Commit Graph

184 Commits

Author SHA1 Message Date
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