Commit graph

1216 commits

Author SHA1 Message Date
4aa8a70063 CBaseVehicle: Added vehicleflags, make sure each vehicle has the ability
to suppress movement and/or fire while the 'driver' is using the vehicle.
2020-10-25 12:06:22 +01:00
8cbbeaae24 Platform: Add gl_stipplealpha support to models. 2020-10-25 11:50:15 +01:00
4962f82f89 Move entity-update/event definitions for game-specific cases out of root
src/shared.
2020-10-24 13:11:02 +02:00
cce2429308 Added gl_stipplealpha for fun, as well as rm_unlit_additive and rm_unlit_texture
to override the expected behaviour of rendering additive/texture rendermode
surfaces fullbright.
2020-10-24 07:04:30 +02:00
2daf3da59f env_sprite: Change default scale to 0.25, make sure that when no targetname
is set, we force-enable the sprite because toggles wouldn't work.
2020-10-24 06:36:08 +02:00
ed4f972a19 Fix some typos. 2020-10-24 05:24:40 +02:00
24a753edce env_sprite: Fix that sprites marked as PLAYONCE may be networked in some
semi-visible form
2020-10-24 05:02:14 +02:00
00a8ee2a00 env_hudhint: Initial basic implementation, plus a way for the game-logic to send hints. 2020-10-24 03:32:34 +02:00
b31ab5761a Simplified some rendering code for CBaseEntity/glows 2020-10-24 02:58:19 +02:00
d39fb1cdc2 env_glow: Tweak the rendering a little bit. This should make them more
visible and more like as seen in other games.
2020-10-24 02:38:19 +02:00
a67c50c202 Decals: Implemented client-side PVS culling optimisation 2020-10-23 20:41:02 +02:00
689ffe14bc Small cleanup in some client-side gs-entbase code. 2020-10-23 20:13:27 +02:00
0cfa4df68a Decals: Make sure tempdecal materials are recached upon vid_reload 2020-10-23 20:12:43 +02:00
0f50c46623 Platform: Added blood decal for non-Q3BSP.
GS-Entbase: Add mitigations for possible unwanted adddecal() calls, remove decals upon CSQC_Shutdown()
2020-10-23 05:15:59 +02:00
d9dababe65 Moved all possibly game-specific flags (such as FL_FLASHLIGHT) into gflags,
this affects mods. Please check the diff to see what you'll need to adjust.
2020-10-22 16:30:37 +02:00
065dd926cd light_dynamic: Override ParentUpdate() to make sure we update origin/angles
over the network.
2020-10-22 03:48:15 +02:00
cb57a95d4b light_dynamic: Fixed server-side PVS culling. 2020-10-22 03:44:10 +02:00
d0342b128c light_dynamic: Initial implementation. Q3BSP maps can use 'dynamic_light'
to avoid confusing the compiler (...).
Renamed ReadEntity() to ReceiveEntity().
2020-10-22 02:23:05 +02:00
f4eb3cea9d Platform: Changed the polygon offset and surfaceparm of the stock decals 2020-10-18 16:28:30 +02:00
d79ab058cf Added test_patchblend example map. 2020-10-18 15:56:31 +02:00
6038c04591 Fix preset lightstyles for Q3BSP, added examples to test_lightstyles. 2020-10-18 15:19:56 +02:00
2afba74a86 Added test_areaportal, to debug openportal() 2020-10-18 01:10:21 +02:00
e60713b960 Platform: Added test_vphysics to test if a physics plugin (ODE/Bullet) is
properly configured within the game.
2020-10-17 21:43:55 +02:00
770426e82c GS-Entbase: More work done on CBasePhysics 2020-10-17 21:42:32 +02:00
2b1e23a2fe Misc: Added test_lightstyles to platform's base, fixed lightmapped.glsl
not calculating styles when r_deluxemapping is 0, fixed patterns being
possibly overriden upon init.
2020-10-17 17:26:58 +02:00
e803ddbceb GS-Entbase: Expose Base* class headers at the global scope. 2020-10-17 16:30:36 +02:00
88f490a1c5 monstermaker: Make it so monsters inherit angles. 2020-10-17 15:29:35 +02:00
0bb06af381 Client: Move Vox specific code into vox.c and out of sound.c, add Shutdown entry 2020-10-17 13:17:34 +02:00
f4ade524fe Client: Fixed some warnings and some added some paranoid free() calls. 2020-10-16 02:26:45 +02:00
63d36cc677 Platform: Base impact decals now flagged to skip dlights. 2020-10-15 19:36:28 +02:00
074e1cc120 Client/Platform: Added some base impact decal examples for non HL BSP...
this will change a bit more to include more material types. Patience!
2020-10-15 19:02:55 +02:00
d0231eee50 Platform: Added per-wall kernel dithering, cvar gl_kdither 0/1 2020-10-08 12:03:52 +02:00
f3668f8335 Menu: Fixed CModList from lazily skipping over the current mod entry, resulting in some rough list display. 2020-10-08 02:28:26 +02:00
4bde3bbfb6 Menu: Fix music not stopping when joining a server. 2020-10-07 23:21:34 +02:00
7902ae22d5 Menu: Filter servers by gamedir. Clients shouldn't attempt to connect to mods that way. 2020-10-07 23:21:03 +02:00
b1742afb97 Menu: Play intro based on 'gameinfo_gamedir', not 'game' 2020-10-07 11:38:32 +02:00
4208bd8c9a Server: added server command trigger_ent 2020-10-06 14:42:46 +02:00
4e9be1a7bc Makefile: Apparently a target can't be called 'plugins', so we'll rename it to 'plugs'. Neat. 2020-10-06 14:34:26 +02:00
5810da8069 Menu: Switched mod switching to be fully manifest oriented, fixed menu music playback. 2020-10-06 14:27:44 +02:00
9f30a2b897 Menu: Add blacklist for maps in the Create Server menu. 2020-10-02 11:41:50 +02:00
d22056014a Platform GLSL: Fix dev_skipnormal for lightmapped_ shaders 2020-09-29 19:26:00 +02:00
1a0193ad3a Menu: Add input redirection verification in case we've forcefully changed menu input modes. 2020-09-29 14:24:21 +02:00
8fab5921a0 VGUILib: Fixed draw/input flag-check inconsistency in CUIMenuButton 2020-09-29 13:50:19 +02:00
57cc661c86 Menu/Client/Server: Background map support for menus. This should be handled differently in that SV_ShouldPause ought to control Singleplayer as well. Engine hardcodes suck 2020-09-27 14:25:10 +02:00
54f0c5d24c Half-Life: Add I/O ability to ITEM_LONGJUMP 2020-09-26 12:46:40 +02:00
a9853f79cf decal:predraw: return PREDRAW_NEXT when no shader is set. 2020-09-26 12:42:32 +02:00
8167204479 Platform: Actually, r_lightmap_saturation 3 is heccin aesthetic for Unreal-like rendering. 2020-09-25 20:27:44 +02:00
3c8f69c7ed Platform: A bit more fun with the Unreal post-proc shader. The dithering should be done on the surface shader not the fb, but who cares. 2020-09-25 20:21:16 +02:00
776790075a Platform: Added some fun example post processing shaders. exec postproc_*.cfg in console. It should suggest a few. 2020-09-25 14:03:44 +02:00
dbd5b5d566 Menu: Committed example Menu-VGUI... it's not ready for use but a good widget showcase nonetheless. 2020-09-24 22:31:30 +02:00