Commit graph

13 commits

Author SHA1 Message Date
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
9d869d5c0a Fix damage overlay for splitscreen games
Starting to mess with decal colours. DO NOT TOUCH. This is awaiting engine fixes potentially.
2019-03-12 01:22:50 +01:00
7c15bed7bb Flashlight: Add the HUD indicator in the 'valve' base
Rewolf: Preparing initial work
Effects: Added Gib-Human effect
CBaseEntity: Make sure things that are hidden can't be damaged by default. E.g. func_breakables that are hidden
func_door_rotating: Minor tweak saving us a few bytes
item_food/sodacan: Make bounding box bigger, fix classname check to apply to "player", not "Player" (TW leftover)
Damage_Radius: Fix how damage radius checks for brush based entities.

Scientist Hunt specific stuff:
- impulse 103 test cvar added to destroy everything around the map
- scientists can be gibbed
- scientists scream when falling
- new cvar sh_scialert that spawn scientists alerted
- new cvar sh_scispeed that is mirrored from the original mod
- new cvar sh_scimax that will limit the amount of scientists spawned by the shdata system
- new cvar sh_sciyaw that will randomize the spawn yaw angle when there's no other specified
2019-03-09 15:50:11 +01:00
182e8b9e74 Effects: Moved precaches for effects into one place. Fixed ric_metal from being played outside CSTRIKE 2019-03-02 11:04:38 +01:00
784cc97ee7 Decal-placement optimisations. Now decals will not spawn over ones in a radius of 8 units. Needs feedback! 2019-03-01 15:30:18 +01:00
2f101866b7 decal/infodecal: Make sure tempdecals aren't being removed, as that would kill the decal-chain. 2019-03-01 01:24:15 +01:00
5276d1f8cc Weapon prediction changes. Needs more testing, but this will effectively handle all weapon-animation stuff client-side. 2019-03-01 00:04:33 +01:00
1b2dd20edb Added sprite blood, weapon prediction changes [WIP] 2019-02-28 08:18:01 +01:00
d8926097fa Added custom GLSL updates, that add monochrome rendering (for better 3D Anaglyph support)
Some minor fixes regarding the entry API.
Fixed explosion effects from not animating/looping properly.
2019-02-20 14:30:16 +01:00
646e378989 func_door: Fixed the touch condition, this fixes glitchy behaviour in cs_assault etc. 2019-02-09 11:32:19 +01:00
546451338f January 2019 Refactor: Added the initial BaseHL logic and started merging things with FreeCS. This will ensure a bright future to anyone porting mods and the like to the codebase. This is very, VERY early and I'm mainly committing this so Xylemon can start tinkering with it. 2019-01-29 03:40:14 +01:00
63efe2b147 Valve progs boots now.
More restructuring.
2019-01-21 03:00:14 +01:00
8043b8f830 Major cleanup and restructuring. This breaks everything. I'm very, very sorry. 2019-01-19 05:50:25 +01:00
Renamed from Source/Shared/Effects.c (Browse further)