11c37f789d
NSMonster: Add TriggerCondition for death of an NSMonster.
2022-01-10 13:18:25 -08:00
e4b7d55b3c
NSEntity: Add Destroy() which makes sure a sub-class is cleanly removed
...
from the game when possible.
2022-01-10 13:17:36 -08:00
f42263dbfe
game_counter: Revise QUAKED comment, as it is apparently a point entity.
2022-01-10 13:07:58 -08:00
826e6c3150
GS-EntBase: Add game_counter entity.
2022-01-10 13:06:35 -08:00
02c2ff7be5
env_glow: Add 'rotate' key to rotate the sprite/material by X degree amount
2022-01-07 17:04:43 -08:00
52dfde0cf1
Sound: Add Sound_PlayLocal() which is a 'sound shader' analogue to to
...
localsound()
2022-01-07 13:46:16 -08:00
749424aa84
NSMonster: Add support for actions (used in e.g. HLMDL) to query which seq
...
to play. This will be expanded shortly in-engine to support more formats...
2022-01-06 19:27:08 -08:00
CYBERDEViL
7607c249f6
Fix bug where dropped items shouldn't be respawned.
...
`spawn()` will cast it's params to floats, so when `m_iWasDropped: TRUE`
was given it would set `m_iWasDropped` to `1065353216`; and conditions like
`m_iWasDropped == TRUE` where never met. Which would cause
`valve/src/server/items.qc:item_pickup::touch` to set `think` to `Respawn`.
2022-01-05 23:41:13 +01:00
9d4d7afdcd
Big overhaul of momentary_door, momentary_rot_button... now onto the last
...
entity until Hazard Course is fully functional from beginning to end.
2022-01-04 21:54:42 -08:00
08e112e128
trigger_changelevel: check if we're inside a trigger_transition under
...
certain conditions (and only compare the activator...)
2022-01-03 19:28:22 -08:00
df2a385bbd
func_door: 'netname' trigger happens when door returns to its original
...
position, not the other way around.
2022-01-03 19:27:47 -08:00
3726139eda
func_guntarget: Add Save/Restore, as well as a fix for Respawn() and health
...
being reset.
2022-01-03 19:08:30 -08:00
a0cec88f3b
Merge pull request #2 from cyber-bridge/master
...
Honor weapon .pickup return value.
2022-01-04 01:30:07 +01:00
6dcf76ac5d
func_breakable: Be more paranoid about checking health and propdata overrides
2022-01-03 13:02:56 -08:00
CYBERDEViL
f6b0b5c348
Honor weapon .pickup return value.
...
For FreeCS this means CT-team wil no longer be able to pickup the bomb.
2022-01-03 19:12:26 +01:00
d3dcb3a12b
GS-EntBase: Cleanup and fixes regarding which func_ entities support the
...
'angles' key for visuals. trigger_hurt damagetype tweaks (needs more tests)
as well as monstermaker fixes and SF_ROT_TOGGLE func_door_rotatings no
longer auto-return...
2022-01-03 00:23:20 -08:00
758b28346d
Client: Add fade.h and add definition in worldspawn's QUAKED comment for
...
startdark.
2022-01-02 21:21:06 -08:00
d375ec5f93
Client: Implement "startdark" key from worldspawn. Which is responsible for
...
the fade-in effect in c0a0 for example.
2022-01-02 21:04:55 -08:00
c920e4c3e8
NSRenderableEntity: Support for scrolling textures (requires shader
...
overrides for now, stay tuned) with variable speeds. Improvements to
func_conveyor, other rendering fix involving alphamasking textures.
2022-01-02 20:50:50 -08:00
623754ec5a
GLSL, NSRenderableEntity: Added hack to prevent alphatesting against world
...
surfaces utilizing the default lightmapped shader.
2021-12-31 01:47:47 -08:00
3ca728e1d0
func_conveyor: Add Save/Restore methods for save-games.
2021-12-29 15:54:51 -08:00
6ca3900b4d
NSSurfacePropEntity: Handle health more appropriately to avoid conflicts,
...
unbreaks func_button's health behaviour.
2021-12-29 14:13:08 -08:00
cad1dfbcfe
Waypoint-system: You can now unlink waypoints (either one or two way...)
2021-12-18 17:50:43 -08:00
043c6878d6
Server: Waypoint flagging will now link two nodes if they weren't linked
...
already.
2021-12-18 17:20:25 -08:00
e45c41610c
Client: Flip the first two entries under the link sub-menu in way_menu.
2021-12-18 16:38:35 -08:00
5637d49189
Waypoint-system: Add 'sv way addnear' which will create a node auto-linked
...
to the nearest node to the player.
2021-12-18 16:36:51 -08:00
30e0ca9ad5
Client: Auto-load waypoints for current map when first opening way_menu.
...
Add cvar: way_autoload
2021-12-18 16:27:28 -08:00
f2e44b24fb
Add platform/base_sound.pk3, move base sound shaders in there. Add misc/null
...
and misc/missing PCM samples for fallback.
2021-12-18 15:06:37 -08:00
6ec29e9985
SurfData_IDtoImpact: Fix IMPACT_METAL lookup
2021-12-17 21:23:30 -08:00
60fefa8c94
Server: Fix bug where clients would not receive damage notifications when
...
armor is the only affected attribute.
2021-12-17 20:27:36 -08:00
c2e4050bae
Replace CSQC_Parse_Damage with our own, add EV_DAMAGE. Make sure trigger_hurt
...
respects the 'damagetype' field. Add CSQC_UpdateSeat to make querying of
the current player seat easier (splitscreen).
2021-12-17 18:20:30 -08:00
8075616d6d
SurfaceProperties: We were missing a few material ID lookups for GoldSrc
...
regarding impacts.
2021-12-16 13:12:44 -08:00
00e9eec764
Menu-FN: To make standard load faster, the parsing of game-info now happens
...
whenever try to enter 'Custom Game'.
2021-12-15 22:33:30 -08:00
c8a6b1f123
Added support for _detail.txt definitions, allowing maps to specify detail
...
textures. New cvars: r_detailtextures, r_detailtexture_xscale, r_detailtexture_yscale.
2021-12-15 11:17:25 -08:00
094e87f957
Server: Add support for maps/$MAPNAME_skl.cfg to support Sven Coop's map
...
specific skill overrides.
2021-12-14 10:25:32 -08:00
7bfea15dd0
Add base/shared/fx_corpse.qc, change set to seta in masters.lst
2021-12-13 11:47:55 -08:00
a80def1d12
Server: Fix that you're unable to pick up weapons when you've hit the ammo
...
cap of said weapon.
2021-12-12 20:36:11 -08:00
bfad97f6eb
prop_dynamic: Remove redundant .health set code that's now handled in the
...
parent class.
PropData: Fix a bug that fails to check our cache properly, resulting in
the first entry being returned when no data is properly defined.
2021-11-21 04:23:33 +01:00
a2f8fd0a5d
NSSurfacePropEntity: Keep track if .health is ever set manually, take that
...
and PropData info into account for determining if any child classes will
'break' by default
2021-11-21 03:57:18 +01:00
eb85121716
Add BUILD_ODE build.cfg setting. Add stubs for platform specific functions
...
like achievements, rich presense. Minor GLSL adjustments.
2021-11-20 17:27:52 +01:00
1e31ab2955
Following last commit, we allocate EFX data statically up-front too.
2021-11-15 03:59:39 +01:00
58734ec4d2
Improve VM memory usage by avoiding fragmentation in sound shaders and prop
...
data. Games can enable dynamic memory allocation by setting SOUNDSHADER_DYNAMIC
and PROPDATA_DYNAMIC in their progs.src
2021-11-15 03:46:59 +01:00
0085403c95
NSSurfacePropEntity: Save/Restore for its attributes, OnBreak output etc.
2021-11-13 07:55:33 +01:00
08c3a4a576
SurfData: Goodbye to DAMAGE_MATERIAL. We streamline that process now so
...
that all entities will use surfaceParm defined info by default unless
overriden by an entity. + Set up sane defaults for surface properties.
2021-11-13 01:38:20 +01:00
40da8b09f9
NSPhysicsEntity: Filter out the various damage types when applying force upon
...
the ent taking damage.
2021-11-10 13:06:57 +01:00
c7845fd694
NSRenderableEntity: m_iBody should be applied to the first two geomset groups (for now)
...
to deal with funky GS model behaviour.
2021-11-10 10:42:52 +01:00
7d717779b3
NSRenderableEntity: Fix "body" key not being read in SpawnKey()
2021-11-10 09:50:59 +01:00
568716ca78
NSEntity: Check .scale before applying setsize() in case someone's funny
2021-11-10 03:00:09 +01:00
a8e4cd5748
NSEntity: Make sure .scale affects SetSize() calls and is updated with
...
SetModel() calls. Also keep track of original .mins/.maxs in case scale
changes.
2021-11-10 02:33:31 +01:00
b670c994c1
build_engine.sh: Support building of HL2/SRC2004 content via the new plugin
...
that you can enable in build.cfg...
base_player: Add MakeTempSpectator() and MakePlayer(), so gamemodes have it
easier to handle in-game status changes...
NSRenderableEntity: Add support for 'modelscale' key
2021-11-09 17:33:16 +01:00
a48baff2d1
Menu-FN: Add a hack around drawtextfield(), wasting QC asm instructions in
...
the process for something as simple as specifying character size.
2021-11-06 11:17:54 +01:00
24070f9e37
Client: Secondary attack will now hide the weapon selection HUD overlay.
2021-11-06 08:24:12 +01:00
93d46022fa
HLMaterials_Load: Fix typo that prevented us from adding an processed
...
texture name to our hash table
2021-11-06 07:31:51 +01:00
3bb88216c8
Add DAMAGE_MATERIAL as a possible .takedamage value, this may just be a
...
temp way for model based entities to communicate whether or not they use
that in-model surfaceflags.
2021-11-06 07:15:13 +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
2484f6c283
func_rotating: Set think and nextthink to something in order for an infinite
...
avelocity to work. Great.
2021-11-04 00:01:38 +01:00
aa0ccf4413
Add test_grenadeclip.
...
Add helper functions to convert RGB255 to ^x color codes.
Small fixes for fonts in vguilib.
2021-11-03 21:54:43 +01:00
0a8dbd0edb
Menu-FN: Skip intro page if we're playing with steambg in the liblist.gam.
2021-11-01 21:43:01 +01:00
69d58edbb6
trigger_multiple: Implement the output "OnEndTouchAll". Needs stress-testing.
2021-11-01 02:38:24 +01:00
2a23eebc79
NSRenderableEntity: Render RM_SOLID rendermode ents invisible when m_flRenderAmt is 0.
2021-10-31 20:07:56 +01:00
908a9fd524
GS-EntBase: Add initial implementation of func_areaportal.
2021-10-31 19:52:55 +01:00
fe15241b2d
GS-EntBase: add PortalOpen/Close methods to func_door and func_door_rotating
...
which keeps track of our areaportal state more reliably.
2021-10-31 19:15:32 +01:00
d25a597d71
Player: SetSize() after the .flags field update in case their bbox changed
...
and we aren't running physics on their entity.
Viewmodels: Add cvar v_modellag (Default: 0)
2021-10-30 00:59:31 +02:00
5bf3545e69
GS-EntBase: Added a ton more Save/Restore functions for many core entities.
...
Player entity is also getting save/restored now.
2021-10-28 04:29:11 +02:00
98c234da48
SurfaceData: Non NSSurfacePropEntity class ents will just use the generic world check for impact effect lookup.
2021-10-27 03:06:29 +02:00
98d9f8f618
Sound: Convert legacy attenuations to Q unit radii upon parsing.
2021-10-23 13:45:59 +02:00
090edf53ff
NSTrigger: Make sure SpawnKey sets 'target' on the client progs too.
...
prop_rope: Fix the ropes not looking towards the right direction.
2021-10-23 12:40:35 +02:00
f5a8ec8ef3
Added support for the triggers/think states across Save/Restore functionality
2021-10-23 01:00:15 +02:00
4c2b37c34d
NSEntity: Save/Restore behaviour for some more fields.
2021-10-22 21:20:22 +02:00
fa5cdd5a80
Initial commit of the Save/Restore system, this is the first reference
...
implementation of QuakeC controlled save-files and SV_PerformLoad() and
SV_PerformSave that Spoike added into FTEQW for Nuclide.
2021-10-22 20:51:51 +02:00
0a4b0ea795
Client: Move Damage_Draw() and Damage_Precache() out of here, into the
...
game-specific realm
2021-10-21 23:30:42 +02:00
64eb0cc11d
PMove: Be more aggressive with our unstuck function.
2021-10-21 21:27:58 +02:00
ac8eefc313
NSEntity: Fix a very bad bug that caused Client entities to not parse
...
any fields through SpawnKey.
2021-10-21 00:36:15 +02:00
249e4bc612
Massive revamp of the Nuclide system classes, more efficient networking
...
and memory usage thanks to intelligent boxing of fields.
Added Util_TimeToString, removed old VOX code, added lots of new helper
classes...
2021-10-20 01:19:10 +02:00
e53a7a33e2
TraceAttack: Accumulate trace_surface_id's into g_multiDamage_HitBod
...
so we keep track of which body types we hit
2021-10-16 21:28:03 +02:00
70fe95e5a7
Add support for Source styled surfaceproperties.txt definitions, which
...
is incorporated into func_breakable/pushable already. Mods can now control
material/surface properties without code.
2021-10-15 19:01:36 +02:00
736ecb61f8
TraceAttack: check surfaceflags on world traces, m_iMaterial on anything
...
else.
2021-10-15 09:37:51 +02:00
d283c309cd
Add missing material/impact definition for sand. Document some other ids
...
of interest that are used in L4D and GO.
2021-10-11 23:29:26 +02:00
147969e8a8
Client: Add Weapons_EnableModel() and Weapons_DisableModel() so weapons can
...
manually control the visibility regardless of viewzoom setting
2021-10-08 21:50:04 +02:00
574980bb1d
CGameRules: Now incorporates DamageApply and DamageRadius, thus making you
...
able to have gamerule specific logic for inflicting damage to entities.
2021-10-07 23:30:21 +02:00
dd94d7d75f
View: Move muzzleflash precaches out to be game specific.
2021-10-06 22:00:23 +02:00
3d7e132699
CBaseEntity: add SetParent and ClearParent Inputs for level designers.
2021-10-04 13:56:18 +02:00
726332c78e
CBaseEntity: Add Ignite(), Exinguish(), IsOnFire() methods according to the
...
Source 2004 spec (controllable lifetimes etc.)
2021-10-04 13:22:40 +02:00
12753616df
Remove some left-over junk code that no longer runs
2021-09-30 23:32:47 +02:00
59ee0bd359
PMove: Pressing jump will now make you jump off the ladder, like in HL and
...
some other games.
2021-09-30 23:19:01 +02:00
2b377fdd79
Document the various CONTENTBITS that are relevant to us and reserve
...
a GRENADECLIP content bit, so levels can be optimised for nade throws.
2021-09-24 10:48:05 +02:00
565d8ad7e7
PMove: Add flag FL_ONUSABLE, which will tell us if we're looking/hovering
...
over something that we can +use on.
2021-09-23 01:01:59 +02:00
5439bfb59b
CBaseEntity: Mark some methods as nonvirtual, fix some regressions with
...
func_healthcharger/recharger, trigger_gravity
2021-09-22 20:56:20 +02:00
451beedb0c
CBasePhysics: add support for explosions upon destruction, provided via
...
propdata.
2021-09-21 21:11:02 +02:00
251713121c
PropData: Add support for the BreakModel info parsing. Any CBaseEntity can
...
now be augmented. prop_physics entities can already make use of them.
2021-09-21 20:33:09 +02:00
f34b78b11c
CBaseMonster: Fix being able to push monsters around when you're standing on them
2021-09-17 20:41:48 +02:00
3bceff6a2c
Implement and parse the propdata system from Source 2004 and make our
...
func_breakable entity aware of it.
2021-09-17 19:31:22 +02:00
3cc01ca512
CBaseMonster/NPC: Tweak what qu/s speed is considered falling
2021-09-17 01:24:47 +02:00
211a28692b
CBaseMonster: Add FALLING flag, and FallNoise() method so monsters/npcs can
...
specify what to do/play when they start falling.
2021-09-17 00:41:58 +02:00
56e07c3f06
CGameRules: Add MonstersSpawn(), now game-modes can be queried for whether
...
or not monster entities spawn on init.
2021-09-16 21:16:37 +02:00
1764677394
Add hacks to func_door(_rotating) that deal with 'wait' being 0.
2021-09-16 20:26:03 +02:00
2cebd560c3
multi_manager: Remove old debug prints
2021-09-16 19:19:22 +02:00
56a616ec8b
CBaseEntity: Add reliable methods to query what certain attributes where
...
when the entity first spawned. (e.g. GetSpawnOrigin())
2021-09-16 17:34:56 +02:00
cba54d3e2b
Added crossprint, changed input_sequence from int to float as
...
it's now integrated into the engine, however as a float (blame DP)
2021-09-15 22:44:31 +02:00
034575ac87
Plugins: chatsounds.dat will now look for any definitions
...
file named chatsounds_*.txt.
2021-09-12 12:19:28 +02:00
81116646e4
Sound_Distance: Use pointsound, because the engine may do a funny
...
with channels and whatnot in the OpenAL backend. It works when
no entities are involved.
2021-09-12 01:17:26 +02:00
ab34230016
GS-EntBase: func_door_rotating gets the 'locked_sound' too. That's
...
it for today.
2021-09-12 01:11:36 +02:00
eda2e3e751
GS-EntBase: Implement 'locked_sound' in func_door.
2021-09-12 01:06:45 +02:00
c9d502f364
GS-EntBase: env_shooter's Respawn should set .think to __NULL__
...
to avoid potential Respawn() calls not working as expected.
2021-09-12 00:30:37 +02:00
dfa7e32eca
CBaseNPC: Don't allow us to 'Speak' or 'Sentence' when we're dead.
2021-09-12 00:21:28 +02:00
f884b3d35d
Separate networking between CBaseEntity and CBaseMonster, needs
...
cleaning.
2021-09-12 00:13:24 +02:00
10b2ff1fca
Add setorigin_safe(), which is just like setorigin but pushes
...
entities upwards out of the ground.
2021-09-12 00:12:55 +02:00
b8de87d45c
func_pushable: Mark collision-helper as non-solid upon breaking.
2021-09-12 00:11:12 +02:00
d4fe258d62
prop_vehicle_driveable: Fix QUAKED definition classifying it as
...
a brush entity, oops.
2021-09-11 22:46:29 +02:00
d94a5f33eb
GS-EntBase: Add prop_vehicle_driveable, for model based 4-wheel
...
vehicles.
2021-09-11 22:43:14 +02:00
bc2fbb4a69
Implement setpos() and setang(). The engine provides setpos, but
...
we may want to declare it for possible future overrides.
2021-09-09 19:03:26 +02:00
5578b0e602
GS-EntBase: Add client-side prediction for func_tankmortar.
2021-09-08 20:17:13 +02:00
2a86794d67
Add precache_cubemap() to src/client/defs.h
2021-09-02 21:11:54 +02:00
8ba5bc56d2
Sound: Added 'distshader' keyword support... which will play a
...
another sound definition at global attenuation (explosions like this)
2021-09-02 10:10:27 +02:00
4a2cde56cc
Clean up pseudorandom() a bit.
2021-09-02 09:47:48 +02:00
527318bd65
Deprecate CBaseFX, introduce .predraw for weapon functions.
2021-09-02 09:39:37 +02:00
9fa091db43
Reserve 3 SRC'04 rendermodes, implement RM_DONTRENDER.
2021-09-01 22:41:11 +02:00
fd05c2419c
Minor cleanup of SendFlags assignments, fix for 'sv respawn_ents' affecting players.
2021-09-01 22:11:30 +02:00
f0957141cc
CBaseEntity: Add inputs for 'Kill' and 'KillHierarchy'
2021-09-01 21:39:21 +02:00
1657ff3e29
GS-EntBase: Move I/O system into CBaseEntity, add Skin, Disable/EnableShadow inputs...
2021-09-01 21:30:10 +02:00
57f1408b8c
Add UpdateView() to CBaseVehicle, to let vehicles override the
...
camera properties in CSQC_UpdateView before rendering.
2021-09-01 15:19:50 +02:00
0bc83d289d
Menu-FN: Add r_pixelscale, to be used in combination with r_autoscale
2021-08-29 21:41:31 +02:00
2377734e60
Client: Remove drawpic and drawsubpic wrappers.
2021-08-29 19:42:45 +02:00
6cea322f6a
base_player: Network v_angle[1] along with angles[1]
2021-08-29 18:28:11 +02:00
42b1abf668
Menu-FN/FS: Only parse sprays from logos/, not root of mod-dir
...
anymore. Users with giant BMP screenshots will rejoice
2021-08-29 09:53:36 +02:00
34505bcacf
GS-EntBase: Fix crash with vehicles by networking them separately
...
from CBaseEntity, which will assign the needed client-side input
method for prediction
2021-08-28 21:25:38 +02:00
4952e7fbe0
Menu-FN & GLSL: Hack to allow for .colormap style top/bottom color
...
onto vertexlit entities. Requires .colormod[2] to be 2.
Used by the menu with MODEL_PREVIEW.
2021-08-27 21:52:41 +02:00
6de82ca18c
Menu-FN: if a menu.dat is compiled with MODEL_PREVIEW defined,
...
we'll use a 3D player-model previews instead of the image based one
2021-08-27 21:15:57 +02:00
e28de86415
Call DSP_UpdateSoundscape(), seems I forgot all about it!
2021-08-27 11:35:59 +02:00
be0df99c8d
Menu-FN: Add WEBMENU define, to get rid of all the filesystem
...
searches related to mods and packages for potential web builds
2021-08-23 11:04:56 +02:00
76b26fd3af
func_brush: Clarify default state in the QUAKED description
2021-08-19 19:11:46 +02:00
d4fccac03f
Work towards making vehicles predicted, this is ongoing.
2021-08-19 17:54:08 +02:00
62b5e300d7
Set default physics cvars up on init, as the engine has some set to "" and
...
thus renders our autocvar definitions useless.
2021-08-14 09:13:27 +02:00
f562991ada
Clean-up defines for physics vars. Those are handled elsewhere...
2021-08-14 08:49:40 +02:00
a3e0cceba0
GS-Entbase: Add detailed QUAKED definition for light_environment!
2021-08-12 21:34:32 +02:00
0d759c724c
Menu-FN: Support for mIRC color codes in the Chat-Room function (fg only)
2021-08-12 12:36:48 +02:00
fbf6ee7367
Switch from iqmtool to vvmtool.
2021-08-10 12:07:09 +02:00
c7004625ae
Menu-FN: Add LOGO_STATIC, rename LOGO to LOGO_AVI. Allowing mods to have
...
non video menu headers
2021-08-08 14:06:26 +02:00
844c29bf23
Menu-FN: Off-load font definitions into external .font files, like cgame
2021-08-08 13:54:05 +02:00
0cd6694c32
Menu-FN: Parse locale file info, then gfx/shell definition overrides to
...
allow for proper translations of the menu system.
2021-08-08 12:12:17 +02:00
fb63b4f774
GS-EntBase: Fix rendermodes for more complicated entities, ts_bikini will
...
now display properly.
2021-08-08 07:47:20 +02:00
1230a6d636
prop_rope: Fix PVS culling. It may be more aggressive now, so fix your maps.
2021-08-08 06:51:57 +02:00
ca9e42a49c
Add 'testPointLight' command.
2021-08-06 08:46:12 +02:00
9fb574d920
CBaseEntity: Fix error for when games are not compiled with GS_RENDERFX
2021-08-03 07:15:25 +02:00
0709688f9f
Add base/default.cfg, some fallback menu assets.
2021-08-02 22:36:36 +02:00
3ca7b5451c
Menu-FN: set create-server maxplayers to 8 when cvar is at 1, search pak
...
archives in reverse for liblist etc. files to ensure we read the latest +
more fixes
2021-08-01 11:49:00 +02:00
0ca3d03927
Remove some debug stuff.
2021-08-01 11:21:24 +02:00
1ec3cf2e8e
Decouple Camera/Viewmodel effects from src/ into base/src/
2021-08-01 08:53:21 +02:00
3ef55c5e48
build_engine.sh: iqm has been renamed to iqmtool, so adjust those basenames
2021-07-20 12:19:27 +02:00
3b0ad9468a
Menu-FN: Fix broken training map button.
2021-07-19 08:37:08 +02:00
affa7b4a0c
Client: add camera.qc and viewmodel.qc, better restructure how we apply
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effects to the view. Add CVARs v_cambob, v_camroll, v_bobstyle...
2021-07-19 08:36:19 +02:00
37c5c6efdd
GS-Entbase: Make sure we use Set*() functions for networked fields all the
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time to notify clients of any changes
2021-07-19 08:34:46 +02:00
50c3f27a69
GS-Entbase: Document spawnflags throughly in QUAKED comments.
2021-07-17 21:04:34 +02:00
d744bf2272
GS-Entbase: QUAKED comment improvements for level editors
2021-07-14 11:49:30 +02:00
9798e0c91b
QUAKED light_surface, a new vmap-only entity that enables you to
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quickly add map-specific material overrides for the purpose of lighting.
It's similar to the "_surfname" key in tyrutils_ericw, but it is more
advanced than that.
2021-07-12 10:17:10 +02:00
8a2820f15b
func_brush: Ironed out most of the behaviour, thanks Xylemon for creating
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a great test map documenting how this entity should behave in Source.
2021-07-12 10:15:00 +02:00
e13323e07d
Client: when 'buildcubemaps' is running, make sure the views are centered
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at all times to avoid FTE dumping weird projections
2021-07-09 22:18:25 +02:00
60313aa3ce
GS-Entbase: env_particle needed setorigin() and setsize(), since that's
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how FTE will now set a pvs sample in CSQC
2021-07-09 22:16:36 +02:00
3f3e61689d
GS-Entbase: Move client/worldspawn to shared/worldspawn, defined QUAKED
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comments that we encourage using for new maps
2021-07-03 12:42:33 +02:00
03ecfbabfb
Menu-FN: Don't push the updater into anyones face right now until this is
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rock-solid under the hood
2021-07-02 23:42:03 +02:00
3d236a64ed
Client: console command 'dev_sunpos' will now also report the sunangle and
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pitch values for a light_environment entity.
2021-07-02 13:43:58 +02:00
dc592c1deb
Client: Muzzleflash will now follow the viewmodel angle, in case it's
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a 3D model (The Wastes)
2021-07-02 11:16:57 +02:00
3a69435a6b
Platform: Update test_lightwarmth.bsp/map
2021-06-29 22:27:25 +02:00
334f880462
Menu-FN: Remove cvar_set line overriding scr_sshot_type
2021-06-29 19:56:20 +02:00
767f610e5a
light_dynamic: normalize color values for static dlights
2021-06-29 12:16:52 +02:00
9309aef925
Client: Remove redundant addentity() calls from predraws of entity classes that
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don't require drawing of a modelindex.
2021-06-29 10:53:36 +02:00
883a64b744
Remove ftebug_checkpvs(), undefined behaviour was causing things to pop
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in and out of existence. There was no fault with FTE's implementation after
all. Change func_dustmotes, prop_rope and env_glow to querying player pos
more reliably.
2021-06-29 10:47:51 +02:00
97bc849abe
Add cvar ftebug_checkpvs, to see work around something that hasn't been
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fixed yet.
2021-06-28 19:52:36 +02:00
b0755d36cb
Way-Menu: Move 'remove nearest' into the waypoint creation menu for
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convenience
2021-06-27 22:13:07 +02:00
4d042ea062
Client: Font_LoadFont() will now have some credible defaults as a fallback.
2021-06-27 09:56:25 +02:00
88e5084f38
Client: Added Entities_RendererRestarted, giving entity classes a chance
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to reload their assets. env_glow and prop_rope support in this commit.
2021-06-27 09:55:48 +02:00
e42b714458
Client: Added Font_LoadFont() as a wrapper for loadfont(), which will
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parse definitions located in the filesystem instead of hardcoding font
paths and sizes.
2021-06-26 21:45:46 +02:00
fc63f9af55
Menu-FN: disable models/spray widgets in m_customize if we've got none.
2021-06-26 17:14:00 +02:00
c0050b9798
prop_static: Only MakeStatic if avelocity isn't set.
2021-06-26 10:25:46 +02:00
c55317711c
trigger_hurt: Make damage timer relative to the entity, not relative to
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the trigger itself.
2021-06-18 22:59:54 +02:00
7f00e9354d
Add shared/platform.h which will send hints as to what target platform
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we're dealing with (pc, touch, web, console etc.)
2021-06-18 09:26:24 +02:00
75dfffaf4b
func_pushable: only run physics routine when velocity is > 0
2021-06-18 09:24:58 +02:00
de63f37a52
Call Math_FixDelta before networking a bunch of different entity angles.
2021-06-16 11:56:28 +02:00
12e02bd019
multi_manager: clean up the way we trigger our sub-triggers, avoid string
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tokenization
2021-06-16 11:53:29 +02:00
dabe93a9ce
func_wall_toggle: Fix networking bug, we weren't using SetModelindex()
2021-06-16 11:52:59 +02:00
ef66642c7f
Server: Prevent the engine from handling spawnflags or else it'll remove
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entities depending on mode/difficulty
2021-06-16 11:52:36 +02:00
ff39eda49d
Menu-FN: Keep track of where games got their gameinfo from and accomodate
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the different game/mod switching methods in case of manifests
2021-06-15 10:49:57 +02:00
971b76f938
Menu-FN: Added support for parsing gameinfo.txt from Source Engine games
2021-06-13 09:04:29 +02:00
95707a005b
Menu-FN: If the engine somehow doesn't report the game we're currently
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playing as a valid dir, append it at the end manually.
2021-06-13 07:55:58 +02:00
64749cddda
Menu-FS: Add support for gameinfo parsing via manifests
2021-06-12 20:39:56 +02:00
17368be5e7
Moved the PMove code into the base_player class, so mods can override
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sections at will
2021-06-08 15:30:47 +02:00
3efae50481
GS-Entbase: Make use of setmodelindex() instead of directly assigning
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modelindex.
PMove: Hack to get stop gravity=0 from breaking runstandardplayerphysics if
CUSTOMPHYSICS is not defined
2021-06-08 09:17:35 +02:00
cc3a652119
GS-Entbase: Remove duplicate func_lod definition for QUAKED
2021-06-07 11:39:02 +02:00
b2c15d8fa4
build_editor.sh: Add check for env variable BUILD_CLEAN
2021-06-04 13:03:26 +02:00
0a5e254963
Menu-FN: Fix typo in strings.cpp, thanks to 'unsettled'!
2021-06-04 12:59:32 +02:00
af139751e0
setmodel(): verify if model exists in PATH and set it to an error one if
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it's not present.
2021-06-01 12:40:53 +02:00
243c875a3f
CBaseTrigger: Add support for Source Engine's FireUser/OnUser 1-4 trigger
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inputs/outputs.
2021-05-29 10:52:47 +02:00
a4a40be8ae
Menu-FN: Parse "minversion" command from liblist.gam.
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Base: Document example liblist heavily.
2021-05-28 21:24:57 +02:00
407e2deb89
Menu-FN: Allow GAME_DIR to be overriden at a progs.src level
2021-05-28 19:35:41 +02:00
2082f1355a
Menu-FN: Parse liblist.gam files instead of relying on manifests outright.
2021-05-28 10:26:42 +02:00
42960cda05
GS-Entbase: Initial func_pushable implementation
2021-05-27 09:44:01 +02:00
03b16ff905
Add Vox_Sentence_Broadcast() and Vox_Sentence_Single
2021-05-25 10:25:20 +02:00
4964ba3859
Shared: Give base_player class a constructor.
2021-05-25 08:35:22 +02:00
6c59c47c93
Menu-FN: Top/Bottom color sliders should only be visible when gameinfo says
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nomodels is 0.
2021-05-25 08:34:35 +02:00
c821112d05
Menu-FN: Store top and bottomcolor in a global and recalculate the RGB values only
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when the sliders are used.
2021-05-22 15:42:41 +02:00
4e20200f46
Menu-FN: Set platform defaults upon init, in case the engine does not exec
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platform_defaults.cfg - however only crucial ones that should not be
touched anyway.
2021-05-22 15:21:28 +02:00
09528c2944
Add support for top/bottom color on players and viewmodels.
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Fix func_breakable's sound shader from precaching non existing sounds.
2021-05-20 16:01:07 +02:00
2d17321554
Small fix to avoid spam in my inbox.
2021-05-17 20:15:49 +02:00
fbbcfd5d5f
BotLib: Attempt to duck when we're between 512 and 1024 units
2021-05-16 23:08:41 +02:00
448b9bd20d
Client: MakeStatic func_wall ents where we can do it on.
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Shared: Bench PMove_Run using the engines builtin runstandardplayerphysics
2021-05-16 23:08:08 +02:00
c5cea7a162
Base: Weapons now track weight (for Weapons_SwitchBest)
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BotLib: Add CreateObjective() method that can be overridden
2021-05-12 15:42:20 +02:00
eb3603335e
GS-EntBase: func_ladder moved into shared/, will now avoid networking
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entirely if it can be avoided.
2021-05-10 19:05:57 +02:00
728b261471
func_wall: Change MOVETYPE_NONE to MOVETYPE_PUSH
2021-05-10 14:52:41 +02:00
aef65b5749
Shared: Add frametime parameter to Animation_TimerUpdate().
2021-05-10 12:22:12 +02:00
368e19f784
Spectator: Make sure we set spec_mode and spec_ent in the constructor to
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some in-bound defaults. Fixes crash in HUD_Spectator()
2021-05-10 12:21:40 +02:00
1485544b91
Base: Get rid of g_eAttacker, which had been replaced by g_dmg_eAttacker.
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Go over TraceAttack and make it combine multiple Damage_Apply calls into
one.
2021-05-10 11:33:31 +02:00
a3ecd78f17
CBaseMonster: support for spawnflag MSF_IGNOREPLAYER (64).
2021-05-10 08:14:10 +02:00
f4bbfe2e69
Revert commit 29e0e82f48
2021-05-09 22:02:19 +02:00
29e0e82f48
Server: Don't network RM_TRIGGER ents unless the developer cvar is 1.
2021-05-09 10:03:10 +02:00
e0a2f47f4d
Dereference pSeat and pSeatLocal to __NULL__ instead, it's not like we ever
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caught an error with the previous assignment anyway.
2021-05-08 23:06:11 +02:00
64745eb23c
Overhaul prediction routines by boxing the generic client attributes away
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from the game specific code. Add some helper macros... clean a whole bunch
up.
2021-05-08 17:44:16 +02:00
8e4ec974e0
Menu: Add gameinfo_steambg manifest setting, so we can support background
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images for games designed for the SteamUI-era
2021-05-08 17:20:30 +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,
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move searchpath to gamedir/plugins/
2021-05-07 14:15:08 +02:00
df2525aae6
GS-Entbase: Add BASEFL_CHANGED_VELOCITY and make sure velocity is networked
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when required.
2021-04-27 17:45:13 +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
96a748f189
Server: Flush 'skyname' serverinfo before setting the .bsp one, to prevent
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it from bleeding to maps that don't define 'skyname' from old configs.
2021-04-22 12:14:56 +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
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via plain-text definitions and allows even legacy/GoldSrc content to take
advantage of it.
2021-04-22 11:33:48 +02:00
74f6d1a033
Client: Remove the last reference to g_iWorldInitialized
2021-04-22 01:59:37 +02:00
ce8731079f
func_door(_rotating): Support for separate sound shaders handling opening
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and closing of doors. See QUAKED comment in WorldSpawn for details.
2021-04-21 10:03:18 +02:00
d37c4d9d0a
env_sound: Remove antiquated check for g_iWorldInitialized and change an
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ifdef'd print to a dprint.
2021-04-20 19:54:11 +02:00
8ec9960264
Revert "Materials: Support for Opposing Force its SNOW identifer for surfaces in"
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This reverts commit b0bc59a49c
.
2021-04-19 11:30:50 +02:00
b0bc59a49c
Materials: Support for Opposing Force its SNOW identifer for surfaces in
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materials.txt
2021-04-19 11:23:30 +02:00
27b5b59f0d
Server: Precache step_sand.left/right, add to footsteps.sndshd.
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Fix some botlib waypointing strings.
2021-04-18 08:24:55 +02:00
da62296b9c
Menu-FN: Added cvar menu_helptext_size, don't expect this one to be around
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forever, it'll be used to detect quirks in freetype scaling.
2021-04-15 20:46:54 +02:00
07094f1cb4
CBaseMonster: Cancel out of AttackThink if m_eEnemy is not set
2021-04-10 23:25:06 +02:00
929a8f8630
GS-Entbase: Fix missing return on SendFlags in func_wall and func_illusionary
2021-04-10 23:06:59 +02:00
25f657532c
Server: Limit hitbody sound in traceattacks to entities that can actually bleed, not just take damage
2021-04-10 22:49:30 +02:00
6da1f3c4fa
GS-Entbase: massive optimisation - any func_wall and illusionary without a
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targetname will not be networked and handled 100% client-side.
2021-04-10 09:35:06 +02:00
fca8620cba
Server: Physics variables are now controlled via sv_ cvars like they
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usually are in idTech, however we're now checking them every frame and
updating the networked infokeys in question
2021-04-06 12:22:32 +02:00
6e38bac564
Server: add support for more ways of loading HLBSP material definitions.
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Explanation is provided under docs/hlmaterials, about the ways you can go
about this and which methods provided by the community are supported
2021-04-06 10:43:38 +02:00
44ab18793c
Rearrange how we execute and time our player animation logic
2021-04-06 09:18:17 +02:00
94762dfa89
Merge branch 'master' of ssh://git.code.sf.net/p/freecs-1-5/code
2021-04-04 23:18:44 +02:00
dffc8f9ac5
GS-EntBase: RM_NORMAL and RM_SOLID no longer respect colormod and alpha overrides. Maps like de_railstation will
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now look proper.
2021-04-04 23:17:35 +02:00
eeda69f6d2
Client: Damage indicators now use the spriteframe() builtin for precaches
2021-04-02 08:35:54 +02:00
e5ba0406fd
Added pSeatLocal, which is like pSeat but games no longer break if upstream
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Nuclide expects new fields. You might have to migrate some fields over.
2021-03-31 13:40:27 +02:00
14e3690cd4
Create platform/masters.lst and change it so menu-fn doesn't change the
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sv_public cvar all the time.
2021-03-31 11:54:41 +02:00
9319e63619
View_AddEvent: Add hack to cache and verify we're playing the event only on our frame of choice
2021-03-30 07:30:33 +02:00
b043b57ed5
Get rid of the View_EjectShell* functions I added last week and replace it
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with the much cooler View_AddEvent() which allows for much more.
2021-03-29 21:52:53 +02:00
9c4487b2e9
Weapons_AddItem: Don't assign bitflag to inventory if pickup() returns 0
2021-03-28 12:16:31 +02:00
075033e93c
func_breakable: fix typo in sound shader name
2021-03-27 09:15:02 +01:00
5b07ee41a9
Add damage_bullet sound shader definitions. Those are played when a bullet
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successfully hits a hurtable body.
2021-03-27 09:09:10 +01:00
08a4080c66
Some minor spectate input code cleanup, make it so that we cache the last
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valid player position so we don't get warped to [0,0,0] when a player being
tracked dies.
2021-03-27 07:50:40 +01:00
ab355d6a52
Add drawrect(), a simple helper for drawing rectangles with specified
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thickness
2021-03-27 07:49:13 +01:00
2c7f540787
botlib: add USER linkflag. When a bot passes that link, he'll USE the
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closest func_button nearby.
2021-03-27 07:48:46 +01:00
cec4872994
Add modelevent_shell sound shader definitions, so mods can set shell eject
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sounds.
2021-03-27 07:47:56 +01:00
95739c7a20
Basic spectator implementation for all games.
2021-03-24 07:50:30 +01:00
48d1b1ad0d
Client: View_EjectShell is now replaced by three different variations.
2021-03-17 14:34:26 +01:00
69b087c7e4
Client: add View_EjectShell(); and integrate it.
2021-03-17 13:24:00 +01:00
f553a79250
Util_FixModel: Add another hack to fix hostages spawning on cs_747.
2021-03-17 11:49:41 +01:00
3d1041fcf6
Added ClientGame callbacks for PreDraw and PostDraw calls.
2021-03-17 06:24:38 +01:00
00141d5ab0
Add View_PreDraw() and move View_Stairsmooth() into that.
2021-03-17 06:12:50 +01:00
0207b52d0f
func_breakable: Add indepth explanation of SF_TRIGGER in the QUAKED comment
2021-03-13 04:57:06 +01:00
b49815872c
Sound Shaders: Exit out when we attempt to play a shader that hasn't been
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precached.
2021-03-13 04:24:53 +01:00
923f0f424b
func_door_rotating: Don't touch door when it's inbetween two positions.
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FIXME: How does HL handle this? Test that out.
2021-03-13 04:24:16 +01:00
47149d46f0
func_door_rotating: Handle possible NAN on calculating an avelocity, this
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fixes the door from freezing in rare situations
2021-03-12 02:49:26 +01:00
d58e653e08
func_train: Make sure we trigger PathDone() BEFRE switching to the new node
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and remove the targetname check for PC_WAIT/TRAIN_WAIT spawnflags
2021-03-12 02:48:08 +01:00
0645b98036
vmap script: Add check for the env vars VMAP_NOVIS/BSP/LIGHT
2021-03-09 14:25:59 +01:00
79382f833e
Get rid of the src/worldspawn submodule.
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It shouldn't be referenced that way.
2021-03-09 11:59:17 +01:00
46f9e1be0f
Client: Add force parameter to Sky_Update() and make sure Sky_Update() is
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called upon CSQC_RendererRestarted.
2021-03-08 01:45:15 +01:00
f13754a8c3
CBaseNPC: Add ::StartleAllies() and ::TalkPanic() methods. Which handle
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behaviour related to the MONSTER_FEAR flag.
2021-03-06 17:43:08 +01:00
7dcebd140d
Menu-FN: Add proper caching (non-CVAR based) for pkgfile and introvideo
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manifest info. This avoids the headache of engine threading getting in the
way and messing up package manager and what have you on ~some~ systems
2021-03-06 00:23:59 +01:00
fc75a1be11
Base, Half-Life, Counter-Strike, Opposing Force and Scientist Hunt have
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now been reworked to have fully networked ammo that's also fully affected
by rollback netcode. Big diff, mods WILL break. Beware.
2021-02-28 02:31:27 +01:00
71f7e024c9
Server: Add serverinfo set for skyname into worldspawn... I must have been on drugs or something
2021-02-23 05:55:57 +01:00
d3cfedaab2
GS-Entbase: Fix hiccup that happens with infodecal entities, we now make
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sure to only network them when they are targetname'd.
2021-02-22 21:56:34 +01:00
ef88557fbf
func_recharge: Add depletion logic to the entity, same as func_healthcharger
2021-02-22 18:05:34 +01:00
099b516236
func_healthcharger: Add the depletion logic to the entity
2021-02-22 18:05:11 +01:00
c26d4d0c45
Client/Server: Add server controllable fogparms using serverinfo
2021-02-22 17:49:55 +01:00
20a67bf418
Client/Server: Make the server control the sky.
2021-02-22 17:29:34 +01:00
110ce2b607
GS-EntBase: Add func_detail_illusionary definition.
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Half-Life: Add sound/trail for Egon, WIP
2021-02-17 16:21:17 +01:00
e1df585677
Menu-FN: Check TCP_GetState() before allowing a message to be sent to chatrooms.
2021-02-17 13:28:26 +01:00
5e181c1128
Menu-FN: Spray-logo precaching optimisation
2021-02-17 11:59:38 +01:00
adc951dd96
Menu-FN: Strip file extension from player model lookup, that avoids some
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headaches when figuring out what model we're supposed to be using
2021-02-17 11:34:55 +01:00
82a501c0be
Menu-FN: add 'nosprays' gameinfo setting as a companion to the 'nomodels'
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setting, as some mods may choose not to support them
2021-02-17 11:28:09 +01:00
40bbca0dc4
Menu-FN: Add support for gameinfo_introvideo, check for gameinfo_pkgfile
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to determine if a file exists before force-opening the update page.
2021-02-17 11:17:28 +01:00
a902b702ae
Small building adjustment to the mod progs.src and Makefiles.
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Changed some client progs function names for readability, more to come
2021-02-17 00:44:40 +01:00
89be1ea628
PMove: Fixed water movement code a bit so we don't sink while moving
2021-02-16 11:02:39 +01:00
ce2185ff02
Plugins: Added a callback for when a client is done connecting to a server
2021-02-14 21:05:10 +01:00
d5ae0c8dfd
func_train: Fix the moving sound from not stopping on certain variations
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of this entity
2021-02-14 00:21:35 +01:00
8d262c9eb2
Counter-Strike: Make the text-menu use the new Textmenu_Toggle call, so
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players can exit e.g. the team choice menu.
2021-02-14 00:20:32 +01:00
086e8e5a37
Server: We forgot to call Vote_Init(), which clears a bunch of serverinfo keys.
2021-02-13 23:08:58 +01:00
0fe863aabc
Server: Add water stepping, wading and swimming sounds + script definitions
2021-02-13 23:06:06 +01:00
2834b49f12
env_sprite: Turns out the default scale is not 0.25f.
2021-02-13 10:12:17 +01:00
2449fa492e
Half-Life: Fix viewmodel still drawing when dead, player moving
2021-02-13 10:07:52 +01:00
97f90ae72c
Scientist Hunt: Clean up w_cannon a little
2021-02-13 10:06:34 +01:00
02efa21e3d
Move game-specific sources into their respective mod-dirs. This was planned
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for a while and was inevitable. Latest fteqcc required that fixes a limit
with paths. Also added src/server/mapcycle.qc
2021-02-08 13:35:15 +01:00
Marco Hladik
550203d019
rename src/mk_mapdef.sh to make_mapdef.sh
2021-02-07 09:13:23 +01:00
8085ae6db8
Plugins: Make p_ircbridge join the mod's preferred channel when specified in the manifest
2021-02-03 09:32:15 +01:00
42002128a3
Client: Add input fixes to make the game controllable with a SEGA Saturn
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controller. Added cvar in_saturnmode 0/1
2021-01-30 01:45:28 +01:00
1952c05890
materials.txt support: Make sure we convert the material identifer to upper-case.
2021-01-25 15:01:26 +01:00
aeae39fc9a
Materials_FixName: Fix typo
2021-01-25 12:09:43 +01:00
baaa68069d
Plugins: Fixed InitEnts not being called, added another example plugin (Server Banner)
2021-01-24 20:26:10 +01:00
bb0c78cb0a
Plugins: Added IRC bridge plugin for the server as another example
2021-01-24 10:13:11 +01:00
31cf4e5b10
Client: Fix double free properly for Vox_Shutdown
2021-01-24 03:03:36 +01:00
4e7829de53
Plugin-VoxAnnouncer: Include events.h to properly choose the vox-say event id
2021-01-24 02:42:37 +01:00
70268440ee
games_updatesavailable: check for -1 to avoid bad pointer errors
2021-01-24 01:54:14 +01:00
bf8f8e24cb
game_updateinstallcount: Always return 1 when no packagenames are given
2021-01-24 00:13:01 +01:00
085607e022
Menu-FN: Show the updater only when we've got 0/X packages installed for
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the current game.
2021-01-24 00:11:08 +01:00
9cf5cc016b
env_laser: update ParentUpdate() to check for the right attributes
2021-01-23 22:08:17 +01:00
ab1e5408df
func_button: Unstuck the 'health' trigger method.
2021-01-23 22:07:41 +01:00
8b013035e3
trigger_camera: Support for 'wait' to be -1.
2021-01-23 21:20:19 +01:00
cc240fefb2
Menu-FN: Small fix to avoid an infinite loop of menu_restarts in case
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the cvars don't get set fast enough, somehow
2021-01-23 15:24:49 +01:00
dfbb153946
Menu-FN: get rid of autocvar_menu_installedpackages
2021-01-23 14:57:21 +01:00
178f988167
Menu-FN: Change the way we install custom game data. It should be way more
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stable and consistent now.
2021-01-23 14:54:31 +01:00
dbb53d151a
Let the menu progs know when we're actually in a single/multi-player game.
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It seems that the maxclients serverinfo key lies to the client, so we work
around that by setting our own
2021-01-23 12:56:22 +01:00
9f13450b01
Menu-FN: Add the option to disconnect a multiplayer game from the menu.
2021-01-22 22:57:26 +01:00
c17515fe98
Menu-FN: List packages in the updater that are listed in pkgname, not just
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any data/addon package. Also commented some entry-points.
2021-01-22 22:37:06 +01:00
4cf229d946
CBaseEntity: Don't send origin/size info when 0 upon entering PVS
2021-01-22 16:05:40 +01:00
93728d283c
Added Materials_FixName() for preparing materials.txt lookups
2021-01-22 15:54:06 +01:00
5ff673cbae
func_train: Fix TELEPORT spawn-flag from the path-corner. Previously we
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acted the next frame, but this causes the move action to be made nil.
2021-01-22 12:07:42 +01:00
4b5125d97f
CBaseEntity: Optimisation in SendEntity regarding predictable defaults.
2021-01-21 01:29:26 +01:00
297741eac1
func_breakable: Force angles to be 0. Map editors generally don't support setting angles on brush entities anyway.
2021-01-19 11:17:47 +01:00
f8606ae7e7
Extend impacts to the full spectrum of material definitions, sound shaders
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and all. Still needs patch for Counter-Strike.
2021-01-19 10:37:28 +01:00
7e2aab4cad
func_rotating: Work around Q1 BSP bug in which rotating brush entities may call blocked() on ents they couldn't possibly be touching
2021-01-19 10:35:18 +01:00
544da0ef15
env_shake: Fixed parameters being received wrong on the client-side. Stupid oversight.
2021-01-19 08:12:25 +01:00
6a48c18171
BotLib: Add support for the AIM linkflag, to control when a bot is forced
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to look ahead to the current waypoint node.
2021-01-16 17:34:04 +01:00
1f78814d1e
Menu: Only list maps in the Create Game maplist that belong to the current gamedir, replicating WON behaviour
2021-01-15 01:04:51 +01:00
75adc63665
Menu: Blacklist any test_* prefixed maps in the Create game menu
2021-01-14 15:41:01 +01:00
3662565879
Unscrew player animation and fix a bug involving botlib overriding
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important playermethods on bot-clients with CBaseEntity ones.
2021-01-06 15:54:17 +01:00
ae6f3ebdfb
Lots more documentation in server/*.c, minor fixes for some mod guns like
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They Hunger, Gearbox, SciHunt and Poke646. Also cvar support for 'pausable'
2021-01-06 13:58:37 +01:00
ae70642f14
Server: Disallow the 'pause' command to any game with more than 1 client-slot.
2021-01-06 12:38:35 +01:00
507a10eec5
Client: Allow game-specific model event overrides.
2021-01-05 15:51:49 +01:00
6c3814a2b1
Routing: Added ability to nudge existing waypoints along an axis as well as
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an option to move the nearest waypoint to the player's position.
2021-01-03 12:52:51 +01:00
6dc054f94b
Client: Fixed a typo in the waypoint editor, added color coding... removed
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some redundant newlines in the text
2021-01-02 21:52:35 +01:00
8933452364
BotLib: Add a visual line indicator for the link you'll be making.
2021-01-02 21:31:56 +01:00
523b1df3de
Client: Move text-menus into their own titles[] channel, so that they don't
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overwrite other texts being printed and vice versa.
2021-01-02 21:22:56 +01:00
6638e7324d
BotLib: Improve the rendering of waypoints and radii, including highlights
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for the nearest node.
2021-01-02 18:52:09 +01:00
58be8e2170
BotLib/Nodes: Add support for variable link radius. If you need to fill
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your old waypoint data... try 'sv way radiushack'. Sorry!
2021-01-02 11:17:14 +01:00
829757d415
Way-Editor: Move the 'Remove ALL' option down a bit to help mitigate accidental presses a bit more
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Might even want to put it behind a confirmation window later.
2020-12-31 05:10:07 +01:00
dd741c1c39
Menu: Added fallback mode for missing btns_main.bmp and header_*.bmp files,
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also support for basic Quake III Arena player model selection if you happen
to play with that (like Xylemon will!)
2020-12-30 17:19:21 +01:00
53ed1962eb
BotLib/Way/Routing: Go over and integrate the link-flags stuff properly,
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as fixed in a recent FTE commit
2020-12-29 09:10:21 +01:00
1dd2547fe2
Client: Added improvements to the waypoint-editor, more options, features... etc.
2020-12-29 07:17:41 +01:00
d1b1431b8a
BotLib: Bots ought to switch weapons now when they pick an item up!
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Also moved the way_menu cmd into its own file...
2020-12-28 19:59:37 +01:00
f52638c715
Half-Life: Auto-reload for the few weapons it applies for (when empty)
2020-12-28 19:57:47 +01:00
5edcdb892c
BotLib: My last commit before weekend hits. More pathfinding work, added
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a temporary interface for in-game waypointing... Bots will combat you too.
2020-12-26 07:27:34 +01:00
c76cdc5903
BotLib: Added basic waypointing and pathfinding system. They'll go about
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their business but not do much else just yet.
2020-12-23 07:53:43 +01:00
86daed3eec
Added a stripped down base game tree, which should pose as a decent
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entry-point for starters into the SDK
2020-12-22 01:56:44 +01:00
d04d2a83ef
Nodes: Only bother saving a node .way file when we've got nodes to dump.
2020-12-22 01:15:22 +01:00
3d700a4fd7
sky_camera: Fix not taking different camera position vectors into account,
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this broke by accident a few commits ago. Apologies.
2020-12-20 02:19:52 +01:00
b7ebea2401
func_door_rotating: Document entity via QUAKED comment
2020-12-17 23:07:36 +01:00
0e46b76042
Client: Tag viewmodels so they don't cast shadows when dynamic lights are around
2020-12-13 04:46:04 +01:00
daaf6a1974
Client: Move some skyroom setup routines into their own function, add
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incomplete prop_door_rotating (needs engine fixes)
2020-12-13 03:50:35 +01:00
6583a42a87
Change magic numbers of BSP version checks to macro defines.
2020-12-13 00:56:11 +01:00