Commit graph

18780 commits

Author SHA1 Message Date
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
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
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
James R
af1177a92e Merge branch 'spring-level-up' into 'master'
Increase spring strengths by ONE

See merge request KartKrew/Kart!560
2022-03-24 19:39:48 +00:00
SteelT
44c95916b6 Merge branch 'battlesync' into 'master'
BATTLE SYNC

See merge request KartKrew/Kart!564
2022-03-24 01:28:28 +00:00
SteelT
da7a8e09cf Merge branch 'mergeladder-colormap-plane-fix' into 'master'
Fix colormap bug on Software renderer planes

See merge request KartKrew/Kart!565
2022-03-24 01:27:52 +00:00
James R
db619f1ed6 Fix bad merge @ 37e16db41e 2022-03-23 13:52:59 -07:00
toaster
b9864c9294 BATTLE SYNC
* Fix majority of Battle resyncs.
    * Change how Paperitem spawners work. Instead of rerolling the RNG if a map spot is already used, maintain a list of available spots...
    * Correct over-the-network type of player->spheredigestion.
    * Remove the condition that prevented the spheres' spawnpoints from being sent over the network, which meant they were only respawning on the host's end...
* Fix itemroulette on Battle playerarrow. (Rarely seen these days but still possible to observe as spectator for Break the Targets)
* Change draw order of Position Faces and Tab Rankings to allow for players' numbers to draw on top of the big out-of-bumpers X.
2022-03-23 00:34:23 +00:00
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
SteelT
002e07dceb Merge branch 'mergeladder' into 'master'
Merge Ladder

See merge request KartKrew/Kart!558
2022-03-22 03:34:08 +00:00
SteelT
dbdaebbb04 Merge branch 'droptarget' into 'master'
"Drop Target" item

See merge request KartKrew/Kart!562
2022-03-22 03:33:54 +00:00
SteelT
60948d887a Merge branch 'unnerf-wall-transfer' into 'master'
Unnerf wall transfer speed

See merge request KartKrew/Kart!559
2022-03-22 03:33:40 +00:00
toaster
3aba8084d4 FORGOT 2022-03-22 01:34:12 +00:00
toaster
1d74dae951 Change order of item constants (Capsules makes them hard to change, now...) 2022-03-22 01:31:14 +00:00
toaster
e2640cbe9e Shadow adjustment (per VC discussion) 2022-03-22 01:00:22 +00:00
toaster
ee18d281bd Merge branch 'boss' into 'master'
Battle-related cleanup + Boss API

See merge request KartKrew/Kart!556
2022-03-21 23:44:54 +00:00
toaster
52d2472ed7 "Drop Target" item initial commit.
Most of the way there, but still a bit left to do.
2022-03-21 23:40:30 +00:00
James R
6dd38f001a Fix boss flash in opengl 2022-03-21 13:05:01 -07:00
James R
fbe3106890 Refactor R_SpriteIsFlashing into R_ThingIsFlashing
Checks for boss fret AND hitlag.
2022-03-21 13:03:30 -07:00
Sally Coolatta
48160b6417 Increase spring strengths by ONE 2022-03-21 00:46:58 -04:00
Sally Coolatta
995ebae2bd Unnerf wall transfer speed
(Sorry Ramp Park...)
2022-03-20 23:50:42 -04:00