Commit graph

  • 5eae768a9b light_dynamic: Add a 'start_active' key. Source games have no way to tell dlights to start disabled for some odd reason. Marco Hladik 2020-11-27 13:12:08 +0100
  • 01a5e7852d Added missing particle test.cfg Marco Hladik 2020-11-27 11:17:29 +0100
  • 8caa8d171f info_particle_system: Make sure to respect the 'start_active' key. Marco Hladik 2020-11-27 03:10:59 +0100
  • b6f9242752 info_particle_system: Initial implementation, along with example map test_particles. Marco Hladik 2020-11-27 03:05:21 +0100
  • 2418480af4 func_button: Add support for the 'OnPressed' output. Marco Hladik 2020-11-27 03:03:39 +0100
  • a6b192a2c7 Update doc file for building the source tree, as that's now changed. Marco Hladik 2020-11-25 13:12:39 +0100
  • 6073f73979 Working around a compiler bug in fteqcc (presumably) where for some reason it allows me to override some fields inside a class, but not PlayerUse(). Marco Hladik 2020-11-25 10:32:42 +0100
  • f72e1b2feb vmap script now uses nproc to decide thread count Marco Hladik 2020-11-25 00:20:40 +0100
  • 92fa031b28 env_sun: Fix r_shadows_throwdirection angle calculation. Marco Hladik 2020-11-25 00:07:23 +0100
  • d59716ae7d Fix vmap script error checking. Marco Hladik 2020-11-24 23:38:36 +0100
  • a8ee403f81 Change launch scripts for engine/tools to resolve symbolic links properly Marco Hladik 2020-11-24 17:21:34 +0100
  • 2c1bd865c0 GS-Entbase: Moving client/baseentity and server/baseentity into a shared file... Optimisations forthcoming Marco Hladik 2020-11-24 13:55:57 +0100
  • 8ab685b7b2 ambient_generic: Document and catch some unimplemented attributes. Marco Hladik 2020-11-24 12:47:39 +0100
  • bc753f944e light: Document some known fields the compiler likes to leave behind. Marco Hladik 2020-11-24 12:47:08 +0100
  • fea005ba96 GS-Entbase: Add some QUAKED comments for the base spawn point entities, info_player_start, info_player_deathmatch and info_player_coop. Marco Hladik 2020-11-24 12:29:29 +0100
  • 31c7354dda env_sun: Make pitch/angles compatible with Source's way of handling them. Marco Hladik 2020-11-24 02:24:30 +0100
  • ce2b16bb2e scripted_sequence: Make sure m_iMState is reset when a sequence overtakes an entity. Marco Hladik 2020-11-24 00:51:51 +0100
  • 1bcaba26a3 Menu-FN: Add support for gfx/shell/kb_def.lst and the menu option to reset binds to mod defaults. Marco Hladik 2020-11-23 22:33:55 +0100
  • a9d87aa590 Server: Minor scripted_sequence pathfinding improvements, add support for m_flChaseSpeed for CBaseMonster... Marco Hladik 2020-11-23 21:39:40 +0100
  • 9245ae809b Platform: Added example model into test_dlights. Marco Hladik 2020-11-21 16:07:35 +0100
  • 11d52abec3 Server: Disable 'best-weapon' switch when sv_forceweapondraw is 1. Marco Hladik 2020-11-19 10:46:09 +0100
  • df1388f9fc Server: Add sv_forceweapondraw 0/1, which lets mods override whether or not the first weapon the player picks up will be deployed automatically. Marco Hladik 2020-11-18 13:17:43 +0100
  • a1b68075fa Add build scripts for our editor/compiler: WorldSpawn! Marco Hladik 2020-11-17 13:03:52 +0100
  • ba6824a602 Client: Added two developer commands, dev_measure and dev_sunpos. Marco Hladik 2020-11-17 11:21:13 +0100
  • 978e228c29 Platform: Add test_skyroom example map. Marco Hladik 2020-11-17 10:25:55 +0100
  • 3658719b3f CBaseEntity: Add 'ignorepvs' key, as sometimes you might want it for skyrooms. Marco Hladik 2020-11-17 10:25:21 +0100
  • ebc287f2e8 Make sure 'valve' compiles without GS_RENDERFX. Marco Hladik 2020-11-13 11:17:42 +0100
  • 1cbd41f66b Documentation: Comment some of the prediction code more, as some may be reading it as we speak Marco Hladik 2020-11-08 04:45:52 +0100
  • afa9f0719c Update cstrike.fmf and mk_mapdef.sh Marco Hladik 2020-11-07 10:41:27 +0100
  • c737cebba7 build_engine.sh: build iqm and imgtool Marco Hladik 2020-11-07 10:40:36 +0100
  • 982206876e Add nuclide-ds script. Marco Hladik 2020-11-06 18:57:01 +0100
  • d5f6ecc442 build_engine.sh should now attempt to build a dedicated server as well as the ffmpeg and bullet plugin. Marco Hladik 2020-11-06 18:50:44 +0100
  • 6927eba291 Add installed.lst to suppress engine prompts for now. This will change in the future hopefully Marco Hladik 2020-11-06 18:21:24 +0100
  • 8720727123 Added some helper scripts to assist in building the engine and game. Marco Hladik 2020-11-06 17:42:44 +0100
  • 678d7bf124 Plugins: Change Plugin_ParseClientCommand to manipulate command strings and passing them onto the next plugin. Also added a chatfilter plugin! Marco Hladik 2020-11-06 13:04:22 +0100
  • 2618d47ff3 GS-Entbase: More Input/Output logic for the following ents: trigger_changelevel, trigger_hurt, trigger_look, trigger_multiple & trigger_once. Plus a fix for func_guntarget Marco Hladik 2020-11-01 05:25:43 +0100
  • b48ce4d2ce trigger_autosave: Query GetMaster() before triggering Marco Hladik 2020-10-31 14:37:05 +0100
  • 422741a295 GS-Entbase: Add Input/Output methods for func_conveyor, func_guntarget, func_wall_toggle Marco Hladik 2020-10-31 14:32:23 +0100
  • 69fa528822 Server: Move footstep precaches into Footsteps_Init Marco Hladik 2020-10-30 13:29:37 +0100
  • 97d19c1b37 Add shared/include.src, so we touch gamename/include.src less for global changes. Marco Hladik 2020-10-30 12:21:00 +0100
  • c100554dcc Gamerules: Make sure player is always passed as type 'base_player' via parameters instead of just 'entity'. Marco Hladik 2020-10-30 11:28:59 +0100
  • 43dceb7c5a Platform: Clean up some more of the rtlight GLSL Marco Hladik 2020-10-30 11:27:52 +0100
  • 6502eeddc0 Server: Added sv_levelexec, which when enabled reads a map-specific config on boot. Marco Hladik 2020-10-28 08:16:50 +0100
  • 05b76160e1 Platform: Added r_skipLightmap to the GLSL where applicable Marco Hladik 2020-10-27 07:07:19 +0100
  • 185c7de151 Platform: GLSL improvements, introduction of r_skipDiffuse, r_skipNormal and r_skipSpecular Marco Hladik 2020-10-27 05:41:11 +0100
  • 624a68bf7f Menu-FN: Use the new search_begin flag on the playermodel search paths. So we can stop looking for just .bmp files. Requires latest FTE. Marco Hladik 2020-10-27 05:02:41 +0100
  • a536f7b6cc light_dynamic: Respect the right radius key Marco Hladik 2020-10-27 04:49:38 +0100
  • 90478acec4 Menu-FN: Make the Internet server browser refresh more useful Marco Hladik 2020-10-27 00:21:53 +0100
  • de0f6b7e81 Doc: Add fteqcc compiling notice Marco Hladik 2020-10-26 20:22:07 +0100
  • 5a419d827e Platform: Add fog4 pass into default model/BSP rendering code. Also some water stuff. Marco Hladik 2020-10-25 15:10:16 +0100
  • 424a9093ef build_release.sh: Sign tar.gz after building the archive. Marco Hladik 2020-10-25 13:58:43 +0100
  • c8db45bc67 Fix a typo... Marco Hladik 2020-10-25 13:01:43 +0100
  • 2601ebce06 trigger_multiple: Add support for the flag that allows pushables to trigger Marco Hladik 2020-10-25 12:50:52 +0100
  • 3adbedb5aa Fill up the entity QER/Radiant QUAKED comments with first-appearance info. Marco Hladik 2020-10-25 12:38:41 +0100
  • 4aa8a70063 CBaseVehicle: Added vehicleflags, make sure each vehicle has the ability to suppress movement and/or fire while the 'driver' is using the vehicle. Marco Hladik 2020-10-25 12:06:22 +0100
  • 8cbbeaae24 Platform: Add gl_stipplealpha support to models. Marco Hladik 2020-10-25 11:50:15 +0100
  • 4962f82f89 Move entity-update/event definitions for game-specific cases out of root src/shared. Marco Hladik 2020-10-24 13:11:02 +0200
  • cce2429308 Added gl_stipplealpha for fun, as well as rm_unlit_additive and rm_unlit_texture to override the expected behaviour of rendering additive/texture rendermode surfaces fullbright. Marco Hladik 2020-10-24 07:04:30 +0200
  • 2daf3da59f env_sprite: Change default scale to 0.25, make sure that when no targetname is set, we force-enable the sprite because toggles wouldn't work. Marco Hladik 2020-10-24 06:36:08 +0200
  • ed4f972a19 Fix some typos. Marco Hladik 2020-10-24 05:24:40 +0200
  • 24a753edce env_sprite: Fix that sprites marked as PLAYONCE may be networked in some semi-visible form Marco Hladik 2020-10-24 05:02:14 +0200
  • 00a8ee2a00 env_hudhint: Initial basic implementation, plus a way for the game-logic to send hints. Marco Hladik 2020-10-24 03:32:34 +0200
  • b31ab5761a Simplified some rendering code for CBaseEntity/glows Marco Hladik 2020-10-24 02:58:19 +0200
  • d39fb1cdc2 env_glow: Tweak the rendering a little bit. This should make them more visible and more like as seen in other games. Marco Hladik 2020-10-24 02:38:19 +0200
  • a67c50c202 Decals: Implemented client-side PVS culling optimisation Marco Hladik 2020-10-23 20:41:02 +0200
  • 689ffe14bc Small cleanup in some client-side gs-entbase code. Marco Hladik 2020-10-23 20:13:27 +0200
  • 0cfa4df68a Decals: Make sure tempdecal materials are recached upon vid_reload Marco Hladik 2020-10-23 20:12:43 +0200
  • 0f50c46623 Platform: Added blood decal for non-Q3BSP. GS-Entbase: Add mitigations for possible unwanted adddecal() calls, remove decals upon CSQC_Shutdown() Marco Hladik 2020-10-23 05:15:59 +0200
  • d9dababe65 Moved all possibly game-specific flags (such as FL_FLASHLIGHT) into gflags, this affects mods. Please check the diff to see what you'll need to adjust. Marco Hladik 2020-10-22 16:30:37 +0200
  • 065dd926cd light_dynamic: Override ParentUpdate() to make sure we update origin/angles over the network. Marco Hladik 2020-10-22 03:48:15 +0200
  • cb57a95d4b light_dynamic: Fixed server-side PVS culling. Marco Hladik 2020-10-22 03:44:10 +0200
  • d0342b128c light_dynamic: Initial implementation. Q3BSP maps can use 'dynamic_light' to avoid confusing the compiler (...). Renamed ReadEntity() to ReceiveEntity(). Marco Hladik 2020-10-22 02:23:05 +0200
  • f4eb3cea9d Platform: Changed the polygon offset and surfaceparm of the stock decals Marco Hladik 2020-10-18 16:28:30 +0200
  • d79ab058cf Added test_patchblend example map. Marco Hladik 2020-10-18 15:56:31 +0200
  • 6038c04591 Fix preset lightstyles for Q3BSP, added examples to test_lightstyles. Marco Hladik 2020-10-18 15:19:56 +0200
  • 2afba74a86 Added test_areaportal, to debug openportal() Marco Hladik 2020-10-18 01:10:21 +0200
  • e60713b960 Platform: Added test_vphysics to test if a physics plugin (ODE/Bullet) is properly configured within the game. Marco Hladik 2020-10-17 21:43:55 +0200
  • 770426e82c GS-Entbase: More work done on CBasePhysics Marco Hladik 2020-10-17 21:42:32 +0200
  • 2b1e23a2fe Misc: Added test_lightstyles to platform's base, fixed lightmapped.glsl not calculating styles when r_deluxemapping is 0, fixed patterns being possibly overriden upon init. Marco Hladik 2020-10-17 17:26:58 +0200
  • e803ddbceb GS-Entbase: Expose Base* class headers at the global scope. Marco Hladik 2020-10-17 16:30:36 +0200
  • 88f490a1c5 monstermaker: Make it so monsters inherit angles. Marco Hladik 2020-10-17 15:29:35 +0200
  • 0bb06af381 Client: Move Vox specific code into vox.c and out of sound.c, add Shutdown entry Marco Hladik 2020-10-17 13:17:34 +0200
  • f4ade524fe Client: Fixed some warnings and some added some paranoid free() calls. Marco Hladik 2020-10-16 02:26:45 +0200
  • 63d36cc677 Platform: Base impact decals now flagged to skip dlights. Marco Hladik 2020-10-15 19:36:28 +0200
  • 074e1cc120 Client/Platform: Added some base impact decal examples for non HL BSP... this will change a bit more to include more material types. Patience! Marco Hladik 2020-10-15 19:02:55 +0200
  • d0231eee50 Platform: Added per-wall kernel dithering, cvar gl_kdither 0/1 Marco Hladik 2020-10-08 12:03:52 +0200
  • f3668f8335 Menu: Fixed CModList from lazily skipping over the current mod entry, resulting in some rough list display. Marco Hladik 2020-10-08 02:28:26 +0200
  • 4bde3bbfb6 Menu: Fix music not stopping when joining a server. Marco Hladik 2020-10-07 23:21:34 +0200
  • 7902ae22d5 Menu: Filter servers by gamedir. Clients shouldn't attempt to connect to mods that way. Marco Hladik 2020-10-07 23:21:03 +0200
  • b1742afb97 Menu: Play intro based on 'gameinfo_gamedir', not 'game' Marco Hladik 2020-10-07 11:38:32 +0200
  • 4208bd8c9a Server: added server command trigger_ent Marco Hladik 2020-10-06 14:42:46 +0200
  • 4e9be1a7bc Makefile: Apparently a target can't be called 'plugins', so we'll rename it to 'plugs'. Neat. Marco Hladik 2020-10-06 14:34:26 +0200
  • 5810da8069 Menu: Switched mod switching to be fully manifest oriented, fixed menu music playback. Marco Hladik 2020-10-06 14:27:44 +0200
  • 9f30a2b897 Menu: Add blacklist for maps in the Create Server menu. Marco Hladik 2020-10-02 11:41:50 +0200
  • d22056014a Platform GLSL: Fix dev_skipnormal for lightmapped_ shaders Marco Hladik 2020-09-29 19:26:00 +0200
  • 1a0193ad3a Menu: Add input redirection verification in case we've forcefully changed menu input modes. Marco Hladik 2020-09-29 14:24:21 +0200
  • 8fab5921a0 VGUILib: Fixed draw/input flag-check inconsistency in CUIMenuButton Marco Hladik 2020-09-29 13:50:19 +0200
  • 57cc661c86 Menu/Client/Server: Background map support for menus. This should be handled differently in that SV_ShouldPause ought to control Singleplayer as well. Engine hardcodes suck Marco Hladik 2020-09-27 14:25:10 +0200
  • 54f0c5d24c Half-Life: Add I/O ability to ITEM_LONGJUMP Marco Hladik 2020-09-26 12:44:24 +0200
  • a9853f79cf decal:predraw: return PREDRAW_NEXT when no shader is set. Marco Hladik 2020-09-26 12:42:32 +0200