Commit graph

1275 commits

Author SHA1 Message Date
1b2f587599
Shared: Deprecate ClientRemove() over OnRemoveEntity, which will work on both Client and Server.
prop_vehicle_drivable: Add minor collision boxes to aid player physics
Fix some warnings.
2022-04-12 23:48:31 -07:00
05f6af510a
NSSurfacePropEntity: put rendering for when an entity is burning into the new
method RenderFire().
Also some minor non-ODE physics tweak.
2022-04-10 07:21:44 -07:00
e79a2e9c2e
NSMonster: Add method bool CanCrouch(). Monsters will then attempt to crouch.
SoundDefs: Add support for distshader on Sound_PlayAt() calls.
2022-04-10 07:01:14 -07:00
6b1af093bb
NSMonster: use PMoveCustom_RunStandardPlayerPhysics instead of the engine, as it overrides
our hitcontentsmask. This is required for monster/bot clips.
Client: If an entity gets removed, ensure the .skeletonindex gets deleted.
2022-04-09 19:21:00 -07:00
350fc0d359
Server: Perform extra count check for Spawn_SelectRandom() to avoid recursion. 2022-04-08 22:52:37 -07:00
e827c51e4b
Client: Make sure glow effects are rendered after other entities and camera manipulation. 2022-04-08 18:15:18 -07:00
1dd3fe0eff
Client: Add cvar: v_muzzledlight 2022-04-08 14:20:49 -07:00
2c79071514
base_player: MakeTempSectator() will now make sure modelindex of the target
is set to 0.
2022-04-08 12:58:23 -07:00
4e62e833a3
CGameRules: Add method bool PlayerCanAttack(base_player) 2022-04-08 12:37:45 -07:00
f6032484e2
NSVehicle: Add new methods: GetExistPos(), HideViewWeapon() and HideCrosshair().
Fix networking bug for when you exist a vehicle.
2022-04-07 12:16:07 -07:00
e08852284f
NSRenderableEntity: Add RenderFX RFX_GLOWSHELL2, which is the same as RFX_GLOWSHELL, but
the glow effect has a 'cull back' rendering flag.
2022-04-06 19:32:46 -07:00
a8c8938408
NSEntity: New method CreatedByMap(). Additional work towards more vehicle related
code in preparation for WASTES.
2022-04-06 16:21:07 -07:00
9a6897c433
Extend FX_GibHuman with a dir (euler) and force parameter. 2022-04-05 20:39:30 -07:00
af73a3a5b0
NSSurfacePropEntity: Fix bug that I recently introduced which prevents health
from propdata from getting assigned.
2022-04-05 19:05:00 -07:00
279e8a1cd5
Forgot to undo a debug setting. Tweaked glowshell material a little. 2022-04-05 18:59:43 -07:00
005c6b34ee
prop_rope: Clean up and rewrite of how segments are drawn. 2022-04-05 11:19:50 -07:00
0a75c64fb1
infodecal: Allow usage outside of HL BSP. Just not Quake 1/2 BSP. 2022-04-04 21:34:00 -07:00
542b1fe27f
func_smokevolume: Initial implementation 2022-04-04 10:16:49 -07:00
0d93a22b58
Clean up misc warnings. 2022-04-04 09:40:35 -07:00
75a1c8ce6c
NSEntity: .touch being assigned is being deprecated in favor of our internal Touch(entity).
This is so we can support StartTouch(entity) as well as EndTouch(entity) which are implemented
with this commit. Update your entities touch() function overrides for NSEntity sub-classes!
2022-04-03 14:04:34 -07:00
60e4853549
Clean up some misc warnings, switch over to internal bool type for some methods
in NSSurfacePropEntity, added Get/Set functions for MaxHealth.
Also bump BUILD_ENGINEREVISION to 6224 (minor crash fix upstream)
2022-04-02 09:21:49 -07:00
e45987d65c
NSEntity: Added new methods based on GMod's API. More to follow. 2022-04-02 00:10:25 -07:00
bd63874118
Menu-FN: Bring back the updater functionality, as improvements to the engine's package manager have been done 2022-04-01 12:17:36 -07:00
6802d907f7
NSPhysicsEntity: Handle collision with players differently when no physics simulator is present. 2022-04-01 12:16:14 -07:00
1c102a7e76
NSEntity: Add RestoreComplete() method, so after loading/changelevel we can
interpret the data we just loaded better for each entity.
2022-03-31 00:30:15 -07:00
27715fd1b6
Client: Add text.h, move some defs out of text.qc into it for global visibility sake 2022-03-30 20:17:15 -07:00
e8de2b32bb
NSIO: Fix sloppy code in our Restore() method. 2022-03-29 22:25:45 -07:00
8c3804a1bc
Make Client_InIntermission() a shared (Client/Server) function, add method 'InIntermission()' to CGameRules.
Tone down the intermission view movement, also tweak Spawn_SelectRandom() to find more points.
2022-03-29 15:20:52 -07:00
dd26664ac4
NSEntity: fix typo in ParentUpdate() preventing us from parenting things by offset 2022-03-28 20:20:29 -07:00
50312d500a
SurfaceProperties: Be more pedantic about what object can contain material
info in SurfData_Impact()
2022-03-28 19:01:29 -07:00
e2073dfc43
env_glow: Quick hack to allow oriented sprites to rotate when pointing down. 2022-03-28 17:18:50 -07:00
a2c90e8e95
CSQC_UpdateView: Move View_PreDraw() call right before addentities. 2022-03-28 15:45:32 -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
9252682c53
NSTrigger: Add 'Trigger' input, this will make interacting between GoldSrc and Source triggers easier. 2022-03-26 23:27:27 -07:00
1ca716d4fe
func_door: Add Save/Restore methods to aid save-games. 2022-03-26 18:15:43 -07:00
0e4aa015a7
NSEntity: Add 'Use' input from Source. 2022-03-26 18:04:06 -07:00
c87837f583
func_door: Add 'forceclosed' key from Source 2022-03-26 18:03:22 -07:00
ed3c821175
logic_auto: Initial implementation.
NSEntity: Add support for 'SetParentAttachment', which currently supports
the keyword 'origin'. Will be extended to look for model attachments in the future.
NSEntity: Attachments now take the spawn offset into account instead of
attaching to an entity's origin. Use SetParentAttachment to override this.
2022-03-24 17:59:30 -07:00
9e9d5b1832
env_fog_controller: Initial implementation. Fully shared entity, tested on
d2_coast_XX maps in Half-Life 2.
2022-03-23 11:05:35 -07:00
3dc0be8ff4
func_dustcloud: Fix 'Alpha' not being respected fully. 2022-03-23 00:35:30 -07:00
8df9b6db0e
func_dustcloud: Add separate material textures/sfx/dustcloud into platform/ 2022-03-23 00:26:46 -07:00
8fa85bd1e5
func_dustcloud: initial implementation. Currently fully client-side, so
Inputs and 'StartDisabled' don't work.
2022-03-22 22:57:15 -07:00
f8963a12db
prop_static: Respect .skin... we do this because this to-be-makestatic'd
entity will not support the RenderFXPass() anyway.
2022-03-22 19:51:59 -07:00
750bb413e9
prop_rope: Now a shared (client/server) entity instead of just client. Will
now respect parenting so you can have very dynamic rope attachments in
the world.
2022-03-22 16:38:31 -07:00
143a00e94e
Fix light_dynamic (static) from not spawning in CSQC. Add r_skipDiffuse to rtlight.glsl,
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
96f3a1224a
This is a massive change. Check the full msg here:
https://icculus.org/~marco/txt/nuclide_may2022.txt
2022-03-15 19:33:11 -07:00
519035d349
NSRenderableEntity: Use deformVertexes instead of the currently broken .fatness field. 2022-03-15 00:14:44 -07:00
88a1984d09
NSRenderableEntity: Add RFX_GLOWSHELL effect. Note that .fatness doesn't
currently work on HL MDL.
2022-03-15 00:01:20 -07:00
dca95b5c45
Fix some warnings across the board. 2022-03-14 11:18:59 -07:00
bbfc8c945c
BotLib: Prematurely commit all this new nav-stuff because some people like
to compile their games.
2022-03-13 17:10:12 -07:00
e437550c73
BotLib: Add definitions for BOTINFO_AMMO and BOTINFO_ARMOR. 2022-03-13 17:09:12 -07:00
ae85529f95
Add pmodel attributes to the base player class. 2022-03-13 17:01:18 -07:00
0fc52f726d
BotLib now responds to 'alert' flagged sounds as well. Also added a cooldown
timer so we don't call alerts too often.
2022-03-11 14:00:44 -08:00
6fb067eed3
My name has changed, so an update to the copyright to reflect it. 2022-03-11 11:40:43 -08:00
d63f838a86
info_particle_system: Default .angles to point upward. 2022-03-10 13:50:53 -08:00
d885e2e643
BotLib: lot of work done on recognizing weapon types, making proper use of
Weapons_IsEmpty() checks - more fixes for pathfinding; the ability to set
walk and movespeed externally via method overrides; several bugfixes in
relation to firing (and getting stuck on pressing other keys.
2022-03-08 21:50:30 -08:00
f1f12623d1
Client: add r_skipFlares cvar. 2022-03-03 23:32:51 -08:00
ce02de7eff
Physics_InputPostMove: Unset FROZEN _after_ physics frame... 2022-03-03 23:32:33 -08:00
d8a8f07432
Client: make sure customphysics is set 'Empty' on monsters, clients 2022-03-03 23:31:59 -08:00
9765f4662b
Organize cmd.qc and fix centerprints from being 'font ambigious'. Use
the console font for now (like GoldSrc would, for example)
2022-03-03 16:13:30 -08:00
7ba2bee8e2
light_dynamic: Add r_showDlights, which will visually highlight active
dynamic lights that are active in-game.
2022-03-03 14:16:46 -08:00
53f5780ac0
Improvements to console output to make debugging easier, simplified
entry.qc by pushing more code into external functions. Add support
for mods to override networked events (after we added support for
ent update overrides the other week).
2022-03-03 14:16:02 -08:00
93124fa6de
base_player: Add Death() method that'll let the client know when to render
the 'Deathcam'. Also add the mentioned UpdateDeathcam().
2022-03-02 20:37:40 -08:00
3882611087
Server: Make sure we forceinfokey the '*team' field to 0 upon ClientConnect
to avoid having players show up in teams after map-change.
2022-03-02 09:19:05 -08:00
6db98c88aa
BotLib: Add support for goalitems. These may include objectives for things
like CTF - flag your game-mode entities as either .botinfo BOTINFO_TEAM_GOALITEM
or BOTINFO_TEAM_GOALCAPTURE and BotLib will try to figure out what to do.
2022-03-02 09:17:57 -08:00
390f127898
NSRenderableEntity: Run Math_FixDelta() on our angles before networking
anything to make sure we're within the network constraints of the protocol.
2022-03-02 09:15:41 -08:00
169bd80fc8
GameRules: Add 'IsTeamPlay()' method to the gamerules class. Use this
instead of the soon to be removed Rules_IsTeamPlay()!
2022-03-02 09:14:58 -08:00
ee2d3f6b3f
SoundDef: add 'pitch' support to Sound_PlayAt(), the pointsound builtin does
support pitch on FTEQW but it's not advertised in the extensions .qc
2022-03-02 09:14:02 -08:00
d4de286086
Menu-FN: Add 'menumap' to the liblist.gam extended specification. 2022-02-23 01:41:43 -08:00
a687d7b330
Various tweaks to documentation inside the codebase, more verbose general
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
084414db40
Client: Fix bug where muzzleflashes wouldn't show up in FreeHL. 2022-02-22 12:01:31 -08:00
8cb4c35e23
Remove SendFlags with constants from NSEntity and peers, make full use
of EvaluateEntity() to decide which attributes to send network updates of.
2022-02-18 00:30:24 -08:00
1d9ade7319
NSEntity: Add ClientRemove() method so sub-classes can control what happens
when a SSQC ent representation is removed from the client.
prop_vehicle_drivable: All sorts of tweaks, lots subject to change.
VGUI elements now get a callback when the resolution gets resized, so they
get a chance to reposition themselves.
Deprecate function ClientGame_EntityRemove().
2022-02-17 22:16:35 -08:00
47a37af545
Client: Allow mods to override entity updates of gs-entbase.
prop_vehicle_drivable: Initial work towards suspension.
2022-02-11 17:09:08 -08:00
22ab20a7b4
Server: TraceAttack will now track range across bullet penetration, as well
as handle water volume impacts.
2022-02-10 16:17:24 -08:00
f118e34792
Client: Verify our pSeat player entity directly, don't assume 'self' is the
player in CSQC_Parse_Event and CSQC_Input_Frame.
2022-02-10 13:31:57 -08:00
bef8dfb117
Base: Some minor edits to facilitate the TW akimbo weapons (clean this later...) 2022-02-04 15:24:43 -08:00
82e1f2e044
GS-EntBase: Move prop_static fully to the client-side. 2022-02-04 10:52:37 -08:00
c4a5070027
NSProjectile: Fix small compiler warning. 2022-02-04 10:22:01 -08:00
4c6800aa4f
Some fixes/checks for prop_dynamic that I forgot to revert while testing.
Also added some changes to NSVehicle/prop_vehicle_drivable.
2022-02-03 21:18:31 -08:00
54cf7f8273
GS-EntBase: Add SetScale(), SetOwner(), SetVelocity() and SetTouch() methods
to NSEntity.
2022-02-02 10:23:31 -08:00
bcf9e2e758
Cleaning up some warnings. 2022-02-01 13:37:21 -08:00
eb3eb567ca
Shared: nil out the base_client predraw. Get rid of the .pitch attribute of
base_player. Fix some angle networking typos.
2022-02-01 09:33:28 -08:00
04fe9ae215
Menu-FN: Make this progs aware of DRAWFLAG_ADDITIVE 2022-01-31 18:26:34 -08:00
a3a5f9d626
Client: Some fixes for handling player/spectator classes, both share now the
same parent class on both client and server. Fix crash with spectators and
input-frame overrides. Add 'additive' command to fontdefs.
2022-01-31 17:38:01 -08:00
eb01a1d8d2
Client: Add helper functions for right-aligned text drawing. 2022-01-31 17:04:08 -08:00
155b8c343b
Font_StringWidth: Fix me being tired and not returning anything valid in this 2022-01-31 16:21:09 -08:00
5a3f59a24c
BotLib: Add checks to validate the result of Way_FintClosestNode() 2022-01-31 16:07:04 -08:00
7bcd03c05e
Client: Change Font_GetStringWidth() to Font_StringWidth(). 2022-01-31 15:39:08 -08:00
e11465018f
Client: Allow base_player and spectator classes to override CSQC_Input_Frame
with a new method: ClientInputFrame.
2022-01-31 15:31:07 -08:00
419e89e861
Client: Some minor work towards making the textmenu/game_text code respect
actual font data handled by Nuclide via external fontdef files.
2022-01-31 13:57:30 -08:00
7ce222007c
NSMonster: Fix oversight where targets would get overriden by AlertNearby()
Make it so Pain() has a random chance to change targets.
2022-01-31 10:12:41 -08:00
3fc7c477f0
info_particle_system: Fix the emitting speed/angle. Apparently that's
specified in the particle config itself.
2022-01-28 17:55:45 -08:00
578da4a779
Add VGUI_Active() which returns whether or not we're drawing VGUI elements,
add SNDFL_ALERTS to sound shaders, which will alert enemy AI of suspicious
behaviour, fix a health-setting bug in NSSurfacePropEntity and remove
playerslot check in item_pickup from base/
2022-01-28 16:02:00 -08:00
abdce0b61d
NSMonster: Improve 'seeing', don't target just anything with takedamage set to YES.
Add 'AlertNearby()' which is called when a monster sees a new enemy,
gets hit or dies.
2022-01-28 12:31:24 -08:00
2c80a9f9ff NSSurfaceProp/PropData: Add support for breakable_skin. When a prop 'dies'
it doesn't necessarily have to disappear, it can change its material to one
of your choosing.
2022-01-28 06:53:32 +01:00
92bb821ad9
NSMonster: Add GetWalk/Run/ChaseSpeed methods to override movement speeds
of each monster class that's based upon it.
2022-01-25 20:07:25 -08:00
f0a8fa0889
Client: Games can now override base-Nuclide commands. 2022-01-25 20:06:40 -08:00
63d7b04852
NSMonster: Do some basic interpolation between new/old frames. HLMDL are
currently not supported however (engine needs a fix)
2022-01-24 17:29:58 -08:00
7963b11a7d
NSMonster: Add MeleeMaxDistance() and MeleeCondition(), so classes can
easily override condition and distance of their melee attacks.
2022-01-24 12:29:06 -08:00
709f0a2297
scripted_sequence: More work to make c1a3 and t0a0a work properly 2022-01-21 17:24:39 -08:00
82b1cb68fa
Improvements to some GoldSrc rendermode code, better teleporting behaviour
for scripted_sequences.
2022-01-21 12:24:25 -08:00
06d07738b6
Clean up the base classes, get rid of having to manually include the entbase
defs.h for the respective progs.
2022-01-20 16:23:29 -08:00
fbb53d62f4
prop_dynamic: Filter the 'solid' field by its 3 supported collision types. 2022-01-20 14:27:39 -08:00
8bf7315253
prop_dynamic: Now solid by default, unless spawnflags bit 256 is set. 2022-01-20 12:57:17 -08:00
24b00565e3
Make it easier to parse Input/Output entity data by adding PrepareOutput()
to the NSIO class
2022-01-20 12:47:59 -08:00
9e2b89e386
NSEntity: BBox will now account for rotation whenever SetModel() is used. 2022-01-20 12:30:53 -08:00
d41c770393
func_physbox and prop_physics now respect the 'start asleep' spawnflags
they have.
2022-01-20 10:37:17 -08:00
33795822a9
Rework env_global, entities communicating with it as well as support for
changetarget/changedelay in trigger_changelevel, which will make Hazard
Course its last level work in terms of elevator shenanigans.
2022-01-10 23:48:14 -08:00
ec9432fe73
NSRenderableEntity: Save/Restore tracking for 'frame' field. 2022-01-10 23:46:28 -08:00
009462f3ee
GS-EntBase: Add game_counter_set entity. 2022-01-10 13:34:07 -08:00
e98f751071
Add missing Save/Restore methods for ambient_generic, env_beverage, and
a dozen more.
2022-01-10 13:20:00 -08:00
a95354c09a
trigger_multiple: Add missing save field for OnEndTouchAll I/O trigger. 2022-01-10 13:18:59 -08:00
11c37f789d
NSMonster: Add TriggerCondition for death of an NSMonster. 2022-01-10 13:18:25 -08:00
e4b7d55b3c
NSEntity: Add Destroy() which makes sure a sub-class is cleanly removed
from the game when possible.
2022-01-10 13:17:36 -08:00
f42263dbfe
game_counter: Revise QUAKED comment, as it is apparently a point entity. 2022-01-10 13:07:58 -08:00
826e6c3150
GS-EntBase: Add game_counter entity. 2022-01-10 13:06:35 -08:00
02c2ff7be5
env_glow: Add 'rotate' key to rotate the sprite/material by X degree amount 2022-01-07 17:04:43 -08:00
52dfde0cf1
Sound: Add Sound_PlayLocal() which is a 'sound shader' analogue to to
localsound()
2022-01-07 13:46:16 -08:00
749424aa84
NSMonster: Add support for actions (used in e.g. HLMDL) to query which seq
to play. This will be expanded shortly in-engine to support more formats...
2022-01-06 19:27:08 -08:00
CYBERDEViL
7607c249f6 Fix bug where dropped items shouldn't be respawned.
`spawn()` will cast it's params to floats, so when `m_iWasDropped: TRUE`
was given it would set `m_iWasDropped` to `1065353216`; and conditions like
`m_iWasDropped == TRUE` where never met. Which would cause
`valve/src/server/items.qc:item_pickup::touch` to set `think` to `Respawn`.
2022-01-05 23:41:13 +01:00
9d4d7afdcd
Big overhaul of momentary_door, momentary_rot_button... now onto the last
entity until Hazard Course is fully functional from beginning to end.
2022-01-04 21:54:42 -08:00
08e112e128
trigger_changelevel: check if we're inside a trigger_transition under
certain conditions (and only compare the activator...)
2022-01-03 19:28:22 -08:00
df2a385bbd
func_door: 'netname' trigger happens when door returns to its original
position, not the other way around.
2022-01-03 19:27:47 -08:00
3726139eda
func_guntarget: Add Save/Restore, as well as a fix for Respawn() and health
being reset.
2022-01-03 19:08:30 -08:00
a0cec88f3b
Merge pull request #2 from cyber-bridge/master
Honor weapon .pickup return value.
2022-01-04 01:30:07 +01:00
6dcf76ac5d
func_breakable: Be more paranoid about checking health and propdata overrides 2022-01-03 13:02:56 -08:00
CYBERDEViL
f6b0b5c348 Honor weapon .pickup return value.
For FreeCS this means CT-team wil no longer be able to pickup the bomb.
2022-01-03 19:12:26 +01:00
d3dcb3a12b
GS-EntBase: Cleanup and fixes regarding which func_ entities support the
'angles' key for visuals. trigger_hurt damagetype tweaks (needs more tests)
as well as monstermaker fixes and SF_ROT_TOGGLE func_door_rotatings no
longer auto-return...
2022-01-03 00:23:20 -08:00
758b28346d
Client: Add fade.h and add definition in worldspawn's QUAKED comment for
startdark.
2022-01-02 21:21:06 -08:00
d375ec5f93
Client: Implement "startdark" key from worldspawn. Which is responsible for
the fade-in effect in c0a0 for example.
2022-01-02 21:04:55 -08:00
c920e4c3e8
NSRenderableEntity: Support for scrolling textures (requires shader
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
surfaces utilizing the default lightmapped shader.
2021-12-31 01:47:47 -08:00
3ca728e1d0
func_conveyor: Add Save/Restore methods for save-games. 2021-12-29 15:54:51 -08:00
6ca3900b4d
NSSurfacePropEntity: Handle health more appropriately to avoid conflicts,
unbreaks func_button's health behaviour.
2021-12-29 14:13:08 -08:00
cad1dfbcfe
Waypoint-system: You can now unlink waypoints (either one or two way...) 2021-12-18 17:50:43 -08:00
043c6878d6
Server: Waypoint flagging will now link two nodes if they weren't linked
already.
2021-12-18 17:20:25 -08:00
e45c41610c
Client: Flip the first two entries under the link sub-menu in way_menu. 2021-12-18 16:38:35 -08:00
5637d49189
Waypoint-system: Add 'sv way addnear' which will create a node auto-linked
to the nearest node to the player.
2021-12-18 16:36:51 -08:00
30e0ca9ad5
Client: Auto-load waypoints for current map when first opening way_menu.
Add cvar: way_autoload
2021-12-18 16:27:28 -08:00
f2e44b24fb
Add platform/base_sound.pk3, move base sound shaders in there. Add misc/null
and misc/missing PCM samples for fallback.
2021-12-18 15:06:37 -08:00
6ec29e9985
SurfData_IDtoImpact: Fix IMPACT_METAL lookup 2021-12-17 21:23:30 -08:00
60fefa8c94
Server: Fix bug where clients would not receive damage notifications when
armor is the only affected attribute.
2021-12-17 20:27:36 -08:00
c2e4050bae
Replace CSQC_Parse_Damage with our own, add EV_DAMAGE. Make sure trigger_hurt
respects the 'damagetype' field. Add CSQC_UpdateSeat to make querying of
the current player seat easier (splitscreen).
2021-12-17 18:20:30 -08:00
8075616d6d
SurfaceProperties: We were missing a few material ID lookups for GoldSrc
regarding impacts.
2021-12-16 13:12:44 -08:00
00e9eec764
Menu-FN: To make standard load faster, the parsing of game-info now happens
whenever try to enter 'Custom Game'.
2021-12-15 22:33:30 -08:00
c8a6b1f123
Added support for _detail.txt definitions, allowing maps to specify detail
textures. New cvars: r_detailtextures, r_detailtexture_xscale, r_detailtexture_yscale.
2021-12-15 11:17:25 -08:00
094e87f957
Server: Add support for maps/$MAPNAME_skl.cfg to support Sven Coop's map
specific skill overrides.
2021-12-14 10:25:32 -08:00
7bfea15dd0
Add base/shared/fx_corpse.qc, change set to seta in masters.lst 2021-12-13 11:47:55 -08:00
a80def1d12
Server: Fix that you're unable to pick up weapons when you've hit the ammo
cap of said weapon.
2021-12-12 20:36:11 -08:00
bfad97f6eb
prop_dynamic: Remove redundant .health set code that's now handled in the
parent class.
PropData: Fix a bug that fails to check our cache properly, resulting in
the first entry being returned when no data is properly defined.
2021-11-21 04:23:33 +01:00
a2f8fd0a5d
NSSurfacePropEntity: Keep track if .health is ever set manually, take that
and PropData info into account for determining if any child classes will
'break' by default
2021-11-21 03:57:18 +01:00
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
1e31ab2955
Following last commit, we allocate EFX data statically up-front too. 2021-11-15 03:59:39 +01:00
58734ec4d2
Improve VM memory usage by avoiding fragmentation in sound shaders and prop
data. Games can enable dynamic memory allocation by setting SOUNDSHADER_DYNAMIC
and PROPDATA_DYNAMIC in their progs.src
2021-11-15 03:46:59 +01:00
0085403c95
NSSurfacePropEntity: Save/Restore for its attributes, OnBreak output etc. 2021-11-13 07:55:33 +01:00
08c3a4a576
SurfData: Goodbye to DAMAGE_MATERIAL. We streamline that process now so
that all entities will use surfaceParm defined info by default unless
overriden by an entity. + Set up sane defaults for surface properties.
2021-11-13 01:38:20 +01:00
40da8b09f9
NSPhysicsEntity: Filter out the various damage types when applying force upon
the ent taking damage.
2021-11-10 13:06:57 +01:00
c7845fd694
NSRenderableEntity: m_iBody should be applied to the first two geomset groups (for now)
to deal with funky GS model behaviour.
2021-11-10 10:42:52 +01:00
7d717779b3
NSRenderableEntity: Fix "body" key not being read in SpawnKey() 2021-11-10 09:50:59 +01:00
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
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
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
24070f9e37
Client: Secondary attack will now hide the weapon selection HUD overlay. 2021-11-06 08:24:12 +01:00
93d46022fa
HLMaterials_Load: Fix typo that prevented us from adding an processed
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
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
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
avelocity to work. Great.
2021-11-04 00:01:38 +01:00
aa0ccf4413
Add test_grenadeclip.
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
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
which keeps track of our areaportal state more reliably.
2021-10-31 19:15:32 +01:00
d25a597d71
Player: SetSize() after the .flags field update in case their bbox changed
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.
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.
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
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
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
any fields through SpawnKey.
2021-10-21 00:36:15 +02:00
249e4bc612
Massive revamp of the Nuclide system classes, more efficient networking
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
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
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
else.
2021-10-15 09:37:51 +02:00
d283c309cd
Add missing material/impact definition for sand. Document some other ids
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
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
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
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
Source 2004 spec (controllable lifetimes etc.)
2021-10-04 13:22:40 +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
some other games.
2021-09-30 23:19:01 +02:00
2b377fdd79
Document the various CONTENTBITS that are relevant to us and reserve
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
over something that we can +use on.
2021-09-23 01:01:59 +02:00