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
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