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
3803f18be4
Updated README
2024-09-05 19:31:18 +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
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
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
11d345802e
General fixes and improved lag comp performance
2024-08-31 06:23:10 +02:00
ed09c1781c
Re-enable IKs
2024-08-29 02:47:25 +02:00
273ac76745
Don't use IKs for now
2024-08-27 22:17:54 +02:00
658d9c1ade
Interp fixes still causes some subtbles but noticeable jittering
...
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
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
542b2c2711
Reworked cl_show* commands to use game events instead
2024-07-25 18:10:35 +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
...
Added vprof too
2024-07-19 05:03:08 +02:00
1a3e348316
Replace snappy with trained zstd dictionary
2024-07-18 08:27:54 +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
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
3306fd5b21
Fixed buy, hostage, bomb zones detections
2024-07-15 16:47:27 +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
b750f22f08
Reverted some regression & pitch should be set in FinishMove
2024-07-14 04:30:25 +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
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
446b3f348b
various BuildTransformations fixes
2024-04-03 00:52:33 +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
fb69fa738b
Modified baseanim so that it respects the server +
2024-01-28 13:19:05 +01:00
nillerusr
5d4978cf6e
cstrike: fix uninitialized pointers in hud
2023-08-23 23:42:08 +03:00
nillerusr
cfb63e9de8
cstrike: optimize flashbang
2023-08-22 11:38:13 +03:00
hymei
f7a489f828
arm64 : fix clang compile errors
2022-06-05 01:13:14 +03:00
hymei
4ee5ff003a
arm64 : fix vgui2 VPAMEL in messagemap
2022-06-05 01:13:13 +03:00
nillerusr
d30382e8d5
add csrike source code
2022-03-02 11:45:17 +03:00
nillerusr
13191a2659
add source-sdk-2013
2022-03-01 23:00:42 +03:00
FluorescentCIAAfricanAmerican
3bf9df6b27
1
2020-04-22 12:56:21 -04:00