Commit graph

225 commits

Author SHA1 Message Date
22cfdaabc9 Added interpolated_shoot_position
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
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
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
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
- 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
- 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
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
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