Commit Graph

17 Commits

Author SHA1 Message Date
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 29a997dbcf
Sound: add Sound_Stop() to make that task more slightly more accessible. 2024-02-21 16:11:14 -08:00
Marco Cawthorne 64a6a9007d
Add new cvar s_developer which prints sound related info from the game logic 2024-01-02 12:03:04 -08:00
Marco Cawthorne 32f9d974bb
New commands: listClientSoundDef, listServerSoundDef
Merge various trigger fields from Source entities into NSTrigger
Rename default player related sounds to the Source Engine style for more parity with Half-Life 2 and later games
Various player physics code fixes, such as being unable to jump higher when pushing against solids and faster noclip speed
2023-11-17 18:54:46 -08:00
Marco Cawthorne d7ddfc1c87
SoundDef: add helper function int Sound_GetID(string) 2023-09-27 00:12:28 -07:00
Marco Cawthorne 0bf9374016
SoundDef: implement `pointparticle` key, so that particle calls can happen within sound defs (lowering networking footprint further) 2023-08-07 12:53:47 -07:00
Marco Cawthorne 7709c579c3
Minor documentation enhancements, QuakeEd entity comment color changes 2023-03-13 02:04:31 -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 6fb067eed3
My name has changed, so an update to the copyright to reflect it. 2022-03-11 11:40:43 -08:00
Marco Cawthorne 578da4a779
Add VGUI_Active() which returns whether or not we're drawing VGUI elements,
add SNDFL_ALERTS to sound shaders, which will alert enemy AI of suspicious
behaviour, fix a health-setting bug in NSSurfacePropEntity and remove
playerslot check in item_pickup from base/
2022-01-28 16:02:00 -08:00
Marco Cawthorne 52dfde0cf1
Sound: Add Sound_PlayLocal() which is a 'sound shader' analogue to to
localsound()
2022-01-07 13:46:16 -08:00
Marco Cawthorne 8ba5bc56d2
Sound: Added 'distshader' keyword support... which will play a
another sound definition at global attenuation (explosions like this)
2021-09-02 10:10:27 +02:00
Marco Cawthorne 64745eb23c Overhaul prediction routines by boxing the generic client attributes away
from the game specific code. Add some helper macros... clean a whole bunch
up.
2021-05-08 17:44:16 +02:00
Marco Cawthorne 4b5125d97f CBaseEntity: Optimisation in SendEntity regarding predictable defaults. 2021-01-21 01:29:26 +01:00
Marco Cawthorne 74192c2f78 Implement basic EV_SHAKE event & adding 'shakes' key multiplier to sound
shaders. Client-side sound shaders will get proper shake duration matching
the sound sample length too. Fancy stuff you can try.
2020-12-12 06:24:48 +01:00
Marco Cawthorne 97d19c1b37 Add shared/include.src, so we touch gamename/include.src less for global
changes.
2020-10-30 12:21:00 +01:00
Marco Cawthorne a025a41e73 Simplified the client progs.src file for each game massively. 2020-05-02 23:57:25 +02:00