Commit graph

176 commits

Author SHA1 Message Date
79a4b72db0 Added Parallax Corrected Cubemaps 2024-09-20 17:30:31 +02:00
4954862ff0 Added launcher for CS:S Enhanced 2024-09-15 23:15:08 +02:00
d03c92b6f0 We have now better angle update
Since it was previously based on old frametime,
you would see your angle changes from previous frametime,
not the current one...
It's now fixed.
2024-09-12 22:33:24 +02:00
497a61b029 Fixed in_strafe and others
since CL_ExtraMouseUpdate is called before CreateMove now
2024-09-11 15:19:49 +02:00
67ed5669c0 Some improvements on ducking and fixed angles not being aligned with prediction 2024-09-11 03:44:15 +02:00
aa10811e3e Fixed some stuff 2024-09-05 19:22:07 +02:00
5cdd600612 Resized MAX_CMD_BUFFER 2024-09-04 00:09:57 +02:00
f696159421 Improved lag compensation for entities 2024-09-03 23:07:40 +02:00
be7d8cc228 Improved show hitboxes commands and networked m_fFlags from animoverlays 2024-09-02 00:03:24 +02:00
82779ee548 Fixed build for linux 2024-08-31 10:11:44 +02:00
e46ce9d4aa Added fullscreen optimizations 2024-08-31 09:51:17 +02:00
380f352adf Fixed possible buffer overflow & optimized network 2024-08-31 00:24:01 +02:00
1e82d50c88 Remove cl_interpolation_amount_fix 2024-08-28 05:10:42 +02:00
956d26bcb3 This is a start to lag compensate the local player.
Normally,
this would be needed to be inside StartLagCompensation,
but for now, this is enough.
2024-08-28 00:50:03 +02:00
22cfdaabc9 Added interpolated_shoot_position
While the old fix was working, it was a bit too much noticeable while
surfing, this is an issue we don't want.
We need a proper check for cheaters too.
2024-08-27 22:44:41 +02:00
658d9c1ade Interp fixes still causes some subtbles but noticeable jittering
This isn't wanted, we'll likely need to lag compensate the local player
2024-08-27 21:25:24 +02:00
c2e64fd750 Check why doing extra mouse updates at the end of frame doesn't work 2024-08-27 20:10:42 +02:00
edb80c2aa1 Use compression by default 2024-08-27 17:54:05 +02:00
ad3b1ca178 Added the old clock correction, new one caused flickering 2024-08-27 17:12:39 +02:00
9bd766a1de Reset flLastInterpolationAmountOnTick if client has switched to fix 2024-08-24 14:43:28 +02:00
4cf14a0939 Disabled clock correction, not stable enough 2024-08-24 14:20:42 +02:00
7a92c3afde Change to FL_EDICT_ALWAYS 2024-08-24 04:56:53 +02:00
1856a9ee30 Corrected smoothed out interp amount 2024-08-24 04:40:01 +02:00
cdad67973d Changed some network defaults 2024-08-24 02:19:29 +02:00
250f266e49 Reset net_compresspackets_minsize to old default 2024-08-24 02:08:58 +02:00
5ad83143c0 Fixed dedicated build 2024-08-23 23:54:59 +02:00
9d8cdc284a Fixed dedicated builds 2024-08-23 20:55:44 +02:00
d43549a07a Added convar to force compression (performance?) 2024-08-23 19:53:54 +02:00
96a8e373be Since there's trigger prediction, we send everything
adjusted also client frame for full updates
2024-08-23 19:52:32 +02:00
14717d8092 Added prediction for triggers, thanks oblivious
Prediction is fixed by me by adding two more functions in prediction
class, there had before some issues because
starttouch/endtouch weren't predicted.
The result is that with lag, it restores touched entities,
including the triggers touched entity list.
2024-08-23 00:42:58 +02:00
dc471576a1 Removed DEBUG_HITBOXES_ALWAYS_ON (bandwidth problems) 2024-07-26 17:50:55 +02:00
69312da01b Fixed few stuff & now server bullet impacts are events
- Fixed some game events not being sent to clients
- Use event instead of descriptor for sending it to client
- Moved server bullets to events
- Re-trained zstd data
- Corrected some stuff on clock correction
2024-07-26 05:34:50 +02:00
542b2c2711 Reworked cl_show* commands to use game events instead 2024-07-25 18:10:35 +02:00
200b4ff897 RE-trained css zstd dictionary due to NET_Tick changes 2024-07-23 16:52:44 +02:00
80d35c6194 Update compress level to ZSTD_btultra2 2024-07-23 16:33:17 +02:00
a3b6b94959 Fixed last few stuff with clock correction 2024-07-23 05:05:24 +02:00
6691968046 Added enhanced cl_clock_correction & misc
- Added vprof
- Fixed few issues again with cl_showhitboxes
- Fixed some shader compilation
- Fixed few issues with bitbuf
2024-07-23 03:05:29 +02:00
a2e8d9e9d4 Update mouse calls at the end of the frame 2024-07-20 01:04:35 +02:00
96e8394525 Corrected again a bit more cl_showimpacts 2024-07-19 18:05:58 +02:00
860bd3e883 Added smoothed interpolation amount & fixed fews issues with prediction
Added vprof too
2024-07-19 05:03:08 +02:00
171fb676af Added clang-format & remove zstd training define 2024-07-18 21:41:53 +02:00
4067d7cfe6 Added zstd training set 2024-07-18 21:15:37 +02:00
1a3e348316 Replace snappy with trained zstd dictionary 2024-07-18 08:27:54 +02:00
a1f071b698 Fixed most issues on windows, shaders are still a problem 2024-07-17 23:38:56 +02:00
4186c83682 Added new compression for floats 2024-07-17 08:29:22 +02:00
81793ee7a4 Optimized usercmd network 2024-07-16 05:13:14 +02:00
6661ad2e3c Fixed bullet diameter hitbox test 2024-07-15 23:27:48 +02:00
e360866bf5 Added a better way to debug hitboxes & new waf script 2024-07-15 06:52:33 +02:00
cfa5b12eea Fixed local player interpolation and added debug_screenshot_bullet_position
This check permits to fix interpolation problems on the
local player that valve has been (fucking finally)
caring about on counter-strike 2.

To recall the original issue, the
problem that Valve cared about is that interpolation
had some problems with interpolating the local
player because the screen would never in the first
place match the tick "screen", because interpolation
amount could never reach 0.0 or 1.0

Valve solution was to introduce bugs with lag
compensating the local player and made the game worse,
introducing a new way for cheaters to cheat even more
on their games.
I'm joking, but you can clearly see the outcome anyway.

My solution is to simply set interpolation amount
to 0.0 when a tick arrives.

So when we shoot, we get the frame we shot with an
interpolation amount at 0.0, perfectly aligned to user
commands which is ideal for us.

It might look a bit more unsmooth with lower fps
but with high enough fps, the issue goes away anyway.
It's not very noticeable which is very nice for us.
No need to lag compensate the local player anymore !
2024-07-14 00:54:57 +02:00
ca6cdb51e6 Improved lag compensation 2024-01-25 13:27:03 +01:00