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8fc5ac9b17
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postproc_none: Change default lightmap format to e5bgr9
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2020-12-07 20:02:37 +01:00 |
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00a5a55202
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dynamic_light: Added custom pattern support, which is custom to Nuclide.
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2020-12-07 15:59:22 +01:00 |
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23c5d14420
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Added func_monitor and point_camera. Along with a test_monitor map to
showcases rendertargets working.
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2020-12-01 20:43:25 +01:00 |
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172a4476f9
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Platform: Add test_hdr level to show off iris adaption.
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2020-11-30 12:32:41 +01:00 |
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1d02dccbb5
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trigger_camera: Misc improvements, plus added test map.
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2020-11-28 22:52:56 +01:00 |
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82f1d841cb
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env_projectedtexture: Get rid of 'start_active', as this entity uses
spawnflag bit 1 to assess the initial state.
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2020-11-27 22:44:11 +01:00 |
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1429abc223
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env_projectedtexture: Add 'SpotlightTexture' Input.
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2020-11-27 22:30:29 +01:00 |
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ac607637e5
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test_dlights: Add shadow flag to the prop_dynamic.
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2020-11-27 22:04:16 +01:00 |
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1a3dca71ec
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env_projectedtexture: Initial implementation, updated map test_dlights.
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2020-11-27 19:23:21 +01:00 |
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5eae768a9b
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light_dynamic: Add a 'start_active' key. Source games have no way to tell
dlights to start disabled for some odd reason.
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2020-11-27 13:12:08 +01:00 |
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01a5e7852d
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Added missing particle test.cfg
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2020-11-27 11:17:29 +01:00 |
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b6f9242752
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info_particle_system: Initial implementation, along with example map test_particles.
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2020-11-27 03:05:21 +01:00 |
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2418480af4
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func_button: Add support for the 'OnPressed' output.
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2020-11-27 03:03:39 +01:00 |
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9245ae809b
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Platform: Added example model into test_dlights.
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2020-11-21 16:07:35 +01:00 |
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978e228c29
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Platform: Add test_skyroom example map.
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2020-11-17 10:25:55 +01:00 |
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afa9f0719c
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Update cstrike.fmf and mk_mapdef.sh
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2020-11-07 10:41:27 +01:00 |
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43dceb7c5a
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Platform: Clean up some more of the rtlight GLSL
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2020-10-30 11:27:52 +01:00 |
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05b76160e1
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Platform: Added r_skipLightmap to the GLSL where applicable
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2020-10-27 07:07:19 +01:00 |
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185c7de151
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Platform: GLSL improvements, introduction of r_skipDiffuse, r_skipNormal
and r_skipSpecular
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2020-10-27 05:41:11 +01:00 |
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5a419d827e
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Platform: Add fog4 pass into default model/BSP rendering code. Also some water stuff.
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2020-10-25 15:10:16 +01:00 |
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8cbbeaae24
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Platform: Add gl_stipplealpha support to models.
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2020-10-25 11:50:15 +01:00 |
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cce2429308
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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.
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2020-10-24 07:04:30 +02:00 |
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0f50c46623
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Platform: Added blood decal for non-Q3BSP.
GS-Entbase: Add mitigations for possible unwanted adddecal() calls, remove decals upon CSQC_Shutdown()
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2020-10-23 05:15:59 +02:00 |
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d0342b128c
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light_dynamic: Initial implementation. Q3BSP maps can use 'dynamic_light'
to avoid confusing the compiler (...).
Renamed ReadEntity() to ReceiveEntity().
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2020-10-22 02:23:05 +02:00 |
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f4eb3cea9d
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Platform: Changed the polygon offset and surfaceparm of the stock decals
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2020-10-18 16:28:30 +02:00 |
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d79ab058cf
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Added test_patchblend example map.
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2020-10-18 15:56:31 +02:00 |
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6038c04591
|
Fix preset lightstyles for Q3BSP, added examples to test_lightstyles.
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2020-10-18 15:19:56 +02:00 |
|
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2afba74a86
|
Added test_areaportal, to debug openportal()
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2020-10-18 01:10:21 +02:00 |
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e60713b960
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Platform: Added test_vphysics to test if a physics plugin (ODE/Bullet) is
properly configured within the game.
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2020-10-17 21:43:55 +02:00 |
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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.
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2020-10-17 17:26:58 +02:00 |
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63d36cc677
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Platform: Base impact decals now flagged to skip dlights.
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2020-10-15 19:36:28 +02:00 |
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074e1cc120
|
Client/Platform: Added some base impact decal examples for non HL BSP...
this will change a bit more to include more material types. Patience!
|
2020-10-15 19:02:55 +02:00 |
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d0231eee50
|
Platform: Added per-wall kernel dithering, cvar gl_kdither 0/1
|
2020-10-08 12:03:52 +02:00 |
|
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d22056014a
|
Platform GLSL: Fix dev_skipnormal for lightmapped_ shaders
|
2020-09-29 19:26:00 +02:00 |
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8167204479
|
Platform: Actually, r_lightmap_saturation 3 is heccin aesthetic for Unreal-like rendering.
|
2020-09-25 20:27:44 +02:00 |
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3c8f69c7ed
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Platform: A bit more fun with the Unreal post-proc shader. The dithering should be done on the surface shader not the fb, but who cares.
|
2020-09-25 20:21:16 +02:00 |
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776790075a
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Platform: Added some fun example post processing shaders. exec postproc_*.cfg in console. It should suggest a few.
|
2020-09-25 14:03:44 +02:00 |
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dbd5b5d566
|
Menu: Committed example Menu-VGUI... it's not ready for use but a good widget showcase nonetheless.
|
2020-09-24 22:31:30 +02:00 |
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b6e9aceb02
|
Platform: Restructure the directory, add example maps and sources.
|
2020-09-24 15:33:35 +02:00 |
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62f3444fcb
|
Platform: Added our custinfoparms.txt to aid developers in dealing with our materials.
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2020-09-24 12:50:26 +02:00 |
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8ee1220a64
|
Platform: Add some of the GLSL we use so people have something to work off of
|
2020-09-24 12:10:04 +02:00 |
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fd9912a475
|
Platform: Added helper textures for map compiler in the textures/common/ directory
|
2020-09-24 10:21:44 +02:00 |
|
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ac31455dd5
|
Nodes: Add fancy debug textures for nodes and sequences.
|
2020-09-13 19:11:41 +02:00 |
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633ef19750
|
func_train: Sound shader support, as well as fixing a possible division-by-zero bug when path_corners explicitly set their speed to 0.
|
2020-09-10 07:00:28 +02:00 |
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f9ee04f6cf
|
func_button: Sound shader support, yee. Also cut down on some unnecessary code.
|
2020-09-10 06:02:08 +02:00 |
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0d38fc1400
|
func_door_rotating: This one gets the sound shader treatment as well.
|
2020-09-10 05:41:25 +02:00 |
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3025ffbf16
|
func_breakable: Use sound shaders for impact sounds.
|
2020-09-10 05:35:52 +02:00 |
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|
1b6e5985a4
|
func_door: Use sound shaders instead of hardcoding sounds.
|
2020-09-09 21:40:25 +02:00 |
|
|
90b716bd5d
|
env_spark: Use sound shaders instead of hard-coding sfx paths.
|
2020-09-09 21:29:29 +02:00 |
|
|
7eee535e39
|
Menu: Added readme menu page, allow inserting of text that'll get wrapped
automatically. Mods can have their own readme.txt files parsed too now.
|
2020-07-09 20:00:16 +02:00 |
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