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8933452364
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BotLib: Add a visual line indicator for the link you'll be making.
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2021-01-02 21:31:56 +01:00 |
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523b1df3de
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Client: Move text-menus into their own titles[] channel, so that they don't
overwrite other texts being printed and vice versa.
|
2021-01-02 21:22:56 +01:00 |
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6638e7324d
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BotLib: Improve the rendering of waypoints and radii, including highlights
for the nearest node.
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2021-01-02 18:52:09 +01:00 |
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58be8e2170
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BotLib/Nodes: Add support for variable link radius. If you need to fill
your old waypoint data... try 'sv way radiushack'. Sorry!
|
2021-01-02 11:17:14 +01:00 |
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829757d415
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Way-Editor: Move the 'Remove ALL' option down a bit to help mitigate accidental presses a bit more
Might even want to put it behind a confirmation window later.
|
2020-12-31 05:10:07 +01:00 |
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dd741c1c39
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Menu: Added fallback mode for missing btns_main.bmp and header_*.bmp files,
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 |
|
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53ed1962eb
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BotLib/Way/Routing: Go over and integrate the link-flags stuff properly,
as fixed in a recent FTE commit
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2020-12-29 09:10:21 +01:00 |
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1dd2547fe2
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Client: Added improvements to the waypoint-editor, more options, features... etc.
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2020-12-29 07:17:41 +01:00 |
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d1b1431b8a
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BotLib: Bots ought to switch weapons now when they pick an item up!
Also moved the way_menu cmd into its own file...
|
2020-12-28 19:59:37 +01:00 |
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f52638c715
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Half-Life: Auto-reload for the few weapons it applies for (when empty)
|
2020-12-28 19:57:47 +01:00 |
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5edcdb892c
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BotLib: My last commit before weekend hits. More pathfinding work, added
a temporary interface for in-game waypointing... Bots will combat you too.
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2020-12-26 07:27:34 +01:00 |
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c76cdc5903
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BotLib: Added basic waypointing and pathfinding system. They'll go about
their business but not do much else just yet.
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2020-12-23 07:53:43 +01:00 |
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86daed3eec
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Added a stripped down base game tree, which should pose as a decent
entry-point for starters into the SDK
|
2020-12-22 01:56:44 +01:00 |
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d04d2a83ef
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Nodes: Only bother saving a node .way file when we've got nodes to dump.
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2020-12-22 01:15:22 +01:00 |
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3d700a4fd7
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sky_camera: Fix not taking different camera position vectors into account,
this broke by accident a few commits ago. Apologies.
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2020-12-20 02:19:52 +01:00 |
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b7ebea2401
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func_door_rotating: Document entity via QUAKED comment
|
2020-12-17 23:07:36 +01:00 |
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0e46b76042
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Client: Tag viewmodels so they don't cast shadows when dynamic lights are around
|
2020-12-13 04:46:04 +01:00 |
|
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daaf6a1974
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Client: Move some skyroom setup routines into their own function, add
incomplete prop_door_rotating (needs engine fixes)
|
2020-12-13 03:50:35 +01:00 |
|
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6583a42a87
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Change magic numbers of BSP version checks to macro defines.
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2020-12-13 00:56:11 +01:00 |
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74192c2f78
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Implement basic EV_SHAKE event & adding 'shakes' key multiplier to sound
shaders. Client-side sound shaders will get proper shake duration matching
the sound sample length too. Fancy stuff you can try.
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2020-12-12 06:24:48 +01:00 |
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f38bf28b9e
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Go over the default.cfg's of all the example games. Make it so that
Skill_GetValue() requires a default value set.
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2020-12-12 01:54:00 +01:00 |
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a95440b9f9
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env_projectedtexture: Add custom pattern support and show it off in test_dlights
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2020-12-11 21:18:30 +01:00 |
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fbc2aaeeec
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light: Make sure we're overriding patterns if switch_style is above 0 and
below 11. You also want to go update worldspawn/vmap...
|
2020-12-09 16:47:43 +01:00 |
|
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c130ab2c38
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PMove: Added macros to let mods override a bunch of physics variables so
they keep their fingers out of pmove.c
|
2020-12-08 12:00:10 +01:00 |
|
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3195b4c196
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light: Improved entity documentation, deprecated spawnflags & 1 for any non
idTech 2 BSP files. Use start_active instead.
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2020-12-07 18:16:45 +01:00 |
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00a5a55202
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dynamic_light: Added custom pattern support, which is custom to Nuclide.
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2020-12-07 15:59:22 +01:00 |
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4688742264
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func_detail: Add QUAKED comment.
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2020-12-03 23:09:15 +01:00 |
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23c5d14420
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Added func_monitor and point_camera. Along with a test_monitor map to
showcases rendertargets working.
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2020-12-01 20:43:25 +01:00 |
|
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2fa4fd159c
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Move CLASSEXPORT from server/defs.h to shared/defs.h
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2020-12-01 12:32:42 +01:00 |
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31099eb2e9
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prop_static: Added QUAKED comment definitions for WorldSpawn/Radiant.
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2020-11-30 20:21:20 +01:00 |
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172a4476f9
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Platform: Add test_hdr level to show off iris adaption.
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2020-11-30 12:32:41 +01:00 |
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d2c7885842
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GS-Entbase: Added func_group.cpp, for QUAKEED comment sake
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2020-11-30 01:34:54 +01:00 |
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1d02dccbb5
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trigger_camera: Misc improvements, plus added test map.
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2020-11-28 22:52:56 +01:00 |
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e0f5124cce
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func_button: Add remaining Outputs: OnDamaged, OnIn, OnOut, OnUseLocked
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2020-11-28 13:58:51 +01:00 |
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0c7d5e7512
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env_projectedtexture: Add support for FarZ, NearZ and updated QUAKED comment
|
2020-11-28 12:31:01 +01:00 |
|
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b3b2d14e27
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Remove obsolete info_particle_system.cpp from gs-entbase/client/
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2020-11-28 12:12:48 +01:00 |
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82f1d841cb
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env_projectedtexture: Get rid of 'start_active', as this entity uses
spawnflag bit 1 to assess the initial state.
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2020-11-27 22:44:11 +01:00 |
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1429abc223
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env_projectedtexture: Add 'SpotlightTexture' Input.
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2020-11-27 22:30:29 +01:00 |
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ac607637e5
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test_dlights: Add shadow flag to the prop_dynamic.
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2020-11-27 22:04:16 +01:00 |
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1a3dca71ec
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env_projectedtexture: Initial implementation, updated map test_dlights.
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2020-11-27 19:23:21 +01:00 |
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2cef5d76ec
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light: Make sure we can't start a light dark when it has no targetname.
This is to work around a bug present in a custom map that was suggested
that had an untriggerable light with no style - thus turning all lights off
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2020-11-27 17:52:51 +01:00 |
|
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3187bc0ffa
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light_dynamic: Use float's instead of coords for networking angles.
|
2020-11-27 17:50:11 +01:00 |
|
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c021be95b7
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Merge server/light_dynamic.cpp and client/light_dynamic.cpp into a single
shared/light_dynamic.cpp
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2020-11-27 13:53:54 +01:00 |
|
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5eae768a9b
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light_dynamic: Add a 'start_active' key. Source games have no way to tell
dlights to start disabled for some odd reason.
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2020-11-27 13:12:08 +01:00 |
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8caa8d171f
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info_particle_system: Make sure to respect the 'start_active' key.
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2020-11-27 03:10:59 +01:00 |
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b6f9242752
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info_particle_system: Initial implementation, along with example map test_particles.
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2020-11-27 03:05:21 +01:00 |
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2418480af4
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func_button: Add support for the 'OnPressed' output.
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2020-11-27 03:03:39 +01:00 |
|
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a6b192a2c7
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Update doc file for building the source tree, as that's now changed.
|
2020-11-25 13:12:39 +01:00 |
|
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6073f73979
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Working around a compiler bug in fteqcc (presumably) where for some reason
it allows me to override some fields inside a class, but not PlayerUse().
|
2020-11-25 10:32:42 +01:00 |
|
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92fa031b28
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env_sun: Fix r_shadows_throwdirection angle calculation.
|
2020-11-25 00:07:23 +01:00 |
|
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a8ee403f81
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Change launch scripts for engine/tools to resolve symbolic links properly
|
2020-11-24 17:21:34 +01:00 |
|
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2c1bd865c0
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GS-Entbase: Moving client/baseentity and server/baseentity into a shared
file... Optimisations forthcoming
|
2020-11-24 13:55:57 +01:00 |
|
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8ab685b7b2
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ambient_generic: Document and catch some unimplemented attributes.
|
2020-11-24 12:47:39 +01:00 |
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bc753f944e
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light: Document some known fields the compiler likes to leave behind.
|
2020-11-24 12:47:08 +01:00 |
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fea005ba96
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GS-Entbase: Add some QUAKED comments for the base spawn point entities,
info_player_start, info_player_deathmatch and info_player_coop.
|
2020-11-24 12:29:29 +01:00 |
|
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31c7354dda
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env_sun: Make pitch/angles compatible with Source's way of handling them.
|
2020-11-24 02:24:30 +01:00 |
|
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ce2b16bb2e
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scripted_sequence: Make sure m_iMState is reset when a sequence overtakes
an entity.
|
2020-11-24 00:51:51 +01:00 |
|
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1bcaba26a3
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Menu-FN: Add support for gfx/shell/kb_def.lst and the menu option to reset
binds to mod defaults.
|
2020-11-23 22:33:55 +01:00 |
|
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a9d87aa590
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Server: Minor scripted_sequence pathfinding improvements, add support
for m_flChaseSpeed for CBaseMonster...
|
2020-11-23 21:39:40 +01:00 |
|
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9245ae809b
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Platform: Added example model into test_dlights.
|
2020-11-21 16:07:35 +01:00 |
|
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11d52abec3
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Server: Disable 'best-weapon' switch when sv_forceweapondraw is 1.
|
2020-11-19 10:46:09 +01:00 |
|
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df1388f9fc
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Server: Add sv_forceweapondraw 0/1, which lets mods override whether or not
the first weapon the player picks up will be deployed automatically.
|
2020-11-18 13:17:43 +01:00 |
|
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ba6824a602
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Client: Added two developer commands, dev_measure and dev_sunpos.
|
2020-11-17 11:21:13 +01:00 |
|
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3658719b3f
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CBaseEntity: Add 'ignorepvs' key, as sometimes you might want it for skyrooms.
|
2020-11-17 10:25:21 +01:00 |
|
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ebc287f2e8
|
Make sure 'valve' compiles without GS_RENDERFX.
|
2020-11-13 11:17:42 +01:00 |
|
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1cbd41f66b
|
Documentation: Comment some of the prediction code more, as some may be
reading it as we speak
|
2020-11-08 04:45:52 +01:00 |
|
|
afa9f0719c
|
Update cstrike.fmf and mk_mapdef.sh
|
2020-11-07 10:41:27 +01:00 |
|
|
678d7bf124
|
Plugins: Change Plugin_ParseClientCommand to manipulate command strings
and passing them onto the next plugin. Also added a chatfilter plugin!
|
2020-11-06 13:04:22 +01:00 |
|
|
2618d47ff3
|
GS-Entbase: More Input/Output logic for the following ents:
trigger_changelevel, trigger_hurt, trigger_look, trigger_multiple &
trigger_once. Plus a fix for func_guntarget
|
2020-11-01 05:25:43 +01:00 |
|
|
b48ce4d2ce
|
trigger_autosave: Query GetMaster() before triggering
|
2020-10-31 14:37:05 +01:00 |
|
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422741a295
|
GS-Entbase: Add Input/Output methods for func_conveyor, func_guntarget,
func_wall_toggle
|
2020-10-31 14:32:23 +01:00 |
|
|
69fa528822
|
Server: Move footstep precaches into Footsteps_Init
|
2020-10-30 13:29:37 +01:00 |
|
|
97d19c1b37
|
Add shared/include.src, so we touch gamename/include.src less for global
changes.
|
2020-10-30 12:21:00 +01:00 |
|
|
c100554dcc
|
Gamerules: Make sure player is always passed as type 'base_player' via
parameters instead of just 'entity'.
|
2020-10-30 11:28:59 +01:00 |
|
|
6502eeddc0
|
Server: Added sv_levelexec, which when enabled reads a map-specific config
on boot.
|
2020-10-28 08:29:24 +01:00 |
|
|
624a68bf7f
|
Menu-FN: Use the new search_begin flag on the playermodel search paths.
So we can stop looking for just .bmp files. Requires latest FTE.
|
2020-10-27 05:02:41 +01:00 |
|
|
a536f7b6cc
|
light_dynamic: Respect the right radius key
|
2020-10-27 04:49:38 +01:00 |
|
|
90478acec4
|
Menu-FN: Make the Internet server browser refresh more useful
|
2020-10-27 00:21:53 +01:00 |
|
|
c8db45bc67
|
Fix a typo...
|
2020-10-25 13:01:43 +01:00 |
|
|
2601ebce06
|
trigger_multiple: Add support for the flag that allows pushables to trigger
|
2020-10-25 12:50:52 +01:00 |
|
|
3adbedb5aa
|
Fill up the entity QER/Radiant QUAKED comments with first-appearance info.
|
2020-10-25 12:38:41 +01:00 |
|
|
4aa8a70063
|
CBaseVehicle: Added vehicleflags, make sure each vehicle has the ability
to suppress movement and/or fire while the 'driver' is using the vehicle.
|
2020-10-25 12:06:22 +01:00 |
|
|
8cbbeaae24
|
Platform: Add gl_stipplealpha support to models.
|
2020-10-25 11:50:15 +01:00 |
|
|
4962f82f89
|
Move entity-update/event definitions for game-specific cases out of root
src/shared.
|
2020-10-24 13:11:02 +02:00 |
|
|
cce2429308
|
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.
|
2020-10-24 07:04:30 +02:00 |
|
|
2daf3da59f
|
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.
|
2020-10-24 06:36:08 +02:00 |
|
|
ed4f972a19
|
Fix some typos.
|
2020-10-24 05:24:40 +02:00 |
|
|
24a753edce
|
env_sprite: Fix that sprites marked as PLAYONCE may be networked in some
semi-visible form
|
2020-10-24 05:02:14 +02:00 |
|
|
00a8ee2a00
|
env_hudhint: Initial basic implementation, plus a way for the game-logic to send hints.
|
2020-10-24 03:32:34 +02:00 |
|
|
b31ab5761a
|
Simplified some rendering code for CBaseEntity/glows
|
2020-10-24 02:58:19 +02:00 |
|
|
d39fb1cdc2
|
env_glow: Tweak the rendering a little bit. This should make them more
visible and more like as seen in other games.
|
2020-10-24 02:38:19 +02:00 |
|
|
a67c50c202
|
Decals: Implemented client-side PVS culling optimisation
|
2020-10-23 20:41:02 +02:00 |
|
|
689ffe14bc
|
Small cleanup in some client-side gs-entbase code.
|
2020-10-23 20:13:27 +02:00 |
|
|
0cfa4df68a
|
Decals: Make sure tempdecal materials are recached upon vid_reload
|
2020-10-23 20:12:43 +02:00 |
|
|
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 |
|
|
d9dababe65
|
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.
|
2020-10-22 16:30:37 +02:00 |
|
|
065dd926cd
|
light_dynamic: Override ParentUpdate() to make sure we update origin/angles
over the network.
|
2020-10-22 03:48:15 +02:00 |
|
|
cb57a95d4b
|
light_dynamic: Fixed server-side PVS culling.
|
2020-10-22 03:44:10 +02:00 |
|
|
d0342b128c
|
light_dynamic: Initial implementation. Q3BSP maps can use 'dynamic_light'
to avoid confusing the compiler (...).
Renamed ReadEntity() to ReceiveEntity().
|
2020-10-22 02:23:05 +02:00 |
|
|
6038c04591
|
Fix preset lightstyles for Q3BSP, added examples to test_lightstyles.
|
2020-10-18 15:19:56 +02:00 |
|