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cf96d9379a
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ambient_generic: Fix harmless warning from when Trigger() was changed
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2020-08-17 02:41:22 +02:00 |
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4c61b07666
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Scientist Hunt: Fixed crosshair alignment with cl_hudaspect on WEAPON_CANNON
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2020-08-16 07:46:02 +02:00 |
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6ff467f6ce
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func_healthcharger/func_recharge: Don't let dead players be funny and use them when dead
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2020-08-16 07:36:44 +02:00 |
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85d7dc98e2
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Menu: Fixed scrollbar not showing, using a wrong max-item value for reference
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2020-08-16 01:31:49 +02:00 |
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f1954cdb33
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Plugins: Added hooks for InitEnts and cleaned up some plugins that would benefit from it.
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2020-08-16 01:04:20 +02:00 |
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431c6131f5
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Plugins: Added more lines of dialogue to the voxannouncer plugin.
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2020-08-15 12:21:19 +02:00 |
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a79ead4197
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Half-Life: Moved the silly Vox announcer for MP games into its own little plugin
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2020-08-14 23:51:59 +02:00 |
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0c1ba0978e
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Added drawpic hack so that the engine doesn't shoddily attempt to draw images with floating point coords
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2020-08-14 23:18:47 +02:00 |
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f8b8bb18f7
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Half-Life: Make WEAPON_TRIPMINE solid again once it's readied, don't use floating point precision for the beam for reasons.
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2020-08-14 23:00:03 +02:00 |
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0dd19431b6
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Plugin: Added example plugin p_connectsounds
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2020-08-14 22:13:45 +02:00 |
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a00a574b4a
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Plugins: Added ClientConnect and ClientDisconnect hooks
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2020-08-14 22:13:03 +02:00 |
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96c3590a08
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Plugins: Use our own plugins.txt listing to decide which plugins get loaded...
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2020-08-14 21:16:47 +02:00 |
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bb22097203
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target_cdaudio is now implemented, what maps use this over trigger_cdaudio anyway?
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2020-08-10 13:11:14 +02:00 |
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d3b488b7bf
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CBaseTrigger/s: Overhauled the system to keep proper track of its activators. This was important in some mods who'd e.g. call a trigger_camera over longer periods of time and expected to target the same player as before as part of a multi_manager.
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2020-08-10 12:32:18 +02:00 |
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d8ce029466
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scripted_sequence: Report state value to multisources.
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2020-08-09 12:55:38 +02:00 |
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b3ba711bab
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CBaseTrigger: The order of states was actually kinda iffy for relays. Adjusted the internal order to require no messy conversion.
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2020-08-09 02:11:54 +02:00 |
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bbf426e58e
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CBaseEntity: Change EF_FULLBRIGHT to the infinitely superior two-step method of setting some drawflag and setting the .abslight key from HeXen II to the max. That's how we do it on brushes apparently. Bogus!
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2020-08-09 02:10:36 +02:00 |
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19b565b202
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Menu: Cleaned up gamma hack.
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2020-08-09 00:53:18 +02:00 |
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36a80aea38
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Menu: Added brightness hack. This is to avoid Half-Life cfg's from turning the screen white because of different interpretations of cvar values.
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2020-08-08 17:37:25 +02:00 |
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1c8d21da62
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Prototypes for momentary_rot_button and momentary_door with some basic input logic to have them interact.
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2020-08-08 02:39:38 +02:00 |
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e7f0c358eb
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Fix crash when EV_SHAKE is networked. EV_SHAKE is not yet implemented, however.
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2020-08-08 02:36:18 +02:00 |
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80fb0aa46f
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func_breakable: Changing material from float to int fixed our material type always being glass - OKAY... fteqcc compiler bug?
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2020-08-07 23:15:37 +02:00 |
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8ad56c0f2f
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func_door: Add support for trigger states on/off/toggle.
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2020-08-07 22:19:29 +02:00 |
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2299a478bb
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func_door_rotating: Handle trigger state (on/off/toggle).
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2020-08-07 22:16:00 +02:00 |
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c9094d86d9
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trigger_auto: Respect the triggerstate entity key. trigger_teleport: Fix flag check for monsters.
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2020-08-07 22:14:59 +02:00 |
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282d9dbe5b
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Updated .gitingore
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2020-08-07 16:51:35 +02:00 |
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d324259e72
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CBaseTrigger: Massive change that allows us to finally set states. This affected every entity that can be triggered. Things like the airlock check in c1a0d work now.
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2020-08-07 14:07:38 +02:00 |
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40d0ceedf5
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CBaseEntity: Fix hologram alpha calculation that regressed.
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2020-08-07 13:55:29 +02:00 |
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774eb4cf14
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trigger_once: Implement the spawnflags that check for whether a monster/client is allowed to trigger.
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2020-08-07 09:58:52 +02:00 |
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287f88ecbd
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FMF: Updated chat channels for valve and cstrike.
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2020-08-06 23:35:29 +02:00 |
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17f3333bd3
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Menu: Allow setting of the default chatroom to join.
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2020-08-06 23:26:51 +02:00 |
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96a873c0da
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trigger_changelevel: Fix and improve landmark positions and direct touch triggers.
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2020-08-05 23:17:21 +02:00 |
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9e13854dbe
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Half-Life: Remove redundant target health check in monster_zombie.
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2020-08-03 23:43:18 +02:00 |
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654c3d370f
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Half-Life: Added melee and ranged attacks to monster_human_grunt and marked him as an enemy to players.
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2020-08-03 23:42:45 +02:00 |
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59d13f7103
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Half-Life: Added basic monster_houndeye ranged blast attack code. This still needs further reverse engineering as I think the dmg value varies.
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2020-08-03 23:42:14 +02:00 |
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6dbfff0b68
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Half-Life: Mark monster_barney as friend to avoid confusion. Make it so his pain animation interrupts firing time.
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2020-08-03 23:41:25 +02:00 |
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30b72b0e3e
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Half-Life: Updated monster sound shader definitions.
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2020-08-03 23:40:32 +02:00 |
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1eefedbc36
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Smoothed out turning of monsters/npc entities, they'll also reset paths when losing track of a target properly now.
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2020-08-03 23:39:57 +02:00 |
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eecb76ebc7
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Half-Life: Worked on the melee/ranged attacks of monster_alien_slave.
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2020-08-03 23:37:52 +02:00 |
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3c4a518b8e
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Counter-Strike: Fixed some warnings.
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2020-08-03 18:49:30 +02:00 |
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743d7a33d0
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Half-Life: Add support for player respawns when coop is 1, as well as custom player model support in coop.
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2020-08-02 15:21:35 +02:00 |
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e8bafa044d
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scripted_sequence: Added support for the IDLE key. This means the setup for most sequence look and behave correct now.
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2020-08-02 13:09:37 +02:00 |
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b9f4da2494
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Half-Life: monster_zombie and monster_headcrab are attacking somewhat properly now and chase you around. Currently still working out the whole vision logic.
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2020-08-02 12:55:03 +02:00 |
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690d390e79
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Counter-Strike: Added various pain animations to hostage_entity and proper pain and death penalties.
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2020-08-02 11:40:41 +02:00 |
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effc455b04
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Menu: Rearranged and relabeled some buttons in the Update menu. Added ability to double-click entries to stage files for install/removal for improved UX.
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2020-07-30 09:54:46 +02:00 |
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73597af3c0
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Some basic Attack functions for CBaseMonster. monster_barney in Half-Life will draw, holster his weapon against targets and shoot. Shows there's some use in our pathfinding already.
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2020-07-27 01:19:53 +02:00 |
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da7c5a27e2
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Server: Use the undocumented (but handy) readcmd instead of localcmd to parse skill files instantly. This will avoid the bug of delayed config loading. That's the theory.
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2020-07-25 01:58:12 +02:00 |
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9d58f78548
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Menu: Move version info down so it doesn't hide some images in certain menus.
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2020-07-25 00:50:51 +02:00 |
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e82cc69671
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Scientist Hunt: Add skill_scihunt.cfg and make the weapons damage values respect the internal values.
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2020-07-25 00:46:18 +02:00 |
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4427529e51
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Client: Put renderscene() into its own function to make profiling easier.
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2020-07-22 23:03:10 +02:00 |
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