Commit graph

12 commits

Author SHA1 Message Date
3b36834b93 Platform: HL doesn't have concrete4 and flesh4 debris sounds 2021-05-17 22:19:29 +02:00
f09f5833e0 Introduced the new OpenAL EFX handling subsystem. It's fully user-definable
via plain-text definitions and allows even legacy/GoldSrc content to take
advantage of it.
2021-04-22 11:33:48 +02:00
27b5b59f0d Server: Precache step_sand.left/right, add to footsteps.sndshd.
Fix some botlib waypointing strings.
2021-04-18 08:24:55 +02:00
5b07ee41a9 Add damage_bullet sound shader definitions. Those are played when a bullet
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
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
and all. Still needs patch for Counter-Strike.
2021-01-19 10:37:28 +01:00
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
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
b6e9aceb02 Platform: Restructure the directory, add example maps and sources. 2020-09-24 15:33:35 +02:00