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0a8dbd0edb
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Menu-FN: Skip intro page if we're playing with steambg in the liblist.gam.
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2021-11-01 21:43:01 +01:00 |
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69d58edbb6
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trigger_multiple: Implement the output "OnEndTouchAll". Needs stress-testing.
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2021-11-01 02:38:24 +01:00 |
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0b7f9ebda2
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Update build_editor.sh
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2021-10-31 21:39:02 +01:00 |
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2a23eebc79
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NSRenderableEntity: Render RM_SOLID rendermode ents invisible when m_flRenderAmt is 0.
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2021-10-31 20:07:56 +01:00 |
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908a9fd524
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GS-EntBase: Add initial implementation of func_areaportal.
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2021-10-31 19:52:55 +01:00 |
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fe15241b2d
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GS-EntBase: add PortalOpen/Close methods to func_door and func_door_rotating
which keeps track of our areaportal state more reliably.
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2021-10-31 19:15:32 +01:00 |
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8bfd7d24ec
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build_editor.sh: Fixed it always running 'clean' builds... very sorry.
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2021-10-30 02:32:57 +02:00 |
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d25a597d71
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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)
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2021-10-30 00:59:31 +02:00 |
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5bf3545e69
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GS-EntBase: Added a ton more Save/Restore functions for many core entities.
Player entity is also getting save/restored now.
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2021-10-28 04:29:11 +02:00 |
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98c234da48
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SurfaceData: Non NSSurfacePropEntity class ents will just use the generic world check for impact effect lookup.
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2021-10-27 03:06:29 +02:00 |
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98d9f8f618
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Sound: Convert legacy attenuations to Q unit radii upon parsing.
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2021-10-23 13:45:59 +02:00 |
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090edf53ff
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NSTrigger: Make sure SpawnKey sets 'target' on the client progs too.
prop_rope: Fix the ropes not looking towards the right direction.
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2021-10-23 12:40:35 +02:00 |
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f5a8ec8ef3
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Added support for the triggers/think states across Save/Restore functionality
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2021-10-23 01:00:15 +02:00 |
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4c2b37c34d
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NSEntity: Save/Restore behaviour for some more fields.
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2021-10-22 21:20:22 +02:00 |
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fa5cdd5a80
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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.
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2021-10-22 20:51:51 +02:00 |
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0a4b0ea795
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Client: Move Damage_Draw() and Damage_Precache() out of here, into the
game-specific realm
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2021-10-21 23:30:42 +02:00 |
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64eb0cc11d
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PMove: Be more aggressive with our unstuck function.
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2021-10-21 21:27:58 +02:00 |
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ac8eefc313
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NSEntity: Fix a very bad bug that caused Client entities to not parse
any fields through SpawnKey.
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2021-10-21 00:36:15 +02:00 |
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249e4bc612
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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...
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2021-10-20 01:19:10 +02:00 |
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e53a7a33e2
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TraceAttack: Accumulate trace_surface_id's into g_multiDamage_HitBod
so we keep track of which body types we hit
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2021-10-16 21:28:03 +02:00 |
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70fe95e5a7
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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.
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2021-10-15 19:01:36 +02:00 |
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736ecb61f8
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TraceAttack: check surfaceflags on world traces, m_iMaterial on anything
else.
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2021-10-15 09:37:51 +02:00 |
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d283c309cd
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Add missing material/impact definition for sand. Document some other ids
of interest that are used in L4D and GO.
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2021-10-11 23:29:26 +02:00 |
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147969e8a8
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Client: Add Weapons_EnableModel() and Weapons_DisableModel() so weapons can
manually control the visibility regardless of viewzoom setting
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2021-10-08 21:50:04 +02:00 |
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574980bb1d
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CGameRules: Now incorporates DamageApply and DamageRadius, thus making you
able to have gamerule specific logic for inflicting damage to entities.
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2021-10-07 23:30:21 +02:00 |
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dd94d7d75f
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View: Move muzzleflash precaches out to be game specific.
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2021-10-06 22:00:23 +02:00 |
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7acdd8a2d6
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Base: Weapons_SetModel; make sure the viewmodel's bbox gets set to point
size every time the model changes, in case the sv_gameplayfix for setmodel
sizes hack is enabled.
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2021-10-04 22:47:52 +02:00 |
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3d7e132699
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CBaseEntity: add SetParent and ClearParent Inputs for level designers.
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2021-10-04 13:56:18 +02:00 |
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726332c78e
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CBaseEntity: Add Ignite(), Exinguish(), IsOnFire() methods according to the
Source 2004 spec (controllable lifetimes etc.)
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2021-10-04 13:22:40 +02:00 |
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043fc1e390
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build.cfg: Set BUILD_ENGINEREVISION to 6063
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2021-10-02 21:23:51 +02:00 |
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12753616df
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Remove some left-over junk code that no longer runs
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2021-09-30 23:32:47 +02:00 |
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59ee0bd359
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PMove: Pressing jump will now make you jump off the ladder, like in HL and
some other games.
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2021-09-30 23:19:01 +02:00 |
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a62aee6e15
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build.cfg: We now link against FTEQW revision 6061 by default.
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2021-09-26 22:24:22 +02:00 |
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a12eb94115
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Add common/clipgrenade to vmap_tex.pk3dir.
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2021-09-24 12:11:36 +02:00 |
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2b377fdd79
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Document the various CONTENTBITS that are relevant to us and reserve
a GRENADECLIP content bit, so levels can be optimised for nade throws.
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2021-09-24 10:48:05 +02:00 |
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565d8ad7e7
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PMove: Add flag FL_ONUSABLE, which will tell us if we're looking/hovering
over something that we can +use on.
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2021-09-23 01:01:59 +02:00 |
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5439bfb59b
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CBaseEntity: Mark some methods as nonvirtual, fix some regressions with
func_healthcharger/recharger, trigger_gravity
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2021-09-22 20:56:20 +02:00 |
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451beedb0c
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CBasePhysics: add support for explosions upon destruction, provided via
propdata.
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2021-09-21 21:11:02 +02:00 |
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251713121c
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PropData: Add support for the BreakModel info parsing. Any CBaseEntity can
now be augmented. prop_physics entities can already make use of them.
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2021-09-21 20:33:09 +02:00 |
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f34b78b11c
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CBaseMonster: Fix being able to push monsters around when you're standing on them
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2021-09-17 20:41:48 +02:00 |
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3bceff6a2c
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Implement and parse the propdata system from Source 2004 and make our
func_breakable entity aware of it.
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2021-09-17 19:31:22 +02:00 |
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3cc01ca512
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CBaseMonster/NPC: Tweak what qu/s speed is considered falling
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2021-09-17 01:24:47 +02:00 |
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211a28692b
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CBaseMonster: Add FALLING flag, and FallNoise() method so monsters/npcs can
specify what to do/play when they start falling.
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2021-09-17 00:41:58 +02:00 |
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56e07c3f06
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CGameRules: Add MonstersSpawn(), now game-modes can be queried for whether
or not monster entities spawn on init.
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2021-09-16 21:16:37 +02:00 |
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1764677394
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Add hacks to func_door(_rotating) that deal with 'wait' being 0.
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2021-09-16 20:26:03 +02:00 |
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2cebd560c3
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multi_manager: Remove old debug prints
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2021-09-16 19:19:22 +02:00 |
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56a616ec8b
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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 |
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cba54d3e2b
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Added crossprint, changed input_sequence from int to float as
it's now integrated into the engine, however as a float (blame DP)
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2021-09-15 22:44:31 +02:00 |
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034575ac87
|
Plugins: chatsounds.dat will now look for any definitions
file named chatsounds_*.txt.
|
2021-09-12 12:19:28 +02:00 |
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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 |
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