6802d907f7
NSPhysicsEntity: Handle collision with players differently when no physics simulator is present.
2022-04-01 12:16:14 -07:00
1c102a7e76
NSEntity: Add RestoreComplete() method, so after loading/changelevel we can
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interpret the data we just loaded better for each entity.
2022-03-31 00:30:15 -07:00
27715fd1b6
Client: Add text.h, move some defs out of text.qc into it for global visibility sake
2022-03-30 20:17:15 -07:00
e8de2b32bb
NSIO: Fix sloppy code in our Restore() method.
2022-03-29 22:25:45 -07:00
8c3804a1bc
Make Client_InIntermission() a shared (Client/Server) function, add method 'InIntermission()' to CGameRules.
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Tone down the intermission view movement, also tweak Spawn_SelectRandom() to find more points.
2022-03-29 15:20:52 -07:00
dd26664ac4
NSEntity: fix typo in ParentUpdate() preventing us from parenting things by offset
2022-03-28 20:20:29 -07:00
50312d500a
SurfaceProperties: Be more pedantic about what object can contain material
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info in SurfData_Impact()
2022-03-28 19:01:29 -07:00
1a26181241
build.cfg: Update BUILD_ENGINEREVISION to 6222
2022-03-28 17:31:51 -07:00
e2073dfc43
env_glow: Quick hack to allow oriented sprites to rotate when pointing down.
2022-03-28 17:18:50 -07:00
a2c90e8e95
CSQC_UpdateView: Move View_PreDraw() call right before addentities.
2022-03-28 15:45:32 -07:00
95c2b8225a
func_door: Add 'snd_move' attribute.
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Platform: Misc minor GLSL updates. You can use the #TINT parm on program fade materials now.
2022-03-28 03:32:02 -07:00
9252682c53
NSTrigger: Add 'Trigger' input, this will make interacting between GoldSrc and Source triggers easier.
2022-03-26 23:27:27 -07:00
1ca716d4fe
func_door: Add Save/Restore methods to aid save-games.
2022-03-26 18:15:43 -07:00
0e4aa015a7
NSEntity: Add 'Use' input from Source.
2022-03-26 18:04:06 -07:00
c87837f583
func_door: Add 'forceclosed' key from Source
2022-03-26 18:03:22 -07:00
ed3c821175
logic_auto: Initial implementation.
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NSEntity: Add support for 'SetParentAttachment', which currently supports
the keyword 'origin'. Will be extended to look for model attachments in the future.
NSEntity: Attachments now take the spawn offset into account instead of
attaching to an entity's origin. Use SetParentAttachment to override this.
2022-03-24 17:59:30 -07:00
9e9d5b1832
env_fog_controller: Initial implementation. Fully shared entity, tested on
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d2_coast_XX maps in Half-Life 2.
2022-03-23 11:05:35 -07:00
3dc0be8ff4
func_dustcloud: Fix 'Alpha' not being respected fully.
2022-03-23 00:35:30 -07:00
8df9b6db0e
func_dustcloud: Add separate material textures/sfx/dustcloud into platform/
2022-03-23 00:26:46 -07:00
8fa85bd1e5
func_dustcloud: initial implementation. Currently fully client-side, so
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Inputs and 'StartDisabled' don't work.
2022-03-22 22:57:15 -07:00
f8963a12db
prop_static: Respect .skin... we do this because this to-be-makestatic'd
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entity will not support the RenderFXPass() anyway.
2022-03-22 19:51:59 -07:00
a7d5c0ab4a
fade.glsl: Add support for vertex colors.
2022-03-22 16:39:03 -07:00
750bb413e9
prop_rope: Now a shared (client/server) entity instead of just client. Will
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now respect parenting so you can have very dynamic rope attachments in
the world.
2022-03-22 16:38:31 -07:00
143a00e94e
Fix light_dynamic (static) from not spawning in CSQC. Add r_skipDiffuse to rtlight.glsl,
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add SURF_PENETRATE, which will make bullets pass right through them when
BULLETPENETRATION is set. Go over and refactor a lot of base_client, player
and spectator code to facilitate both permanent and temporary spectators
better. Add experimental env_glow lens flare code. Fix material ID detection
bug for Q3 based BSPs. A couple helper functions were added to src/client/utils.cpp
but they are not yet final.
2022-03-17 21:05:47 -07:00
96f3a1224a
This is a massive change. Check the full msg here:
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https://icculus.org/~marco/txt/nuclide_may2022.txt
2022-03-15 19:33:11 -07:00
519035d349
NSRenderableEntity: Use deformVertexes instead of the currently broken .fatness field.
2022-03-15 00:14:44 -07:00
88a1984d09
NSRenderableEntity: Add RFX_GLOWSHELL effect. Note that .fatness doesn't
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currently work on HL MDL.
2022-03-15 00:01:20 -07:00
dca95b5c45
Fix some warnings across the board.
2022-03-14 11:18:59 -07:00
0557fc8b42
Base: add test_ai map by Xylemon (huge thanks!)
2022-03-14 10:16:31 -07:00
bbfc8c945c
BotLib: Prematurely commit all this new nav-stuff because some people like
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to compile their games.
2022-03-13 17:10:12 -07:00
e437550c73
BotLib: Add definitions for BOTINFO_AMMO and BOTINFO_ARMOR.
2022-03-13 17:09:12 -07:00
ae85529f95
Add pmodel attributes to the base player class.
2022-03-13 17:01:18 -07:00
0fc52f726d
BotLib now responds to 'alert' flagged sounds as well. Also added a cooldown
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timer so we don't call alerts too often.
2022-03-11 14:00:44 -08:00
6fb067eed3
My name has changed, so an update to the copyright to reflect it.
2022-03-11 11:40:43 -08:00
d63f838a86
info_particle_system: Default .angles to point upward.
2022-03-10 13:50:53 -08:00
d885e2e643
BotLib: lot of work done on recognizing weapon types, making proper use of
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Weapons_IsEmpty() checks - more fixes for pathfinding; the ability to set
walk and movespeed externally via method overrides; several bugfixes in
relation to firing (and getting stuck on pressing other keys.
2022-03-08 21:50:30 -08:00
f1f12623d1
Client: add r_skipFlares cvar.
2022-03-03 23:32:51 -08:00
ce02de7eff
Physics_InputPostMove: Unset FROZEN _after_ physics frame...
2022-03-03 23:32:33 -08:00
d8a8f07432
Client: make sure customphysics is set 'Empty' on monsters, clients
2022-03-03 23:31:59 -08:00
9765f4662b
Organize cmd.qc and fix centerprints from being 'font ambigious'. Use
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the console font for now (like GoldSrc would, for example)
2022-03-03 16:13:30 -08:00
b0254199da
build.cfg: update BUILD_ENGINEREVISION to 6202
2022-03-03 14:17:57 -08:00
7ba2bee8e2
light_dynamic: Add r_showDlights, which will visually highlight active
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dynamic lights that are active in-game.
2022-03-03 14:16:46 -08:00
53f5780ac0
Improvements to console output to make debugging easier, simplified
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entry.qc by pushing more code into external functions. Add support
for mods to override networked events (after we added support for
ent update overrides the other week).
2022-03-03 14:16:02 -08:00
93124fa6de
base_player: Add Death() method that'll let the client know when to render
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the 'Deathcam'. Also add the mentioned UpdateDeathcam().
2022-03-02 20:37:40 -08:00
3882611087
Server: Make sure we forceinfokey the '*team' field to 0 upon ClientConnect
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to avoid having players show up in teams after map-change.
2022-03-02 09:19:05 -08:00
6db98c88aa
BotLib: Add support for goalitems. These may include objectives for things
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like CTF - flag your game-mode entities as either .botinfo BOTINFO_TEAM_GOALITEM
or BOTINFO_TEAM_GOALCAPTURE and BotLib will try to figure out what to do.
2022-03-02 09:17:57 -08:00
390f127898
NSRenderableEntity: Run Math_FixDelta() on our angles before networking
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anything to make sure we're within the network constraints of the protocol.
2022-03-02 09:15:41 -08:00
169bd80fc8
GameRules: Add 'IsTeamPlay()' method to the gamerules class. Use this
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instead of the soon to be removed Rules_IsTeamPlay()!
2022-03-02 09:14:58 -08:00
ee2d3f6b3f
SoundDef: add 'pitch' support to Sound_PlayAt(), the pointsound builtin does
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support pitch on FTEQW but it's not advertised in the extensions .qc
2022-03-02 09:14:02 -08:00
c8ea9f3e3f
Move platform/test_maps.pk3dir to base/test_maps.pk3dir
2022-02-23 01:56:43 -08:00