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
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
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
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
340eeb7e03
Added trigger teleport prediction
2024-08-23 18:24:23 +02:00
186b8c046d
Added trigger push prediction
2024-08-23 06:42:34 +02:00
14717d8092
Added prediction for triggers, thanks oblivious
...
Prediction is fixed by me by adding two more functions in prediction
class, there had before some issues because
starttouch/endtouch weren't predicted.
The result is that with lag, it restores touched entities,
including the triggers touched entity list.
2024-08-23 00:42:58 +02:00
d947a36e86
Fixed server side setupbones
2024-08-23 00:18:07 +02:00
dc471576a1
Removed DEBUG_HITBOXES_ALWAYS_ON (bandwidth problems)
2024-07-26 17:50:55 +02:00
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
542b2c2711
Reworked cl_show* commands to use game events instead
2024-07-25 18:10:35 +02:00
e09d89d7ed
Check for non-bot for out of sync
2024-07-23 05:10:32 +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
96e8394525
Corrected again a bit more cl_showimpacts
2024-07-19 18:05:58 +02:00
1a3e348316
Replace snappy with trained zstd dictionary
2024-07-18 08:27:54 +02:00
4186c83682
Added new compression for floats
2024-07-17 08:29:22 +02:00
366edb18a7
Changed animation data to simulation data
2024-07-17 08:08:43 +02:00
95bb5cb8a5
vecSrc bullet should be taken into an array
2024-07-16 00:19:52 +02:00
449017c859
Better bullet debug
2024-07-16 00:01:44 +02:00
466b0ea280
Fixed last issues with bullet tracing
2024-07-15 21:56:11 +02:00
94060e8c19
Simplified bullet trace
2024-07-15 21:10:58 +02:00
e8ea86f895
Added a better way to debug hit registration
2024-07-15 18:21:56 +02:00
3306fd5b21
Fixed buy, hostage, bomb zones detections
2024-07-15 16:47:27 +02:00
e360866bf5
Added a better way to debug hitboxes & new waf script
2024-07-15 06:52:33 +02:00
7625fd7947
Fixed crash while firing
2024-07-14 15:44:31 +02:00
a54eabf77a
Fixed planting bomb
2024-07-14 05:15:41 +02:00
b750f22f08
Reverted some regression & pitch should be set in FinishMove
2024-07-14 04:30:25 +02:00
f8c641a9e5
Improved prediction & fix being 1 off tick problems
2024-07-13 19:18:03 +02:00
cd6ecdc726
Fixed lag compensation with low fps
2024-07-12 15:15:40 +02:00
2e5867b300
Removed interpolation for animations for now
...
This cause looping issues due to cycle,
until I find a proper solution for it,
it is disabled for accuracy purposes
and also because we can't trust the client.
This is really hard to see though with high tickrate.
2024-07-12 04:04:53 +02:00
854991ab8c
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
9d17d2252c
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
7028c910e7
Use client side animation for hostages for now
...
Also added GetSkeleton for animating overlay
2024-04-03 05:27:07 +02:00
a2e1d119de
CS Player is now synced with server
...
There's more TODO:
- Fix sequence transitions (remove animation interpolation or fix lag compensation)
2024-04-03 01:45:56 +02:00
ee6d99f17c
Revert SendProxy_ClientSideAnimation sendproxy
2024-04-03 01:12:22 +02:00
35325f3177
Always send animtime
2024-04-03 00:35:48 +02:00
db45d29da3
Do not exclude useful send prop variables
2024-04-03 00:21:08 +02:00
855547301d
Fixed asserts and removed SQR checks stuff
2024-04-02 23:18:38 +02:00
fb69fa738b
Modified baseanim so that it respects the server +
2024-01-28 13:19:05 +01:00
ae99eb3817
Modified lag compensation suit better our needs
2024-01-27 22:12:03 +01:00
e259524747
Make knife lag compensation working
2024-01-27 22:09:16 +01:00
ca6cdb51e6
Improved lag compensation
2024-01-25 13:27:03 +01:00
1b8162a4b6
Remove latency checks on lag compensation
2024-01-23 14:40:00 +01:00
2c2cbf4f03
Add weapon_accuracy_nospread & posparam lagcomp
2024-01-23 14:32:02 +01:00