d4e615a075
error.mat: add pulsing alphaGen on top to aid visibility
2021-06-01 12:48:03 +02:00
af139751e0
setmodel(): verify if model exists in PATH and set it to an error one if
...
it's not present.
2021-06-01 12:40:53 +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
3b36834b93
Platform: HL doesn't have concrete4 and flesh4 debris sounds
2021-05-17 22:19:29 +02:00
bccb29ce9a
test_shaders: example of lightmap scale added.
2021-05-16 23:06:14 +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
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
2ad3069b1d
vmap_tex.pk3dir: Add surfaceParm nolightmap to textures/common/*.mat where
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it applies.
2021-04-21 17:36:31 +02:00
fb20b80b8f
Update testmap materials to have fallback info for pre-GLSL renderers
2021-04-21 17:18:17 +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
9ad73615d4
platform_default.cfg: expose definitions for pmove cvars
2021-04-07 12:58:00 +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
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
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
cd9dad472e
func_door: define sound shaders for legacy move/stop sound 0 (nothing)
2021-03-17 11:58:00 +01:00
e4cb99dc02
Add player.sndshd to platform for convenience.
2021-03-15 11:31:44 +01:00
0fe863aabc
Server: Add water stepping, wading and swimming sounds + script definitions
2021-02-13 23:06:06 +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
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
cefc30e4dc
Platform: Added custinfoparms.txt for q3map2 users.
2020-12-22 01:58:02 +01:00
46fb7c2e26
Added test map test_materials, just showcasing material tags on surfaces
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with little impact on other surfaceflags.
2020-12-12 12:43:46 +01:00
f38bf28b9e
Go over the default.cfg's of all the example games. Make it so that
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Skill_GetValue() requires a default value set.
2020-12-12 01:54:00 +01:00
a95440b9f9
env_projectedtexture: Add custom pattern support and show it off in test_dlights
2020-12-11 21:18:30 +01:00
5cbd4553f1
Added test_textest, due to request that such a map exist.
2020-12-09 19:06:38 +01:00
32a97eba41
De-desertified the smudge skybox
2020-12-09 19:00:24 +01:00
7018a7df16
test_lightstyles: Get rid of the hard-coded style keyvalue in one of the
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lights because the tools act properly now.
2020-12-09 16:49:47 +01:00
8fc5ac9b17
postproc_none: Change default lightmap format to e5bgr9
2020-12-07 20:02:37 +01:00
00a5a55202
dynamic_light: Added custom pattern support, which is custom to Nuclide.
2020-12-07 15:59:22 +01:00
23c5d14420
Added func_monitor and point_camera. Along with a test_monitor map to
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showcases rendertargets working.
2020-12-01 20:43:25 +01:00
172a4476f9
Platform: Add test_hdr level to show off iris adaption.
2020-11-30 12:32:41 +01:00
1d02dccbb5
trigger_camera: Misc improvements, plus added test map.
2020-11-28 22:52:56 +01:00
82f1d841cb
env_projectedtexture: Get rid of 'start_active', as this entity uses
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spawnflag bit 1 to assess the initial state.
2020-11-27 22:44:11 +01:00
1429abc223
env_projectedtexture: Add 'SpotlightTexture' Input.
2020-11-27 22:30:29 +01:00
ac607637e5
test_dlights: Add shadow flag to the prop_dynamic.
2020-11-27 22:04:16 +01:00
1a3dca71ec
env_projectedtexture: Initial implementation, updated map test_dlights.
2020-11-27 19:23:21 +01:00
5eae768a9b
light_dynamic: Add a 'start_active' key. Source games have no way to tell
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dlights to start disabled for some odd reason.
2020-11-27 13:12:08 +01:00
01a5e7852d
Added missing particle test.cfg
2020-11-27 11:17:29 +01:00
b6f9242752
info_particle_system: Initial implementation, along with example map test_particles.
2020-11-27 03:05:21 +01:00
2418480af4
func_button: Add support for the 'OnPressed' output.
2020-11-27 03:03:39 +01:00
9245ae809b
Platform: Added example model into test_dlights.
2020-11-21 16:07:35 +01:00
978e228c29
Platform: Add test_skyroom example map.
2020-11-17 10:25:55 +01:00
afa9f0719c
Update cstrike.fmf and mk_mapdef.sh
2020-11-07 10:41:27 +01:00
43dceb7c5a
Platform: Clean up some more of the rtlight GLSL
2020-10-30 11:27:52 +01:00
05b76160e1
Platform: Added r_skipLightmap to the GLSL where applicable
2020-10-27 07:07:19 +01:00
185c7de151
Platform: GLSL improvements, introduction of r_skipDiffuse, r_skipNormal
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and r_skipSpecular
2020-10-27 05:41:11 +01:00
5a419d827e
Platform: Add fog4 pass into default model/BSP rendering code. Also some water stuff.
2020-10-25 15:10:16 +01:00
8cbbeaae24
Platform: Add gl_stipplealpha support to models.
2020-10-25 11:50:15 +01:00
cce2429308
Added gl_stipplealpha for fun, as well as rm_unlit_additive and rm_unlit_texture
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to override the expected behaviour of rendering additive/texture rendermode
surfaces fullbright.
2020-10-24 07:04:30 +02:00
0f50c46623
Platform: Added blood decal for non-Q3BSP.
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GS-Entbase: Add mitigations for possible unwanted adddecal() calls, remove decals upon CSQC_Shutdown()
2020-10-23 05:15:59 +02:00
d0342b128c
light_dynamic: Initial implementation. Q3BSP maps can use 'dynamic_light'
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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
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properly configured within the game.
2020-10-17 21:43:55 +02:00
2b1e23a2fe
Misc: Added test_lightstyles to platform's base, fixed lightmapped.glsl
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not calculating styles when r_deluxemapping is 0, fixed patterns being
possibly overriden upon init.
2020-10-17 17:26:58 +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...
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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
d22056014a
Platform GLSL: Fix dev_skipnormal for lightmapped_ shaders
2020-09-29 19:26:00 +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
b6e9aceb02
Platform: Restructure the directory, add example maps and sources.
2020-09-24 15:33:35 +02:00
62f3444fcb
Platform: Added our custinfoparms.txt to aid developers in dealing with our materials.
2020-09-24 12:50:26 +02:00
8ee1220a64
Platform: Add some of the GLSL we use so people have something to work off of
2020-09-24 12:10:04 +02:00
fd9912a475
Platform: Added helper textures for map compiler in the textures/common/ directory
2020-09-24 10:21:44 +02:00
ac31455dd5
Nodes: Add fancy debug textures for nodes and sequences.
2020-09-13 19:11:41 +02:00
633ef19750
func_train: Sound shader support, as well as fixing a possible division-by-zero bug when path_corners explicitly set their speed to 0.
2020-09-10 07:00:28 +02:00
f9ee04f6cf
func_button: Sound shader support, yee. Also cut down on some unnecessary code.
2020-09-10 06:02:08 +02:00
0d38fc1400
func_door_rotating: This one gets the sound shader treatment as well.
2020-09-10 05:41:25 +02:00
3025ffbf16
func_breakable: Use sound shaders for impact sounds.
2020-09-10 05:35:52 +02:00
1b6e5985a4
func_door: Use sound shaders instead of hardcoding sounds.
2020-09-09 21:40:25 +02:00
90b716bd5d
env_spark: Use sound shaders instead of hard-coding sfx paths.
2020-09-09 21:29:29 +02:00
7eee535e39
Menu: Added readme menu page, allow inserting of text that'll get wrapped
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automatically. Mods can have their own readme.txt files parsed too now.
2020-07-09 20:00:16 +02:00
b95f7c37eb
FX: Moved all the particle descriptions into the appropriate places.
2020-04-23 14:26:43 +02:00
324fadd668
Spring cleaning. Prepare for summer! Fixed lots of bugs too:
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v_camroll is now working again.
Counter-Strike is finally getting somewhere again.
Counter-Strike has pseudo spray-patterns now! They're all the same.
func_button now can be programmed to use Sound-Shaders.
The menu handles the vid_conautoscale command autonomously. Set r_autoscale
to 0 if you don't like it.
The menu has an updater, requires a not-yet-pushed build of FTE.
Don't use it yet.
Moved a lot of globals into pSeat's structs to fix splitscreen with them.
Made explosion decals be handled client-side!
Added trigger_look, env_sun and light_environment entities.
2020-04-12 15:50:42 +02:00
f51a200f97
Arranged more platform manifests, added some fallback assets contributed
...
by Xylemon!
2020-04-08 22:22:42 +02:00
8f6a826475
Moved footstep sound shader, manifest updates.
2020-04-08 08:50:09 +02:00
2343c113fe
Platform update.
2020-04-08 08:42:09 +02:00