Commit Graph

140 Commits

Author SHA1 Message Date
Marco Cawthorne dcfdf531ce
Move the duties of hlmaterials.txt into surfaceproperties.txt, since Source has a 'gamematerial' keyword we should use instead. 2022-10-16 00:36:18 -07:00
Marco Cawthorne f01e90ad2e
Merge material property definitions into the surfaceproperties system to streamline
everything more and to allow level designers custom properties without recompiling
the game-logic. This will also make it more Source Engine compatible.
2022-10-15 22:43:32 -07:00
Marco Cawthorne db2d3b1730
Get rid of hlmaterials.qc by making the look-up happen fully within NSMaterial.qc as part of the newly unified material routines.
There's also a new file (hlmaterials.txt) that is subject to change which will allow you
to add many custom material definitions without hard-coding a thing. Which fixes conflicts between different GoldSrc games.
2022-10-15 20:32:40 -07:00
Marco Cawthorne 3175ffe81c
updated platform/readme.txt 2022-07-14 14:02:01 -07:00
Marco Cawthorne 66b09de431
Big commit fixing many regressions since crunch hit. env_sprite has been reworked.
multi_manager entities now behave correctly when calling themselves in MULTITHREADED mode.
Remove GS_RENDERFX option. Too many entities rely on its functionality anyway.
Fixed some rendermode behaviour - ladders will no longer be visible.
You can now see the playermodel (and no longer the viewmodel) in mirrors.
Fixed a lot of warnings.
2022-07-07 09:10:14 -07:00
Marco Cawthorne d50ec089f3
Platform: Unlit.glsl now supports MASK permutations 2022-06-27 08:30:56 -07:00
Marco Cawthorne a463498f60
Huge cleanup. Add initial code for the revamped material definition system. 2022-06-01 17:38:52 -07:00
Marco Cawthorne ae23af60d8
Platform: add some generic detail textures. I put these into the public domain. 2022-05-27 13:38:08 -07:00
Marco Cawthorne 8e96fb27c6
Platform: lightmapped.glsl should have a primitive VERTEXLIT path now. 2022-05-20 12:02:20 -07:00
Marco Cawthorne bb2b7dbddf
NSClient: add method UpdateAliveCam()
UITextbox: Misc polish regarding text entry
GLSL: Detail pass support for some materials
2022-05-15 13:32:53 -07:00
Marco Cawthorne b68a08bb98
Platform: Add textures/common/clipplayerdirt.mat 2022-04-25 10:20:19 -07:00
Marco Cawthorne 63b0b0a199
Platform: Add textures/sfx/smokevolume.mat 2022-04-25 10:19:50 -07:00
Marco Cawthorne 1c58be4cdb
GLSL: Misc cleanups and fixes to deal with NVIDIAs stricter shader compiler 2022-04-18 21:12:04 -07:00
Marco Cawthorne a469c06fc8
Add 'surfaceparm projectile' support, so non-solid surfaces can
still react to tracelines and projectiles.
2022-04-13 16:58:42 -07:00
Marco Cawthorne 7f440a2885
Platform: Add clipplayermetal and clipplayerwood. 2022-04-09 14:36:45 -07:00
Marco Cawthorne 69b5524771
vertexlit_specular: fix one assignment, which was causing bugs on some vendors 2022-04-08 13:27:58 -07:00
Marco Cawthorne 95c2b8225a
func_door: Add 'snd_move' attribute.
Platform: Misc minor GLSL updates. You can use the #TINT parm on program fade materials now.
2022-03-28 03:32:02 -07:00
Marco Cawthorne 8df9b6db0e
func_dustcloud: Add separate material textures/sfx/dustcloud into platform/ 2022-03-23 00:26:46 -07:00
Marco Cawthorne a7d5c0ab4a
fade.glsl: Add support for vertex colors. 2022-03-22 16:39:03 -07:00
Marco Cawthorne 143a00e94e
Fix light_dynamic (static) from not spawning in CSQC. Add r_skipDiffuse to rtlight.glsl,
add SURF_PENETRATE, which will make bullets pass right through them when
BULLETPENETRATION is set. Go over and refactor a lot of base_client, player
and spectator code to facilitate both permanent and temporary spectators
better. Add experimental env_glow lens flare code. Fix material ID detection
bug for Q3 based BSPs. A couple helper functions were added to src/client/utils.cpp
but they are not yet final.
2022-03-17 21:05:47 -07:00
Marco Cawthorne c8ea9f3e3f
Move platform/test_maps.pk3dir to base/test_maps.pk3dir 2022-02-23 01:56:43 -08:00
Marco Cawthorne a687d7b330
Various tweaks to documentation inside the codebase, more verbose general
information prints to console to aid non-devs in sending bug reports and
finding other issues. Updates to some of the GLSL. Minor material fixes.
2022-02-23 01:17:05 -08:00
Marco Cawthorne af04bc5e4c
GLSL: Add FOGGED permutation option to each of the skybox glsl.
Remove skybox_fogged.glsl.
2022-02-17 22:22:31 -08:00
Marco Cawthorne 1bd7d1a68c
Add platform/base_scripts.pk3dir/particles/burn.cfg. 2022-01-20 16:38:49 -08:00
Marco Cawthorne d41c770393
func_physbox and prop_physics now respect the 'start asleep' spawnflags
they have.
2022-01-20 10:37:17 -08:00
Marco Cawthorne 1716e740cf
Go over the vertexlit shader again. 2022-01-13 10:47:51 -08:00
Marco Cawthorne 1d5cb6dcdb
Platform: Rework defaultskin and defaultwall glsl their 'gl_ldr' hack to
how certain GoldSrc games look, with more accurate lightmap banding.
2022-01-10 17:41:01 -08:00
Marco Cawthorne c920e4c3e8
NSRenderableEntity: Support for scrolling textures (requires shader
overrides for now, stay tuned) with variable speeds. Improvements to
func_conveyor, other rendering fix involving alphamasking textures.
2022-01-02 20:50:50 -08:00
Marco Cawthorne 623754ec5a
GLSL, NSRenderableEntity: Added hack to prevent alphatesting against world
surfaces utilizing the default lightmapped shader.
2021-12-31 01:47:47 -08:00
Marco Cawthorne 89b29dc2a7
Platform: Update fallback sounds (thanks Xylemon!) 2021-12-30 15:57:45 -08:00
Marco Cawthorne f0e1c3b9e1
GLSL: Go over water_sky.glsl, make it work for TW's upcoming tw_rig. 2021-12-30 15:36:26 -08:00
Marco Cawthorne f2e44b24fb
Add platform/base_sound.pk3, move base sound shaders in there. Add misc/null
and misc/missing PCM samples for fallback.
2021-12-18 15:06:37 -08:00
Marco Cawthorne 7bfea15dd0
Add base/shared/fx_corpse.qc, change set to seta in masters.lst 2021-12-13 11:47:55 -08:00
Marco Cawthorne eb85121716
Add BUILD_ODE build.cfg setting. Add stubs for platform specific functions
like achievements, rich presense. Minor GLSL adjustments.
2021-11-20 17:27:52 +01:00
Marco Cawthorne b670c994c1
build_engine.sh: Support building of HL2/SRC2004 content via the new plugin
that you can enable in build.cfg...
base_player: Add MakeTempSpectator() and MakePlayer(), so gamemodes have it
easier to handle in-game status changes...
NSRenderableEntity: Add support for 'modelscale' key
2021-11-09 17:33:16 +01:00
Marco Cawthorne a48baff2d1
Menu-FN: Add a hack around drawtextfield(), wasting QC asm instructions in
the process for something as simple as specifying character size.
2021-11-06 11:17:54 +01:00
Marco Cawthorne 32ed57b4d7
Menu-FN: Add rendersize 11 to fonts/menu_label.font 2021-11-06 07:59:13 +01:00
Marco Cawthorne c22b001f60
Cleanup: get rid of the ancient Font_LoadFont() wrapper, pipe _all_ text
font info through our internal font_s data structure.
2021-11-04 22:48:19 +01:00
Marco Cawthorne aa0ccf4413
Add test_grenadeclip.
Add helper functions to convert RGB255 to ^x color codes.
Small fixes for fonts in vguilib.
2021-11-03 21:54:43 +01:00
Marco Cawthorne 70fe95e5a7
Add support for Source styled surfaceproperties.txt definitions, which
is incorporated into func_breakable/pushable already. Mods can now control
material/surface properties without code.
2021-10-15 19:01:36 +02:00
Marco Cawthorne a12eb94115
Add common/clipgrenade to vmap_tex.pk3dir. 2021-09-24 12:11:36 +02:00
Marco Cawthorne 2b377fdd79
Document the various CONTENTBITS that are relevant to us and reserve
a GRENADECLIP content bit, so levels can be optimised for nade throws.
2021-09-24 10:48:05 +02:00
Marco Cawthorne 42b1abf668 Menu-FN/FS: Only parse sprays from logos/, not root of mod-dir
anymore. Users with giant BMP screenshots will rejoice
2021-08-29 09:53:36 +02:00
Marco Cawthorne 4952e7fbe0 Menu-FN & GLSL: Hack to allow for .colormap style top/bottom color
onto vertexlit entities. Requires .colormod[2] to be 2.
Used by the menu with MODEL_PREVIEW.
2021-08-27 21:52:41 +02:00
Marco Cawthorne f562991ada Clean-up defines for physics vars. Those are handled elsewhere... 2021-08-14 08:49:40 +02:00
Marco Cawthorne 844c29bf23 Menu-FN: Off-load font definitions into external .font files, like cgame 2021-08-08 13:54:05 +02:00
Marco Cawthorne 0cd6694c32 Menu-FN: Parse locale file info, then gfx/shell definition overrides to
allow for proper translations of the menu system.
2021-08-08 12:12:17 +02:00
Marco Cawthorne 9fb574d920 CBaseEntity: Fix error for when games are not compiled with GS_RENDERFX 2021-08-03 07:15:25 +02:00
Marco Cawthorne 0709688f9f Add base/default.cfg, some fallback menu assets. 2021-08-02 22:36:36 +02:00
Marco Cawthorne 362895b19c Platform: terrain_alpha_* GLSL will no longer apply fog to the fragment's
alpha component
2021-07-19 08:32:52 +02:00