Commit Graph

157 Commits

Author SHA1 Message Date
Marco Cawthorne 60e681a6c9
ambient_generic: Precache sound inside ::Spawned() and not ::SpawnKey() 2023-04-16 16:25:07 -07:00
Marco Cawthorne 01be71e451
Client: 'buildcubemaps' will toggle r_skipEnvmap, which is now also defaulting to a black clear color (akin to Source) 2023-03-16 16:04:47 -07:00
Marco Cawthorne 9e6d6ee7f1
Client: Fix for `buildcubemaps` angles being overriden by some entity in the map or other. 2023-03-16 15:35:59 -07:00
Marco Cawthorne 495b661b47
NSMoverEntity: Improvements so transformation and rotation is easier at the same time. 2023-03-14 00:06:19 -07:00
Marco Cawthorne faaf67762f
Platform: minor cleanup, updated fonts/ 2023-03-12 16:00:31 -07:00
Xylemon 4190c6415e I'm full of mistakes today it seems 2023-02-23 17:14:54 -08:00
Xylemon 03bf3db8e4 pm_autoJump should be capital to follow standards 2023-02-23 17:10:52 -08:00
Xylemon ac72c16bb2 Added new movement related cvars, update Building documentation for Fedora (thanks @dhalucario), updated readme with some cool people 2023-02-23 15:23:55 -08:00
Marco Cawthorne 5ad3931241
Remove platform/base_sound.pk3dir/ 2023-02-16 18:19:32 -08:00
Marco Cawthorne c3c94b48a6
Platform: add back missing .po file. 2023-02-16 17:33:00 -08:00
Marco Cawthorne 1ff0b3f9ac
Menu-FN: Various improvements to the menu for when no menu assets are available at all. 2023-02-16 17:24:09 -08:00
Marco Cawthorne ce90e2c221
Document and clean up platform/platform_default.cfg 2023-02-09 17:10:39 -08:00
Marco Cawthorne 0078d83d80
Add platform/cvars.cfg 2023-01-18 21:50:32 -08:00
Marco Cawthorne 018b9c16b4
Platform: defaultskin.glsl: Add fallback for the chrome effect in case the GLSL cannot access skeletal information. 2023-01-12 18:50:56 -08:00
Marco Cawthorne c26f7ab2c4
Platform: Make changes to defaultskin.glsl that were contributed by dear Slartibarty. <3 2023-01-12 18:43:19 -08:00
Marco Cawthorne 1069468be1
Client: add cvar net_debugUpdates, to show which entity updates.
NSSurfacePropEntity: Add method: TimeSinceDeath()
Also further improvements to consistency of cvars, etc.
2023-01-08 13:18:57 -08:00
Marco Cawthorne 0891d9ea65
Platform: Set net_masterextra1 to broadcast. 2022-11-30 22:25:08 -08:00
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 3175ffe81c
updated platform/readme.txt 2022-07-14 14:02:01 -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 d50ec089f3
Platform: Unlit.glsl now supports MASK permutations 2022-06-27 08:30:56 -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 ae23af60d8
Platform: add some generic detail textures. I put these into the public domain. 2022-05-27 13:38:08 -07:00
Marco Cawthorne 8e96fb27c6
Platform: lightmapped.glsl should have a primitive VERTEXLIT path now. 2022-05-20 12:02:20 -07:00
Marco Cawthorne bb2b7dbddf
NSClient: add method UpdateAliveCam()
UITextbox: Misc polish regarding text entry
GLSL: Detail pass support for some materials
2022-05-15 13:32:53 -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 1c58be4cdb
GLSL: Misc cleanups and fixes to deal with NVIDIAs stricter shader compiler 2022-04-18 21:12:04 -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 7f440a2885
Platform: Add clipplayermetal and clipplayerwood. 2022-04-09 14:36:45 -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 95c2b8225a
func_door: Add 'snd_move' attribute.
Platform: Misc minor GLSL updates. You can use the #TINT parm on program fade materials now.
2022-03-28 03:32:02 -07:00
Marco Cawthorne 8df9b6db0e
func_dustcloud: Add separate material textures/sfx/dustcloud into platform/ 2022-03-23 00:26:46 -07:00
Marco Cawthorne a7d5c0ab4a
fade.glsl: Add support for vertex colors. 2022-03-22 16:39:03 -07:00
Marco Cawthorne 143a00e94e
Fix light_dynamic (static) from not spawning in CSQC. Add r_skipDiffuse to rtlight.glsl,
add SURF_PENETRATE, which will make bullets pass right through them when
BULLETPENETRATION is set. Go over and refactor a lot of base_client, player
and spectator code to facilitate both permanent and temporary spectators
better. Add experimental env_glow lens flare code. Fix material ID detection
bug for Q3 based BSPs. A couple helper functions were added to src/client/utils.cpp
but they are not yet final.
2022-03-17 21:05:47 -07:00
Marco Cawthorne c8ea9f3e3f
Move platform/test_maps.pk3dir to base/test_maps.pk3dir 2022-02-23 01:56:43 -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 af04bc5e4c
GLSL: Add FOGGED permutation option to each of the skybox glsl.
Remove skybox_fogged.glsl.
2022-02-17 22:22:31 -08:00
Marco Cawthorne 1bd7d1a68c
Add platform/base_scripts.pk3dir/particles/burn.cfg. 2022-01-20 16:38:49 -08:00
Marco Cawthorne d41c770393
func_physbox and prop_physics now respect the 'start asleep' spawnflags
they have.
2022-01-20 10:37:17 -08:00
Marco Cawthorne 1716e740cf
Go over the vertexlit shader again. 2022-01-13 10:47:51 -08:00
Marco Cawthorne 1d5cb6dcdb
Platform: Rework defaultskin and defaultwall glsl their 'gl_ldr' hack to
how certain GoldSrc games look, with more accurate lightmap banding.
2022-01-10 17:41:01 -08:00
Marco Cawthorne c920e4c3e8
NSRenderableEntity: Support for scrolling textures (requires shader
overrides for now, stay tuned) with variable speeds. Improvements to
func_conveyor, other rendering fix involving alphamasking textures.
2022-01-02 20:50:50 -08:00
Marco Cawthorne 623754ec5a
GLSL, NSRenderableEntity: Added hack to prevent alphatesting against world
surfaces utilizing the default lightmapped shader.
2021-12-31 01:47:47 -08:00
Marco Cawthorne 89b29dc2a7
Platform: Update fallback sounds (thanks Xylemon!) 2021-12-30 15:57:45 -08:00
Marco Cawthorne f0e1c3b9e1
GLSL: Go over water_sky.glsl, make it work for TW's upcoming tw_rig. 2021-12-30 15:36:26 -08:00
Marco Cawthorne f2e44b24fb
Add platform/base_sound.pk3, move base sound shaders in there. Add misc/null
and misc/missing PCM samples for fallback.
2021-12-18 15:06:37 -08:00
Marco Cawthorne 7bfea15dd0
Add base/shared/fx_corpse.qc, change set to seta in masters.lst 2021-12-13 11:47:55 -08:00