Commit graph

18 commits

Author SHA1 Message Date
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
a3b6b94959 Fixed last few stuff with clock correction 2024-07-23 05:05:24 +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
a2e8d9e9d4 Update mouse calls at the end of the frame 2024-07-20 01:04:35 +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
81793ee7a4 Optimized usercmd network 2024-07-16 05:13:14 +02:00
6661ad2e3c Fixed bullet diameter hitbox test 2024-07-15 23:27:48 +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
ca6cdb51e6 Improved lag compensation 2024-01-25 13:27:03 +01:00
nillerusr
fb521f8559 dedicated(win32): fix build issues #322 2023-12-13 20:18:31 +03:00
nillerusr
f3861b8d03 WIP: initial masterserver client implementation 2023-01-28 05:29:26 +03:00
Er2
9175b29f60 BSD: Add support (#140)
* BSD: Add support

* BSD: other fixes

There is still a bug when vgui haven't got text, maybe because of resources.

Also there is bug where when trying to start new game caption names shows wrong.

* BSD: Debugging

* BSD: modify preprocessor and fix windows

* BSD: Remove debugging and fix labels in gameui

* BSD: Remove disabling some DX9 commands

* BSD: Remove -g flag
2022-11-24 22:04:29 +03:00
nillerusr
bc998f23f7 Unlock mat_picmip cvar for values lower than -1 2022-07-12 16:19:13 +03:00
nillerusr
98ea88ab3f aarch64: fix android build 2022-06-19 15:07:41 +03:00
nillerusr
2154279349 Fix font problems 2022-01-09 19:20:00 +03:00
nillerusr
f4826ce70e fix dedicated server build 2021-04-27 23:33:46 +03:00
FluorescentCIAAfricanAmerican
3bf9df6b27 1 2020-04-22 12:56:21 -04:00