Marco Cawthorne eukara
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eukara pushed to Documentation at tech/nuclide

  • e2f708138d build_engine.sh: We're gonna migrate to git, whether some people want to or not.

2 days ago

eukara pushed to Documentation at tech/nuclide

5 days ago

eukara pushed to new_fteqcc at nuclide-ports/valve

  • b1ce1b7bee More cleanups by shoving functions that we used to have in client/player.qc into shared/player.qc.

5 days ago

eukara pushed to Documentation at tech/nuclide

  • 2265047bfe Fix a bunch of nonvirtual/virtual mismatching going on that's been caught by the new compiler.

2 weeks ago

eukara pushed to Documentation at tech/nuclide

  • ecf5988584 PropData: Breakmodels now spawn fully client-side! This will remove a lot of network overhead.

2 weeks ago

eukara pushed to master at idtech.space/emoji

2 weeks ago

eukara created branch master in idtech.space/emoji

2 weeks ago

eukara pushed to master at idtech.space/emoji

2 weeks ago

eukara created repository idtech.space/emoji

2 weeks ago

eukara pushed to Documentation at tech/nuclide

  • cbc8fda92a PropData: Might as well extend the syntax to allow for more than just submodel specification. BreakModel text definition can now also override rendercolor, renderamt, rendermode and renderfx!

2 weeks ago

eukara pushed to Documentation at tech/nuclide

  • 440f4b047f PropData: Rewrite how BreakModel entries are precached, now that the model line no longer is just a path to a model.

2 weeks ago

eukara pushed to Documentation at tech/nuclide

  • 8b15c59ecd func_breakable: use BreakModel_Spawn instead of FX_BreakModel.
  • 5f126516c6 Server: Add new global g_dmg_vecLocation, which gives an approximate damage impact location.
  • 1b6cb974ed PropData: Add Nuclide specific extension that allows developers to specify which submodels to use when spawning 'BreakModel' gibs.
  • Compare 3 commits »

2 weeks ago

eukara pushed to Documentation at tech/nuclide

  • 39854c0740 NSClientPlayer: UpdatePlayerAnimation() is now calling when running player physics, and also run seperately for non predicted player entities during predraw.

2 weeks ago

eukara pushed to Documentation at tech/nuclide

  • 298ba7a041 NSTraceAttack: offset decals a little when placing them near a wall so they don't count as inside of them on certain angles.

2 weeks ago

eukara pushed to Documentation at tech/nuclide

  • bb92aaf37f NSClientPlayer: Fix ladder climbing sounds from not playing.

2 weeks ago

eukara pushed to new_fteqcc at nuclide-ports/valve

  • cf50584211 Player: Streamline networking code by using the new macros Nuclide provides

3 weeks ago

eukara pushed to new_fteqcc at nuclide-ports/valve

  • ab31ae0242 Fix player animations and attachment from not showing up since player drawing is handled much differently.

3 weeks ago

eukara pushed to new_fteqcc at nuclide-ports/valve

3 weeks ago

eukara pushed to new_fteqcc at nuclide-ports/valve

  • 15fa5a8f12 Update codebase to be in line with upstream Nuclide. Add scripts/decals.txt and other shenanigans.

3 weeks ago

eukara created branch new_fteqcc in nuclide-ports/valve

3 weeks ago