Commit graph

557 commits

Author SHA1 Message Date
toaster
604ac1101b demovars_s: Remove unused fromtitle property
Was superseded by demo.title
2023-02-04 17:14:23 +00:00
toaster
96297aad1c Title demos: Add support for game loading vRes staff ghosts as title demos 2023-02-03 18:23:59 +00:00
toaster
87ee91638e D_ClearState, G_EndGame, G_GameEndTicker: Move netgame-specific server looping out of the general state-clearing function, for sanity's sake. 2023-01-31 14:09:21 +00:00
James R
94e3050f10 Do not overwrite compbranch in case of detached HEAD 2023-01-05 18:32:54 -08:00
James R
55636fa690 Separate git commit subject line from comprevision, add SRB2_COMP_NOTE 2023-01-05 18:32:20 -08:00
James R
5887c36111 Show CMAKE_BUILD_TYPE on title screen
Includes a hint if optimizations may have been turned off.
2023-01-02 01:46:05 -08:00
James R
151dccf32f Parity between title screen and menu version info 2023-01-01 15:40:51 -08:00
toaster
88d41f6721 SECRET_ALTTITLE
My final indulgence for this branch. One cvar that swaps a patch
2022-12-14 20:18:53 +00:00
toaster
f179a3523f Clean up M_UpdateUnlockablesAndExtraEmblems and related
* `gamedata->unlockpending[MAXUNLOCKABLES]` stores info to prevent the same unlock causing multiple sounds, and simplify `M_GetNextAchievedUnlock`
* Remove the DEVELOP cechotext
* Each unlock on the challenges menu updates all the unlockables, rather than just `M_CheckUnlockConditions`
* The unlock update function handles the incoming unlock sound itself if `loud` is true. This will allow us to quickly replace every sound at once when we've made a decision what to use

Also:
* Fixes the size of the savebuffer allocation in `G_SaveGame` to account for the challengegrid array.
2022-12-11 16:59:11 +00:00
toaster
845fe12b52 Conversion to using gamedata_t
A small piece of (STJr/SRB2!1756).
Due to how RR currently handles time attack records and how it WILL handle unlocks, it's not currently feasible to split everything such that you can have two independent gamedata_t... but what's done so far is certainly more sane and less dependent on global variables
Other minor refactors:
- M_UpdateUnlockablesAndExtraEmblems and M_SilentUpdateUnlockablesAndEmblems are now one function with a boolean for loudness
- Unlock prints are currently living in the console, since the cecho stuff was a little broken
2022-11-30 13:19:21 +00:00
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
toaster
77be11d952 Title screen adjustments
- Don't show menu message on first tic of title startup
2022-11-04 00:41:53 +00:00
toaster
a9e5904d2f Show (and clear) menu messages on the titlescreen 2022-11-04 00:30:03 +00:00
toaster
00b73d4a48 Rework nextmap a little further
- Set gamemap after intermission, rather than before.
    - Fixes a bug where the NO CONTESTed player wouldn't get cycled out on the 4th round, because it had already been incremented by G_GetNextMap.
- Make the vote screen a special NEXTMAP_VOTING constant, for sanity, and to make cv_advancemap handled all in one place.
    - Along with the above, fixes a bug where changing cv_advancemap would only enable or disable the voting screen, not change the nextmap.
- Call G_EndGame in G_NextLevel, since they were never used seperately.
- Add Special Stage and marathonmode to K_CanChangeRules.
2022-10-12 19:48:01 +01:00
Sal
e9d2785cc3 Merge branch 'you-have-uncommitted-changes' into 'master'
The programmer took a nap. Hold out, programmer!

See merge request KartKrew/Kart!722
2022-10-01 02:14:15 +00:00
James R
62b2718261 Print on the title screen and in console if there are uncommitted changes 2022-09-29 15:31:53 -07:00
Sally Coolatta
80d9637dda devmode cheat online 2022-09-29 12:19:45 -04:00
VelocitOni
1d2e1420f6 Merge branch 'master' into cheats-streamline 2022-09-25 14:27:17 -04:00
toaster
859375ce3d Disable all staffghosts code since the lumpname stuff needs addressing (but that'll come later) 2022-09-23 21:08:26 +01:00
toaster
fe2757cb44 Fix special map usage
- Free header on `CLEAR LEVELS` even if it's `tutorialmap`
- `titlemap` infinite recursion prevention Z_Free's instead of leaking
2022-09-23 20:59:02 +01:00
Sally Coolatta
117d791424 Merge branch 'master' into cheats-streamline 2022-09-23 14:38:54 -04:00
toaster
7d990c4f15 Rework nextmap to be automatic
- Refactor significantly (now has its own func, `G_GetNextMap`)
    - If gametype uses cups, iterate through cups to find the current level, then grab the next valid level
    - If not, get the next valid mapheader for your gametype
    - SOC `nextmap`/`marathonnext` is not just deprecated but REMOVED
    - Hide the NEXTMAP_ constants again, but leave support dummied out for if we have them publically accessible again
- Also get rid of a bunch of OTHER mapheader stuff we're never gonna use
    - NiGHTS Grades? NOPE
    - Vanilla titlecard patches? NOPE
    - Boss music fadeout/replacement? NOPE
    - Select Heading? NOPE
    - You've been blocked.
- Don't show maps without lumps on the level select list
- this is me being petty, but making it NOTIMEATTACK in SOC instead of TIMEATTACK so we can reconsider the maps with/without them.
2022-09-18 20:00:28 +01:00
toaster
b68710faf2 Rework special nextmap events.
- G_MapNumber now handles special NEXTMAP_ nextmapspecial_t constants that exist at the end of the available type.
- Cleanup of G_DoCompleted
- Add bounds checking to the various SOC maincfg map starts (spstage_start, etc)
- Add lump checking to titlemap behaviour
2022-09-17 19:10:04 +01:00
toaster
1a284ec7c6 Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into big-large-map-markers
# Conflicts:
#	src/d_netcmd.c
2022-09-17 13:57:26 +01:00
toaster
04e5cfd338 Fix cups.
* Required an adjustment of everywhere using G_MapNumber to return the raw header number, instead of off-by-one ala gamemap.
    * Fixing gamemap is a viable improvement for a future commit, but this commit is already pretty big.
    * Remove SCANTHINGS, since it used G_MapNumber and didn't work with long map names OR virtres anyways.
* Support freeing new information in CLEAR LEVELS maincfg event, since I tried to use that to test cups.
* Make Patch_Free's usability match Z_Free -- passing NULL is permitted and a no-op.
2022-09-16 22:51:02 +01:00
SteelT
430f357f87 Fix title screen crash 2022-09-11 19:36:34 -04:00
Sal
94d7c497b0 Merge branch 'hooklib-port' into 'master'
Hooklib refactor ported and (mostly) squashed

See merge request KartKrew/Kart!662
2022-09-11 06:30:07 +00:00
Sally Coolatta
2fddc9f343 Merge branch 'master' into big-large-map-markers 2022-09-10 16:01:02 -04:00
toaster
975ed1f136 Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart into new-menus
# Conflicts:
#	src/d_main.c
2022-09-07 21:39:34 +01:00
James R
37c3a55dda Fix conflicts 522467a88 2022-09-05 11:56:30 -07:00
toaster
5abd6b6b44 Rework how the intro behaves in interpolated time
The old way was a mishmash... now the one scene transition is handled in F_IntroTicker alongside all other timed events.

Done in this branch because it uses the v1 version of interpolation as a primary reference.
2022-08-28 17:43:14 +01:00
Sally Coolatta
36b8ab1eac Streamline cheats
"cheats" is a proper cvar now. Enabling it allows for cheats to be used any time, even in multiplayer, and disables gamedata saving. Turning it off undoes as many cheat commands as reasonably possible. Based a little bit off of some vanilla work I also did.

Many cheat commands are still SP-only, but can reasonably be allowed in netgames now if a net command is created for them.
2022-06-08 12:46:56 -04:00
toaster
d963dea4f9 Merge branch 'master' into new-menus
# Conflicts:
#	src/Sourcefile
#	src/deh_soc.c
#	src/m_menu.c
#	src/p_user.c
#	src/r_data.h
#	src/r_skins.h
2022-05-25 15:12:51 +01:00
toaster
b9ee6d1f4e * Show version/DEVELOP info on the title screen, not the top-level menu (necessary in advance of new-menus).
* Add TESTER/HOSTTESTER information to `version` command and title screen DEVELOP info.
2022-05-23 23:57:18 +01:00
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
Sally Coolatta
852e9b8ce9 Rebrand all console / window stuff 2022-05-19 15:10:47 -04:00
Sally Coolatta
4a9cf76f37 Remove old kart title screen sounds 2022-05-19 14:51:13 -04:00
Sally Coolatta
a83504c1a4 WIP title screen 2022-05-19 03:19:33 -04:00
Eidolon
64d0649c90 Defensively recreate title drawlist
Avoids a crash when connecting to a server in the Intro
2022-05-18 21:06:46 -05:00
SinnamonLat
51d21ec388 Select profile after title screen 2022-05-18 02:24:29 +02:00
toaster
0f0786617f Merge branch 'master' of https://git.do.srb2.org/KartKrew/Kart.git into new-menus
# Conflicts:
#	src/m_menu.c
2022-05-17 22:04:42 +01:00
James R
11f97049b1 Merge remote-tracking branch 'origin/master' into uncapped-absolution 2022-05-11 17:09:59 -07:00
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
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
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
SteelT
0ac6639b95 Fix sounds playing multiple times during intro if interpolation is on 2022-02-14 14:26:42 +01:00
toaster
8c3fad058d * Fix the Z_Free double-free issue (in two different ways, one ifdef'd out) that can sometimes occur on the vote screen.
* Fix a technically invalid read in D_SetupVote.
* If the third map on the voting screen has a different gametype, don't interact with the buffer.
* Fix the inttime 0 setting, since I was in y_inter.c and testing quick map changes.
2022-01-23 20:33:27 +00:00
SteelT
2af1c6fc30 Fix sounds playing multiple times during intro if interpolation is on 2022-01-12 21:07:30 -05:00