Commit graph

40 commits

Author SHA1 Message Date
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
8cd6d3967d
Shared: sanity check for when decalgroups are attempted to be placed, but not available. 2023-10-18 07:47:24 -07:00
900cf43bd0
!!! Mods/games should now remove modelevent.qc and view.qc from their csprogs !!!
env_muzzleflash: Initial implementation of this Half-Life 2 entity
Client: model events are for viewmodels are now handled by NSRenderableEntity.
2023-10-12 14:45:27 -07:00
baa22e732c
Base: small cleanups of old unused code. 2023-10-11 01:05:38 -07:00
3e8cf479c9
Unbreak base/src. 2023-06-01 18:45:01 -07:00
94e9caf923
Base: call Textmenu_Draw() in hud.qc 2023-03-21 13:38:10 -07:00
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
b2925d46e4
Lots of small clean ups and microoptimisations. ambient_generic has also been fixed in multiplayer and made to save more bandwidth.
Rename a bunch of cvars to be more in a more consitent style similar to later id Tech games.
2023-01-05 23:41:48 -08:00
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.
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.
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
25c54af62c
Spring cleaning part one. 2022-05-11 12:49:04 -07:00
4e62e833a3
CGameRules: Add method bool PlayerCanAttack(base_player) 2022-04-08 12:37:45 -07:00
e08852284f
NSRenderableEntity: Add RenderFX RFX_GLOWSHELL2, which is the same as RFX_GLOWSHELL, but
the glow effect has a 'cull back' rendering flag.
2022-04-06 19:32:46 -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
6fb067eed3
My name has changed, so an update to the copyright to reflect it. 2022-03-11 11:40:43 -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
1beb466b81
Base: .pitch reference fix. 2022-02-01 10:10:29 -08:00
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
527318bd65
Deprecate CBaseFX, introduce .predraw for weapon functions. 2021-09-02 09:39:37 +02:00
9fb574d920 CBaseEntity: Fix error for when games are not compiled with GS_RENDERFX 2021-08-03 07:15:25 +02:00
1ec3cf2e8e Decouple Camera/Viewmodel effects from src/ into base/src/ 2021-08-01 08:53:21 +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
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
e5ba0406fd Added pSeatLocal, which is like pSeat but games no longer break if upstream
Nuclide expects new fields. You might have to migrate some fields over.
2021-03-31 13:40:27 +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
with the much cooler View_AddEvent() which allows for much more.
2021-03-29 21:52:53 +02:00
48d1b1ad0d Client: View_EjectShell is now replaced by three different variations. 2021-03-17 14:34:26 +01:00
3d1041fcf6 Added ClientGame callbacks for PreDraw and PostDraw calls. 2021-03-17 06:24:38 +01:00
f8798d6084 Base: Merge client/input.qc and server/input.qc into shared/input.qc, as
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
a kind-of structure.
2021-02-17 11:16:30 +01:00
a902b702ae Small building adjustment to the mod progs.src and Makefiles.
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
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