Commit graph

1289 commits

Author SHA1 Message Date
00a5a55202 dynamic_light: Added custom pattern support, which is custom to Nuclide. 2020-12-07 15:59:22 +01:00
751315b318 Rename build_release.sh to make_dist.sh to avoid confusion. 2020-12-04 10:15:16 +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
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
01a5e7852d Added missing particle test.cfg 2020-11-27 11:17:29 +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
f72e1b2feb vmap script now uses nproc to decide thread count 2020-11-25 00:20:40 +01:00
92fa031b28 env_sun: Fix r_shadows_throwdirection angle calculation. 2020-11-25 00:07:23 +01:00
d59716ae7d Fix vmap script error checking. 2020-11-24 23:38:36 +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
a1b68075fa Add build scripts for our editor/compiler: WorldSpawn! 2020-11-17 13:03:52 +01:00
ba6824a602 Client: Added two developer commands, dev_measure and dev_sunpos. 2020-11-17 11:21:13 +01:00
978e228c29 Platform: Add test_skyroom example map. 2020-11-17 10:25:55 +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
c737cebba7 build_engine.sh: build iqm and imgtool 2020-11-07 10:40:36 +01:00
982206876e Add nuclide-ds script. 2020-11-06 18:57:01 +01:00