Commit graph

65 commits

Author SHA1 Message Date
09b11284b3 Make sure to exec platform_default.cfg in the .fmf level so we don't get
overriden by hostile mods.
2021-01-23 23:41:58 +01:00
74192c2f78 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.
2020-12-12 06:24:48 +01:00
f38bf28b9e Go over the default.cfg's of all the example games. Make it so that
Skill_GetValue() requires a default value set.
2020-12-12 01:54:00 +01:00
90478acec4 Menu-FN: Make the Internet server browser refresh more useful 2020-10-27 00:21:53 +01:00
9f30a2b897 Menu: Add blacklist for maps in the Create Server menu. 2020-10-02 11:41:50 +02:00
3ca223b673 PMove: Added a bit of a punchangle when falling/falldamage hits 2020-09-02 04:09:33 +02:00
30b72b0e3e Half-Life: Updated monster sound shader definitions. 2020-08-03 23:40:32 +02:00
3e0f62127c Removed obsolete valve/skill.cfg, as we now use skill_[MODNAME].cfg to avoid conflicts. 2020-07-09 09:59:34 +02:00
02606bafe9 Counter-Strike: Precache item pickup sound shaders in advance, also
add sound shader for weapon.pickup
2020-05-02 00:24:54 +02:00
7c0315d56f Added CGameRules::MaxItemPerSlot to let gamemodes/rules allow how many
items we allow per inventory/HUD slot. CS's is 1 in multiplayer.
2020-04-23 21:02:38 +02:00
b95f7c37eb FX: Moved all the particle descriptions into the appropriate places. 2020-04-23 14:26:43 +02:00
0d3f271b21 Half-Life: Convert item_battery and item_healthkit to use sound shader
definitions instead of using sound() directly.
2020-04-22 12:45:45 +02:00
8f6a826475 Moved footstep sound shader, manifest updates. 2020-04-08 08:50:09 +02:00
c6f40c2590 Moved shared Nuclide data into its own folder. 2020-04-08 08:01:52 +02:00
755eecfc34 A bunch of mod changes contributed to by Xylemon, mixed together with
some of my FX code which is going places.
2020-04-05 02:25:27 +02:00
5e936559ea Menu now can scan for non .bmp sprays. 2020-04-04 00:18:05 +02:00
a7fc08f857 Footsteps are more unified across BSP versions, can easily be extended
and cover more types of materials even on HL BSP maps.
Improved documentation for QUAKED comments.
Seperated skill file for valve into its own little thing.
2020-04-03 12:12:11 +02:00
7c22d66c17 Valve: Converted more monsters to use sound shaders! 2020-04-03 09:22:22 +02:00
45c18f6a7f Valve: Skill system now affects the weapons as it should. Didn't do it on
the ones that need a lot more work.
2020-04-03 09:11:08 +02:00
e6ff9520a1 Valve: MONSTER_ZOMBIE now uses sound shaders. 2020-04-03 00:40:54 +02:00
c113cc1994 Valve: Fixed WEAPON_HANDGRENADE bounce sound 2020-04-02 23:44:28 +02:00
2ceb72c9e4 Valve: Make most weapons use sound shader definition scripts. 2020-04-02 23:39:27 +02:00
9e9765d02e GLSL: Minor work to support dynamic shadows or something. 2020-04-02 22:40:27 +02:00
11b7b11fe1 GLSL: Make models respect iris adaption 2020-04-01 12:23:33 +02:00
0952201ef2 Added missing frag-net logo. 2020-04-01 01:12:00 +02:00
ec835c75f0 Added tweaks that'll help with 3D Glasses:
r_viewmodelscale (try 5)
gl_mono (0/1)
2020-03-30 18:04:45 +02:00
8bf96e425a Valve: Added health for MONSTER_BARNACLE 2020-03-30 13:50:52 +02:00
d35f7350fe GLSL: Some rendering tweaks (default gl_ldr and gl_halflambert (new) to 1) 2020-03-30 10:40:38 +02:00
f7d12dabb3 GLSL: Only discard pixel on masked textures. 2020-03-29 21:40:24 +02:00
bb4012b75f Added float(string)Skill_GetValue so we can properly support variable skill
settings.
2020-03-26 08:13:23 +01:00
223d740448 Effect_Blood can now take 'color' as a parameter. Also added some basic
trails which will be shoved into the client-side asap.
2020-03-24 11:20:21 +01:00
79d7d63e88 Added particle dustmotes cfg 2020-03-24 07:47:57 +01:00
7048e0add0 Fix wrong hashtable creation call for materials.
Tweaked a lot of gs-entbase entities.
2019-10-19 04:30:29 +02:00
7c1846c044 Saturday cleanup operation.
- Cleaned up default configs
- Cleaned up license notice
- Simplified client-side entity spawning
- Predicting trigger_gravity now
2019-09-01 04:18:15 +02:00
d228db5fa9 Added gl_ldr for test purposes 2019-08-28 09:02:44 +02:00
304d0969ad Removing stuff that should really go into r_postprocess from the GLSL 2019-08-18 12:01:57 -07:00
2081fa790a Updated a whole bunch of stuff related to weapons and whatnot. I'm too tired to clean this up too. Will fix tomorrow. 2019-08-14 02:43:43 -07:00
cfc9becb72 Plenty of weapon changes with some experimental garbo. It's fun. 2019-08-10 20:45:41 -07:00
b7a4e271ec Deleted binary progs, they'll get big. 2019-08-07 00:27:40 -07:00
02c8474fb8 Added sky_camera. For CSQC based skyrooms. If you see map-entities in your skyroom: This is an FTE bug. Bother Spike about it 2019-04-05 16:54:07 +02:00
7f00f5a428 I need sleep. Enjoy the seperate fullbright shader. 2019-04-01 19:12:33 +02:00
3e9b220fe1 Fix lightmap rendering on surfaces without a lightmap. 2019-04-01 19:02:02 +02:00
f32f23d14d Added cvar zoom_sensitivity (Default 1). 2019-03-31 20:52:22 +02:00
943587e685 Added support for 'god' command. 2019-03-31 15:53:07 +02:00
d4a28c6934 env_glow: Added the "scale" keyword, because that was obviously missing... apologies! 2019-03-27 21:59:55 +01:00
22e57b0fb6 env_glow: added "shader" keyword to be used instead of a sprite model 2019-03-27 21:50:18 +01:00
56a686de27 Added serverinfo phy_airaccelerate. Default value is 10. Change it to 100 if you want to surf like crazy. 2019-03-26 16:04:49 +01:00
6650945c45 Remove fall-damage when landing in water. Happy surfing! 2019-03-26 15:54:03 +01:00
17bb60c221 env_glow: Moved to clientside, added some fancyness to it.
FreeHL/SH: Weapon prediction improvements
FreeCS: Added back in basic bullet-penetration/wallbanging. It doesn't do anything but go through 4 layers. I made a testmap on which I'll start document 1.5 wallbanging behaviour.
2019-03-26 14:37:34 +01:00
b1ccc9fbb1 Prediction: Propagate jumptime and teleport_time 2019-03-25 01:49:27 +01:00