display.anti_aliasing, off by default: "fxaa" or "smaa" (a pass over the
3D view before the HUD and menus; SMAA vendored from port/third_party/smaa,
MIT), "ssaa2x" (the screen's targets at twice the resolution, at most the
GPU's largest target) and "msaa2x" to "msaa8x". Multisampled framebuffers
have every attachment multisampled, so the mirror's view with the back
buffer's depth buffer is too, and a target's texture and renderbuffer stay
coherent. The setting is read again between frames. Android has FXAA for
SMAA and no supersampling.
Based on #38 and #39 by Tyberious.
display.per_pixel_lighting (off by default) lights the models for each
pixel by the same ambient, distant and point lights the model lighting
programs (9, 10, 17 and 27) sum for each vertex. The normal and position
are found in each program's instructions and the program is checked to
light as the pixel shader does; the lights come in a small uniform of
their own, and a shader that fails falls back to per-vertex lighting.
Based on #48 by Tyberious.
display.shadow_resolution (128 by default, as on the Xbox; 256, 512 or
1024) draws the two shadow maps larger. The blur's taps move to half a
texel of the larger map and two passes more for each doubling widen it
to the Xbox's tent, so the shadows keep their softness.
Based on #47 by Tyberious.
Fixups for #99 and #112: the version raised for the object message's
shader permutation, NETCODE.md brought up to date, a networked glass
break's sound placed where it broke, a frame scratch pool that runs out
logged once, and the new comments marked as the port's.
With many enemies (co-op's extra enemies) object memory runs low and the
garbage collector prints "garbage collection critical" and "removing
objects" at every pass, filling the screen for the host and every client.
They are the game's own chatter, so they show as game.console_log says, as
the sound and texture caches' already do; the log keeps every line.
The host's notice of a broken surface carries no damage effect. The client filled a damage record with zeros and then read tag 0, which is the scenario, and halted. Shards still spawn. They skip the kick from an effect this machine never received.
The frame scratch pool was still the Xbox size after the particle pool grew eight times, so a busy level spent it every frame. It now grows with that particle pool, and a frame that still runs out is logged once.
A console line longer than the buffer halted inside the error printer, before the reason was written to the log. Long lines are cut to fit, and the reason is written first.
Fixups for #102, #103 and #105-#107: the version raised for the glass,
scenery, cutscene cluster and revert messages, NETCODE.md brought up to
date, co-op's followers' object lists freed as soon as they are used, and
extra enemies that find no free ground placed on the rings they used before
rather than left out (at 32x a quarter of them were), with the places found
taken not tried again for the rest of the squad, and the way to a place
looked along level.
The Silent Cartographer with 32x co-op enemies (484 actors) went from 53
to about 97 fps on the Linux PC, with the same game and the same picture:
cluster list removals start where the reference was put, full data arrays
are not walked again, object lighting keeps each cluster's drawn lights
and passes over far ones without their distance, the per-texture profile
timer only runs while something reads it, and the renderer binds streams
once per draw, caches its texture, target and shader lookups, and no
longer makes Mesa's GL thread wait on large uploads or visibility tests.
What the followers of player0 do (teleport, suspend, get out, board) is a
function each in coop_scripts.c, so every engine hook is one call. The
cutscene skip reverts only in a local game or on a co-op host, written as
two plain branches; a non-co-op network host no longer reverts alone.
Breakable surfaces (glass) are broken by each machine's own projectiles
with its own random damage, so a pane could shatter on the host and stay
whole, still blocking, on a client. In co-op the host now sends each break
(and a few again every refresh, for late joiners), and a client breaks the
same surface with its shards.
Destructible scenery and devices (lights, panels) are the map's, at the
same index on every machine, but only damage to units was synced: a
client's shots never damaged them, and what the host broke didn't break
or play its effects on the clients. A client now reports its hits on them
like any other, the host checks and deals them, and every client deals the
host's damage to its own copy, which breaks, plays its effects and is
destroyed as the host's was.
Both are new message kinds that a client without them ignores, so the
network version is unchanged.
The pause menu's revert (main_revert_map) reverted a network client's own
game state, leaving it out of step with the host. A client now ignores it,
and the cutscene skip's local revert, which a client only reaches outside
the co-op vote, is the host's or a local game's alone.
The scripts check game_safe_to_save before some cutscenes (the Maw's
bridge). The game's test fails while any enemy sees any player, so with
players spread out a fight elsewhere held up the cutscene a player had
reached. For the scripts in co-op, one player alive, on the ground and
unseen is enough; checkpoints keep the game's own test.
The campaign scripts only run on the host, against every player's unit,
but some of their habits assumed split-screen:
- volume_test_objects_all on the players waited for every player in the
volume at once: the Maw's bridge cutscene, a30's Pelican pickups. In
co-op one player arriving is enough now.
- Scripts name players as player0 and player1, so everyone past the
second was left out of what they did: Pelican loads (a30's pickups,
insertions), getting out, cutscene teleports and freezes, starting
profiles. Those players now follow player0 (coop_scripts.c).
- A cutscene filmed far from every player (b30's sword Elite at the
shaft door) wasn't active on clients: the cluster the scripts force
active (object_pvs_activate) now rides in the presentation's spare
bytes, and what the host's camera films is sent to clients as often as
what is next to their players.
- A mission the scripts fail (d40's timer, a50's Keyes) only respawned the
players, leaving them in the failure cutscene for good. It now reverts
like the cutscene skip does; everyone dying still respawns at the last
checkpoint. The scripts' game_revert reverts the same way.
The network version is unchanged: the presentation keeps its size, and a
host without the active cluster sends zeroes, which read as none.
An extra enemy was placed on a ring around its starting location, trying
one spot per ring, and checked only against walls. When the 8 tries failed
(tight corridors, the Maw's interiors) it went on the starting location
itself, on top of the squad's own actor, and nothing stopped it landing on
another starting location's actor a metre away.
Now every spot of each ring is tried (a ring holds more spots the further
out it is), and a spot needs ground under it, no wall in the way and no
biped within 0.6 m or vehicle around it. A starting location with no room
passes its enemy to the squad's next one, and with no room anywhere the
enemy isn't placed. Dropship riders released beside the ones who jumped
out are spread the same way.
Going back to a BSP the team has been in waits for two thirds of the team,
and a player on the trigger was never told so. They now see "Waiting for
your team to go back: 1 of 2 here", at once and every three seconds while
they wait. Each machine works it out for its own players with the count the
host decides by, now one function, so nothing new goes over the network.
Two thirds of the players had to be in the loading zone or within 4 world
units of whoever was in it. A team walking back through a doorway in a line
is longer than that, so going back almost never switched: the first player
walked on past the loaded level, fell and was brought back to the team.
15 world units fits a team moving together and still not a player who ran
back alone.
Players in big sessions ended up on different BSPs:
- The host told clients about a switch only every half second, and not
reliably, so a client could predict its player for a while in a BSP it
hadn't loaded. A switch is now sent at once, reliably, ahead of the
players' new positions.
- A client still loading reports so: its input carries the BSP it has
loaded. Until it has the host's, the host takes none of its movement
(which falls there with no floor) and none of its loading zones.
- After a switch, by a trigger, a script or a skipped cutscene, no trigger
can switch again until every machine has loaded the new BSP (at most
ten seconds), so no client falls two switches behind.
- A player the host can't place beside whoever crossed, when a big team
runs out of room there, is placed beside another teammate instead of
being left where they were.
A loading zone brings the whole team to whoever crosses it. Into a new part
of the level that's what you want, but it let one player drag everyone
back. A switch back to a BSP the team has been in now waits until every
living player is in the trigger or near the player in it.
The scripts make allegiances (ai_allegiance player human) and only the host
runs them, so on clients marines stayed enemies of the players: red reticles
and the wrong team. The host sends its ally and friend tables with the
presentation each tick.
- A body the host's unit got back up from (a Flood combat form feigning
death) gets up on the clients too, instead of its ragdoll being dragged
about. The resurrection is one function both use (unit_port_resurrect).
- The scripts' unit_open and unit_close go to the clients, so dropships'
doors aren't left open there.
The host sends each device's position and power when they change (and with
the resent state), and a client puts its device there when the host's is at
rest and they differ, or when they drift apart while it moves. Clients only
had the device groups' values, which aim a device: a door could stop half
open, and an elevator be somewhere else on a client, so its players fell.
- Crossing a BSP loading zone moves every other player to whoever crossed,
as split screen does. Moving only some players left the rest where the
next switch threw them back to a hallway, or under a floor.
- The rescue for a player outside the loaded BSP waits two seconds and
only takes someone falling: a player riding an elevator through its
shaft is left alone.
- AI units' teams go with their states, so friendlies aren't red on
clients' reticles.
- A skipped cutscene's music and dialogue stop on the clients.
- Winning a level returns every machine to the lobby with the next level
set up, instead of leaving them on its last screen.
- Help text carries whether the host shows it, so no prompt is dropped.
Hosting a co-op level from the Map screen (CO-OP CAMPAIGN, a level and its
difficulty, then Server Setup) makes a network game on the campaign map
with no game engine, which is what co-op is. Only the host runs the
scripts and the AI; port/linux/game/network_coop.c sends clients what the
scripts do (cutscenes, camera, fades, HUD, sounds, devices, named objects,
animations), and network_actors.c drives the host's AI units on every
machine. Players spawn beside each other, respawn beside a safe teammate,
and spectate while dead or waiting. Skipping a cutscene is a vote.
Players can join a game in progress at any time.