3ca728e1d0
func_conveyor: Add Save/Restore methods for save-games.
2021-12-29 15:54:51 -08:00
6ca3900b4d
NSSurfacePropEntity: Handle health more appropriately to avoid conflicts,
...
unbreaks func_button's health behaviour.
2021-12-29 14:13:08 -08:00
cad1dfbcfe
Waypoint-system: You can now unlink waypoints (either one or two way...)
2021-12-18 17:50:43 -08:00
043c6878d6
Server: Waypoint flagging will now link two nodes if they weren't linked
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already.
2021-12-18 17:20:25 -08:00
e45c41610c
Client: Flip the first two entries under the link sub-menu in way_menu.
2021-12-18 16:38:35 -08:00
5637d49189
Waypoint-system: Add 'sv way addnear' which will create a node auto-linked
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to the nearest node to the player.
2021-12-18 16:36:51 -08:00
30e0ca9ad5
Client: Auto-load waypoints for current map when first opening way_menu.
...
Add cvar: way_autoload
2021-12-18 16:27:28 -08:00
f2e44b24fb
Add platform/base_sound.pk3, move base sound shaders in there. Add misc/null
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and misc/missing PCM samples for fallback.
2021-12-18 15:06:37 -08:00
6ec29e9985
SurfData_IDtoImpact: Fix IMPACT_METAL lookup
2021-12-17 21:23:30 -08:00
60fefa8c94
Server: Fix bug where clients would not receive damage notifications when
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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
8075616d6d
SurfaceProperties: We were missing a few material ID lookups for GoldSrc
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regarding impacts.
2021-12-16 13:12:44 -08:00
00e9eec764
Menu-FN: To make standard load faster, the parsing of game-info now happens
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whenever try to enter 'Custom Game'.
2021-12-15 22:33:30 -08:00
c8a6b1f123
Added support for _detail.txt definitions, allowing maps to specify detail
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textures. New cvars: r_detailtextures, r_detailtexture_xscale, r_detailtexture_yscale.
2021-12-15 11:17:25 -08:00
094e87f957
Server: Add support for maps/$MAPNAME_skl.cfg to support Sven Coop's map
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specific skill overrides.
2021-12-14 10:25:32 -08:00
7bfea15dd0
Add base/shared/fx_corpse.qc, change set to seta in masters.lst
2021-12-13 11:47:55 -08:00
a80def1d12
Server: Fix that you're unable to pick up weapons when you've hit the ammo
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cap of said weapon.
2021-12-12 20:36:11 -08:00
bfad97f6eb
prop_dynamic: Remove redundant .health set code that's now handled in the
...
parent class.
PropData: Fix a bug that fails to check our cache properly, resulting in
the first entry being returned when no data is properly defined.
2021-11-21 04:23:33 +01:00
a2f8fd0a5d
NSSurfacePropEntity: Keep track if .health is ever set manually, take that
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and PropData info into account for determining if any child classes will
'break' by default
2021-11-21 03:57:18 +01:00
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
1e31ab2955
Following last commit, we allocate EFX data statically up-front too.
2021-11-15 03:59:39 +01:00
58734ec4d2
Improve VM memory usage by avoiding fragmentation in sound shaders and prop
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data. Games can enable dynamic memory allocation by setting SOUNDSHADER_DYNAMIC
and PROPDATA_DYNAMIC in their progs.src
2021-11-15 03:46:59 +01:00
0085403c95
NSSurfacePropEntity: Save/Restore for its attributes, OnBreak output etc.
2021-11-13 07:55:33 +01:00
08c3a4a576
SurfData: Goodbye to DAMAGE_MATERIAL. We streamline that process now so
...
that all entities will use surfaceParm defined info by default unless
overriden by an entity. + Set up sane defaults for surface properties.
2021-11-13 01:38:20 +01:00
40da8b09f9
NSPhysicsEntity: Filter out the various damage types when applying force upon
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the ent taking damage.
2021-11-10 13:06:57 +01:00
c7845fd694
NSRenderableEntity: m_iBody should be applied to the first two geomset groups (for now)
...
to deal with funky GS model behaviour.
2021-11-10 10:42:52 +01:00
7d717779b3
NSRenderableEntity: Fix "body" key not being read in SpawnKey()
2021-11-10 09:50:59 +01:00
568716ca78
NSEntity: Check .scale before applying setsize() in case someone's funny
2021-11-10 03:00:09 +01:00
a8e4cd5748
NSEntity: Make sure .scale affects SetSize() calls and is updated with
...
SetModel() calls. Also keep track of original .mins/.maxs in case scale
changes.
2021-11-10 02:33:31 +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
a48baff2d1
Menu-FN: Add a hack around drawtextfield(), wasting QC asm instructions in
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the process for something as simple as specifying character size.
2021-11-06 11:17:54 +01:00
24070f9e37
Client: Secondary attack will now hide the weapon selection HUD overlay.
2021-11-06 08:24:12 +01:00
93d46022fa
HLMaterials_Load: Fix typo that prevented us from adding an processed
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texture name to our hash table
2021-11-06 07:31:51 +01:00
3bb88216c8
Add DAMAGE_MATERIAL as a possible .takedamage value, this may just be a
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temp way for model based entities to communicate whether or not they use
that in-model surfaceflags.
2021-11-06 07:15:13 +01:00
c22b001f60
Cleanup: get rid of the ancient Font_LoadFont() wrapper, pipe _all_ text
...
font info through our internal font_s data structure.
2021-11-04 22:48:19 +01:00
2484f6c283
func_rotating: Set think and nextthink to something in order for an infinite
...
avelocity to work. Great.
2021-11-04 00:01:38 +01:00
aa0ccf4413
Add test_grenadeclip.
...
Add helper functions to convert RGB255 to ^x color codes.
Small fixes for fonts in vguilib.
2021-11-03 21:54:43 +01:00
0a8dbd0edb
Menu-FN: Skip intro page if we're playing with steambg in the liblist.gam.
2021-11-01 21:43:01 +01:00
69d58edbb6
trigger_multiple: Implement the output "OnEndTouchAll". Needs stress-testing.
2021-11-01 02:38:24 +01:00
2a23eebc79
NSRenderableEntity: Render RM_SOLID rendermode ents invisible when m_flRenderAmt is 0.
2021-10-31 20:07:56 +01:00
908a9fd524
GS-EntBase: Add initial implementation of func_areaportal.
2021-10-31 19:52:55 +01:00
fe15241b2d
GS-EntBase: add PortalOpen/Close methods to func_door and func_door_rotating
...
which keeps track of our areaportal state more reliably.
2021-10-31 19:15:32 +01:00
d25a597d71
Player: SetSize() after the .flags field update in case their bbox changed
...
and we aren't running physics on their entity.
Viewmodels: Add cvar v_modellag (Default: 0)
2021-10-30 00:59:31 +02:00
5bf3545e69
GS-EntBase: Added a ton more Save/Restore functions for many core entities.
...
Player entity is also getting save/restored now.
2021-10-28 04:29:11 +02:00
98c234da48
SurfaceData: Non NSSurfacePropEntity class ents will just use the generic world check for impact effect lookup.
2021-10-27 03:06:29 +02:00
98d9f8f618
Sound: Convert legacy attenuations to Q unit radii upon parsing.
2021-10-23 13:45:59 +02:00
090edf53ff
NSTrigger: Make sure SpawnKey sets 'target' on the client progs too.
...
prop_rope: Fix the ropes not looking towards the right direction.
2021-10-23 12:40:35 +02:00
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
64eb0cc11d
PMove: Be more aggressive with our unstuck function.
2021-10-21 21:27:58 +02:00
ac8eefc313
NSEntity: Fix a very bad bug that caused Client entities to not parse
...
any fields through SpawnKey.
2021-10-21 00:36:15 +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
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else.
2021-10-15 09:37:51 +02:00
d283c309cd
Add missing material/impact definition for sand. Document some other ids
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of interest that are used in L4D and GO.
2021-10-11 23:29:26 +02:00
147969e8a8
Client: Add Weapons_EnableModel() and Weapons_DisableModel() so weapons can
...
manually control the visibility regardless of viewzoom setting
2021-10-08 21:50:04 +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
dd94d7d75f
View: Move muzzleflash precaches out to be game specific.
2021-10-06 22:00:23 +02:00
3d7e132699
CBaseEntity: add SetParent and ClearParent Inputs for level designers.
2021-10-04 13:56:18 +02:00
726332c78e
CBaseEntity: Add Ignite(), Exinguish(), IsOnFire() methods according to the
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Source 2004 spec (controllable lifetimes etc.)
2021-10-04 13:22:40 +02:00
12753616df
Remove some left-over junk code that no longer runs
2021-09-30 23:32:47 +02:00
59ee0bd359
PMove: Pressing jump will now make you jump off the ladder, like in HL and
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some other games.
2021-09-30 23:19:01 +02:00
2b377fdd79
Document the various CONTENTBITS that are relevant to us and reserve
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a GRENADECLIP content bit, so levels can be optimised for nade throws.
2021-09-24 10:48:05 +02:00
565d8ad7e7
PMove: Add flag FL_ONUSABLE, which will tell us if we're looking/hovering
...
over something that we can +use on.
2021-09-23 01:01:59 +02:00
5439bfb59b
CBaseEntity: Mark some methods as nonvirtual, fix some regressions with
...
func_healthcharger/recharger, trigger_gravity
2021-09-22 20:56:20 +02:00
451beedb0c
CBasePhysics: add support for explosions upon destruction, provided via
...
propdata.
2021-09-21 21:11:02 +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
f34b78b11c
CBaseMonster: Fix being able to push monsters around when you're standing on them
2021-09-17 20:41:48 +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
3cc01ca512
CBaseMonster/NPC: Tweak what qu/s speed is considered falling
2021-09-17 01:24:47 +02:00
211a28692b
CBaseMonster: Add FALLING flag, and FallNoise() method so monsters/npcs can
...
specify what to do/play when they start falling.
2021-09-17 00:41:58 +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
1764677394
Add hacks to func_door(_rotating) that deal with 'wait' being 0.
2021-09-16 20:26:03 +02:00
2cebd560c3
multi_manager: Remove old debug prints
2021-09-16 19:19:22 +02:00
56a616ec8b
CBaseEntity: Add reliable methods to query what certain attributes where
...
when the entity first spawned. (e.g. GetSpawnOrigin())
2021-09-16 17:34:56 +02:00
cba54d3e2b
Added crossprint, changed input_sequence from int to float as
...
it's now integrated into the engine, however as a float (blame DP)
2021-09-15 22:44:31 +02:00
034575ac87
Plugins: chatsounds.dat will now look for any definitions
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file named chatsounds_*.txt.
2021-09-12 12:19:28 +02:00
81116646e4
Sound_Distance: Use pointsound, because the engine may do a funny
...
with channels and whatnot in the OpenAL backend. It works when
no entities are involved.
2021-09-12 01:17:26 +02:00
ab34230016
GS-EntBase: func_door_rotating gets the 'locked_sound' too. That's
...
it for today.
2021-09-12 01:11:36 +02:00
eda2e3e751
GS-EntBase: Implement 'locked_sound' in func_door.
2021-09-12 01:06:45 +02:00
c9d502f364
GS-EntBase: env_shooter's Respawn should set .think to __NULL__
...
to avoid potential Respawn() calls not working as expected.
2021-09-12 00:30:37 +02:00
dfa7e32eca
CBaseNPC: Don't allow us to 'Speak' or 'Sentence' when we're dead.
2021-09-12 00:21:28 +02:00
f884b3d35d
Separate networking between CBaseEntity and CBaseMonster, needs
...
cleaning.
2021-09-12 00:13:24 +02:00
10b2ff1fca
Add setorigin_safe(), which is just like setorigin but pushes
...
entities upwards out of the ground.
2021-09-12 00:12:55 +02:00
b8de87d45c
func_pushable: Mark collision-helper as non-solid upon breaking.
2021-09-12 00:11:12 +02:00
d4fe258d62
prop_vehicle_driveable: Fix QUAKED definition classifying it as
...
a brush entity, oops.
2021-09-11 22:46:29 +02:00
d94a5f33eb
GS-EntBase: Add prop_vehicle_driveable, for model based 4-wheel
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vehicles.
2021-09-11 22:43:14 +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
5578b0e602
GS-EntBase: Add client-side prediction for func_tankmortar.
2021-09-08 20:17:13 +02:00
2a86794d67
Add precache_cubemap() to src/client/defs.h
2021-09-02 21:11:54 +02:00
8ba5bc56d2
Sound: Added 'distshader' keyword support... which will play a
...
another sound definition at global attenuation (explosions like this)
2021-09-02 10:10:27 +02:00
4a2cde56cc
Clean up pseudorandom() a bit.
2021-09-02 09:47:48 +02:00
527318bd65
Deprecate CBaseFX, introduce .predraw for weapon functions.
2021-09-02 09:39:37 +02:00
9fa091db43
Reserve 3 SRC'04 rendermodes, implement RM_DONTRENDER.
2021-09-01 22:41:11 +02:00
fd05c2419c
Minor cleanup of SendFlags assignments, fix for 'sv respawn_ents' affecting players.
2021-09-01 22:11:30 +02:00
f0957141cc
CBaseEntity: Add inputs for 'Kill' and 'KillHierarchy'
2021-09-01 21:39:21 +02:00
1657ff3e29
GS-EntBase: Move I/O system into CBaseEntity, add Skin, Disable/EnableShadow inputs...
2021-09-01 21:30:10 +02:00