Commit graph

487 commits

Author SHA1 Message Date
GenericHeroGuy
e61c43a852 Merge branch 'blankart-dev' into newinput 2025-03-10 23:26:30 +01:00
NepDisk
8884f7d3c9 Add WumboSpasm to the credits 2025-03-10 15:22:52 -04:00
NepDisk
dfab6cc945 Add customcutscene to F_BlanStartCredits 2025-03-08 13:03:56 -05:00
NepDisk
8ee3624b27 Fix kart credits crash 2025-03-08 11:39:57 -05:00
NepDisk
195c21c659 Add back missing titlescreen sound 2025-03-08 11:03:37 -05:00
NepDisk
b9ad30c9e2 Add BlanKart Credits and append new scene to intro 2025-03-08 11:00:54 -05:00
GenericHeroGuy
f419ccee57 New input handling (port of cd8862f0)
More or less a port with gamecontrols left untouched.

Some notable differences:
* ev_joystick now has a separate data1 for each axis, rather than having you
  check which of data2/3 is INT32_MAX and which one isn't
  (pissed me off when updating menu code...)
* Gutted the 1.6 upgrade code, since we're not upgrading from anything :P
* G_GetControlForKey, a helper for menu code
* Turn smoothing code left unused as a reminder to fix it
* Various small fixes so this commit is playable and doesn't segfault

Menu changes:
* Max 4 binds, joystick axes are now bindable like any other button
* The gamepad options submenu has been replaced by its two remaining options
  after the removal of axis cvars (gamepad select and deadzone)

See cd8862f0's message for more details
2025-03-07 00:05:35 +01:00
NepDisk
064be1b201 Merge branch 'bortsport' into blankart-dev 2025-02-26 19:43:22 -05:00
toaster
1b53d6b4bf Fix special map usage
- Free header on `CLEAR LEVELS` even if it's `tutorialmap`
- `titlemap` infinite recursion prevention Z_Free's instead of leaking
2025-02-24 22:45:26 +01:00
NepDisk
51154e346c rename tm to g_tm to fix C conflict 2025-02-22 01:24:53 -05:00
toaster
88ae398eea 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.
2025-02-11 02:24:01 +01:00
toaster
4b12f8a729 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
2025-02-11 01:52:05 +01:00
toaster
6a2553cf57 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.
2025-02-11 01:52:04 +01:00
GenericHeroGuy
a78bfe2785 The rest of the changes from de1f67b 2025-02-10 21:56:07 +01:00
NepDisk
78751d9659 Uncap input display 2025-02-09 18:45:53 -05:00
NepDisk
747c94e774 Fix double vres free in demo code 2025-02-07 12:55:00 -05:00
NepDisk
f8b2bd809d Fix legacy titledemos not loading 2025-02-07 12:52:43 -05:00
toaster
70e39d3d58 Title demos: Add support for game loading vRes staff ghosts as title demos
Nep: I tried adding support for the old ghosts format idk if it works lmao
2025-02-07 11:36:57 -05:00
Sally Coolatta
713ac093bf devmode cheat online 2025-01-10 11:36:04 -05:00
NepDisk
7948720595 Revert cheats streamine but keep stuff needed for online cheats
cheats 1 is not desired appearently

This reverts commit 9fbe107211.
2025-01-10 11:16:16 -05:00
Sal
9fbe107211 Merge branch 'cheats-streamline' into 'master'
Streamline cheats

See merge request KartKrew/Kart!697
2025-01-10 10:03:52 -05:00
NepDisk
6cb0c347d7 Remove Ending gamestate and code 2025-01-02 23:13:00 -05:00
NepDisk
52a02c40e5 Fix music file names for titlescreen and credits 2024-12-18 00:41:44 -05:00
NepDisk
7bdf9633bc Remove emeralds from battle 2024-12-17 10:13:09 -05:00
NepDisk
e0149fea3a revert fades 2024-10-14 17:54:47 -04:00
NepDisk
d22db75409 2.1 palette pt 1
this is a work in progress conversion to make the engine once again use the srb2 2.1 palette
2024-10-14 02:59:07 -04:00
Sally Coolatta
55a8643dd3 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.
2024-09-13 11:29:30 -04:00
NepDisk
9a14e4c08c Don't stare directly at the player, its creepy 2024-09-04 14:21:56 -04:00
Wumbo
d1a9080187 Un-rebrand back to SRB2Kart 2024-08-13 21:54:52 -04:00
NepDisk
f2f1a0aa66 Remove ebrake, spindash and fastfall. cleanup unused states and sprites 2024-07-31 12:46:03 -04:00
Sal
1d8475a958 Merge branch 'hooklib-port' into 'master'
Hooklib refactor ported and (mostly) squashed

See merge request KartKrew/Kart!662
2024-07-31 02:30:20 -04:00
NepDisk
f611554cbc Assorted Changes 2
Restored old titlescreen, generally made the game closer to v1 gameplay wise and visual wise
2024-07-30 18:00:37 -04:00
NepDisk
80f496667f Add support to cmake for showing commit info 2024-07-29 20:37:12 -04:00
Sal
a62d278f19 Merge branch 'you-have-uncommitted-changes' into 'master'
The programmer took a nap. Hold out, programmer!

See merge request KartKrew/Kart!722
2024-07-29 17:17:02 -04:00
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
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
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
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
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
toaster
a149fa9db9 GL now loads in netgames and doesn't memory leak
What is broken:
* Encore mode remapping in GL only
* Seizure effect in Daytona (NOT IVO SAFE)
* God knows what else has been waiting in the wings
2021-12-09 20:57:15 +00:00
toaster
00972a83d2 remove the prefix since everything seems to function 2021-04-17 11:30:08 +01:00
toaster
b3d006b093 structs gunched 2021-04-17 00:27:13 +01:00
toaster
40cbc30bff Mammoth commit, sorry.
All my work thus far on solving the drawflag/renderflag/additive/subtractive conundrum.

Outstandng problems:
* Bad additive/subtractive tables means that they appear opaque except under certain conditions.
* No support for FOFs, Polyobjects, or linedefs in OpenGL yet.
* All OpenGL support mostly done blind, may or may not function in practice.

If nothing else, the hard engineering problems are solved and it's just bug hammering...
2021-03-31 22:46:23 +01:00