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