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e9c0ab3fc8
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Add invasion mode for testing AI, which has been expanded upon
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2024-10-31 03:53:02 -07:00 |
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4cf759db42
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Rename a bunch of soundDefs, move gamerules into their own progs using multiprogs
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2024-10-16 22:58:21 -07:00 |
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2b300e45b0
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Move platform files over, rebuild weapons against Nuclide
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2024-06-22 00:29:51 -07:00 |
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f3596f2aef
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Corpses: Ensure frame1time is reset whenever we inherit someones corpse.
Items: Ensure we re-adjust our position post-spawn so we don't fall through
yet-to-spawn geometry.
Delete a whole bunch of now unused code.
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2024-03-02 00:43:10 -08:00 |
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24a8c78367
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Move skill files around to the new conventions, tweak various sounds/particles and definitions.
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2024-02-23 14:00:41 -08:00 |
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f152ffb0f8
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Add more stubby entityDefs for monsters, as work began on those
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2023-09-08 09:41:05 -07:00 |
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753af7e8fb
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Ripping things out, move most weapon projectiles into EntityDef
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2023-07-27 23:08:26 -07:00 |
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dde42e481c
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Yank out the monster's out of the codebase. Use entityDefs instead.
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2023-06-20 21:23:15 -07:00 |
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Maxwell
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96324141cb
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Added Crossbow bolt trail on explosive MP bolt akin to Turok. This change is based upon documented cut content
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2023-01-17 16:51:06 -05:00 |
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15fa5a8f12
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Update codebase to be in line with upstream Nuclide. Add scripts/decals.txt and other shenanigans.
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2022-11-08 19:49:53 -08:00 |
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24d7388580
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WEAPON_GAUSS: More work towards the visual stuff this weapon offers by
fixing beams and things.
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2021-08-29 17:45:33 +02:00 |
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ed71d7a97a
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Add decoupled viewmodel effects
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2021-08-01 08:54:52 +02:00 |
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1a25ccc334
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Initial commit, carried over from Nuclide's Git on March 8th 2021
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2021-03-08 10:53:48 +01:00 |
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