5ce1dba61b
Documentation: Add notes on launching games, building and distributing binaries.
2022-10-02 17:49:35 -07:00
8b6d3ae7ee
Update History.md
2022-10-02 17:23:44 -07:00
4b75b36c89
make_dist.sh: Respect $GAME_DIR/manifest.fmf when building release tarballs.
2022-10-02 17:11:19 -07:00
2a8081b042
Overhaul of the entire documentation.
2022-10-02 17:10:54 -07:00
41fb4d9ae7
build.cfg: Bump engine revision to 6306
2022-09-25 16:30:32 -07:00
0713c390b9
Menu-FN: Force _pext_vrinputs to 0 upon init, as the physics will otherwise break. (FTEQW issue)
2022-09-25 16:29:20 -07:00
d6c5ab8860
add Doxyfile for generating class info documentation
2022-09-21 13:32:20 -07:00
b92a3a9da5
PMove_Custom: Go over some checks, one trace_fraction check was wrong and caused us to not slide along rotating brushes (doors) properly.
2022-09-12 23:07:33 -07:00
3117042eef
NSRenderableEntity: give glowmod more precision over the network for shader enhancements...
2022-09-12 22:32:02 -07:00
2838984603
NSRenderableEntity: Network .frame1time whenever .frame changes.
2022-09-12 14:06:31 -07:00
b3755bf0a2
func_pushable: func_pushables shouldn't collide with anything but BODY type objects for now
...
to work around the collision issues on maps such as cs_estate
2022-09-12 14:01:51 -07:00
30195592ce
PMove_Custom: add LADDERFACING define so mods can decide whether clients have to face a ladder brush in order to climb it.
...
PMoveCustom_AccelLadder: calculate jump velocity depending on the direction facing the ladder.
2022-09-12 08:17:20 -07:00
843ef32908
PMove_Custom: unset the FL_ONLADDER flag when not directly facing a ladder
2022-09-11 14:14:40 -07:00
02a1218ee7
func_vehicle: unset any velocity applied to our driver, since they're sticking to us.
2022-09-11 13:56:11 -07:00
355a1a020e
build.cfg: Default to non-SDL2 build and system dependencies.
2022-09-10 12:40:07 -07:00
2aa6917026
Get rid of this debug line in NSTalkMonster
2022-09-10 11:21:13 -07:00
6c7e3e8c06
NSRenderableEntity: add new overridable method (void) HandleAnimEvent(float, int string)
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Also fix the mouth-flapping on NSTalkMonster.
2022-09-10 09:56:15 -07:00
30a482e80e
NSVehicle: add two new overridable methods. (bool)PreventPlayerMovement and (bool)PreventPlayerFire
2022-09-08 13:59:18 -07:00
04fe295035
NSVehicle: don't change the drivers' movetype
2022-09-08 13:38:02 -07:00
9deb12b68d
func_breakable: This still used Hide() for some reason, changed to Disappear()
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Misc cleanup.
2022-09-02 22:02:54 -07:00
5a7d082af7
Move touch handlers into NSTrigger, remove trigger_multiple's own version of the team check.
2022-08-31 15:18:06 -07:00
31bb9b4042
Abstract timers to make sure MOVETYPE_PUSH entities are handled without game/mod developers having to think much about them.
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Also change rechargers to MOVETYPE_NONE instead of PUSH, as it won't be moving anyway.
2022-08-31 13:24:55 -07:00
05eb10904e
func_vehicle: Make it shared/predicted. The smoothest it's ever been!
2022-08-28 09:20:34 -07:00
1bb1f03167
Tweak item_pickup/drop behaviour a little
2022-08-27 22:07:03 -07:00
9e675c212d
Implement 'cleardecals' client command, as well as an SVC_CGAMEPACKET for servers to request clients' clear their decal cache.
2022-08-27 22:05:31 -07:00
27529eb3a6
NSTimer: Add SetupTimer(entity, void(), float, bool) and RunTimer() methods.
2022-08-27 11:21:11 -07:00
267a956ec9
NSEntity: add Disappear() method. Mods that used Hide() to remove an entity from the active game will have to switch to this instead.
2022-08-27 11:20:38 -07:00
7a252ad213
NSEntity: new methods to simplify a lot of common tasks added. ScheduleThink(void(), float) and WithinBounds(entity) will surely be helpful.
...
Went over gs-entbase/server and made sure to use the new Think handlers to safely deal with MOVETYPE_PUSH
and handle any fun edge cases where time may be 0.0f.
func_breakable has also been fixed, since the changed Show/Hide behaviour prevented
them from getting destroyed fully.
2022-08-26 15:39:00 -07:00
acaa918403
NSTimer: initial implementation of an object timer. Handles temporary (self garbgage collecting) timers as well.
2022-08-25 18:52:04 -07:00
c67e4b5276
NSView: move constructor and set the sensitivity defaults.
2022-08-25 18:35:20 -07:00
adecdb12f3
NSView: add get/set Sensitivity methods
2022-08-25 18:31:33 -07:00
146051dd67
Proper nonvirtual declarations for class methods.
2022-08-24 15:11:04 -07:00
a6da238e53
effects.h: Document EF_GREEN, which I missed.
2022-08-24 14:44:16 -07:00
7c40100e46
Cleanup time for some of our base classes. Go over Show/Hide methods, and document
...
the EFFECTS fields we have available. Since we do our own networking mostly we can reuse
some that are only available via CSQC (or NQSSQC)
2022-08-24 14:05:59 -07:00
3c673dcf6d
func_recharge: Only gives 30 armor points in multiplayer.
2022-08-24 10:26:20 -07:00
3ae65d41b7
func_plat: fix typo in ::Restore method, thanks heartologic for spotting
2022-08-22 08:32:12 -07:00
fcf846dee0
NSIO: Check is entity was freed before calling Respawn()
2022-08-12 12:58:26 -07:00
015eaa34fd
NSView: add cvar r_showView for debug information
2022-08-12 12:58:09 -07:00
7228c0d43a
NS{Entity,RenderableEntity,SurfacePropEntity}: network avelocity in a separate check
2022-08-11 14:19:10 -07:00
55427f718a
func_wall: Fix messup where the client game set it to SOLID_NOT
2022-08-11 14:18:28 -07:00
bc2f56b6d1
NSView: Don't run stair smoothing code when we're going up on elevators/platforms.
...
Change some type names around for consistency.
2022-08-10 16:51:26 -07:00
2526751db1
Clean up some areas where float logic happens to prepare for the compiler flag 'assumeint'
2022-08-10 16:15:44 -07:00
db74cf6ffa
NSRenderableEntity: Network .skin as a float for now for better precision for special cases.
2022-08-10 14:38:16 -07:00
517614fd37
Major overhaul that'll make savegames a lot better. Every entity we implement should have a Save/Restore function.
...
AI noes recalculates their route in case of a loaded savegame... And much more.
2022-08-10 14:24:06 -07:00
a4a0cc3c43
build.cfg: Bump BUILD_ENGINEREVISION to 6303, thus fixing FreeTS from not compiling.
...
Shared: Fix that colormap was evaluated as part of PLAYER_VELOCITY instead of PLAYER_MODELINDEX
This is a minor optimisation.
Add NSClientPlayer::OptimiseChangedFlags...
2022-08-09 09:05:31 -07:00
389ece17d5
build.cfg: BUILD_ENGINEREVISION to 6302
2022-08-08 09:35:00 -07:00
409ee3fa1f
Client: force set r_fullbrightSkins to 0 because otherwise the engine will mess with lighting on any entity with a colormap
2022-08-07 15:03:38 -07:00
5ca96bbcd9
Add helpers across the codebase to deal with networking ents. I tried prototyped a more elegant solution the compiler didn't like - the language should really deal with this.
2022-08-07 14:12:55 -07:00
41d3f3b520
func_water: Don't assign the toggle spawnflag. I don't know where that came from - this should fix sh_hdgibfactory
2022-08-07 13:24:55 -07:00
9e170795d5
func_tank/tankmortar: Make the smoke and flash sprites assume RM_ADDITIVE
2022-08-05 23:27:48 -07:00