Commit Graph

2200 Commits

Author SHA1 Message Date
Marco Cawthorne 725a32a4d6
Menu-FN: Set up pkgname defaults for 'valve', so that the menu will go straight to the updater. 2022-07-16 16:51:37 -07:00
Marco Cawthorne 85cd67b798
Merge pull request #6 from dqus/monsters-clean-up
NSMonster: move enemy invalidation from AttackThink() to SeeThink()
2022-07-16 16:40:37 -07:00
Ivan Kukush ea462ea8ac NSMonster: move enemy invalidation from AttackThink() to SeeThink()
During enemy invalidation reseting m_eEnemy to __NULL__ also set monster state to idle,
should be a task for NSMonster::SetEnemy() which is missed right now.

Add new NSMonster::IsValidEnemy(entity enemy) - returns TRUE if 'enemy' should be
considered a valid target for killing, visibility/reachability is not checked.

Add sanity checkes in NSMonster::WalkRoute() otherwise __NULL__ m_eEnemy could be used.

NSMonster_FindClosestPlayer() use IsValidEnemy() insead of health checking,
probably too strict and that changes its behaviour too much, probably.
2022-07-17 01:35:22 +03:00
Marco Cawthorne 878df0941e
Cleanup for some CGameRules method types. Moved some Util_ functions into their own file. 2022-07-16 15:11:33 -07:00
Marco Cawthorne c3be8002ad
add noref to g_mapcycle_override, to avoid an unnecessary compiler warning 2022-07-16 13:16:23 -07:00
Marco Cawthorne 77a6b59bca
Merge pull request #5 from dqus/pmove-clean-up
Pmove clean up
2022-07-15 14:27:21 -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
Ivan Kukush 9455596a3a PMove: make sv_maxspeed actually controlls players speed 2022-07-16 00:17:54 +03:00
Ivan Kukush ac0e739170 PMove: swap heavy and light gasping sounds with each other 2022-07-16 00:14:06 +03:00
Marco Cawthorne b06544aacc
PMove: crouching will no longer affect your movement underwater. noclip and crouching will no longer adjust the camera view and player bbox. 2022-07-14 21:38:54 -07:00
Marco Cawthorne 2f8b36c499
Get rid of pmove_water.qc and all that. 2022-07-14 21:29:53 -07:00
Marco Cawthorne 5ad849697e
Forgot to remove this define in pmove 2022-07-14 21:09:18 -07:00
Marco Cawthorne 93ba8c6cc9
Shared: Clean up some of the player_pmove code. Games can now via macros define some properties without overriding a method. 2022-07-14 21:02:31 -07:00
Marco Cawthorne 220b424e33
Fix some misc Damage_Apply calls in really old parts of the code. Add more useful PlayerConnect/PlayerDisconnect methods into the base gamerules. 2022-07-14 18:04:11 -07:00
Marco Cawthorne 3175ffe81c
updated platform/readme.txt 2022-07-14 14:02:01 -07:00
Marco Cawthorne ddce7932f0
build_engine.sh: just avoid passing CC, CXX and FTE_TARGET to the makelibs target of FTEQW to avoid headaches. Clearly makelibs doesn't handle any of this well without multiple passes. Just passing FTE_TARGET will sometimes not link libpng correctly? Someone else can study this if they like 2022-07-13 11:25:14 -07:00
Marco Cawthorne 98afd5fa28
NSRenderableEntity: add SetBoneControl methods. 2022-07-10 16:39:15 -07:00
Marco Cawthorne 2735bd26f6
Server: Add cvar 'mp_foosteps', which only works in multiplayer. Hence the name. 2022-07-09 19:47:44 -07:00
Marco Cawthorne 18d03b7367
build_game.sh: adjust set -e 2022-07-07 22:42:46 -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 4dc1dc1143
prop_rope: adjust multiplier to match the original sag strength 2022-06-27 19:57:15 -07:00
Marco Cawthorne 5691fe518f
prop_rope: Minor performance boost. Add cvar rope_maxsegments. 2022-06-27 12:16:11 -07:00
Marco Cawthorne c994a9ebaf
Client: Add cvar cl_crouch_toggle (Default: 0) 2022-06-27 09:30:12 -07:00
Marco Cawthorne e7339b124e
NSRenderableEntity: Use the new addlight for RFX_Q2PULSE. Needs engine version bump. 2022-06-27 08:31:41 -07:00
Marco Cawthorne d50ec089f3
Platform: Unlit.glsl now supports MASK permutations 2022-06-27 08:30:56 -07:00
Marco Cawthorne 08706fcacb
BotLib: Basic respect for bot_skill cvar. 2022-06-22 15:25:08 -07:00
Marco Cawthorne 87c706ded7
NSEntity: Respect 'team_no' entity key in all team games to filter out which team can touch what 2022-06-22 14:58:45 -07:00
Marco Cawthorne cf5a4da751
NSTrigger: respect the 'message' key with any UseTargets call 2022-06-22 13:08:37 -07:00
Marco Cawthorne 8d16c58862
NSTraceAttack: Deal better with recursion by taking damage into account on whether or not we should continue 'penetrating' 2022-06-20 23:35:24 -07:00
Marco Cawthorne 7632d0debd
Mapcycle: add Mapcycle_Load(), which will allow modes to suggest their own mapcycle. Subject to change. 2022-06-20 11:46:29 -07:00
Marco Cawthorne d1a90e9aa4
NSClientPlayer: Allow weapon input when in intermission & in vehicle, so the intermission end can get triggered. 2022-06-20 11:45:50 -07:00
Marco Cawthorne d633e80846
light_dynamic: Focus/optimise for the use of static rtlights. This _should_ provide a significant speedup. 2022-06-17 10:11:17 -07:00
Marco Cawthorne 9ef275a2ac
NSTraceAttack: Fix typo 2022-06-17 07:35:25 -07:00
Marco Cawthorne c996986631
prop_vehicle_driveable: respect clipvehicle 2022-06-16 23:04:26 -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 b51541a3ae
NSTraceAttack: Check if we're a client before making the assumptions that our owner class has attributes related to bullet patterns 2022-06-16 14:39:08 -07:00
Marco Cawthorne d0a2480aae
build.cfg: bump engine revision to 6262 2022-06-10 11:18:23 -07:00
Marco Cawthorne e6bb5a6bc3
Client: Chat now uses a text-field for handling word wrap. Also fix the alignflags in font.h 2022-06-10 09:34:06 -07:00
Marco Cawthorne 9c61d2528f
build scripts/build.cfg: add option to build the Quake III plugin 2022-06-10 07:55:30 -07:00
Marco Cawthorne 24c869d9aa
Client: Make sure we're respecting .viewzoom of a target that we spectate in first-person. 2022-06-09 16:46:28 -07:00
Marco Cawthorne 7560bc12b8
Client: unbreak viewmodel not showing up when spectating after the OpenXR update 2022-06-09 15:54:49 -07:00
Marco Cawthorne a7d7dcd9ee
Change the last commit by turning this into an NSMonster specific function instead. 2022-06-08 17:41:02 -07:00
Marco Cawthorne 80099317cb
Entity_FindClosest: Don't return any entity of class "player" if their health is equal or below 0. 2022-06-08 17:35:56 -07:00
Marco Cawthorne e947e35cd6
Client: Make sure an K_ESCAPE input event gets forwarded to the menu regardless. 2022-06-08 17:21:20 -07:00
Marco Cawthorne 5e9a65924a
NSRenderableEntity: add cvar rfx_q2pulse_intensity, rfx_q2pulse_speed 2022-06-08 14:08:13 -07:00
Marco Cawthorne 7f85a6f924
NSRenderableEntity: add render FX Q2PULSE. Which emulates the pulsing, fullbright
rendering of items/pickups in Quake II
2022-06-08 13:30:52 -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 ad093548b5
Clean up some misc building stuff. Based on input by BartoCH, many thanks!
I'd like to make the gmake check nicer when I have more time.
2022-06-06 19:58:29 -07:00
Marco Cawthorne 14518aabf0
UI: Misc fixes... get 'base' building again 2022-06-05 11:56:23 -07:00
Marco Cawthorne 6982043380
Added NSInteractiveSurface. Make voting display which bindings to press for yes/no. 2022-06-04 14:09:50 -07:00