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3b36834b93
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Platform: HL doesn't have concrete4 and flesh4 debris sounds
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2021-05-17 22:19:29 +02:00 |
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f09f5833e0
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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.
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2021-04-22 11:33:48 +02:00 |
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27b5b59f0d
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Server: Precache step_sand.left/right, add to footsteps.sndshd.
Fix some botlib waypointing strings.
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2021-04-18 08:24:55 +02:00 |
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5b07ee41a9
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Add damage_bullet sound shader definitions. Those are played when a bullet
successfully hits a hurtable body.
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2021-03-27 09:09:10 +01:00 |
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cec4872994
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Add modelevent_shell sound shader definitions, so mods can set shell eject
sounds.
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2021-03-27 07:47:56 +01:00 |
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cd9dad472e
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func_door: define sound shaders for legacy move/stop sound 0 (nothing)
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2021-03-17 11:58:00 +01:00 |
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e4cb99dc02
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Add player.sndshd to platform for convenience.
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2021-03-15 11:31:44 +01:00 |
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0fe863aabc
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Server: Add water stepping, wading and swimming sounds + script definitions
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2021-02-13 23:06:06 +01:00 |
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f8606ae7e7
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Extend impacts to the full spectrum of material definitions, sound shaders
and all. Still needs patch for Counter-Strike.
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2021-01-19 10:37:28 +01:00 |
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0f50c46623
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Platform: Added blood decal for non-Q3BSP.
GS-Entbase: Add mitigations for possible unwanted adddecal() calls, remove decals upon CSQC_Shutdown()
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2020-10-23 05:15:59 +02:00 |
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074e1cc120
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Client/Platform: Added some base impact decal examples for non HL BSP...
this will change a bit more to include more material types. Patience!
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2020-10-15 19:02:55 +02:00 |
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b6e9aceb02
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Platform: Restructure the directory, add example maps and sources.
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2020-09-24 15:33:35 +02:00 |
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