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3e62de78b1
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move shared frame state to single struct
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2026-02-04 06:48:08 -06:00 |
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8745cb4da7
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gpu resource logging command
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2026-02-03 01:12:46 -06:00 |
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201d0c2bf0
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fix oob resource access during composition pass
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2026-02-02 22:29:23 -06:00 |
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e3ae1a789f
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draw crosshair via shader sdf
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2026-02-01 21:50:22 -06:00 |
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399f3a1528
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fire bullets from weapon position
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2026-02-01 14:39:31 -06:00 |
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80f9434af8
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actual entity transform rotation
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2026-02-01 13:31:52 -06:00 |
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c26488870a
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render quad sprites in full resolution
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2026-02-01 13:04:34 -06:00 |
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2dd15d1078
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formatting
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2026-02-01 12:06:07 -06:00 |
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09333b1b62
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crosshair wip
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2026-01-31 19:27:40 -06:00 |
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eda5e44d3b
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raw mouse look. cursor hiding & clipping
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2026-01-31 18:36:17 -06:00 |
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bd0b22b889
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crosshair wip
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2026-01-31 16:21:13 -06:00 |
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a99ae88d22
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working weapon animation
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2026-01-31 14:18:40 -06:00 |
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4e96e2f4d5
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weapon animation wip
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2026-01-31 10:29:05 -06:00 |
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da643646a8
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weapon animation wip
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2026-01-31 08:33:24 -06:00 |
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ecb115a540
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weapon animation wip
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2026-01-31 07:06:05 -06:00 |
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253670856a
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working guy anim
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2026-01-30 07:31:57 -06:00 |
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b7e2fafc85
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animation wip
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2026-01-30 05:27:47 -06:00 |
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d44a845a8d
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ase refactor wip
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2026-01-30 00:29:52 -06:00 |
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ff7e0b2167
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ase refactor wip
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2026-01-29 21:10:17 -06:00 |
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9c0c649365
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animation work
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2026-01-28 21:41:16 -06:00 |
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fb180afbc5
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more animation testing
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2026-01-27 13:54:40 -06:00 |
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0ee976cda2
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rename 'xform' -> 'affine'
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2026-01-23 17:37:58 -06:00 |
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d5efdab6d9
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animation testing
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2026-01-23 17:29:04 -06:00 |
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7ee7a7f531
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begin animation work
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2026-01-23 12:39:23 -06:00 |
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6e167ce499
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shade stains
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2026-01-22 13:06:13 -06:00 |
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f0ddf19133
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more shading pass progress
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2026-01-22 12:24:54 -06:00 |
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7a81397fd1
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shading pass progress
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2026-01-22 11:03:03 -06:00 |
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f9067bfa8b
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shading pass testing
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2026-01-22 09:46:58 -06:00 |
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8869a91b9a
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formatting
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2026-01-22 04:49:34 -06:00 |
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72327e4a27
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begin work on shading pass
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2026-01-22 04:35:49 -06:00 |
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5ad14b2dfd
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formatting
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2026-01-22 03:47:58 -06:00 |
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0c9dd684af
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dynamic time dilation for server->client prediction rate
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2026-01-20 01:59:56 -06:00 |
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4d7e06541e
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formatting
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2026-01-19 21:11:32 -06:00 |
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36be516584
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reflect client acks
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2026-01-19 20:28:56 -06:00 |
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327a0e4af4
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refragment simulation snapshots to ensure client frames advance atomically
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2026-01-19 03:17:26 -06:00 |
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64aff1893d
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more prediction testing
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2026-01-19 02:33:07 -06:00 |
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cdc876e71f
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prediction testing
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2026-01-19 01:08:59 -06:00 |
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a529ea8c5b
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make dummies into quasi-players
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2026-01-18 23:12:57 -06:00 |
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6a0fef0b1d
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prediction testing
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2026-01-18 21:12:00 -06:00 |
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4fad7cf6de
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formatting
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2026-01-18 19:38:04 -06:00 |
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d829c3c1a8
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raw net packets
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2026-01-18 19:33:00 -06:00 |
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fa96c54104
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add debug scoreboard
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2026-01-18 18:53:37 -06:00 |
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746ef6913b
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client -> server control snapshots
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2026-01-18 18:14:46 -06:00 |
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1c0009fb21
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attach player key to client
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2026-01-18 02:46:10 -06:00 |
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8e29fa447b
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server snapshot testing
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2026-01-18 00:59:49 -06:00 |
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3cdff3c4c5
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client connection
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2026-01-17 22:10:25 -06:00 |
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cacdf10229
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use iocp for net worker waits instead of WSAPoll + dummy sockets
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2026-01-17 18:45:25 -06:00 |
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34c37417a9
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formatting
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2026-01-17 16:23:16 -06:00 |
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c3959a6970
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xor packet magic during checksum implicitly
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2026-01-17 16:15:07 -06:00 |
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847f36d81a
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chat msg testing
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2026-01-17 16:08:49 -06:00 |
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