Commit graph

311 commits

Author SHA1 Message Date
a687d7b330
Various tweaks to documentation inside the codebase, more verbose general
information prints to console to aid non-devs in sending bug reports and
finding other issues. Updates to some of the GLSL. Minor material fixes.
2022-02-23 01:17:05 -08:00
22ab20a7b4
Server: TraceAttack will now track range across bullet penetration, as well
as handle water volume impacts.
2022-02-10 16:17:24 -08:00
bcf9e2e758
Cleaning up some warnings. 2022-02-01 13:37:21 -08:00
709f0a2297
scripted_sequence: More work to make c1a3 and t0a0a work properly 2022-01-21 17:24:39 -08:00
33795822a9
Rework env_global, entities communicating with it as well as support for
changetarget/changedelay in trigger_changelevel, which will make Hazard
Course its last level work in terms of elevator shenanigans.
2022-01-10 23:48:14 -08:00
749424aa84
NSMonster: Add support for actions (used in e.g. HLMDL) to query which seq
to play. This will be expanded shortly in-engine to support more formats...
2022-01-06 19:27:08 -08:00
9d4d7afdcd
Big overhaul of momentary_door, momentary_rot_button... now onto the last
entity until Hazard Course is fully functional from beginning to end.
2022-01-04 21:54:42 -08:00
CYBERDEViL
f6b0b5c348 Honor weapon .pickup return value.
For FreeCS this means CT-team wil no longer be able to pickup the bomb.
2022-01-03 19:12:26 +01:00
60fefa8c94
Server: Fix bug where clients would not receive damage notifications when
armor is the only affected attribute.
2021-12-17 20:27:36 -08:00
c2e4050bae
Replace CSQC_Parse_Damage with our own, add EV_DAMAGE. Make sure trigger_hurt
respects the 'damagetype' field. Add CSQC_UpdateSeat to make querying of
the current player seat easier (splitscreen).
2021-12-17 18:20:30 -08:00
094e87f957
Server: Add support for maps/$MAPNAME_skl.cfg to support Sven Coop's map
specific skill overrides.
2021-12-14 10:25:32 -08:00
a80def1d12
Server: Fix that you're unable to pick up weapons when you've hit the ammo
cap of said weapon.
2021-12-12 20:36:11 -08:00
eb85121716
Add BUILD_ODE build.cfg setting. Add stubs for platform specific functions
like achievements, rich presense. Minor GLSL adjustments.
2021-11-20 17:27:52 +01:00
b670c994c1
build_engine.sh: Support building of HL2/SRC2004 content via the new plugin
that you can enable in build.cfg...
base_player: Add MakeTempSpectator() and MakePlayer(), so gamemodes have it
easier to handle in-game status changes...
NSRenderableEntity: Add support for 'modelscale' key
2021-11-09 17:33:16 +01:00
93d46022fa
HLMaterials_Load: Fix typo that prevented us from adding an processed
texture name to our hash table
2021-11-06 07:31:51 +01:00
f5a8ec8ef3
Added support for the triggers/think states across Save/Restore functionality 2021-10-23 01:00:15 +02:00
4c2b37c34d
NSEntity: Save/Restore behaviour for some more fields. 2021-10-22 21:20:22 +02:00
fa5cdd5a80
Initial commit of the Save/Restore system, this is the first reference
implementation of QuakeC controlled save-files and SV_PerformLoad() and
SV_PerformSave that Spoike added into FTEQW for Nuclide.
2021-10-22 20:51:51 +02:00
0a4b0ea795
Client: Move Damage_Draw() and Damage_Precache() out of here, into the
game-specific realm
2021-10-21 23:30:42 +02:00
249e4bc612
Massive revamp of the Nuclide system classes, more efficient networking
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
e53a7a33e2
TraceAttack: Accumulate trace_surface_id's into g_multiDamage_HitBod
so we keep track of which body types we hit
2021-10-16 21:28:03 +02:00
70fe95e5a7
Add support for Source styled surfaceproperties.txt definitions, which
is incorporated into func_breakable/pushable already. Mods can now control
material/surface properties without code.
2021-10-15 19:01:36 +02:00
736ecb61f8
TraceAttack: check surfaceflags on world traces, m_iMaterial on anything
else.
2021-10-15 09:37:51 +02:00
d283c309cd
Add missing material/impact definition for sand. Document some other ids
of interest that are used in L4D and GO.
2021-10-11 23:29:26 +02:00
574980bb1d
CGameRules: Now incorporates DamageApply and DamageRadius, thus making you
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
now be augmented. prop_physics entities can already make use of them.
2021-09-21 20:33:09 +02:00
3bceff6a2c
Implement and parse the propdata system from Source 2004 and make our
func_breakable entity aware of it.
2021-09-17 19:31:22 +02:00
56e07c3f06
CGameRules: Add MonstersSpawn(), now game-modes can be queried for whether
or not monster entities spawn on init.
2021-09-16 21:16:37 +02:00
bc2fbb4a69
Implement setpos() and setang(). The engine provides setpos, but
we may want to declare it for possible future overrides.
2021-09-09 19:03:26 +02:00
d4fccac03f Work towards making vehicles predicted, this is ongoing. 2021-08-19 17:54:08 +02:00
de63f37a52 Call Math_FixDelta before networking a bunch of different entity angles. 2021-06-16 11:56:28 +02:00
ef66642c7f Server: Prevent the engine from handling spawnflags or else it'll remove
entities depending on mode/difficulty
2021-06-16 11:52:36 +02:00
af139751e0 setmodel(): verify if model exists in PATH and set it to an error one if
it's not present.
2021-06-01 12:40:53 +02:00
2082f1355a Menu-FN: Parse liblist.gam files instead of relying on manifests outright. 2021-05-28 10:26:42 +02:00
03b16ff905 Add Vox_Sentence_Broadcast() and Vox_Sentence_Single 2021-05-25 10:25:20 +02:00
448b9bd20d Client: MakeStatic func_wall ents where we can do it on.
Shared: Bench PMove_Run using the engines builtin runstandardplayerphysics
2021-05-16 23:08:08 +02:00
c5cea7a162 Base: Weapons now track weight (for Weapons_SwitchBest)
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.
Go over TraceAttack and make it combine multiple Damage_Apply calls into
one.
2021-05-10 11:33:31 +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
31ae020cba Plugins: Add example plugins.txt config, add support for inline comments,
move searchpath to gamedir/plugins/
2021-05-07 14:15:08 +02:00
96a748f189 Server: Flush 'skyname' serverinfo before setting the .bsp one, to prevent
it from bleeding to maps that don't define 'skyname' from old configs.
2021-04-22 12:14:56 +02:00
8ec9960264 Revert "Materials: Support for Opposing Force its SNOW identifer for surfaces in"
This reverts commit b0bc59a49c.
2021-04-19 11:30:50 +02:00
b0bc59a49c Materials: Support for Opposing Force its SNOW identifer for surfaces in
materials.txt
2021-04-19 11:23:30 +02:00
27b5b59f0d Server: Precache step_sand.left/right, add to footsteps.sndshd.
Fix some botlib waypointing strings.
2021-04-18 08:24:55 +02:00
25f657532c Server: Limit hitbody sound in traceattacks to entities that can actually bleed, not just take damage 2021-04-10 22:49:30 +02:00
fca8620cba Server: Physics variables are now controlled via sv_ cvars like they
usually are in idTech, however we're now checking them every frame and
updating the networked infokeys in question
2021-04-06 12:22:32 +02:00
6e38bac564 Server: add support for more ways of loading HLBSP material definitions.
Explanation is provided under docs/hlmaterials, about the ways you can go
about this and which methods provided by the community are supported
2021-04-06 10:43:38 +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
9c4487b2e9 Weapons_AddItem: Don't assign bitflag to inventory if pickup() returns 0 2021-03-28 12:16:31 +02:00
5b07ee41a9 Add damage_bullet sound shader definitions. Those are played when a bullet
successfully hits a hurtable body.
2021-03-27 09:09:10 +01:00