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https://github.com/TwilitRealm/dusklight
synced 2026-08-09 02:15:44 -04:00
water interpolation fix
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@@ -4834,8 +4834,7 @@ inline void dComIfGd_drawXluListDark() {
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inline void dComIfGd_drawXluListInvisible() {
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ZoneScoped;
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#ifdef TARGET_PC
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if (dusk::getSettings().game.enableWaterRefraction &&
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!dusk::getSettings().game.enableFrameInterpolation) {
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if (dusk::getSettings().game.enableWaterRefraction) {
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#endif
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g_dComIfG_gameInfo.drawlist.drawXluListInvisible();
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#ifdef TARGET_PC
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@@ -4846,8 +4845,7 @@ inline void dComIfGd_drawXluListInvisible() {
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inline void dComIfGd_drawOpaListInvisible() {
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ZoneScoped;
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#ifdef TARGET_PC
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if (dusk::getSettings().game.enableWaterRefraction &&
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!dusk::getSettings().game.enableFrameInterpolation) {
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if (dusk::getSettings().game.enableWaterRefraction) {
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#endif
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g_dComIfG_gameInfo.drawlist.drawOpaListInvisible();
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#ifdef TARGET_PC
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@@ -22,6 +22,8 @@ float get_interpolation_step();
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void request_presentation_sync();
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bool presentation_sync_active();
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bool is_enabled();
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// TODO: These should be phased out as UI is progressively updated to use game_clock
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void set_ui_tick_pending(bool value);
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bool get_ui_tick_pending();
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@@ -35,6 +37,11 @@ void record_final_mtx_raw_tagged(const Mtx* dest, const Mtx src, uint64_t stable
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bool lookup_replacement(const void* source, Mtx out);
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bool lookup_concat_replacement(const void* lhs, const void* rhs, Mtx out);
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typedef void (*InterpolationCallBack)(void* pUserWork);
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void reset_interpolation_callbacks();
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// call on a sim tick, will get called during presentation
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void add_interpolation_callback(InterpolationCallBack pCallBack, void* pUserWork);
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void begin_presentation_camera();
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void end_presentation_camera();
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