Commit graph

2020 commits

Author SHA1 Message Date
caefb77078
NSView: Move stair smoothing etc. into our class. 2022-08-03 10:50:44 -07:00
baab5c931c
NSView: Take over some duties 2022-07-29 16:25:02 -07:00
9183958893
Update README.md, suppress some warnings 2022-07-25 13:10:40 -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
bda01e0f0f
Shared: NSLog should just take whatever N args 2022-07-20 16:48:41 -07:00
df738da436
Get rid of src/gs-entbase/shared/{baseentity.h,env_sprite.h} 2022-07-20 16:38:12 -07:00
30b4007894
Get rid of src/gs-entbase/baseentity.h 2022-07-20 16:33:52 -07:00
197ce20c31
BotLib: Start making use of some of NSNavAI 2022-07-20 16:27:24 -07:00
8fccdcbad1
build.cfg: Bump BUILD_ENGINEREVISION to include qqshka's FTEQW fix. 2022-07-19 18:09:40 -07:00
356319a7b7
NSVehicle, NSPhysicsEntity get Save/Restore methods 2022-07-19 15:49:35 -07:00
2a220fb331
Move base classes out of gs-entbase. This evolution only happened because classes such as CBaseMonster that once existed were replaced and it grew from there.
Tweak g_developer prints for scripted_sequences.
2022-07-19 15:22:15 -07:00
6ff42e4176
NSNavAI: Continously check whether we can already run to the next node, and target that if that's the case. 2022-07-18 11:51:48 -07:00
f6ecc97fca
Server: Ignore scripted_sequences when building nodes. This was a wrong assumption. 2022-07-18 11:39:57 -07:00
dc1cbc5da8
NSMonster: add InSequence() method. Fix scripted sequences.
PMove: use self.mins instead of PHY_HULL_MINS when testing friction.
disable friction for monsters for now, as it can break some scripted sequences.
2022-07-18 11:32:18 -07:00
d7418151f0
Client: Disable some expensive routines when paused. 2022-07-18 10:02:04 -07:00
0ae901f5e1
NSMonster: Add InAnimation() method. Also prohibit movement when in an animation. 2022-07-18 09:22:18 -07:00
0d2e0627d4
Server: Added quick-and-dirty 'spawn' command. E.g. 'sv spawn monster_laidlaw' 2022-07-17 20:45:50 -07:00
4566d07313
NSMonster/NSTalkMonster: more reshuffling done. Started moving the pathfinding components over into a new class named NSNavAI 2022-07-17 20:34:19 -07:00
b275275652
GS-EntBase: Initial documentation for info_hint. 2022-07-17 09:04:16 -07:00
6c895d73b7
NSMonster: Initial work towards reworking states. 2022-07-17 00:04:01 -07:00
725a32a4d6
Menu-FN: Set up pkgname defaults for 'valve', so that the menu will go straight to the updater. 2022-07-16 16:51:37 -07:00
85cd67b798
Merge pull request #6 from dqus/monsters-clean-up
NSMonster: move enemy invalidation from AttackThink() to SeeThink()
2022-07-16 16:40:37 -07:00
Ivan Kukush
ea462ea8ac NSMonster: move enemy invalidation from AttackThink() to SeeThink()
During enemy invalidation reseting m_eEnemy to __NULL__ also set monster state to idle,
should be a task for NSMonster::SetEnemy() which is missed right now.

Add new NSMonster::IsValidEnemy(entity enemy) - returns TRUE if 'enemy' should be
considered a valid target for killing, visibility/reachability is not checked.

Add sanity checkes in NSMonster::WalkRoute() otherwise __NULL__ m_eEnemy could be used.

NSMonster_FindClosestPlayer() use IsValidEnemy() insead of health checking,
probably too strict and that changes its behaviour too much, probably.
2022-07-17 01:35:22 +03:00
878df0941e
Cleanup for some CGameRules method types. Moved some Util_ functions into their own file. 2022-07-16 15:11:33 -07:00
c3be8002ad
add noref to g_mapcycle_override, to avoid an unnecessary compiler warning 2022-07-16 13:16:23 -07:00
77a6b59bca
Merge pull request #5 from dqus/pmove-clean-up
Pmove clean up
2022-07-15 14:27:21 -07:00
Ivan Kukush
e3fcc1f57f PMove: add a bunch of comments so peole would be aware of issues/limitations 2022-07-16 00:19:31 +03:00
Ivan Kukush
9455596a3a PMove: make sv_maxspeed actually controlls players speed 2022-07-16 00:17:54 +03:00
Ivan Kukush
ac0e739170 PMove: swap heavy and light gasping sounds with each other 2022-07-16 00:14:06 +03:00
b06544aacc
PMove: crouching will no longer affect your movement underwater. noclip and crouching will no longer adjust the camera view and player bbox. 2022-07-14 21:38:54 -07:00
2f8b36c499
Get rid of pmove_water.qc and all that. 2022-07-14 21:29:53 -07:00
5ad849697e
Forgot to remove this define in pmove 2022-07-14 21:09:18 -07:00
93ba8c6cc9
Shared: Clean up some of the player_pmove code. Games can now via macros define some properties without overriding a method. 2022-07-14 21:02:31 -07:00
220b424e33
Fix some misc Damage_Apply calls in really old parts of the code. Add more useful PlayerConnect/PlayerDisconnect methods into the base gamerules. 2022-07-14 18:04:11 -07:00
3175ffe81c
updated platform/readme.txt 2022-07-14 14:02:01 -07:00
ddce7932f0
build_engine.sh: just avoid passing CC, CXX and FTE_TARGET to the makelibs target of FTEQW to avoid headaches. Clearly makelibs doesn't handle any of this well without multiple passes. Just passing FTE_TARGET will sometimes not link libpng correctly? Someone else can study this if they like 2022-07-13 11:25:14 -07:00
98afd5fa28
NSRenderableEntity: add SetBoneControl methods. 2022-07-10 16:39:15 -07:00
2735bd26f6
Server: Add cvar 'mp_foosteps', which only works in multiplayer. Hence the name. 2022-07-09 19:47:44 -07:00
18d03b7367
build_game.sh: adjust set -e 2022-07-07 22:42:46 -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
4dc1dc1143
prop_rope: adjust multiplier to match the original sag strength 2022-06-27 19:57:15 -07:00
5691fe518f
prop_rope: Minor performance boost. Add cvar rope_maxsegments. 2022-06-27 12:16:11 -07:00
c994a9ebaf
Client: Add cvar cl_crouch_toggle (Default: 0) 2022-06-27 09:30:12 -07:00
e7339b124e
NSRenderableEntity: Use the new addlight for RFX_Q2PULSE. Needs engine version bump. 2022-06-27 08:31:41 -07:00
d50ec089f3
Platform: Unlit.glsl now supports MASK permutations 2022-06-27 08:30:56 -07:00
08706fcacb
BotLib: Basic respect for bot_skill cvar. 2022-06-22 15:25:08 -07:00
87c706ded7
NSEntity: Respect 'team_no' entity key in all team games to filter out which team can touch what 2022-06-22 14:58:45 -07:00
cf5a4da751
NSTrigger: respect the 'message' key with any UseTargets call 2022-06-22 13:08:37 -07:00
8d16c58862
NSTraceAttack: Deal better with recursion by taking damage into account on whether or not we should continue 'penetrating' 2022-06-20 23:35:24 -07:00
7632d0debd
Mapcycle: add Mapcycle_Load(), which will allow modes to suggest their own mapcycle. Subject to change. 2022-06-20 11:46:29 -07:00