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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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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...
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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)
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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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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
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2020-12-22 01:56:44 +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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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...
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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
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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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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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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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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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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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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().
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2020-11-25 10:32:42 +01:00 |
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ebc287f2e8
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Make sure 'valve' compiles without GS_RENDERFX.
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2020-11-13 11:17:42 +01:00 |
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1cbd41f66b
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Documentation: Comment some of the prediction code more, as some may be
reading it as we speak
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2020-11-08 04:45:52 +01:00 |
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422741a295
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GS-Entbase: Add Input/Output methods for func_conveyor, func_guntarget,
func_wall_toggle
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2020-10-31 14:32:23 +01:00 |
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97d19c1b37
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Add shared/include.src, so we touch gamename/include.src less for global
changes.
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2020-10-30 12:21:00 +01:00 |
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90478acec4
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Menu-FN: Make the Internet server browser refresh more useful
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2020-10-27 00:21:53 +01:00 |
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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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8cbbeaae24
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Platform: Add gl_stipplealpha support to models.
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2020-10-25 11:50:15 +01:00 |
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4962f82f89
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Move entity-update/event definitions for game-specific cases out of root
src/shared.
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2020-10-24 13:11:02 +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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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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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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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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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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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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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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ca5a7feede
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Cleaned up misc warnings.
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2020-09-09 08:05:34 +02:00 |
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50ccbf4b9a
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Add func_tank, func_tankmortar and generally faff about with input code.
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2020-09-04 21:28:06 +02:00 |
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3ca223b673
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PMove: Added a bit of a punchangle when falling/falldamage hits
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2020-09-02 04:09:33 +02:00 |
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5e821a5651
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Removed obsolete parameter from Death() and Pain(), as those are now residing in globals.
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2020-08-31 10:56:31 +02:00 |
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69ed06b1fe
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PMove: Block jumping when FL_FROZEN is set on a player
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2020-08-26 22:39:24 +02:00 |
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108da90299
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Counter-Strike: Moved spriteframe() cache around, because FTE doesn't seem to want to execute it in this particular function... compiler bug?
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2020-08-17 05:48:14 +02:00 |
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d61afb0b63
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Counter-Strike: Added client-side LED glow to WEAPON_C4BOMB
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2020-08-17 05:38:39 +02:00 |
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4c61b07666
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Scientist Hunt: Fixed crosshair alignment with cl_hudaspect on WEAPON_CANNON
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2020-08-16 07:46:02 +02:00 |
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f8b8bb18f7
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Half-Life: Make WEAPON_TRIPMINE solid again once it's readied, don't use floating point precision for the beam for reasons.
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2020-08-14 23:00:03 +02:00 |
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e82cc69671
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Scientist Hunt: Add skill_scihunt.cfg and make the weapons damage values respect the internal values.
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2020-07-25 00:46:18 +02:00 |
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030cf0f21a
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Half-Life: Fixed purely visual bug in the WEAPON_SATCHEL ammo counter, where it'd falsely subtract 1 satchel when exploding them all.
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2020-07-12 00:14:29 +02:00 |
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80c5cdc5f9
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Half-Life: Fix the bug that WEAPON_SNARK doesn't get removed from the inventory when all snarks have been deployed.
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2020-07-12 00:00:41 +02:00 |
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b649ab78ca
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Half-Life: Added check for violence_hblood and violence_hgibs and acting
accordingly.
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2020-07-09 21:24:02 +02:00 |
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18627889f9
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Half-Life: Fix WEAPON_SNARK in multiplayer, targetting
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2020-07-07 23:41:35 +02:00 |
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f54826986f
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Half-Life: Fix WEAPON_TRIPMINE spawning in multiplayer.
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2020-07-06 19:30:19 +02:00 |
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37a3494559
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Fix 3 small warnings.
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2020-06-28 10:52:13 +02:00 |
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