Commit Graph

1452 Commits

Author SHA1 Message Date
Marco Cawthorne ecf5988584
PropData: Breakmodels now spawn fully client-side! This will remove a lot of network overhead. 2022-11-14 19:50:23 -08:00
Marco Cawthorne cbc8fda92a
PropData: Might as well extend the syntax to allow for more than just submodel specification. BreakModel text definition can now also override rendercolor, renderamt, rendermode and renderfx! 2022-11-11 17:06:35 -08:00
Marco Cawthorne 440f4b047f
PropData: Rewrite how BreakModel entries are precached, now that the model line no longer is just a path to a model. 2022-11-11 15:31:38 -08:00
Marco Cawthorne 8b15c59ecd
func_breakable: use BreakModel_Spawn instead of FX_BreakModel. 2022-11-11 15:04:33 -08:00
Marco Cawthorne 5f126516c6
Server: Add new global g_dmg_vecLocation, which gives an approximate damage impact location. 2022-11-11 15:04:11 -08:00
Marco Cawthorne 1b6cb974ed
PropData: Add Nuclide specific extension that allows developers to specify which submodels to use when spawning 'BreakModel' gibs. 2022-11-11 15:03:17 -08:00
Marco Cawthorne 39854c0740
NSClientPlayer: UpdatePlayerAnimation() is now calling when running player physics, and also run seperately for non predicted player entities during predraw. 2022-11-11 14:18:14 -08:00
Marco Cawthorne 298ba7a041
NSTraceAttack: offset decals a little when placing them near a wall so they don't count as inside of them on certain angles. 2022-11-10 17:21:56 -08:00
Marco Cawthorne bb92aaf37f
NSClientPlayer: Fix ladder climbing sounds from not playing. 2022-11-10 15:41:42 -08:00
Marco Cawthorne 841e89e2c5
Physics_WaterMove: Fix the mistake of changing watertype to WaterLevel() which were two different things. 2022-11-02 14:44:26 -07:00
Marco Cawthorne e9f735adc5
NSVehicle: Remove any velocity from the driver when they're attached to a vehicle. 2022-11-01 20:16:25 -07:00
Marco Cawthorne 003bc5d88a
Removal of Footsteps_Update outside of NSClientPlayer. Mods now have the full ability to override steps within the player class. Method name subject to change. 2022-11-01 19:54:56 -07:00
Marco Cawthorne 606edfadcc
Get rid of unused functions inside src/client/predict.qc that were long deprecated. 2022-11-01 19:23:18 -07:00
Marco Cawthorne 843dcc8284
Kill src/client/player.qc. We now have overridable methods dedicated for updating player animations, attachments and more inside NSClientPlayer.
Some of these APIs are still subject to change but they're being deployed in TW 1.35 right now.
2022-11-01 19:12:40 -07:00
Marco Cawthorne 2945e1f65d
Add support for Source Engine decal groups (scripts/decals.txt). 2022-10-27 20:04:11 -07:00
Marco Cawthorne 36fdd443d2
Change 'material' over to 'surfaceprop'. Implement new networked event EV_SURFIMPACT.
Surfaceproperty impacts are now fully done on the client. Server has no concept of
impacts beyond the point of announcing them.
The next step: NSTraceAttack should be fully shared between client/server so
that the local player doesn't need to be told about their own EV_SURFIMPACT events
by the server, thus saving a bit of bandwidth.
2022-10-26 12:50:08 -07:00
Marco Cawthorne dcfdf531ce
Move the duties of hlmaterials.txt into surfaceproperties.txt, since Source has a 'gamematerial' keyword we should use instead. 2022-10-16 00:36:18 -07:00
Marco Cawthorne f01e90ad2e
Merge material property definitions into the surfaceproperties system to streamline
everything more and to allow level designers custom properties without recompiling
the game-logic. This will also make it more Source Engine compatible.
2022-10-15 22:43:32 -07:00
Marco Cawthorne db2d3b1730
Get rid of hlmaterials.qc by making the look-up happen fully within NSMaterial.qc as part of the newly unified material routines.
There's also a new file (hlmaterials.txt) that is subject to change which will allow you
to add many custom material definitions without hard-coding a thing. Which fixes conflicts between different GoldSrc games.
2022-10-15 20:32:40 -07:00
Marco Cawthorne 7ad6d9c457
Make games buildable again, caused by renaming Spraylogo and GameRules classes/files. 2022-10-14 15:49:59 -07:00
Marco Cawthorne e499a7d484
Documented the Nuclide System (NS) classes. 2022-10-14 13:08:47 -07:00
Marco Cawthorne d4ce7cb8c2
Documentation: started documenting all the functions in src/server/entry.qc 2022-10-10 12:30:31 -07:00
Marco Cawthorne 3a280f70f9
Documentation: Start documented all entry functions in src/client/entry.qc 2022-10-10 11:45:23 -07:00
Marco Cawthorne 45d58a8742
leave comment in base/mapcycle.txt 2022-10-03 14:43:52 -07:00
Marco Cawthorne 0713c390b9
Menu-FN: Force _pext_vrinputs to 0 upon init, as the physics will otherwise break. (FTEQW issue) 2022-09-25 16:29:20 -07:00
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 3117042eef
NSRenderableEntity: give glowmod more precision over the network for shader enhancements... 2022-09-12 22:32:02 -07:00
Marco Cawthorne 2838984603
NSRenderableEntity: Network .frame1time whenever .frame changes. 2022-09-12 14:06:31 -07:00
Marco Cawthorne b3755bf0a2
func_pushable: func_pushables shouldn't collide with anything but BODY type objects for now
to work around the collision issues on maps such as cs_estate
2022-09-12 14:01:51 -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.
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 02a1218ee7
func_vehicle: unset any velocity applied to our driver, since they're sticking to us. 2022-09-11 13:56:11 -07:00
Marco Cawthorne 2aa6917026
Get rid of this debug line in NSTalkMonster 2022-09-10 11:21:13 -07:00
Marco Cawthorne 6c7e3e8c06
NSRenderableEntity: add new overridable method (void) HandleAnimEvent(float, int string)
Also fix the mouth-flapping on NSTalkMonster.
2022-09-10 09:56:15 -07:00
Marco Cawthorne 30a482e80e
NSVehicle: add two new overridable methods. (bool)PreventPlayerMovement and (bool)PreventPlayerFire 2022-09-08 13:59:18 -07:00
Marco Cawthorne 04fe295035
NSVehicle: don't change the drivers' movetype 2022-09-08 13:38:02 -07:00
Marco Cawthorne 9deb12b68d
func_breakable: This still used Hide() for some reason, changed to Disappear()
Misc cleanup.
2022-09-02 22:02:54 -07:00
Marco Cawthorne 5a7d082af7
Move touch handlers into NSTrigger, remove trigger_multiple's own version of the team check. 2022-08-31 15:18:06 -07:00
Marco Cawthorne 31bb9b4042
Abstract timers to make sure MOVETYPE_PUSH entities are handled without game/mod developers having to think much about them.
Also change rechargers to MOVETYPE_NONE instead of PUSH, as it won't be moving anyway.
2022-08-31 13:24:55 -07:00
Marco Cawthorne 05eb10904e
func_vehicle: Make it shared/predicted. The smoothest it's ever been! 2022-08-28 09:20:34 -07:00
Marco Cawthorne 1bb1f03167
Tweak item_pickup/drop behaviour a little 2022-08-27 22:07:03 -07:00
Marco Cawthorne 9e675c212d
Implement 'cleardecals' client command, as well as an SVC_CGAMEPACKET for servers to request clients' clear their decal cache. 2022-08-27 22:05:31 -07:00
Marco Cawthorne 27529eb3a6
NSTimer: Add SetupTimer(entity, void(), float, bool) and RunTimer() methods. 2022-08-27 11:21:11 -07:00
Marco Cawthorne 267a956ec9
NSEntity: add Disappear() method. Mods that used Hide() to remove an entity from the active game will have to switch to this instead. 2022-08-27 11:20:38 -07:00
Marco Cawthorne 7a252ad213
NSEntity: new methods to simplify a lot of common tasks added. ScheduleThink(void(), float) and WithinBounds(entity) will surely be helpful.
Went over gs-entbase/server and made sure to use the new Think handlers to safely deal with MOVETYPE_PUSH
and handle any fun edge cases where time may be 0.0f.
func_breakable has also been fixed, since the changed Show/Hide behaviour prevented
them from getting destroyed fully.
2022-08-26 15:39:00 -07:00
Marco Cawthorne acaa918403
NSTimer: initial implementation of an object timer. Handles temporary (self garbgage collecting) timers as well. 2022-08-25 18:52:04 -07:00
Marco Cawthorne c67e4b5276
NSView: move constructor and set the sensitivity defaults. 2022-08-25 18:35:20 -07:00
Marco Cawthorne adecdb12f3
NSView: add get/set Sensitivity methods 2022-08-25 18:31:33 -07:00
Marco Cawthorne 146051dd67
Proper nonvirtual declarations for class methods. 2022-08-24 15:11:04 -07:00
Marco Cawthorne a6da238e53
effects.h: Document EF_GREEN, which I missed. 2022-08-24 14:44:16 -07:00
Marco Cawthorne 7c40100e46
Cleanup time for some of our base classes. Go over Show/Hide methods, and document
the EFFECTS fields we have available. Since we do our own networking mostly we can reuse
some that are only available via CSQC (or NQSSQC)
2022-08-24 14:05:59 -07:00
Marco Cawthorne 3c673dcf6d
func_recharge: Only gives 30 armor points in multiplayer. 2022-08-24 10:26:20 -07:00
Marco Cawthorne 3ae65d41b7
func_plat: fix typo in ::Restore method, thanks heartologic for spotting 2022-08-22 08:32:12 -07:00
Marco Cawthorne fcf846dee0
NSIO: Check is entity was freed before calling Respawn() 2022-08-12 12:58:26 -07:00
Marco Cawthorne 015eaa34fd
NSView: add cvar r_showView for debug information 2022-08-12 12:58:09 -07:00
Marco Cawthorne 7228c0d43a
NS{Entity,RenderableEntity,SurfacePropEntity}: network avelocity in a separate check 2022-08-11 14:19:10 -07:00
Marco Cawthorne 55427f718a
func_wall: Fix messup where the client game set it to SOLID_NOT 2022-08-11 14:18:28 -07:00
Marco Cawthorne bc2f56b6d1
NSView: Don't run stair smoothing code when we're going up on elevators/platforms.
Change some type names around for consistency.
2022-08-10 16:51:26 -07:00
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 db74cf6ffa
NSRenderableEntity: Network .skin as a float for now for better precision for special cases. 2022-08-10 14:38:16 -07:00
Marco Cawthorne 517614fd37
Major overhaul that'll make savegames a lot better. Every entity we implement should have a Save/Restore function.
AI noes recalculates their route in case of a loaded savegame... And much more.
2022-08-10 14:24:06 -07:00
Marco Cawthorne a4a0cc3c43
build.cfg: Bump BUILD_ENGINEREVISION to 6303, thus fixing FreeTS from not compiling.
Shared: Fix that colormap was evaluated as part of PLAYER_VELOCITY instead of PLAYER_MODELINDEX
This is a minor optimisation.
Add NSClientPlayer::OptimiseChangedFlags...
2022-08-09 09:05:31 -07:00
Marco Cawthorne 409ee3fa1f
Client: force set r_fullbrightSkins to 0 because otherwise the engine will mess with lighting on any entity with a colormap 2022-08-07 15:03:38 -07:00
Marco Cawthorne 5ca96bbcd9
Add helpers across the codebase to deal with networking ents. I tried prototyped a more elegant solution the compiler didn't like - the language should really deal with this. 2022-08-07 14:12:55 -07:00
Marco Cawthorne 41d3f3b520
func_water: Don't assign the toggle spawnflag. I don't know where that came from - this should fix sh_hdgibfactory 2022-08-07 13:24:55 -07:00
Marco Cawthorne 9e170795d5
func_tank/tankmortar: Make the smoke and flash sprites assume RM_ADDITIVE 2022-08-05 23:27:48 -07:00
Marco Cawthorne 6c09154f08
multi_manager: Clean up warnings 2022-08-05 22:21:21 -07:00
Marco Cawthorne dd86e5a583
NSIO: Add SaveEntity/ReadEntity methods to help Save/Restore operations 2022-08-05 21:36:47 -07:00
Marco Cawthorne 6d8273331a
Client: Replace rogue setproperty calls with ones talking to our g_view object 2022-08-05 21:15:19 -07:00
Marco Cawthorne 81b4bc042f
func_illusionary/wall: Only makestatic() when our rendermode is RM_NORMAL 2022-08-05 20:02:24 -07:00
Marco Cawthorne 8a9c26daef
Client: Remove the game specific MUZZLE index definitions, as they're really only used in some of the sub-games. 2022-08-05 14:45:29 -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 8532f1264f
Util_GetKeyString: Switch to findkeysforcommandex 2022-08-05 13:38:09 -07:00
Marco Cawthorne 0e77bad51d
Menu-FN: Initial implementation of CComboBox 2022-08-04 11:57:26 -07:00
Marco Cawthorne 6ce1961792
NSView: Document our header a bit more. 2022-08-03 18:41:11 -07:00
Marco Cawthorne caefb77078
NSView: Move stair smoothing etc. into our class. 2022-08-03 10:50:44 -07:00
Marco Cawthorne baab5c931c
NSView: Take over some duties 2022-07-29 16:25:02 -07:00
Marco Cawthorne 9183958893
Update README.md, suppress some warnings 2022-07-25 13:10:40 -07:00
Marco Cawthorne ff17dea01f
Initial work towards the NSWeapon class. Testing will happen in base/ under the NEW_INVENTORY define.
Comitting this early to ensure nothing breaks and it'll co-exist.
2022-07-25 09:31:37 -07:00
Marco Cawthorne bda01e0f0f
Shared: NSLog should just take whatever N args 2022-07-20 16:48:41 -07:00
Marco Cawthorne df738da436
Get rid of src/gs-entbase/shared/{baseentity.h,env_sprite.h} 2022-07-20 16:38:12 -07:00
Marco Cawthorne 30b4007894
Get rid of src/gs-entbase/baseentity.h 2022-07-20 16:33:52 -07:00
Marco Cawthorne 197ce20c31
BotLib: Start making use of some of NSNavAI 2022-07-20 16:27:24 -07:00
Marco Cawthorne 8fccdcbad1
build.cfg: Bump BUILD_ENGINEREVISION to include qqshka's FTEQW fix. 2022-07-19 18:09:40 -07:00
Marco Cawthorne 356319a7b7
NSVehicle, NSPhysicsEntity get Save/Restore methods 2022-07-19 15:49:35 -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.
Tweak g_developer prints for scripted_sequences.
2022-07-19 15:22:15 -07:00
Marco Cawthorne 6ff42e4176
NSNavAI: Continously check whether we can already run to the next node, and target that if that's the case. 2022-07-18 11:51:48 -07:00
Marco Cawthorne f6ecc97fca
Server: Ignore scripted_sequences when building nodes. This was a wrong assumption. 2022-07-18 11:39:57 -07:00
Marco Cawthorne dc1cbc5da8
NSMonster: add InSequence() method. Fix scripted sequences.
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
Marco Cawthorne d7418151f0
Client: Disable some expensive routines when paused. 2022-07-18 10:02:04 -07:00
Marco Cawthorne 0ae901f5e1
NSMonster: Add InAnimation() method. Also prohibit movement when in an animation. 2022-07-18 09:22:18 -07:00
Marco Cawthorne 0d2e0627d4
Server: Added quick-and-dirty 'spawn' command. E.g. 'sv spawn monster_laidlaw' 2022-07-17 20:45:50 -07:00
Marco Cawthorne 4566d07313
NSMonster/NSTalkMonster: more reshuffling done. Started moving the pathfinding components over into a new class named NSNavAI 2022-07-17 20:34:19 -07:00
Marco Cawthorne b275275652
GS-EntBase: Initial documentation for info_hint. 2022-07-17 09:04:16 -07:00
Marco Cawthorne 6c895d73b7
NSMonster: Initial work towards reworking states. 2022-07-17 00:04:01 -07:00
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
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 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 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 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 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 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
Marco Cawthorne beb6f49620
Fixed dynamic lights not spawning properly, fix double init for CSQC ents. Be more specific about which ents can spawn and which won't on the client. Make sure __fullspawndata is wiped after every bsp ent init. 2022-06-03 15:22:33 -07:00
Marco Cawthorne 78d3942789
env_glow: Fix Spawned() not calling its prior self. 2022-06-02 20:01:06 -07:00
Marco Cawthorne 18fc98d7ec
Client: Draw chat and prints during intermission as well 2022-06-02 14:37:22 -07:00
Marco Cawthorne 1dab05fbd3
Menu-VGUI: Search for .vvm models alongside .mdl files in the modelviewer 2022-06-02 14:36:44 -07:00
Marco Cawthorne d303ef9741
PropData: Respect fadetime for breakmodels. 2022-06-02 14:35:52 -07:00
Marco Cawthorne a463498f60
Huge cleanup. Add initial code for the revamped material definition system. 2022-06-01 17:38:52 -07:00
Marco Cawthorne 73c762e875
NSEntity: Fix for IsVisible(entity), where we wouldn't 'see' the target correctly, as the trace collides with them and isn't returning a fraction of 1.0. 2022-05-27 14:55:33 -07:00
Marco Cawthorne 00364ad476
Client: add helper function drawpic3d. Which instead of a screen position takes a 3d-world position as an argument. 2022-05-26 17:43:22 -07:00
Marco Cawthorne 0f7d4fd214
prop_vehicle_drivable: Add spawnflag VEHSF_NOFLIP, which will prevent the vehicle from flipping over 2022-05-26 17:42:35 -07:00
Marco Cawthorne 50070b031b
NSMonster: Add MSF_HORDE flag. That marks a monster as constantly being aware and finding the nearest player for attack. 2022-05-26 15:24:08 -07:00
Marco Cawthorne 643211efae
Add helper functions Entity_FindClosests(string classname) and Entity_SelectRandom(string classname) 2022-05-26 13:25:02 -07:00
Marco Cawthorne 68974053f4
BotLib: add cvar bot_prefix, add method SetName() which respects it. 2022-05-24 15:32:37 -07:00