Commit graph

61 commits

Author SHA1 Message Date
9d36a89d0c Sky: Should have tested this. Skies should now be fixed. 2019-03-14 20:37:35 +01:00
75bed53adc Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice
Added item_suit and item_longjump... they do not do anything interesting yet.
Decals: Added glass break decals upon impact
Damage: Brush-entity radius damage should to work better now
Also seperated the weapons table from generic weapon entry functions. This should make maintaining mods easier
Fixed references from sv_clientslots to sv_playerslots. My brain gets confused between the Quake games at this point. I blame FTE
Fixed sprite animation cycle length check. It attempted to play one more frame than any sprite ever has. Needs more heavy testing?
2019-03-14 20:13:02 +01:00
8220ce4116 Cleanup: Change instances of _x to [0], y to [1] and z to [2] 2019-03-13 22:03:57 +01:00
7e74f7adec env_sound: Initial commit. 2019-03-13 21:56:43 +01:00
ed777e7303 File tree structure rearrangements. Getting rid of binary pk3 files. 2019-03-13 16:48:58 +01:00
9d869d5c0a Fix damage overlay for splitscreen games
Starting to mess with decal colours. DO NOT TOUCH. This is awaiting engine fixes potentially.
2019-03-12 01:22:50 +01:00
515ff8e2ad infodecal: Disable support for non BSP-30 versions entirely (for now) 2019-03-09 16:02:09 +01:00
7c15bed7bb Flashlight: Add the HUD indicator in the 'valve' base
Rewolf: Preparing initial work
Effects: Added Gib-Human effect
CBaseEntity: Make sure things that are hidden can't be damaged by default. E.g. func_breakables that are hidden
func_door_rotating: Minor tweak saving us a few bytes
item_food/sodacan: Make bounding box bigger, fix classname check to apply to "player", not "Player" (TW leftover)
Damage_Radius: Fix how damage radius checks for brush based entities.

Scientist Hunt specific stuff:
- impulse 103 test cvar added to destroy everything around the map
- scientists can be gibbed
- scientists scream when falling
- new cvar sh_scialert that spawn scientists alerted
- new cvar sh_scispeed that is mirrored from the original mod
- new cvar sh_scimax that will limit the amount of scientists spawned by the shdata system
- new cvar sh_sciyaw that will randomize the spawn yaw angle when there's no other specified
2019-03-09 15:50:11 +01:00
99a2bd0c4b func_door_rotating: Add spawnflag PASSABLE 2019-03-07 09:40:49 +01:00
5e660e9399 trigger_hurt: Fix the broken use once flag (e.g. crossfire bunker fix) 2019-03-02 14:03:26 +01:00
0fd206bc2f Added impulse 100, also known as the flashlight 2019-03-01 23:24:46 +01:00
29ebe5775e multi_manager: Adopt 16-trigger limit and the MULTITHREADED spawnflag. This will prevent overflows on maps such as doublecross. 2019-03-01 17:14:33 +01:00
2f101866b7 decal/infodecal: Make sure tempdecals aren't being removed, as that would kill the decal-chain. 2019-03-01 01:24:15 +01:00
9e403c057f trigger_hurt rearrangements 2019-02-28 08:17:14 +01:00
b12aa003aa infodecal: Prevent failure of tracing from crashing the game-logic. 2019-02-28 08:16:32 +01:00
8d0ba69a0e Fix some triggers from not working without the GS_DEVELOPER define set, because ::Respawn() is required for trigger volumes to be registered as such when not exactly visible 2019-02-25 18:19:54 +01:00
d8926097fa Added custom GLSL updates, that add monochrome rendering (for better 3D Anaglyph support)
Some minor fixes regarding the entry API.
Fixed explosion effects from not animating/looping properly.
2019-02-20 14:30:16 +01:00
646e378989 func_door: Fixed the touch condition, this fixes glitchy behaviour in cs_assault etc. 2019-02-09 11:32:19 +01:00
546451338f January 2019 Refactor: Added the initial BaseHL logic and started merging things with FreeCS. This will ensure a bright future to anyone porting mods and the like to the codebase. This is very, VERY early and I'm mainly committing this so Xylemon can start tinkering with it. 2019-01-29 03:40:14 +01:00
710509a0c1 func_door: Make water part of the entity again and fix the broken "STARTOPEN" flag 2019-01-27 06:58:46 +01:00
ab6dfdc95f env_message: Give the default text some color. 2019-01-27 06:58:11 +01:00
63efe2b147 Valve progs boots now.
More restructuring.
2019-01-21 03:00:14 +01:00
3933b256b0 Moved things around a bit in the server-side entbase. 2019-01-18 21:06:23 +01:00
d635fbc0c7 Updated License/Copyright Info 2019-01-16 17:43:50 +01:00
622bb405b8 func_door_rotating: Added support for the SILENT spawnflag 2019-01-16 17:18:34 +01:00
66eec0128d CBaseEntity: Added support for the Not In Deathmatch spawnflag. 2019-01-16 07:53:01 +01:00
b25d3fa082 func_door_rotating: Rotate only away from the player when ONEWAY isn't set, as well as it being a Y axis rotation only. Also added support for the backwards spawnflag. 2019-01-16 07:52:40 +01:00
a21b9a69ce trigger_teleport: Now looks for the right attributes in its search for a destination. How inspiring. 2019-01-16 05:19:00 +01:00
27b18818f8 info_notnull: Fixed spawn init, so their target and targetname keys are properly set 2019-01-16 05:18:24 +01:00
1c009a189e func_door_rotating: Lock doors when a targetname is set, as doors then can only be opened by triggers 2019-01-16 05:17:52 +01:00
a4c77d7a95 Cleanup, removing unused cruft, moved menu into its own basedir. 2019-01-16 00:10:21 +01:00
95b60757e7 light: make sure lightstyles reset upon round respawn 2019-01-15 22:29:04 +01:00
99c878d4d0 Fixed some rendering-frame bugs (stuff that doesn't belong...)
and fixed up pmove a little bit.
2019-01-14 16:13:20 +01:00
732d140050 trigger_once: Same as last commit 2019-01-10 11:17:10 +01:00
8606735626 trigger_multiple: Set the activator entity correctly now 2019-01-10 11:16:59 +01:00
9c29c9fcb9 trigger_hurt: Fixed the timer so you can get hurt more than once 2019-01-10 11:16:39 +01:00
274d8386fb func_button: Added support for shooting buttons to trigger them, if they have health attached. 2019-01-10 11:16:22 +01:00
4722b33035 func_breakable: Added support for 'explodemagnitude' 2019-01-10 11:16:04 +01:00
61011bf155 env_shooter: Actually sat down and made it work 2019-01-10 11:15:48 +01:00
e4981f6d41 rendermode optimisations for all CBaseEntity classes. 2019-01-10 11:15:10 +01:00
d244904f84 Missing animated sprite cleanup 2019-01-10 11:14:50 +01:00
b9902e94ea ambient_generic: Made it fully serverside to avoid headache. 2019-01-10 11:13:49 +01:00
3c42426b43 Added env_message and game_text support. 2019-01-10 11:13:12 +01:00
d4fc1b8ca1 ambient_generic: Made it so that the PHS controls the networking, rather than just ignoring PVS/PHS altogether. This will increase performance. 2019-01-06 22:01:11 +01:00
09667d161c Added missing escape-zone, vip-zone and defusal-kit HUD icons 2019-01-05 20:28:31 +01:00
45d44149fd func_ladder: Fix the placeholder ladder not colliding/rendering properly. 2019-01-05 18:30:47 +01:00
9268524b4d Disabling debug info for the GS-EntBase. 2019-01-05 18:30:24 +01:00
78ccd2f4ec trigger_multiple: Added wait = -1 behaviour (fixes de_survivor's car light flickering) 2019-01-05 16:34:28 +01:00
1397d9a533 ambient_generic: Fixed triggers, networking and whatnot. Should behave a lot closer now 2019-01-05 11:50:30 +01:00
675ecc323c cycler_sprite: Fixed it not being a trigger, so now the chickens on cs_italy work again. Praise the chicken.mdl 2019-01-05 11:50:02 +01:00