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.