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
e64e72d155
env_bubbles: Implementation. Should be complete.
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NSIO: Add methods ReadBool(), SaveBool(), and PREDICTED_BOOL macro.
2022-04-30 20:18:56 -07:00
Marco Cawthorne
cdfae26413
ambient_generic: Restructure and network more efficiently.
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Client: add support for modelevent 1008 (CHAN_VOICE sound) and 1005 (plays Sentence)
2022-04-30 14:02:25 -07:00
Marco Cawthorne
8e15f04c38
prop_physics_multiplayer: Initial implementation. Developed with the ODE plugin in mind.
2022-04-20 10:44:59 -07:00
Marco Cawthorne
9e9d5b1832
env_fog_controller: Initial implementation. Fully shared entity, tested on
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d2_coast_XX maps in Half-Life 2.
2022-03-23 11:05:35 -07:00
Marco Cawthorne
750bb413e9
prop_rope: Now a shared (client/server) entity instead of just client. Will
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now respect parenting so you can have very dynamic rope attachments in
the world.
2022-03-22 16:38:31 -07:00
Marco Cawthorne
54cf7f8273
GS-EntBase: Add SetScale(), SetOwner(), SetVelocity() and SetTouch() methods
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to NSEntity.
2022-02-02 10:23:31 -08:00
Marco Cawthorne
249e4bc612
Massive revamp of the Nuclide system classes, more efficient networking
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and memory usage thanks to intelligent boxing of fields.
Added Util_TimeToString, removed old VOX code, added lots of new helper
classes...
2021-10-20 01:19:10 +02:00
Marco Cawthorne
d94a5f33eb
GS-EntBase: Add prop_vehicle_driveable, for model based 4-wheel
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vehicles.
2021-09-11 22:43:14 +02:00
Marco Cawthorne
d4fccac03f
Work towards making vehicles predicted, this is ongoing.
2021-08-19 17:54:08 +02:00
Marco Cawthorne
3f3e61689d
GS-Entbase: Move client/worldspawn to shared/worldspawn, defined QUAKED
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comments that we encourage using for new maps
2021-07-03 12:42:33 +02:00
Marco Cawthorne
eb3603335e
GS-EntBase: func_ladder moved into shared/, will now avoid networking
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entirely if it can be avoided.
2021-05-10 19:05:57 +02:00
Marco Cawthorne
6da1f3c4fa
GS-Entbase: massive optimisation - any func_wall and illusionary without a
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targetname will not be networked and handled 100% client-side.
2021-04-10 09:35:06 +02:00
Marco Cawthorne
02efa21e3d
Move game-specific sources into their respective mod-dirs. This was planned
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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
Marco Cawthorne
23c5d14420
Added func_monitor and point_camera. Along with a test_monitor map to
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showcases rendertargets working.
2020-12-01 20:43:25 +01:00
Marco Cawthorne
1d02dccbb5
trigger_camera: Misc improvements, plus added test map.
2020-11-28 22:52:56 +01:00
Marco Cawthorne
1a3dca71ec
env_projectedtexture: Initial implementation, updated map test_dlights.
2020-11-27 19:23:21 +01:00
Marco Cawthorne
c021be95b7
Merge server/light_dynamic.cpp and client/light_dynamic.cpp into a single
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shared/light_dynamic.cpp
2020-11-27 13:53:54 +01:00
Marco Cawthorne
b6f9242752
info_particle_system: Initial implementation, along with example map test_particles.
2020-11-27 03:05:21 +01:00
Marco Cawthorne
1b27e26582
func_friction: Added implementation of a friction modifier for player entities. This affects pmove.c as well.
2020-06-12 13:37:37 +02:00
Marco Cawthorne
324fadd668
Spring cleaning. Prepare for summer! Fixed lots of bugs too:
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v_camroll is now working again.
Counter-Strike is finally getting somewhere again.
Counter-Strike has pseudo spray-patterns now! They're all the same.
func_button now can be programmed to use Sound-Shaders.
The menu handles the vid_conautoscale command autonomously. Set r_autoscale
to 0 if you don't like it.
The menu has an updater, requires a not-yet-pushed build of FTE.
Don't use it yet.
Moved a lot of globals into pSeat's structs to fix splitscreen with them.
Made explosion decals be handled client-side!
Added trigger_look, env_sun and light_environment entities.
2020-04-12 15:50:42 +02:00