Commit graph

5 commits

Author SHA1 Message Date
75bed53adc Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice
Added item_suit and item_longjump... they do not do anything interesting yet.
Decals: Added glass break decals upon impact
Damage: Brush-entity radius damage should to work better now
Also seperated the weapons table from generic weapon entry functions. This should make maintaining mods easier
Fixed references from sv_clientslots to sv_playerslots. My brain gets confused between the Quake games at this point. I blame FTE
Fixed sprite animation cycle length check. It attempted to play one more frame than any sprite ever has. Needs more heavy testing?
2019-03-14 20:13:02 +01:00
7e74f7adec env_sound: Initial commit. 2019-03-13 21:56:43 +01:00
2af78be51a GLSL: Chrome is now identical to the non-GLSL renderer, emulating TCGEN_ENVIRONMENT properly. It's still not GoldSrc accurate, as the models themselves contain chrome information for every bone (wth)
Flashlight: You can now see other players' light being cast.
2019-03-13 20:46:07 +01:00
d18d7bf561 Change all references to .items to .g_items because fteqw assumes too much and ruins the 3d-view when certain bits are set. 2019-03-13 17:19:59 +01:00
ed777e7303 File tree structure rearrangements. Getting rid of binary pk3 files. 2019-03-13 16:48:58 +01:00