|
6da1f3c4fa
|
GS-Entbase: massive optimisation - any func_wall and illusionary without a
targetname will not be networked and handled 100% client-side.
|
2021-04-10 09:35:06 +02:00 |
|
|
dffc8f9ac5
|
GS-EntBase: RM_NORMAL and RM_SOLID no longer respect colormod and alpha overrides. Maps like de_railstation will
now look proper.
|
2021-04-04 23:17:35 +02:00 |
|
|
075033e93c
|
func_breakable: fix typo in sound shader name
|
2021-03-27 09:15:02 +01:00 |
|
|
f553a79250
|
Util_FixModel: Add another hack to fix hostages spawning on cs_747.
|
2021-03-17 11:49:41 +01:00 |
|
|
00141d5ab0
|
Add View_PreDraw() and move View_Stairsmooth() into that.
|
2021-03-17 06:12:50 +01:00 |
|
|
0207b52d0f
|
func_breakable: Add indepth explanation of SF_TRIGGER in the QUAKED comment
|
2021-03-13 04:57:06 +01:00 |
|
|
923f0f424b
|
func_door_rotating: Don't touch door when it's inbetween two positions.
FIXME: How does HL handle this? Test that out.
|
2021-03-13 04:24:16 +01:00 |
|
|
47149d46f0
|
func_door_rotating: Handle possible NAN on calculating an avelocity, this
fixes the door from freezing in rare situations
|
2021-03-12 02:49:26 +01:00 |
|
|
d58e653e08
|
func_train: Make sure we trigger PathDone() BEFRE switching to the new node
and remove the targetname check for PC_WAIT/TRAIN_WAIT spawnflags
|
2021-03-12 02:48:08 +01:00 |
|
|
f13754a8c3
|
CBaseNPC: Add ::StartleAllies() and ::TalkPanic() methods. Which handle
behaviour related to the MONSTER_FEAR flag.
|
2021-03-06 17:43:08 +01:00 |
|
|
fc75a1be11
|
Base, Half-Life, Counter-Strike, Opposing Force and Scientist Hunt have
now been reworked to have fully networked ammo that's also fully affected
by rollback netcode. Big diff, mods WILL break. Beware.
|
2021-02-28 02:31:27 +01:00 |
|
|
d3cfedaab2
|
GS-Entbase: Fix hiccup that happens with infodecal entities, we now make
sure to only network them when they are targetname'd.
|
2021-02-22 21:56:34 +01:00 |
|
|
ef88557fbf
|
func_recharge: Add depletion logic to the entity, same as func_healthcharger
|
2021-02-22 18:05:34 +01:00 |
|
|
099b516236
|
func_healthcharger: Add the depletion logic to the entity
|
2021-02-22 18:05:11 +01:00 |
|
|
20a67bf418
|
Client/Server: Make the server control the sky.
|
2021-02-22 17:29:34 +01:00 |
|
|
110ce2b607
|
GS-EntBase: Add func_detail_illusionary definition.
Half-Life: Add sound/trail for Egon, WIP
|
2021-02-17 16:21:17 +01:00 |
|
|
a902b702ae
|
Small building adjustment to the mod progs.src and Makefiles.
Changed some client progs function names for readability, more to come
|
2021-02-17 00:44:40 +01:00 |
|
|
d5ae0c8dfd
|
func_train: Fix the moving sound from not stopping on certain variations
of this entity
|
2021-02-14 00:21:35 +01:00 |
|
|
2834b49f12
|
env_sprite: Turns out the default scale is not 0.25f.
|
2021-02-13 10:12:17 +01:00 |
|
|
02efa21e3d
|
Move game-specific sources into their respective mod-dirs. This was planned
for a while and was inevitable. Latest fteqcc required that fixes a limit
with paths. Also added src/server/mapcycle.qc
|
2021-02-08 13:35:15 +01:00 |
|
|
9cf5cc016b
|
env_laser: update ParentUpdate() to check for the right attributes
|
2021-01-23 22:08:17 +01:00 |
|
|
ab1e5408df
|
func_button: Unstuck the 'health' trigger method.
|
2021-01-23 22:07:41 +01:00 |
|
|
8b013035e3
|
trigger_camera: Support for 'wait' to be -1.
|
2021-01-23 21:20:19 +01:00 |
|
|
4cf229d946
|
CBaseEntity: Don't send origin/size info when 0 upon entering PVS
|
2021-01-22 16:05:40 +01:00 |
|
|
5ff673cbae
|
func_train: Fix TELEPORT spawn-flag from the path-corner. Previously we
acted the next frame, but this causes the move action to be made nil.
|
2021-01-22 12:07:42 +01:00 |
|
|
4b5125d97f
|
CBaseEntity: Optimisation in SendEntity regarding predictable defaults.
|
2021-01-21 01:29:26 +01:00 |
|
|
297741eac1
|
func_breakable: Force angles to be 0. Map editors generally don't support setting angles on brush entities anyway.
|
2021-01-19 11:17:47 +01:00 |
|
|
7e2aab4cad
|
func_rotating: Work around Q1 BSP bug in which rotating brush entities may call blocked() on ents they couldn't possibly be touching
|
2021-01-19 10:35:18 +01:00 |
|
|
ae6f3ebdfb
|
Lots more documentation in server/*.c, minor fixes for some mod guns like
They Hunger, Gearbox, SciHunt and Poke646. Also cvar support for 'pausable'
|
2021-01-06 13:58:37 +01:00 |
|
|
523b1df3de
|
Client: Move text-menus into their own titles[] channel, so that they don't
overwrite other texts being printed and vice versa.
|
2021-01-02 21:22:56 +01:00 |
|
|
58be8e2170
|
BotLib/Nodes: Add support for variable link radius. If you need to fill
your old waypoint data... try 'sv way radiushack'. Sorry!
|
2021-01-02 11:17:14 +01:00 |
|
|
5edcdb892c
|
BotLib: My last commit before weekend hits. More pathfinding work, added
a temporary interface for in-game waypointing... Bots will combat you too.
|
2020-12-26 07:27:34 +01:00 |
|
|
86daed3eec
|
Added a stripped down base game tree, which should pose as a decent
entry-point for starters into the SDK
|
2020-12-22 01:56:44 +01:00 |
|
|
3d700a4fd7
|
sky_camera: Fix not taking different camera position vectors into account,
this broke by accident a few commits ago. Apologies.
|
2020-12-20 02:19:52 +01:00 |
|
|
b7ebea2401
|
func_door_rotating: Document entity via QUAKED comment
|
2020-12-17 23:07:36 +01:00 |
|
|
daaf6a1974
|
Client: Move some skyroom setup routines into their own function, add
incomplete prop_door_rotating (needs engine fixes)
|
2020-12-13 03:50:35 +01:00 |
|
|
6583a42a87
|
Change magic numbers of BSP version checks to macro defines.
|
2020-12-13 00:56:11 +01:00 |
|
|
74192c2f78
|
Implement basic EV_SHAKE event & adding 'shakes' key multiplier to sound
shaders. Client-side sound shaders will get proper shake duration matching
the sound sample length too. Fancy stuff you can try.
|
2020-12-12 06:24:48 +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 |
|
|
fbc2aaeeec
|
light: Make sure we're overriding patterns if switch_style is above 0 and
below 11. You also want to go update worldspawn/vmap...
|
2020-12-09 16:47:43 +01:00 |
|
|
c130ab2c38
|
PMove: Added macros to let mods override a bunch of physics variables so
they keep their fingers out of pmove.c
|
2020-12-08 12:00:10 +01:00 |
|
|
3195b4c196
|
light: Improved entity documentation, deprecated spawnflags & 1 for any non
idTech 2 BSP files. Use start_active instead.
|
2020-12-07 18:16:45 +01:00 |
|
|
00a5a55202
|
dynamic_light: Added custom pattern support, which is custom to Nuclide.
|
2020-12-07 15:59:22 +01:00 |
|
|
4688742264
|
func_detail: Add QUAKED comment.
|
2020-12-03 23:09:15 +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 |
|
|
31099eb2e9
|
prop_static: Added QUAKED comment definitions for WorldSpawn/Radiant.
|
2020-11-30 20:21:20 +01:00 |
|
|
172a4476f9
|
Platform: Add test_hdr level to show off iris adaption.
|
2020-11-30 12:32:41 +01:00 |
|
|
d2c7885842
|
GS-Entbase: Added func_group.cpp, for QUAKEED comment sake
|
2020-11-30 01:34:54 +01:00 |
|
|
1d02dccbb5
|
trigger_camera: Misc improvements, plus added test map.
|
2020-11-28 22:52:56 +01:00 |
|
|
e0f5124cce
|
func_button: Add remaining Outputs: OnDamaged, OnIn, OnOut, OnUseLocked
|
2020-11-28 13:58:51 +01:00 |
|
|
0c7d5e7512
|
env_projectedtexture: Add support for FarZ, NearZ and updated QUAKED comment
|
2020-11-28 12:31:01 +01:00 |
|
|
b3b2d14e27
|
Remove obsolete info_particle_system.cpp from gs-entbase/client/
|
2020-11-28 12:12:48 +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 |
|
|
1a3dca71ec
|
env_projectedtexture: Initial implementation, updated map test_dlights.
|
2020-11-27 19:23:21 +01:00 |
|
|
2cef5d76ec
|
light: Make sure we can't start a light dark when it has no targetname.
This is to work around a bug present in a custom map that was suggested
that had an untriggerable light with no style - thus turning all lights off
|
2020-11-27 17:52:51 +01:00 |
|
|
3187bc0ffa
|
light_dynamic: Use float's instead of coords for networking angles.
|
2020-11-27 17:50:11 +01:00 |
|
|
c021be95b7
|
Merge server/light_dynamic.cpp and client/light_dynamic.cpp into a single
shared/light_dynamic.cpp
|
2020-11-27 13:53:54 +01:00 |
|
|
5eae768a9b
|
light_dynamic: Add a 'start_active' key. Source games have no way to tell
dlights to start disabled for some odd reason.
|
2020-11-27 13:12:08 +01:00 |
|
|
8caa8d171f
|
info_particle_system: Make sure to respect the 'start_active' key.
|
2020-11-27 03:10:59 +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 |
|
|
6073f73979
|
Working around a compiler bug in fteqcc (presumably) where for some reason
it allows me to override some fields inside a class, but not PlayerUse().
|
2020-11-25 10:32:42 +01:00 |
|
|
92fa031b28
|
env_sun: Fix r_shadows_throwdirection angle calculation.
|
2020-11-25 00:07:23 +01:00 |
|
|
a8ee403f81
|
Change launch scripts for engine/tools to resolve symbolic links properly
|
2020-11-24 17:21:34 +01:00 |
|
|
2c1bd865c0
|
GS-Entbase: Moving client/baseentity and server/baseentity into a shared
file... Optimisations forthcoming
|
2020-11-24 13:55:57 +01:00 |
|
|
8ab685b7b2
|
ambient_generic: Document and catch some unimplemented attributes.
|
2020-11-24 12:47:39 +01:00 |
|
|
bc753f944e
|
light: Document some known fields the compiler likes to leave behind.
|
2020-11-24 12:47:08 +01:00 |
|
|
fea005ba96
|
GS-Entbase: Add some QUAKED comments for the base spawn point entities,
info_player_start, info_player_deathmatch and info_player_coop.
|
2020-11-24 12:29:29 +01:00 |
|
|
31c7354dda
|
env_sun: Make pitch/angles compatible with Source's way of handling them.
|
2020-11-24 02:24:30 +01:00 |
|
|
ce2b16bb2e
|
scripted_sequence: Make sure m_iMState is reset when a sequence overtakes
an entity.
|
2020-11-24 00:51:51 +01:00 |
|
|
a9d87aa590
|
Server: Minor scripted_sequence pathfinding improvements, add support
for m_flChaseSpeed for CBaseMonster...
|
2020-11-23 21:39:40 +01:00 |
|
|
9245ae809b
|
Platform: Added example model into test_dlights.
|
2020-11-21 16:07:35 +01:00 |
|
|
3658719b3f
|
CBaseEntity: Add 'ignorepvs' key, as sometimes you might want it for skyrooms.
|
2020-11-17 10:25:21 +01:00 |
|
|
ebc287f2e8
|
Make sure 'valve' compiles without GS_RENDERFX.
|
2020-11-13 11:17:42 +01:00 |
|
|
2618d47ff3
|
GS-Entbase: More Input/Output logic for the following ents:
trigger_changelevel, trigger_hurt, trigger_look, trigger_multiple &
trigger_once. Plus a fix for func_guntarget
|
2020-11-01 05:25:43 +01:00 |
|
|
b48ce4d2ce
|
trigger_autosave: Query GetMaster() before triggering
|
2020-10-31 14:37:05 +01:00 |
|
|
422741a295
|
GS-Entbase: Add Input/Output methods for func_conveyor, func_guntarget,
func_wall_toggle
|
2020-10-31 14:32:23 +01:00 |
|
|
a536f7b6cc
|
light_dynamic: Respect the right radius key
|
2020-10-27 04:49:38 +01:00 |
|
|
c8db45bc67
|
Fix a typo...
|
2020-10-25 13:01:43 +01:00 |
|
|
2601ebce06
|
trigger_multiple: Add support for the flag that allows pushables to trigger
|
2020-10-25 12:50:52 +01:00 |
|
|
3adbedb5aa
|
Fill up the entity QER/Radiant QUAKED comments with first-appearance info.
|
2020-10-25 12:38:41 +01:00 |
|
|
4aa8a70063
|
CBaseVehicle: Added vehicleflags, make sure each vehicle has the ability
to suppress movement and/or fire while the 'driver' is using the vehicle.
|
2020-10-25 12:06:22 +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 |
|
|
2daf3da59f
|
env_sprite: Change default scale to 0.25, make sure that when no targetname
is set, we force-enable the sprite because toggles wouldn't work.
|
2020-10-24 06:36:08 +02:00 |
|
|
ed4f972a19
|
Fix some typos.
|
2020-10-24 05:24:40 +02:00 |
|
|
24a753edce
|
env_sprite: Fix that sprites marked as PLAYONCE may be networked in some
semi-visible form
|
2020-10-24 05:02:14 +02:00 |
|
|
00a8ee2a00
|
env_hudhint: Initial basic implementation, plus a way for the game-logic to send hints.
|
2020-10-24 03:32:34 +02:00 |
|
|
b31ab5761a
|
Simplified some rendering code for CBaseEntity/glows
|
2020-10-24 02:58:19 +02:00 |
|
|
d39fb1cdc2
|
env_glow: Tweak the rendering a little bit. This should make them more
visible and more like as seen in other games.
|
2020-10-24 02:38:19 +02:00 |
|
|
a67c50c202
|
Decals: Implemented client-side PVS culling optimisation
|
2020-10-23 20:41:02 +02:00 |
|
|
689ffe14bc
|
Small cleanup in some client-side gs-entbase code.
|
2020-10-23 20:13:27 +02:00 |
|
|
0cfa4df68a
|
Decals: Make sure tempdecal materials are recached upon vid_reload
|
2020-10-23 20:12:43 +02:00 |
|
|
0f50c46623
|
Platform: Added blood decal for non-Q3BSP.
GS-Entbase: Add mitigations for possible unwanted adddecal() calls, remove decals upon CSQC_Shutdown()
|
2020-10-23 05:15:59 +02:00 |
|
|
d9dababe65
|
Moved all possibly game-specific flags (such as FL_FLASHLIGHT) into gflags,
this affects mods. Please check the diff to see what you'll need to adjust.
|
2020-10-22 16:30:37 +02:00 |
|
|
065dd926cd
|
light_dynamic: Override ParentUpdate() to make sure we update origin/angles
over the network.
|
2020-10-22 03:48:15 +02:00 |
|
|
cb57a95d4b
|
light_dynamic: Fixed server-side PVS culling.
|
2020-10-22 03:44:10 +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 |
|
|
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 |
|
|
770426e82c
|
GS-Entbase: More work done on CBasePhysics
|
2020-10-17 21:42:32 +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 |
|
|
e803ddbceb
|
GS-Entbase: Expose Base* class headers at the global scope.
|
2020-10-17 16:30:36 +02:00 |
|
|
88f490a1c5
|
monstermaker: Make it so monsters inherit angles.
|
2020-10-17 15:29:35 +02:00 |
|
|
f4ade524fe
|
Client: Fixed some warnings and some added some paranoid free() calls.
|
2020-10-16 02:26:45 +02:00 |
|
|
a9853f79cf
|
decal:predraw: return PREDRAW_NEXT when no shader is set.
|
2020-09-26 12:42:32 +02:00 |
|
|
70868ddd84
|
env_sun: fix path of the flare textures.
|
2020-09-24 17:46:29 +02:00 |
|
|
365ac0a5fa
|
Decals: Avoid attempting to cache and display decals with no yet-defined texture.
|
2020-09-24 17:43:35 +02:00 |
|
|
8bde44b01c
|
CBaseTrigger: Merge UseTargets and UseTargets_Delay... to be continued.
|
2020-09-21 18:10:31 +02:00 |
|
|
5dcb79e30c
|
Documented/commented my I/O system changes in CBaseTrigger/CBaseOutput and cleaned some things up.
|
2020-09-20 15:50:45 +02:00 |
|
|
dc47146e99
|
CBaseTrigger: Added CBaseOutput, in preparation to support Source styled input/output mechanisms
|
2020-09-20 10:43:13 +02:00 |
|
|
9f95fd11c2
|
func_wall: Clean up and make sure .frame is reset upon Respawn()
|
2020-09-18 15:00:24 +02:00 |
|
|
f5283dd94f
|
CBaseTrigger: move all instances where we define the SpawnKey 'delay' in others ents into the parent class.
|
2020-09-18 14:55:13 +02:00 |
|
|
5131f19c04
|
Fix client-side sentences filehandler from not being closed, other shenanigans.
|
2020-09-18 09:35:59 +02:00 |
|
|
809966ab7b
|
func_brush: Initial implementation. Source inspired entity.
|
2020-09-18 00:14:05 +02:00 |
|
|
fd6fe5447b
|
trigger_multiple: Stop checking if what we touch is of MOVETYPE_WALK
|
2020-09-13 19:15:06 +02:00 |
|
|
868b9d1b04
|
Fix some misc warnings the new fteqcc brought up, along with some other tiny changes.
|
2020-09-13 19:14:28 +02:00 |
|
|
97ad8c92e7
|
CBaseMonster: Improve pathfinding by skipping utterly unnecessary nodes.
|
2020-09-13 18:35:12 +02:00 |
|
|
80b1a892a0
|
CBaseTrigger: SOLID_BSPTRIGGER has gotten stable. Use that as the default.
|
2020-09-11 04:55:55 +02:00 |
|
|
7b0d646020
|
CBaseNPC: Add support for 'UseSentence' and 'UnUseSentence' to specify custom sentences.txt entries for an NPC. This is used in t0a0d.
|
2020-09-11 04:33:42 +02:00 |
|
|
a7e1b3cfd9
|
scripted_sequence: Skip state check when forcing a .Trigger
|
2020-09-10 20:28:48 +02:00 |
|
|
9d2a561782
|
scripted_sequence: Further fixes involving changing of trigger-targets mid triggering.
|
2020-09-10 20:24:51 +02:00 |
|
|
0f4b31c5f1
|
CBaseMonster: Reset name of the entity to trigger when scripted_sequence completes.
|
2020-09-10 19:42:29 +02:00 |
|
|
44b6a3d10a
|
Sentences: Force them to be read in uppercased.
|
2020-09-10 19:28:36 +02:00 |
|
|
22602fd96a
|
func_wall: Fix networking of the frame/texture attribute
|
2020-09-10 14:57:40 +02:00 |
|
|
518deec5c6
|
scripted_sequence: Improve support for triggering via radius. This gets the retinal scanner type entities working for example.
|
2020-09-10 13:36:19 +02:00 |
|
|
f4d4e86400
|
CBaseEntity/CBaseMonster: Add support for server-side model events. This enables models, as they sometimes do, to actually trigger entities in the world and much more. There's seperation between client-side and server-side events as well.
|
2020-09-10 10:34:14 +02:00 |
|
|
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 |
|
|
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
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func_door_rotating: This one gets the sound shader treatment as well.
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2020-09-10 05:41:25 +02:00 |
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3025ffbf16
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func_breakable: Use sound shaders for impact sounds.
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2020-09-10 05:35:52 +02:00 |
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1b6e5985a4
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func_door: Use sound shaders instead of hardcoding sounds.
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2020-09-09 21:40:25 +02:00 |
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90b716bd5d
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env_spark: Use sound shaders instead of hard-coding sfx paths.
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2020-09-09 21:29:29 +02:00 |
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ca5a7feede
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Cleaned up misc warnings.
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2020-09-09 08:05:34 +02:00 |
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d6435bb9d0
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trigger_changelevel: ...aaand another one. I need sleep
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2020-09-09 02:23:43 +02:00 |
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d8fa002419
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trigger_changelevel: fix transitioning bug I introduced when I added states.
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2020-09-09 02:21:16 +02:00 |
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51cf0e9f15
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
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fd826a226d
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CBaseEntity: Added support for the 'scale' field in the rendering, also made the codebase use the builtin target/targetname
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2020-09-08 22:49:35 +02:00 |
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0b75388ace
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game_player_equip: Initial implementation.
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2020-09-08 03:37:08 +02:00 |
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7064b71f1f
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func_mortar_field: Initial implementation. Controlled targeting seems to work accurately on sh_hdslaughterlands
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2020-09-05 08:54:23 +02:00 |
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50ccbf4b9a
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Add func_tank, func_tankmortar and generally faff about with input code.
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2020-09-04 21:28:06 +02:00 |
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5e821a5651
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Removed obsolete parameter from Death() and Pain(), as those are now residing in globals.
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2020-08-31 10:56:31 +02:00 |
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ffee615ead
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func_rot_button: Initial implementation. Sounds still missing.
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2020-08-31 09:07:57 +02:00 |
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f6fb7cf791
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func_plat: Added support for spawnflag 1, cleaned up some routines and touched up some documentation
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2020-08-31 06:59:32 +02:00 |
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b129df68ed
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func_plat: Initial implementation. Also went over func_tracktrain (be nice) and made func_tracktraincontrols the overlord of func_vehiclecontrols - which doesn't do anything different anyway. It might one day.
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2020-08-31 06:47:40 +02:00 |
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79d979515f
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CBaseMonster & CBaseNPC: Fix angles not being set accordingly when not following a sequence or a player
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2020-08-29 06:22:18 +02:00 |
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7d89eb9012
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CBaseEntity: More accurate drawing of rendermode 'Texture' and overriding of clientside physics/think routines
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2020-08-29 06:21:15 +02:00 |
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425dad951b
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Seperated info_null and info_notnull into their own files. People can enable a flag that'll warn about info_null's being used in the maps, etc.
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2020-08-29 03:15:43 +02:00 |
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348052dd76
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targ_speaker: Initial implementation. It plays a sound - that's it. Read the trivia for more info.
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2020-08-29 00:32:26 +02:00 |
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278e984eaf
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random_trigger: Initial implementation. Triggers its target after a random albeit roughly defined interval
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2020-08-29 00:28:22 +02:00 |
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72e5c6f2ef
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random_speaker: Initial implementation. This entity appears in Gunman Chronicles.
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2020-08-29 00:07:53 +02:00 |
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e3812ee88a
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trigger_counter: change print to dprint
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2020-08-28 22:39:23 +02:00 |
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9d5b1fb1a8
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trigger_endsection: Add support for the 'master' key
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2020-08-28 22:38:48 +02:00 |
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ffca4e14b9
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trigger_playerfreeze: Initial implementation. This entity is used in Opposing Force/Blue Shift to freeze players, like in the drill sergeant intro. Works fine in the maps that use it.
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2020-08-28 22:36:56 +02:00 |
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06a512137b
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trigger_counter: Initial implementation. You don't see this entity used a lot so more testing needs to be done to ensure we're not missing any undocumented fields.
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2020-08-28 21:57:01 +02:00 |
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63fb7e1d7f
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trigger_endsection: Fix it and add it back in... I suppose it was never enabled?
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2020-08-28 21:55:37 +02:00 |
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5526b3524c
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trigger_changetarget: implemented. needs testing, also any entity's get their target value reset during Respawn() properly if it's been changed by one of those.
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2020-08-28 21:35:18 +02:00 |
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67930b7dde
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monster_furniture: changed parent class, because Gunman uses scripted sequences on monster_furnitures.
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2020-08-28 19:12:45 +02:00 |
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6845bf76bd
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func_vehicle: Reset .angles upon respawn, clamp velocity and angles by default for now. Will add a spawnflag later?
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2020-08-27 10:15:12 +02:00 |
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f9241d86ea
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func_vehicle: It was 20 years ago today, this entity came out to play. It got everyone to smile, at least for a little while. Happy birthday Counter-Strike 7.0, introducing: func_vehicle!
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2020-08-26 22:31:49 +02:00 |
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0d700f487e
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infodecal: Added support for Trigger() states. This means you can de-spawn decals now, too. That's a first.
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2020-08-20 19:40:22 +02:00 |
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1bd552685d
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env_spark: Added support for Trigger() state control
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2020-08-20 19:15:01 +02:00 |
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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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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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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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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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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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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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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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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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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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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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abe97ebe43
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Half-Life: Add a silly announcer to spice things up when players get killed.
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2020-07-18 01:56:28 +02:00 |
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4323dd71bd
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func_door: Expanded QUAKED documentation for level designers, added notes on spawnflags.
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2020-07-11 21:40:19 +02:00 |
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1fca666a5f
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Menu: Fix memory leak that'll when preparing some TCP streams. Fix a name display issue in the IRC log.
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2020-07-11 15:55:03 +02:00 |
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b3713ca0ab
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func_door: Improve documentation for level designers
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2020-07-10 13:43:11 +02:00 |
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f33541a84d
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func_door: Support for Source engine noise1 and noise2 fields, allowing for custom door sounds outside the predefined set.
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2020-07-10 11:57:30 +02:00 |
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37a3494559
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Fix 3 small warnings.
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2020-06-28 10:52:13 +02:00 |
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980fe8f864
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Mark monster_furniture, monster_generic and monstermaker as MULTIPLAYER available
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2020-06-25 11:05:28 +02:00 |
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aef3b2f8c1
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Sentences: Minor improvement to parsing sentences.txt entries
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2020-06-25 11:01:44 +02:00 |
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776ef713fc
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Missed this file with the last commit.
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2020-06-14 00:56:21 +02:00 |
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9a4cc85366
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speaker: Initial implementation; Misc improvements to the sentences processing.
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2020-06-14 00:55:01 +02:00 |
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12c26958e1
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CBaseMonster: Add MSF_MULTIPLAYER flag, so monsters can be made available in multiplayer on a per-class basis.
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2020-06-12 17:02:30 +02:00 |
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8c62ea4f73
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Update gs-entbase README
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2020-06-12 16:30:09 +02:00 |
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1b27e26582
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func_friction: Added implementation of a friction modifier for player entities. This affects pmove.c as well.
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2020-06-12 13:37:37 +02:00 |
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a3ade0deab
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trigger_teleport: respect the 'master' value, support for spawnflags 1 and 2.
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2020-06-12 13:02:14 +02:00 |
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