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4aa8a70063
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CBaseVehicle: Added vehicleflags, make sure each vehicle has the ability
to suppress movement and/or fire while the 'driver' is using the vehicle.
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2020-10-25 12:06:22 +01:00 |
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cce2429308
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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.
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2020-10-24 07:04:30 +02:00 |
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2daf3da59f
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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.
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2020-10-24 06:36:08 +02:00 |
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ed4f972a19
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Fix some typos.
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2020-10-24 05:24:40 +02:00 |
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24a753edce
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env_sprite: Fix that sprites marked as PLAYONCE may be networked in some
semi-visible form
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2020-10-24 05:02:14 +02:00 |
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00a8ee2a00
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env_hudhint: Initial basic implementation, plus a way for the game-logic to send hints.
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2020-10-24 03:32:34 +02:00 |
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b31ab5761a
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Simplified some rendering code for CBaseEntity/glows
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2020-10-24 02:58:19 +02:00 |
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d39fb1cdc2
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env_glow: Tweak the rendering a little bit. This should make them more
visible and more like as seen in other games.
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2020-10-24 02:38:19 +02:00 |
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a67c50c202
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Decals: Implemented client-side PVS culling optimisation
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2020-10-23 20:41:02 +02:00 |
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689ffe14bc
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Small cleanup in some client-side gs-entbase code.
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2020-10-23 20:13:27 +02:00 |
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0cfa4df68a
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Decals: Make sure tempdecal materials are recached upon vid_reload
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2020-10-23 20:12:43 +02:00 |
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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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d9dababe65
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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.
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2020-10-22 16:30:37 +02:00 |
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065dd926cd
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light_dynamic: Override ParentUpdate() to make sure we update origin/angles
over the network.
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2020-10-22 03:48:15 +02:00 |
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cb57a95d4b
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light_dynamic: Fixed server-side PVS culling.
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2020-10-22 03:44:10 +02:00 |
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d0342b128c
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light_dynamic: Initial implementation. Q3BSP maps can use 'dynamic_light'
to avoid confusing the compiler (...).
Renamed ReadEntity() to ReceiveEntity().
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2020-10-22 02:23:05 +02:00 |
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6038c04591
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Fix preset lightstyles for Q3BSP, added examples to test_lightstyles.
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2020-10-18 15:19:56 +02:00 |
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2afba74a86
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Added test_areaportal, to debug openportal()
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2020-10-18 01:10:21 +02:00 |
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770426e82c
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GS-Entbase: More work done on CBasePhysics
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2020-10-17 21:42:32 +02:00 |
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2b1e23a2fe
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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.
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2020-10-17 17:26:58 +02:00 |
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e803ddbceb
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GS-Entbase: Expose Base* class headers at the global scope.
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2020-10-17 16:30:36 +02:00 |
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88f490a1c5
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monstermaker: Make it so monsters inherit angles.
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2020-10-17 15:29:35 +02:00 |
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f4ade524fe
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Client: Fixed some warnings and some added some paranoid free() calls.
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2020-10-16 02:26:45 +02:00 |
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a9853f79cf
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decal:predraw: return PREDRAW_NEXT when no shader is set.
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2020-09-26 12:42:32 +02:00 |
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70868ddd84
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env_sun: fix path of the flare textures.
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2020-09-24 17:46:29 +02:00 |
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365ac0a5fa
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Decals: Avoid attempting to cache and display decals with no yet-defined texture.
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2020-09-24 17:43:35 +02:00 |
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8bde44b01c
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CBaseTrigger: Merge UseTargets and UseTargets_Delay... to be continued.
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2020-09-21 18:10:31 +02:00 |
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5dcb79e30c
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Documented/commented my I/O system changes in CBaseTrigger/CBaseOutput and cleaned some things up.
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2020-09-20 15:50:45 +02:00 |
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dc47146e99
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CBaseTrigger: Added CBaseOutput, in preparation to support Source styled input/output mechanisms
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2020-09-20 10:43:13 +02:00 |
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9f95fd11c2
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func_wall: Clean up and make sure .frame is reset upon Respawn()
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2020-09-18 15:00:24 +02:00 |
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f5283dd94f
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CBaseTrigger: move all instances where we define the SpawnKey 'delay' in others ents into the parent class.
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2020-09-18 14:55:13 +02:00 |
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5131f19c04
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Fix client-side sentences filehandler from not being closed, other shenanigans.
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2020-09-18 09:35:59 +02:00 |
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809966ab7b
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func_brush: Initial implementation. Source inspired entity.
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2020-09-18 00:14:05 +02:00 |
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fd6fe5447b
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trigger_multiple: Stop checking if what we touch is of MOVETYPE_WALK
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2020-09-13 19:15:06 +02:00 |
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868b9d1b04
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Fix some misc warnings the new fteqcc brought up, along with some other tiny changes.
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2020-09-13 19:14:28 +02:00 |
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97ad8c92e7
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CBaseMonster: Improve pathfinding by skipping utterly unnecessary nodes.
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2020-09-13 18:35:12 +02:00 |
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80b1a892a0
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CBaseTrigger: SOLID_BSPTRIGGER has gotten stable. Use that as the default.
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2020-09-11 04:55:55 +02:00 |
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7b0d646020
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CBaseNPC: Add support for 'UseSentence' and 'UnUseSentence' to specify custom sentences.txt entries for an NPC. This is used in t0a0d.
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2020-09-11 04:33:42 +02:00 |
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a7e1b3cfd9
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scripted_sequence: Skip state check when forcing a .Trigger
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2020-09-10 20:28:48 +02:00 |
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9d2a561782
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scripted_sequence: Further fixes involving changing of trigger-targets mid triggering.
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2020-09-10 20:24:51 +02:00 |
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0f4b31c5f1
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CBaseMonster: Reset name of the entity to trigger when scripted_sequence completes.
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2020-09-10 19:42:29 +02:00 |
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44b6a3d10a
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Sentences: Force them to be read in uppercased.
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2020-09-10 19:28:36 +02:00 |
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22602fd96a
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func_wall: Fix networking of the frame/texture attribute
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2020-09-10 14:57:40 +02:00 |
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518deec5c6
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scripted_sequence: Improve support for triggering via radius. This gets the retinal scanner type entities working for example.
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2020-09-10 13:36:19 +02:00 |
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f4d4e86400
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CBaseEntity/CBaseMonster: Add support for server-side model events. This enables models, as they sometimes do, to actually trigger entities in the world and much more. There's seperation between client-side and server-side events as well.
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2020-09-10 10:34:14 +02:00 |
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633ef19750
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func_train: Sound shader support, as well as fixing a possible division-by-zero bug when path_corners explicitly set their speed to 0.
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2020-09-10 07:00:28 +02:00 |
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f9ee04f6cf
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func_button: Sound shader support, yee. Also cut down on some unnecessary code.
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2020-09-10 06:02:08 +02:00 |
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0d38fc1400
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func_door_rotating: This one gets the sound shader treatment as well.
|
2020-09-10 05:41:25 +02:00 |
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3025ffbf16
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func_breakable: Use sound shaders for impact sounds.
|
2020-09-10 05:35:52 +02:00 |
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1b6e5985a4
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func_door: Use sound shaders instead of hardcoding sounds.
|
2020-09-09 21:40:25 +02:00 |
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