Marco Cawthorne
649ed825ad
Big commit, work over various triggers. Clean up debug prints and make
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them more consistent. Warnings are in yellow, while errors are in red.
New cvar: g_developerTimestamp will display timestamps next to debug messages
originating from the game-logic. Set g_developer to 1 to see them.
A lot of useful into, such as which entity id messages originate from
should aid in debugging quite a bit.
SP level transitions should also be more reliable now in terms of
transferring entities and the like.
Some levels have awkward transition areas and you might find yourself
jumping between levels frequently. Workarounds are in the works.
2024-03-02 00:40:08 -08:00
Marco Cawthorne
32f9d974bb
New commands: listClientSoundDef, listServerSoundDef
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Merge various trigger fields from Source entities into NSTrigger
Rename default player related sounds to the Source Engine style for more parity with Half-Life 2 and later games
Various player physics code fixes, such as being unable to jump higher when pushing against solids and faster noclip speed
2023-11-17 18:54:46 -08:00
Marco Cawthorne
1d7b6fe25f
PMove: added pm_noclipSpeed and pm_noclipAccelerate cvars which serve an obvious purpose.
2023-10-11 00:39:31 -07:00
Marco Cawthorne
5eae288cb9
NSMonster: Four new callback methods that developers can hook into. HasBeenKilled(), HasBeenHit(), HasBeenGibbed() and HasBeenAlerted()
2023-05-31 10:09:21 -07:00
Marco Cawthorne
12bb472abc
add class NSPortal (initial work, plus custom pmove changes).
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Work on NSProjectile expansion has begun.
Support for skill cvar referencing within entityDef values.
2023-05-27 11:58:34 -07:00
Marco Cawthorne
4a330ef3ce
PMove: improvements to liquid/waterlevel testing
2023-04-16 01:01:29 -07:00
Marco Cawthorne
66945575ae
PMove: Fix not working when not setting #ifdef CUSTOMPLAYERPHYSICS
2023-04-08 11:21:35 -07:00
Marco Cawthorne
7b42befcb3
Networked versions of func_conveyor, trigger_push. Bounce pads should be much nicer.
2023-03-18 17:49:12 -07:00
Marco Cawthorne
1069468be1
Client: add cvar net_debugUpdates, to show which entity updates.
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NSSurfacePropEntity: Add method: TimeSinceDeath()
Also further improvements to consistency of cvars, etc.
2023-01-08 13:18:57 -08:00
Marco Cawthorne
b92a3a9da5
PMove_Custom: Go over some checks, one trace_fraction check was wrong and caused us to not slide along rotating brushes (doors) properly.
2022-09-12 23:07:33 -07:00
Marco Cawthorne
30195592ce
PMove_Custom: add LADDERFACING define so mods can decide whether clients have to face a ladder brush in order to climb it.
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PMoveCustom_AccelLadder: calculate jump velocity depending on the direction facing the ladder.
2022-09-12 08:17:20 -07:00
Marco Cawthorne
843ef32908
PMove_Custom: unset the FL_ONLADDER flag when not directly facing a ladder
2022-09-11 14:14:40 -07:00
Marco Cawthorne
8729e973ad
PMove: Define waterlevels more appropriately. Add WATERLEVEL_{OUTSIDE,KNEE,CHEST,SUBMERGED} types.
2022-08-05 14:44:42 -07:00
Marco Cawthorne
2a220fb331
Move base classes out of gs-entbase. This evolution only happened because classes such as CBaseMonster that once existed were replaced and it grew from there.
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Tweak g_developer prints for scripted_sequences.
2022-07-19 15:22:15 -07:00
Marco Cawthorne
dc1cbc5da8
NSMonster: add InSequence() method. Fix scripted sequences.
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PMove: use self.mins instead of PHY_HULL_MINS when testing friction.
disable friction for monsters for now, as it can break some scripted sequences.
2022-07-18 11:32:18 -07:00
Ivan Kukush
e3fcc1f57f
PMove: add a bunch of comments so peole would be aware of issues/limitations
2022-07-16 00:19:31 +03:00
Marco Cawthorne
66b09de431
Big commit fixing many regressions since crunch hit. env_sprite has been reworked.
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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
241c94368f
vguilib: only block inputs to engine if a widget successfully took a keypress into account
2022-06-16 21:57:53 -07:00
Marco Cawthorne
460eec7f76
PMoveCustom_: Check for MOVETYPE_NONE and disable any further interaction.
2022-06-08 11:39:28 -07:00
Marco Cawthorne
17611b7d38
PMove: Move some things around a bit.
2022-05-01 22:04:40 -07:00
Marco Cawthorne
e79a2e9c2e
NSMonster: Add method bool CanCrouch(). Monsters will then attempt to crouch.
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SoundDefs: Add support for distshader on Sound_PlayAt() calls.
2022-04-10 07:01:14 -07:00
Marco Cawthorne
6b1af093bb
NSMonster: use PMoveCustom_RunStandardPlayerPhysics instead of the engine, as it overrides
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our hitcontentsmask. This is required for monster/bot clips.
Client: If an entity gets removed, ensure the .skeletonindex gets deleted.
2022-04-09 19:21:00 -07:00
Marco Cawthorne
6fb067eed3
My name has changed, so an update to the copyright to reflect it.
2022-03-11 11:40:43 -08:00
Marco Cawthorne
eb85121716
Add BUILD_ODE build.cfg setting. Add stubs for platform specific functions
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like achievements, rich presense. Minor GLSL adjustments.
2021-11-20 17:27:52 +01:00
Marco Cawthorne
64eb0cc11d
PMove: Be more aggressive with our unstuck function.
2021-10-21 21:27:58 +02:00
Marco Cawthorne
59ee0bd359
PMove: Pressing jump will now make you jump off the ladder, like in HL and
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some other games.
2021-09-30 23:19:01 +02:00
Marco Cawthorne
17368be5e7
Moved the PMove code into the base_player class, so mods can override
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sections at will
2021-06-08 15:30:47 +02:00