Commit graph

63 commits

Author SHA1 Message Date
76a3c7e3c3 Applied Maik's patch to enable more subtle normalmap distortions on cubemapped surfaces 2019-03-23 18:45:41 +01:00
17a8d0cb9a cubemap flashlight fixes 2019-03-23 03:48:38 +01:00
30cebf3ef2 Added normalmap support for cubemapped surfaces 2019-03-23 03:16:34 +01:00
ebb2a7bad8 Added cubemap helpers and the 'buildcubemaps' command. 2019-03-21 21:50:51 +01:00
d1f4e6b690 - Added team-killer punishment
- Added the really convoluted round loss bonus logic, thanks cstrike wiki
- Tweaked some existing money bonuses to reflect the real-world values of CS 1.5
- Implemented some Fire-In-The-Hole radio notices when throwing nades
- Added workaround for the shotgun reload glitch that comes from autoreloading. Proper fix soon
2019-03-21 20:14:51 +01:00
9ce909e291 - Added Rewolf decore_* entities from the demo
- Added early Rewolf Health/Armor HUD variants
- Added original scoreboard from the early Half-Life versions for valve/scihunt/rewolf
- Fixed some skybox behaviour to only apply to BSP30
- Changed the env_message and game_text display to use "creditsfont" instead of the conchars
- Tweaked damage radius and prediction for some entities and weapons
- Added world_items
- Added item_healthkit
- Added item_battery
- Fixed level transition logic
- impulse 101 now fills up health and armor/suit in mod valve
- Some tweaks to Damage_Apply so that healing can be performed without funky visuals
- Added stub monsters for valve/rewolf that'll soon support scripted sequences
- Tweaked chat system to get rid of quotation marks around messages
- Added support for changing the window caption to reflect the mod you're playing
- Lots of small little things in terms of cleanup
2019-03-19 20:01:24 +01:00
fccb01c704 weapon_crossbow: Experimental tests regarding client-side bolts, needs testing 2019-03-15 11:27:57 +01:00
9d36a89d0c Sky: Should have tested this. Skies should now be fixed. 2019-03-14 20:37:35 +01:00
75bed53adc Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice
Added item_suit and item_longjump... they do not do anything interesting yet.
Decals: Added glass break decals upon impact
Damage: Brush-entity radius damage should to work better now
Also seperated the weapons table from generic weapon entry functions. This should make maintaining mods easier
Fixed references from sv_clientslots to sv_playerslots. My brain gets confused between the Quake games at this point. I blame FTE
Fixed sprite animation cycle length check. It attempted to play one more frame than any sprite ever has. Needs more heavy testing?
2019-03-14 20:13:02 +01:00
7e74f7adec env_sound: Initial commit. 2019-03-13 21:56:43 +01:00
2af78be51a GLSL: Chrome is now identical to the non-GLSL renderer, emulating TCGEN_ENVIRONMENT properly. It's still not GoldSrc accurate, as the models themselves contain chrome information for every bone (wth)
Flashlight: You can now see other players' light being cast.
2019-03-13 20:46:07 +01:00
d18d7bf561 Change all references to .items to .g_items because fteqw assumes too much and ruins the 3d-view when certain bits are set. 2019-03-13 17:19:59 +01:00
ed777e7303 File tree structure rearrangements. Getting rid of binary pk3 files. 2019-03-13 16:48:58 +01:00