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
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
859232b6ab
Somehow windows doesn't like too much ticks to save on heap..
2024-09-02 04:06:25 +02:00
315f3c398c
Renamed some stuff in lag compensation
2024-09-02 03:58:07 +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
867f106584
Increased weapon range
2024-08-31 22:41:36 +02:00
2e304e0e8d
Send raw values for critical animation layers
2024-08-31 10:19:02 +02:00
4cfcfb67cd
Allow to not draw hud (2)
2024-08-31 10:13:10 +02:00
e4d907c306
Allow to not draw hud
2024-08-31 10:05:15 +02:00
bbfea9863e
Removed client side animation checks for animation events
...
Since it doesn't modify pose parameters or anything, should be safe
2024-08-31 07:25:36 +02:00
f58a59661c
Allow localplayer for AnimationEvents
2024-08-31 07:20:09 +02:00
d942381df3
Commenting debug stuff
2024-08-31 06:48:01 +02:00
1a173a2073
Added VPROF for trigger prediction
2024-08-31 06:36:59 +02:00
11d345802e
General fixes and improved lag comp performance
2024-08-31 06:23:10 +02:00
380f352adf
Fixed possible buffer overflow & optimized network
2024-08-31 00:24:01 +02:00
dcf5536d93
Fixed evenqueue problems
2024-08-30 01:09:10 +02:00
ed09c1781c
Re-enable IKs
2024-08-29 02:47:25 +02:00
a21cd2aa97
Somehow this breaks lag comp
2024-08-29 02:07:55 +02:00
60c8599e4c
Optimized network
2024-08-28 15:59:44 +02:00
f46d09bab1
Removed useless check
2024-08-28 15:03:35 +02:00
399e6e674a
Send interpolated_amount
2024-08-28 05:24:34 +02:00
1e82d50c88
Remove cl_interpolation_amount_fix
2024-08-28 05:10:42 +02:00
01a5f946ec
Make m_vecPreviousShootPosition a predicted variable
2024-08-28 04:44:06 +02:00
956d26bcb3
This is a start to lag compensate the local player.
...
Normally,
this would be needed to be inside StartLagCompensation,
but for now, this is enough.
2024-08-28 00:50:03 +02:00
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