Commit graph

2206 commits

Author SHA1 Message Date
08a4080c66 Some minor spectate input code cleanup, make it so that we cache the last
valid player position so we don't get warped to [0,0,0] when a player being
tracked dies.
2021-03-27 07:50:40 +01:00
ab355d6a52 Add drawrect(), a simple helper for drawing rectangles with specified
thickness
2021-03-27 07:49:13 +01:00
2c7f540787 botlib: add USER linkflag. When a bot passes that link, he'll USE the
closest func_button nearby.
2021-03-27 07:48:46 +01:00
cec4872994 Add modelevent_shell sound shader definitions, so mods can set shell eject
sounds.
2021-03-27 07:47:56 +01:00
95739c7a20 Basic spectator implementation for all games. 2021-03-24 07:50:30 +01:00
f918e9ddb9 build_engine.sh: add GNU/Linux uname check. 2021-03-23 20:41:52 +01:00
48d1b1ad0d Client: View_EjectShell is now replaced by three different variations. 2021-03-17 14:34:26 +01:00
69b087c7e4 Client: add View_EjectShell(); and integrate it. 2021-03-17 13:24:00 +01:00
cd9dad472e func_door: define sound shaders for legacy move/stop sound 0 (nothing) 2021-03-17 11:58:00 +01:00
f553a79250 Util_FixModel: Add another hack to fix hostages spawning on cs_747. 2021-03-17 11:49:41 +01:00
3d1041fcf6 Added ClientGame callbacks for PreDraw and PostDraw calls. 2021-03-17 06:24:38 +01:00
00141d5ab0 Add View_PreDraw() and move View_Stairsmooth() into that. 2021-03-17 06:12:50 +01:00
51d9d4caa8 Overhauled make_dist.sh so it's game-agnostic! It'll just build pk3dirs
and bundle them now.
2021-03-15 11:43:15 +01:00
e4cb99dc02 Add player.sndshd to platform for convenience. 2021-03-15 11:31:44 +01:00
0207b52d0f func_breakable: Add indepth explanation of SF_TRIGGER in the QUAKED comment 2021-03-13 04:57:06 +01:00
b49815872c Sound Shaders: Exit out when we attempt to play a shader that hasn't been
precached.
2021-03-13 04:24:53 +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
2468f17680 nuclide script: don't specify manifest by default 2021-03-09 14:26:48 +01:00
0645b98036 vmap script: Add check for the env vars VMAP_NOVIS/BSP/LIGHT 2021-03-09 14:25:59 +01:00
79382f833e Get rid of the src/worldspawn submodule.
It shouldn't be referenced that way.
2021-03-09 11:59:17 +01:00
17baf470fe build_game.sh: Allow parameter to specify a game you wish to build with map
defs.
2021-03-09 11:40:17 +01:00
f8798d6084 Base: Merge client/input.qc and server/input.qc into shared/input.qc, as
it makes a lot more sense of prediction purposes
2021-03-09 11:39:52 +01:00
a062ff92a8 Move doc/license to LICENSE for visibility 2021-03-09 10:36:33 +01:00
f157117af7 Purge game manifest files, let get_gamepacks.sh handle them 2021-03-08 19:00:41 +01:00
ab8f1f3a81 Add get_gamepacks.sh, which updates and clones (if not present) src files and scripts for some example games and mods 2021-03-08 15:53:57 +01:00
12286e5032 Exclude mod-dirs (except for base) from Nuclide's source tree 2021-03-08 11:17:49 +01:00
46f9e1be0f Client: Add force parameter to Sky_Update() and make sure Sky_Update() is
called upon CSQC_RendererRestarted.
2021-03-08 01:45:15 +01:00
c13f1f13cd Scientist Hunt: Clean up monster_scientist to be contains less mod-specific
code and let the parent CBaseNPC take over most of it
2021-03-06 17:43:57 +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
8b4cd6b8c7 build_game.sh: Run make for menu/plugins and check if the level-editor is present before calling make_mapdef.sh 2021-03-06 01:20:25 +01:00
7dcebd140d Menu-FN: Add proper caching (non-CVAR based) for pkgfile and introvideo
manifest info. This avoids the headache of engine threading getting in the
way and messing up package manager and what have you on ~some~ systems
2021-03-06 00:23:59 +01:00
7dae291f31 Scientist Hunt: simplify the path changing code for scared scientists 2021-03-05 10:56:25 +01:00
568121d05f Update build_editor.sh, build_game.sh and make_mapdef.sh to generate
individual eclass .def files for Radiant
2021-03-04 05:04:14 +01:00
0867c17211 Poke646: Fix to make it compile again with the new networking.
Team Fortress: Ditto
2021-03-04 04:07:09 +01:00
d798c0539e Half-Life: Get rid of ::ammo_shotgun/gauss/egon_state, we'll use tempstate
instead
2021-03-04 02:21:18 +01:00
0eeb27a65a Rename all instances of ::ammo_handgrenade_state to ::mode_tempstate as
it's used in plenty of other instances, by other weapons, as it's not
meant to be persistent.
2021-03-04 02:07:08 +01:00
8a6cf34179 They Hunger: Various weapon fixes and improvements to the networking 2021-03-04 02:01:23 +01:00
efcbd465b2 Counter-Strike: Change 9mm max ammo count from 150 to 120. Fix Five-Seven
crash and fix ammo buying logic from not clamping the final value when
over the maximum
2021-03-01 04:32:05 +01:00
b10a075b39 Counter-Strike: Lots of polish for the weapons, fixes for all sorts of
ammo values, some buy action polish (make sure we limit nade purchases)
Other games have the ammo-bar streamlined as well.
2021-03-01 03:10:03 +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
71f7e024c9 Server: Add serverinfo set for skyname into worldspawn... I must have been on drugs or something 2021-02-23 05:55:57 +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
c26d4d0c45 Client/Server: Add server controllable fogparms using serverinfo 2021-02-22 17:49:55 +01:00
20a67bf418 Client/Server: Make the server control the sky. 2021-02-22 17:29:34 +01:00
3e13cb46ff build_game.sh: script will now build QuakeC progs for any detected mod subdirectories 2021-02-20 12:01:27 +01:00
b702f166d1 Client: Make sure the weaponFX gets wiped upon any weapon-switch, to avoid
anything from still drawing upon respawn or forced switches
2021-02-18 09:54:52 +01:00