ed3c821175
logic_auto: Initial implementation.
...
NSEntity: Add support for 'SetParentAttachment', which currently supports
the keyword 'origin'. Will be extended to look for model attachments in the future.
NSEntity: Attachments now take the spawn offset into account instead of
attaching to an entity's origin. Use SetParentAttachment to override this.
2022-03-24 17:59:30 -07:00
9e9d5b1832
env_fog_controller: Initial implementation. Fully shared entity, tested on
...
d2_coast_XX maps in Half-Life 2.
2022-03-23 11:05:35 -07:00
3dc0be8ff4
func_dustcloud: Fix 'Alpha' not being respected fully.
2022-03-23 00:35:30 -07:00
8df9b6db0e
func_dustcloud: Add separate material textures/sfx/dustcloud into platform/
2022-03-23 00:26:46 -07:00
8fa85bd1e5
func_dustcloud: initial implementation. Currently fully client-side, so
...
Inputs and 'StartDisabled' don't work.
2022-03-22 22:57:15 -07:00
f8963a12db
prop_static: Respect .skin... we do this because this to-be-makestatic'd
...
entity will not support the RenderFXPass() anyway.
2022-03-22 19:51:59 -07:00
750bb413e9
prop_rope: Now a shared (client/server) entity instead of just client. Will
...
now respect parenting so you can have very dynamic rope attachments in
the world.
2022-03-22 16:38:31 -07:00
143a00e94e
Fix light_dynamic (static) from not spawning in CSQC. Add r_skipDiffuse to rtlight.glsl,
...
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
96f3a1224a
This is a massive change. Check the full msg here:
...
https://icculus.org/~marco/txt/nuclide_may2022.txt
2022-03-15 19:33:11 -07:00
519035d349
NSRenderableEntity: Use deformVertexes instead of the currently broken .fatness field.
2022-03-15 00:14:44 -07:00
88a1984d09
NSRenderableEntity: Add RFX_GLOWSHELL effect. Note that .fatness doesn't
...
currently work on HL MDL.
2022-03-15 00:01:20 -07:00
dca95b5c45
Fix some warnings across the board.
2022-03-14 11:18:59 -07:00
bbfc8c945c
BotLib: Prematurely commit all this new nav-stuff because some people like
...
to compile their games.
2022-03-13 17:10:12 -07:00
e437550c73
BotLib: Add definitions for BOTINFO_AMMO and BOTINFO_ARMOR.
2022-03-13 17:09:12 -07:00
ae85529f95
Add pmodel attributes to the base player class.
2022-03-13 17:01:18 -07:00
0fc52f726d
BotLib now responds to 'alert' flagged sounds as well. Also added a cooldown
...
timer so we don't call alerts too often.
2022-03-11 14:00:44 -08:00
6fb067eed3
My name has changed, so an update to the copyright to reflect it.
2022-03-11 11:40:43 -08:00
d63f838a86
info_particle_system: Default .angles to point upward.
2022-03-10 13:50:53 -08:00
d885e2e643
BotLib: lot of work done on recognizing weapon types, making proper use of
...
Weapons_IsEmpty() checks - more fixes for pathfinding; the ability to set
walk and movespeed externally via method overrides; several bugfixes in
relation to firing (and getting stuck on pressing other keys.
2022-03-08 21:50:30 -08:00
f1f12623d1
Client: add r_skipFlares cvar.
2022-03-03 23:32:51 -08:00
ce02de7eff
Physics_InputPostMove: Unset FROZEN _after_ physics frame...
2022-03-03 23:32:33 -08:00
d8a8f07432
Client: make sure customphysics is set 'Empty' on monsters, clients
2022-03-03 23:31:59 -08:00
9765f4662b
Organize cmd.qc and fix centerprints from being 'font ambigious'. Use
...
the console font for now (like GoldSrc would, for example)
2022-03-03 16:13:30 -08:00
7ba2bee8e2
light_dynamic: Add r_showDlights, which will visually highlight active
...
dynamic lights that are active in-game.
2022-03-03 14:16:46 -08:00
53f5780ac0
Improvements to console output to make debugging easier, simplified
...
entry.qc by pushing more code into external functions. Add support
for mods to override networked events (after we added support for
ent update overrides the other week).
2022-03-03 14:16:02 -08:00
93124fa6de
base_player: Add Death() method that'll let the client know when to render
...
the 'Deathcam'. Also add the mentioned UpdateDeathcam().
2022-03-02 20:37:40 -08:00
3882611087
Server: Make sure we forceinfokey the '*team' field to 0 upon ClientConnect
...
to avoid having players show up in teams after map-change.
2022-03-02 09:19:05 -08:00
6db98c88aa
BotLib: Add support for goalitems. These may include objectives for things
...
like CTF - flag your game-mode entities as either .botinfo BOTINFO_TEAM_GOALITEM
or BOTINFO_TEAM_GOALCAPTURE and BotLib will try to figure out what to do.
2022-03-02 09:17:57 -08:00
390f127898
NSRenderableEntity: Run Math_FixDelta() on our angles before networking
...
anything to make sure we're within the network constraints of the protocol.
2022-03-02 09:15:41 -08:00
169bd80fc8
GameRules: Add 'IsTeamPlay()' method to the gamerules class. Use this
...
instead of the soon to be removed Rules_IsTeamPlay()!
2022-03-02 09:14:58 -08:00
ee2d3f6b3f
SoundDef: add 'pitch' support to Sound_PlayAt(), the pointsound builtin does
...
support pitch on FTEQW but it's not advertised in the extensions .qc
2022-03-02 09:14:02 -08:00
d4de286086
Menu-FN: Add 'menumap' to the liblist.gam extended specification.
2022-02-23 01:41:43 -08:00
a687d7b330
Various tweaks to documentation inside the codebase, more verbose general
...
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
084414db40
Client: Fix bug where muzzleflashes wouldn't show up in FreeHL.
2022-02-22 12:01:31 -08:00
8cb4c35e23
Remove SendFlags with constants from NSEntity and peers, make full use
...
of EvaluateEntity() to decide which attributes to send network updates of.
2022-02-18 00:30:24 -08:00
1d9ade7319
NSEntity: Add ClientRemove() method so sub-classes can control what happens
...
when a SSQC ent representation is removed from the client.
prop_vehicle_drivable: All sorts of tweaks, lots subject to change.
VGUI elements now get a callback when the resolution gets resized, so they
get a chance to reposition themselves.
Deprecate function ClientGame_EntityRemove().
2022-02-17 22:16:35 -08:00
47a37af545
Client: Allow mods to override entity updates of gs-entbase.
...
prop_vehicle_drivable: Initial work towards suspension.
2022-02-11 17:09:08 -08:00
22ab20a7b4
Server: TraceAttack will now track range across bullet penetration, as well
...
as handle water volume impacts.
2022-02-10 16:17:24 -08:00
f118e34792
Client: Verify our pSeat player entity directly, don't assume 'self' is the
...
player in CSQC_Parse_Event and CSQC_Input_Frame.
2022-02-10 13:31:57 -08:00
bef8dfb117
Base: Some minor edits to facilitate the TW akimbo weapons (clean this later...)
2022-02-04 15:24:43 -08:00
82e1f2e044
GS-EntBase: Move prop_static fully to the client-side.
2022-02-04 10:52:37 -08:00
c4a5070027
NSProjectile: Fix small compiler warning.
2022-02-04 10:22:01 -08:00
4c6800aa4f
Some fixes/checks for prop_dynamic that I forgot to revert while testing.
...
Also added some changes to NSVehicle/prop_vehicle_drivable.
2022-02-03 21:18:31 -08:00
54cf7f8273
GS-EntBase: Add SetScale(), SetOwner(), SetVelocity() and SetTouch() methods
...
to NSEntity.
2022-02-02 10:23:31 -08:00
bcf9e2e758
Cleaning up some warnings.
2022-02-01 13:37:21 -08:00
eb3eb567ca
Shared: nil out the base_client predraw. Get rid of the .pitch attribute of
...
base_player. Fix some angle networking typos.
2022-02-01 09:33:28 -08:00
04fe9ae215
Menu-FN: Make this progs aware of DRAWFLAG_ADDITIVE
2022-01-31 18:26:34 -08:00
a3a5f9d626
Client: Some fixes for handling player/spectator classes, both share now the
...
same parent class on both client and server. Fix crash with spectators and
input-frame overrides. Add 'additive' command to fontdefs.
2022-01-31 17:38:01 -08:00
eb01a1d8d2
Client: Add helper functions for right-aligned text drawing.
2022-01-31 17:04:08 -08:00
155b8c343b
Font_StringWidth: Fix me being tired and not returning anything valid in this
2022-01-31 16:21:09 -08:00
5a3f59a24c
BotLib: Add checks to validate the result of Way_FintClosestNode()
2022-01-31 16:07:04 -08:00
7bcd03c05e
Client: Change Font_GetStringWidth() to Font_StringWidth().
2022-01-31 15:39:08 -08:00
e11465018f
Client: Allow base_player and spectator classes to override CSQC_Input_Frame
...
with a new method: ClientInputFrame.
2022-01-31 15:31:07 -08:00
419e89e861
Client: Some minor work towards making the textmenu/game_text code respect
...
actual font data handled by Nuclide via external fontdef files.
2022-01-31 13:57:30 -08:00
7ce222007c
NSMonster: Fix oversight where targets would get overriden by AlertNearby()
...
Make it so Pain() has a random chance to change targets.
2022-01-31 10:12:41 -08:00
3fc7c477f0
info_particle_system: Fix the emitting speed/angle. Apparently that's
...
specified in the particle config itself.
2022-01-28 17:55:45 -08:00
578da4a779
Add VGUI_Active() which returns whether or not we're drawing VGUI elements,
...
add SNDFL_ALERTS to sound shaders, which will alert enemy AI of suspicious
behaviour, fix a health-setting bug in NSSurfacePropEntity and remove
playerslot check in item_pickup from base/
2022-01-28 16:02:00 -08:00
abdce0b61d
NSMonster: Improve 'seeing', don't target just anything with takedamage set to YES.
...
Add 'AlertNearby()' which is called when a monster sees a new enemy,
gets hit or dies.
2022-01-28 12:31:24 -08:00
2c80a9f9ff
NSSurfaceProp/PropData: Add support for breakable_skin. When a prop 'dies'
...
it doesn't necessarily have to disappear, it can change its material to one
of your choosing.
2022-01-28 06:53:32 +01:00
92bb821ad9
NSMonster: Add GetWalk/Run/ChaseSpeed methods to override movement speeds
...
of each monster class that's based upon it.
2022-01-25 20:07:25 -08:00
f0a8fa0889
Client: Games can now override base-Nuclide commands.
2022-01-25 20:06:40 -08:00
63d7b04852
NSMonster: Do some basic interpolation between new/old frames. HLMDL are
...
currently not supported however (engine needs a fix)
2022-01-24 17:29:58 -08:00
7963b11a7d
NSMonster: Add MeleeMaxDistance() and MeleeCondition(), so classes can
...
easily override condition and distance of their melee attacks.
2022-01-24 12:29:06 -08:00
709f0a2297
scripted_sequence: More work to make c1a3 and t0a0a work properly
2022-01-21 17:24:39 -08:00
82b1cb68fa
Improvements to some GoldSrc rendermode code, better teleporting behaviour
...
for scripted_sequences.
2022-01-21 12:24:25 -08:00
06d07738b6
Clean up the base classes, get rid of having to manually include the entbase
...
defs.h for the respective progs.
2022-01-20 16:23:29 -08:00
fbb53d62f4
prop_dynamic: Filter the 'solid' field by its 3 supported collision types.
2022-01-20 14:27:39 -08:00
8bf7315253
prop_dynamic: Now solid by default, unless spawnflags bit 256 is set.
2022-01-20 12:57:17 -08:00
24b00565e3
Make it easier to parse Input/Output entity data by adding PrepareOutput()
...
to the NSIO class
2022-01-20 12:47:59 -08:00
9e2b89e386
NSEntity: BBox will now account for rotation whenever SetModel() is used.
2022-01-20 12:30:53 -08:00
d41c770393
func_physbox and prop_physics now respect the 'start asleep' spawnflags
...
they have.
2022-01-20 10:37:17 -08:00
33795822a9
Rework env_global, entities communicating with it as well as support for
...
changetarget/changedelay in trigger_changelevel, which will make Hazard
Course its last level work in terms of elevator shenanigans.
2022-01-10 23:48:14 -08:00
ec9432fe73
NSRenderableEntity: Save/Restore tracking for 'frame' field.
2022-01-10 23:46:28 -08:00
009462f3ee
GS-EntBase: Add game_counter_set entity.
2022-01-10 13:34:07 -08:00
e98f751071
Add missing Save/Restore methods for ambient_generic, env_beverage, and
...
a dozen more.
2022-01-10 13:20:00 -08:00
a95354c09a
trigger_multiple: Add missing save field for OnEndTouchAll I/O trigger.
2022-01-10 13:18:59 -08:00
11c37f789d
NSMonster: Add TriggerCondition for death of an NSMonster.
2022-01-10 13:18:25 -08:00
e4b7d55b3c
NSEntity: Add Destroy() which makes sure a sub-class is cleanly removed
...
from the game when possible.
2022-01-10 13:17:36 -08:00
f42263dbfe
game_counter: Revise QUAKED comment, as it is apparently a point entity.
2022-01-10 13:07:58 -08:00
826e6c3150
GS-EntBase: Add game_counter entity.
2022-01-10 13:06:35 -08:00
02c2ff7be5
env_glow: Add 'rotate' key to rotate the sprite/material by X degree amount
2022-01-07 17:04:43 -08:00
52dfde0cf1
Sound: Add Sound_PlayLocal() which is a 'sound shader' analogue to to
...
localsound()
2022-01-07 13:46:16 -08:00
749424aa84
NSMonster: Add support for actions (used in e.g. HLMDL) to query which seq
...
to play. This will be expanded shortly in-engine to support more formats...
2022-01-06 19:27:08 -08:00
CYBERDEViL
7607c249f6
Fix bug where dropped items shouldn't be respawned.
...
`spawn()` will cast it's params to floats, so when `m_iWasDropped: TRUE`
was given it would set `m_iWasDropped` to `1065353216`; and conditions like
`m_iWasDropped == TRUE` where never met. Which would cause
`valve/src/server/items.qc:item_pickup::touch` to set `think` to `Respawn`.
2022-01-05 23:41:13 +01:00
9d4d7afdcd
Big overhaul of momentary_door, momentary_rot_button... now onto the last
...
entity until Hazard Course is fully functional from beginning to end.
2022-01-04 21:54:42 -08:00
08e112e128
trigger_changelevel: check if we're inside a trigger_transition under
...
certain conditions (and only compare the activator...)
2022-01-03 19:28:22 -08:00
df2a385bbd
func_door: 'netname' trigger happens when door returns to its original
...
position, not the other way around.
2022-01-03 19:27:47 -08:00
3726139eda
func_guntarget: Add Save/Restore, as well as a fix for Respawn() and health
...
being reset.
2022-01-03 19:08:30 -08:00
a0cec88f3b
Merge pull request #2 from cyber-bridge/master
...
Honor weapon .pickup return value.
2022-01-04 01:30:07 +01:00
6dcf76ac5d
func_breakable: Be more paranoid about checking health and propdata overrides
2022-01-03 13:02:56 -08:00
CYBERDEViL
f6b0b5c348
Honor weapon .pickup return value.
...
For FreeCS this means CT-team wil no longer be able to pickup the bomb.
2022-01-03 19:12:26 +01:00
d3dcb3a12b
GS-EntBase: Cleanup and fixes regarding which func_ entities support the
...
'angles' key for visuals. trigger_hurt damagetype tweaks (needs more tests)
as well as monstermaker fixes and SF_ROT_TOGGLE func_door_rotatings no
longer auto-return...
2022-01-03 00:23:20 -08:00
758b28346d
Client: Add fade.h and add definition in worldspawn's QUAKED comment for
...
startdark.
2022-01-02 21:21:06 -08:00
d375ec5f93
Client: Implement "startdark" key from worldspawn. Which is responsible for
...
the fade-in effect in c0a0 for example.
2022-01-02 21:04:55 -08:00
c920e4c3e8
NSRenderableEntity: Support for scrolling textures (requires shader
...
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
...
surfaces utilizing the default lightmapped shader.
2021-12-31 01:47:47 -08:00
3ca728e1d0
func_conveyor: Add Save/Restore methods for save-games.
2021-12-29 15:54:51 -08:00
6ca3900b4d
NSSurfacePropEntity: Handle health more appropriately to avoid conflicts,
...
unbreaks func_button's health behaviour.
2021-12-29 14:13:08 -08:00
cad1dfbcfe
Waypoint-system: You can now unlink waypoints (either one or two way...)
2021-12-18 17:50:43 -08:00
043c6878d6
Server: Waypoint flagging will now link two nodes if they weren't linked
...
already.
2021-12-18 17:20:25 -08:00
e45c41610c
Client: Flip the first two entries under the link sub-menu in way_menu.
2021-12-18 16:38:35 -08:00
5637d49189
Waypoint-system: Add 'sv way addnear' which will create a node auto-linked
...
to the nearest node to the player.
2021-12-18 16:36:51 -08:00
30e0ca9ad5
Client: Auto-load waypoints for current map when first opening way_menu.
...
Add cvar: way_autoload
2021-12-18 16:27:28 -08:00
f2e44b24fb
Add platform/base_sound.pk3, move base sound shaders in there. Add misc/null
...
and misc/missing PCM samples for fallback.
2021-12-18 15:06:37 -08:00
6ec29e9985
SurfData_IDtoImpact: Fix IMPACT_METAL lookup
2021-12-17 21:23:30 -08:00
60fefa8c94
Server: Fix bug where clients would not receive damage notifications when
...
armor is the only affected attribute.
2021-12-17 20:27:36 -08:00
c2e4050bae
Replace CSQC_Parse_Damage with our own, add EV_DAMAGE. Make sure trigger_hurt
...
respects the 'damagetype' field. Add CSQC_UpdateSeat to make querying of
the current player seat easier (splitscreen).
2021-12-17 18:20:30 -08:00
8075616d6d
SurfaceProperties: We were missing a few material ID lookups for GoldSrc
...
regarding impacts.
2021-12-16 13:12:44 -08:00
00e9eec764
Menu-FN: To make standard load faster, the parsing of game-info now happens
...
whenever try to enter 'Custom Game'.
2021-12-15 22:33:30 -08:00
c8a6b1f123
Added support for _detail.txt definitions, allowing maps to specify detail
...
textures. New cvars: r_detailtextures, r_detailtexture_xscale, r_detailtexture_yscale.
2021-12-15 11:17:25 -08:00
094e87f957
Server: Add support for maps/$MAPNAME_skl.cfg to support Sven Coop's map
...
specific skill overrides.
2021-12-14 10:25:32 -08:00
7bfea15dd0
Add base/shared/fx_corpse.qc, change set to seta in masters.lst
2021-12-13 11:47:55 -08:00
a80def1d12
Server: Fix that you're unable to pick up weapons when you've hit the ammo
...
cap of said weapon.
2021-12-12 20:36:11 -08:00
bfad97f6eb
prop_dynamic: Remove redundant .health set code that's now handled in the
...
parent class.
PropData: Fix a bug that fails to check our cache properly, resulting in
the first entry being returned when no data is properly defined.
2021-11-21 04:23:33 +01:00
a2f8fd0a5d
NSSurfacePropEntity: Keep track if .health is ever set manually, take that
...
and PropData info into account for determining if any child classes will
'break' by default
2021-11-21 03:57:18 +01:00
eb85121716
Add BUILD_ODE build.cfg setting. Add stubs for platform specific functions
...
like achievements, rich presense. Minor GLSL adjustments.
2021-11-20 17:27:52 +01:00
1e31ab2955
Following last commit, we allocate EFX data statically up-front too.
2021-11-15 03:59:39 +01:00
58734ec4d2
Improve VM memory usage by avoiding fragmentation in sound shaders and prop
...
data. Games can enable dynamic memory allocation by setting SOUNDSHADER_DYNAMIC
and PROPDATA_DYNAMIC in their progs.src
2021-11-15 03:46:59 +01:00
0085403c95
NSSurfacePropEntity: Save/Restore for its attributes, OnBreak output etc.
2021-11-13 07:55:33 +01:00
08c3a4a576
SurfData: Goodbye to DAMAGE_MATERIAL. We streamline that process now so
...
that all entities will use surfaceParm defined info by default unless
overriden by an entity. + Set up sane defaults for surface properties.
2021-11-13 01:38:20 +01:00
40da8b09f9
NSPhysicsEntity: Filter out the various damage types when applying force upon
...
the ent taking damage.
2021-11-10 13:06:57 +01:00
c7845fd694
NSRenderableEntity: m_iBody should be applied to the first two geomset groups (for now)
...
to deal with funky GS model behaviour.
2021-11-10 10:42:52 +01:00
7d717779b3
NSRenderableEntity: Fix "body" key not being read in SpawnKey()
2021-11-10 09:50:59 +01:00
568716ca78
NSEntity: Check .scale before applying setsize() in case someone's funny
2021-11-10 03:00:09 +01:00
a8e4cd5748
NSEntity: Make sure .scale affects SetSize() calls and is updated with
...
SetModel() calls. Also keep track of original .mins/.maxs in case scale
changes.
2021-11-10 02:33:31 +01:00
b670c994c1
build_engine.sh: Support building of HL2/SRC2004 content via the new plugin
...
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
a48baff2d1
Menu-FN: Add a hack around drawtextfield(), wasting QC asm instructions in
...
the process for something as simple as specifying character size.
2021-11-06 11:17:54 +01:00
24070f9e37
Client: Secondary attack will now hide the weapon selection HUD overlay.
2021-11-06 08:24:12 +01:00
93d46022fa
HLMaterials_Load: Fix typo that prevented us from adding an processed
...
texture name to our hash table
2021-11-06 07:31:51 +01:00
3bb88216c8
Add DAMAGE_MATERIAL as a possible .takedamage value, this may just be a
...
temp way for model based entities to communicate whether or not they use
that in-model surfaceflags.
2021-11-06 07:15:13 +01:00
c22b001f60
Cleanup: get rid of the ancient Font_LoadFont() wrapper, pipe _all_ text
...
font info through our internal font_s data structure.
2021-11-04 22:48:19 +01:00
2484f6c283
func_rotating: Set think and nextthink to something in order for an infinite
...
avelocity to work. Great.
2021-11-04 00:01:38 +01:00
aa0ccf4413
Add test_grenadeclip.
...
Add helper functions to convert RGB255 to ^x color codes.
Small fixes for fonts in vguilib.
2021-11-03 21:54:43 +01:00
0a8dbd0edb
Menu-FN: Skip intro page if we're playing with steambg in the liblist.gam.
2021-11-01 21:43:01 +01:00
69d58edbb6
trigger_multiple: Implement the output "OnEndTouchAll". Needs stress-testing.
2021-11-01 02:38:24 +01:00
2a23eebc79
NSRenderableEntity: Render RM_SOLID rendermode ents invisible when m_flRenderAmt is 0.
2021-10-31 20:07:56 +01:00
908a9fd524
GS-EntBase: Add initial implementation of func_areaportal.
2021-10-31 19:52:55 +01:00
fe15241b2d
GS-EntBase: add PortalOpen/Close methods to func_door and func_door_rotating
...
which keeps track of our areaportal state more reliably.
2021-10-31 19:15:32 +01:00
d25a597d71
Player: SetSize() after the .flags field update in case their bbox changed
...
and we aren't running physics on their entity.
Viewmodels: Add cvar v_modellag (Default: 0)
2021-10-30 00:59:31 +02:00
5bf3545e69
GS-EntBase: Added a ton more Save/Restore functions for many core entities.
...
Player entity is also getting save/restored now.
2021-10-28 04:29:11 +02:00
98c234da48
SurfaceData: Non NSSurfacePropEntity class ents will just use the generic world check for impact effect lookup.
2021-10-27 03:06:29 +02:00
98d9f8f618
Sound: Convert legacy attenuations to Q unit radii upon parsing.
2021-10-23 13:45:59 +02:00
090edf53ff
NSTrigger: Make sure SpawnKey sets 'target' on the client progs too.
...
prop_rope: Fix the ropes not looking towards the right direction.
2021-10-23 12:40:35 +02:00
f5a8ec8ef3
Added support for the triggers/think states across Save/Restore functionality
2021-10-23 01:00:15 +02:00
4c2b37c34d
NSEntity: Save/Restore behaviour for some more fields.
2021-10-22 21:20:22 +02:00
fa5cdd5a80
Initial commit of the Save/Restore system, this is the first reference
...
implementation of QuakeC controlled save-files and SV_PerformLoad() and
SV_PerformSave that Spoike added into FTEQW for Nuclide.
2021-10-22 20:51:51 +02:00
0a4b0ea795
Client: Move Damage_Draw() and Damage_Precache() out of here, into the
...
game-specific realm
2021-10-21 23:30:42 +02:00
64eb0cc11d
PMove: Be more aggressive with our unstuck function.
2021-10-21 21:27:58 +02:00
ac8eefc313
NSEntity: Fix a very bad bug that caused Client entities to not parse
...
any fields through SpawnKey.
2021-10-21 00:36:15 +02:00
249e4bc612
Massive revamp of the Nuclide system classes, more efficient networking
...
and memory usage thanks to intelligent boxing of fields.
Added Util_TimeToString, removed old VOX code, added lots of new helper
classes...
2021-10-20 01:19:10 +02:00
e53a7a33e2
TraceAttack: Accumulate trace_surface_id's into g_multiDamage_HitBod
...
so we keep track of which body types we hit
2021-10-16 21:28:03 +02:00
70fe95e5a7
Add support for Source styled surfaceproperties.txt definitions, which
...
is incorporated into func_breakable/pushable already. Mods can now control
material/surface properties without code.
2021-10-15 19:01:36 +02:00
736ecb61f8
TraceAttack: check surfaceflags on world traces, m_iMaterial on anything
...
else.
2021-10-15 09:37:51 +02:00
d283c309cd
Add missing material/impact definition for sand. Document some other ids
...
of interest that are used in L4D and GO.
2021-10-11 23:29:26 +02:00
147969e8a8
Client: Add Weapons_EnableModel() and Weapons_DisableModel() so weapons can
...
manually control the visibility regardless of viewzoom setting
2021-10-08 21:50:04 +02:00
574980bb1d
CGameRules: Now incorporates DamageApply and DamageRadius, thus making you
...
able to have gamerule specific logic for inflicting damage to entities.
2021-10-07 23:30:21 +02:00
dd94d7d75f
View: Move muzzleflash precaches out to be game specific.
2021-10-06 22:00:23 +02:00
3d7e132699
CBaseEntity: add SetParent and ClearParent Inputs for level designers.
2021-10-04 13:56:18 +02:00
726332c78e
CBaseEntity: Add Ignite(), Exinguish(), IsOnFire() methods according to the
...
Source 2004 spec (controllable lifetimes etc.)
2021-10-04 13:22:40 +02:00
12753616df
Remove some left-over junk code that no longer runs
2021-09-30 23:32:47 +02:00
59ee0bd359
PMove: Pressing jump will now make you jump off the ladder, like in HL and
...
some other games.
2021-09-30 23:19:01 +02:00
2b377fdd79
Document the various CONTENTBITS that are relevant to us and reserve
...
a GRENADECLIP content bit, so levels can be optimised for nade throws.
2021-09-24 10:48:05 +02:00
565d8ad7e7
PMove: Add flag FL_ONUSABLE, which will tell us if we're looking/hovering
...
over something that we can +use on.
2021-09-23 01:01:59 +02:00
5439bfb59b
CBaseEntity: Mark some methods as nonvirtual, fix some regressions with
...
func_healthcharger/recharger, trigger_gravity
2021-09-22 20:56:20 +02:00
451beedb0c
CBasePhysics: add support for explosions upon destruction, provided via
...
propdata.
2021-09-21 21:11:02 +02:00
251713121c
PropData: Add support for the BreakModel info parsing. Any CBaseEntity can
...
now be augmented. prop_physics entities can already make use of them.
2021-09-21 20:33:09 +02:00
f34b78b11c
CBaseMonster: Fix being able to push monsters around when you're standing on them
2021-09-17 20:41:48 +02:00
3bceff6a2c
Implement and parse the propdata system from Source 2004 and make our
...
func_breakable entity aware of it.
2021-09-17 19:31:22 +02:00
3cc01ca512
CBaseMonster/NPC: Tweak what qu/s speed is considered falling
2021-09-17 01:24:47 +02:00
211a28692b
CBaseMonster: Add FALLING flag, and FallNoise() method so monsters/npcs can
...
specify what to do/play when they start falling.
2021-09-17 00:41:58 +02:00
56e07c3f06
CGameRules: Add MonstersSpawn(), now game-modes can be queried for whether
...
or not monster entities spawn on init.
2021-09-16 21:16:37 +02:00
1764677394
Add hacks to func_door(_rotating) that deal with 'wait' being 0.
2021-09-16 20:26:03 +02:00
2cebd560c3
multi_manager: Remove old debug prints
2021-09-16 19:19:22 +02:00
56a616ec8b
CBaseEntity: Add reliable methods to query what certain attributes where
...
when the entity first spawned. (e.g. GetSpawnOrigin())
2021-09-16 17:34:56 +02:00
cba54d3e2b
Added crossprint, changed input_sequence from int to float as
...
it's now integrated into the engine, however as a float (blame DP)
2021-09-15 22:44:31 +02:00
034575ac87
Plugins: chatsounds.dat will now look for any definitions
...
file named chatsounds_*.txt.
2021-09-12 12:19:28 +02:00
81116646e4
Sound_Distance: Use pointsound, because the engine may do a funny
...
with channels and whatnot in the OpenAL backend. It works when
no entities are involved.
2021-09-12 01:17:26 +02:00
ab34230016
GS-EntBase: func_door_rotating gets the 'locked_sound' too. That's
...
it for today.
2021-09-12 01:11:36 +02:00
eda2e3e751
GS-EntBase: Implement 'locked_sound' in func_door.
2021-09-12 01:06:45 +02:00
c9d502f364
GS-EntBase: env_shooter's Respawn should set .think to __NULL__
...
to avoid potential Respawn() calls not working as expected.
2021-09-12 00:30:37 +02:00
dfa7e32eca
CBaseNPC: Don't allow us to 'Speak' or 'Sentence' when we're dead.
2021-09-12 00:21:28 +02:00
f884b3d35d
Separate networking between CBaseEntity and CBaseMonster, needs
...
cleaning.
2021-09-12 00:13:24 +02:00
10b2ff1fca
Add setorigin_safe(), which is just like setorigin but pushes
...
entities upwards out of the ground.
2021-09-12 00:12:55 +02:00
b8de87d45c
func_pushable: Mark collision-helper as non-solid upon breaking.
2021-09-12 00:11:12 +02:00
d4fe258d62
prop_vehicle_driveable: Fix QUAKED definition classifying it as
...
a brush entity, oops.
2021-09-11 22:46:29 +02:00
d94a5f33eb
GS-EntBase: Add prop_vehicle_driveable, for model based 4-wheel
...
vehicles.
2021-09-11 22:43:14 +02:00
bc2fbb4a69
Implement setpos() and setang(). The engine provides setpos, but
...
we may want to declare it for possible future overrides.
2021-09-09 19:03:26 +02:00
5578b0e602
GS-EntBase: Add client-side prediction for func_tankmortar.
2021-09-08 20:17:13 +02:00
2a86794d67
Add precache_cubemap() to src/client/defs.h
2021-09-02 21:11:54 +02:00
8ba5bc56d2
Sound: Added 'distshader' keyword support... which will play a
...
another sound definition at global attenuation (explosions like this)
2021-09-02 10:10:27 +02:00
4a2cde56cc
Clean up pseudorandom() a bit.
2021-09-02 09:47:48 +02:00
527318bd65
Deprecate CBaseFX, introduce .predraw for weapon functions.
2021-09-02 09:39:37 +02:00
9fa091db43
Reserve 3 SRC'04 rendermodes, implement RM_DONTRENDER.
2021-09-01 22:41:11 +02:00
fd05c2419c
Minor cleanup of SendFlags assignments, fix for 'sv respawn_ents' affecting players.
2021-09-01 22:11:30 +02:00
f0957141cc
CBaseEntity: Add inputs for 'Kill' and 'KillHierarchy'
2021-09-01 21:39:21 +02:00
1657ff3e29
GS-EntBase: Move I/O system into CBaseEntity, add Skin, Disable/EnableShadow inputs...
2021-09-01 21:30:10 +02:00
57f1408b8c
Add UpdateView() to CBaseVehicle, to let vehicles override the
...
camera properties in CSQC_UpdateView before rendering.
2021-09-01 15:19:50 +02:00
0bc83d289d
Menu-FN: Add r_pixelscale, to be used in combination with r_autoscale
2021-08-29 21:41:31 +02:00
2377734e60
Client: Remove drawpic and drawsubpic wrappers.
2021-08-29 19:42:45 +02:00
6cea322f6a
base_player: Network v_angle[1] along with angles[1]
2021-08-29 18:28:11 +02:00
42b1abf668
Menu-FN/FS: Only parse sprays from logos/, not root of mod-dir
...
anymore. Users with giant BMP screenshots will rejoice
2021-08-29 09:53:36 +02:00
34505bcacf
GS-EntBase: Fix crash with vehicles by networking them separately
...
from CBaseEntity, which will assign the needed client-side input
method for prediction
2021-08-28 21:25:38 +02:00
4952e7fbe0
Menu-FN & GLSL: Hack to allow for .colormap style top/bottom color
...
onto vertexlit entities. Requires .colormod[2] to be 2.
Used by the menu with MODEL_PREVIEW.
2021-08-27 21:52:41 +02:00
6de82ca18c
Menu-FN: if a menu.dat is compiled with MODEL_PREVIEW defined,
...
we'll use a 3D player-model previews instead of the image based one
2021-08-27 21:15:57 +02:00
e28de86415
Call DSP_UpdateSoundscape(), seems I forgot all about it!
2021-08-27 11:35:59 +02:00
be0df99c8d
Menu-FN: Add WEBMENU define, to get rid of all the filesystem
...
searches related to mods and packages for potential web builds
2021-08-23 11:04:56 +02:00
76b26fd3af
func_brush: Clarify default state in the QUAKED description
2021-08-19 19:11:46 +02:00
d4fccac03f
Work towards making vehicles predicted, this is ongoing.
2021-08-19 17:54:08 +02:00
62b5e300d7
Set default physics cvars up on init, as the engine has some set to "" and
...
thus renders our autocvar definitions useless.
2021-08-14 09:13:27 +02:00
f562991ada
Clean-up defines for physics vars. Those are handled elsewhere...
2021-08-14 08:49:40 +02:00
a3e0cceba0
GS-Entbase: Add detailed QUAKED definition for light_environment!
2021-08-12 21:34:32 +02:00
0d759c724c
Menu-FN: Support for mIRC color codes in the Chat-Room function (fg only)
2021-08-12 12:36:48 +02:00
fbf6ee7367
Switch from iqmtool to vvmtool.
2021-08-10 12:07:09 +02:00
c7004625ae
Menu-FN: Add LOGO_STATIC, rename LOGO to LOGO_AVI. Allowing mods to have
...
non video menu headers
2021-08-08 14:06:26 +02:00
844c29bf23
Menu-FN: Off-load font definitions into external .font files, like cgame
2021-08-08 13:54:05 +02:00
0cd6694c32
Menu-FN: Parse locale file info, then gfx/shell definition overrides to
...
allow for proper translations of the menu system.
2021-08-08 12:12:17 +02:00
fb63b4f774
GS-EntBase: Fix rendermodes for more complicated entities, ts_bikini will
...
now display properly.
2021-08-08 07:47:20 +02:00
1230a6d636
prop_rope: Fix PVS culling. It may be more aggressive now, so fix your maps.
2021-08-08 06:51:57 +02:00
ca9e42a49c
Add 'testPointLight' command.
2021-08-06 08:46:12 +02:00
9fb574d920
CBaseEntity: Fix error for when games are not compiled with GS_RENDERFX
2021-08-03 07:15:25 +02:00
0709688f9f
Add base/default.cfg, some fallback menu assets.
2021-08-02 22:36:36 +02:00
3ca7b5451c
Menu-FN: set create-server maxplayers to 8 when cvar is at 1, search pak
...
archives in reverse for liblist etc. files to ensure we read the latest +
more fixes
2021-08-01 11:49:00 +02:00
0ca3d03927
Remove some debug stuff.
2021-08-01 11:21:24 +02:00
1ec3cf2e8e
Decouple Camera/Viewmodel effects from src/ into base/src/
2021-08-01 08:53:21 +02:00
3ef55c5e48
build_engine.sh: iqm has been renamed to iqmtool, so adjust those basenames
2021-07-20 12:19:27 +02:00
3b0ad9468a
Menu-FN: Fix broken training map button.
2021-07-19 08:37:08 +02:00
affa7b4a0c
Client: add camera.qc and viewmodel.qc, better restructure how we apply
...
effects to the view. Add CVARs v_cambob, v_camroll, v_bobstyle...
2021-07-19 08:36:19 +02:00
37c5c6efdd
GS-Entbase: Make sure we use Set*() functions for networked fields all the
...
time to notify clients of any changes
2021-07-19 08:34:46 +02:00
50c3f27a69
GS-Entbase: Document spawnflags throughly in QUAKED comments.
2021-07-17 21:04:34 +02:00
d744bf2272
GS-Entbase: QUAKED comment improvements for level editors
2021-07-14 11:49:30 +02:00
9798e0c91b
QUAKED light_surface, a new vmap-only entity that enables you to
...
quickly add map-specific material overrides for the purpose of lighting.
It's similar to the "_surfname" key in tyrutils_ericw, but it is more
advanced than that.
2021-07-12 10:17:10 +02:00
8a2820f15b
func_brush: Ironed out most of the behaviour, thanks Xylemon for creating
...
a great test map documenting how this entity should behave in Source.
2021-07-12 10:15:00 +02:00
e13323e07d
Client: when 'buildcubemaps' is running, make sure the views are centered
...
at all times to avoid FTE dumping weird projections
2021-07-09 22:18:25 +02:00
60313aa3ce
GS-Entbase: env_particle needed setorigin() and setsize(), since that's
...
how FTE will now set a pvs sample in CSQC
2021-07-09 22:16:36 +02:00
3f3e61689d
GS-Entbase: Move client/worldspawn to shared/worldspawn, defined QUAKED
...
comments that we encourage using for new maps
2021-07-03 12:42:33 +02:00
03ecfbabfb
Menu-FN: Don't push the updater into anyones face right now until this is
...
rock-solid under the hood
2021-07-02 23:42:03 +02:00
3d236a64ed
Client: console command 'dev_sunpos' will now also report the sunangle and
...
pitch values for a light_environment entity.
2021-07-02 13:43:58 +02:00
dc592c1deb
Client: Muzzleflash will now follow the viewmodel angle, in case it's
...
a 3D model (The Wastes)
2021-07-02 11:16:57 +02:00
3a69435a6b
Platform: Update test_lightwarmth.bsp/map
2021-06-29 22:27:25 +02:00
334f880462
Menu-FN: Remove cvar_set line overriding scr_sshot_type
2021-06-29 19:56:20 +02:00
767f610e5a
light_dynamic: normalize color values for static dlights
2021-06-29 12:16:52 +02:00
9309aef925
Client: Remove redundant addentity() calls from predraws of entity classes that
...
don't require drawing of a modelindex.
2021-06-29 10:53:36 +02:00
883a64b744
Remove ftebug_checkpvs(), undefined behaviour was causing things to pop
...
in and out of existence. There was no fault with FTE's implementation after
all. Change func_dustmotes, prop_rope and env_glow to querying player pos
more reliably.
2021-06-29 10:47:51 +02:00
97bc849abe
Add cvar ftebug_checkpvs, to see work around something that hasn't been
...
fixed yet.
2021-06-28 19:52:36 +02:00
b0755d36cb
Way-Menu: Move 'remove nearest' into the waypoint creation menu for
...
convenience
2021-06-27 22:13:07 +02:00
4d042ea062
Client: Font_LoadFont() will now have some credible defaults as a fallback.
2021-06-27 09:56:25 +02:00
88e5084f38
Client: Added Entities_RendererRestarted, giving entity classes a chance
...
to reload their assets. env_glow and prop_rope support in this commit.
2021-06-27 09:55:48 +02:00
e42b714458
Client: Added Font_LoadFont() as a wrapper for loadfont(), which will
...
parse definitions located in the filesystem instead of hardcoding font
paths and sizes.
2021-06-26 21:45:46 +02:00
fc63f9af55
Menu-FN: disable models/spray widgets in m_customize if we've got none.
2021-06-26 17:14:00 +02:00
c0050b9798
prop_static: Only MakeStatic if avelocity isn't set.
2021-06-26 10:25:46 +02:00
c55317711c
trigger_hurt: Make damage timer relative to the entity, not relative to
...
the trigger itself.
2021-06-18 22:59:54 +02:00
7f00e9354d
Add shared/platform.h which will send hints as to what target platform
...
we're dealing with (pc, touch, web, console etc.)
2021-06-18 09:26:24 +02:00
75dfffaf4b
func_pushable: only run physics routine when velocity is > 0
2021-06-18 09:24:58 +02:00
de63f37a52
Call Math_FixDelta before networking a bunch of different entity angles.
2021-06-16 11:56:28 +02:00
12e02bd019
multi_manager: clean up the way we trigger our sub-triggers, avoid string
...
tokenization
2021-06-16 11:53:29 +02:00
dabe93a9ce
func_wall_toggle: Fix networking bug, we weren't using SetModelindex()
2021-06-16 11:52:59 +02:00
ef66642c7f
Server: Prevent the engine from handling spawnflags or else it'll remove
...
entities depending on mode/difficulty
2021-06-16 11:52:36 +02:00
ff39eda49d
Menu-FN: Keep track of where games got their gameinfo from and accomodate
...
the different game/mod switching methods in case of manifests
2021-06-15 10:49:57 +02:00
971b76f938
Menu-FN: Added support for parsing gameinfo.txt from Source Engine games
2021-06-13 09:04:29 +02:00
95707a005b
Menu-FN: If the engine somehow doesn't report the game we're currently
...
playing as a valid dir, append it at the end manually.
2021-06-13 07:55:58 +02:00
64749cddda
Menu-FS: Add support for gameinfo parsing via manifests
2021-06-12 20:39:56 +02:00
17368be5e7
Moved the PMove code into the base_player class, so mods can override
...
sections at will
2021-06-08 15:30:47 +02:00
3efae50481
GS-Entbase: Make use of setmodelindex() instead of directly assigning
...
modelindex.
PMove: Hack to get stop gravity=0 from breaking runstandardplayerphysics if
CUSTOMPHYSICS is not defined
2021-06-08 09:17:35 +02:00
cc3a652119
GS-Entbase: Remove duplicate func_lod definition for QUAKED
2021-06-07 11:39:02 +02:00
b2c15d8fa4
build_editor.sh: Add check for env variable BUILD_CLEAN
2021-06-04 13:03:26 +02:00
0a5e254963
Menu-FN: Fix typo in strings.cpp, thanks to 'unsettled'!
2021-06-04 12:59:32 +02:00
af139751e0
setmodel(): verify if model exists in PATH and set it to an error one if
...
it's not present.
2021-06-01 12:40:53 +02:00
243c875a3f
CBaseTrigger: Add support for Source Engine's FireUser/OnUser 1-4 trigger
...
inputs/outputs.
2021-05-29 10:52:47 +02:00
a4a40be8ae
Menu-FN: Parse "minversion" command from liblist.gam.
...
Base: Document example liblist heavily.
2021-05-28 21:24:57 +02:00
407e2deb89
Menu-FN: Allow GAME_DIR to be overriden at a progs.src level
2021-05-28 19:35:41 +02:00
2082f1355a
Menu-FN: Parse liblist.gam files instead of relying on manifests outright.
2021-05-28 10:26:42 +02:00
42960cda05
GS-Entbase: Initial func_pushable implementation
2021-05-27 09:44:01 +02:00
03b16ff905
Add Vox_Sentence_Broadcast() and Vox_Sentence_Single
2021-05-25 10:25:20 +02:00
4964ba3859
Shared: Give base_player class a constructor.
2021-05-25 08:35:22 +02:00
6c59c47c93
Menu-FN: Top/Bottom color sliders should only be visible when gameinfo says
...
nomodels is 0.
2021-05-25 08:34:35 +02:00
c821112d05
Menu-FN: Store top and bottomcolor in a global and recalculate the RGB values only
...
when the sliders are used.
2021-05-22 15:42:41 +02:00
4e20200f46
Menu-FN: Set platform defaults upon init, in case the engine does not exec
...
platform_defaults.cfg - however only crucial ones that should not be
touched anyway.
2021-05-22 15:21:28 +02:00
09528c2944
Add support for top/bottom color on players and viewmodels.
...
Fix func_breakable's sound shader from precaching non existing sounds.
2021-05-20 16:01:07 +02:00
2d17321554
Small fix to avoid spam in my inbox.
2021-05-17 20:15:49 +02:00
fbbcfd5d5f
BotLib: Attempt to duck when we're between 512 and 1024 units
2021-05-16 23:08:41 +02:00
448b9bd20d
Client: MakeStatic func_wall ents where we can do it on.
...
Shared: Bench PMove_Run using the engines builtin runstandardplayerphysics
2021-05-16 23:08:08 +02:00
c5cea7a162
Base: Weapons now track weight (for Weapons_SwitchBest)
...
BotLib: Add CreateObjective() method that can be overridden
2021-05-12 15:42:20 +02:00
eb3603335e
GS-EntBase: func_ladder moved into shared/, will now avoid networking
...
entirely if it can be avoided.
2021-05-10 19:05:57 +02:00
728b261471
func_wall: Change MOVETYPE_NONE to MOVETYPE_PUSH
2021-05-10 14:52:41 +02:00
aef65b5749
Shared: Add frametime parameter to Animation_TimerUpdate().
2021-05-10 12:22:12 +02:00
368e19f784
Spectator: Make sure we set spec_mode and spec_ent in the constructor to
...
some in-bound defaults. Fixes crash in HUD_Spectator()
2021-05-10 12:21:40 +02:00
1485544b91
Base: Get rid of g_eAttacker, which had been replaced by g_dmg_eAttacker.
...
Go over TraceAttack and make it combine multiple Damage_Apply calls into
one.
2021-05-10 11:33:31 +02:00
a3ecd78f17
CBaseMonster: support for spawnflag MSF_IGNOREPLAYER (64).
2021-05-10 08:14:10 +02:00
f4bbfe2e69
Revert commit 29e0e82f48
2021-05-09 22:02:19 +02:00
29e0e82f48
Server: Don't network RM_TRIGGER ents unless the developer cvar is 1.
2021-05-09 10:03:10 +02:00
e0a2f47f4d
Dereference pSeat and pSeatLocal to __NULL__ instead, it's not like we ever
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caught an error with the previous assignment anyway.
2021-05-08 23:06:11 +02:00
64745eb23c
Overhaul prediction routines by boxing the generic client attributes away
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from the game specific code. Add some helper macros... clean a whole bunch
up.
2021-05-08 17:44:16 +02:00
8e4ec974e0
Menu: Add gameinfo_steambg manifest setting, so we can support background
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images for games designed for the SteamUI-era
2021-05-08 17:20:30 +02:00
76507b3e9e
Client: Handle EFX_Shutdown() for OpenAL Environmental FX
2021-05-07 16:29:24 +02:00
31ae020cba
Plugins: Add example plugins.txt config, add support for inline comments,
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move searchpath to gamedir/plugins/
2021-05-07 14:15:08 +02:00
df2525aae6
GS-Entbase: Add BASEFL_CHANGED_VELOCITY and make sure velocity is networked
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when required.
2021-04-27 17:45:13 +02:00
eaff488dc2
Client: Add an OSD for various EFX debug info when s_al_debug is enabled.
2021-04-27 12:53:21 +02:00
69caffe91c
Fix typo where flReflectionsPan isn't getting set in the EFX loader.
2021-04-23 11:43:40 +02:00
96a748f189
Server: Flush 'skyname' serverinfo before setting the .bsp one, to prevent
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it from bleeding to maps that don't define 'skyname' from old configs.
2021-04-22 12:14:56 +02:00
ead2ab6a6b
EFX/env_sound: Add bound checks for legacy roomtypes.
2021-04-22 11:44:53 +02:00
f09f5833e0
Introduced the new OpenAL EFX handling subsystem. It's fully user-definable
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via plain-text definitions and allows even legacy/GoldSrc content to take
advantage of it.
2021-04-22 11:33:48 +02:00
74f6d1a033
Client: Remove the last reference to g_iWorldInitialized
2021-04-22 01:59:37 +02:00
ce8731079f
func_door(_rotating): Support for separate sound shaders handling opening
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and closing of doors. See QUAKED comment in WorldSpawn for details.
2021-04-21 10:03:18 +02:00
d37c4d9d0a
env_sound: Remove antiquated check for g_iWorldInitialized and change an
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ifdef'd print to a dprint.
2021-04-20 19:54:11 +02:00
8ec9960264
Revert "Materials: Support for Opposing Force its SNOW identifer for surfaces in"
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This reverts commit b0bc59a49c
.
2021-04-19 11:30:50 +02:00
b0bc59a49c
Materials: Support for Opposing Force its SNOW identifer for surfaces in
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materials.txt
2021-04-19 11:23:30 +02:00
27b5b59f0d
Server: Precache step_sand.left/right, add to footsteps.sndshd.
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Fix some botlib waypointing strings.
2021-04-18 08:24:55 +02:00
da62296b9c
Menu-FN: Added cvar menu_helptext_size, don't expect this one to be around
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forever, it'll be used to detect quirks in freetype scaling.
2021-04-15 20:46:54 +02:00
07094f1cb4
CBaseMonster: Cancel out of AttackThink if m_eEnemy is not set
2021-04-10 23:25:06 +02:00
929a8f8630
GS-Entbase: Fix missing return on SendFlags in func_wall and func_illusionary
2021-04-10 23:06:59 +02:00
25f657532c
Server: Limit hitbody sound in traceattacks to entities that can actually bleed, not just take damage
2021-04-10 22:49:30 +02:00
6da1f3c4fa
GS-Entbase: massive optimisation - any func_wall and illusionary without a
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targetname will not be networked and handled 100% client-side.
2021-04-10 09:35:06 +02:00
fca8620cba
Server: Physics variables are now controlled via sv_ cvars like they
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usually are in idTech, however we're now checking them every frame and
updating the networked infokeys in question
2021-04-06 12:22:32 +02:00
6e38bac564
Server: add support for more ways of loading HLBSP material definitions.
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Explanation is provided under docs/hlmaterials, about the ways you can go
about this and which methods provided by the community are supported
2021-04-06 10:43:38 +02:00
44ab18793c
Rearrange how we execute and time our player animation logic
2021-04-06 09:18:17 +02:00
94762dfa89
Merge branch 'master' of ssh://git.code.sf.net/p/freecs-1-5/code
2021-04-04 23:18:44 +02:00
dffc8f9ac5
GS-EntBase: RM_NORMAL and RM_SOLID no longer respect colormod and alpha overrides. Maps like de_railstation will
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now look proper.
2021-04-04 23:17:35 +02:00
eeda69f6d2
Client: Damage indicators now use the spriteframe() builtin for precaches
2021-04-02 08:35:54 +02:00
e5ba0406fd
Added pSeatLocal, which is like pSeat but games no longer break if upstream
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Nuclide expects new fields. You might have to migrate some fields over.
2021-03-31 13:40:27 +02:00
14e3690cd4
Create platform/masters.lst and change it so menu-fn doesn't change the
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sv_public cvar all the time.
2021-03-31 11:54:41 +02:00
9319e63619
View_AddEvent: Add hack to cache and verify we're playing the event only on our frame of choice
2021-03-30 07:30:33 +02:00
b043b57ed5
Get rid of the View_EjectShell* functions I added last week and replace it
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with the much cooler View_AddEvent() which allows for much more.
2021-03-29 21:52:53 +02:00
9c4487b2e9
Weapons_AddItem: Don't assign bitflag to inventory if pickup() returns 0
2021-03-28 12:16:31 +02:00
075033e93c
func_breakable: fix typo in sound shader name
2021-03-27 09:15:02 +01:00
5b07ee41a9
Add damage_bullet sound shader definitions. Those are played when a bullet
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successfully hits a hurtable body.
2021-03-27 09:09:10 +01:00
08a4080c66
Some minor spectate input code cleanup, make it so that we cache the last
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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
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thickness
2021-03-27 07:49:13 +01:00
2c7f540787
botlib: add USER linkflag. When a bot passes that link, he'll USE the
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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
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sounds.
2021-03-27 07:47:56 +01:00
95739c7a20
Basic spectator implementation for all games.
2021-03-24 07:50:30 +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
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
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
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precached.
2021-03-13 04:24:53 +01:00
923f0f424b
func_door_rotating: Don't touch door when it's inbetween two positions.
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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
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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
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and remove the targetname check for PC_WAIT/TRAIN_WAIT spawnflags
2021-03-12 02:48:08 +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.
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It shouldn't be referenced that way.
2021-03-09 11:59:17 +01:00
46f9e1be0f
Client: Add force parameter to Sky_Update() and make sure Sky_Update() is
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called upon CSQC_RendererRestarted.
2021-03-08 01:45:15 +01:00
f13754a8c3
CBaseNPC: Add ::StartleAllies() and ::TalkPanic() methods. Which handle
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behaviour related to the MONSTER_FEAR flag.
2021-03-06 17:43:08 +01:00
7dcebd140d
Menu-FN: Add proper caching (non-CVAR based) for pkgfile and introvideo
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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
fc75a1be11
Base, Half-Life, Counter-Strike, Opposing Force and Scientist Hunt have
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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
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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
110ce2b607
GS-EntBase: Add func_detail_illusionary definition.
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Half-Life: Add sound/trail for Egon, WIP
2021-02-17 16:21:17 +01:00
e1df585677
Menu-FN: Check TCP_GetState() before allowing a message to be sent to chatrooms.
2021-02-17 13:28:26 +01:00
5e181c1128
Menu-FN: Spray-logo precaching optimisation
2021-02-17 11:59:38 +01:00
adc951dd96
Menu-FN: Strip file extension from player model lookup, that avoids some
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headaches when figuring out what model we're supposed to be using
2021-02-17 11:34:55 +01:00
82a501c0be
Menu-FN: add 'nosprays' gameinfo setting as a companion to the 'nomodels'
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setting, as some mods may choose not to support them
2021-02-17 11:28:09 +01:00
40bbca0dc4
Menu-FN: Add support for gameinfo_introvideo, check for gameinfo_pkgfile
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to determine if a file exists before force-opening the update page.
2021-02-17 11:17:28 +01:00
a902b702ae
Small building adjustment to the mod progs.src and Makefiles.
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Changed some client progs function names for readability, more to come
2021-02-17 00:44:40 +01:00
89be1ea628
PMove: Fixed water movement code a bit so we don't sink while moving
2021-02-16 11:02:39 +01:00
ce2185ff02
Plugins: Added a callback for when a client is done connecting to a server
2021-02-14 21:05:10 +01:00
d5ae0c8dfd
func_train: Fix the moving sound from not stopping on certain variations
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of this entity
2021-02-14 00:21:35 +01:00
8d262c9eb2
Counter-Strike: Make the text-menu use the new Textmenu_Toggle call, so
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players can exit e.g. the team choice menu.
2021-02-14 00:20:32 +01:00
086e8e5a37
Server: We forgot to call Vote_Init(), which clears a bunch of serverinfo keys.
2021-02-13 23:08:58 +01:00
0fe863aabc
Server: Add water stepping, wading and swimming sounds + script definitions
2021-02-13 23:06:06 +01:00
2834b49f12
env_sprite: Turns out the default scale is not 0.25f.
2021-02-13 10:12:17 +01:00
2449fa492e
Half-Life: Fix viewmodel still drawing when dead, player moving
2021-02-13 10:07:52 +01:00
97f90ae72c
Scientist Hunt: Clean up w_cannon a little
2021-02-13 10:06:34 +01:00
02efa21e3d
Move game-specific sources into their respective mod-dirs. This was planned
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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
Marco Hladik
550203d019
rename src/mk_mapdef.sh to make_mapdef.sh
2021-02-07 09:13:23 +01:00
8085ae6db8
Plugins: Make p_ircbridge join the mod's preferred channel when specified in the manifest
2021-02-03 09:32:15 +01:00
42002128a3
Client: Add input fixes to make the game controllable with a SEGA Saturn
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controller. Added cvar in_saturnmode 0/1
2021-01-30 01:45:28 +01:00
1952c05890
materials.txt support: Make sure we convert the material identifer to upper-case.
2021-01-25 15:01:26 +01:00
aeae39fc9a
Materials_FixName: Fix typo
2021-01-25 12:09:43 +01:00
baaa68069d
Plugins: Fixed InitEnts not being called, added another example plugin (Server Banner)
2021-01-24 20:26:10 +01:00
bb0c78cb0a
Plugins: Added IRC bridge plugin for the server as another example
2021-01-24 10:13:11 +01:00
31cf4e5b10
Client: Fix double free properly for Vox_Shutdown
2021-01-24 03:03:36 +01:00
4e7829de53
Plugin-VoxAnnouncer: Include events.h to properly choose the vox-say event id
2021-01-24 02:42:37 +01:00
70268440ee
games_updatesavailable: check for -1 to avoid bad pointer errors
2021-01-24 01:54:14 +01:00
bf8f8e24cb
game_updateinstallcount: Always return 1 when no packagenames are given
2021-01-24 00:13:01 +01:00
085607e022
Menu-FN: Show the updater only when we've got 0/X packages installed for
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the current game.
2021-01-24 00:11:08 +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
cc240fefb2
Menu-FN: Small fix to avoid an infinite loop of menu_restarts in case
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the cvars don't get set fast enough, somehow
2021-01-23 15:24:49 +01:00
dfbb153946
Menu-FN: get rid of autocvar_menu_installedpackages
2021-01-23 14:57:21 +01:00
178f988167
Menu-FN: Change the way we install custom game data. It should be way more
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stable and consistent now.
2021-01-23 14:54:31 +01:00
dbb53d151a
Let the menu progs know when we're actually in a single/multi-player game.
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It seems that the maxclients serverinfo key lies to the client, so we work
around that by setting our own
2021-01-23 12:56:22 +01:00
9f13450b01
Menu-FN: Add the option to disconnect a multiplayer game from the menu.
2021-01-22 22:57:26 +01:00
c17515fe98
Menu-FN: List packages in the updater that are listed in pkgname, not just
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any data/addon package. Also commented some entry-points.
2021-01-22 22:37:06 +01:00
4cf229d946
CBaseEntity: Don't send origin/size info when 0 upon entering PVS
2021-01-22 16:05:40 +01:00
93728d283c
Added Materials_FixName() for preparing materials.txt lookups
2021-01-22 15:54:06 +01:00
5ff673cbae
func_train: Fix TELEPORT spawn-flag from the path-corner. Previously we
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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
f8606ae7e7
Extend impacts to the full spectrum of material definitions, sound shaders
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and all. Still needs patch for Counter-Strike.
2021-01-19 10:37:28 +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
544da0ef15
env_shake: Fixed parameters being received wrong on the client-side. Stupid oversight.
2021-01-19 08:12:25 +01:00
6a48c18171
BotLib: Add support for the AIM linkflag, to control when a bot is forced
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to look ahead to the current waypoint node.
2021-01-16 17:34:04 +01:00
1f78814d1e
Menu: Only list maps in the Create Game maplist that belong to the current gamedir, replicating WON behaviour
2021-01-15 01:04:51 +01:00
75adc63665
Menu: Blacklist any test_* prefixed maps in the Create game menu
2021-01-14 15:41:01 +01:00
3662565879
Unscrew player animation and fix a bug involving botlib overriding
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important playermethods on bot-clients with CBaseEntity ones.
2021-01-06 15:54:17 +01:00
ae6f3ebdfb
Lots more documentation in server/*.c, minor fixes for some mod guns like
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They Hunger, Gearbox, SciHunt and Poke646. Also cvar support for 'pausable'
2021-01-06 13:58:37 +01:00
ae70642f14
Server: Disallow the 'pause' command to any game with more than 1 client-slot.
2021-01-06 12:38:35 +01:00
507a10eec5
Client: Allow game-specific model event overrides.
2021-01-05 15:51:49 +01:00
6c3814a2b1
Routing: Added ability to nudge existing waypoints along an axis as well as
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an option to move the nearest waypoint to the player's position.
2021-01-03 12:52:51 +01:00
6dc054f94b
Client: Fixed a typo in the waypoint editor, added color coding... removed
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some redundant newlines in the text
2021-01-02 21:52:35 +01:00
8933452364
BotLib: Add a visual line indicator for the link you'll be making.
2021-01-02 21:31:56 +01:00
523b1df3de
Client: Move text-menus into their own titles[] channel, so that they don't
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overwrite other texts being printed and vice versa.
2021-01-02 21:22:56 +01:00
6638e7324d
BotLib: Improve the rendering of waypoints and radii, including highlights
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for the nearest node.
2021-01-02 18:52:09 +01:00
58be8e2170
BotLib/Nodes: Add support for variable link radius. If you need to fill
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your old waypoint data... try 'sv way radiushack'. Sorry!
2021-01-02 11:17:14 +01:00
829757d415
Way-Editor: Move the 'Remove ALL' option down a bit to help mitigate accidental presses a bit more
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Might even want to put it behind a confirmation window later.
2020-12-31 05:10:07 +01:00
dd741c1c39
Menu: Added fallback mode for missing btns_main.bmp and header_*.bmp files,
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also support for basic Quake III Arena player model selection if you happen
to play with that (like Xylemon will!)
2020-12-30 17:19:21 +01:00
53ed1962eb
BotLib/Way/Routing: Go over and integrate the link-flags stuff properly,
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as fixed in a recent FTE commit
2020-12-29 09:10:21 +01:00
1dd2547fe2
Client: Added improvements to the waypoint-editor, more options, features... etc.
2020-12-29 07:17:41 +01:00
d1b1431b8a
BotLib: Bots ought to switch weapons now when they pick an item up!
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Also moved the way_menu cmd into its own file...
2020-12-28 19:59:37 +01:00
f52638c715
Half-Life: Auto-reload for the few weapons it applies for (when empty)
2020-12-28 19:57:47 +01:00
5edcdb892c
BotLib: My last commit before weekend hits. More pathfinding work, added
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a temporary interface for in-game waypointing... Bots will combat you too.
2020-12-26 07:27:34 +01:00
c76cdc5903
BotLib: Added basic waypointing and pathfinding system. They'll go about
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their business but not do much else just yet.
2020-12-23 07:53:43 +01:00
86daed3eec
Added a stripped down base game tree, which should pose as a decent
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entry-point for starters into the SDK
2020-12-22 01:56:44 +01:00
d04d2a83ef
Nodes: Only bother saving a node .way file when we've got nodes to dump.
2020-12-22 01:15:22 +01:00
3d700a4fd7
sky_camera: Fix not taking different camera position vectors into account,
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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
0e46b76042
Client: Tag viewmodels so they don't cast shadows when dynamic lights are around
2020-12-13 04:46:04 +01:00
daaf6a1974
Client: Move some skyroom setup routines into their own function, add
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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
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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
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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
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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
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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
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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
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showcases rendertargets working.
2020-12-01 20:43:25 +01:00
2fa4fd159c
Move CLASSEXPORT from server/defs.h to shared/defs.h
2020-12-01 12:32:42 +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
ac607637e5
test_dlights: Add shadow flag to the prop_dynamic.
2020-11-27 22:04:16 +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
a6b192a2c7
Update doc file for building the source tree, as that's now changed.
2020-11-25 13:12:39 +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
1bcaba26a3
Menu-FN: Add support for gfx/shell/kb_def.lst and the menu option to reset
...
binds to mod defaults.
2020-11-23 22:33:55 +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
11d52abec3
Server: Disable 'best-weapon' switch when sv_forceweapondraw is 1.
2020-11-19 10:46:09 +01:00
df1388f9fc
Server: Add sv_forceweapondraw 0/1, which lets mods override whether or not
...
the first weapon the player picks up will be deployed automatically.
2020-11-18 13:17:43 +01:00
ba6824a602
Client: Added two developer commands, dev_measure and dev_sunpos.
2020-11-17 11:21:13 +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
1cbd41f66b
Documentation: Comment some of the prediction code more, as some may be
...
reading it as we speak
2020-11-08 04:45:52 +01:00
afa9f0719c
Update cstrike.fmf and mk_mapdef.sh
2020-11-07 10:41:27 +01:00
678d7bf124
Plugins: Change Plugin_ParseClientCommand to manipulate command strings
...
and passing them onto the next plugin. Also added a chatfilter plugin!
2020-11-06 13:04:22 +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
69fa528822
Server: Move footstep precaches into Footsteps_Init
2020-10-30 13:29:37 +01:00
97d19c1b37
Add shared/include.src, so we touch gamename/include.src less for global
...
changes.
2020-10-30 12:21:00 +01:00
c100554dcc
Gamerules: Make sure player is always passed as type 'base_player' via
...
parameters instead of just 'entity'.
2020-10-30 11:28:59 +01:00
6502eeddc0
Server: Added sv_levelexec, which when enabled reads a map-specific config
...
on boot.
2020-10-28 08:29:24 +01:00
624a68bf7f
Menu-FN: Use the new search_begin flag on the playermodel search paths.
...
So we can stop looking for just .bmp files. Requires latest FTE.
2020-10-27 05:02:41 +01:00
a536f7b6cc
light_dynamic: Respect the right radius key
2020-10-27 04:49:38 +01:00
90478acec4
Menu-FN: Make the Internet server browser refresh more useful
2020-10-27 00:21:53 +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
8cbbeaae24
Platform: Add gl_stipplealpha support to models.
2020-10-25 11:50:15 +01:00
4962f82f89
Move entity-update/event definitions for game-specific cases out of root
...
src/shared.
2020-10-24 13:11:02 +02:00
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
0bb06af381
Client: Move Vox specific code into vox.c and out of sound.c, add Shutdown entry
2020-10-17 13:17:34 +02:00
f4ade524fe
Client: Fixed some warnings and some added some paranoid free() calls.
2020-10-16 02:26:45 +02:00
074e1cc120
Client/Platform: Added some base impact decal examples for non HL BSP...
...
this will change a bit more to include more material types. Patience!
2020-10-15 19:02:55 +02:00
d0231eee50
Platform: Added per-wall kernel dithering, cvar gl_kdither 0/1
2020-10-08 12:03:52 +02:00
f3668f8335
Menu: Fixed CModList from lazily skipping over the current mod entry, resulting in some rough list display.
2020-10-08 02:28:26 +02:00
4bde3bbfb6
Menu: Fix music not stopping when joining a server.
2020-10-07 23:21:34 +02:00
7902ae22d5
Menu: Filter servers by gamedir. Clients shouldn't attempt to connect to mods that way.
2020-10-07 23:21:03 +02:00
b1742afb97
Menu: Play intro based on 'gameinfo_gamedir', not 'game'
2020-10-07 11:38:32 +02:00
4208bd8c9a
Server: added server command trigger_ent
2020-10-06 14:42:46 +02:00
4e9be1a7bc
Makefile: Apparently a target can't be called 'plugins', so we'll rename it to 'plugs'. Neat.
2020-10-06 14:34:26 +02:00
5810da8069
Menu: Switched mod switching to be fully manifest oriented, fixed menu music playback.
2020-10-06 14:27:44 +02:00
9f30a2b897
Menu: Add blacklist for maps in the Create Server menu.
2020-10-02 11:41:50 +02:00
1a0193ad3a
Menu: Add input redirection verification in case we've forcefully changed menu input modes.
2020-09-29 14:24:21 +02:00
8fab5921a0
VGUILib: Fixed draw/input flag-check inconsistency in CUIMenuButton
2020-09-29 13:50:19 +02:00
57cc661c86
Menu/Client/Server: Background map support for menus. This should be handled differently in that SV_ShouldPause ought to control Singleplayer as well. Engine hardcodes suck
2020-09-27 14:25:10 +02:00
54f0c5d24c
Half-Life: Add I/O ability to ITEM_LONGJUMP
2020-09-26 12:46:40 +02:00
a9853f79cf
decal:predraw: return PREDRAW_NEXT when no shader is set.
2020-09-26 12:42:32 +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
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
340db972be
Client: Move CSQC_Ent_Update into entry.c as it's an entry function. Move Entities_ParseLump into entities.c
2020-09-24 10:19:38 +02:00
a0a593ef6b
Menu: Unbind all keys for a given command when two were defined.
2020-09-21 18:52:00 +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
ac31455dd5
Nodes: Add fancy debug textures for nodes and sequences.
2020-09-13 19:11:41 +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
0d38fc1400
func_door_rotating: This one gets the sound shader treatment as well.
2020-09-10 05:41:25 +02:00
3025ffbf16
func_breakable: Use sound shaders for impact sounds.
2020-09-10 05:35:52 +02:00
1b6e5985a4
func_door: Use sound shaders instead of hardcoding sounds.
2020-09-09 21:40:25 +02:00
90b716bd5d
env_spark: Use sound shaders instead of hard-coding sfx paths.
2020-09-09 21:29:29 +02:00
4d3cace6da
Menu: Fixed all 2 warnings.
2020-09-09 08:07:30 +02:00
ca5a7feede
Cleaned up misc warnings.
2020-09-09 08:05:34 +02:00
d6435bb9d0
trigger_changelevel: ...aaand another one. I need sleep
2020-09-09 02:23:43 +02:00
d8fa002419
trigger_changelevel: fix transitioning bug I introduced when I added states.
2020-09-09 02:21:16 +02:00
51cf0e9f15
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.
2020-09-09 01:56:46 +02:00
fd826a226d
CBaseEntity: Added support for the 'scale' field in the rendering, also made the codebase use the builtin target/targetname
2020-09-08 22:49:35 +02:00
0b75388ace
game_player_equip: Initial implementation.
2020-09-08 03:37:08 +02:00
7680521379
Server: Add support for game_playerspawn triggers. Basically upon any player spawning into the world, all entities named 'game_playerspawn' will be triggered with the player being set as the activator. Nifty
2020-09-08 03:29:10 +02:00
cdad44a79d
Menu: Disable Training/Hazard Course when no gameinfo_trainingmap is defined.
2020-09-07 07:42:07 +02:00
e503b8b7d9
Menu: Adjusted some minor text spacing in the custom game install dialog
2020-09-06 09:10:28 +02:00
ac68be9f67
Menu: Add ability to set custom readme filenames inside the manifests.
2020-09-06 08:52:10 +02:00
58d420861f
Menu: Integrated package manager functions into the Custom game menu. Mods and so on will now be installed remotely from there.
2020-09-06 08:37:36 +02:00
7064b71f1f
func_mortar_field: Initial implementation. Controlled targeting seems to work accurately on sh_hdslaughterlands
2020-09-05 08:54:23 +02:00
b60fd3a6b5
Menu: Fixed crash in CUpdateList when the list starts becoming scollable
2020-09-05 06:19:39 +02:00
50ccbf4b9a
Add func_tank, func_tankmortar and generally faff about with input code.
2020-09-04 21:28:06 +02:00
3ca223b673
PMove: Added a bit of a punchangle when falling/falldamage hits
2020-09-02 04:09:33 +02:00
97a651fc58
Menu: Make sure CScrollbar has a minimum height of 20px for the... what's that thing called? The thing that slides. Whatever
2020-09-01 20:11:22 +02:00
870b9e5923
Menu: Added 'Advanced controls' submenu to 'Controls'
2020-09-01 00:46:16 +02:00
5e821a5651
Removed obsolete parameter from Death() and Pain(), as those are now residing in globals.
2020-08-31 10:56:31 +02:00
ffee615ead
func_rot_button: Initial implementation. Sounds still missing.
2020-08-31 09:07:57 +02:00
f6fb7cf791
func_plat: Added support for spawnflag 1, cleaned up some routines and touched up some documentation
2020-08-31 06:59:32 +02:00
b129df68ed
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.
2020-08-31 06:47:40 +02:00
1d111506ea
Menu: Improve the scrollbar by making the bar variable height.
2020-08-31 04:36:09 +02:00
79d979515f
CBaseMonster & CBaseNPC: Fix angles not being set accordingly when not following a sequence or a player
2020-08-29 06:22:18 +02:00
7d89eb9012
CBaseEntity: More accurate drawing of rendermode 'Texture' and overriding of clientside physics/think routines
2020-08-29 06:21:15 +02:00
425dad951b
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.
2020-08-29 03:15:43 +02:00
348052dd76
targ_speaker: Initial implementation. It plays a sound - that's it. Read the trivia for more info.
2020-08-29 00:32:26 +02:00
278e984eaf
random_trigger: Initial implementation. Triggers its target after a random albeit roughly defined interval
2020-08-29 00:28:22 +02:00
72e5c6f2ef
random_speaker: Initial implementation. This entity appears in Gunman Chronicles.
2020-08-29 00:07:53 +02:00
e3812ee88a
trigger_counter: change print to dprint
2020-08-28 22:39:23 +02:00
9d5b1fb1a8
trigger_endsection: Add support for the 'master' key
2020-08-28 22:38:48 +02:00
ffca4e14b9
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.
2020-08-28 22:36:56 +02:00
06a512137b
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.
2020-08-28 21:57:01 +02:00
63fb7e1d7f
trigger_endsection: Fix it and add it back in... I suppose it was never enabled?
2020-08-28 21:55:37 +02:00
5526b3524c
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.
2020-08-28 21:35:18 +02:00
67930b7dde
monster_furniture: changed parent class, because Gunman uses scripted sequences on monster_furnitures.
2020-08-28 19:12:45 +02:00
6845bf76bd
func_vehicle: Reset .angles upon respawn, clamp velocity and angles by default for now. Will add a spawnflag later?
2020-08-27 10:15:12 +02:00
b7ac9ade38
Counter-Strike: Fixed hostage-rescue zone generation check. Exposed by trying to play bhd_cs by Nipper
2020-08-27 06:35:01 +02:00
69ed06b1fe
PMove: Block jumping when FL_FROZEN is set on a player
2020-08-26 22:39:24 +02:00
f9241d86ea
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!
2020-08-26 22:31:49 +02:00
641f68c6be
Counter-Strike: Fix obituaries not rendering when spectating
2020-08-26 03:07:17 +02:00
0d700f487e
infodecal: Added support for Trigger() states. This means you can de-spawn decals now, too. That's a first.
2020-08-20 19:40:22 +02:00
1bd552685d
env_spark: Added support for Trigger() state control
2020-08-20 19:15:01 +02:00
308a529244
Counter-Strike: Make sure the ITEM_C4BOMB is unset whenever clients spawn...
2020-08-17 05:55:10 +02:00
108da90299
Counter-Strike: Moved spriteframe() cache around, because FTE doesn't seem to want to execute it in this particular function... compiler bug?
2020-08-17 05:48:14 +02:00
aab8ff9572
Counter-Strike: Fix not being able to buy ammo for WEAPON_AUG
2020-08-17 05:42:09 +02:00
d61afb0b63
Counter-Strike: Added client-side LED glow to WEAPON_C4BOMB
2020-08-17 05:38:39 +02:00
cf96d9379a
ambient_generic: Fix harmless warning from when Trigger() was changed
2020-08-17 02:41:22 +02:00
4c61b07666
Scientist Hunt: Fixed crosshair alignment with cl_hudaspect on WEAPON_CANNON
2020-08-16 07:46:02 +02:00
6ff467f6ce
func_healthcharger/func_recharge: Don't let dead players be funny and use them when dead
2020-08-16 07:36:44 +02:00
85d7dc98e2
Menu: Fixed scrollbar not showing, using a wrong max-item value for reference
2020-08-16 01:31:49 +02:00
f1954cdb33
Plugins: Added hooks for InitEnts and cleaned up some plugins that would benefit from it.
2020-08-16 01:04:20 +02:00
431c6131f5
Plugins: Added more lines of dialogue to the voxannouncer plugin.
2020-08-15 12:21:19 +02:00
a79ead4197
Half-Life: Moved the silly Vox announcer for MP games into its own little plugin
2020-08-14 23:51:59 +02:00
0c1ba0978e
Added drawpic hack so that the engine doesn't shoddily attempt to draw images with floating point coords
2020-08-14 23:18:47 +02:00
f8b8bb18f7
Half-Life: Make WEAPON_TRIPMINE solid again once it's readied, don't use floating point precision for the beam for reasons.
2020-08-14 23:00:03 +02:00
0dd19431b6
Plugin: Added example plugin p_connectsounds
2020-08-14 22:13:45 +02:00
a00a574b4a
Plugins: Added ClientConnect and ClientDisconnect hooks
2020-08-14 22:13:03 +02:00
96c3590a08
Plugins: Use our own plugins.txt listing to decide which plugins get loaded...
2020-08-14 21:16:47 +02:00
bb22097203
target_cdaudio is now implemented, what maps use this over trigger_cdaudio anyway?
2020-08-10 13:11:14 +02:00
d3b488b7bf
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.
2020-08-10 12:32:18 +02:00
d8ce029466
scripted_sequence: Report state value to multisources.
2020-08-09 12:55:38 +02:00
b3ba711bab
CBaseTrigger: The order of states was actually kinda iffy for relays. Adjusted the internal order to require no messy conversion.
2020-08-09 02:11:54 +02:00
bbf426e58e
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!
2020-08-09 02:10:36 +02:00
19b565b202
Menu: Cleaned up gamma hack.
2020-08-09 00:53:18 +02:00
36a80aea38
Menu: Added brightness hack. This is to avoid Half-Life cfg's from turning the screen white because of different interpretations of cvar values.
2020-08-08 17:37:25 +02:00
1c8d21da62
Prototypes for momentary_rot_button and momentary_door with some basic input logic to have them interact.
2020-08-08 02:39:38 +02:00
e7f0c358eb
Fix crash when EV_SHAKE is networked. EV_SHAKE is not yet implemented, however.
2020-08-08 02:36:18 +02:00
80fb0aa46f
func_breakable: Changing material from float to int fixed our material type always being glass - OKAY... fteqcc compiler bug?
2020-08-07 23:15:37 +02:00
8ad56c0f2f
func_door: Add support for trigger states on/off/toggle.
2020-08-07 22:19:29 +02:00
2299a478bb
func_door_rotating: Handle trigger state (on/off/toggle).
2020-08-07 22:16:00 +02:00
c9094d86d9
trigger_auto: Respect the triggerstate entity key. trigger_teleport: Fix flag check for monsters.
2020-08-07 22:14:59 +02:00
d324259e72
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.
2020-08-07 14:07:38 +02:00
40d0ceedf5
CBaseEntity: Fix hologram alpha calculation that regressed.
2020-08-07 13:55:29 +02:00
774eb4cf14
trigger_once: Implement the spawnflags that check for whether a monster/client is allowed to trigger.
2020-08-07 09:58:52 +02:00
17f3333bd3
Menu: Allow setting of the default chatroom to join.
2020-08-06 23:26:51 +02:00
96a873c0da
trigger_changelevel: Fix and improve landmark positions and direct touch triggers.
2020-08-05 23:17:21 +02:00
9e13854dbe
Half-Life: Remove redundant target health check in monster_zombie.
2020-08-03 23:43:18 +02:00
654c3d370f
Half-Life: Added melee and ranged attacks to monster_human_grunt and marked him as an enemy to players.
2020-08-03 23:42:45 +02:00
59d13f7103
Half-Life: Added basic monster_houndeye ranged blast attack code. This still needs further reverse engineering as I think the dmg value varies.
2020-08-03 23:42:14 +02:00
6dbfff0b68
Half-Life: Mark monster_barney as friend to avoid confusion. Make it so his pain animation interrupts firing time.
2020-08-03 23:41:25 +02:00
1eefedbc36
Smoothed out turning of monsters/npc entities, they'll also reset paths when losing track of a target properly now.
2020-08-03 23:39:57 +02:00
eecb76ebc7
Half-Life: Worked on the melee/ranged attacks of monster_alien_slave.
2020-08-03 23:37:52 +02:00
3c4a518b8e
Counter-Strike: Fixed some warnings.
2020-08-03 18:49:30 +02:00
743d7a33d0
Half-Life: Add support for player respawns when coop is 1, as well as custom player model support in coop.
2020-08-02 15:21:35 +02:00
e8bafa044d
scripted_sequence: Added support for the IDLE key. This means the setup for most sequence look and behave correct now.
2020-08-02 13:09:37 +02:00
b9f4da2494
Half-Life: monster_zombie and monster_headcrab are attacking somewhat properly now and chase you around. Currently still working out the whole vision logic.
2020-08-02 12:55:03 +02:00
690d390e79
Counter-Strike: Added various pain animations to hostage_entity and proper pain and death penalties.
2020-08-02 11:40:41 +02:00
effc455b04
Menu: Rearranged and relabeled some buttons in the Update menu. Added ability to double-click entries to stage files for install/removal for improved UX.
2020-07-30 09:54:46 +02:00
73597af3c0
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.
2020-07-27 01:19:53 +02:00