11deea5b3d
Add the following physics entities from Source: phys_ballsocket, phys_constraint, phys_constraintsystem, phys_convert, phys_hinge, phys_keepupright, phys_slideconstraint & env_physexplosion
...
Add new class phys_rope, which will handle move_rope and keyframe_rope from Source.
2023-10-17 16:49:01 -07:00
37eceb3677
vertexlit.glsl: add cvar r_showEnvCubemap from Source
2023-10-11 01:05:32 -07:00
444d611068
defaultwall.glsl: Remove SCROLL permutation ifdef.
2023-10-11 01:05:29 -07:00
b77ec906f6
env_steam: initial implementation of this Half-Life 2 entity.
2023-09-13 00:29:31 -07:00
713db23884
Platform: fix an uninitialized vector in vertexlit.glsl which caused graphical corruption on some Intel graphics.
2023-07-08 22:05:54 -07:00
60e681a6c9
ambient_generic: Precache sound inside ::Spawned() and not ::SpawnKey()
2023-04-16 16:25:07 -07:00
01be71e451
Client: 'buildcubemaps' will toggle r_skipEnvmap, which is now also defaulting to a black clear color (akin to Source)
2023-03-16 16:04:47 -07:00
9e6d6ee7f1
Client: Fix for buildcubemaps
angles being overriden by some entity in the map or other.
2023-03-16 15:35:59 -07:00
018b9c16b4
Platform: defaultskin.glsl: Add fallback for the chrome effect in case the GLSL cannot access skeletal information.
2023-01-12 18:50:56 -08:00
c26f7ab2c4
Platform: Make changes to defaultskin.glsl that were contributed by dear Slartibarty. <3
2023-01-12 18:43:19 -08:00
d50ec089f3
Platform: Unlit.glsl now supports MASK permutations
2022-06-27 08:30:56 -07:00
a463498f60
Huge cleanup. Add initial code for the revamped material definition system.
2022-06-01 17:38:52 -07:00
8e96fb27c6
Platform: lightmapped.glsl should have a primitive VERTEXLIT path now.
2022-05-20 12:02:20 -07:00
bb2b7dbddf
NSClient: add method UpdateAliveCam()
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UITextbox: Misc polish regarding text entry
GLSL: Detail pass support for some materials
2022-05-15 13:32:53 -07:00
1c58be4cdb
GLSL: Misc cleanups and fixes to deal with NVIDIAs stricter shader compiler
2022-04-18 21:12:04 -07:00
69b5524771
vertexlit_specular: fix one assignment, which was causing bugs on some vendors
2022-04-08 13:27:58 -07:00
95c2b8225a
func_door: Add 'snd_move' attribute.
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Platform: Misc minor GLSL updates. You can use the #TINT parm on program fade materials now.
2022-03-28 03:32:02 -07:00
a7d5c0ab4a
fade.glsl: Add support for vertex colors.
2022-03-22 16:39:03 -07:00
143a00e94e
Fix light_dynamic (static) from not spawning in CSQC. Add r_skipDiffuse to rtlight.glsl,
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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
a687d7b330
Various tweaks to documentation inside the codebase, more verbose general
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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
af04bc5e4c
GLSL: Add FOGGED permutation option to each of the skybox glsl.
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Remove skybox_fogged.glsl.
2022-02-17 22:22:31 -08:00
d41c770393
func_physbox and prop_physics now respect the 'start asleep' spawnflags
...
they have.
2022-01-20 10:37:17 -08:00
1716e740cf
Go over the vertexlit shader again.
2022-01-13 10:47:51 -08:00
1d5cb6dcdb
Platform: Rework defaultskin and defaultwall glsl their 'gl_ldr' hack to
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how certain GoldSrc games look, with more accurate lightmap banding.
2022-01-10 17:41:01 -08:00
c920e4c3e8
NSRenderableEntity: Support for scrolling textures (requires shader
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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
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surfaces utilizing the default lightmapped shader.
2021-12-31 01:47:47 -08:00
f0e1c3b9e1
GLSL: Go over water_sky.glsl, make it work for TW's upcoming tw_rig.
2021-12-30 15:36:26 -08:00
eb85121716
Add BUILD_ODE build.cfg setting. Add stubs for platform specific functions
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like achievements, rich presense. Minor GLSL adjustments.
2021-11-20 17:27:52 +01:00
b670c994c1
build_engine.sh: Support building of HL2/SRC2004 content via the new plugin
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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
4952e7fbe0
Menu-FN & GLSL: Hack to allow for .colormap style top/bottom color
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onto vertexlit entities. Requires .colormod[2] to be 2.
Used by the menu with MODEL_PREVIEW.
2021-08-27 21:52:41 +02:00
362895b19c
Platform: terrain_alpha_* GLSL will no longer apply fog to the fragment's
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alpha component
2021-07-19 08:32:52 +02:00
49632b9dd1
Platform: Don't hardcode sampler ids in lightmapped_reflectcube.glsl
2021-07-07 11:51:07 +02:00
09528c2944
Add support for top/bottom color on players and viewmodels.
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Fix func_breakable's sound shader from precaching non existing sounds.
2021-05-20 16:01:07 +02:00
9245ae809b
Platform: Added example model into test_dlights.
2020-11-21 16:07:35 +01:00
afa9f0719c
Update cstrike.fmf and mk_mapdef.sh
2020-11-07 10:41:27 +01:00
43dceb7c5a
Platform: Clean up some more of the rtlight GLSL
2020-10-30 11:27:52 +01:00
05b76160e1
Platform: Added r_skipLightmap to the GLSL where applicable
2020-10-27 07:07:19 +01:00
185c7de151
Platform: GLSL improvements, introduction of r_skipDiffuse, r_skipNormal
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and r_skipSpecular
2020-10-27 05:41:11 +01:00
5a419d827e
Platform: Add fog4 pass into default model/BSP rendering code. Also some water stuff.
2020-10-25 15:10:16 +01:00
8cbbeaae24
Platform: Add gl_stipplealpha support to models.
2020-10-25 11:50:15 +01:00
cce2429308
Added gl_stipplealpha for fun, as well as rm_unlit_additive and rm_unlit_texture
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to override the expected behaviour of rendering additive/texture rendermode
surfaces fullbright.
2020-10-24 07:04:30 +02:00
d79ab058cf
Added test_patchblend example map.
2020-10-18 15:56:31 +02:00
2b1e23a2fe
Misc: Added test_lightstyles to platform's base, fixed lightmapped.glsl
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not calculating styles when r_deluxemapping is 0, fixed patterns being
possibly overriden upon init.
2020-10-17 17:26:58 +02:00
d0231eee50
Platform: Added per-wall kernel dithering, cvar gl_kdither 0/1
2020-10-08 12:03:52 +02:00
d22056014a
Platform GLSL: Fix dev_skipnormal for lightmapped_ shaders
2020-09-29 19:26:00 +02:00
dbd5b5d566
Menu: Committed example Menu-VGUI... it's not ready for use but a good widget showcase nonetheless.
2020-09-24 22:31:30 +02:00
b6e9aceb02
Platform: Restructure the directory, add example maps and sources.
2020-09-24 15:33:35 +02:00