Commit graph

1798 commits

Author SHA1 Message Date
623754ec5a
GLSL, NSRenderableEntity: Added hack to prevent alphatesting against world
surfaces utilizing the default lightmapped shader.
2021-12-31 01:47:47 -08:00
a1d63ff19a
build_editor.sh: update to coincide with latest WorldSpawn commit 2021-12-30 16:52:22 -08:00
89b29dc2a7
Platform: Update fallback sounds (thanks Xylemon!) 2021-12-30 15:57:45 -08:00
f0e1c3b9e1
GLSL: Go over water_sky.glsl, make it work for TW's upcoming tw_rig. 2021-12-30 15:36:26 -08:00
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
840a4e32bd
Server: Fix bug where holding down +use will make you pass through player
clips.
2021-12-14 10:36:39 -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
5ea389dc71
Change FX_Corpse_Spawn's header to work around a possible compiler bug that
gets triggered in cstrike.
2021-12-13 12:56:01 -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
32ed57b4d7
Menu-FN: Add rendersize 11 to fonts/menu_label.font 2021-11-06 07:59:13 +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
0b7f9ebda2
Update build_editor.sh 2021-10-31 21:39:02 +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