dae9080d57
Client CBaseEntity: RM_ADDITIVE implies the entity is also rendered with
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a fullbright effect.
2020-04-24 05:39:06 +02:00
d72fc4d17c
FX: Cleaned up inits and organized everything into the relevant game
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specific directories, so mods can now inherit/override effects easier.
2020-04-23 03:13:29 +02:00
8905fa98bc
Counter-Strike: play sound when successfully buying ammo.
2020-04-23 01:28:28 +02:00
d0ec99b5b1
CBaseEntity: Got rid of all the net_ attributes (except origin, angles)
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which should give us a lil boost since we no longer need to save that
much mem.
2020-04-22 23:33:18 +02:00
61ea2dfe6c
Add get/set methods for rendermodes so we can issue network-updates
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directly instead of wasting attributes to keep track of changes.
2020-04-22 20:33:15 +02:00
fa8304f70d
CBaseEntity: Reset rendermode attributes upon Respawn()
2020-04-22 20:04:01 +02:00
ab9bea1bd8
env_render: Added dprint info upon trigger.
2020-04-22 19:59:07 +02:00
7793d52d3f
GS-Entbase: undef GS_BULLET_PHYSICS for WASTES, this should be defined at
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the progs.src level anyway.
2020-04-22 12:34:50 +02:00
78a0f976ed
Decals: Increase decal init count to 128.
2020-04-22 04:11:33 +02:00
2cee375ce5
Lots of commits bundled into one:
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- Added GamePMove_Fall and GamePMove_Jump for controlling either.
- Tweaked maxspeed for Counter-Strike heavily.
- Worked on the Counter-Strike WEAPON_KNIFE (fully functional!).
- Worked on the Counter-Strike WEAPON_AWP (mainly zoom).
- The WEAPON_C4 in Counter-Strike will no longer unfreeze you during warmup
- Added cl_showtriggers for displaying brush-based triggers.
- Removed muzzleflash dynamic light, as it seems GoldSrc doesn't have any.
- Fixed bug in which the server-list would run into an infinite loop error.
- Fixed weapon pricing in Counter-Strike.
- To rescue hostages means to earn $$$
2020-04-20 06:45:14 +02:00
ce87662850
Changing local from snd to sfx to avoid conflicts with a certain
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global.
2020-04-18 02:05:41 +02:00
594ba56f02
Started moving gamerule logic into classes, so we can manage seperate
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modes of play better. This will be much appreciated too by anyone modding
CS to add additional gamemodes later for example.
2020-04-14 03:12:09 +02:00
142e6c9cf3
Possible memalloc corruption mititagions.
2020-04-12 19:40:09 +02:00
324fadd668
Spring cleaning. Prepare for summer! Fixed lots of bugs too:
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v_camroll is now working again.
Counter-Strike is finally getting somewhere again.
Counter-Strike has pseudo spray-patterns now! They're all the same.
func_button now can be programmed to use Sound-Shaders.
The menu handles the vid_conautoscale command autonomously. Set r_autoscale
to 0 if you don't like it.
The menu has an updater, requires a not-yet-pushed build of FTE.
Don't use it yet.
Moved a lot of globals into pSeat's structs to fix splitscreen with them.
Made explosion decals be handled client-side!
Added trigger_look, env_sun and light_environment entities.
2020-04-12 15:50:42 +02:00
6f6a0cf35b
monstermaker: Support delay -1, despite being abused too often.
2020-04-09 14:44:29 +02:00
20ce1665cd
monstermaker: Remove when unable to spawn entity.
2020-04-09 14:05:59 +02:00
f43bc2cf32
update copyright dates because I've been forgetting all year.
2020-04-07 14:46:23 +02:00
27cfaba85f
Cstrike: Lots more documentation, stubs and some working new entities.
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Added crosshair alternatives for AUG and SG552.
Made running/crouching/jumping affect gun accuracy calculations.
2020-04-07 12:42:28 +02:00
cf136dbd6c
Cstrike: Finished most of the essential gun logic.
2020-04-07 02:47:21 +02:00
755eecfc34
A bunch of mod changes contributed to by Xylemon, mixed together with
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some of my FX code which is going places.
2020-04-05 02:25:27 +02:00
e1b38f008a
Adjusting spawn-angle to match spawnpoints.
2020-04-04 00:52:45 +02:00
7f2f32efb1
Menu/Manifests: Allow games to execute commands for the button reserved
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for training. Gunman uses this to play a Smacker/Bink video file.
2020-04-03 14:09:17 +02:00
4f44d96be9
Pulled over Sound-Shader code from TW. We'll use this soon over hard-coded
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sounds.
2020-04-02 22:43:37 +02:00
47f8e41185
Gearbox: ammo_spore should behave like it is meant to. WEAPON_SPORELAUNCHER
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got some changes to support its alt-fire and yellow blood decals on impact
2020-04-02 22:42:30 +02:00
18fe40f2e0
More cleanup/shoving around of decal code, improved infodecal by adding
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its Trigger() method
2020-04-02 06:23:18 +02:00
ec819cf4e4
Shuffled a lot of Decal code around so gibs can now spawn blood, etc.
2020-04-01 20:55:05 +02:00
479048bda8
monstermaker: Make sure limits only get respected when they're actually set
2020-04-01 20:15:10 +02:00
54e982bc14
More work done on monstermaker in the gs-entbase. Needs a lot of testing.
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Finally precaching player-models.
Fixed some crosshair arrangements in Opfor.
2020-04-01 20:10:31 +02:00
db8c10eeac
Valve: Fixed WEAPON_TRIPMINE and WEAPON_SNARK and tweaked some player
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animation stuff
2020-04-01 16:00:00 +02:00
de877436aa
Cleaned up warnings.
2020-03-31 10:09:23 +02:00
197b373335
Fixed some more prints to be cvar developer 1 only.
2020-03-31 09:28:40 +02:00
0b75db861e
scripted_sentence: Support for the 'duration' field.
2020-03-31 09:20:07 +02:00
c173f8b703
Fix CBaseNPC not following the player.
2020-03-31 09:12:42 +02:00
10fc61c84e
Polish triggers, add initial monstermaker guff
2020-03-31 09:04:13 +02:00
1670f8f783
Slowly cleaning up prints, removing redundant Respawn() functions
2020-03-31 07:18:51 +02:00
b1aef0c4b5
scripted_sentence: Fix the speaker not being set properly most of the time
2020-03-31 07:18:26 +02:00
e66d0214c4
Tweaked trigger_changelevel and info_landmark. Fixed a bug because
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#regressions. It should now travel across the maps that didn't before, but
it needs more testing. trigger_transition is not implemented yet.
2020-03-30 22:29:05 +02:00
ec835c75f0
Added tweaks that'll help with 3D Glasses:
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r_viewmodelscale (try 5)
gl_mono (0/1)
2020-03-30 18:04:45 +02:00
dcd42ba93b
Added hologram render-mode. Some more tweaks...
2020-03-30 16:56:00 +02:00
e5a3f0880c
Starting to clean up more RenderFX stuff, shoving most of it to CGame
2020-03-30 16:22:24 +02:00
01364e488d
monster_generic: Made it more to spec, I guess
2020-03-30 14:46:20 +02:00
d7fdabbd60
Improved pathfinding by skipping unnecessary node-walking passes.
2020-03-30 13:51:48 +02:00
d35f7350fe
GLSL: Some rendering tweaks (default gl_ldr and gl_halflambert (new) to 1)
2020-03-30 10:40:38 +02:00
2658e93683
Fixed a think() bug with scripted_sequences.
2020-03-30 10:00:37 +02:00
c42e6678ac
Sounds will now follow the NPCs that emit them.
2020-03-30 09:12:57 +02:00
e6f3df4986
Link aiscripted_sequence to scripted_sequence... for now
2020-03-29 21:41:04 +02:00
36e6462ef2
func_train: Fixed recursion crash.
2020-03-29 21:40:51 +02:00
ea5851a8f5
Fixed possible recursion bug with breakables and other dead-triggers.
2020-03-29 21:39:32 +02:00
19a4db076b
Scripted Sequence: Support for classnames (untested), angle overrides...
2020-03-29 12:56:46 +02:00
d59213834b
BaseNPC: Don't talk while in sequence.
2020-03-29 11:49:35 +02:00