Marco Cawthorne
d41b90c081
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
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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.