Commit graph

54 commits

Author SHA1 Message Date
0d3f271b21 Half-Life: Convert item_battery and item_healthkit to use sound shader
definitions instead of using sound() directly.
2020-04-22 12:45:45 +02:00
8f6a826475 Moved footstep sound shader, manifest updates. 2020-04-08 08:50:09 +02:00
c6f40c2590 Moved shared Nuclide data into its own folder. 2020-04-08 08:01:52 +02:00
755eecfc34 A bunch of mod changes contributed to by Xylemon, mixed together with
some of my FX code which is going places.
2020-04-05 02:25:27 +02:00
5e936559ea Menu now can scan for non .bmp sprays. 2020-04-04 00:18:05 +02:00
a7fc08f857 Footsteps are more unified across BSP versions, can easily be extended
and cover more types of materials even on HL BSP maps.
Improved documentation for QUAKED comments.
Seperated skill file for valve into its own little thing.
2020-04-03 12:12:11 +02:00
7c22d66c17 Valve: Converted more monsters to use sound shaders! 2020-04-03 09:22:22 +02:00
45c18f6a7f Valve: Skill system now affects the weapons as it should. Didn't do it on
the ones that need a lot more work.
2020-04-03 09:11:08 +02:00
e6ff9520a1 Valve: MONSTER_ZOMBIE now uses sound shaders. 2020-04-03 00:40:54 +02:00
c113cc1994 Valve: Fixed WEAPON_HANDGRENADE bounce sound 2020-04-02 23:44:28 +02:00
2ceb72c9e4 Valve: Make most weapons use sound shader definition scripts. 2020-04-02 23:39:27 +02:00
9e9765d02e GLSL: Minor work to support dynamic shadows or something. 2020-04-02 22:40:27 +02:00
11b7b11fe1 GLSL: Make models respect iris adaption 2020-04-01 12:23:33 +02:00
0952201ef2 Added missing frag-net logo. 2020-04-01 01:12:00 +02:00
ec835c75f0 Added tweaks that'll help with 3D Glasses:
r_viewmodelscale (try 5)
gl_mono (0/1)
2020-03-30 18:04:45 +02:00
8bf96e425a Valve: Added health for MONSTER_BARNACLE 2020-03-30 13:50:52 +02:00
d35f7350fe GLSL: Some rendering tweaks (default gl_ldr and gl_halflambert (new) to 1) 2020-03-30 10:40:38 +02:00
f7d12dabb3 GLSL: Only discard pixel on masked textures. 2020-03-29 21:40:24 +02:00
bb4012b75f Added float(string)Skill_GetValue so we can properly support variable skill
settings.
2020-03-26 08:13:23 +01:00
223d740448 Effect_Blood can now take 'color' as a parameter. Also added some basic
trails which will be shoved into the client-side asap.
2020-03-24 11:20:21 +01:00
79d7d63e88 Added particle dustmotes cfg 2020-03-24 07:47:57 +01:00
7048e0add0 Fix wrong hashtable creation call for materials.
Tweaked a lot of gs-entbase entities.
2019-10-19 04:30:29 +02:00
7c1846c044 Saturday cleanup operation.
- Cleaned up default configs
- Cleaned up license notice
- Simplified client-side entity spawning
- Predicting trigger_gravity now
2019-09-01 04:18:15 +02:00
d228db5fa9 Added gl_ldr for test purposes 2019-08-28 09:02:44 +02:00
304d0969ad Removing stuff that should really go into r_postprocess from the GLSL 2019-08-18 12:01:57 -07:00
2081fa790a Updated a whole bunch of stuff related to weapons and whatnot. I'm too tired to clean this up too. Will fix tomorrow. 2019-08-14 02:43:43 -07:00
cfc9becb72 Plenty of weapon changes with some experimental garbo. It's fun. 2019-08-10 20:45:41 -07:00
b7a4e271ec Deleted binary progs, they'll get big. 2019-08-07 00:27:40 -07:00
02c8474fb8 Added sky_camera. For CSQC based skyrooms. If you see map-entities in your skyroom: This is an FTE bug. Bother Spike about it 2019-04-05 16:54:07 +02:00
7f00f5a428 I need sleep. Enjoy the seperate fullbright shader. 2019-04-01 19:12:33 +02:00
3e9b220fe1 Fix lightmap rendering on surfaces without a lightmap. 2019-04-01 19:02:02 +02:00
f32f23d14d Added cvar zoom_sensitivity (Default 1). 2019-03-31 20:52:22 +02:00
943587e685 Added support for 'god' command. 2019-03-31 15:53:07 +02:00
d4a28c6934 env_glow: Added the "scale" keyword, because that was obviously missing... apologies! 2019-03-27 21:59:55 +01:00
22e57b0fb6 env_glow: added "shader" keyword to be used instead of a sprite model 2019-03-27 21:50:18 +01:00
56a686de27 Added serverinfo phy_airaccelerate. Default value is 10. Change it to 100 if you want to surf like crazy. 2019-03-26 16:04:49 +01:00
6650945c45 Remove fall-damage when landing in water. Happy surfing! 2019-03-26 15:54:03 +01:00
17bb60c221 env_glow: Moved to clientside, added some fancyness to it.
FreeHL/SH: Weapon prediction improvements
FreeCS: Added back in basic bullet-penetration/wallbanging. It doesn't do anything but go through 4 layers. I made a testmap on which I'll start document 1.5 wallbanging behaviour.
2019-03-26 14:37:34 +01:00
b1ccc9fbb1 Prediction: Propagate jumptime and teleport_time 2019-03-25 01:49:27 +01:00
ca3cdb3a28 Added cvar fcs_bombtaltthrow, to randomize bomb throwing velocities 2019-03-24 16:28:19 +01:00
cbd88f55e5 Changed test-case for env_sound. Compile FTEQW with USEEFX in order to experience it. 2019-03-24 11:45:19 +01:00
76a3c7e3c3 Applied Maik's patch to enable more subtle normalmap distortions on cubemapped surfaces 2019-03-23 18:45:41 +01:00
17a8d0cb9a cubemap flashlight fixes 2019-03-23 03:48:38 +01:00
30cebf3ef2 Added normalmap support for cubemapped surfaces 2019-03-23 03:16:34 +01:00
ebb2a7bad8 Added cubemap helpers and the 'buildcubemaps' command. 2019-03-21 21:50:51 +01:00
d1f4e6b690 - Added team-killer punishment
- Added the really convoluted round loss bonus logic, thanks cstrike wiki
- Tweaked some existing money bonuses to reflect the real-world values of CS 1.5
- Implemented some Fire-In-The-Hole radio notices when throwing nades
- Added workaround for the shotgun reload glitch that comes from autoreloading. Proper fix soon
2019-03-21 20:14:51 +01:00
9ce909e291 - Added Rewolf decore_* entities from the demo
- Added early Rewolf Health/Armor HUD variants
- Added original scoreboard from the early Half-Life versions for valve/scihunt/rewolf
- Fixed some skybox behaviour to only apply to BSP30
- Changed the env_message and game_text display to use "creditsfont" instead of the conchars
- Tweaked damage radius and prediction for some entities and weapons
- Added world_items
- Added item_healthkit
- Added item_battery
- Fixed level transition logic
- impulse 101 now fills up health and armor/suit in mod valve
- Some tweaks to Damage_Apply so that healing can be performed without funky visuals
- Added stub monsters for valve/rewolf that'll soon support scripted sequences
- Tweaked chat system to get rid of quotation marks around messages
- Added support for changing the window caption to reflect the mod you're playing
- Lots of small little things in terms of cleanup
2019-03-19 20:01:24 +01:00
fccb01c704 weapon_crossbow: Experimental tests regarding client-side bolts, needs testing 2019-03-15 11:27:57 +01:00
9d36a89d0c Sky: Should have tested this. Skies should now be fixed. 2019-03-14 20:37:35 +01:00
75bed53adc Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice
Added item_suit and item_longjump... they do not do anything interesting yet.
Decals: Added glass break decals upon impact
Damage: Brush-entity radius damage should to work better now
Also seperated the weapons table from generic weapon entry functions. This should make maintaining mods easier
Fixed references from sv_clientslots to sv_playerslots. My brain gets confused between the Quake games at this point. I blame FTE
Fixed sprite animation cycle length check. It attempted to play one more frame than any sprite ever has. Needs more heavy testing?
2019-03-14 20:13:02 +01:00