Commit graph

60 commits

Author SHA1 Message Date
Boondorl
10d0f94972 Misc network fixes
Fixed missing teleport specials when predicting. Added rubberband limit; if too far away from the predicted position, will instead instantly snap the player's view to their new spot. Deprecated cl_noprediction; this was pointless as you'd never not want to predict your position/angles. Fixed angle targets not being backed up. Fixed oldbuttons not being set. Updated menu
2024-07-07 01:33:37 -03:00
Boondorl
3d6e508d67 Network messages will now show usernames instead of just numbers
Gives more useful feedback as it's not obvious which node belongs to who.

Added line breaks to network messages for cases where a large amount of players are desynced.
2024-05-26 20:29:23 -03:00
Boondorl
48eb848433 Fixed ViewPos not properly backing up when predicting
Also now forcibly creates the object on players when they spawn so their pointer won't get lost when predicting.
2024-04-28 21:20:20 -03:00
Boondorl
929febdfb1 Fixed prediction not calling virtual Tick function 2024-04-28 21:20:04 -03:00
Boondorl
12d0c946f0 Reworked clientside lerping
Now acts as a rubberbanding effect. The result is that movement is now considered correct and adjusted towards the real position if not rather than cautiously moving towards the predicted position.
2024-04-26 20:56:12 -03:00
Boondorl
ca95e18742 View fixes when predicting
View interpolation paths are now reset properly when predicting, fixing portals. Teleporters disabling view interpolation is now handled before every movement instead of only once at the start of predicting. Enabled FoV interpolation when playing online.
2024-04-25 17:19:27 -03:00
Boondorl
2b697d6c4c Interpolation fix for network prediction
This is a minor fix for interpolation when playing online as predicted movement was not properly having its prev data reset like a real tick would be. This resulted in jittery player sprites in third person.
2024-04-25 11:44:38 -03:00
Christoph Oelckers
ebd4ebf298 StringTable cleanup and improvements
cleaned up function interface to avoid referencing the file system in the worker functions.
replaced StringTable's operators with functions.. The main reason is that these are far easier to look up when browsing the source.
This also fixes a premature translation in SBARINFO that was done in the parsing stage, not the printing stage.
2024-04-21 10:34:44 +02:00
Boondorl
bcd6c6170e
Reapply "Improvements to death and cheat handling"
This reverts commit c7bba2a126.
2024-04-20 01:15:46 -04:00
Rachael Alexanderson
c7bba2a126
Revert "Improvements to death and cheat handling"
This reverts commit 3033fafaa7.

Revert "Improved ZScript interface for morphing"

This reverts commit 6c64a4403c.

Revert "Further morphing clean up"

This reverts commit 12dc5c1506.

Revert "Fixed inconsistencies between player and monster morphing"

This reverts commit 30730647fe.

Revert "Reworked Morphing"

This reverts commit 2c09a443b4.

- fix compile
2024-04-17 17:55:24 -04:00
Boondorl
6b7065899d Added interpolation to view position 2024-03-28 15:48:05 -04:00
Boondorl
12dc5c1506 Further morphing clean up
Players will now use their Alternative field to check if they're morphed instead of their MorphTics. This makes the current state of morphing more reliable, otherwise setting this to 0 manually without unmorphing could have very odd results. Both monsters and players consider 0 morph time to mean infinite now (previously this only applied to monsters). Player unmorphs no longer die in the case of a failed unmorph on death. Removed inventory swapping on player pointer substitution as it's too messy to do here.
2024-03-01 08:35:31 -05:00
Boondorl
e4ea5ad307 Fixes for SCALEDNOLERP
No longer relies on last input fraction to determine offset on frame (now uses TicFrac). No longer modifies Actor angle in real-time. Fixed offsetting breaking when other viewports are being renderer.
2024-02-23 22:44:18 +01:00
Dileep V. Reddy
25f1407228 Cleaning up implementation of isometric camera with optional orthographic projection.
All CVars, mapinfo variables, and playerinfo/playerpawn variables are gone.
A Camera actor named 'SpectatorCamera' is defined in warsrc/static/zscript/actors/shared/camera.zs

The following new flag bits were defined in the 'DViewPosition' struct for use with actor->ViewPos in src/playsim/actor.h:
	VPSF_ALLOWOUTOFBOUNDS =		1 << 3,			// Allow viewpoint to go out of bounds (hardware renderer only).
	VPSF_ORTHOGRAPHIC =		1 << 4,			// Use orthographic projection.
	VPSF_ISOMETRICSPRITES =		1 << 5,			// Displace sprites towards camera and don't billboard (drawn from isometric perspective).

Basically, spawn a SpectatorCamera actor with the appropriate flags and set it to player.camera.
See example template: https://www.mediafire.com/file/fv8rytayjt9l6g1/isometric_actor_wads.zip/file

Has been tested with multiplayer death and disconnection (and respawns). Not tested with portals.
Still only works with hardware renderer (mostly). But should be compatible with older mods and libraries.
2024-02-01 08:43:34 -05:00
Dileep V. Reddy
d3405837ce Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars. 2024-01-21 12:13:42 -05:00
Dileep V. Reddy
08b03e6b19 Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom. 2024-01-21 12:13:42 -05:00
Rachael Alexanderson
af08413e10
- reverting pull request #2361 - apparently pull request #2364 changed some behaviour and these two do not play nice together. One or the other unfortunately has to be rolled back to allow GZDoom to build properly again.
Revert "Restored r_orthographic behavior."

This reverts commit 26908f5bc5.

Revert "Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars."

This reverts commit dc897eacc0.

Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom."

This reverts commit d2c2c93cf1.
2024-01-21 08:18:16 -05:00
Dileep V. Reddy
dc897eacc0 Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars. 2024-01-21 03:34:00 -05:00
Dileep V. Reddy
d2c2c93cf1 Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom. 2024-01-21 03:34:00 -05:00
Boondorl
a8e350aed8 Renamed Networking Functions
New names more appropriately match the size of the value they write to/read from the stream.
2024-01-05 23:33:15 +01:00
Christoph Oelckers
fe106d9bfe merge FileData and ResourceData. 2023-12-14 17:22:29 +01:00
Ricardo Luís Vaz Silva
aed85a25a2 serialize cvars 2023-11-25 21:06:39 -05:00
Christoph Oelckers
7a5a2858a2 yet even more GetChars calls added. 2023-10-07 23:29:24 +02:00
Christoph Oelckers
ebb71cebf1 - put the entire filesystem code into a namespace and created some subdirectories. 2023-08-22 22:54:54 +02:00
0e5c6e37b1 Prevent important messages from being accidentally filtered. 2023-01-04 17:54:09 +01:00
Boondorl
0d4d5587b5 Added FOV Interpolation 2022-12-18 08:23:19 +01:00
Rachael Alexanderson
b08295e7e1 - fix spacing 2022-12-16 20:40:05 -05:00
CandiceJoy
0fdb740ac7
Added toggle control for weapon bob while flying 2022-12-16 17:12:03 -06:00
Mitchell Richters
6629944d39 - Make the new scaled angle changes at frame rate opt-in behind new flag SPF_SCALEDNOLERP.
* This will still test whether the game needs to lerp and will force `SPF_INTERPOLATE` if needed.
2022-12-04 15:11:17 +01:00
Mitchell Richters
9f9c1eb18a - Make view angles interpolate on a separate flag to the one that forces interpolation for the entire frame.
* As view angles are an offset, there's no reason why these cannot lerp separately.
2022-12-04 15:11:17 +01:00
Christoph Oelckers
65a26d6779 - removed the string constructors from FSoundID.
Due to C++ conversion rules this was a bit too volatile. There's really not enough places where being able to pass a string directly into the sound API was beneficial - the two most frequent functions now got overloaded variants.
2022-11-24 23:52:52 +01:00
Christoph Oelckers
d173c0453c - handle all remaining places of sound ID conversions after removing the conversion operators. 2022-11-24 23:52:52 +01:00
Christoph Oelckers
160633a4a2 - migrate a large part of the sound code to FSoundIDs.
This has always been a wild mixture of IDs and ints.
2022-11-24 23:52:52 +01:00
Christoph Oelckers
4032576519 - blocked off direct access to TAngle’s internal storage. 2022-08-26 18:09:29 +02:00
Christoph Oelckers
aae1d1439a - reverted AActor::scale to a DVector2.
This was causing comparison precision issues with existing script code.
2022-07-11 12:20:34 +02:00
RaveYard
f9bf6f9311 Implement FVector ZScript for Actor Scale 2022-06-12 17:57:44 +02:00
Christoph Oelckers
da30b6f6f0 - fixed some GCC warnings 2022-06-01 08:37:00 +02:00
Christoph Oelckers
77d74a11d1 - removed most templates.h includes. 2021-10-30 10:49:12 +02:00
Christoph Oelckers
1d0aed219e - replaced MIN/MAX in all non-common code. 2021-10-30 10:16:52 +02:00
Zandrewnum
acb4d89f52 APROP_Soundclass update again
- Just set init for SoundClass to empty.
- Removed code block from SetActorProperty for APROP_Soundclass that does nothing
- Lower-cased soundclass in FSerializer
- Created a new const char to read the player's soundclass. If the playerpawn returns NAME_None for it's default, then it will set defaultsoundclass to "player". After running the skin code, the function now returns defaultsoundclass or soundclass, depending if soundclass is empty or not.
- Renamed GetSoundClass to S_GetSoundClass
2021-05-28 20:22:37 +02:00
Zandrewnum
852a96497d Added APROP_SoundClass
- Added APROP_SoundClass to GetActorProperty, SetActorProperty, CheckActorProperty
2021-05-28 20:22:37 +02:00
Chronos Ouroboros
75c791ecff Fixed the previous commit not accounting for mods that already fixed this internally. 2020-11-14 14:53:43 -03:00
Chronos Ouroboros
0aefc61f86 Fixed weapon bob jittering. 2020-11-14 14:34:09 -03:00
Hugo Locurcio
80c5b4d37b Add a cvar to control weapon bobbing while firing
This simulates a feature found in Crispy Doom, which keeps the
weapon bobbing while firing. This leads to a "smoother" appearance
which may look a bit prettier to some people.

The default value of 0 preserves the old behavior.
2020-05-31 23:12:11 +02:00
Christoph Oelckers
2196b4fb04 - moved the frame rate drawer out of DFrameBuffer.
Too much of this is not shareable and all it consists of are drawing operations on the 2D drawer.
2020-04-27 23:53:26 +02:00
Christoph Oelckers
7b292cca57 - split the serializer in two to keep the Doom specific parts out of the main file. 2020-04-11 20:20:53 +02:00
Christoph Oelckers
f74efcf721 - split the TObjPtr serializers into a separate file to avoid polluting everything that needs to use the serializer.
To use these it is necessary to include dobject.h and all its dependencies, so this should not be done unless necessary.
2020-04-11 20:20:53 +02:00
Christoph Oelckers
05d8856fe0 - moved file system implementation to 'common'. 2020-04-11 14:00:20 +02:00
Christoph Oelckers
80c6d5b276 - renamed more stuff and also moved the Strife teaser voice handling out of the file system. 2020-04-11 14:00:19 +02:00
Christoph Oelckers
c1bb7de23a - more file system refactoring.
* moved the sprite renaming out of the file system entirely into a caller-provided callback.
* renamed several functions to closer match the terms of a file system.
* moved the VM interface out of the implementation.
2020-04-11 14:00:19 +02:00