Marco Cawthorne
d405ff7e90
PropData: Change warning to a log. Not every model has to have PropData.
2024-03-04 18:42:05 -08:00
Marco Cawthorne
649ed825ad
Big commit, work over various triggers. Clean up debug prints and make
...
them more consistent. Warnings are in yellow, while errors are in red.
New cvar: g_developerTimestamp will display timestamps next to debug messages
originating from the game-logic. Set g_developer to 1 to see them.
A lot of useful into, such as which entity id messages originate from
should aid in debugging quite a bit.
SP level transitions should also be more reliable now in terms of
transferring entities and the like.
Some levels have awkward transition areas and you might find yourself
jumping between levels frequently. Workarounds are in the works.
2024-03-02 00:40:08 -08:00
Marco Cawthorne
8a18c2e992
PropData: gibs use a fixed angular velocity in fallback physics mode, and have a hitbox.
2024-02-23 13:20:53 -08:00
Marco Cawthorne
4b69949385
Server: Ensure r_meshpitch gets set to 1 on init.
2023-11-18 21:16:52 -08:00
Marco Cawthorne
73bec53034
PropData: read info from Source Engine .phy files
2023-10-22 23:30:31 -07:00
Marco Cawthorne
4a8df93395
PropData: debris/gibs can now create decals upon impact with a surface
2023-09-20 15:10:29 -07:00
Marco Cawthorne
159756889f
New PropData API function: BreakModel_Entity(NSSurfacePropEntity target, vector dir, float speed);
2023-07-17 11:33:44 -07:00
Marco Cawthorne
41ccbca2aa
GS-EntBase: Fix some more places where remove() was being called directly when it shouldn't be
2022-11-30 17:26:50 -08:00
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
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
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
d303ef9741
PropData: Respect fadetime for breakmodels.
2022-06-02 14:35:52 -07:00
Marco Cawthorne
25c54af62c
Spring cleaning part one.
2022-05-11 12:49:04 -07:00
Marco Cawthorne
6fb067eed3
My name has changed, so an update to the copyright to reflect it.
2022-03-11 11:40:43 -08:00
Marco Cawthorne
a687d7b330
Various tweaks to documentation inside the codebase, more verbose general
...
information prints to console to aid non-devs in sending bug reports and
finding other issues. Updates to some of the GLSL. Minor material fixes.
2022-02-23 01:17:05 -08:00
Marco Cawthorne
2c80a9f9ff
NSSurfaceProp/PropData: Add support for breakable_skin. When a prop 'dies'
...
it doesn't necessarily have to disappear, it can change its material to one
of your choosing.
2022-01-28 06:53:32 +01:00
Marco Cawthorne
02c2ff7be5
env_glow: Add 'rotate' key to rotate the sprite/material by X degree amount
2022-01-07 17:04:43 -08:00
Marco Cawthorne
bfad97f6eb
prop_dynamic: Remove redundant .health set code that's now handled in the
...
parent class.
PropData: Fix a bug that fails to check our cache properly, resulting in
the first entry being returned when no data is properly defined.
2021-11-21 04:23:33 +01:00
Marco Cawthorne
58734ec4d2
Improve VM memory usage by avoiding fragmentation in sound shaders and prop
...
data. Games can enable dynamic memory allocation by setting SOUNDSHADER_DYNAMIC
and PROPDATA_DYNAMIC in their progs.src
2021-11-15 03:46:59 +01:00
Marco Cawthorne
70fe95e5a7
Add support for Source styled surfaceproperties.txt definitions, which
...
is incorporated into func_breakable/pushable already. Mods can now control
material/surface properties without code.
2021-10-15 19:01:36 +02:00
Marco Cawthorne
5439bfb59b
CBaseEntity: Mark some methods as nonvirtual, fix some regressions with
...
func_healthcharger/recharger, trigger_gravity
2021-09-22 20:56:20 +02:00
Marco Cawthorne
451beedb0c
CBasePhysics: add support for explosions upon destruction, provided via
...
propdata.
2021-09-21 21:11:02 +02:00
Marco Cawthorne
251713121c
PropData: Add support for the BreakModel info parsing. Any CBaseEntity can
...
now be augmented. prop_physics entities can already make use of them.
2021-09-21 20:33:09 +02:00
Marco Cawthorne
3bceff6a2c
Implement and parse the propdata system from Source 2004 and make our
...
func_breakable entity aware of it.
2021-09-17 19:31:22 +02:00