|
1e31ab2955
|
Following last commit, we allocate EFX data statically up-front too.
|
2021-11-15 03:59:39 +01:00 |
|
|
c22b001f60
|
Cleanup: get rid of the ancient Font_LoadFont() wrapper, pipe _all_ text
font info through our internal font_s data structure.
|
2021-11-04 22:48:19 +01:00 |
|
|
1485544b91
|
Base: Get rid of g_eAttacker, which had been replaced by g_dmg_eAttacker.
Go over TraceAttack and make it combine multiple Damage_Apply calls into
one.
|
2021-05-10 11:33:31 +02:00 |
|
|
76507b3e9e
|
Client: Handle EFX_Shutdown() for OpenAL Environmental FX
|
2021-05-07 16:29:24 +02:00 |
|
|
31ae020cba
|
Plugins: Add example plugins.txt config, add support for inline comments,
move searchpath to gamedir/plugins/
|
2021-05-07 14:15:08 +02:00 |
|
|
eaff488dc2
|
Client: Add an OSD for various EFX debug info when s_al_debug is enabled.
|
2021-04-27 12:53:21 +02:00 |
|
|
69caffe91c
|
Fix typo where flReflectionsPan isn't getting set in the EFX loader.
|
2021-04-23 11:43:40 +02:00 |
|
|
ead2ab6a6b
|
EFX/env_sound: Add bound checks for legacy roomtypes.
|
2021-04-22 11:44:53 +02:00 |
|
|
f09f5833e0
|
Introduced the new OpenAL EFX handling subsystem. It's fully user-definable
via plain-text definitions and allows even legacy/GoldSrc content to take
advantage of it.
|
2021-04-22 11:33:48 +02:00 |
|