nuclide/Source/client
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
..
cstrike Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice 2019-03-14 20:13:02 +01:00
scihunt Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice 2019-03-14 20:13:02 +01:00
valve Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice 2019-03-14 20:13:02 +01:00
chat.c Fix damage overlay for splitscreen games 2019-03-12 01:22:50 +01:00
cstrike.src File tree structure rearrangements. Getting rid of binary pk3 files. 2019-03-13 16:48:58 +01:00
damage.c Fix damage overlay for splitscreen games 2019-03-12 01:22:50 +01:00
defs.h Minor splitscreen input fixes in the client module 2019-01-29 08:51:32 +01:00
entities.c Fix damage overlay for splitscreen games 2019-03-12 01:22:50 +01:00
entry.c Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice 2019-03-14 20:13:02 +01:00
events.c File tree structure rearrangements. Getting rid of binary pk3 files. 2019-03-13 16:48:58 +01:00
Makefile Major cleanup and restructuring. This breaks everything. I'm very, very sorry. 2019-01-19 05:50:25 +01:00
player.c 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
predict.c Weapon prediction changes. Needs more testing, but this will effectively handle all weapon-animation stuff client-side. 2019-03-01 00:04:33 +01:00
rewolf.src Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice 2019-03-14 20:13:02 +01:00
scihunt.src Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice 2019-03-14 20:13:02 +01:00
sound.c Added custom GLSL updates, that add monochrome rendering (for better 3D Anaglyph support) 2019-02-20 14:30:16 +01:00
text.c Cleanup: Change instances of _x to [0], y to [1] and z to [2] 2019-03-13 22:03:57 +01:00
util.c Valve progs boots now. 2019-01-21 03:00:14 +01:00
valve.src Client: We're now reading skyname and setting the skybox (with fallback) in CSQC. Much rejoice 2019-03-14 20:13:02 +01:00
vgui.h Valve progs boots now. 2019-01-21 03:00:14 +01:00
view.c Cleanup: Change instances of _x to [0], y to [1] and z to [2] 2019-03-13 22:03:57 +01:00
voice.c January 2019 Refactor: Added the initial BaseHL logic and started merging things with FreeCS. This will ensure a bright future to anyone porting mods and the like to the codebase. This is very, VERY early and I'm mainly committing this so Xylemon can start tinkering with it. 2019-01-29 03:40:14 +01:00