Commit graph

792 commits

Author SHA1 Message Date
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
01006a6674 Updated submodules 2024-09-08 03:45:52 +02:00
e9b65c08d5 Prefer https for cloning 2024-09-08 03:07:06 +02:00
10e06dd9cb Updated gamedata 2024-09-08 02:59:27 +02:00
3050c5331d Added gamedata submodule 2024-09-07 16:33:24 +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
eeed4b8ada Adjusted some values for m82a1 2024-09-07 05:33:20 +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
10cb9dbf07 Fix for macOS 2024-09-06 00:56:54 +02:00
6ca405f1ca Remove tests from workflows 2024-09-06 00:38:45 +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
fea66298de Fixed some tests 2024-09-06 00:20:36 +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
aa10811e3e Fixed some stuff 2024-09-05 19:22:07 +02:00
0ee108293c Updated workflows to latest OSes 2024-09-05 17:11:08 +02:00
32baed793c Updated build scripts for zstd 2024-09-05 16:55:19 +02:00
678c835331 Re-added github workflows 2024-09-05 16:52:34 +02:00
9cdefa6deb Updated README.md 2024-09-05 16:49:07 +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
5e41367327 Resized game events 2024-09-04 17:25:43 +02:00
436181a150 put back again to fast fp 2024-09-04 00:33:04 +02:00
5cdd600612 Resized MAX_CMD_BUFFER 2024-09-04 00:09:57 +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
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