3a69435a6b
Platform: Update test_lightwarmth.bsp/map
2021-06-29 22:27:25 +02:00
767f610e5a
light_dynamic: normalize color values for static dlights
2021-06-29 12:16:52 +02:00
9309aef925
Client: Remove redundant addentity() calls from predraws of entity classes that
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don't require drawing of a modelindex.
2021-06-29 10:53:36 +02:00
883a64b744
Remove ftebug_checkpvs(), undefined behaviour was causing things to pop
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in and out of existence. There was no fault with FTE's implementation after
all. Change func_dustmotes, prop_rope and env_glow to querying player pos
more reliably.
2021-06-29 10:47:51 +02:00
97bc849abe
Add cvar ftebug_checkpvs, to see work around something that hasn't been
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fixed yet.
2021-06-28 19:52:36 +02:00
88e5084f38
Client: Added Entities_RendererRestarted, giving entity classes a chance
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to reload their assets. env_glow and prop_rope support in this commit.
2021-06-27 09:55:48 +02:00
c0050b9798
prop_static: Only MakeStatic if avelocity isn't set.
2021-06-26 10:25:46 +02:00
c55317711c
trigger_hurt: Make damage timer relative to the entity, not relative to
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the trigger itself.
2021-06-18 22:59:54 +02:00
7f00e9354d
Add shared/platform.h which will send hints as to what target platform
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we're dealing with (pc, touch, web, console etc.)
2021-06-18 09:26:24 +02:00
75dfffaf4b
func_pushable: only run physics routine when velocity is > 0
2021-06-18 09:24:58 +02:00
de63f37a52
Call Math_FixDelta before networking a bunch of different entity angles.
2021-06-16 11:56:28 +02:00
12e02bd019
multi_manager: clean up the way we trigger our sub-triggers, avoid string
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tokenization
2021-06-16 11:53:29 +02:00
dabe93a9ce
func_wall_toggle: Fix networking bug, we weren't using SetModelindex()
2021-06-16 11:52:59 +02:00
3efae50481
GS-Entbase: Make use of setmodelindex() instead of directly assigning
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modelindex.
PMove: Hack to get stop gravity=0 from breaking runstandardplayerphysics if
CUSTOMPHYSICS is not defined
2021-06-08 09:17:35 +02:00
cc3a652119
GS-Entbase: Remove duplicate func_lod definition for QUAKED
2021-06-07 11:39:02 +02:00
b2c15d8fa4
build_editor.sh: Add check for env variable BUILD_CLEAN
2021-06-04 13:03:26 +02:00
243c875a3f
CBaseTrigger: Add support for Source Engine's FireUser/OnUser 1-4 trigger
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inputs/outputs.
2021-05-29 10:52:47 +02:00
2082f1355a
Menu-FN: Parse liblist.gam files instead of relying on manifests outright.
2021-05-28 10:26:42 +02:00
42960cda05
GS-Entbase: Initial func_pushable implementation
2021-05-27 09:44:01 +02:00
03b16ff905
Add Vox_Sentence_Broadcast() and Vox_Sentence_Single
2021-05-25 10:25:20 +02:00
448b9bd20d
Client: MakeStatic func_wall ents where we can do it on.
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Shared: Bench PMove_Run using the engines builtin runstandardplayerphysics
2021-05-16 23:08:08 +02:00
eb3603335e
GS-EntBase: func_ladder moved into shared/, will now avoid networking
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entirely if it can be avoided.
2021-05-10 19:05:57 +02:00
728b261471
func_wall: Change MOVETYPE_NONE to MOVETYPE_PUSH
2021-05-10 14:52:41 +02:00
1485544b91
Base: Get rid of g_eAttacker, which had been replaced by g_dmg_eAttacker.
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Go over TraceAttack and make it combine multiple Damage_Apply calls into
one.
2021-05-10 11:33:31 +02:00
a3ecd78f17
CBaseMonster: support for spawnflag MSF_IGNOREPLAYER (64).
2021-05-10 08:14:10 +02:00
f4bbfe2e69
Revert commit 29e0e82f48
2021-05-09 22:02:19 +02:00
29e0e82f48
Server: Don't network RM_TRIGGER ents unless the developer cvar is 1.
2021-05-09 10:03:10 +02:00
64745eb23c
Overhaul prediction routines by boxing the generic client attributes away
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from the game specific code. Add some helper macros... clean a whole bunch
up.
2021-05-08 17:44:16 +02:00
df2525aae6
GS-Entbase: Add BASEFL_CHANGED_VELOCITY and make sure velocity is networked
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when required.
2021-04-27 17:45:13 +02:00
ead2ab6a6b
EFX/env_sound: Add bound checks for legacy roomtypes.
2021-04-22 11:44:53 +02:00
f09f5833e0
Introduced the new OpenAL EFX handling subsystem. It's fully user-definable
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via plain-text definitions and allows even legacy/GoldSrc content to take
advantage of it.
2021-04-22 11:33:48 +02:00
74f6d1a033
Client: Remove the last reference to g_iWorldInitialized
2021-04-22 01:59:37 +02:00
ce8731079f
func_door(_rotating): Support for separate sound shaders handling opening
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and closing of doors. See QUAKED comment in WorldSpawn for details.
2021-04-21 10:03:18 +02:00
d37c4d9d0a
env_sound: Remove antiquated check for g_iWorldInitialized and change an
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ifdef'd print to a dprint.
2021-04-20 19:54:11 +02:00
07094f1cb4
CBaseMonster: Cancel out of AttackThink if m_eEnemy is not set
2021-04-10 23:25:06 +02:00
929a8f8630
GS-Entbase: Fix missing return on SendFlags in func_wall and func_illusionary
2021-04-10 23:06:59 +02:00
6da1f3c4fa
GS-Entbase: massive optimisation - any func_wall and illusionary without a
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targetname will not be networked and handled 100% client-side.
2021-04-10 09:35:06 +02:00
dffc8f9ac5
GS-EntBase: RM_NORMAL and RM_SOLID no longer respect colormod and alpha overrides. Maps like de_railstation will
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now look proper.
2021-04-04 23:17:35 +02:00
075033e93c
func_breakable: fix typo in sound shader name
2021-03-27 09:15:02 +01:00
f553a79250
Util_FixModel: Add another hack to fix hostages spawning on cs_747.
2021-03-17 11:49:41 +01:00
00141d5ab0
Add View_PreDraw() and move View_Stairsmooth() into that.
2021-03-17 06:12:50 +01:00
0207b52d0f
func_breakable: Add indepth explanation of SF_TRIGGER in the QUAKED comment
2021-03-13 04:57:06 +01:00
923f0f424b
func_door_rotating: Don't touch door when it's inbetween two positions.
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FIXME: How does HL handle this? Test that out.
2021-03-13 04:24:16 +01:00
47149d46f0
func_door_rotating: Handle possible NAN on calculating an avelocity, this
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fixes the door from freezing in rare situations
2021-03-12 02:49:26 +01:00
d58e653e08
func_train: Make sure we trigger PathDone() BEFRE switching to the new node
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and remove the targetname check for PC_WAIT/TRAIN_WAIT spawnflags
2021-03-12 02:48:08 +01:00
f13754a8c3
CBaseNPC: Add ::StartleAllies() and ::TalkPanic() methods. Which handle
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behaviour related to the MONSTER_FEAR flag.
2021-03-06 17:43:08 +01:00
fc75a1be11
Base, Half-Life, Counter-Strike, Opposing Force and Scientist Hunt have
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now been reworked to have fully networked ammo that's also fully affected
by rollback netcode. Big diff, mods WILL break. Beware.
2021-02-28 02:31:27 +01:00
d3cfedaab2
GS-Entbase: Fix hiccup that happens with infodecal entities, we now make
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sure to only network them when they are targetname'd.
2021-02-22 21:56:34 +01:00
ef88557fbf
func_recharge: Add depletion logic to the entity, same as func_healthcharger
2021-02-22 18:05:34 +01:00
099b516236
func_healthcharger: Add the depletion logic to the entity
2021-02-22 18:05:11 +01:00
20a67bf418
Client/Server: Make the server control the sky.
2021-02-22 17:29:34 +01:00
110ce2b607
GS-EntBase: Add func_detail_illusionary definition.
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Half-Life: Add sound/trail for Egon, WIP
2021-02-17 16:21:17 +01:00
a902b702ae
Small building adjustment to the mod progs.src and Makefiles.
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Changed some client progs function names for readability, more to come
2021-02-17 00:44:40 +01:00
d5ae0c8dfd
func_train: Fix the moving sound from not stopping on certain variations
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of this entity
2021-02-14 00:21:35 +01:00
2834b49f12
env_sprite: Turns out the default scale is not 0.25f.
2021-02-13 10:12:17 +01:00
02efa21e3d
Move game-specific sources into their respective mod-dirs. This was planned
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for a while and was inevitable. Latest fteqcc required that fixes a limit
with paths. Also added src/server/mapcycle.qc
2021-02-08 13:35:15 +01:00
9cf5cc016b
env_laser: update ParentUpdate() to check for the right attributes
2021-01-23 22:08:17 +01:00
ab1e5408df
func_button: Unstuck the 'health' trigger method.
2021-01-23 22:07:41 +01:00
8b013035e3
trigger_camera: Support for 'wait' to be -1.
2021-01-23 21:20:19 +01:00
4cf229d946
CBaseEntity: Don't send origin/size info when 0 upon entering PVS
2021-01-22 16:05:40 +01:00
5ff673cbae
func_train: Fix TELEPORT spawn-flag from the path-corner. Previously we
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acted the next frame, but this causes the move action to be made nil.
2021-01-22 12:07:42 +01:00
4b5125d97f
CBaseEntity: Optimisation in SendEntity regarding predictable defaults.
2021-01-21 01:29:26 +01:00
297741eac1
func_breakable: Force angles to be 0. Map editors generally don't support setting angles on brush entities anyway.
2021-01-19 11:17:47 +01:00
7e2aab4cad
func_rotating: Work around Q1 BSP bug in which rotating brush entities may call blocked() on ents they couldn't possibly be touching
2021-01-19 10:35:18 +01:00
ae6f3ebdfb
Lots more documentation in server/*.c, minor fixes for some mod guns like
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They Hunger, Gearbox, SciHunt and Poke646. Also cvar support for 'pausable'
2021-01-06 13:58:37 +01:00
523b1df3de
Client: Move text-menus into their own titles[] channel, so that they don't
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overwrite other texts being printed and vice versa.
2021-01-02 21:22:56 +01:00
58be8e2170
BotLib/Nodes: Add support for variable link radius. If you need to fill
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your old waypoint data... try 'sv way radiushack'. Sorry!
2021-01-02 11:17:14 +01:00
5edcdb892c
BotLib: My last commit before weekend hits. More pathfinding work, added
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a temporary interface for in-game waypointing... Bots will combat you too.
2020-12-26 07:27:34 +01:00
86daed3eec
Added a stripped down base game tree, which should pose as a decent
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entry-point for starters into the SDK
2020-12-22 01:56:44 +01:00
3d700a4fd7
sky_camera: Fix not taking different camera position vectors into account,
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this broke by accident a few commits ago. Apologies.
2020-12-20 02:19:52 +01:00
b7ebea2401
func_door_rotating: Document entity via QUAKED comment
2020-12-17 23:07:36 +01:00
daaf6a1974
Client: Move some skyroom setup routines into their own function, add
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incomplete prop_door_rotating (needs engine fixes)
2020-12-13 03:50:35 +01:00
6583a42a87
Change magic numbers of BSP version checks to macro defines.
2020-12-13 00:56:11 +01:00
74192c2f78
Implement basic EV_SHAKE event & adding 'shakes' key multiplier to sound
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shaders. Client-side sound shaders will get proper shake duration matching
the sound sample length too. Fancy stuff you can try.
2020-12-12 06:24:48 +01:00
f38bf28b9e
Go over the default.cfg's of all the example games. Make it so that
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Skill_GetValue() requires a default value set.
2020-12-12 01:54:00 +01:00
a95440b9f9
env_projectedtexture: Add custom pattern support and show it off in test_dlights
2020-12-11 21:18:30 +01:00
fbc2aaeeec
light: Make sure we're overriding patterns if switch_style is above 0 and
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below 11. You also want to go update worldspawn/vmap...
2020-12-09 16:47:43 +01:00
c130ab2c38
PMove: Added macros to let mods override a bunch of physics variables so
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they keep their fingers out of pmove.c
2020-12-08 12:00:10 +01:00
3195b4c196
light: Improved entity documentation, deprecated spawnflags & 1 for any non
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idTech 2 BSP files. Use start_active instead.
2020-12-07 18:16:45 +01:00
00a5a55202
dynamic_light: Added custom pattern support, which is custom to Nuclide.
2020-12-07 15:59:22 +01:00
4688742264
func_detail: Add QUAKED comment.
2020-12-03 23:09:15 +01:00
23c5d14420
Added func_monitor and point_camera. Along with a test_monitor map to
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showcases rendertargets working.
2020-12-01 20:43:25 +01:00
31099eb2e9
prop_static: Added QUAKED comment definitions for WorldSpawn/Radiant.
2020-11-30 20:21:20 +01:00
172a4476f9
Platform: Add test_hdr level to show off iris adaption.
2020-11-30 12:32:41 +01:00
d2c7885842
GS-Entbase: Added func_group.cpp, for QUAKEED comment sake
2020-11-30 01:34:54 +01:00
1d02dccbb5
trigger_camera: Misc improvements, plus added test map.
2020-11-28 22:52:56 +01:00
e0f5124cce
func_button: Add remaining Outputs: OnDamaged, OnIn, OnOut, OnUseLocked
2020-11-28 13:58:51 +01:00
0c7d5e7512
env_projectedtexture: Add support for FarZ, NearZ and updated QUAKED comment
2020-11-28 12:31:01 +01:00
b3b2d14e27
Remove obsolete info_particle_system.cpp from gs-entbase/client/
2020-11-28 12:12:48 +01:00
82f1d841cb
env_projectedtexture: Get rid of 'start_active', as this entity uses
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spawnflag bit 1 to assess the initial state.
2020-11-27 22:44:11 +01:00
1429abc223
env_projectedtexture: Add 'SpotlightTexture' Input.
2020-11-27 22:30:29 +01:00
1a3dca71ec
env_projectedtexture: Initial implementation, updated map test_dlights.
2020-11-27 19:23:21 +01:00
2cef5d76ec
light: Make sure we can't start a light dark when it has no targetname.
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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
2020-11-27 17:52:51 +01:00
3187bc0ffa
light_dynamic: Use float's instead of coords for networking angles.
2020-11-27 17:50:11 +01:00
c021be95b7
Merge server/light_dynamic.cpp and client/light_dynamic.cpp into a single
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shared/light_dynamic.cpp
2020-11-27 13:53:54 +01:00
5eae768a9b
light_dynamic: Add a 'start_active' key. Source games have no way to tell
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dlights to start disabled for some odd reason.
2020-11-27 13:12:08 +01:00
8caa8d171f
info_particle_system: Make sure to respect the 'start_active' key.
2020-11-27 03:10:59 +01:00
b6f9242752
info_particle_system: Initial implementation, along with example map test_particles.
2020-11-27 03:05:21 +01:00
2418480af4
func_button: Add support for the 'OnPressed' output.
2020-11-27 03:03:39 +01:00
6073f73979
Working around a compiler bug in fteqcc (presumably) where for some reason
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it allows me to override some fields inside a class, but not PlayerUse().
2020-11-25 10:32:42 +01:00