Commit graph

13 commits

Author SHA1 Message Date
e9c0ab3fc8 Add invasion mode for testing AI, which has been expanded upon 2024-10-31 03:53:02 -07:00
4cf759db42 Rename a bunch of soundDefs, move gamerules into their own progs using multiprogs 2024-10-16 22:58:21 -07:00
2b300e45b0
Move platform files over, rebuild weapons against Nuclide 2024-06-22 00:29:51 -07:00
f3596f2aef
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.
2024-03-02 00:43:10 -08:00
24a8c78367
Move skill files around to the new conventions, tweak various sounds/particles and definitions. 2024-02-23 14:00:41 -08:00
f152ffb0f8
Add more stubby entityDefs for monsters, as work began on those 2023-09-08 09:41:05 -07:00
753af7e8fb
Ripping things out, move most weapon projectiles into EntityDef 2023-07-27 23:08:26 -07:00
dde42e481c
Yank out the monster's out of the codebase. Use entityDefs instead. 2023-06-20 21:23:15 -07:00
Maxwell
96324141cb Added Crossbow bolt trail on explosive MP bolt akin to Turok. This change is based upon documented cut content 2023-01-17 16:51:06 -05:00
15fa5a8f12
Update codebase to be in line with upstream Nuclide. Add scripts/decals.txt and other shenanigans. 2022-11-08 19:49:53 -08:00
24d7388580 WEAPON_GAUSS: More work towards the visual stuff this weapon offers by
fixing beams and things.
2021-08-29 17:45:33 +02:00
ed71d7a97a Add decoupled viewmodel effects 2021-08-01 08:54:52 +02:00
1a25ccc334 Initial commit, carried over from Nuclide's Git on March 8th 2021 2021-03-08 10:53:48 +01:00