Commit graph

743 commits

Author SHA1 Message Date
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
f6b26302a2 Nodes: Made debugging display scripted_sequences 2020-03-30 15:03:22 +02:00
cee8a25d82 Allow viewmodel to draw in a second pass (r_viewmodelpass 1) 2020-03-30 14:47:17 +02:00
576547f249 Menu: Added some fancy menu guff, enjoy it while it lasts 2020-03-30 14:46:55 +02:00
01364e488d monster_generic: Made it more to spec, I guess 2020-03-30 14:46:20 +02:00
d7fdabbd60 Improved pathfinding by skipping unnecessary node-walking passes. 2020-03-30 13:51:48 +02:00
8bf96e425a Valve: Added health for MONSTER_BARNACLE 2020-03-30 13:50:52 +02:00
80075fc267 Decals: No longer fullbright. 2020-03-30 11:56:09 +02:00
acc2be466c Gearbox: Added monster_recruit, monster_drillsergeant 2020-03-30 11:11:21 +02:00
d35f7350fe GLSL: Some rendering tweaks (default gl_ldr and gl_halflambert (new) to 1) 2020-03-30 10:40:38 +02:00
2658e93683 Fixed a think() bug with scripted_sequences. 2020-03-30 10:00:37 +02:00
c42e6678ac Sounds will now follow the NPCs that emit them. 2020-03-30 09:12:57 +02:00
e6f3df4986 Link aiscripted_sequence to scripted_sequence... for now 2020-03-29 21:41:04 +02:00
36e6462ef2 func_train: Fixed recursion crash. 2020-03-29 21:40:51 +02:00
d9b2c9984a Simplified decal shader code. 2020-03-29 21:40:35 +02:00
f7d12dabb3 GLSL: Only discard pixel on masked textures. 2020-03-29 21:40:24 +02:00
af240cb262 Valve: Added fast-beam spawnflag for WEAPON_TRIPMINE 2020-03-29 21:40:04 +02:00
ea5851a8f5 Fixed possible recursion bug with breakables and other dead-triggers. 2020-03-29 21:39:32 +02:00
19a4db076b Scripted Sequence: Support for classnames (untested), angle overrides... 2020-03-29 12:56:46 +02:00
d59213834b BaseNPC: Don't talk while in sequence. 2020-03-29 11:49:35 +02:00
f07600f194 More work on scripted_sequences. 2020-03-29 11:21:26 +02:00
9442a597fa moved sprite.cpp into gs-entbase/client/env_sprite.cpp 2020-03-28 11:43:08 +01:00
f66792ef49 Comitting the new cstrike-branch stuff so far, it's very little but a
step in the right direction. The old (regressed) codebase is now in
cstrike.old.
2020-03-28 10:56:52 +01:00
0c62ea6371 Fixed a crash because monster_generic entities really shouldn't be CBaseEnt 2020-03-27 16:26:52 +01:00
e9326f4e1d scripted_sequences: They sorta work now, needs an engine with
ENGINE_ROUTING enabled however
2020-03-27 10:37:01 +01:00
bb0b4d8f6c Simplified a lot of the Barney/Scientist code by expanding CBaseNPC 2020-03-27 07:34:24 +01:00
dd16fd1684 Added FLAC music playback style to force for those files. 2020-03-26 23:36:54 +01:00
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
ad713d2f7e Valve: Document more monster sounds etc. 2020-03-26 17:17:44 +01:00
7d330eb8cd Move the ability to use sentences over to CBaseEntity for now. 2020-03-26 12:19:27 +01:00
db4ed5ac3d Added initial support for basic sentences.txt on monsters. 2020-03-26 11:24:33 +01:00
d20c3f1db3 Menu: Set the difficulty in the New Game menu 2020-03-26 08:24:27 +01:00
bb4012b75f Added float(string)Skill_GetValue so we can properly support variable skill
settings.
2020-03-26 08:13:23 +01:00
cdb1bbddfd Menu: Fix a crash when we've got no entries or are out of bounds 2020-03-26 07:04:32 +01:00
520e91616a Valve: Check for cvar 'coop' as well as 'sv_playerslots' for Singleplayer 2020-03-26 07:03:29 +01:00
7ea6f8246c Valve: Give monster_barney a name 2020-03-26 07:02:58 +01:00
e3fc42501d CBaseMonster: Tag ents as flags FL_MONSTER so the obituaries appear right 2020-03-26 07:02:41 +01:00
2bb8bd00cf Moved Death and Pain methods into CBaseEntity. 2020-03-25 22:35:05 +01:00
b70b0cd6f9 Mititage startspot spawn-issues. 2020-03-25 20:20:53 +01:00
aa6b541313 the slot1-10 keys are now working as expected. 2020-03-25 19:57:08 +01:00
80d06e7dcd Cleaned up warnings. 2020-03-25 17:42:36 +01:00
4bdefa4cd7 Big commit, list of additions:
Added stubs for a variety of monsters for 'valve' which a few mods inherit.
Added support for the 'vote' and 'callvote' command.
Made env_laser network some info to the clients, kinda rough because
we're working around some engine iffyness with CSQC ents right now.
Updated the menu so that the server-lists for Internet and LAN games are
a bit more helpful.
Made the CBaseMonster class for useful for the future.
Fixed setting of transparency for all entities.
2020-03-25 13:58:19 +01:00
67d9509f63 trigger_cdaudio: don't touch anything but clients 2020-03-24 16:27:23 +01:00
a9e2a37f51 Controls menu now sorta works half-way. We still need to parse defaults. 2020-03-24 16:25:22 +01:00
66b629b83a Valve: Basic weapon pickup notification, cl_autoweaponswitch 2020-03-24 16:20:58 +01:00
223d740448 Effect_Blood can now take 'color' as a parameter. Also added some basic
trails which will be shoved into the client-side asap.
2020-03-24 11:20:21 +01:00
bc5fcf6913 Valve: WEAPON_EGON gets something something idle animations. 2020-03-24 11:19:24 +01:00
d8af659dd8 Valve: WEAPON_HANDGRENADE gets even fancier idle animations. 2020-03-24 11:19:09 +01:00