- 21 May, 2020 10 commits
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Evan Ramos authored
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Evan Ramos authored
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Evan Ramos authored
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Evan Ramos authored
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Richard Gobeille authored
The logic here is incorrect when considering anything run from within G_DoMoveThings() that may directly trigger drawing.
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Richard Gobeille authored
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Richard Gobeille authored
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Richard Gobeille authored
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Evan Ramos authored
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Evan Ramos authored
Same as JFBuild commit 274d8d886dde7cac081acf9698348d1168c18852
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- 20 May, 2020 30 commits
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Evan Ramos authored
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Evan Ramos authored
This way running both from the same folder won't invalidate the cache.
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Evan Ramos authored
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Evan Ramos authored
SW: Fix warning: function 'MNU_ClearFlags' is not needed and will not be emitted [-Wunneeded-internal-declaration]
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Evan Ramos authored
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Evan Ramos authored
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Evan Ramos authored
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Evan Ramos authored
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Evan Ramos authored
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Evan Ramos authored
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for now, due to possible jitters. Currently leaving remote-controlled SOs.
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from faketimerhandler. This should fix the timing of playing an RTS file's sound and sending the corresponding message.
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by the player. Make sure looking up/down is still smooth.
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don't move as smooth as possible in multiplayer
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of sector objects as whole groups of points and sprite angles. The following goals are intended to be achieved with this code: - Make it easy to let the user toggle sector object interpolation. - Interpolate the angles of sprites carried by sector objects. - Use the right amount of samples for interpolating a sector object, depending on the players' locations, as done in the checks within DoSector. Unfortunately, modifying DoSector itself to unconditionally call MoveSectorObjects(sop, synctics) technically changes the way sectors move (in the logical sense), and was found out to make a specifically constructed user map unbeatable. - Make it easy to disable interpolation of a whole sector object in case of a need. This is especially important if such an object is controlled by a player in multiplayer, mostly since this isn't compatible with the way player prediction is working.
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A known issue, which also applies to existing settings like the voxel toggle, is that its value gets written to the saved game, and when such a game is loaded, the its value gets overwritten by the one in the saved game. Options should move to settings.cfg later, anyway.
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and use it in MovePoints. This will be used for interpolating the angles of sprites carried by SOs soon.
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Using pp instead of ppp seems to work better with prediction.
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debug messages unless NET_DEBUG_MSGS is defined
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modes. This uses SVN r1135 and r1143 as a reference.
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Thanks Dynamo for spotting the bug.
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similar manner to what's done in Duke3D (with the addition of the angle). There seem to be some jitters with this, mostly in Master/Slave mode. Decreasing PAKRATE in mmulti.cpp might also increase the frequency of this occuring in Peer-2-Peer mode.
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less dependent on the frame rate. It would probably be better to update this from the game loop side, like in Duke3D, but it's still better than the preceding situation.
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