Commit graph

237 commits

Author SHA1 Message Date
89be1ea628 PMove: Fixed water movement code a bit so we don't sink while moving 2021-02-16 11:02:39 +01:00
2449fa492e Half-Life: Fix viewmodel still drawing when dead, player moving 2021-02-13 10:07:52 +01:00
02efa21e3d Move game-specific sources into their respective mod-dirs. This was planned
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
aeae39fc9a Materials_FixName: Fix typo 2021-01-25 12:09:43 +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
4b5125d97f CBaseEntity: Optimisation in SendEntity regarding predictable defaults. 2021-01-21 01:29:26 +01:00
f8606ae7e7 Extend impacts to the full spectrum of material definitions, sound shaders
and all. Still needs patch for Counter-Strike.
2021-01-19 10:37:28 +01:00
3662565879 Unscrew player animation and fix a bug involving botlib overriding
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
They Hunger, Gearbox, SciHunt and Poke646. Also cvar support for 'pausable'
2021-01-06 13:58:37 +01:00
6638e7324d BotLib: Improve the rendering of waypoints and radii, including highlights
for the nearest node.
2021-01-02 18:52:09 +01:00
d1b1431b8a BotLib: Bots ought to switch weapons now when they pick an item up!
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
a temporary interface for in-game waypointing... Bots will combat you too.
2020-12-26 07:27:34 +01:00
86daed3eec Added a stripped down base game tree, which should pose as a decent
entry-point for starters into the SDK
2020-12-22 01:56:44 +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
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
Skill_GetValue() requires a default value set.
2020-12-12 01:54:00 +01:00
fbc2aaeeec light: Make sure we're overriding patterns if switch_style is above 0 and
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
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
idTech 2 BSP files. Use start_active instead.
2020-12-07 18:16:45 +01:00
23c5d14420 Added func_monitor and point_camera. Along with a test_monitor map to
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
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
1a3dca71ec env_projectedtexture: Initial implementation, updated map test_dlights. 2020-11-27 19:23:21 +01:00
b6f9242752 info_particle_system: Initial implementation, along with example map test_particles. 2020-11-27 03:05:21 +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
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
422741a295 GS-Entbase: Add Input/Output methods for func_conveyor, func_guntarget,
func_wall_toggle
2020-10-31 14:32:23 +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
90478acec4 Menu-FN: Make the Internet server browser refresh more useful 2020-10-27 00:21:53 +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
00a8ee2a00 env_hudhint: Initial basic implementation, plus a way for the game-logic to send hints. 2020-10-24 03:32:34 +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
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
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
868b9d1b04 Fix some misc warnings the new fteqcc brought up, along with some other tiny changes. 2020-09-13 19:14:28 +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
ca5a7feede Cleaned up misc warnings. 2020-09-09 08:05:34 +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
5e821a5651 Removed obsolete parameter from Death() and Pain(), as those are now residing in globals. 2020-08-31 10:56:31 +02:00
69ed06b1fe PMove: Block jumping when FL_FROZEN is set on a player 2020-08-26 22:39:24 +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