69b5524771
vertexlit_specular: fix one assignment, which was causing bugs on some vendors
2022-04-08 13:27:58 -07:00
95c2b8225a
func_door: Add 'snd_move' attribute.
...
Platform: Misc minor GLSL updates. You can use the #TINT parm on program fade materials now.
2022-03-28 03:32:02 -07:00
8df9b6db0e
func_dustcloud: Add separate material textures/sfx/dustcloud into platform/
2022-03-23 00:26:46 -07:00
a7d5c0ab4a
fade.glsl: Add support for vertex colors.
2022-03-22 16:39:03 -07:00
143a00e94e
Fix light_dynamic (static) from not spawning in CSQC. Add r_skipDiffuse to rtlight.glsl,
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add SURF_PENETRATE, which will make bullets pass right through them when
BULLETPENETRATION is set. Go over and refactor a lot of base_client, player
and spectator code to facilitate both permanent and temporary spectators
better. Add experimental env_glow lens flare code. Fix material ID detection
bug for Q3 based BSPs. A couple helper functions were added to src/client/utils.cpp
but they are not yet final.
2022-03-17 21:05:47 -07:00
c8ea9f3e3f
Move platform/test_maps.pk3dir to base/test_maps.pk3dir
2022-02-23 01:56:43 -08:00
a687d7b330
Various tweaks to documentation inside the codebase, more verbose general
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information prints to console to aid non-devs in sending bug reports and
finding other issues. Updates to some of the GLSL. Minor material fixes.
2022-02-23 01:17:05 -08:00
af04bc5e4c
GLSL: Add FOGGED permutation option to each of the skybox glsl.
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Remove skybox_fogged.glsl.
2022-02-17 22:22:31 -08:00
1bd7d1a68c
Add platform/base_scripts.pk3dir/particles/burn.cfg.
2022-01-20 16:38:49 -08:00
d41c770393
func_physbox and prop_physics now respect the 'start asleep' spawnflags
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they have.
2022-01-20 10:37:17 -08:00
1716e740cf
Go over the vertexlit shader again.
2022-01-13 10:47:51 -08:00
1d5cb6dcdb
Platform: Rework defaultskin and defaultwall glsl their 'gl_ldr' hack to
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how certain GoldSrc games look, with more accurate lightmap banding.
2022-01-10 17:41:01 -08:00
c920e4c3e8
NSRenderableEntity: Support for scrolling textures (requires shader
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overrides for now, stay tuned) with variable speeds. Improvements to
func_conveyor, other rendering fix involving alphamasking textures.
2022-01-02 20:50:50 -08:00
623754ec5a
GLSL, NSRenderableEntity: Added hack to prevent alphatesting against world
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surfaces utilizing the default lightmapped shader.
2021-12-31 01:47:47 -08:00
89b29dc2a7
Platform: Update fallback sounds (thanks Xylemon!)
2021-12-30 15:57:45 -08:00
f0e1c3b9e1
GLSL: Go over water_sky.glsl, make it work for TW's upcoming tw_rig.
2021-12-30 15:36:26 -08:00
f2e44b24fb
Add platform/base_sound.pk3, move base sound shaders in there. Add misc/null
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and misc/missing PCM samples for fallback.
2021-12-18 15:06:37 -08:00
7bfea15dd0
Add base/shared/fx_corpse.qc, change set to seta in masters.lst
2021-12-13 11:47:55 -08:00
eb85121716
Add BUILD_ODE build.cfg setting. Add stubs for platform specific functions
...
like achievements, rich presense. Minor GLSL adjustments.
2021-11-20 17:27:52 +01:00
b670c994c1
build_engine.sh: Support building of HL2/SRC2004 content via the new plugin
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that you can enable in build.cfg...
base_player: Add MakeTempSpectator() and MakePlayer(), so gamemodes have it
easier to handle in-game status changes...
NSRenderableEntity: Add support for 'modelscale' key
2021-11-09 17:33:16 +01:00
a48baff2d1
Menu-FN: Add a hack around drawtextfield(), wasting QC asm instructions in
...
the process for something as simple as specifying character size.
2021-11-06 11:17:54 +01:00
32ed57b4d7
Menu-FN: Add rendersize 11 to fonts/menu_label.font
2021-11-06 07:59:13 +01:00
c22b001f60
Cleanup: get rid of the ancient Font_LoadFont() wrapper, pipe _all_ text
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font info through our internal font_s data structure.
2021-11-04 22:48:19 +01:00
aa0ccf4413
Add test_grenadeclip.
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Add helper functions to convert RGB255 to ^x color codes.
Small fixes for fonts in vguilib.
2021-11-03 21:54:43 +01:00
70fe95e5a7
Add support for Source styled surfaceproperties.txt definitions, which
...
is incorporated into func_breakable/pushable already. Mods can now control
material/surface properties without code.
2021-10-15 19:01:36 +02:00
a12eb94115
Add common/clipgrenade to vmap_tex.pk3dir.
2021-09-24 12:11:36 +02:00
2b377fdd79
Document the various CONTENTBITS that are relevant to us and reserve
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a GRENADECLIP content bit, so levels can be optimised for nade throws.
2021-09-24 10:48:05 +02:00
42b1abf668
Menu-FN/FS: Only parse sprays from logos/, not root of mod-dir
...
anymore. Users with giant BMP screenshots will rejoice
2021-08-29 09:53:36 +02:00
4952e7fbe0
Menu-FN & GLSL: Hack to allow for .colormap style top/bottom color
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onto vertexlit entities. Requires .colormod[2] to be 2.
Used by the menu with MODEL_PREVIEW.
2021-08-27 21:52:41 +02:00
f562991ada
Clean-up defines for physics vars. Those are handled elsewhere...
2021-08-14 08:49:40 +02:00
844c29bf23
Menu-FN: Off-load font definitions into external .font files, like cgame
2021-08-08 13:54:05 +02:00
0cd6694c32
Menu-FN: Parse locale file info, then gfx/shell definition overrides to
...
allow for proper translations of the menu system.
2021-08-08 12:12:17 +02:00
9fb574d920
CBaseEntity: Fix error for when games are not compiled with GS_RENDERFX
2021-08-03 07:15:25 +02:00
0709688f9f
Add base/default.cfg, some fallback menu assets.
2021-08-02 22:36:36 +02:00
362895b19c
Platform: terrain_alpha_* GLSL will no longer apply fog to the fragment's
...
alpha component
2021-07-19 08:32:52 +02:00
49632b9dd1
Platform: Don't hardcode sampler ids in lightmapped_reflectcube.glsl
2021-07-07 11:51:07 +02:00
3a69435a6b
Platform: Update test_lightwarmth.bsp/map
2021-06-29 22:27:25 +02:00
2e8bb7e23c
Platform: updated test_lightwarmth with point light examples
2021-06-28 21:58:21 +02:00
a2865a5be8
Tweaked textures/lights/k_8000/9000/10000.tga
2021-06-28 20:36:18 +02:00
9cb23f381b
test_lightmwarmth: add env_glow entities for some minor visual flair
2021-06-27 08:39:45 +02:00
e42b714458
Client: Added Font_LoadFont() as a wrapper for loadfont(), which will
...
parse definitions located in the filesystem instead of hardcoding font
paths and sizes.
2021-06-26 21:45:46 +02:00
fc63f9af55
Menu-FN: disable models/spray widgets in m_customize if we've got none.
2021-06-26 17:14:00 +02:00
b9644915ae
Platform: addd test_lightmwarmth and some generic light textures for
...
vmap that act as light volumes.
2021-06-26 12:13:24 +02:00
d4e615a075
error.mat: add pulsing alphaGen on top to aid visibility
2021-06-01 12:48:03 +02:00
af139751e0
setmodel(): verify if model exists in PATH and set it to an error one if
...
it's not present.
2021-06-01 12:40:53 +02:00
09528c2944
Add support for top/bottom color on players and viewmodels.
...
Fix func_breakable's sound shader from precaching non existing sounds.
2021-05-20 16:01:07 +02:00
3b36834b93
Platform: HL doesn't have concrete4 and flesh4 debris sounds
2021-05-17 22:19:29 +02:00
bccb29ce9a
test_shaders: example of lightmap scale added.
2021-05-16 23:06:14 +02:00
76507b3e9e
Client: Handle EFX_Shutdown() for OpenAL Environmental FX
2021-05-07 16:29:24 +02:00
31ae020cba
Plugins: Add example plugins.txt config, add support for inline comments,
...
move searchpath to gamedir/plugins/
2021-05-07 14:15:08 +02:00
f09f5833e0
Introduced the new OpenAL EFX handling subsystem. It's fully user-definable
...
via plain-text definitions and allows even legacy/GoldSrc content to take
advantage of it.
2021-04-22 11:33:48 +02:00
2ad3069b1d
vmap_tex.pk3dir: Add surfaceParm nolightmap to textures/common/*.mat where
...
it applies.
2021-04-21 17:36:31 +02:00
fb20b80b8f
Update testmap materials to have fallback info for pre-GLSL renderers
2021-04-21 17:18:17 +02:00
27b5b59f0d
Server: Precache step_sand.left/right, add to footsteps.sndshd.
...
Fix some botlib waypointing strings.
2021-04-18 08:24:55 +02:00
9ad73615d4
platform_default.cfg: expose definitions for pmove cvars
2021-04-07 12:58:00 +02:00
14e3690cd4
Create platform/masters.lst and change it so menu-fn doesn't change the
...
sv_public cvar all the time.
2021-03-31 11:54:41 +02:00
5b07ee41a9
Add damage_bullet sound shader definitions. Those are played when a bullet
...
successfully hits a hurtable body.
2021-03-27 09:09:10 +01:00
cec4872994
Add modelevent_shell sound shader definitions, so mods can set shell eject
...
sounds.
2021-03-27 07:47:56 +01:00
cd9dad472e
func_door: define sound shaders for legacy move/stop sound 0 (nothing)
2021-03-17 11:58:00 +01:00
e4cb99dc02
Add player.sndshd to platform for convenience.
2021-03-15 11:31:44 +01:00
0fe863aabc
Server: Add water stepping, wading and swimming sounds + script definitions
2021-02-13 23:06:06 +01:00
f8606ae7e7
Extend impacts to the full spectrum of material definitions, sound shaders
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and all. Still needs patch for Counter-Strike.
2021-01-19 10:37:28 +01:00
dd741c1c39
Menu: Added fallback mode for missing btns_main.bmp and header_*.bmp files,
...
also support for basic Quake III Arena player model selection if you happen
to play with that (like Xylemon will!)
2020-12-30 17:19:21 +01:00
cefc30e4dc
Platform: Added custinfoparms.txt for q3map2 users.
2020-12-22 01:58:02 +01:00
46fb7c2e26
Added test map test_materials, just showcasing material tags on surfaces
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with little impact on other surfaceflags.
2020-12-12 12:43:46 +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
a95440b9f9
env_projectedtexture: Add custom pattern support and show it off in test_dlights
2020-12-11 21:18:30 +01:00
5cbd4553f1
Added test_textest, due to request that such a map exist.
2020-12-09 19:06:38 +01:00
32a97eba41
De-desertified the smudge skybox
2020-12-09 19:00:24 +01:00
7018a7df16
test_lightstyles: Get rid of the hard-coded style keyvalue in one of the
...
lights because the tools act properly now.
2020-12-09 16:49:47 +01:00
8fc5ac9b17
postproc_none: Change default lightmap format to e5bgr9
2020-12-07 20:02:37 +01:00
00a5a55202
dynamic_light: Added custom pattern support, which is custom to Nuclide.
2020-12-07 15:59:22 +01:00
23c5d14420
Added func_monitor and point_camera. Along with a test_monitor map to
...
showcases rendertargets working.
2020-12-01 20:43:25 +01:00
172a4476f9
Platform: Add test_hdr level to show off iris adaption.
2020-11-30 12:32:41 +01:00
1d02dccbb5
trigger_camera: Misc improvements, plus added test map.
2020-11-28 22:52:56 +01:00
82f1d841cb
env_projectedtexture: Get rid of 'start_active', as this entity uses
...
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
ac607637e5
test_dlights: Add shadow flag to the prop_dynamic.
2020-11-27 22:04:16 +01:00
1a3dca71ec
env_projectedtexture: Initial implementation, updated map test_dlights.
2020-11-27 19:23:21 +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
01a5e7852d
Added missing particle test.cfg
2020-11-27 11:17:29 +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
9245ae809b
Platform: Added example model into test_dlights.
2020-11-21 16:07:35 +01:00
978e228c29
Platform: Add test_skyroom example map.
2020-11-17 10:25:55 +01:00
afa9f0719c
Update cstrike.fmf and mk_mapdef.sh
2020-11-07 10:41:27 +01:00
43dceb7c5a
Platform: Clean up some more of the rtlight GLSL
2020-10-30 11:27:52 +01:00
05b76160e1
Platform: Added r_skipLightmap to the GLSL where applicable
2020-10-27 07:07:19 +01:00
185c7de151
Platform: GLSL improvements, introduction of r_skipDiffuse, r_skipNormal
...
and r_skipSpecular
2020-10-27 05:41:11 +01:00
5a419d827e
Platform: Add fog4 pass into default model/BSP rendering code. Also some water stuff.
2020-10-25 15:10:16 +01:00
8cbbeaae24
Platform: Add gl_stipplealpha support to models.
2020-10-25 11:50:15 +01:00
cce2429308
Added gl_stipplealpha for fun, as well as rm_unlit_additive and rm_unlit_texture
...
to override the expected behaviour of rendering additive/texture rendermode
surfaces fullbright.
2020-10-24 07:04:30 +02:00
0f50c46623
Platform: Added blood decal for non-Q3BSP.
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GS-Entbase: Add mitigations for possible unwanted adddecal() calls, remove decals upon CSQC_Shutdown()
2020-10-23 05:15:59 +02:00
d0342b128c
light_dynamic: Initial implementation. Q3BSP maps can use 'dynamic_light'
...
to avoid confusing the compiler (...).
Renamed ReadEntity() to ReceiveEntity().
2020-10-22 02:23:05 +02:00
f4eb3cea9d
Platform: Changed the polygon offset and surfaceparm of the stock decals
2020-10-18 16:28:30 +02:00
d79ab058cf
Added test_patchblend example map.
2020-10-18 15:56:31 +02:00
6038c04591
Fix preset lightstyles for Q3BSP, added examples to test_lightstyles.
2020-10-18 15:19:56 +02:00
2afba74a86
Added test_areaportal, to debug openportal()
2020-10-18 01:10:21 +02:00
e60713b960
Platform: Added test_vphysics to test if a physics plugin (ODE/Bullet) is
...
properly configured within the game.
2020-10-17 21:43:55 +02:00
2b1e23a2fe
Misc: Added test_lightstyles to platform's base, fixed lightmapped.glsl
...
not calculating styles when r_deluxemapping is 0, fixed patterns being
possibly overriden upon init.
2020-10-17 17:26:58 +02:00