Commit graph

1672 commits

Author SHA1 Message Date
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
32ed57b4d7
Menu-FN: Add rendersize 11 to fonts/menu_label.font 2021-11-06 07:59:13 +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
0b7f9ebda2
Update build_editor.sh 2021-10-31 21:39:02 +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
8bfd7d24ec
build_editor.sh: Fixed it always running 'clean' builds... very sorry. 2021-10-30 02:32:57 +02:00
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
7acdd8a2d6
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.
2021-10-04 22:47:52 +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
043fc1e390
build.cfg: Set BUILD_ENGINEREVISION to 6063 2021-10-02 21:23:51 +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