b60d420692
Push all the latest commits from this week's worklog, changes for RT2
2024-09-01 23:57:51 -07:00
c829d0453e
Fixes in base/, move hud weapon selection references out
2024-07-23 18:08:33 -07:00
8ace54224c
The mother of experimental commits.
2024-06-22 00:24:13 -07:00
bab74ba6fd
Change the inheritance graph of NSBot, NSClient etc.
2024-04-22 22:47:54 -07:00
822a7221b2
WIP pmove, AI, etc. changes
2024-04-22 15:11:12 -07:00
649ed825ad
Big commit, work over various triggers. Clean up debug prints and make
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them more consistent. Warnings are in yellow, while errors are in red.
New cvar: g_developerTimestamp will display timestamps next to debug messages
originating from the game-logic. Set g_developer to 1 to see them.
A lot of useful into, such as which entity id messages originate from
should aid in debugging quite a bit.
SP level transitions should also be more reliable now in terms of
transferring entities and the like.
Some levels have awkward transition areas and you might find yourself
jumping between levels frequently. Workarounds are in the works.
2024-03-02 00:40:08 -08:00
4a8f4a6082
Add a whole bunch of new bot features, including bot profiles.
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Developers: the internal class `bot` is now `NSBot`, and an entityDef
of the old name will be instantiated instead.
Override defs/bot.def in your mod and make it use any custom spawnclass
you wish. Now games don't have to override `addbot` or `bot_add` inside
the multiplayer game rules.
There's also more console commands. Clients now have access to:
addBot, killAllBots, killClass [classname], killMovables, trigger [targetname], input [entnum] [input] [data], listBotProfiles, listTargets, teleport [targetname], teleportToClass [classname], respawnEntities, spawn
2024-01-26 19:27:50 -08:00
3e8cf479c9
Unbreak base/src.
2023-06-01 18:45:01 -07:00
be373d3116
Base: fix spawning and the gamerule switch.
2023-02-28 10:01:13 -08:00
fa8e335564
Base: Doing more cleanup work here, more to be done for sure. Specifically finish a working NSWeapon class example.
2023-01-08 13:19:56 -08:00
6c8d785ce2
env_shooter: Respect rendering modes, also add support for the 'shootsounds' key. snark_pit will be more complete now.
2022-12-22 13:02:45 -08:00
e2f708138d
build_engine.sh: We're gonna migrate to git, whether some people want to or not.
2022-11-25 16:54:36 -08:00
1bb1f03167
Tweak item_pickup/drop behaviour a little
2022-08-27 22:07:03 -07:00
2526751db1
Clean up some areas where float logic happens to prepare for the compiler flag 'assumeint'
2022-08-10 16:15:44 -07:00
ff17dea01f
Initial work towards the NSWeapon class. Testing will happen in base/ under the NEW_INVENTORY define.
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Comitting this early to ensure nothing breaks and it'll co-exist.
2022-07-25 09:31:37 -07:00
878df0941e
Cleanup for some CGameRules method types. Moved some Util_ functions into their own file.
2022-07-16 15:11:33 -07:00
66b09de431
Big commit fixing many regressions since crunch hit. env_sprite has been reworked.
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multi_manager entities now behave correctly when calling themselves in MULTITHREADED mode.
Remove GS_RENDERFX option. Too many entities rely on its functionality anyway.
Fixed some rendermode behaviour - ladders will no longer be visible.
You can now see the playermodel (and no longer the viewmodel) in mirrors.
Fixed a lot of warnings.
2022-07-07 09:10:14 -07:00
36da8995b6
Base: Fix item_pickup's Spawned() method not calling its parent
2022-06-02 12:39:26 -07:00
a463498f60
Huge cleanup. Add initial code for the revamped material definition system.
2022-06-01 17:38:52 -07:00
25c54af62c
Spring cleaning part one.
2022-05-11 12:49:04 -07:00
9969be8d27
Base: stop item_pickups when toucher is in a vehicle.
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Also auto-call Weapons_Release() when we're without health.
2022-04-28 12:33:32 -07:00
8037f2d58b
Base: use soundDefs for the use/use_denied sound.
2022-04-21 14:11:59 -07:00
2c79071514
base_player: MakeTempSectator() will now make sure modelindex of the target
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is set to 0.
2022-04-08 12:58:23 -07:00
9a6897c433
Extend FX_GibHuman with a dir (euler) and force parameter.
2022-04-05 20:39:30 -07:00
75a1c8ce6c
NSEntity: .touch being assigned is being deprecated in favor of our internal Touch(entity).
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This is so we can support StartTouch(entity) as well as EndTouch(entity) which are implemented
with this commit. Update your entities touch() function overrides for NSEntity sub-classes!
2022-04-03 14:04:34 -07:00
96f3a1224a
This is a massive change. Check the full msg here:
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https://icculus.org/~marco/txt/nuclide_may2022.txt
2022-03-15 19:33:11 -07:00
6fb067eed3
My name has changed, so an update to the copyright to reflect it.
2022-03-11 11:40:43 -08:00
578da4a779
Add VGUI_Active() which returns whether or not we're drawing VGUI elements,
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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
06d07738b6
Clean up the base classes, get rid of having to manually include the entbase
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defs.h for the respective progs.
2022-01-20 16:23:29 -08:00
749424aa84
NSMonster: Add support for actions (used in e.g. HLMDL) to query which seq
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to play. This will be expanded shortly in-engine to support more formats...
2022-01-06 19:27:08 -08:00
799f21305d
Base: item_pickup should re-setsize() after updating the pickup's model.
2022-01-06 15:02:52 -08:00
9d4d7afdcd
Big overhaul of momentary_door, momentary_rot_button... now onto the last
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entity until Hazard Course is fully functional from beginning to end.
2022-01-04 21:54:42 -08:00
840a4e32bd
Server: Fix bug where holding down +use will make you pass through player
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clips.
2021-12-14 10:36:39 -08:00
249e4bc612
Massive revamp of the Nuclide system classes, more efficient networking
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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
574980bb1d
CGameRules: Now incorporates DamageApply and DamageRadius, thus making you
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able to have gamerule specific logic for inflicting damage to entities.
2021-10-07 23:30:21 +02:00
251713121c
PropData: Add support for the BreakModel info parsing. Any CBaseEntity can
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now be augmented. prop_physics entities can already make use of them.
2021-09-21 20:33:09 +02:00
9fb574d920
CBaseEntity: Fix error for when games are not compiled with GS_RENDERFX
2021-08-03 07:15:25 +02:00
971b76f938
Menu-FN: Added support for parsing gameinfo.txt from Source Engine games
2021-06-13 09:04:29 +02:00
c5cea7a162
Base: Weapons now track weight (for Weapons_SwitchBest)
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BotLib: Add CreateObjective() method that can be overridden
2021-05-12 15:42:20 +02:00
1485544b91
Base: Get rid of g_eAttacker, which had been replaced by g_dmg_eAttacker.
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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
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
76507b3e9e
Client: Handle EFX_Shutdown() for OpenAL Environmental FX
2021-05-07 16:29:24 +02:00
44ab18793c
Rearrange how we execute and time our player animation logic
2021-04-06 09:18:17 +02:00
f8798d6084
Base: Merge client/input.qc and server/input.qc into shared/input.qc, as
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it makes a lot more sense of prediction purposes
2021-03-09 11:39:52 +01:00
3037d38b9a
Base-Mod: Document client and server progs.src a bit more to encourage
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a kind-of structure.
2021-02-17 11:16:30 +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
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