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"
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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
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- 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
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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
867f106584
Increased weapon range
2024-08-31 22:41:36 +02:00
2e304e0e8d
Send raw values for critical animation layers
2024-08-31 10:19:02 +02:00
4cfcfb67cd
Allow to not draw hud (2)
2024-08-31 10:13:10 +02:00
e4d907c306
Allow to not draw hud
2024-08-31 10:05:15 +02:00
bbfea9863e
Removed client side animation checks for animation events
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Since it doesn't modify pose parameters or anything, should be safe
2024-08-31 07:25:36 +02:00
f58a59661c
Allow localplayer for AnimationEvents
2024-08-31 07:20:09 +02:00
d942381df3
Commenting debug stuff
2024-08-31 06:48:01 +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
dcf5536d93
Fixed evenqueue problems
2024-08-30 01:09:10 +02:00
ed09c1781c
Re-enable IKs
2024-08-29 02:47:25 +02:00
a21cd2aa97
Somehow this breaks lag comp
2024-08-29 02:07:55 +02:00
60c8599e4c
Optimized network
2024-08-28 15:59:44 +02:00
f46d09bab1
Removed useless check
2024-08-28 15:03:35 +02:00
399e6e674a
Send interpolated_amount
2024-08-28 05:24:34 +02:00
1e82d50c88
Remove cl_interpolation_amount_fix
2024-08-28 05:10:42 +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.
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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
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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
273ac76745
Don't use IKs for now
2024-08-27 22:17:54 +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
658d9c1ade
Interp fixes still causes some subtbles but noticeable jittering
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This isn't wanted, we'll likely need to lag compensate the local player
2024-08-27 21:25:24 +02:00
ad3b1ca178
Added the old clock correction, new one caused flickering
2024-08-27 17:12:39 +02:00
a9b7bf8e2f
Disable m_vecVelocity interpolation
2024-08-24 19:10:15 +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
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adjusted also client frame for full updates
2024-08-23 19:52:32 +02:00
bef50ed5ce
Moved viewoffset adjustement to shared code
2024-08-23 18:29:51 +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
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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
5a0367c8d7
Removed useless variable
2024-07-26 18:23:23 +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
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- 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
73845dfe4c
Improved cl_show* commands
2024-07-25 14:05:36 +02:00
d1c62bb858
Do not wait for simulation to change to set values
2024-07-24 00:18:37 +02:00
a9bd881a56
Debug only local player bullets, the rest is useless
2024-07-23 16:08:50 +02:00
f67ec63443
Whitelist localplayer for showing hitboxes etc
2024-07-23 05:26:42 +02:00
e09d89d7ed
Check for non-bot for out of sync
2024-07-23 05:10:32 +02:00
6691968046
Added enhanced cl_clock_correction & misc
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- 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
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
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Added vprof too
2024-07-19 05:03:08 +02:00
139f81eb02
Put back cl_extrapolate
2024-07-18 21:56:06 +02:00
359eb10e4e
Put back ResizeAnimationLayerCallback
2024-07-18 21:54:38 +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
4186c83682
Added new compression for floats
2024-07-17 08:29:22 +02:00
366edb18a7
Changed animation data to simulation data
2024-07-17 08:08:43 +02:00
81793ee7a4
Optimized usercmd network
2024-07-16 05:13:14 +02:00
469c74b8b3
SweptBox material wasn't initialized, corrected some stuff
2024-07-16 01:31:45 +02:00
95bb5cb8a5
vecSrc bullet should be taken into an array
2024-07-16 00:19:52 +02:00
449017c859
Better bullet debug
2024-07-16 00:01:44 +02:00
204d296ca0
If debug hitboxes always on, send everything
2024-07-15 23:31:50 +02:00
6661ad2e3c
Fixed bullet diameter hitbox test
2024-07-15 23:27:48 +02:00
466b0ea280
Fixed last issues with bullet tracing
2024-07-15 21:56:11 +02:00
94060e8c19
Simplified bullet trace
2024-07-15 21:10:58 +02:00
e8ea86f895
Added a better way to debug hit registration
2024-07-15 18:21:56 +02:00
7efea83011
Added cl_showfirebullethitboxes
2024-07-15 16:54:19 +02:00
3306fd5b21
Fixed buy, hostage, bomb zones detections
2024-07-15 16:47:27 +02:00
ba82e0f107
Game has now bullet thickness (diameter)
2024-07-15 07:46:53 +02:00
e360866bf5
Added a better way to debug hitboxes & new waf script
2024-07-15 06:52:33 +02:00
7625fd7947
Fixed crash while firing
2024-07-14 15:44:31 +02:00
a54eabf77a
Fixed planting bomb
2024-07-14 05:15:41 +02:00
b750f22f08
Reverted some regression & pitch should be set in FinishMove
2024-07-14 04:30:25 +02:00
cfa5b12eea
Fixed local player interpolation and added debug_screenshot_bullet_position
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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
f8c641a9e5
Improved prediction & fix being 1 off tick problems
2024-07-13 19:18:03 +02:00
cd6ecdc726
Fixed lag compensation with low fps
2024-07-12 15:15:40 +02:00
2e5867b300
Removed interpolation for animations for now
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This cause looping issues due to cycle,
until I find a proper solution for it,
it is disabled for accuracy purposes
and also because we can't trust the client.
This is really hard to see though with high tickrate.
2024-07-12 04:04:53 +02:00
854991ab8c
Fixed lag compensation for animations
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The problem is that we still trust the client, although now we have a
good base to start with; The key difference here is that we don't need
to use anymore the cs player animestate client side anymore
because server side values are used
There are minor bugs like fire effect but they can be fixed
2024-07-11 02:12:51 +02:00
9d17d2252c
Improved lag compensation for animations
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Now we can debug properly lag compensation for animations and make it
more perfect without using the CUserCmd struct
For now it's used to sync better with client but in theory this can be
removed soon.
There's a lot of work to do in anim layers too.
2024-07-10 16:14:53 +02:00
7028c910e7
Use client side animation for hostages for now
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Also added GetSkeleton for animating overlay
2024-04-03 05:27:07 +02:00
35b1d272a0
Remove DevMsgs for shooting in CreateMove
2024-04-03 02:05:15 +02:00
a2e1d119de
CS Player is now synced with server
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There's more TODO:
- Fix sequence transitions (remove animation interpolation or fix lag compensation)
2024-04-03 01:45:56 +02:00
ee6d99f17c
Revert SendProxy_ClientSideAnimation sendproxy
2024-04-03 01:12:22 +02:00
446b3f348b
various BuildTransformations fixes
2024-04-03 00:52:33 +02:00