Marco Cawthorne
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34505bcacf
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GS-EntBase: Fix crash with vehicles by networking them separately
from CBaseEntity, which will assign the needed client-side input
method for prediction
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2021-08-28 21:25:38 +02:00 |
Marco Cawthorne
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e28de86415
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Call DSP_UpdateSoundscape(), seems I forgot all about it!
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2021-08-27 11:35:59 +02:00 |
Marco Cawthorne
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d4fccac03f
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Work towards making vehicles predicted, this is ongoing.
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2021-08-19 17:54:08 +02:00 |
Marco Cawthorne
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ca9e42a49c
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Add 'testPointLight' command.
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2021-08-06 08:46:12 +02:00 |
Marco Cawthorne
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0ca3d03927
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Remove some debug stuff.
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2021-08-01 11:21:24 +02:00 |
Marco Cawthorne
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1ec3cf2e8e
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Decouple Camera/Viewmodel effects from src/ into base/src/
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2021-08-01 08:53:21 +02:00 |
Marco Cawthorne
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3ef55c5e48
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build_engine.sh: iqm has been renamed to iqmtool, so adjust those basenames
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2021-07-20 12:19:27 +02:00 |
Marco Cawthorne
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e13323e07d
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Client: when 'buildcubemaps' is running, make sure the views are centered
at all times to avoid FTE dumping weird projections
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2021-07-09 22:18:25 +02:00 |
Marco Cawthorne
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3d236a64ed
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Client: console command 'dev_sunpos' will now also report the sunangle and
pitch values for a light_environment entity.
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2021-07-02 13:43:58 +02:00 |
Marco Cawthorne
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88e5084f38
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Client: Added Entities_RendererRestarted, giving entity classes a chance
to reload their assets. env_glow and prop_rope support in this commit.
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2021-06-27 09:55:48 +02:00 |
Marco Cawthorne
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e42b714458
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Client: Added Font_LoadFont() as a wrapper for loadfont(), which will
parse definitions located in the filesystem instead of hardcoding font
paths and sizes.
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2021-06-26 21:45:46 +02:00 |
Marco Cawthorne
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243c875a3f
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CBaseTrigger: Add support for Source Engine's FireUser/OnUser 1-4 trigger
inputs/outputs.
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2021-05-29 10:52:47 +02:00 |
Marco Cawthorne
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2082f1355a
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Menu-FN: Parse liblist.gam files instead of relying on manifests outright.
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2021-05-28 10:26:42 +02:00 |
Marco Cawthorne
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448b9bd20d
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Client: MakeStatic func_wall ents where we can do it on.
Shared: Bench PMove_Run using the engines builtin runstandardplayerphysics
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2021-05-16 23:08:08 +02:00 |
Marco Cawthorne
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1485544b91
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Base: Get rid of g_eAttacker, which had been replaced by g_dmg_eAttacker.
Go over TraceAttack and make it combine multiple Damage_Apply calls into
one.
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2021-05-10 11:33:31 +02:00 |
Marco Cawthorne
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a3ecd78f17
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CBaseMonster: support for spawnflag MSF_IGNOREPLAYER (64).
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2021-05-10 08:14:10 +02:00 |
Marco Cawthorne
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e0a2f47f4d
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Dereference pSeat and pSeatLocal to __NULL__ instead, it's not like we ever
caught an error with the previous assignment anyway.
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2021-05-08 23:06:11 +02:00 |
Marco Cawthorne
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64745eb23c
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Overhaul prediction routines by boxing the generic client attributes away
from the game specific code. Add some helper macros... clean a whole bunch
up.
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2021-05-08 17:44:16 +02:00 |
Marco Cawthorne
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76507b3e9e
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Client: Handle EFX_Shutdown() for OpenAL Environmental FX
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2021-05-07 16:29:24 +02:00 |
Marco Cawthorne
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eaff488dc2
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Client: Add an OSD for various EFX debug info when s_al_debug is enabled.
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2021-04-27 12:53:21 +02:00 |
Marco Cawthorne
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f09f5833e0
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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.
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2021-04-22 11:33:48 +02:00 |
Marco Cawthorne
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44ab18793c
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Rearrange how we execute and time our player animation logic
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2021-04-06 09:18:17 +02:00 |
Marco Cawthorne
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eeda69f6d2
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Client: Damage indicators now use the spriteframe() builtin for precaches
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2021-04-02 08:35:54 +02:00 |
Marco Cawthorne
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e5ba0406fd
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Added pSeatLocal, which is like pSeat but games no longer break if upstream
Nuclide expects new fields. You might have to migrate some fields over.
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2021-03-31 13:40:27 +02:00 |
Marco Cawthorne
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b043b57ed5
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Get rid of the View_EjectShell* functions I added last week and replace it
with the much cooler View_AddEvent() which allows for much more.
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2021-03-29 21:52:53 +02:00 |
Marco Cawthorne
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95739c7a20
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Basic spectator implementation for all games.
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2021-03-24 07:50:30 +01:00 |
Marco Cawthorne
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69b087c7e4
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Client: add View_EjectShell(); and integrate it.
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2021-03-17 13:24:00 +01:00 |
Marco Cawthorne
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00141d5ab0
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Add View_PreDraw() and move View_Stairsmooth() into that.
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2021-03-17 06:12:50 +01:00 |
Marco Cawthorne
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46f9e1be0f
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Client: Add force parameter to Sky_Update() and make sure Sky_Update() is
called upon CSQC_RendererRestarted.
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2021-03-08 01:45:15 +01:00 |
Marco Cawthorne
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fc75a1be11
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Base, Half-Life, Counter-Strike, Opposing Force and Scientist Hunt have
now been reworked to have fully networked ammo that's also fully affected
by rollback netcode. Big diff, mods WILL break. Beware.
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2021-02-28 02:31:27 +01:00 |
Marco Cawthorne
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c26d4d0c45
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Client/Server: Add server controllable fogparms using serverinfo
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2021-02-22 17:49:55 +01:00 |
Marco Cawthorne
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20a67bf418
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Client/Server: Make the server control the sky.
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2021-02-22 17:29:34 +01:00 |
Marco Cawthorne
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a902b702ae
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Small building adjustment to the mod progs.src and Makefiles.
Changed some client progs function names for readability, more to come
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2021-02-17 00:44:40 +01:00 |
Marco Cawthorne
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2449fa492e
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Half-Life: Fix viewmodel still drawing when dead, player moving
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2021-02-13 10:07:52 +01:00 |
Marco Cawthorne
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02efa21e3d
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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
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2021-02-08 13:35:15 +01:00 |