b5e44d0ba6
Fix for when IKs aren't used.
2024-09-13 02:46:53 +02:00
db3027fa29
Only update user cmd when a new tick arrives
2024-09-11 15:52:48 +02:00
8b6782c26c
Display hitmarker even if it is a sniper rifle
2024-09-11 15:33:32 +02:00
497a61b029
Fixed in_strafe and others
...
since CL_ExtraMouseUpdate is called before CreateMove now
2024-09-11 15:19:49 +02:00
6e5facd8cc
Added no stamina
2024-09-11 13:01:41 +02:00
a841c7a02c
Custom crosshair are now possible
2024-09-11 12:49:37 +02:00
097e18db87
Added crosshair hitmarker
2024-09-11 09:49:45 +02:00
52b452c60b
Added hitmarker
2024-09-11 08:54:40 +02:00
67ed5669c0
Some improvements on ducking and fixed angles not being aligned with prediction
2024-09-11 03:44:15 +02:00
1dc0c5c414
Remove calls to lag compensation when its not needed anymore
2024-09-09 22:29:17 +02:00
56e9399d90
Always straight bullets for the first bullet when no inaccuracy is on
2024-09-09 17:23:25 +02:00
49c98ebd77
Fixed desync with bullets
2024-09-09 17:19:34 +02:00
0157c765e8
Added cl_cs_render_glow_behind_walls
2024-09-09 01:53:25 +02:00
8f7d2f6843
Do not uses ragdolls when in lag context
2024-09-09 01:37:37 +02:00
690d119fc6
Better to use abs origin and angles for debugging hitboxes
2024-09-09 01:08:29 +02:00
f0954d23f3
Added convar to disable hermite interp
2024-09-09 00:12:31 +02:00
9fdd0ebe71
Force sequence only if client side animation
2024-09-08 23:26:10 +02:00
9c846412ba
Fixed third person animations
2024-09-08 22:49:32 +02:00
ec524a26b5
We have to use renderangles again
2024-09-08 22:42:23 +02:00
4377aa7b81
Semi-fixed cs hostages
2024-09-08 22:37:08 +02:00
0fbddc051d
Precache debug/debugfbtexture1 material
2024-09-08 20:48:41 +02:00
481f881cb8
Added better glows, thanks to: https://github.com/zm-reborn/zmr-game !
2024-09-08 20:35:23 +02:00
543b8a5d89
Added glow
2024-09-08 05:08:42 +02:00
0169223e43
Renamed 50bmg to 20special
2024-09-07 15:07:11 +02:00
97bf5252e8
Fixed some asserts
2024-09-07 12:41:56 +02:00
eeed4b8ada
Adjusted some values for m82a1
2024-09-07 05:33:20 +02:00
17e392f0ee
M82A1 soon ready
2024-09-07 02:05:14 +02:00
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
18647ad6d5
Use local functions instead of absolute for prediction and server
2024-09-06 00:37:25 +02:00
413264e208
Let's use local origin instead to interpolate with
2024-09-06 00:26:32 +02:00
ef7097f389
Added eventqueue prediction
2024-09-05 23:31:50 +02:00
4878bce085
Check if pEntity is null before showing trigger
2024-09-05 21:55:35 +02:00
3803f18be4
Updated README
2024-09-05 19:31:18 +02:00
aa10811e3e
Fixed some stuff
2024-09-05 19:22:07 +02:00
8376d865cf
Added fast ent lookups for server dll
2024-09-05 15:31:51 +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
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