improved frame pacing, where frame delaying is done just before displaying the frame.
so, the frame is fully rendered, and then the delay is done to wait the extra time before displaying the frame.
This is a far more reliable and consistent way to manage frame pacing, and it will help to keep the framerate from choking too badly when the game lags a little.
The changes to `gfx_end_frame` is to minimize the steps necessary between delaying and actually displaying the frame. This is an optimization just to increase the accuracy of frame pacing even further.
Also, delta calculation is improved when the number of frames to draw is known.
Djui cursor movement is also updated every frame for smoother movement.
added these new djui hud tools for Lua:
- djui_hud_set_viewport
- djui_hud_reset_viewport
- djui_hud_set_scissor
- djui_hud_reset_scissor
- djui_hud_render_line - this code could already be done exactly. this is just to make rendering lines more efficient.
Also made nametags use a viewport for scaling in the credits.
* wip
* get rid of seg2_dialog_table and fix crashes
* remove unused include
* change more types to s32
* remove dialog tables from eu_translation.h
* fix dialog_table_get signature
* Change `oToadMessageDialogId` to s32
* remove exit from dialog_table_add
* warning
* calloc allocated dialogs
* avoid memcpy on allocation fail
* Move dialog entry text field init to dialog_table_init
* Free original dialog entries' text field
* Put all reset logic in one place
* Run autogen
* Remove ``get_dialog_text_ascii`` from autogen
* minor fix
* free dialog->str if replaced
* nevermind
* remove get_dialog_unmodified from autogen
* Change -1 to DIALOG_NONE
* update stuff to s32
* use growing array functions
* Change limit to something more reasonable
* add null check
* remove explicit cast
* Minor fixes
* more type fix
* peachy review
* Fix weird enums in autogen
* remove extra newline :p
* add dialog restore
* bump max dialogs just a lil bit 🥺
* add lua behavior params
* all OBJECT fields are now Lua variables
* Revert lua behavior params changes
* isaac review
* fix segfault
---------
Co-authored-by: PeachyPeachSM64 <72323920+PeachyPeachSM64@users.noreply.github.com>
- No one complained about framerate since several updates now; don't fix what isn't broken
- Too much frames are drawn at low framerates when Vsync is enabled
- FPS and delay calculation are wrong with Vsync: 60 FPS looks like 30 with a 120+Hz monitor
- Fixed Auto mode that was broken
- Kept precise_delay_f64 as I have observed no noticeable impact on CPU
plus limited frame rates on the loading and crash screens to go easy on the cpu.
during gameplay, this new system is able to stay true to your fps limit without frame drops.
Vsync causes occasional frame drops by just 1 frame. this is an sdl issue and i know of no workaround; luckily it's very minor.
this commit changes frame pacing by moving frame delaying to just before the frame is displayed. a more precise delay function is also used.
* More autogen work
- made the `Pointer_` classes into aliases instead so that they're actually associated with their true type
- "Total constants" metric is now accurate
* High Quality Master Volume
* Audio work
it's 12:55am and there are some bright flashes outside (lightning)
- cracked the code (interpreted the "Acc" in `tempoAcc`)
- added several functions that will help greatly in the Streamed Music department (you can now match sequenced music fading (transitions, eepy, etc.))
- introducing `gMasterVolume`! a variable that is only updated when it needs to be, theoretically improving performance (by some amount). this variable is used in many places in place of recalculations of the same number
- made it so that muting the game skips some audio processing (not the main process since that would linger after unmuting (not good))
- fixed an oversight where lua volumes were not taken into account when `audio_stream_set_volume`
- it's its 😁
- removed additional `#include "audio/external.h"`
it is 1:06am
gn
* Add mouse status functions
you can now check if mouse buttons were held, clicked, or released
* Sorting was a bad idea
disabled sorting for constants so that they are represented more closely to their original defines
* Expose playerlist page index
also noticed that sorting still sucks
* Minor (very important) detail
lalette
* Addressing the PeachyPeachSM64 reviews
* Return of the Forced 4:3 Mode
shoutouts to DISPLAY.FORCE_4BY3 for sticking through the toughest of times, waiting for this day to come
* Added scroll support
- Scrolling added to chat box (hold ctrl to scroll fewer lines, shift to scroll faster)
- Scrolling functions added to smlua
* Addressing the Isaac0-dev review + fixes
- mouse scroll is now accumulated
- djui_gfx_get_dimensions
- forced 4:3 won't kick in if the window isn't wide enough
- game now recognizes horizontal resizing when in 4:3 mode
* Run autogen
* gfx_get_dimensions
works just as well
- Only inited `smlua_audio_utils` if needed, since there will probably be plenty of people who play without ever using mods with custom audio.
- Fixed the pause anywhere setting - this ended up not being fully accurate to ex-coop, which it was originally intended to be.
- Stopped regenerating dynos collision bin on start up every time therefore giving a slight start up speed boost for some people.
- Added a config file setting that lets people choose to compress dynos bins on startup (disabled by default).
- Fixed a warning that shows on non macs during compiling.
- Properly fixed the chat box focus.
- Made the public lobby rules panel "temporary".
- Added a cleaner loading screen design.
- Added an ex-coop theme easter egg, can only be activated from the config file.
- Cleaned up the Lua traceback logging, now shows the folder and file the error occurred in, rather than the full path.
- Added a way to set `gCheckingSurfaceCollisionsForCamera`, so mods can specify to surface finding functions to ignore `SURFACE_FLAG_NO_CAM_COLLISION` internally.
- Rewrote the way smlua pushes CObjects/CPointers to Lua. Now using the C Lua API entirely to connect to Lua.
- Fixed a use-after-free bug that could easily crash the game through Lua (explained further in one of my comments below).
- Fixed a common crash in `audio_sanity_check`.
* added shared memory for mumble integration
update mumble struct with player and camera data
* osx compile fixes
* renamed methods
* fixed inversed unit vectors
* made mumble camera position mario
* cleaned up spacing
* added separate context for main menu
* added checks to avoid improperly changing contexts
* Enabling portable paths for Windows (custom user preferences dir, drag'n'drop paths)
* Updated the windows messages loop for DXGI window API
* Fixed international keyboard layouts text input in DXGI
* interpolate scrolling textures
* cleaner way to skip interpolation
* fixed interpolation only lasting for one frame
* just reorder these
just because