Commit Graph

140 Commits

Author SHA1 Message Date
Marco Cawthorne 49632b9dd1 Platform: Don't hardcode sampler ids in lightmapped_reflectcube.glsl 2021-07-07 11:51:07 +02:00
Marco Cawthorne 3a69435a6b Platform: Update test_lightwarmth.bsp/map 2021-06-29 22:27:25 +02:00
Marco Cawthorne 2e8bb7e23c Platform: updated test_lightwarmth with point light examples 2021-06-28 21:58:21 +02:00
Marco Cawthorne a2865a5be8 Tweaked textures/lights/k_8000/9000/10000.tga 2021-06-28 20:36:18 +02:00
Marco Cawthorne 9cb23f381b test_lightmwarmth: add env_glow entities for some minor visual flair 2021-06-27 08:39:45 +02:00
Marco Cawthorne e42b714458 Client: Added Font_LoadFont() as a wrapper for loadfont(), which will
parse definitions located in the filesystem instead of hardcoding font
paths and sizes.
2021-06-26 21:45:46 +02:00
Marco Cawthorne fc63f9af55 Menu-FN: disable models/spray widgets in m_customize if we've got none. 2021-06-26 17:14:00 +02:00
Marco Cawthorne b9644915ae Platform: addd test_lightmwarmth and some generic light textures for
vmap that act as light volumes.
2021-06-26 12:13:24 +02:00
Marco Cawthorne d4e615a075 error.mat: add pulsing alphaGen on top to aid visibility 2021-06-01 12:48:03 +02:00
Marco Cawthorne af139751e0 setmodel(): verify if model exists in PATH and set it to an error one if
it's not present.
2021-06-01 12:40:53 +02:00
Marco Cawthorne 09528c2944 Add support for top/bottom color on players and viewmodels.
Fix func_breakable's sound shader from precaching non existing sounds.
2021-05-20 16:01:07 +02:00
Marco Cawthorne 3b36834b93 Platform: HL doesn't have concrete4 and flesh4 debris sounds 2021-05-17 22:19:29 +02:00
Marco Cawthorne bccb29ce9a test_shaders: example of lightmap scale added. 2021-05-16 23:06:14 +02:00
Marco Cawthorne 76507b3e9e Client: Handle EFX_Shutdown() for OpenAL Environmental FX 2021-05-07 16:29:24 +02:00
Marco Cawthorne 31ae020cba Plugins: Add example plugins.txt config, add support for inline comments,
move searchpath to gamedir/plugins/
2021-05-07 14:15:08 +02:00
Marco Cawthorne f09f5833e0 Introduced the new OpenAL EFX handling subsystem. It's fully user-definable
via plain-text definitions and allows even legacy/GoldSrc content to take
advantage of it.
2021-04-22 11:33:48 +02:00
Marco Cawthorne 2ad3069b1d vmap_tex.pk3dir: Add surfaceParm nolightmap to textures/common/*.mat where
it applies.
2021-04-21 17:36:31 +02:00
Marco Cawthorne fb20b80b8f Update testmap materials to have fallback info for pre-GLSL renderers 2021-04-21 17:18:17 +02:00
Marco Cawthorne 27b5b59f0d Server: Precache step_sand.left/right, add to footsteps.sndshd.
Fix some botlib waypointing strings.
2021-04-18 08:24:55 +02:00
Marco Cawthorne 9ad73615d4 platform_default.cfg: expose definitions for pmove cvars 2021-04-07 12:58:00 +02:00
Marco Cawthorne 14e3690cd4 Create platform/masters.lst and change it so menu-fn doesn't change the
sv_public cvar all the time.
2021-03-31 11:54:41 +02:00
Marco Cawthorne 5b07ee41a9 Add damage_bullet sound shader definitions. Those are played when a bullet
successfully hits a hurtable body.
2021-03-27 09:09:10 +01:00
Marco Cawthorne cec4872994 Add modelevent_shell sound shader definitions, so mods can set shell eject
sounds.
2021-03-27 07:47:56 +01:00
Marco Cawthorne cd9dad472e func_door: define sound shaders for legacy move/stop sound 0 (nothing) 2021-03-17 11:58:00 +01:00
Marco Cawthorne e4cb99dc02 Add player.sndshd to platform for convenience. 2021-03-15 11:31:44 +01:00
Marco Cawthorne 0fe863aabc Server: Add water stepping, wading and swimming sounds + script definitions 2021-02-13 23:06:06 +01:00
Marco Cawthorne f8606ae7e7 Extend impacts to the full spectrum of material definitions, sound shaders
and all. Still needs patch for Counter-Strike.
2021-01-19 10:37:28 +01:00
Marco Cawthorne dd741c1c39 Menu: Added fallback mode for missing btns_main.bmp and header_*.bmp files,
also support for basic Quake III Arena player model selection if you happen
to play with that (like Xylemon will!)
2020-12-30 17:19:21 +01:00
Marco Cawthorne cefc30e4dc Platform: Added custinfoparms.txt for q3map2 users. 2020-12-22 01:58:02 +01:00
Marco Cawthorne 46fb7c2e26 Added test map test_materials, just showcasing material tags on surfaces
with little impact on other surfaceflags.
2020-12-12 12:43:46 +01:00
Marco Cawthorne f38bf28b9e Go over the default.cfg's of all the example games. Make it so that
Skill_GetValue() requires a default value set.
2020-12-12 01:54:00 +01:00
Marco Cawthorne a95440b9f9 env_projectedtexture: Add custom pattern support and show it off in test_dlights 2020-12-11 21:18:30 +01:00
Marco Cawthorne 5cbd4553f1 Added test_textest, due to request that such a map exist. 2020-12-09 19:06:38 +01:00
Marco Cawthorne 32a97eba41 De-desertified the smudge skybox 2020-12-09 19:00:24 +01:00
Marco Cawthorne 7018a7df16 test_lightstyles: Get rid of the hard-coded style keyvalue in one of the
lights because the tools act properly now.
2020-12-09 16:49:47 +01:00
Marco Cawthorne 8fc5ac9b17 postproc_none: Change default lightmap format to e5bgr9 2020-12-07 20:02:37 +01:00
Marco Cawthorne 00a5a55202 dynamic_light: Added custom pattern support, which is custom to Nuclide. 2020-12-07 15:59:22 +01:00
Marco Cawthorne 23c5d14420 Added func_monitor and point_camera. Along with a test_monitor map to
showcases rendertargets working.
2020-12-01 20:43:25 +01:00
Marco Cawthorne 172a4476f9 Platform: Add test_hdr level to show off iris adaption. 2020-11-30 12:32:41 +01:00
Marco Cawthorne 1d02dccbb5 trigger_camera: Misc improvements, plus added test map. 2020-11-28 22:52:56 +01:00
Marco Cawthorne 82f1d841cb env_projectedtexture: Get rid of 'start_active', as this entity uses
spawnflag bit 1 to assess the initial state.
2020-11-27 22:44:11 +01:00
Marco Cawthorne 1429abc223 env_projectedtexture: Add 'SpotlightTexture' Input. 2020-11-27 22:30:29 +01:00
Marco Cawthorne ac607637e5 test_dlights: Add shadow flag to the prop_dynamic. 2020-11-27 22:04:16 +01:00
Marco Cawthorne 1a3dca71ec env_projectedtexture: Initial implementation, updated map test_dlights. 2020-11-27 19:23:21 +01:00
Marco Cawthorne 5eae768a9b light_dynamic: Add a 'start_active' key. Source games have no way to tell
dlights to start disabled for some odd reason.
2020-11-27 13:12:08 +01:00
Marco Cawthorne 01a5e7852d Added missing particle test.cfg 2020-11-27 11:17:29 +01:00
Marco Cawthorne b6f9242752 info_particle_system: Initial implementation, along with example map test_particles. 2020-11-27 03:05:21 +01:00
Marco Cawthorne 2418480af4 func_button: Add support for the 'OnPressed' output. 2020-11-27 03:03:39 +01:00
Marco Cawthorne 9245ae809b Platform: Added example model into test_dlights. 2020-11-21 16:07:35 +01:00
Marco Cawthorne 978e228c29 Platform: Add test_skyroom example map. 2020-11-17 10:25:55 +01:00
Marco Cawthorne afa9f0719c Update cstrike.fmf and mk_mapdef.sh 2020-11-07 10:41:27 +01:00
Marco Cawthorne 43dceb7c5a Platform: Clean up some more of the rtlight GLSL 2020-10-30 11:27:52 +01:00
Marco Cawthorne 05b76160e1 Platform: Added r_skipLightmap to the GLSL where applicable 2020-10-27 07:07:19 +01:00
Marco Cawthorne 185c7de151 Platform: GLSL improvements, introduction of r_skipDiffuse, r_skipNormal
and r_skipSpecular
2020-10-27 05:41:11 +01:00
Marco Cawthorne 5a419d827e Platform: Add fog4 pass into default model/BSP rendering code. Also some water stuff. 2020-10-25 15:10:16 +01:00
Marco Cawthorne 8cbbeaae24 Platform: Add gl_stipplealpha support to models. 2020-10-25 11:50:15 +01:00
Marco Cawthorne cce2429308 Added gl_stipplealpha for fun, as well as rm_unlit_additive and rm_unlit_texture
to override the expected behaviour of rendering additive/texture rendermode
surfaces fullbright.
2020-10-24 07:04:30 +02:00
Marco Cawthorne 0f50c46623 Platform: Added blood decal for non-Q3BSP.
GS-Entbase: Add mitigations for possible unwanted adddecal() calls, remove decals upon CSQC_Shutdown()
2020-10-23 05:15:59 +02:00
Marco Cawthorne d0342b128c light_dynamic: Initial implementation. Q3BSP maps can use 'dynamic_light'
to avoid confusing the compiler (...).
Renamed ReadEntity() to ReceiveEntity().
2020-10-22 02:23:05 +02:00
Marco Cawthorne f4eb3cea9d Platform: Changed the polygon offset and surfaceparm of the stock decals 2020-10-18 16:28:30 +02:00
Marco Cawthorne d79ab058cf Added test_patchblend example map. 2020-10-18 15:56:31 +02:00
Marco Cawthorne 6038c04591 Fix preset lightstyles for Q3BSP, added examples to test_lightstyles. 2020-10-18 15:19:56 +02:00
Marco Cawthorne 2afba74a86 Added test_areaportal, to debug openportal() 2020-10-18 01:10:21 +02:00
Marco Cawthorne e60713b960 Platform: Added test_vphysics to test if a physics plugin (ODE/Bullet) is
properly configured within the game.
2020-10-17 21:43:55 +02:00
Marco Cawthorne 2b1e23a2fe Misc: Added test_lightstyles to platform's base, fixed lightmapped.glsl
not calculating styles when r_deluxemapping is 0, fixed patterns being
possibly overriden upon init.
2020-10-17 17:26:58 +02:00
Marco Cawthorne 63d36cc677 Platform: Base impact decals now flagged to skip dlights. 2020-10-15 19:36:28 +02:00
Marco Cawthorne 074e1cc120 Client/Platform: Added some base impact decal examples for non HL BSP...
this will change a bit more to include more material types. Patience!
2020-10-15 19:02:55 +02:00
Marco Cawthorne d0231eee50 Platform: Added per-wall kernel dithering, cvar gl_kdither 0/1 2020-10-08 12:03:52 +02:00
Marco Cawthorne d22056014a Platform GLSL: Fix dev_skipnormal for lightmapped_ shaders 2020-09-29 19:26:00 +02:00
Marco Cawthorne 8167204479 Platform: Actually, r_lightmap_saturation 3 is heccin aesthetic for Unreal-like rendering. 2020-09-25 20:27:44 +02:00
Marco Cawthorne 3c8f69c7ed Platform: A bit more fun with the Unreal post-proc shader. The dithering should be done on the surface shader not the fb, but who cares. 2020-09-25 20:21:16 +02:00
Marco Cawthorne 776790075a Platform: Added some fun example post processing shaders. exec postproc_*.cfg in console. It should suggest a few. 2020-09-25 14:03:44 +02:00
Marco Cawthorne dbd5b5d566 Menu: Committed example Menu-VGUI... it's not ready for use but a good widget showcase nonetheless. 2020-09-24 22:31:30 +02:00
Marco Cawthorne b6e9aceb02 Platform: Restructure the directory, add example maps and sources. 2020-09-24 15:33:35 +02:00
Marco Cawthorne 62f3444fcb Platform: Added our custinfoparms.txt to aid developers in dealing with our materials. 2020-09-24 12:50:26 +02:00
Marco Cawthorne 8ee1220a64 Platform: Add some of the GLSL we use so people have something to work off of 2020-09-24 12:10:04 +02:00
Marco Cawthorne fd9912a475 Platform: Added helper textures for map compiler in the textures/common/ directory 2020-09-24 10:21:44 +02:00
Marco Cawthorne ac31455dd5 Nodes: Add fancy debug textures for nodes and sequences. 2020-09-13 19:11:41 +02:00
Marco Cawthorne 633ef19750 func_train: Sound shader support, as well as fixing a possible division-by-zero bug when path_corners explicitly set their speed to 0. 2020-09-10 07:00:28 +02:00
Marco Cawthorne f9ee04f6cf func_button: Sound shader support, yee. Also cut down on some unnecessary code. 2020-09-10 06:02:08 +02:00
Marco Cawthorne 0d38fc1400 func_door_rotating: This one gets the sound shader treatment as well. 2020-09-10 05:41:25 +02:00
Marco Cawthorne 3025ffbf16 func_breakable: Use sound shaders for impact sounds. 2020-09-10 05:35:52 +02:00
Marco Cawthorne 1b6e5985a4 func_door: Use sound shaders instead of hardcoding sounds. 2020-09-09 21:40:25 +02:00
Marco Cawthorne 90b716bd5d env_spark: Use sound shaders instead of hard-coding sfx paths. 2020-09-09 21:29:29 +02:00
Marco Cawthorne 7eee535e39 Menu: Added readme menu page, allow inserting of text that'll get wrapped
automatically. Mods can have their own readme.txt files parsed too now.
2020-07-09 20:00:16 +02:00
Marco Cawthorne b95f7c37eb FX: Moved all the particle descriptions into the appropriate places. 2020-04-23 14:26:43 +02:00
Marco Cawthorne 324fadd668 Spring cleaning. Prepare for summer! Fixed lots of bugs too:
v_camroll is now working again.
Counter-Strike is finally getting somewhere again.
Counter-Strike has pseudo spray-patterns now! They're all the same.
func_button now can be programmed to use Sound-Shaders.
The menu handles the vid_conautoscale command autonomously. Set r_autoscale
to 0 if you don't like it.
The menu has an updater, requires a not-yet-pushed build of FTE.
Don't use it yet.
Moved a lot of globals into pSeat's structs to fix splitscreen with them.
Made explosion decals be handled client-side!
Added trigger_look, env_sun and light_environment entities.
2020-04-12 15:50:42 +02:00
Marco Cawthorne f51a200f97 Arranged more platform manifests, added some fallback assets contributed
by Xylemon!
2020-04-08 22:22:42 +02:00
Marco Cawthorne 8f6a826475 Moved footstep sound shader, manifest updates. 2020-04-08 08:50:09 +02:00
Marco Cawthorne 2343c113fe Platform update. 2020-04-08 08:42:09 +02:00