Commit graph

19120 commits

Author SHA1 Message Date
SinnamonLat
464e4a338a wip: ebrake visuals 2022-05-03 03:35:01 +02:00
SinnamonLat
d843cc5b5c Spindash iframe ring drain based off of speed/weight 2022-05-03 02:16:22 +02:00
SinnamonLat
784a541c09 Spindash charge time rebalance + release thrust 2022-05-03 01:53:20 +02:00
toaster
b88a34e07b Make the "DEVELOPMENT EXE" string on the title screen change in TESTER and HOSTTESTER builds. 2022-04-29 22:16:44 +01:00
toaster
2036a62043 Change when the kstart sound occours, because getting a lag spike at a bad time can still make it happen inaccurately early. 2022-04-29 21:54:22 +01:00
toaster
f13149c061 Merge branch 'droptargetsound' into 'master'
Dynamic sounds for drop target collision

See merge request KartKrew/Kart!575
2022-04-27 19:45:17 +00:00
AJ Martinez
87eed3ed1c Double droptarget sound range 2022-04-25 21:21:53 -05:00
AJ Martinez
4655df9d9e Dynamic sounds for drop target collision 2022-04-25 18:49:08 -05:00
toaster
2fc1770dc0 Merge branch 'sep-decringe' into 'master'
[minor refactor] Sep Decringe

See merge request KartKrew/Kart!573
2022-04-18 16:37:15 +00:00
toaster
2b2ba53e93 Minor refactor: Handle *sep entirely within S_AdjustSoundParams, instead of having a component partly outside. 2022-04-18 17:13:27 +01:00
Sal
346a93475d Merge branch 'split-somethings' into 'master'
Split Somethings

Closes #237 and #233

See merge request KartKrew/Kart!572
2022-04-18 15:19:51 +00:00
toaster
dfbff49a52 Delete accidentially-committed whitespace 2022-04-17 23:50:43 +01:00
toaster
440203ff89 Resolve #233 - Sounds with non-NULL sources now work when two or more players are near the sound origin. 2022-04-17 23:22:48 +01:00
toaster
8563074ee0 Resolve #237 - water ripple effects no longer show garbage in splitscreen. 2022-04-17 21:57:06 +01:00
SinnamonLat
62b6b7ea8f Update controls in real time in control setup, allow testing controller mappings 2022-04-13 03:03:58 +02:00
SinnamonLat
66c62b38da Various fixes in charsel / charswitch menus 2022-04-13 00:53:27 +02:00
SinnamonLat
4f919f883d Bandaid fix for trigger mapping, not super consistent but it helps most of the time... 2022-04-12 16:38:40 +02:00
SinnamonLat
1d4ee40758 Remove unecessary button associations in menu. X is now Back 2022-04-12 11:46:50 +02:00
SinnamonLat
7132a1be10 Profiles: Followers support 2022-04-12 00:58:57 +02:00
SinnamonLat
6db54f77d8 Force menus to use default controls for now. Update device in realtime in control setup menu 2022-04-11 14:50:51 +02:00
toaster
8b88284b32 Fix in-game ticcmds being generated with your inputs while a menu is supposed to be eating them. (we can no longer rely on the ev_ system eating them before they get processed, so just add extra exceptions... 2022-04-01 20:54:15 +01:00
toaster
ff5992e3c4 Rework the entire G_PlayerInputAnalog system.
* Previous control checking flow:
    * Current controller/keyboard (userbound controls).
    * If on a menu:
        * Current controller/keyboard (default controls).
        * All controllers not in use by a player (default controls).
* New control checking flow:
    * Current controller/keyboard (userbound controls).
    * If player 0 and just checked a controller, check keyboard (userbound controls).
    * If on a menu:
        * Check all controllers not in use by a player (userbound controls).
        * If keys are inaccessible/unbound and keybind is necessary to navigate menus, repeat eveyrhting with default controls.
* Instead of duplicated code, control the flow in a finer fashion.
* Now able to detect if gamepad inputs are possible to recieve (via checking deviceID), instead of assuming they are.
* If a keybind is set but inaccessible by the above metric, make it flash on the Profile Controls screen.
* Fix out-of-order key mappings for a given bind being invisible on the Profile Controls menu.
2022-04-01 20:51:37 +01:00
toaster
e3f9a925d8 Fix a fresh profile not having kickstartaccel zeroed out. 2022-04-01 20:32:48 +01:00
toaster
55b0d5d07a Fix axes in M_MapProfileControl.
* Now properly converts ev->data1 to a control, instead of leaving it as an unfiltered axis number.
* Now checks it exceeds a deadzone (TODO: always p1's deadzone for now)

Still a lot of bugs in input support, but we're getting there.
2022-03-30 23:42:45 +01:00
toaster
6db7e673ef da two mines lol 2022-03-29 21:26:50 +01:00
toaster
4cc587b5b2 * Make the scrolling text on the menu interpolate.
* Replace the shitty vidwait option with Sal's shiny new fpscap option.
* Update the item toggles menu for all the new items (and re-enable shitsfree for the new empty spots).
2022-03-29 21:08:36 +01:00
toaster
c85cc0f182 Update all data files that have the "kart" prefix to "ring", so that you can use this in the same folder as an existing non-newmenus install.
ringconfig.cfg
ringprofiles.cfg
ringsavedips.txt
ringexec.cfg
ringserv.cfg
ringdata.dat
replay folder "ringracers"

Screenshots/gifs do not currently have adjusted name to prevent name leakage, we can change this later.
2022-03-29 17:15:18 +01:00
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
cc76f4d052 Merge branch 'reverttransferline' into 'master'
Revert "Add flag to line slopes for copying their slopes to the other side."

See merge request KartKrew/Kart!568
2022-03-29 12:57:51 +00:00
Sal
2f3064c225 Merge branch 'endingmusicfix' into 'master'
P_EndingMusic repairwork

See merge request KartKrew/Kart!567
2022-03-28 17:44:29 +00:00
SteelT
5db877ab35 Merge branch 'finish-update-optimize' into 'master'
Interpolation optimization

See merge request KartKrew/Kart!566
2022-03-28 04:52:28 +00:00
Sally Coolatta
db7e71d418 Fix gif recording 2022-03-28 00:25:52 -04:00
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
8933fe12f6 Haven't fixed netgames yet but pushing what I have at least 2022-03-27 20:26:46 -04:00
toaster
a6690e02fa Revert "Add flag to line slopes for copying their slopes to the other side."
This reverts commit 7f969705b4.
2022-03-27 20:46:07 +01:00
toaster
1beee50942 Fixed the conditions where bad splitscreen player reads were occuring in P_EndingMusic.
Was only evident when someone joined and then left the 3p or 4p position of party, which is why we didn't discover it in testing.
2022-03-27 20:19:10 +01:00
Sally Coolatta
ebd4197f5c Increase delay granularity for more stable framerate 2022-03-27 13:58:11 -04:00
Sally Coolatta
d8bef70171 Add PAL hz standard as an FPS cap option 2022-03-27 13:20:42 -04:00
Sally Coolatta
c0678e5016 Check FPS cap further in the main loop
This allows map changes to properly run. (I also seem to be able to hit the framerate cap slightly more often ... maybe placebo lol)
2022-03-27 13:17:26 -04:00
Sally Coolatta
12353c2d6f Do the alternative interp failsafe CORRECTLY. 2022-03-27 03:39:19 -04:00
Sally Coolatta
d00f2e0622 Nothing fucking works 2022-03-27 02:56:48 -04:00
Sally Coolatta
24f870a262 Let's try this instead 2022-03-27 02:20:39 -04:00
Sally Coolatta
23b0a5fcaf Wait until fully loaded before using framerate cap 2022-03-27 02:05:00 -04:00
Sally Coolatta
35b1a0d63f go back to avg fps 2022-03-27 01:37:24 -04:00
Sally Coolatta
93dd4dc119 Give names to fpscap values 2022-03-27 00:25:27 -04:00
Sally Coolatta
e5fce1138e This got a different fix in master... oops! 2022-03-26 23:53:10 -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
Sally Coolatta
417bbd1bf2 Keep rect in memory
Feel better about this than creating one all da time
2022-03-26 17:16:13 -04:00
Sally Coolatta
33f316ded2 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.
2022-03-26 16:32:43 -04:00