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27
src/config.h
27
src/config.h
@ -1,25 +1,5 @@
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// Project-wide configurable constants
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#define WRITE_DIR "power_play"
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// Window title
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#if IsRtcEnabled
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#if IsDeveloperModeEnabled
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#define WINDOW_TITLE "Debug (Developer Build)"
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#else
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#define WINDOW_TITLE "Debug"
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#endif
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#else
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#if IsDeveloperModeEnabled
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#define WINDOW_TITLE "Power Play (Developer Build)"
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#else
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#define WINDOW_TITLE "Power Play"
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#endif
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#endif
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#define DEFAULT_CAMERA_WIDTH (16)
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#define DEFAULT_CAMERA_HEIGHT ((f64)DEFAULT_CAMERA_WIDTH / (16.0 / 9.0))
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// Rendered texture size + extra room for off-screen light falloff
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#define RENDER_WIDTH (640 + 250)
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#define RENDER_HEIGHT (360 + 250)
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@ -32,13 +12,6 @@
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#define USER_INTERP_RATIO 1.2
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#define USER_INTERP_ENABLED 1
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// 64^2 = 4096 bins
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#define SPACE_CELL_BINS_SQRT (64)
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#define SPACE_CELL_SIZE (1)
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#define SIM_TILES_PER_UNIT_SQRT (4)
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#define SIM_TILES_PER_CHUNK_SQRT (16)
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#define SIM_MAX_PING 5.0
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#define SIM_TICKS_PER_SECOND 64
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#define SIM_TICK_INTERVAL_NS (NsFromSeconds(1) / SIM_TICKS_PER_SECOND)
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@ -594,7 +594,6 @@ G_ResourceHandle G_PushResource(G_ArenaHandle arena, G_CommandListHandle cl, G_R
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} \
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)
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//- Index buffer helpers
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#define G_IdxBuff16(_res) ((G_IndexBufferDesc) { .resource = (_res), .index_size = 2, .index_count = (G_CountBuffer((_res), i16)) })
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@ -2689,9 +2689,9 @@ void G_Rasterize(
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cmd->rasterize.ps = ps;
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cmd->rasterize.instances_count = instances_count;
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cmd->rasterize.index_buffer_desc = index_buffer;
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for (u32 i = 0; i < MinU32(render_targets_count, G_MaxRenderTargets); ++i)
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for (u32 rt_idx = 0; rt_idx < MinU32(render_targets_count, G_MaxRenderTargets); ++rt_idx)
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{
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cmd->rasterize.render_target_descs[i] = render_targets[i];
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cmd->rasterize.render_target_descs[rt_idx] = render_targets[rt_idx];
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}
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cmd->rasterize.viewport = viewport;
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cmd->rasterize.scissor = scissor;
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19
src/pp/pp.c
19
src/pp/pp.c
@ -164,8 +164,8 @@ P_Shape P_LocalShapeFromEnt(P_Ent *ent)
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.radius = 0.3,
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);
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// f32 guy_width = 0.6;
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// f32 guy_height = 0.3;
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// f32 guy_width = 0.75;
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// f32 guy_height = 0.4;
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// result = P_ShapeFromDesc(
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// .mass = 10,
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// .count = 2,
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@ -1568,10 +1568,10 @@ void P_StepFrame(P_Frame *frame)
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Vec2 new_velocity = guy->solved_v;
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new_velocity = AddVec2(new_velocity, MulVec2(control.move, move_force * sim_dt));
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// if (Vec2Len(new_velocity) > max_speed)
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// {
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// new_velocity = Vec2WithLen(new_velocity, max_speed);
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// }
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if (Vec2Len(new_velocity) > max_speed)
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{
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new_velocity = Vec2WithLen(new_velocity, max_speed);
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}
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guy->solved_v = new_velocity;
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}
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@ -1611,6 +1611,8 @@ void P_StepFrame(P_Frame *frame)
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// TODO: Not like this
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if (!is_predicting)
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{
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for (P_Ent *ent0 = P_FirstEnt(frame); !P_IsEntNil(ent0); ent0 = P_NextEnt(ent0))
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{
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if (ent0->is_guy)
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@ -1759,6 +1761,7 @@ void P_StepFrame(P_Frame *frame)
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}
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}
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}
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}
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@ -2276,8 +2279,8 @@ void P_StepFrame(P_Frame *frame)
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f32 fire_rate = 50;
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f32 bullets_per_fire = 1;
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// f32 spread = Tau * 0.05;
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f32 spread = Tau * 0.01;
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f32 spread = Tau * 0.05;
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// f32 spread = Tau * 0.01;
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f32 tweak_speed = TweakFloat("Bullet speed", 100, 1, 100);
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b32 can_fire = (firer->last_fire_ns + NsFromSeconds(1.0 / fire_rate)) <= frame->time_ns;
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BIN
src/pp/pp_res/sprite/bla.ase
(Stored with Git LFS)
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src/pp/pp_res/sprite/bla.ase
(Stored with Git LFS)
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src/pp/pp_res/sprite/bla2.ase
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src/pp/pp_res/sprite/bla2.ase
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src/pp/pp_res/sprite/bla3.ase
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src/pp/pp_res/sprite/bla3.ase
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src/pp/pp_res/sprite/palette.ase
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src/pp/pp_res/sprite/palette.ase
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src/pp/pp_res/sprite/palette2.ase
(Stored with Git LFS)
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src/pp/pp_res/sprite/palette2.ase
(Stored with Git LFS)
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@ -88,7 +88,7 @@ void S_TickForever(WaveLaneCtx *lane)
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while (!shutdown)
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{
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shutdown = Atomic32Fetch(&S.shutdown);
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P_tl.debug_draw_enabled = TweakBool("Simulation debug draw", 1);
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P_tl.debug_draw_enabled = TweakBool("Simulation debug draw", 0);
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ResetArena(frame_arena);
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//////////////////////////////
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@ -345,7 +345,7 @@ void V_TickForever(WaveLaneCtx *lane)
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const f32 zoom_rate = 1.50;
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const f32 min_zoom = 0.03;
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const f32 max_zoom = 15.0;
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const f32 meters_per_draw_width = 18;
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const f32 meters_per_draw_width = 16;
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NET_PipeHandle net_pipe = NET_AcquirePipe();
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BB_Buff packer_bb = BB_AcquireDynamicBuff(Gibi(64));
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@ -1306,8 +1306,8 @@ void V_TickForever(WaveLaneCtx *lane)
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{
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// How many buffered commands of ours we'd like the server to have
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i64 target_buffered_controls_count = 1;
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f64 rtt_bias_factor = 10.0;
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f64 rtt_bias_factor = 5.0;
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f64 dilation_factor = SmoothstepF64(
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-(SIM_TICKS_PER_SECOND * smoothed_rtt * rtt_bias_factor),
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(SIM_TICKS_PER_SECOND * smoothed_rtt * rtt_bias_factor),
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@ -3615,7 +3615,7 @@ void V_TickForever(WaveLaneCtx *lane)
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}
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UI_BuildSpacer(UI_PIX(padding, 1), Axis_Y);
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{
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UI_BuildLabelF("Ping: %F", FmtFloat(smoothed_rtt * 1000, .p = 3));
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UI_BuildLabelF("RTT: %Fms", FmtFloat(smoothed_rtt * 1000, .p = 3));
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UI_BuildLabelF("Client send: %F MiB", FmtFloat(CeilF64((f64)vis_pipe_stats.total_bytes_sent / 1024) / 1024, .p = 3));
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UI_BuildLabelF("Client recv: %F MiB", FmtFloat(CeilF64((f64)vis_pipe_stats.total_bytes_received / 1024) / 1024, .p = 3));
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UI_BuildLabelF("Server send: %F MiB", FmtFloat(CeilF64((f64)sim_pipe_stats.total_bytes_sent / 1024) / 1024, .p = 3));
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@ -3692,12 +3692,16 @@ void V_TickForever(WaveLaneCtx *lane)
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UI_Key board_key = UI_KeyF("scoreboard");
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Vec4 board_bg = VEC4(0, 0, 0, 0.50);
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Vec4 board_bg = VEC4(0, 0, 0, 1);
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f32 opacity = 0.75;
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UI_Size board_width = UI_FNT(50, 0);
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UI_Size board_height = UI_FNT(20, 0);
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Vec2 pos = VEC2(frame->ui_dims.x / 2, 50);
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UI_PushCP(UI_NilKey);
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{
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UI_Push(Tint, VEC4(1, 1, 1, opacity));
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UI_SetNext(Anchor, UI_Region_Top);
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UI_SetNext(Width, board_width);
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UI_SetNext(Height, board_height);
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@ -3744,6 +3748,8 @@ void V_TickForever(WaveLaneCtx *lane)
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}
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UI_PopCP(UI_TopCP());
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}
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UI_PopCP(UI_TopCP());
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}
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//////////////////////////////
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//- Build console UI
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@ -4315,12 +4321,12 @@ void V_TickForever(WaveLaneCtx *lane)
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// FIXME: Remove this (testing)
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if (frame->held_buttons[Button_R] && !prev_frame->held_buttons[Button_R])
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{
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LogDebugF("Sending test payload");
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NET_Send(net_pipe, frame->sim_key, STRING(P_TilesCount, predict_world->tiles), NET_SendFlag_None);
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// NET_Send(net_pipe, frame->sim_key, Lit("Hello there!"), NET_SendFlag_None);
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}
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// if (frame->held_buttons[Button_R] && !prev_frame->held_buttons[Button_R])
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// {
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// LogDebugF("Sending test payload");
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// NET_Send(net_pipe, frame->sim_key, STRING(P_TilesCount, predict_world->tiles), NET_SendFlag_None);
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// // NET_Send(net_pipe, frame->sim_key, Lit("Hello there!"), NET_SendFlag_None);
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// }
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@ -63,7 +63,7 @@ ComputeShader(V_ClearParticlesCS, 64)
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}
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////////////////////////////////////////////////////////////
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//~ Backdrop shaders
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//~ Backdrop
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ComputeShader2D(V_BackdropCS, 8, 8)
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{
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@ -270,7 +270,7 @@ ComputeShader2D(V_BackdropCS, 8, 8)
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}
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////////////////////////////////////////////////////////////
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//~ Quad shaders
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//~ Quads
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//////////////////////////////
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//- Vertex shader
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@ -311,7 +311,7 @@ PixelShader(V_DQuadPS, V_DQuadPSOutput, V_DQuadPSInput input)
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}
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////////////////////////////////////////////////////////////
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//~ Particle simulation shaders
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//~ Particle simulation
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//////////////////////////////
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//- Particle emitter shader
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@ -461,7 +461,7 @@ ComputeShader(V_SimParticlesCS, 64)
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}
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////////////////////////////////////////////////////////////
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//~ Shape shaders
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//~ Shapes
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//////////////////////////////
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//- Vertex shader
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@ -493,7 +493,7 @@ PixelShader(V_DVertPS, V_DVertPSOutput, V_DVertPSInput input)
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}
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////////////////////////////////////////////////////////////
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//~ Overlay shaders
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//~ Overlay
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//////////////////////////////
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//- Vertex shader
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@ -53,21 +53,21 @@ Vec4 V_DryColor(Vec4 color, f32 dryness);
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ComputeShader2D(V_ClearCellsCS, 8, 8);
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ComputeShader(V_ClearParticlesCS, 64);
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//- Backdrop shaders
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//- Backdrop
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ComputeShader2D(V_BackdropCS, 8, 8);
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//- Quad shaders
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//- Quads
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VertexShader(V_DQuadVS, V_DQuadPSInput);
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PixelShader(V_DQuadPS, V_DQuadPSOutput, V_DQuadPSInput input);
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//- Particle simulation shaders
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//- Particle simulation
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ComputeShader(V_EmitParticlesCS, 64);
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ComputeShader(V_SimParticlesCS, 64);
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//- Shape shaders
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//- Shapes
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VertexShader(V_DVertVS, V_DVertPSInput);
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PixelShader(V_DVertPS, V_DVertPSOutput, V_DVertPSInput input);
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//- Overlay shaders
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//- Overlay
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VertexShader(V_OverlayVS, V_OverlayPSInput);
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PixelShader(V_OverlayPS, V_OverlayPSOutput, V_OverlayPSInput input);
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@ -1,5 +1,5 @@
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////////////////////////////////////////////////////////////
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//~ Rect shaders
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//~ Rects
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//////////////////////////////
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//- Vertex shader
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@ -115,7 +115,7 @@ PixelShader(UI_DRectPS, UI_DRectPSOutput, UI_DRectPSInput input)
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}
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////////////////////////////////////////////////////////////
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//~ Blit shaders
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//~ Blit
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//////////////////////////////
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//- Vertex shader
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@ -35,7 +35,7 @@ Struct(UI_BlitPSOutput)
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////////////////////////////////////////////////////////////
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//~ Shaders
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//- Rect
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//- Rects
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VertexShader(UI_DRectVS, UI_DRectPSInput);
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PixelShader(UI_DRectPS, UI_DRectPSOutput, UI_DRectPSInput input);
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