Commit graph

22 commits

Author SHA1 Message Date
d4c97c639b Unbreak env_sprite rendermodes. 2020-05-02 06:38:02 +02:00
2a6ff3babd Added Rendermode: RM_FULLBRIGHT 2020-04-28 10:27:20 +02:00
dae9080d57 Client CBaseEntity: RM_ADDITIVE implies the entity is also rendered with
a fullbright effect.
2020-04-24 05:39:06 +02:00
61ea2dfe6c Add get/set methods for rendermodes so we can issue network-updates
directly instead of wasting attributes to keep track of changes.
2020-04-22 20:33:15 +02:00
2cee375ce5 Lots of commits bundled into one:
- Added GamePMove_Fall and GamePMove_Jump for controlling either.
- Tweaked maxspeed for Counter-Strike heavily.
- Worked on the Counter-Strike WEAPON_KNIFE (fully functional!).
- Worked on the Counter-Strike WEAPON_AWP (mainly zoom).
- The WEAPON_C4 in Counter-Strike will no longer unfreeze you during warmup
- Added cl_showtriggers for displaying brush-based triggers.
- Removed muzzleflash dynamic light, as it seems GoldSrc doesn't have any.
- Fixed bug in which the server-list would run into an infinite loop error.
- Fixed weapon pricing in Counter-Strike.
- To rescue hostages means to earn $$$
2020-04-20 06:45:14 +02:00
324fadd668 Spring cleaning. Prepare for summer! Fixed lots of bugs too:
v_camroll is now working again.
Counter-Strike is finally getting somewhere again.
Counter-Strike has pseudo spray-patterns now! They're all the same.
func_button now can be programmed to use Sound-Shaders.
The menu handles the vid_conautoscale command autonomously. Set r_autoscale
to 0 if you don't like it.
The menu has an updater, requires a not-yet-pushed build of FTE.
Don't use it yet.
Moved a lot of globals into pSeat's structs to fix splitscreen with them.
Made explosion decals be handled client-side!
Added trigger_look, env_sun and light_environment entities.
2020-04-12 15:50:42 +02:00
f43bc2cf32 update copyright dates because I've been forgetting all year. 2020-04-07 14:46:23 +02:00
cf136dbd6c Cstrike: Finished most of the essential gun logic. 2020-04-07 02:47:21 +02:00
4f44d96be9 Pulled over Sound-Shader code from TW. We'll use this soon over hard-coded
sounds.
2020-04-02 22:43:37 +02:00
10fc61c84e Polish triggers, add initial monstermaker guff 2020-03-31 09:04:13 +02:00
ec835c75f0 Added tweaks that'll help with 3D Glasses:
r_viewmodelscale (try 5)
gl_mono (0/1)
2020-03-30 18:04:45 +02:00
dcd42ba93b Added hologram render-mode. Some more tweaks... 2020-03-30 16:56:00 +02:00
e5a3f0880c Starting to clean up more RenderFX stuff, shoving most of it to CGame 2020-03-30 16:22:24 +02:00
c42e6678ac Sounds will now follow the NPCs that emit them. 2020-03-30 09:12:57 +02:00
82d9027873 Added support for chaptertitle worldspawn key.
Valve: Added monster_snark and monster_tripmine. Although they don't work
as such fully yet.
Pain/Death are properly part of the player class.
Added own music track networking so we can skip the looping business,
which is currently broken in the engine.
Shoved some gamerule specific stuff around so there's more shared code
between the mods.
2020-03-26 23:07:13 +01:00
7d330eb8cd Move the ability to use sentences over to CBaseEntity for now. 2020-03-26 12:19:27 +01:00
73866574a2 Fix: Offset networking of .skins by 128 so we can send 'signed' bytes. 2020-03-24 08:02:36 +01:00
20c6a2d508 Gone over triggers to add some helpful prints. 2020-03-23 17:25:03 +01:00
d25aead1a7 Added 'shadows' key to CBaseEntity. 2020-03-03 22:44:35 +01:00
8f50766457 CSQC CBaseEntity: Only set drawmask when modelindex is valid 2020-01-20 19:35:57 +01:00
673cf9dbf8 Manual networking of all base-entities. This shouldn't be necessary,
but, as the engine-bug that's as old as time itself that has been
responsible for prediction being wonky has still not been fixed, I have
to do this. Maybe it'll be for worse, maybe it'll be for the better.
2020-01-16 05:43:12 +01:00
b604077d0b Renamed /Source to /src 2019-09-01 04:35:37 +02:00
Renamed from Source/gs-entbase/client/baseentity.cpp (Browse further)