Commit graph

26 commits

Author SHA1 Message Date
60f78dd545 Debug only local player bullets, the rest is useless 2024-07-23 16:08:50 +02:00
ea72dde27d Corrected again a bit more cl_showimpacts 2024-07-19 18:05:58 +02:00
6f1a375d58 Added smoothed interpolation amount & fixed fews issues with prediction
Added vprof too
2024-07-19 05:03:08 +02:00
e11f28d2d1 Replace snappy with trained zstd dictionary 2024-07-18 08:27:54 +02:00
a683ee894f SweptBox material wasn't initialized, corrected some stuff 2024-07-16 01:31:45 +02:00
50298946f8 vecSrc bullet should be taken into an array 2024-07-16 00:19:52 +02:00
37cfbaad88 Better bullet debug 2024-07-16 00:01:44 +02:00
65cae53474 If debug hitboxes always on, send everything 2024-07-15 23:31:50 +02:00
941a5f5b6d Fixed last issues with bullet tracing 2024-07-15 21:56:11 +02:00
e5ccc52ef6 Simplified bullet trace 2024-07-15 21:10:58 +02:00
cc3e0fcf04 Added a better way to debug hit registration 2024-07-15 18:21:56 +02:00
d294fe4f94 Added cl_showfirebullethitboxes 2024-07-15 16:54:19 +02:00
d7149518d9 Game has now bullet thickness (diameter) 2024-07-15 07:46:53 +02:00
0c242ac11d Added a better way to debug hitboxes & new waf script 2024-07-15 06:52:33 +02:00
fbc45f4a64 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
c67fd1bd96 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
00a2833abc 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
af90154390 Use client side animation for hostages for now
Also added GetSkeleton for animating overlay
2024-04-03 05:27:07 +02:00
7bfb4f8ace Do not exclude useful send prop variables 2024-04-03 00:21:08 +02:00
a4e36339e6 Modified lag compensation suit better our needs 2024-01-27 22:12:03 +01:00
0c3cb614ea Improved lag compensation 2024-01-25 13:27:03 +01:00
9ac6d4c6e4 Add weapon_accuracy_nospread & posparam lagcomp 2024-01-23 14:32:02 +01:00
nillerusr
b73f3b70fa cstrike: add autojump convar 2023-08-22 11:11:39 +03:00
hymei
f96a163cf8 arm64 : fix clang compile errors 2022-06-05 01:13:14 +03:00
nillerusr
c36cfccdf0 gameui: add console button to main menu 2022-02-05 22:33:45 +03:00
FluorescentCIAAfricanAmerican
3bf9df6b27 1 2020-04-22 12:56:21 -04:00