Commit graph

792 commits

Author SHA1 Message Date
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
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
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
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
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
197a93b274 Remove github workflows 2024-05-24 14:36:26 +02:00
6de3f5304a README update 2024-05-24 14:35:19 +02:00
7028c910e7 Use client side animation for hostages for now
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
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
35325f3177 Always send animtime 2024-04-03 00:35:48 +02:00
2cc7a749a2 Respect server code (InvalidateBoneCacheIfOlderThan) 2024-04-03 00:32:38 +02:00
60cd88e786 remove SetNetworkAngles from csplayer PostDataUpdate 2024-04-03 00:26:15 +02:00
db45d29da3 Do not exclude useful send prop variables 2024-04-03 00:21:08 +02:00
855547301d Fixed asserts and removed SQR checks stuff 2024-04-02 23:18:38 +02:00
debadff495 Add a way to set to tick interval cl_interp 2024-02-18 09:50:06 +01:00
fb69fa738b Modified baseanim so that it respects the server + 2024-01-28 13:19:05 +01:00
f154a494cd Improved setupbones 2024-01-27 22:34:26 +01:00
ae99eb3817 Modified lag compensation suit better our needs 2024-01-27 22:12:03 +01:00
e259524747 Make knife lag compensation working 2024-01-27 22:09:16 +01:00
ca6cdb51e6 Improved lag compensation 2024-01-25 13:27:03 +01:00
1b8162a4b6 Remove latency checks on lag compensation 2024-01-23 14:40:00 +01:00
2c2cbf4f03 Add weapon_accuracy_nospread & posparam lagcomp 2024-01-23 14:32:02 +01:00
a72e160350 Remove network compression on floats 2024-01-23 10:05:26 +01:00
e9a949d806 Compile for CS:S 2024-01-22 21:40:01 +01:00
nillerusr
eff1f3d78c Merge pull request #312 from AruMoon/add-master-server
Add new master server
2023-12-30 11:44:00 +03:00
nillerusr
f6fb974bdb Merge pull request #328 from er2off/restrictfix
public/tier0/platform.h: Remove __restrict not only for linux
2023-12-30 11:43:48 +03:00
Er2
445249ef2b public/tier0/platform.h: Remove __restrict not only for linux 2023-12-30 10:34:50 +03:00
nillerusr
32832f45ce ivp: update submodule 2023-12-24 04:24:44 +03:00
nillerusr
87653b7bf1 Merge pull request #323 from coderamen666/patch-1
Allow compilation on Raspberry Pi OS 32 bit
2023-12-13 22:57:38 +03:00
coderamen
40c4482235 Allow compilation on Raspberry Pi OS 32 bit 2023-12-13 13:55:05 -06:00
nillerusr
ad2930fdf0 wscript: make bzip2 mandatory #321 2023-12-13 21:38:18 +03:00
nillerusr
543f3091eb dedicated(win32): fix crashes( now it works #310 #225 ) 2023-12-13 21:28:17 +03:00
nillerusr
60e2df57e6 Merge pull request #322 from dimhotepus/fix-dedicated-build
[Windows] Fix dedicated server build
2023-12-13 20:24:52 +03:00