- Pacific Northwest
- https://icculus.org/~marco/
-
This is our pub and I'm the innkeeper.
- Joined on
2021-08-25
9893e8bc3e
CSMultiplayerRules: Remove temp items after respawning everything else to avoid phantom pickups.
8e3f5f2752
Move the weapon freeze logic into Physics_InputPostMove() to work better with bots.
7994088423
CSGameRules: Make use of SpectatorDeathcam(). Support player death animation variations again. Also fix the death sound not having played.
ab3d4a9346
Update README.md
00827d44b4
monster_sitting_scientist: fix hitbox, and make use of `sequence` key.
42f7c82029
FX_Corpse: transfer player bbox to corpse, so we can handle crouching etc.
153a711955
HLMultiplayerRules: Support death animation variations.
d66bc506ca
Client: Suit pickup will now supress excess notifications.
5324616382
Client: add a subtle tint to the damage display. Set cg_damageFill to tweak.
d697f53ca5
NSView: when we switch between dead/alive state, reset damage display/shake variables.
e9f9ae5829
NSMonster: add support for `sequence` key, used by some sitting NPCs.
bd74c588da
worldspawn: Set HDR values regardless of enabled state, in case the user wants to enable it.
dcb87039b1
NSPointTrigger: Save/Restore for the debug texture.
3d32e75e88
NSClientSpectator: add new method SpectatorDeathcam()
d9d579478a
monstermaker: Prevent monster DropToFloor().
3a1a5d66f5
scripted_sentence: add support for `refire` key.
09839aa198
multi_manager: Minor clean up.
efe079bdf7
Updates: Strip version number from preview img url.
f11a10d343
func_tracktrain: Save/Restore more fields, keep track of when to play the movement sounds.
32a36d8017
Server: show 'entered game' message once and only in MP.
f0034cb03a
SEND/READENTITY_ANGLE: use WriteAngle()/readangle()
9c66c2c5f9
func_door: Fix `targetClose` not getting triggered right when START_OPEN spawnflag is set
c0b031ed9f
Nodes: Make the way nodes are generated a bit better.
e2239a236f
Minor cleanups to some point entities and replace various usage of whichpack().
9d3ec2b89c
monster_alien_grunt: Fix health value.
ba23ecfab0
FX_Corpse: change movetype to MOVETYPE_BOUNCE
64c793126c
Update README.md
1797666453
WEAPON_NAILGUN/WEAPON_SUPERNAILGUN: projectile_supernail entityDef should make ricochet sound upon exploding