Commit graph

17 commits

Author SHA1 Message Date
fd90be879c Rename a bunch of old names. 2025-01-13 14:29:09 -08:00
d41b90c081 Base: Give some love to base/
VGUI-Menu: friendList, chat backend, textview class proto
SurfaceProps: Flesh impacts recognition
PropData: BreakModels now use a bodyque to limit possible physics overhead
PMove: falldamage, liquids can now be configured via external decl
NSWeapon: added alternative punchangle based on springs, 'punchSpring X Y Z' in decl
API: Team class management APIS
NSPhysicsEntity: Optimised, optimised, optimised. New cvar: phys_lowspec. Scraping, impact effects etc have been added.
More polish everywhere else
2025-01-02 18:53:55 -08:00
965d9e96d6
NSEntity: add SetOriginUnstick(), SetBotTag()
NSWeapon: basic inventory management functions
2024-07-17 14:21:44 -07:00
822a7221b2
WIP pmove, AI, etc. changes 2024-04-22 15:11:12 -07:00
649ed825ad
Big commit, work over various triggers. Clean up debug prints and make
them more consistent. Warnings are in yellow, while errors are in red.

New cvar: g_developerTimestamp will display timestamps next to debug messages
originating from the game-logic. Set g_developer to 1 to see them.
A lot of useful into, such as which entity id messages originate from
should aid in debugging quite a bit.

SP level transitions should also be more reliable now in terms of
transferring entities and the like.

Some levels have awkward transition areas and you might find yourself
jumping between levels frequently. Workarounds are in the works.
2024-03-02 00:40:08 -08:00
06d959ef02
func_tracktrain: Lots of improvements across the board. Enjoy c0a0-c0a0e!
func_trackchange/autochange: Initial implementation.
2024-02-13 22:51:36 -08:00
19d6f22dc4
NSIO: add TransitionComplete() method for easier handling of entities post level-transition.
NSRenderableEntity: Default renderamt to 0.
Also use Read*() methods within all of the base classes their SpawnKey() methods.
2023-10-03 11:02:47 -07:00
c314e880fd
Client: Fix the parameter order on a few classes' ReceiveEntity methods 2023-09-20 15:40:13 -07:00
2c6da152ed
Clean up more and more warnings fteqcc yells about 2022-11-30 14:21:55 -08:00
e9f735adc5
NSVehicle: Remove any velocity from the driver when they're attached to a vehicle. 2022-11-01 20:16:25 -07:00
30a482e80e
NSVehicle: add two new overridable methods. (bool)PreventPlayerMovement and (bool)PreventPlayerFire 2022-09-08 13:59:18 -07:00
04fe295035
NSVehicle: don't change the drivers' movetype 2022-09-08 13:38:02 -07:00
31bb9b4042
Abstract timers to make sure MOVETYPE_PUSH entities are handled without game/mod developers having to think much about them.
Also change rechargers to MOVETYPE_NONE instead of PUSH, as it won't be moving anyway.
2022-08-31 13:24:55 -07:00
517614fd37
Major overhaul that'll make savegames a lot better. Every entity we implement should have a Save/Restore function.
AI noes recalculates their route in case of a loaded savegame... And much more.
2022-08-10 14:24:06 -07:00
5ca96bbcd9
Add helpers across the codebase to deal with networking ents. I tried prototyped a more elegant solution the compiler didn't like - the language should really deal with this. 2022-08-07 14:12:55 -07:00
356319a7b7
NSVehicle, NSPhysicsEntity get Save/Restore methods 2022-07-19 15:49:35 -07:00
2a220fb331
Move base classes out of gs-entbase. This evolution only happened because classes such as CBaseMonster that once existed were replaced and it grew from there.
Tweak g_developer prints for scripted_sequences.
2022-07-19 15:22:15 -07:00
Renamed from src/gs-entbase/shared/NSVehicle.qc (Browse further)