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Legacy opengl renderer #420

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Legacy opengl renderer #420

wants to merge 24 commits into from

Commits on Jun 21, 2024

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Commits on Aug 13, 2024

  1. kill some spectator frags

    A bunch of spectator frags were being caused by processing the spectator's scout controls and/or not respecting the scout controls of players still in the game.
    tra authored and assertivist committed Aug 13, 2024
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  3. more frag fixes

    The crux of abort/frag problems is/was that the notification of the abort was asynchronous.  But the other players in the game don't need to get the async message because they will get the abort key press so stop sending that message to active players.
    
    Also, there's no good reason to keep updating the frag checksum for players who are out of the game.  This was also related to the previous problem where players were adding in the location checksum and stopping that addition at different times.  This fix is really extra insurance that an aborted or dead player won't cause frags.
    tra authored and assertivist committed Aug 13, 2024
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  4. local variable scope bug, oops

    tra authored and assertivist committed Aug 13, 2024
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  5. default Goody angle to zero

    In fact, all objects with "angle" would just pull the last value parsed, for any object.  This will set it to zero if not set in the current ALF node.
    tra authored and assertivist committed Aug 13, 2024
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  6. /dbg frag

    output all the checksum info to help debug frags
    tra authored and assertivist committed Aug 13, 2024
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  7. fixed koth field

    tra authored and assertivist committed Aug 13, 2024
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  8. try taking the hill logo out of the equation

    the solid logo in the middle of the hill seems to be the only difference
    between this level and the other levels that don't frag.  Temporarily elevating
    them out of the way.  Also I used Holograms for some but the Hologram doesn't
    respect "pitch".  If Holograms work, we might consider adding pitch to CHologramActor
    similar to CSolidActor.
    tra authored and assertivist committed Aug 13, 2024
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  10. output dbg as BSPs are loaded

    /dbg bsp     --> outputs the bounds for all BSPs as they are loaded
    /dbg bsp 666 --> outputs bounds plus all points for BSP 666
    tra authored and assertivist committed Aug 13, 2024
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  11. added attribute to Hologram

    tra authored and assertivist committed Aug 13, 2024
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  12. fixed RayTest calls to use the fps ray distances

    Also fixed a minor bug with how grenade radius was being added to classic instead of fps ray distance.  Not sure this will make any noticeable difference but it should be a faster calculation since it searches a smaller volume on each frame.
    tra authored and assertivist committed Aug 13, 2024
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  13. backout changes to missile

    since smart missile movement is still interpolated, the RayTest needs to stay in the classic units.
    tra authored and assertivist committed Aug 13, 2024
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  14. make FramesFromNow() accept a float arg

    Well, this is embarrassing.
    
    Most of the time FrameFromNow() is passed an integer.  But there's an important call that passes a float on this check:
        while (FramesFromNow(latencyTolerance) > topSentFrame) {
            itsNet->FrameAction();
        }
    
    Passing latencyTolerance as an integer was truncating the LT.  For example, an LT=1.5 would be treated as LT=1 and result in
    less than the full LT of frames being sent on time.
    tra authored and assertivist committed Aug 13, 2024
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  15. consistent grenade/missile/plasma shooting rates (#417)

    * fix FramesFromNow usage
    
    many frame number checks were of the form
        if (doSomething < frameNumber) {
            doSomething = FrameFromNow(3)
        }
    
    For classic mode that means to doSomething at most every 4th frame.  But for high-FPS, this code would start
    doing something on frame 13 instead of on frame 16... faster than classic.
    
    Changing code to work across frame rates like this:
        if (doSomething <= frameNumber) {
            doSomething = FrameFromNow(3+1)
        }
    
    * fix tests and bugs found by tests
    
    The HECTOR.Boost* tests had to be fixed because they were actually boosting on frame 1 since boostEndFrame inits to 0.
    
    * added 1 classic-frame limiter to the plasma shot
    
    so that all frame rates behave the same on shooting rate
    tra authored and assertivist committed Aug 13, 2024
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  16. fix level-loading crashes

    When new levels are loaded the Hull and Level/Set menus are re-created from scratch.  This would leave dangling pointers in nanogui::Screen (mDragWidget and mFocusPath).  The "best" fix would probably be to replace all Widget pointers with shared_ptr<Widget>.  But this is a quick fix that gets the job done.
    
    I also added "/dbg rload X" which will load a new level every X seconds.  This was useful for recreating this bug but also might be useful for discovering other random level-load issues in the future so I left it in.
    tra authored and assertivist committed Aug 13, 2024
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  18. Add function to allow the FrameBuffer to be updated on the fly

    Update the FrameBuffer during the Window Resize event
    Ymihere03 authored and assertivist committed Aug 13, 2024
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  19. Remove comment lines

    Ymihere03 authored and assertivist committed Aug 13, 2024
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  20. Refactored window resize handling to prevent memory leaks when updati…

    …ng the GL FBO
    
    Window Resize event is ignored if the resolution didn't actually change
    The HUD bump magnitude is a lot lower when damage taken is low
    Ymihere03 authored and assertivist committed Aug 13, 2024
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  21. Fix test class

    Ymihere03 authored and assertivist committed Aug 13, 2024
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  22. Fix test class

    Ymihere03 authored and assertivist committed Aug 13, 2024
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