programmers:
> - Source code files are mostly listed in a 'Sourcefile'.
> So you no longer directly edit the object list. There
> can be multiple Sourcefiles and they can even live in
> subdirectories--the directory name will be prepended to
> every filename in the list. Of course, the Makefile
> still needs to be edited to read from each Sourcefile.
> - Different rules are no longer required for source code
> files that live in subdirectories (such as sdl/ or
> hardware/). Subdirectories Just Work so go ham!
>
> In addition to those points, another important change is
> that the bin directory is no longer divided into platform
> subdirectories (Linux64, Mingw, etc). Executables now go
> directly into bin. If you use DEBUGMODE or target 64-bit,
> then subdirectories for 'debug' and '64' will be made
> though.
>
> Oh by the way, I don't think make clean actually removed
> files before on Windows. It should now. I also fixed as
> many little inconsistencies like that as I noticed.
>
> And now just an overview of the technical aspects that
> shouldn't affect anyone who doesn't REALLY care about the
> Makefile...
>
> objs and dep directories have been moved to a make
> directory. Makefile.cfg and its variants have been moved
> out of their various subdirectories to src/Makefile.d
> make distclean removes the bin and make directories
> entirely, but make clean and cleandep still only affect
> the current build target.
>
> When I say automation, I mean that a lot of copy pasting
> in the Makefile has been reduced.
James R <justsomejames2@gmail.com> on 2021-05-04
Commit 53d1cbe8264196e46911c86bc4be13d44aa35dfe
> Appveyor: update executable directory
James R <justsomejames2@gmail.com> on 2021-05-04
Commit 888073d64d1885cae0ad8b5d54bfec31e9793e0a
> Fix make clean printing header
James R <justsomejames2@gmail.com> on 2021-05-04
Commit 3d7205d4942d1e1b2627fdf5acf9d9c82437a97b
> Fix minor errors with Windows ECHO, DEL, MD
>
> - Quotes were not removed by ECHO.
> - DEL would print an error on nonexistent file.
> - MD would do this plus return a nonzero exit code.
James R <justsomejames2@gmail.com> on 2021-05-05
Commit f9813844e7f0dfa6229062b1ebd83e4e8150c120
> Update CMakeLists.txt to use Sourcefiles
>
> This establishes (near) parity of source code file lists
> between the Makefile and CMakeLists.txt
>
> To make that change I messed around CMakeLists.txt a bit.
> It now uses target_sources and target_compile_definitions.
> I also removed some MSVC stuff since we don't actually
> care about MSVC--it made things easier.
>
> CMake minimum version 3.0 -> 3.13 for target_sources.
James R <justsomejames2@gmail.com> on 2021-05-05
Commit ec8b63d6759f0c124693ea6d5a521e8d82efd566
> Makefile: remove last of unused flags
James R <justsomejames2@gmail.com> on 2021-05-07
Commit c06817d0085ee77b0027917bca91a24e60c7deba
> Makefile: fix mingw/64 swapped with 32-bit
James R <justsomejames2@gmail.com> on 2021-05-07
Commit 9e7d80c2c44199126fa451c59fca0f98d23ad14d
> Makefile: suppress DEL error
James R <justsomejames2@gmail.com> on 2021-05-07
Commit 87afa7655a71539c7cbc7db12df18c4253187fbc
> CMake: fix ASM compile
>
> - target_sources from correct directory
> - enable_language must be used in add_executable directory
James R <justsomejames2@gmail.com> on 2021-05-08
Commit 210c9419e4bddd1fe8e9be7cb66de31119fa0d68
> Ignore -Wtrigraphs
James R <justsomejames2@gmail.com> on 2021-06-16
Commit 3a044e71cc7cf6c80d9836189511c1a58c108370
> Disable EXE disassembly and compression by default
>
> NOOBJDUMP=1 and NOUPX=1 have been removed. Make 'dump'
> target to disassemble. UPX=upx to compress executable.
>
> Setting UPX used to cause it to fail. That has been fixed.
James R <justsomejames2@gmail.com> on 2021-06-16
Commit c142b3241ddb8f1ea9b5090d20dffa43a17129ab
> Makefile: alert full path of final executable
>
> With added textual contrast.
James R <justsomejames2@gmail.com> on 2021-06-16
Commit b04c79d8a7ba4ae8f888ab94d394b6714699e107
> Say 'at'
James R <justsomejames2@gmail.com> on 2021-06-21
Commit 2d7a8c3c571bcc5335437e9db074c75af00408ce
> Makefile: use shell commands to read in Sourcefile
>
> File function is not supported < Make 4.2.
James R <justsomejames2@gmail.com> on 2021-06-21
Commit d5146945a69ebf30e6fc1fbb64558e456e0b7459
> Makefile: don't automatically set WINDOWSHELL unless PATH matches Windows norms
>
> This is for MSYS2, which requires unix shell commands.
James R <justsomejames2@gmail.com> on 2021-06-22
Commit 5f4d7e3c5b013afe03ae2a441c82ad79bae7c66c
> Makefile: fail if old build directories exist
>
> After a checkout from before revision, old directories
> such as bin/Linux64 only remain if untracked files exist
> within. This may be confusing to the user. They may even
> use an outdated executable if it is one of those untracked
> files.
James R <justsomejames2@gmail.com> on 2021-06-22
Commit c3ad5de912fccfdd64c510f5684883afceaa7d36
> Makefile: let variables be defined on Make line
>
> If a variable is defined as in 'make CC=gcc-10', then that
> definition overrides anything other definition in the
> Makefile.
James R <justsomejames2@gmail.com> on 2021-06-22
Commit ed85e994a46ace07cf022b38a9abac1698a8667e
> Remove misplaced parentheses
James R <justsomejames2@gmail.com> on 2021-06-29
Commit c1ecfa306f6a0b168d4f6cbc3224ebebd4deec51
> Makefile: 'dep' not 'deps'
James R <justsomejames2@gmail.com> on 2021-06-29
Commit 6c03f9b5b3590e01773f05bc1c31cc67a2d88fc2
> fuck
James R <justsomejames2@gmail.com> on 2021-06-29
Commit abdf5c101cbe80657f210c0b90800e2c4c6f0c05
> Makefile: report SHELL
James R <justsomejames2@gmail.com> on 2021-06-29
Commit 22ab611daa17bd23225f3afeeba39147c0d0fe17
> Makefile: do not automatically set WINDOWSHELL
>
> According to this answer--
> https://stackoverflow.com/a/45952425
> --Make will always prefer a unix shell, even on Windows,
> if one can be found in Path. So we can't check PATH to
> determine if it's a Windows shell... this is just too much
> bother.
James R <justsomejames2@gmail.com> on 2021-06-29
Commit f79e0ee540564fcec5da7c0dc4006906492a7f30
> Appveyor: remove 64-bit target
James R <justsomejames2@gmail.com> on 2021-06-29
Commit faee657572f23cd6f8b68c077873e01c4278414e
> Appveyor: update for new Makefile
James R <justsomejames2@gmail.com> on 2021-06-29
Commit 44b82dea58612e6f07830647e2b08555f54a7caa
> Appveyor: remove redundant CFLAGS
>
> Also changed -Wno-error=implicit-fallthrough to
> -Wno-implicit-fallthrough. For some reason Appveyor's
> version of GCC is triggering these warnings despite the
> comments, so just shut it up.
James R <justsomejames2@gmail.com> on 2021-06-29
Commit db919accd22350c087c1fd0e5122d8e490e2f171
> Appveyor: suppress real time file names
James R <justsomejames2@gmail.com> on 2021-07-12
Commit 58fa44e8dc0444eecbe701f31872fad9fa563a6a
> CMP0115
SteelT <steeltitanium1@gmail.com> on 2021-07-16
Commit 71f905f95bd4fe62dbca87208cf71b7309f12de1
> Fix gme support being effectively disabled
>
> I found this easier than trying to adjust the makefile, as it uses the same thing to automatically generate the various NO* compile options.
James R <justsomejames2@gmail.com> on 2021-08-14
Commit 824b1ab28cdddfd1c018454a9af14dabaab49fcd
> Makefile: use full stem in dependency generation
>
> Previously took only the filename, so the directory
> component was stripped. This broke dependencies for
> basically every file.
GoldenTails <milestailsprower101n2@gmail.com> on 2021-08-28
Commit 1a8ec7975c20e1d652cbbdb7a9e366192e41c05f
> Makefile: Improve gcc detection
>
> Wasn't working for me until I fixed it.
> Turns out gcc really doesn't like giving its name out.
> Most of the time it reads argv[0].
Indirectly fixes the game doing whatever after freeing a patch.
This commit implements a FTextureInfo struct type, instead of it being a typedef to the GLMipmap_s struct type.
It caused problems with crash reports not being made if the current working directory gets changed. Not even recommended anymore per the drmingw readme
https://github.com/jrfonseca/drmingw#exchndl