Commit Graph

2080 Commits

Author SHA1 Message Date
Marco Cawthorne 36b9661abd
Platform: Go over some of the RichPresence APIs I was working on. 2022-04-25 17:00:13 -07:00
Marco Cawthorne 2d403202b9
Avoid use of infokeys to communicate whether or not a client is spectating. 2022-04-25 15:25:35 -07:00
Marco Cawthorne 4c51ac7e79
build: bump BUILD_ENGINEREVISION to 6235. Go over the build scripts to be compliant with /bin/dash, a strictly POSIX shell. 2022-04-25 12:52:35 -07:00
Marco Cawthorne 1cd2f320dc
env_sprite: Fix clumsy return. 2022-04-25 10:51:29 -07:00
Marco Cawthorne b68a08bb98
Platform: Add textures/common/clipplayerdirt.mat 2022-04-25 10:20:19 -07:00
Marco Cawthorne 63b0b0a199
Platform: Add textures/sfx/smokevolume.mat 2022-04-25 10:19:50 -07:00
Marco Cawthorne 607194957e
Player: Move UseUp/Down into the base_player class. Should now universally handle un-presses for all games. 2022-04-25 10:19:17 -07:00
Marco Cawthorne 87d9614b23
GS-EntBase: Convert more entities to the new Touch() method. 2022-04-24 22:10:35 -07:00
Marco Cawthorne 659be3db46
TraceAttack: Add case for when a weapon with a penetrationpower of 2 might have a fall-off. 2022-04-24 17:24:49 -07:00
Marco Cawthorne e80cd05ef8
nuclide.sh: Small tweak for compatibility 2022-04-24 15:20:04 -07:00
Marco Cawthorne 8aee63968d
build_game.sh: Don't insist on using the local fteqcc 2022-04-24 14:11:56 -07:00
Marco Cawthorne 27308ff1f4
env_sprite: Fix predraw for modelindex based entities.
TraceAttack: Add TraceAttack_SetRangeModifier(). This will enable CS-like bullet penetration behaviour.
2022-04-24 00:23:38 -07:00
Marco Cawthorne 6ec35387ae
TraceAttack: GoldSrc its blood color is a bit darker. 2022-04-23 22:34:10 -07:00
Marco Cawthorne a28caedf40
trigger_one: Fix it up to bring it up to standards.
func_pushable: Ditto, simplify Touch()
2022-04-23 22:03:51 -07:00
Marco Cawthorne 767fdd0913
func_door_rotating: Apparently spawnflags 32 (TOGGLE) does not remove player touch. Odd. 2022-04-23 21:35:49 -07:00
Marco Cawthorne 0c89cd31ec
func_door_rotating: Redid the way how one-way-doors swing. This should avoid them swinging into your face constantly 2022-04-23 18:32:29 -07:00
Marco Cawthorne f83b6b6725
func_door_rotating: Go over the code that handles touching. Stop assigning the .touch field as it's off-limits now. 2022-04-23 17:34:22 -07:00
Marco Cawthorne 1d216918e1
Client: added cvar cl_chat_enabled, which supresses chat notifications.
Spraylogos: Fix blendFunc
VGUI: Add method Visible() for CUIWindow
2022-04-22 12:00:04 -07:00
Marco Cawthorne 7395b8d421
Gamerules: exception for friendlyfire when it comes to self
point_message: make messages appear through entities, as they may be translucent.
Fixed a minor warning.
2022-04-21 18:50:21 -07:00
Marco Cawthorne 8037f2d58b
Base: use soundDefs for the use/use_denied sound. 2022-04-21 14:11:59 -07:00
Marco Cawthorne 8814c66d1f
Merge pull request #3 from cyber-bridge/master
Fix bug where dropped items shouldn't be respawned.
2022-04-20 23:51:14 +02:00
Marco Cawthorne af6412e283
Networking improvements to NSEntity, NSRenderableEntity and NSSurfacePropEntity 2022-04-20 14:29:37 -07:00
Marco Cawthorne 8781494822
prop_physics_multiplayer: Actively check if players are clipping inside TouchThink() and apply some velocity to wake the entity up 2022-04-20 12:04:17 -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 c24c8b2435
Fix a self assignment bug in Weapons_AddItem(), added userinfo spraycolor support, fix accidentally double-drawing p_ models and add cvar sv_friendlyFire 2022-04-19 21:58:13 -07:00
Marco Cawthorne 1c58be4cdb
GLSL: Misc cleanups and fixes to deal with NVIDIAs stricter shader compiler 2022-04-18 21:12:04 -07:00
Marco Cawthorne bf00bfa60c
spectator: Several fixes to make spectating a bit more polished. Ignore fakespectators entirely, etc. 2022-04-18 15:53:15 -07:00
Marco Cawthorne 069c59628d
Mapcycle: Disable sanity check until the engine fixes whichpack
Gamerules: Intermission will now call 'nextmap' instead of 'restart'.
func_button: Basic support for 'message' field.
env_cubemap: default to saving .ktx
2022-04-17 13:50:14 -07:00
Marco Cawthorne a34c9a8059
env_sprite: Hack to accept materials instead of models
func_breakable: Some minor fixes
prop_physics/func_physbox: Add PHYSICS_STATIC ifdef for when a game does not want fakephysics either
NSSurfacePropEntity: max_health will now be set along with health in SpawnKey()
2022-04-16 18:42:38 -07:00
Marco Cawthorne 274686a0df
Text/Titles: Use Font_DrawText_RGBA instead of Font_DrawText (GameText_DrawString) 2022-04-15 15:22:11 -07:00
Marco Cawthorne 9cdcb3a321
trigger_hurt: Fix broken touch(), regression with the overhaul of Touch recently. 2022-04-15 10:19:50 -07:00
Marco Cawthorne 6a658c5268
NSVehicle: Add the following methods - HidePlayermodel (for the self-driver) and DriverAnimation. The latter is a gentle request and the mod doesn't have to respect it, but should be used as a fallback. 2022-04-15 10:19:22 -07:00
Marco Cawthorne a469c06fc8
Add 'surfaceparm projectile' support, so non-solid surfaces can
still react to tracelines and projectiles.
2022-04-13 16:58:42 -07:00
Marco Cawthorne 00e8f8e7a9
prop_vehicle_driveable: Add WeaponInput() method to make this a bit cleaner for sub-classes. 2022-04-13 15:31:46 -07:00
Marco Cawthorne 1b2f587599
Shared: Deprecate ClientRemove() over OnRemoveEntity, which will work on both Client and Server.
prop_vehicle_drivable: Add minor collision boxes to aid player physics
Fix some warnings.
2022-04-12 23:48:31 -07:00
Marco Cawthorne 05f6af510a
NSSurfacePropEntity: put rendering for when an entity is burning into the new
method RenderFire().
Also some minor non-ODE physics tweak.
2022-04-10 07:21:44 -07:00
Marco Cawthorne e79a2e9c2e
NSMonster: Add method bool CanCrouch(). Monsters will then attempt to crouch.
SoundDefs: Add support for distshader on Sound_PlayAt() calls.
2022-04-10 07:01:14 -07:00
Marco Cawthorne 6b1af093bb
NSMonster: use PMoveCustom_RunStandardPlayerPhysics instead of the engine, as it overrides
our hitcontentsmask. This is required for monster/bot clips.
Client: If an entity gets removed, ensure the .skeletonindex gets deleted.
2022-04-09 19:21:00 -07:00
Marco Cawthorne 7f440a2885
Platform: Add clipplayermetal and clipplayerwood. 2022-04-09 14:36:45 -07:00
Marco Cawthorne 350fc0d359
Server: Perform extra count check for Spawn_SelectRandom() to avoid recursion. 2022-04-08 22:52:37 -07:00
Marco Cawthorne e827c51e4b
Client: Make sure glow effects are rendered after other entities and camera manipulation. 2022-04-08 18:15:18 -07:00
Marco Cawthorne 1dd3fe0eff
Client: Add cvar: v_muzzledlight 2022-04-08 14:20:49 -07:00
Marco Cawthorne 69b5524771
vertexlit_specular: fix one assignment, which was causing bugs on some vendors 2022-04-08 13:27:58 -07:00
Marco Cawthorne 2c79071514
base_player: MakeTempSectator() will now make sure modelindex of the target
is set to 0.
2022-04-08 12:58:23 -07:00
Marco Cawthorne 4e62e833a3
CGameRules: Add method bool PlayerCanAttack(base_player) 2022-04-08 12:37:45 -07:00
Marco Cawthorne f6032484e2
NSVehicle: Add new methods: GetExistPos(), HideViewWeapon() and HideCrosshair().
Fix networking bug for when you exist a vehicle.
2022-04-07 12:16:07 -07:00
Marco Cawthorne e08852284f
NSRenderableEntity: Add RenderFX RFX_GLOWSHELL2, which is the same as RFX_GLOWSHELL, but
the glow effect has a 'cull back' rendering flag.
2022-04-06 19:32:46 -07:00
Marco Cawthorne a8c8938408
NSEntity: New method CreatedByMap(). Additional work towards more vehicle related
code in preparation for WASTES.
2022-04-06 16:21:07 -07:00
Marco Cawthorne 9a6897c433
Extend FX_GibHuman with a dir (euler) and force parameter. 2022-04-05 20:39:30 -07:00
Marco Cawthorne af73a3a5b0
NSSurfacePropEntity: Fix bug that I recently introduced which prevents health
from propdata from getting assigned.
2022-04-05 19:05:00 -07:00