09b11284b3
Make sure to exec platform_default.cfg in the .fmf level so we don't get
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overriden by hostile mods.
2021-01-23 23:41:58 +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
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
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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
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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
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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
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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
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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
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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:
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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
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settings.
2020-03-26 08:13:23 +01:00
223d740448
Effect_Blood can now take 'color' as a parameter. Also added some basic
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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.
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Tweaked a lot of gs-entbase entities.
2019-10-19 04:30:29 +02:00
7c1846c044
Saturday cleanup operation.
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- 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.
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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