Commit graph

1854 commits

Author SHA1 Message Date
1c58be4cdb
GLSL: Misc cleanups and fixes to deal with NVIDIAs stricter shader compiler 2022-04-18 21:12:04 -07:00
bf00bfa60c
spectator: Several fixes to make spectating a bit more polished. Ignore fakespectators entirely, etc. 2022-04-18 15:53:15 -07:00
069c59628d
Mapcycle: Disable sanity check until the engine fixes whichpack
Gamerules: Intermission will now call 'nextmap' instead of 'restart'.
func_button: Basic support for 'message' field.
env_cubemap: default to saving .ktx
2022-04-17 13:50:14 -07:00
a34c9a8059
env_sprite: Hack to accept materials instead of models
func_breakable: Some minor fixes
prop_physics/func_physbox: Add PHYSICS_STATIC ifdef for when a game does not want fakephysics either
NSSurfacePropEntity: max_health will now be set along with health in SpawnKey()
2022-04-16 18:42:38 -07:00
274686a0df
Text/Titles: Use Font_DrawText_RGBA instead of Font_DrawText (GameText_DrawString) 2022-04-15 15:22:11 -07:00
9cdcb3a321
trigger_hurt: Fix broken touch(), regression with the overhaul of Touch recently. 2022-04-15 10:19:50 -07:00
6a658c5268
NSVehicle: Add the following methods - HidePlayermodel (for the self-driver) and DriverAnimation. The latter is a gentle request and the mod doesn't have to respect it, but should be used as a fallback. 2022-04-15 10:19:22 -07:00
a469c06fc8
Add 'surfaceparm projectile' support, so non-solid surfaces can
still react to tracelines and projectiles.
2022-04-13 16:58:42 -07:00
00e8f8e7a9
prop_vehicle_driveable: Add WeaponInput() method to make this a bit cleaner for sub-classes. 2022-04-13 15:31:46 -07:00
1b2f587599
Shared: Deprecate ClientRemove() over OnRemoveEntity, which will work on both Client and Server.
prop_vehicle_drivable: Add minor collision boxes to aid player physics
Fix some warnings.
2022-04-12 23:48:31 -07:00
05f6af510a
NSSurfacePropEntity: put rendering for when an entity is burning into the new
method RenderFire().
Also some minor non-ODE physics tweak.
2022-04-10 07:21:44 -07:00
e79a2e9c2e
NSMonster: Add method bool CanCrouch(). Monsters will then attempt to crouch.
SoundDefs: Add support for distshader on Sound_PlayAt() calls.
2022-04-10 07:01:14 -07:00
6b1af093bb
NSMonster: use PMoveCustom_RunStandardPlayerPhysics instead of the engine, as it overrides
our hitcontentsmask. This is required for monster/bot clips.
Client: If an entity gets removed, ensure the .skeletonindex gets deleted.
2022-04-09 19:21:00 -07:00
7f440a2885
Platform: Add clipplayermetal and clipplayerwood. 2022-04-09 14:36:45 -07:00
350fc0d359
Server: Perform extra count check for Spawn_SelectRandom() to avoid recursion. 2022-04-08 22:52:37 -07:00
e827c51e4b
Client: Make sure glow effects are rendered after other entities and camera manipulation. 2022-04-08 18:15:18 -07:00
1dd3fe0eff
Client: Add cvar: v_muzzledlight 2022-04-08 14:20:49 -07:00
69b5524771
vertexlit_specular: fix one assignment, which was causing bugs on some vendors 2022-04-08 13:27:58 -07:00
2c79071514
base_player: MakeTempSectator() will now make sure modelindex of the target
is set to 0.
2022-04-08 12:58:23 -07:00
4e62e833a3
CGameRules: Add method bool PlayerCanAttack(base_player) 2022-04-08 12:37:45 -07:00
f6032484e2
NSVehicle: Add new methods: GetExistPos(), HideViewWeapon() and HideCrosshair().
Fix networking bug for when you exist a vehicle.
2022-04-07 12:16:07 -07:00
e08852284f
NSRenderableEntity: Add RenderFX RFX_GLOWSHELL2, which is the same as RFX_GLOWSHELL, but
the glow effect has a 'cull back' rendering flag.
2022-04-06 19:32:46 -07:00
a8c8938408
NSEntity: New method CreatedByMap(). Additional work towards more vehicle related
code in preparation for WASTES.
2022-04-06 16:21:07 -07:00
9a6897c433
Extend FX_GibHuman with a dir (euler) and force parameter. 2022-04-05 20:39:30 -07:00
af73a3a5b0
NSSurfacePropEntity: Fix bug that I recently introduced which prevents health
from propdata from getting assigned.
2022-04-05 19:05:00 -07:00
279e8a1cd5
Forgot to undo a debug setting. Tweaked glowshell material a little. 2022-04-05 18:59:43 -07:00
005c6b34ee
prop_rope: Clean up and rewrite of how segments are drawn. 2022-04-05 11:19:50 -07:00
0a75c64fb1
infodecal: Allow usage outside of HL BSP. Just not Quake 1/2 BSP. 2022-04-04 21:34:00 -07:00
542b1fe27f
func_smokevolume: Initial implementation 2022-04-04 10:16:49 -07:00
0d93a22b58
Clean up misc warnings. 2022-04-04 09:40:35 -07:00
75a1c8ce6c
NSEntity: .touch being assigned is being deprecated in favor of our internal Touch(entity).
This is so we can support StartTouch(entity) as well as EndTouch(entity) which are implemented
with this commit. Update your entities touch() function overrides for NSEntity sub-classes!
2022-04-03 14:04:34 -07:00
60e4853549
Clean up some misc warnings, switch over to internal bool type for some methods
in NSSurfacePropEntity, added Get/Set functions for MaxHealth.
Also bump BUILD_ENGINEREVISION to 6224 (minor crash fix upstream)
2022-04-02 09:21:49 -07:00
09c399c66c
build.cfg: Bump BUILD_ENGINEREVISION by 1 2022-04-02 08:38:23 -07:00
e45987d65c
NSEntity: Added new methods based on GMod's API. More to follow. 2022-04-02 00:10:25 -07:00
bd63874118
Menu-FN: Bring back the updater functionality, as improvements to the engine's package manager have been done 2022-04-01 12:17:36 -07:00
6802d907f7
NSPhysicsEntity: Handle collision with players differently when no physics simulator is present. 2022-04-01 12:16:14 -07:00
1c102a7e76
NSEntity: Add RestoreComplete() method, so after loading/changelevel we can
interpret the data we just loaded better for each entity.
2022-03-31 00:30:15 -07:00
27715fd1b6
Client: Add text.h, move some defs out of text.qc into it for global visibility sake 2022-03-30 20:17:15 -07:00
e8de2b32bb
NSIO: Fix sloppy code in our Restore() method. 2022-03-29 22:25:45 -07:00
8c3804a1bc
Make Client_InIntermission() a shared (Client/Server) function, add method 'InIntermission()' to CGameRules.
Tone down the intermission view movement, also tweak Spawn_SelectRandom() to find more points.
2022-03-29 15:20:52 -07:00
dd26664ac4
NSEntity: fix typo in ParentUpdate() preventing us from parenting things by offset 2022-03-28 20:20:29 -07:00
50312d500a
SurfaceProperties: Be more pedantic about what object can contain material
info in SurfData_Impact()
2022-03-28 19:01:29 -07:00
1a26181241
build.cfg: Update BUILD_ENGINEREVISION to 6222 2022-03-28 17:31:51 -07:00
e2073dfc43
env_glow: Quick hack to allow oriented sprites to rotate when pointing down. 2022-03-28 17:18:50 -07:00
a2c90e8e95
CSQC_UpdateView: Move View_PreDraw() call right before addentities. 2022-03-28 15:45:32 -07:00
95c2b8225a
func_door: Add 'snd_move' attribute.
Platform: Misc minor GLSL updates. You can use the #TINT parm on program fade materials now.
2022-03-28 03:32:02 -07:00
9252682c53
NSTrigger: Add 'Trigger' input, this will make interacting between GoldSrc and Source triggers easier. 2022-03-26 23:27:27 -07:00
1ca716d4fe
func_door: Add Save/Restore methods to aid save-games. 2022-03-26 18:15:43 -07:00
0e4aa015a7
NSEntity: Add 'Use' input from Source. 2022-03-26 18:04:06 -07:00
c87837f583
func_door: Add 'forceclosed' key from Source 2022-03-26 18:03:22 -07:00