nuclide/valve/data.pk3dir
Marco Hladik 75bed53adc Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice
Added item_suit and item_longjump... they do not do anything interesting yet.
Decals: Added glass break decals upon impact
Damage: Brush-entity radius damage should to work better now
Also seperated the weapons table from generic weapon entry functions. This should make maintaining mods easier
Fixed references from sv_clientslots to sv_playerslots. My brain gets confused between the Quake games at this point. I blame FTE
Fixed sprite animation cycle length check. It attempted to play one more frame than any sprite ever has. Needs more heavy testing?
2019-03-14 20:13:02 +01:00
..
gfx File tree structure rearrangements. Getting rid of binary pk3 files. 2019-03-13 16:48:58 +01:00
glsl GLSL: Chrome is now identical to the non-GLSL renderer, emulating TCGEN_ENVIRONMENT properly. It's still not GoldSrc accurate, as the models themselves contain chrome information for every bone (wth) 2019-03-13 20:46:07 +01:00
particles File tree structure rearrangements. Getting rid of binary pk3 files. 2019-03-13 16:48:58 +01:00
csprogs.dat Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice 2019-03-14 20:13:02 +01:00
default.cfg File tree structure rearrangements. Getting rid of binary pk3 files. 2019-03-13 16:48:58 +01:00
gfx.wad Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice 2019-03-14 20:13:02 +01:00
menu.dat Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice 2019-03-14 20:13:02 +01:00
progs.dat Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice 2019-03-14 20:13:02 +01:00