Commit graph

1350 commits

Author SHA1 Message Date
440f4b047f
PropData: Rewrite how BreakModel entries are precached, now that the model line no longer is just a path to a model. 2022-11-11 15:31:38 -08:00
8b15c59ecd
func_breakable: use BreakModel_Spawn instead of FX_BreakModel. 2022-11-11 15:04:33 -08:00
5f126516c6
Server: Add new global g_dmg_vecLocation, which gives an approximate damage impact location. 2022-11-11 15:04:11 -08:00
1b6cb974ed
PropData: Add Nuclide specific extension that allows developers to specify which submodels to use when spawning 'BreakModel' gibs. 2022-11-11 15:03:17 -08:00
39854c0740
NSClientPlayer: UpdatePlayerAnimation() is now calling when running player physics, and also run seperately for non predicted player entities during predraw. 2022-11-11 14:18:14 -08:00
298ba7a041
NSTraceAttack: offset decals a little when placing them near a wall so they don't count as inside of them on certain angles. 2022-11-10 17:21:56 -08:00
bb92aaf37f
NSClientPlayer: Fix ladder climbing sounds from not playing. 2022-11-10 15:41:42 -08:00
841e89e2c5
Physics_WaterMove: Fix the mistake of changing watertype to WaterLevel() which were two different things. 2022-11-02 14:44:26 -07:00
e9f735adc5
NSVehicle: Remove any velocity from the driver when they're attached to a vehicle. 2022-11-01 20:16:25 -07:00
003bc5d88a
Removal of Footsteps_Update outside of NSClientPlayer. Mods now have the full ability to override steps within the player class. Method name subject to change. 2022-11-01 19:54:56 -07:00
606edfadcc
Get rid of unused functions inside src/client/predict.qc that were long deprecated. 2022-11-01 19:23:18 -07:00
843dcc8284
Kill src/client/player.qc. We now have overridable methods dedicated for updating player animations, attachments and more inside NSClientPlayer.
Some of these APIs are still subject to change but they're being deployed in TW 1.35 right now.
2022-11-01 19:12:40 -07:00
2945e1f65d
Add support for Source Engine decal groups (scripts/decals.txt). 2022-10-27 20:04:11 -07:00
36fdd443d2
Change 'material' over to 'surfaceprop'. Implement new networked event EV_SURFIMPACT.
Surfaceproperty impacts are now fully done on the client. Server has no concept of
impacts beyond the point of announcing them.
The next step: NSTraceAttack should be fully shared between client/server so
that the local player doesn't need to be told about their own EV_SURFIMPACT events
by the server, thus saving a bit of bandwidth.
2022-10-26 12:50:08 -07:00
dcfdf531ce
Move the duties of hlmaterials.txt into surfaceproperties.txt, since Source has a 'gamematerial' keyword we should use instead. 2022-10-16 00:36:18 -07:00
f01e90ad2e
Merge material property definitions into the surfaceproperties system to streamline
everything more and to allow level designers custom properties without recompiling
the game-logic. This will also make it more Source Engine compatible.
2022-10-15 22:43:32 -07:00
db2d3b1730
Get rid of hlmaterials.qc by making the look-up happen fully within NSMaterial.qc as part of the newly unified material routines.
There's also a new file (hlmaterials.txt) that is subject to change which will allow you
to add many custom material definitions without hard-coding a thing. Which fixes conflicts between different GoldSrc games.
2022-10-15 20:32:40 -07:00
7ad6d9c457
Make games buildable again, caused by renaming Spraylogo and GameRules classes/files. 2022-10-14 15:49:59 -07:00
e499a7d484
Documented the Nuclide System (NS) classes. 2022-10-14 13:08:47 -07:00
d4ce7cb8c2
Documentation: started documenting all the functions in src/server/entry.qc 2022-10-10 12:30:31 -07:00
3a280f70f9
Documentation: Start documented all entry functions in src/client/entry.qc 2022-10-10 11:45:23 -07:00
45d58a8742
leave comment in base/mapcycle.txt 2022-10-03 14:43:52 -07:00
0713c390b9
Menu-FN: Force _pext_vrinputs to 0 upon init, as the physics will otherwise break. (FTEQW issue) 2022-09-25 16:29:20 -07:00
b92a3a9da5
PMove_Custom: Go over some checks, one trace_fraction check was wrong and caused us to not slide along rotating brushes (doors) properly. 2022-09-12 23:07:33 -07:00
3117042eef
NSRenderableEntity: give glowmod more precision over the network for shader enhancements... 2022-09-12 22:32:02 -07:00
2838984603
NSRenderableEntity: Network .frame1time whenever .frame changes. 2022-09-12 14:06:31 -07:00
b3755bf0a2
func_pushable: func_pushables shouldn't collide with anything but BODY type objects for now
to work around the collision issues on maps such as cs_estate
2022-09-12 14:01:51 -07:00
30195592ce
PMove_Custom: add LADDERFACING define so mods can decide whether clients have to face a ladder brush in order to climb it.
PMoveCustom_AccelLadder: calculate jump velocity depending on the direction facing the ladder.
2022-09-12 08:17:20 -07:00
843ef32908
PMove_Custom: unset the FL_ONLADDER flag when not directly facing a ladder 2022-09-11 14:14:40 -07:00
02a1218ee7
func_vehicle: unset any velocity applied to our driver, since they're sticking to us. 2022-09-11 13:56:11 -07:00
2aa6917026
Get rid of this debug line in NSTalkMonster 2022-09-10 11:21:13 -07:00
6c7e3e8c06
NSRenderableEntity: add new overridable method (void) HandleAnimEvent(float, int string)
Also fix the mouth-flapping on NSTalkMonster.
2022-09-10 09:56:15 -07:00
30a482e80e
NSVehicle: add two new overridable methods. (bool)PreventPlayerMovement and (bool)PreventPlayerFire 2022-09-08 13:59:18 -07:00
04fe295035
NSVehicle: don't change the drivers' movetype 2022-09-08 13:38:02 -07:00
9deb12b68d
func_breakable: This still used Hide() for some reason, changed to Disappear()
Misc cleanup.
2022-09-02 22:02:54 -07:00
5a7d082af7
Move touch handlers into NSTrigger, remove trigger_multiple's own version of the team check. 2022-08-31 15:18:06 -07:00
31bb9b4042
Abstract timers to make sure MOVETYPE_PUSH entities are handled without game/mod developers having to think much about them.
Also change rechargers to MOVETYPE_NONE instead of PUSH, as it won't be moving anyway.
2022-08-31 13:24:55 -07:00
05eb10904e
func_vehicle: Make it shared/predicted. The smoothest it's ever been! 2022-08-28 09:20:34 -07:00
1bb1f03167
Tweak item_pickup/drop behaviour a little 2022-08-27 22:07:03 -07:00
9e675c212d
Implement 'cleardecals' client command, as well as an SVC_CGAMEPACKET for servers to request clients' clear their decal cache. 2022-08-27 22:05:31 -07:00
27529eb3a6
NSTimer: Add SetupTimer(entity, void(), float, bool) and RunTimer() methods. 2022-08-27 11:21:11 -07:00
267a956ec9
NSEntity: add Disappear() method. Mods that used Hide() to remove an entity from the active game will have to switch to this instead. 2022-08-27 11:20:38 -07:00
7a252ad213
NSEntity: new methods to simplify a lot of common tasks added. ScheduleThink(void(), float) and WithinBounds(entity) will surely be helpful.
Went over gs-entbase/server and made sure to use the new Think handlers to safely deal with MOVETYPE_PUSH
and handle any fun edge cases where time may be 0.0f.
func_breakable has also been fixed, since the changed Show/Hide behaviour prevented
them from getting destroyed fully.
2022-08-26 15:39:00 -07:00
acaa918403
NSTimer: initial implementation of an object timer. Handles temporary (self garbgage collecting) timers as well. 2022-08-25 18:52:04 -07:00
c67e4b5276
NSView: move constructor and set the sensitivity defaults. 2022-08-25 18:35:20 -07:00
adecdb12f3
NSView: add get/set Sensitivity methods 2022-08-25 18:31:33 -07:00
146051dd67
Proper nonvirtual declarations for class methods. 2022-08-24 15:11:04 -07:00
a6da238e53
effects.h: Document EF_GREEN, which I missed. 2022-08-24 14:44:16 -07:00
7c40100e46
Cleanup time for some of our base classes. Go over Show/Hide methods, and document
the EFFECTS fields we have available. Since we do our own networking mostly we can reuse
some that are only available via CSQC (or NQSSQC)
2022-08-24 14:05:59 -07:00
3c673dcf6d
func_recharge: Only gives 30 armor points in multiplayer. 2022-08-24 10:26:20 -07:00