e08852284f
NSRenderableEntity: Add RenderFX RFX_GLOWSHELL2, which is the same as RFX_GLOWSHELL, but
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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,
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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:
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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
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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
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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
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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
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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
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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
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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
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a kind-of structure.
2021-02-17 11:16:30 +01:00
a902b702ae
Small building adjustment to the mod progs.src and Makefiles.
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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
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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