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ab355d6a52
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Add drawrect(), a simple helper for drawing rectangles with specified
thickness
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2021-03-27 07:49:13 +01:00 |
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2c7f540787
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botlib: add USER linkflag. When a bot passes that link, he'll USE the
closest func_button nearby.
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2021-03-27 07:48:46 +01:00 |
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cec4872994
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Add modelevent_shell sound shader definitions, so mods can set shell eject
sounds.
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2021-03-27 07:47:56 +01:00 |
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95739c7a20
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Basic spectator implementation for all games.
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2021-03-24 07:50:30 +01:00 |
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f918e9ddb9
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build_engine.sh: add GNU/Linux uname check.
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2021-03-23 20:41:52 +01:00 |
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48d1b1ad0d
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Client: View_EjectShell is now replaced by three different variations.
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2021-03-17 14:34:26 +01:00 |
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69b087c7e4
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Client: add View_EjectShell(); and integrate it.
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2021-03-17 13:24:00 +01:00 |
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cd9dad472e
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func_door: define sound shaders for legacy move/stop sound 0 (nothing)
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2021-03-17 11:58:00 +01:00 |
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f553a79250
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Util_FixModel: Add another hack to fix hostages spawning on cs_747.
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2021-03-17 11:49:41 +01:00 |
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3d1041fcf6
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Added ClientGame callbacks for PreDraw and PostDraw calls.
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2021-03-17 06:24:38 +01:00 |
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00141d5ab0
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Add View_PreDraw() and move View_Stairsmooth() into that.
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2021-03-17 06:12:50 +01:00 |
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51d9d4caa8
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Overhauled make_dist.sh so it's game-agnostic! It'll just build pk3dirs
and bundle them now.
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2021-03-15 11:43:15 +01:00 |
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e4cb99dc02
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Add player.sndshd to platform for convenience.
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2021-03-15 11:31:44 +01:00 |
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0207b52d0f
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func_breakable: Add indepth explanation of SF_TRIGGER in the QUAKED comment
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2021-03-13 04:57:06 +01:00 |
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b49815872c
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Sound Shaders: Exit out when we attempt to play a shader that hasn't been
precached.
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2021-03-13 04:24:53 +01:00 |
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923f0f424b
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func_door_rotating: Don't touch door when it's inbetween two positions.
FIXME: How does HL handle this? Test that out.
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2021-03-13 04:24:16 +01:00 |
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47149d46f0
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func_door_rotating: Handle possible NAN on calculating an avelocity, this
fixes the door from freezing in rare situations
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2021-03-12 02:49:26 +01:00 |
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d58e653e08
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func_train: Make sure we trigger PathDone() BEFRE switching to the new node
and remove the targetname check for PC_WAIT/TRAIN_WAIT spawnflags
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2021-03-12 02:48:08 +01:00 |
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2468f17680
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nuclide script: don't specify manifest by default
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2021-03-09 14:26:48 +01:00 |
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0645b98036
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vmap script: Add check for the env vars VMAP_NOVIS/BSP/LIGHT
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2021-03-09 14:25:59 +01:00 |
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79382f833e
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Get rid of the src/worldspawn submodule.
It shouldn't be referenced that way.
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2021-03-09 11:59:17 +01:00 |
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17baf470fe
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build_game.sh: Allow parameter to specify a game you wish to build with map
defs.
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2021-03-09 11:40:17 +01:00 |
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f8798d6084
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Base: Merge client/input.qc and server/input.qc into shared/input.qc, as
it makes a lot more sense of prediction purposes
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2021-03-09 11:39:52 +01:00 |
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a062ff92a8
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Move doc/license to LICENSE for visibility
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2021-03-09 10:36:33 +01:00 |
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f157117af7
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Purge game manifest files, let get_gamepacks.sh handle them
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2021-03-08 19:00:41 +01:00 |
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ab8f1f3a81
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Add get_gamepacks.sh, which updates and clones (if not present) src files and scripts for some example games and mods
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2021-03-08 15:53:57 +01:00 |
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12286e5032
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Exclude mod-dirs (except for base) from Nuclide's source tree
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2021-03-08 11:17:49 +01:00 |
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46f9e1be0f
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Client: Add force parameter to Sky_Update() and make sure Sky_Update() is
called upon CSQC_RendererRestarted.
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2021-03-08 01:45:15 +01:00 |
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c13f1f13cd
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Scientist Hunt: Clean up monster_scientist to be contains less mod-specific
code and let the parent CBaseNPC take over most of it
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2021-03-06 17:43:57 +01:00 |
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f13754a8c3
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CBaseNPC: Add ::StartleAllies() and ::TalkPanic() methods. Which handle
behaviour related to the MONSTER_FEAR flag.
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2021-03-06 17:43:08 +01:00 |
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8b4cd6b8c7
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build_game.sh: Run make for menu/plugins and check if the level-editor is present before calling make_mapdef.sh
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2021-03-06 01:20:25 +01:00 |
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7dcebd140d
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Menu-FN: Add proper caching (non-CVAR based) for pkgfile and introvideo
manifest info. This avoids the headache of engine threading getting in the
way and messing up package manager and what have you on ~some~ systems
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2021-03-06 00:23:59 +01:00 |
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7dae291f31
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Scientist Hunt: simplify the path changing code for scared scientists
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2021-03-05 10:56:25 +01:00 |
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568121d05f
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Update build_editor.sh, build_game.sh and make_mapdef.sh to generate
individual eclass .def files for Radiant
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2021-03-04 05:04:14 +01:00 |
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0867c17211
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Poke646: Fix to make it compile again with the new networking.
Team Fortress: Ditto
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2021-03-04 04:07:09 +01:00 |
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d798c0539e
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Half-Life: Get rid of ::ammo_shotgun/gauss/egon_state, we'll use tempstate
instead
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2021-03-04 02:21:18 +01:00 |
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0eeb27a65a
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Rename all instances of ::ammo_handgrenade_state to ::mode_tempstate as
it's used in plenty of other instances, by other weapons, as it's not
meant to be persistent.
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2021-03-04 02:07:08 +01:00 |
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8a6cf34179
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They Hunger: Various weapon fixes and improvements to the networking
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2021-03-04 02:01:23 +01:00 |
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efcbd465b2
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Counter-Strike: Change 9mm max ammo count from 150 to 120. Fix Five-Seven
crash and fix ammo buying logic from not clamping the final value when
over the maximum
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2021-03-01 04:32:05 +01:00 |
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b10a075b39
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Counter-Strike: Lots of polish for the weapons, fixes for all sorts of
ammo values, some buy action polish (make sure we limit nade purchases)
Other games have the ammo-bar streamlined as well.
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2021-03-01 03:10:03 +01:00 |
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fc75a1be11
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Base, Half-Life, Counter-Strike, Opposing Force and Scientist Hunt have
now been reworked to have fully networked ammo that's also fully affected
by rollback netcode. Big diff, mods WILL break. Beware.
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2021-02-28 02:31:27 +01:00 |
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71f7e024c9
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Server: Add serverinfo set for skyname into worldspawn... I must have been on drugs or something
|
2021-02-23 05:55:57 +01:00 |
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d3cfedaab2
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GS-Entbase: Fix hiccup that happens with infodecal entities, we now make
sure to only network them when they are targetname'd.
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2021-02-22 21:56:34 +01:00 |
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ef88557fbf
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func_recharge: Add depletion logic to the entity, same as func_healthcharger
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2021-02-22 18:05:34 +01:00 |
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099b516236
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func_healthcharger: Add the depletion logic to the entity
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2021-02-22 18:05:11 +01:00 |
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c26d4d0c45
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Client/Server: Add server controllable fogparms using serverinfo
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2021-02-22 17:49:55 +01:00 |
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20a67bf418
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Client/Server: Make the server control the sky.
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2021-02-22 17:29:34 +01:00 |
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3e13cb46ff
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build_game.sh: script will now build QuakeC progs for any detected mod subdirectories
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2021-02-20 12:01:27 +01:00 |
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b702f166d1
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Client: Make sure the weaponFX gets wiped upon any weapon-switch, to avoid
anything from still drawing upon respawn or forced switches
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2021-02-18 09:54:52 +01:00 |
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136b274d36
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Half-Life: further tweaks to the Egon beam
|
2021-02-18 01:26:26 +01:00 |
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