nuclide/Documentation/Icons.md
Marco Cawthorne 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

2.2 KiB

Icon Glossary

Throughout this documentation, you will come across a variety of topics represented by icons.

  • [Console](@ref console), often seen when the topic of command execution pops up.
  • Object. Like an instance of an ncEntity.
  • [Debugging help/options](@ref debugging), or bug related comments.
  • [Materials](@ref materials)
  • @ref archives
  • [AI opponents](@ref ncMonster), including [bots](@ref ncBot).
  • Controller input, usually handled by SDL
  • Demo recording. A universal replay file.
  • Textures, usually inputs to [Materials](@ref materials)
  • Keyboard input.
  • [Lighting](@ref mappingtips_lighting). From static lightmaps controlled by the @ref light entity to light_dynamic to point_spotlight.
  • Map, the name given to our levels in which gameplay occurs.
  • Display, representing the whole physical size of the game window.
  • Mouse, usually seen when referring to actions to be done with a pointing device akin to a mouse, or trackball.
  • Music, all about the subsystem handling looped music and stingers.
  • [Package, managed by the built-in update manager.](@ref updates)
  • @ref progs, games are made up of a collection of them.
  • [Dedicated server, game server.](@ref dedicated)
  • @ref shaders
  • [Sound samples, inputs to SoundDef.](@ref sounddefs)
  • [Dictionaries](@ref ncDict) containing key/value pairs. Like @ref decl for @ref entitydef and @ref sounddefs.
  • Editing plain text files.
  • [Timers](@ref ncTimer), used to schedule events in advance.
  • [AddonC](@ref addonC) is our server plugin system.
  • [HudC](@ref hudC) powers our hot-pluggable Heads-Up-Display in our client-game.
  • [MapC](@ref mapC) handles maps-specific tasks and logic.
  • [RuleC](@ref ruleC) is responsible for global set of game-rules.