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Some interpolation related fixes #141
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…ion has not run yet, do not add extra time for subsequent calls
…rigin since that function does some wonky stuff and idk if that would be synch safe
… one rendered frame, not one full tic.
apparently in main menu, opening the menu pauses the game so rendertimefrac was FRACUNIT and didnt interpolate
otherwise shit will jitter during netlag
im a bit unsure actually about the stuff in y_inter mainly cause i dont really understand whats even going on there lol, would be cool if you would look at that @Indev450 X) |
I don't know what's going on in y_inter either x) |
} | ||
} | ||
else | ||
{ | ||
oldview_invalid[p - 1]++; | ||
oldview_invalid[p - 1] = t; |
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Same as above x)
Most are from RR
we had some of this in saturn before tho this time its minus moving R_UpdateViewInterpolation into G_Ticker as that caused issues in netgames
This def needs a bit of testing esp in netgames and under poor netconditions, as the stuff we had before sometimes caused jitter on mobjs
but this would fix some underlying issues with how view interpolation works
The code in p_telpt.c was supposed to use P_SetOrigin but that may not be netsafe so i set the interp values manually
also fixes #140