4ceda5d415
Added sv_cs_noblock
2024-09-15 20:44:54 +02:00
db03935f34
Fixed possible crash
2024-09-14 22:06:30 +02:00
6c3d98b6f9
Fixed VPhysics
2024-09-14 18:03:25 +02:00
72aea29a34
Added sv_deadtalk
2024-09-14 06:44:49 +02:00
9292d41dfe
Added precompiled headers
2024-09-14 05:46:07 +02:00
b5e44d0ba6
Fix for when IKs aren't used.
2024-09-13 02:46:53 +02:00
67ed5669c0
Some improvements on ducking and fixed angles not being aligned with prediction
2024-09-11 03:44:15 +02:00
1dc0c5c414
Remove calls to lag compensation when its not needed anymore
2024-09-09 22:29:17 +02:00
9fdd0ebe71
Force sequence only if client side animation
2024-09-08 23:26:10 +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
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
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
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
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
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
2e40751236
Removed useless mdl critical cache call & sv_unlag can now be disabled for performance
2024-09-04 17:45:09 +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
f4ded28fe0
Added more infos to debug out hitboxes
2024-09-03 15:49:04 +02:00
ece2f9a81f
Improved bone cache invalidation
...
Also improved lag comp, for now animations won't be interpolated
2024-09-03 07:41:16 +02:00
b9586237f1
Only update events on PostThink to be extra sure
2024-09-02 05:47:52 +02:00
859232b6ab
Somehow windows doesn't like too much ticks to save on heap..
2024-09-02 04:06:25 +02:00
315f3c398c
Renamed some stuff in lag compensation
2024-09-02 03:58:07 +02:00
2782633e53
Now setupbones uses the right angles for cs players
2024-09-02 01:26:08 +02:00
be7d8cc228
Improved show hitboxes commands and networked m_fFlags from animoverlays
2024-09-02 00:03:24 +02:00
2e304e0e8d
Send raw values for critical animation layers
2024-08-31 10:19:02 +02:00
1a173a2073
Added VPROF for trigger prediction
2024-08-31 06:36:59 +02:00
11d345802e
General fixes and improved lag comp performance
2024-08-31 06:23:10 +02:00
380f352adf
Fixed possible buffer overflow & optimized network
2024-08-31 00:24:01 +02:00
01a5f946ec
Make m_vecPreviousShootPosition a predicted variable
2024-08-28 04:44:06 +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
70d7c82ff9
Updated again server setupbones to match more the client's
2024-08-27 22:12:50 +02:00
457fc82dc7
Check for numbonecontrollers in setupbones
2024-08-27 21:57:07 +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
96a8e373be
Since there's trigger prediction, we send everything
...
adjusted also client frame for full updates
2024-08-23 19:52:32 +02:00
340eeb7e03
Added trigger teleport prediction
2024-08-23 18:24:23 +02:00
186b8c046d
Added trigger push prediction
2024-08-23 06:42:34 +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
d947a36e86
Fixed server side setupbones
2024-08-23 00:18:07 +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