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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
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|---|---|---|
| .. | ||
| i_cdmus.c | ||
| i_main.c | ||
| i_net.c | ||
| i_sound.c | ||
| i_system.c | ||
| i_video.c | ||
| i_video.h | ||
| jni_main.h | ||
| README | ||
SRB2 for Google Android!
SYNOPSIS
Port of SRB2 to Android, tested against version 1.6 (donut).
I did this with a full Android tree, rather than the NDK thing.
BUILDING
Assuming a pretty standard Android tree, at $REPO, and the SRB2
tree at $REPO/packages/apps/srb2 (that is, the *whole* SRB2
tree, not just this android/ directory):
cd $REPO
source build/envsetup.sh # this gives us the mm command,
# which is useful for selectively
# building only one component.
cd packages/apps/srb2
mm
An APK is dumped out at (or similar):
out/target/product/generic/system/app/SRB2.apk
Naturally, an SRB2 APK is architecture specific. Since most
Android devices are currently ARMEL, this is pretty okay.
NB. It appears that the Java app (the thing that becomes the APK)
is *not* rebuilt if changes are only made to libsrb2. Grr.
REGENERATION OF JNI HEADERS
Whenever the Java classes in org.srb2.nativecode change,
the C header files that describe the JNI interface to them
need to be regnererated. Make sure you have the project
built (so that the jar files are up to date), and then:
cd $REPO/out/target/common/obj/APPS/SRB2_intermediates
javah -classpath classes.jar -o $REPO/packages/apps/srb2/src/android/jni_main.h org.srb2.nativecode.Main
# ... and no, I don't know how to mash all that into the
# Android.mk build system...