568716ca78
NSEntity: Check .scale before applying setsize() in case someone's funny
2021-11-10 03:00:09 +01:00
a8e4cd5748
NSEntity: Make sure .scale affects SetSize() calls and is updated with
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SetModel() calls. Also keep track of original .mins/.maxs in case scale
changes.
2021-11-10 02:33:31 +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
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the process for something as simple as specifying character size.
2021-11-06 11:17:54 +01:00
24070f9e37
Client: Secondary attack will now hide the weapon selection HUD overlay.
2021-11-06 08:24:12 +01:00
32ed57b4d7
Menu-FN: Add rendersize 11 to fonts/menu_label.font
2021-11-06 07:59:13 +01:00
93d46022fa
HLMaterials_Load: Fix typo that prevented us from adding an processed
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texture name to our hash table
2021-11-06 07:31:51 +01:00
3bb88216c8
Add DAMAGE_MATERIAL as a possible .takedamage value, this may just be a
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temp way for model based entities to communicate whether or not they use
that in-model surfaceflags.
2021-11-06 07:15:13 +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
2484f6c283
func_rotating: Set think and nextthink to something in order for an infinite
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avelocity to work. Great.
2021-11-04 00:01:38 +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
0a8dbd0edb
Menu-FN: Skip intro page if we're playing with steambg in the liblist.gam.
2021-11-01 21:43:01 +01:00
69d58edbb6
trigger_multiple: Implement the output "OnEndTouchAll". Needs stress-testing.
2021-11-01 02:38:24 +01:00
0b7f9ebda2
Update build_editor.sh
2021-10-31 21:39:02 +01:00
2a23eebc79
NSRenderableEntity: Render RM_SOLID rendermode ents invisible when m_flRenderAmt is 0.
2021-10-31 20:07:56 +01:00
908a9fd524
GS-EntBase: Add initial implementation of func_areaportal.
2021-10-31 19:52:55 +01:00
fe15241b2d
GS-EntBase: add PortalOpen/Close methods to func_door and func_door_rotating
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which keeps track of our areaportal state more reliably.
2021-10-31 19:15:32 +01:00
8bfd7d24ec
build_editor.sh: Fixed it always running 'clean' builds... very sorry.
2021-10-30 02:32:57 +02:00
d25a597d71
Player: SetSize() after the .flags field update in case their bbox changed
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and we aren't running physics on their entity.
Viewmodels: Add cvar v_modellag (Default: 0)
2021-10-30 00:59:31 +02:00
5bf3545e69
GS-EntBase: Added a ton more Save/Restore functions for many core entities.
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Player entity is also getting save/restored now.
2021-10-28 04:29:11 +02:00
98c234da48
SurfaceData: Non NSSurfacePropEntity class ents will just use the generic world check for impact effect lookup.
2021-10-27 03:06:29 +02:00
98d9f8f618
Sound: Convert legacy attenuations to Q unit radii upon parsing.
2021-10-23 13:45:59 +02:00
090edf53ff
NSTrigger: Make sure SpawnKey sets 'target' on the client progs too.
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prop_rope: Fix the ropes not looking towards the right direction.
2021-10-23 12:40:35 +02:00
f5a8ec8ef3
Added support for the triggers/think states across Save/Restore functionality
2021-10-23 01:00:15 +02:00
4c2b37c34d
NSEntity: Save/Restore behaviour for some more fields.
2021-10-22 21:20:22 +02:00
fa5cdd5a80
Initial commit of the Save/Restore system, this is the first reference
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implementation of QuakeC controlled save-files and SV_PerformLoad() and
SV_PerformSave that Spoike added into FTEQW for Nuclide.
2021-10-22 20:51:51 +02:00
0a4b0ea795
Client: Move Damage_Draw() and Damage_Precache() out of here, into the
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game-specific realm
2021-10-21 23:30:42 +02:00
64eb0cc11d
PMove: Be more aggressive with our unstuck function.
2021-10-21 21:27:58 +02:00
ac8eefc313
NSEntity: Fix a very bad bug that caused Client entities to not parse
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any fields through SpawnKey.
2021-10-21 00:36:15 +02:00
249e4bc612
Massive revamp of the Nuclide system classes, more efficient networking
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and memory usage thanks to intelligent boxing of fields.
Added Util_TimeToString, removed old VOX code, added lots of new helper
classes...
2021-10-20 01:19:10 +02:00
e53a7a33e2
TraceAttack: Accumulate trace_surface_id's into g_multiDamage_HitBod
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so we keep track of which body types we hit
2021-10-16 21:28:03 +02:00
70fe95e5a7
Add support for Source styled surfaceproperties.txt definitions, which
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is incorporated into func_breakable/pushable already. Mods can now control
material/surface properties without code.
2021-10-15 19:01:36 +02:00
736ecb61f8
TraceAttack: check surfaceflags on world traces, m_iMaterial on anything
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else.
2021-10-15 09:37:51 +02:00
d283c309cd
Add missing material/impact definition for sand. Document some other ids
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of interest that are used in L4D and GO.
2021-10-11 23:29:26 +02:00
147969e8a8
Client: Add Weapons_EnableModel() and Weapons_DisableModel() so weapons can
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manually control the visibility regardless of viewzoom setting
2021-10-08 21:50:04 +02:00
574980bb1d
CGameRules: Now incorporates DamageApply and DamageRadius, thus making you
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able to have gamerule specific logic for inflicting damage to entities.
2021-10-07 23:30:21 +02:00
dd94d7d75f
View: Move muzzleflash precaches out to be game specific.
2021-10-06 22:00:23 +02:00
7acdd8a2d6
Base: Weapons_SetModel; make sure the viewmodel's bbox gets set to point
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size every time the model changes, in case the sv_gameplayfix for setmodel
sizes hack is enabled.
2021-10-04 22:47:52 +02:00
3d7e132699
CBaseEntity: add SetParent and ClearParent Inputs for level designers.
2021-10-04 13:56:18 +02:00
726332c78e
CBaseEntity: Add Ignite(), Exinguish(), IsOnFire() methods according to the
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Source 2004 spec (controllable lifetimes etc.)
2021-10-04 13:22:40 +02:00
043fc1e390
build.cfg: Set BUILD_ENGINEREVISION to 6063
2021-10-02 21:23:51 +02:00
12753616df
Remove some left-over junk code that no longer runs
2021-09-30 23:32:47 +02:00
59ee0bd359
PMove: Pressing jump will now make you jump off the ladder, like in HL and
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some other games.
2021-09-30 23:19:01 +02:00
a62aee6e15
build.cfg: We now link against FTEQW revision 6061 by default.
2021-09-26 22:24:22 +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
565d8ad7e7
PMove: Add flag FL_ONUSABLE, which will tell us if we're looking/hovering
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over something that we can +use on.
2021-09-23 01:01:59 +02:00
5439bfb59b
CBaseEntity: Mark some methods as nonvirtual, fix some regressions with
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func_healthcharger/recharger, trigger_gravity
2021-09-22 20:56:20 +02:00
451beedb0c
CBasePhysics: add support for explosions upon destruction, provided via
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propdata.
2021-09-21 21:11:02 +02:00
251713121c
PropData: Add support for the BreakModel info parsing. Any CBaseEntity can
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now be augmented. prop_physics entities can already make use of them.
2021-09-21 20:33:09 +02:00