nuclide/src/gs-entbase
Marco Hladik 4aa8a70063 CBaseVehicle: Added vehicleflags, make sure each vehicle has the ability
to suppress movement and/or fire while the 'driver' is using the vehicle.
2020-10-25 12:06:22 +01:00
..
client Added gl_stipplealpha for fun, as well as rm_unlit_additive and rm_unlit_texture 2020-10-24 07:04:30 +02:00
server CBaseVehicle: Added vehicleflags, make sure each vehicle has the ability 2020-10-25 12:06:22 +01:00
shared Decals: Implemented client-side PVS culling optimisation 2020-10-23 20:41:02 +02:00
baseentity.h CBaseEntity: Added support for the 'scale' field in the rendering, also made the codebase use the builtin target/targetname 2020-09-08 22:49:35 +02:00
client.src light_dynamic: Initial implementation. Q3BSP maps can use 'dynamic_light' 2020-10-22 02:23:05 +02:00
decals.h Platform: Added blood decal for non-Q3BSP. 2020-10-23 05:15:59 +02:00
materials.h Lots of commits bundled into one: 2020-04-20 06:45:14 +02:00
README Update gs-entbase README 2020-06-12 16:30:09 +02:00
server.src env_hudhint: Initial basic implementation, plus a way for the game-logic to send hints. 2020-10-24 03:32:34 +02:00
shared.src func_friction: Added implementation of a friction modifier for player entities. This affects pmove.c as well. 2020-06-12 13:37:37 +02:00

GENERAL ENTITY CODE BASE
========================

This is part reverse-engineering effort, part innovation, in terms of reusable
and game-agnostic map-entity logic.

A lot of entities from Half-Life and Source Engine based titles are implemented.
Those are made possible through the documentation efforts of twhl.info
and a lot of trial and error. A lot of mods and custom maps have been used to
make sure this is as compatible as can be. It's always improving.

Others objects I have come up with on my own for the projects.

A few warnings to the uneducated:
If you're planning on merging or using any of this code in combination with the
original Half-Life SDK, you're violating the Half-Life SDK License Agreement.

Thanks to Spike for FTEQCC's advanced features and his engine, FTEQW, that makes
FreeCS and other projects even possible.

Marco 'eukara' Hladik