- Pacific Northwest
- https://icculus.org/~marco/
-
This is our pub and I'm the innkeeper.
- Joined on
2021-08-25
7420df0ec6
worldspawn: set 'gametitle' serverinfo when applicable
2dbfeb06b6
env_fade: fix bogus reading of key names in SpawnKey()
3d92491e54
NSMonster/NSTalkMonster: update bone count on the client whenever the modelindex changed.
9d6133054c
NSRenderableEntity: add inputs SetAnimation and SetBodyInGroup
4dcaefe368
trigger_changelevel: extra checks for funky behaviour
cd8825c02a
ambient_generic: quick and dirty soundDef support
4ec4877360
Server: add new server command 'spawndef'.
0be11bd948
NSMonster: call setorigin_safe after DropToFloor to get entities out the ground, if they're stuck in it (of1a1)
a91122ccbe
item_generic: initial implementation of this Opposing Force entity
e1fd04de05
trigger_once: spawnflag TO_PUSHABLES should also affect other func_ entities, it appears.
b50b803b55
scripted_sequence: Only .ReleaseThink() when we're actually moving the entity...
6298688e05
worldspawn: Change the way worldspawn keys are read, and shared with the client.
069557f350
func_wall/func_illusionary: get rid of this optimisation that messes with odd world data
4f699aae6e
Monster spawning position and scripted sequence fixes. Also leave movetype of LEAVECORPSE scripted sequence entities alone or else it breaks of1a1's G-Man
5f7ea594b8
scripted_sequence & NSMonster: support for spawnflags LEAVECORPSE. Also safely position monsters upon spawning to avoid them getting stuck in the floor.
f5308f6e08
env_beam/env_laser: Add ::RendererRestarted to fix textures upon video memory refreshes
a1500166be
NSEntity: add method ::Relink()
65400fea2c
scripted_sequence: DropToFloor() after teleporting, and also only teleport in ::InitIdle when move mode is not 0
a2086c3de6
Scripts: Create blood decals upon gib model impact
995b00eb3f
monster_gman: Change walking speed to 77 units per second
724523ce2c
Server: Increase ENTITYDEF_MAX to 256
4a8df93395
PropData: debris/gibs can now create decals upon impact with a surface
d9d3220833
NSRenderableEntity: various tweaks to networking, env_glow
b7126fbadb
env_glow: from client-side only entity to shared. also support other rendermodes (accurate to GoldSrc)
e44f56a56d
func_areaportal: Make work on Source Engine BSP by shoving the "portalnumber" key into .style
c3f5e7a1c2
NSPhysicsEntity: move .geomtype into ODE ifdef
c920dc2df0
NSMonster: add spawn key 'reserve_ammo', which should be self explanatory. See docs otherwise.
c71daa033e
NSTalkMonster: add detailed class documentation
4f35c7b6bf
NSMonster: Explicitly reset animation time before attack acts happen, add class documentation