Marco Cawthorne
2526751db1
Clean up some areas where float logic happens to prepare for the compiler flag 'assumeint'
2022-08-10 16:15:44 -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
96f3a1224a
This is a massive change. Check the full msg here:
...
https://icculus.org/~marco/txt/nuclide_may2022.txt
2022-03-15 19:33:11 -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
93124fa6de
base_player: Add Death() method that'll let the client know when to render
...
the 'Deathcam'. Also add the mentioned UpdateDeathcam().
2022-03-02 20:37:40 -08:00
Marco Cawthorne
9e2b89e386
NSEntity: BBox will now account for rotation whenever SetModel() is used.
2022-01-20 12:30:53 -08:00
Marco Cawthorne
d283c309cd
Add missing material/impact definition for sand. Document some other ids
...
of interest that are used in L4D and GO.
2021-10-11 23:29:26 +02:00
Marco Cawthorne
02efa21e3d
Move game-specific sources into their respective mod-dirs. This was planned
...
for a while and was inevitable. Latest fteqcc required that fixes a limit
with paths. Also added src/server/mapcycle.qc
2021-02-08 13:35:15 +01:00