Commit graph

224 commits

Author SHA1 Message Date
3894bf0b3e Fixed C4 hud 2024-09-20 22:10:14 +02:00
79a4b72db0 Added Parallax Corrected Cubemaps 2024-09-20 17:30:31 +02:00
ee294905f2 SIXENSE stuffs in ExtraMovementSample now. 2024-09-16 01:47:53 +02:00
6c3d98b6f9 Fixed VPhysics 2024-09-14 18:03:25 +02:00
775985235a Use event HP and AP for hitmarker instead 2024-09-14 06:13:11 +02:00
9292d41dfe Added precompiled headers 2024-09-14 05:46:07 +02:00
e0e8d03cbc Oops 2024-09-14 00:57:21 +02:00
82ab3ba890 Fixed glows, improved hitmarker, HUD is being redone, using skins
We use the community mods to make the game better
2024-09-14 00:49:26 +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
db3027fa29 Only update user cmd when a new tick arrives 2024-09-11 15:52:48 +02:00
497a61b029 Fixed in_strafe and others
since CL_ExtraMouseUpdate is called before CreateMove now
2024-09-11 15:19:49 +02:00
097e18db87 Added crosshair hitmarker 2024-09-11 09:49:45 +02:00
52b452c60b Added hitmarker 2024-09-11 08:54:40 +02:00
67ed5669c0 Some improvements on ducking and fixed angles not being aligned with prediction 2024-09-11 03:44:15 +02:00
0157c765e8 Added cl_cs_render_glow_behind_walls 2024-09-09 01:53:25 +02:00
8f7d2f6843 Do not uses ragdolls when in lag context 2024-09-09 01:37:37 +02:00
690d119fc6 Better to use abs origin and angles for debugging hitboxes 2024-09-09 01:08:29 +02:00
f0954d23f3 Added convar to disable hermite interp 2024-09-09 00:12:31 +02:00
9fdd0ebe71 Force sequence only if client side animation 2024-09-08 23:26:10 +02:00
9c846412ba Fixed third person animations 2024-09-08 22:49:32 +02:00
ec524a26b5 We have to use renderangles again 2024-09-08 22:42:23 +02:00
4377aa7b81 Semi-fixed cs hostages 2024-09-08 22:37:08 +02:00
0fbddc051d Precache debug/debugfbtexture1 material 2024-09-08 20:48:41 +02:00
481f881cb8 Added better glows, thanks to: https://github.com/zm-reborn/zmr-game ! 2024-09-08 20:35:23 +02:00
543b8a5d89 Added glow 2024-09-08 05:08:42 +02:00
0169223e43 Renamed 50bmg to 20special 2024-09-07 15:07:11 +02:00
97bf5252e8 Fixed some asserts 2024-09-07 12:41:56 +02:00
17e392f0ee M82A1 soon ready 2024-09-07 02:05:14 +02:00
0affff43d5 Preparting to add weapon_m82a1 2024-09-06 14:43:27 +02:00
4f1c5397b6 Some improvements on possible buffer overflow ... 2024-09-06 05:02:19 +02:00
18647ad6d5 Use local functions instead of absolute for prediction and server 2024-09-06 00:37:25 +02:00
413264e208 Let's use local origin instead to interpolate with 2024-09-06 00:26:32 +02:00
ef7097f389 Added eventqueue prediction 2024-09-05 23:31:50 +02:00
4878bce085 Check if pEntity is null before showing trigger 2024-09-05 21:55:35 +02:00
3803f18be4 Updated README 2024-09-05 19:31:18 +02:00
8376d865cf Added fast ent lookups for server dll 2024-09-05 15:31:51 +02:00
d8598a8d22 We might prefer to set to local instead to lag compensate 2024-09-05 02:23:15 +02:00
d40a479e85 Revert "TODO: figure out why we need to do this"
This reverts commit 53561ff881.
2024-09-05 01:58:30 +02:00
84672b5c24 Reset to m_flInterpolatedAnimTime 2024-09-05 01:50:04 +02:00
fb349dbd9f The compiler is a bit dumb sometimes, let's help a bit 2024-09-05 00:55:22 +02:00
53561ff881 TODO: figure out why we need to do this 2024-09-05 00:09:55 +02:00
1475964e61 Fixed some edge cases where camera position wouldn't match screen 2024-09-04 23:07:48 +02:00
e12b3581e2 Optimized entity look ups 2024-09-04 22:01:08 +02:00
4b2b5e7388 Added more VPROF to see what's taking that much fps 2024-09-04 18:41:58 +02:00
2e40751236 Removed useless mdl critical cache call & sv_unlag can now be disabled for performance 2024-09-04 17:45:09 +02:00
caebd1970f Removed entityexists 2024-09-04 00:07:33 +02:00
8a118ad4d9 Removed potential slow function calls 2024-09-04 00:06:22 +02:00
1a471233bc Allow for some tolerance for previous pred origin 2024-09-03 23:15:40 +02:00
f696159421 Improved lag compensation for entities 2024-09-03 23:07:40 +02:00
87337859f4 More Fixes to lag compensation, it is always almost pixel perfect now
- In theory, to have even more perfect values, we could go the other way
  around, let the client send the values and see if it's within range of
  lerp time
- The fact that the netvar gets compressed and touched made it worse for
  lag compensation
2024-09-03 16:41:03 +02:00