Commit graph

139 commits

Author SHA1 Message Date
f01e90ad2e
Merge material property definitions into the surfaceproperties system to streamline
everything more and to allow level designers custom properties without recompiling
the game-logic. This will also make it more Source Engine compatible.
2022-10-15 22:43:32 -07:00
db2d3b1730
Get rid of hlmaterials.qc by making the look-up happen fully within NSMaterial.qc as part of the newly unified material routines.
There's also a new file (hlmaterials.txt) that is subject to change which will allow you
to add many custom material definitions without hard-coding a thing. Which fixes conflicts between different GoldSrc games.
2022-10-15 20:32:40 -07:00
3175ffe81c
updated platform/readme.txt 2022-07-14 14:02:01 -07:00
66b09de431
Big commit fixing many regressions since crunch hit. env_sprite has been reworked.
multi_manager entities now behave correctly when calling themselves in MULTITHREADED mode.
Remove GS_RENDERFX option. Too many entities rely on its functionality anyway.
Fixed some rendermode behaviour - ladders will no longer be visible.
You can now see the playermodel (and no longer the viewmodel) in mirrors.
Fixed a lot of warnings.
2022-07-07 09:10:14 -07:00
d50ec089f3
Platform: Unlit.glsl now supports MASK permutations 2022-06-27 08:30:56 -07:00
a463498f60
Huge cleanup. Add initial code for the revamped material definition system. 2022-06-01 17:38:52 -07:00
ae23af60d8
Platform: add some generic detail textures. I put these into the public domain. 2022-05-27 13:38:08 -07:00
8e96fb27c6
Platform: lightmapped.glsl should have a primitive VERTEXLIT path now. 2022-05-20 12:02:20 -07:00
bb2b7dbddf
NSClient: add method UpdateAliveCam()
UITextbox: Misc polish regarding text entry
GLSL: Detail pass support for some materials
2022-05-15 13:32:53 -07:00
b68a08bb98
Platform: Add textures/common/clipplayerdirt.mat 2022-04-25 10:20:19 -07:00
63b0b0a199
Platform: Add textures/sfx/smokevolume.mat 2022-04-25 10:19:50 -07:00
1c58be4cdb
GLSL: Misc cleanups and fixes to deal with NVIDIAs stricter shader compiler 2022-04-18 21:12:04 -07:00
a469c06fc8
Add 'surfaceparm projectile' support, so non-solid surfaces can
still react to tracelines and projectiles.
2022-04-13 16:58:42 -07:00
7f440a2885
Platform: Add clipplayermetal and clipplayerwood. 2022-04-09 14:36:45 -07:00
69b5524771
vertexlit_specular: fix one assignment, which was causing bugs on some vendors 2022-04-08 13:27:58 -07:00
95c2b8225a
func_door: Add 'snd_move' attribute.
Platform: Misc minor GLSL updates. You can use the #TINT parm on program fade materials now.
2022-03-28 03:32:02 -07:00
8df9b6db0e
func_dustcloud: Add separate material textures/sfx/dustcloud into platform/ 2022-03-23 00:26:46 -07:00
a7d5c0ab4a
fade.glsl: Add support for vertex colors. 2022-03-22 16:39:03 -07:00
143a00e94e
Fix light_dynamic (static) from not spawning in CSQC. Add r_skipDiffuse to rtlight.glsl,
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
c8ea9f3e3f
Move platform/test_maps.pk3dir to base/test_maps.pk3dir 2022-02-23 01:56:43 -08:00
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
af04bc5e4c
GLSL: Add FOGGED permutation option to each of the skybox glsl.
Remove skybox_fogged.glsl.
2022-02-17 22:22:31 -08:00
1bd7d1a68c
Add platform/base_scripts.pk3dir/particles/burn.cfg. 2022-01-20 16:38:49 -08:00
d41c770393
func_physbox and prop_physics now respect the 'start asleep' spawnflags
they have.
2022-01-20 10:37:17 -08:00
1716e740cf
Go over the vertexlit shader again. 2022-01-13 10:47:51 -08:00
1d5cb6dcdb
Platform: Rework defaultskin and defaultwall glsl their 'gl_ldr' hack to
how certain GoldSrc games look, with more accurate lightmap banding.
2022-01-10 17:41:01 -08:00
c920e4c3e8
NSRenderableEntity: Support for scrolling textures (requires shader
overrides for now, stay tuned) with variable speeds. Improvements to
func_conveyor, other rendering fix involving alphamasking textures.
2022-01-02 20:50:50 -08:00
623754ec5a
GLSL, NSRenderableEntity: Added hack to prevent alphatesting against world
surfaces utilizing the default lightmapped shader.
2021-12-31 01:47:47 -08:00
89b29dc2a7
Platform: Update fallback sounds (thanks Xylemon!) 2021-12-30 15:57:45 -08:00
f0e1c3b9e1
GLSL: Go over water_sky.glsl, make it work for TW's upcoming tw_rig. 2021-12-30 15:36:26 -08:00
f2e44b24fb
Add platform/base_sound.pk3, move base sound shaders in there. Add misc/null
and misc/missing PCM samples for fallback.
2021-12-18 15:06:37 -08:00
7bfea15dd0
Add base/shared/fx_corpse.qc, change set to seta in masters.lst 2021-12-13 11:47:55 -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
a48baff2d1
Menu-FN: Add a hack around drawtextfield(), wasting QC asm instructions in
the process for something as simple as specifying character size.
2021-11-06 11:17:54 +01:00
32ed57b4d7
Menu-FN: Add rendersize 11 to fonts/menu_label.font 2021-11-06 07:59:13 +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
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
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
a12eb94115
Add common/clipgrenade to vmap_tex.pk3dir. 2021-09-24 12:11:36 +02:00
2b377fdd79
Document the various CONTENTBITS that are relevant to us and reserve
a GRENADECLIP content bit, so levels can be optimised for nade throws.
2021-09-24 10:48:05 +02:00
42b1abf668 Menu-FN/FS: Only parse sprays from logos/, not root of mod-dir
anymore. Users with giant BMP screenshots will rejoice
2021-08-29 09:53:36 +02:00
4952e7fbe0 Menu-FN & GLSL: Hack to allow for .colormap style top/bottom color
onto vertexlit entities. Requires .colormod[2] to be 2.
Used by the menu with MODEL_PREVIEW.
2021-08-27 21:52:41 +02:00
f562991ada Clean-up defines for physics vars. Those are handled elsewhere... 2021-08-14 08:49:40 +02:00
844c29bf23 Menu-FN: Off-load font definitions into external .font files, like cgame 2021-08-08 13:54:05 +02:00
0cd6694c32 Menu-FN: Parse locale file info, then gfx/shell definition overrides to
allow for proper translations of the menu system.
2021-08-08 12:12:17 +02:00
9fb574d920 CBaseEntity: Fix error for when games are not compiled with GS_RENDERFX 2021-08-03 07:15:25 +02:00
0709688f9f Add base/default.cfg, some fallback menu assets. 2021-08-02 22:36:36 +02:00
362895b19c Platform: terrain_alpha_* GLSL will no longer apply fog to the fragment's
alpha component
2021-07-19 08:32:52 +02:00
49632b9dd1 Platform: Don't hardcode sampler ids in lightmapped_reflectcube.glsl 2021-07-07 11:51:07 +02:00