Commit graph

  • ae5b06cda3 Update README note to point to the fortressforever-2013 org develop Ryan Liptak 2024-06-30 04:06:54 -0700
  • 5acab11d42 Readme: Clarify the status of the repository squeek 2014-11-28 17:26:54 -0800
  • 05347bc4fc fix a very strange luabind crash on init caused by static initialization of a std::map template dynamic initializer blowing up. can't make this stuff up! Dexter 2014-05-22 03:11:43 +0000
  • 86510f40a2 fix messed up the merge on ISurface.h, this is the breaking interface change Dexter 2014-05-16 09:13:23 +0000
  • d5d7f3d571 merge in latest source sdk update joe dropped yesterday.. manually, cuz our changes everywhere had to be checked RIP in hell Dexter 2014-05-16 08:46:36 +0000
  • abe53af10b remove shaderlib from client vpc, not needed. linux client links now woo Dexter 2014-03-18 06:40:44 +0000
  • 6c75a90911 made shader editor WIN32 only, sources arent included on linux atm and dont build Dexter 2014-03-18 06:38:15 +0000
  • e5d60edcf9 oops, use <string>, didnt realize this broke VC++ build Dexter 2014-03-18 06:20:57 +0000
  • 5b3f36bda0 really fix min/max crap on linux. vpc tricked me by failing on client before ever getting to server Dexter 2014-03-18 06:13:23 +0000
  • 71a29f46ef undef min/max before standard header usages to fix gcc compile errors Dexter 2014-03-18 04:59:43 +0000
  • 6eb9176ec2 squish another gcc fail on nested template <<>> Dexter 2014-03-18 04:48:31 +0000
  • ee3fa73350 when using nested template type parameters, space them out or else they do not compile on gcc Dexter 2014-03-18 04:00:27 +0000
  • d3d45f42f3 update boost to 1.55.0 this fixes vs2013 compile, you can use a fresh VS2013 for desktop express install right out of the box now, woohoo Dexter 2014-03-12 07:07:35 +0000
  • 12eb52ac81 Merge SDK commit: "Add VS 2012 and VS 2013 versions of libprotobuf.lib" 28abc2120b8718eb36f7c47f6b20ef7230bc5914 Dexter 2014-03-12 06:57:55 +0000
  • 5445d477e6 update for vpc changes, added batches for kicking out vs2013 solutions (not yet working w/ vs2013 toolset) seperated the batch names to 2010/2013 so its clear what is made Dexter 2014-03-12 06:36:47 +0000
  • b9afe7cf00 Added server convar ffdev_tfc_crouch_airmovement that controls whether or not TFC-style duck speed cropping is enabled * In TFC, intended movement speed is cropped even while in the air; this basically means that you lose speed while crouched and air controlling at high speeds (lower speeds are largely unaffected) squeek 2014-01-07 08:20:22 +0000
  • 0d12a7df4d * Ported/merged the duck code; left as much HL2 code intact as possible, as it's mostly the same as HL1, just a bit more optimized. The only real objective of the FF duck code is to make unducking instantaneous * Duck view height set to its HL1 value (24 instead of HL2's 28) squeek 2014-01-07 07:49:44 +0000
  • 5cc44f9fd8 Merged SDK changes from the Valve Github repo up until commit: "Added many shader source files" (7309a5f13f63fdcc7b1e090f6c176113a9d95061) squeek 2014-01-05 00:09:30 +0000
  • 646379db93 Merge Valve change "Make create*projects scripts work independently of cwd" to our create projects scripts squeek 2014-01-05 00:00:10 +0000
  • c6383e0089 Merged SDK changes from the Valve Github repo up until commit: "Copy SSE fix to MP branch." (73f5dea98e8a036c27c4026cff260ce48d93e492) squeek 2014-01-04 23:54:29 +0000
  • b651058b73 Merged SDK changes from the Valve Github repo up until commit: "Updated the SDK with the latest code from the TF and HL2 branches" (beaae8ac45a2f322a792404092d4482065bef7ef) squeek 2014-01-04 23:11:50 +0000
  • e03eb9fb6c Merged SDK changes from the Valve Github repo up until commit: "Fix line endings. WHAMMY." (f56bb35301836e56582a575a75864392a0177875) * Committing this as its own commit because its so incredibly huge * All this really does is change all line endings from CRLF (DOS) to LF (Unix) squeek 2014-01-04 06:56:21 +0000
  • 09be698c71 Fixed trimping not working with cl_jumpqueue 0 when holding jump continuously (from initial jump to touching the ramp) squeek 2014-01-03 23:55:47 +0000
  • 53ce519f9c Added support for loading a Lua script file into a luabind object (CFF_SH_ScriptManager::LoadFileIntoObject) - Made the UI script environment load ui/settings/layout.lua into the global table LAYOUT (will be used to save/load HUD layout settings) - Made the UI script environment load ui/settings/theme_default.lua and ui/settings/theme.lua into the global table THEME (will be used to save/load HUD theme settings) squeek 2013-12-08 03:27:19 +0000
  • 5e159d914d - Fixed clips displaying the failed message when they weren't being touched. hlstriker 2013-12-03 22:03:46 +0000
  • ae86db6f70 Added a "renderbrush" key to trigger_ff_goal so mappers can render the entity without the need of an illusionary. hlstriker 2013-12-03 21:38:57 +0000
  • f73ad0309c - Fixed info_ff_goal not staying active if active_time was set to -1. - Fixed info_ff_goal being rendered while disabled. hlstriker 2013-12-03 21:10:25 +0000
  • 6c08c02252 Lag compensate for friendly players even when friendly-fire is off. Mostly a precaution. Note that CFF_SV_Player implements its own WantsLagCompensationOnEntity. squeek 2013-12-03 04:24:17 +0000
  • 6d0c20febc Start of item_ff_goal. hlstriker 2013-12-03 02:01:09 +0000
  • 4e73cc9250 Added start of info_ff_goal. hlstriker 2013-12-02 20:28:44 +0000
  • abfdf3b059 Tiny fix hlstriker 2013-12-02 05:56:25 +0000
  • 7c724636f4 Deleting old junk! hlstriker 2013-12-02 05:54:05 +0000
  • 93dba7191b Start of the entity goal system. Powerful and awesome stuff! hlstriker 2013-12-02 05:53:27 +0000
  • b2240d15dc Fixed some stuff for the background maps. The ff_sv_client and ff_sv_player code is a complete mess! If you use -allowdebug or -console in your startup line the background maps don't load, not sure where in the code this is set. hlstriker 2013-11-23 18:58:39 +0000
  • 6f2933135b Start of info_ff_team_manager entity. Lets you create custom teams (names, color, class limits). hlstriker 2013-11-23 08:27:25 +0000
  • 97da325b84 Start of movable/resizable HUD elements * Console command 'hudedit' enables/disables hud editing mode; bind it to a key to make it easy to switch in/out * Resizing/moving is re-using code from Frame.cpp * To allow the HUD viewport to accept mouse input it had to call MakePopup(), a mysterious base engine function that does who knows what; need to see if this has any knock-on effects (I used to sometimes get a semi-transparent background drawn over everything when reconnecting to a server, but haven't recently) squeek 2013-11-19 05:29:49 +0000
  • 97b5cca68e Made our FF-specific HudViewport create the HL2MP scoreboard/info/spec panels for now squeek 2013-11-11 07:07:09 +0000
  • d6d589637f Implemented FF-specific versions of VGUI RootPanel, HudViewport, and ClientMode in preparation for some unfinished changes that will need them - Note: These files are based on the sdk_ versions, not the HL2/HL2MP versions; the scoreboard and whatnot won't work right now, but I will make it use the HL2MP HUD elements again soon squeek 2013-11-11 06:58:07 +0000
  • 89b2c2098b Start of weapon spawner entity. hlstriker 2013-11-10 19:08:36 +0000
  • 63c563747d Commented out the IsKeyBoardInputEnabled assert in Panel::RequestFocus, as panels should be able to request focus without having keyboard input enabled (example: scoreboard). Really don't know why this assert existed. squeek 2013-11-10 07:32:39 +0000
  • 0cff262bdd removed HL2DM TEAM_COMBINE / REBELS references so i can start working on dynamic teams crap clientside Dexter 2013-11-09 19:15:04 +0000
  • f0757e06f2 force spec/unassigned to always have the correct team num Dexter 2013-11-09 18:54:23 +0000
  • 4ca5b64b5f fix FF_TEAM enum being bigger than an int fix old default PickDefaultSpawnTeam() code trying to put you on non-existent COMBINE/REBEL and crashing messing with adding teams by name only Dexter 2013-11-09 18:51:39 +0000
  • b420c98fc4 Updated to use numbers instead of names for the team defs and added some testing weapon definitions. hlstriker 2013-11-09 14:56:57 +0000
  • 04397c4005 A bad but effective way to catch Luabind execution errors when calling Lua functions from C++; still need to formalize a standard method of doing so squeek 2013-11-09 05:58:58 +0000
  • 65d28cc2e0 Fixed an unused variable warning squeek 2013-11-09 04:29:05 +0000
  • 450ba1f4c7 Added back the message entity. hlstriker 2013-11-09 03:37:01 +0000
  • 79baa08463 Entity to display HUD messages to specific targets. hlstriker 2013-11-09 03:34:56 +0000
  • 450bf12e72 Made LuaUI_BasePanel's SetPos/SetSize/DrawText functions use proportionality, so that size/position is scaled appropriately depending on your resolution * SetPos can use .res-style string parameters with the 'r' and 'c' prefixes to set alignment * SetSize can use .res-style string parameters with the 'f' prefix to make it fill its parent Had to edit vgui_controls/Panel.h to make a few member variables protected instead of private squeek 2013-11-09 03:27:09 +0000
  • 369121c058 commented out $File "ff\entities\ff_sv_point_ff_message.cpp", not sure if missing! add it if so hlstriker Dexter 2013-11-09 01:20:19 +0000
  • 065163fe5f * Added basic support for drawing text in LuaPanels, will probably end up changing how this is done * Bound C_BaseEntity, C_BasePlayer, CFF_CL_Player and a few member functions (speed/velocity/health getters) to the UI Lua environment squeek 2013-11-08 09:22:31 +0000
  • 82afcfedc8 Exposed glowing to all CBaseEntity to make everyones life easier. You can now set the glow RGBA as well. hlstriker 2013-11-08 08:53:16 +0000
  • ffa5643e48 Enabled entity glowing. Need to extend the functionality a bit to make it worthwhile. Make sure to update your basemod to get the materials needed. hlstriker 2013-11-07 16:41:43 +0000
  • a7c5340a51 Implemented shader editor. Add "-shaderedit" to startup line to use it. See https://developer.valvesoftware.com/wiki/Category:SourceShaderEditor for details. hlstriker 2013-11-07 14:29:40 +0000
  • a9147a53bd Added HUD message overload that accepts CRecipientFilter. hlstriker 2013-11-07 12:09:24 +0000
  • a629a38627 Fixed players chat not showing to others (it was only showing to themselves). hlstriker 2013-11-07 12:05:34 +0000
  • 8e52a86fd3 First pass at Lua panels, super basic implementation for now * Can create new panels from Lua, but pretty much all they can do at the moment is draw a background squeek 2013-11-07 10:08:24 +0000
  • 4fb1e2bc98 The start of some of the hammer entities. The code is an absolute mess/unsafe right now, I will clean it up when I'm done testing. hlstriker 2013-11-06 17:18:10 +0000
  • 6a2d44ae76 Added a newline at the end of a console Msg because Msg's without newlines annoy me. squeek 2013-11-06 00:17:54 +0000
  • 845ebcae14 messing with built in location chat Dexter 2013-11-05 03:43:43 +0000
  • e50273e024 spawn only at spawns w/ same teamnum as me, temporary thing until lua is rigged up (also doesnt work on first spawn cuz hl2dm code :P) Dexter 2013-11-05 03:28:34 +0000
  • e9669129a7 add some helper functions for more dynamic active team management Dexter 2013-11-05 03:18:40 +0000
  • c26dad0a15 rename CLASS_<ff class> to FF_CLASS_<class> to avoid confusion with Classify enums Dexter 2013-11-05 01:25:34 +0000
  • 6deedf45a1 account for unassigned team on players & use CLASS enums for digging out index for teamlimits Dexter 2013-11-05 01:22:45 +0000
  • 1f115eb8c5 team joining is kinda working now woo. use 'team' concommand Dexter 2013-11-04 06:59:21 +0000
  • 46658bdc5b Hooked up LevelInit and LevelShutdown to the ScriptManagers Removed global Lua functions loadfile, load, loadstring, and dofile as they are potentially unsafe squeek 2013-11-04 06:19:52 +0000
  • 9c56bd60c3 start implementing actual team joinage action extreme (added basic con command clientside wrapper that sends to engine->ServerCmd for this) team finding & joining logic is in the team manager.. not player, might make too much sense! auto-join is WIP Dexter 2013-11-04 06:08:40 +0000
  • 5e5f2a4914 More ScriptManager stuff * Split the UIScriptManager and GameScriptManager into their own classes that inherit from ScriptManager so that they can have different implementations of Init, LevelInit, and stuff like that * Not many functionality changes, mostly cleanup squeek 2013-11-04 05:18:03 +0000
  • 35bd31cb39 Alias client-only function VarArgs as server-only function UTIL_VarArgs and vice-versa so we can use them in shared code; they both do the exact same thing. squeek 2013-11-04 04:54:38 +0000
  • f77368db62 Added/modified HUD message wrappers. hlstriker 2013-11-04 04:11:22 +0000
  • 67c8b23b93 Added wrapper functions for HUD messages. hlstriker 2013-11-04 03:18:30 +0000
  • abdfa24fea remove stock vpc gen scripts/bats to avoid any confusion.. no.. i did not just run the default one... Dexter 2013-11-04 00:34:12 +0000
  • 52a6d033ba localized strings for default team names cuz why not Dexter 2013-11-04 00:32:55 +0000
  • c9c90de4f3 refactor UpdateLimit / UpdateLimits -> UpdateClass / UpdateAllClassLimits so its clear what it does (and matches SetClassLimit) Dexter 2013-11-03 23:57:31 +0000
  • 0d1b299a34 initialize all classes to -1 in a memset (like old code) my dumb network right away idea was dumb and didnt really work Dexter 2013-11-03 23:55:16 +0000
  • c0625ca8d2 make class limits respect map (lua)/cvar if set, or min if both set Dexter 2013-11-03 23:49:42 +0000
  • 38956aef8f ported FF Team -> new shared code team manager. nothing too exciting.. can now update team name with SetName() any time Dexter 2013-11-03 23:32:48 +0000
  • bbeb6107be Fixed getting out of water when holding jump. hlstriker 2013-11-03 12:08:53 +0000
  • c4061fb5f7 A bunch of ScriptManager changes, still a lot more I want to do (and a bunch of cleanup), but committing what I have for now * Made LoadFile check for execution errors as well as syntax errors (in 2006 FF execution errors were ignored) * Added client console command lua_dostring_ui that runs the given command arguments as Lua code in UIScriptManager's Lua environment * Loaded all default Lua libraries, but removed unsafe functions or made them safer (still some that need to be made safer) * Made Lua's print output to the console * Made Lua's require search the mod dir * UIScriptManager loads file ui/init.lua on client dll Init squeek 2013-11-03 08:21:12 +0000
  • df82d96409 Fixed an issue when trying to get out of water. hlstriker 2013-11-03 07:48:55 +0000
  • 88e40d9bc9 removed hl2dm spawn crap, tweaked default spawn code a little. it grabs random info_ff_teamspawn, and if cant find any tries a info_player_start as last ditch no revolutionary changes here Dexter 2013-11-03 07:32:32 +0000
  • 0622f03f59 fix linux linkage finally Dexter 2013-11-03 02:37:20 +0000
  • 939411c752 Added our own server DLL interface class (CFF_SV_DLL_Interface) that inherits from CServerGameDLL * Deleted ff_sv_gameinterface.cpp/.h, moved that code into ff_sv_dll_interface.cpp Initialized g_GameScriptManager when server/client dlls call Init squeek 2013-11-02 21:22:43 +0000
  • 9aa4479a03 - Added separate ScriptManagers for UI stuff and Game stuff (g_UIScriptManager (client-only) and g_GameScriptManager (client and server)) * Modified ScriptManager to have no static functions - Added our own client DLL interface class (CFF_CL_DLL_Interface) that inherits from CHLClient * Moved all FF code out of cdll_client_int.cpp * Moved CHLClient class declaration to cdll_client_int.h squeek 2013-11-02 12:07:55 +0000
  • 41947795c8 Reverted server/gameinterface.cpp back to its default code (had some commented out Lua test stuff in it) squeek 2013-11-02 11:37:47 +0000
  • c6be12a4e0 tweaked lua VPC to match it's actual lib makefile, a few tweaks. still not working on linux tho Dexter 2013-11-02 08:58:14 +0000
  • 54b5307c72 crap, server VPC script had some redundant crap Dexter 2013-11-02 05:54:28 +0000
  • f72554fb71 this is dumb Dexter 2013-11-02 05:13:19 +0000
  • 06b498005e A bit of cleanup in the ff_sh_gamemovement header * Broke up function declarations into 3 categories: FF-specific, Extended (meaning the BaseClass function is always called in the overwritten function), and Overwritten (meaning the BaseClass function is probably never called) squeek 2013-11-01 08:02:37 +0000
  • 3bb04eebd3 A bit of cleanup * Moved #defines and variables into their own files (not sure how best to handle this, just copying movevars_shared.cpp/.h for now) * Added Doxygen comment blocks to each function implementation squeek 2013-11-01 07:36:22 +0000
  • 69d7defcda A bit more informative DevMsg's about movement code squeek 2013-11-01 03:27:47 +0000
  • daed6c867d Fixed trimping not being triggered while rampsliding (issue #434) - A CategorizePosition call that sets the player's GroundEntity if they have jump pressed that was called every PlayerMove in 2006 code is called only when needed in 2013 code. Made it call CategorizePosition if jump is pressed. This fix could potentially be handled better. squeek 2013-11-01 03:23:35 +0000
  • b282186df3 Set movement variables to the correct FF defaults (sv_friction 5, sv_maxspeed 600, sv_accelerate 14) squeek 2013-10-31 21:07:03 +0000
  • 82e3e26efa Removed the Git section as we're using SVN now, added a bit about class naming squeek 2013-10-31 00:04:28 +0000
  • 6be4165a85 test Dexter 2013-10-30 03:33:48 +0000
  • 03b770e3de hello kato robot, shhh keep it a secret TrepidJon 2013-10-30 03:10:36 +0000
  • 0d20ce6447 yep this is still needed Dexter 2013-10-30 03:06:28 +0000
  • 03280a0b9a add missing linux32 / osx libraries (valve had forgot to add them .. ) Dexter 2013-10-30 03:01:03 +0000
  • 1609c58888 potential luabind fix for gcc Dexter 2013-10-30 02:13:31 +0000
  • f8b8321865 Moved CanJump logic into it's own function squeek 2013-10-30 01:58:38 +0000