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ambient_generic.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
baseentity.cpp
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CBaseEntity/CBaseMonster: Add support for server-side model events. This enables models, as they sometimes do, to actually trigger entities in the world and much more. There's seperation between client-side and server-side events as well.
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2020-09-10 10:34:14 +02:00 |
baseentity.h
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
basemonster.cpp
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scripted_sequence: Further fixes involving changing of trigger-targets mid triggering.
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2020-09-10 20:24:51 +02:00 |
basenpc.cpp
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scripted_sequence: Improve support for triggering via radius. This gets the retinal scanner type entities working for example.
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2020-09-10 13:36:19 +02:00 |
basephysics.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
basetrigger.cpp
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CBaseEntity/CBaseMonster: Add support for server-side model events. This enables models, as they sometimes do, to actually trigger entities in the world and much more. There's seperation between client-side and server-side events as well.
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2020-09-10 10:34:14 +02:00 |
basevehicle.cpp
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Add func_tank, func_tankmortar and generally faff about with input code.
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2020-09-04 21:28:06 +02:00 |
button_target.cpp
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Removed obsolete parameter from Death() and Pain(), as those are now residing in globals.
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2020-08-31 10:56:31 +02:00 |
cycler.cpp
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Removed obsolete parameter from Death() and Pain(), as those are now residing in globals.
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2020-08-31 10:56:31 +02:00 |
cycler_sprite.cpp
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Add get/set methods for rendermodes so we can issue network-updates
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2020-04-22 20:33:15 +02:00 |
defs.h
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
env_beam.cpp
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Spring cleaning. Prepare for summer! Fixed lots of bugs too:
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2020-04-12 15:50:42 +02:00 |
env_beverage.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
env_explosion.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
env_fade.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
env_fog_controller.cpp
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Renamed /Source to /src
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2019-09-01 04:35:37 +02:00 |
env_global.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
env_laser.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
env_message.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
env_render.cpp
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CBaseEntity/CBaseMonster: Add support for server-side model events. This enables models, as they sometimes do, to actually trigger entities in the world and much more. There's seperation between client-side and server-side events as well.
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2020-09-10 10:34:14 +02:00 |
env_shake.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
env_shooter.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
env_spark.cpp
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env_spark: Use sound shaders instead of hard-coding sfx paths.
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2020-09-09 21:29:29 +02:00 |
env_sprite.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
func_breakable.cpp
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func_breakable: Use sound shaders for impact sounds.
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2020-09-10 05:35:52 +02:00 |
func_button.cpp
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func_button: Sound shader support, yee. Also cut down on some unnecessary code.
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2020-09-10 06:02:08 +02:00 |
func_conveyor.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
func_door.cpp
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func_button: Sound shader support, yee. Also cut down on some unnecessary code.
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2020-09-10 06:02:08 +02:00 |
func_door_rotating.cpp
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func_button: Sound shader support, yee. Also cut down on some unnecessary code.
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2020-09-10 06:02:08 +02:00 |
func_guntarget.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
func_healthcharger.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
func_illusionary.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
func_ladder.cpp
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CBaseEntity: Got rid of all the net_ attributes (except origin, angles)
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2020-04-22 23:33:18 +02:00 |
func_lod.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
func_mortar_field.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
func_pendulum.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
func_physbox_multiplayer.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
func_plat.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
func_pushable.cpp
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Spring cleaning. Prepare for summer! Fixed lots of bugs too:
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2020-04-12 15:50:42 +02:00 |
func_recharge.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
func_rot_button.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
func_rotating.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
func_tank.cpp
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Cleaned up misc warnings.
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2020-09-09 08:05:34 +02:00 |
func_tankcontrols.cpp
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Cleaned up misc warnings.
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2020-09-09 08:05:34 +02:00 |
func_tankmortar.cpp
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Cleaned up misc warnings.
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2020-09-09 08:05:34 +02:00 |
func_tracktrain.cpp
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Cleaned up misc warnings.
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2020-09-09 08:05:34 +02:00 |
func_tracktraincontrols.cpp
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func_plat: Initial implementation. Also went over func_tracktrain (be nice) and made func_tracktraincontrols the overlord of func_vehiclecontrols - which doesn't do anything different anyway. It might one day.
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2020-08-31 06:47:40 +02:00 |
func_train.cpp
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func_train: Sound shader support, as well as fixing a possible division-by-zero bug when path_corners explicitly set their speed to 0.
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2020-09-10 07:00:28 +02:00 |
func_vehicle.cpp
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Cleaned up misc warnings.
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2020-09-09 08:05:34 +02:00 |
func_vehiclecontrols.cpp
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func_plat: Initial implementation. Also went over func_tracktrain (be nice) and made func_tracktraincontrols the overlord of func_vehiclecontrols - which doesn't do anything different anyway. It might one day.
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2020-08-31 06:47:40 +02:00 |
func_wall.cpp
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func_wall: Fix networking of the frame/texture attribute
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2020-09-10 14:57:40 +02:00 |
func_wall_toggle.cpp
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CBaseTrigger/s: Overhauled the system to keep proper track of its activators. This was important in some mods who'd e.g. call a trigger_camera over longer periods of time and expected to target the same player as before as part of a multi_manager.
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2020-08-10 12:32:18 +02:00 |
game_player_equip.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
game_text.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
gibshooter.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
info_intermission.cpp
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Add func_tank, func_tankmortar and generally faff about with input code.
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2020-09-04 21:28:06 +02:00 |
info_notnull.cpp
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Seperated info_null and info_notnull into their own files. People can enable a flag that'll warn about info_null's being used in the maps, etc.
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2020-08-29 03:15:43 +02:00 |
info_null.cpp
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CBaseEntity: Added support for the 'scale' field in the rendering, also made the codebase use the builtin target/targetname
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2020-09-08 22:49:35 +02:00 |
infodecal.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
item_food.cpp
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CBaseEntity: Got rid of all the net_ attributes (except origin, angles)
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2020-04-22 23:33:18 +02:00 |
light.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
momentary_door.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
momentary_rot_button.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
momentarybase.cpp
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func_mortar_field: Initial implementation. Controlled targeting seems to work accurately on sh_hdslaughterlands
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2020-09-05 08:54:23 +02:00 |
monster_furniture.cpp
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monster_furniture: changed parent class, because Gunman uses scripted sequences on monster_furnitures.
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2020-08-28 19:12:45 +02:00 |
monster_generic.cpp
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Mark monster_furniture, monster_generic and monstermaker as MULTIPLAYER available
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2020-06-25 11:05:28 +02:00 |
monstermaker.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
multi_manager.cpp
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Cleaned up misc warnings.
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2020-09-09 08:05:34 +02:00 |
multisource.cpp
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CBaseEntity: Added support for the 'scale' field in the rendering, also made the codebase use the builtin target/targetname
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2020-09-08 22:49:35 +02:00 |
path_corner.cpp
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func_train: Sound shader support, as well as fixing a possible division-by-zero bug when path_corners explicitly set their speed to 0.
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2020-09-10 07:00:28 +02:00 |
path_track.cpp
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update copyright dates because I've been forgetting all year.
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2020-04-07 14:46:23 +02:00 |
player_loadsaved.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
player_weaponstrip.cpp
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CBaseTrigger/s: Overhauled the system to keep proper track of its activators. This was important in some mods who'd e.g. call a trigger_camera over longer periods of time and expected to target the same player as before as part of a multi_manager.
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2020-08-10 12:32:18 +02:00 |
random_speaker.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
random_trigger.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
scripted_sentence.cpp
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Sentences: Force them to be read in uppercased.
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2020-09-10 19:28:36 +02:00 |
scripted_sequence.cpp
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scripted_sequence: Skip state check when forcing a .Trigger
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2020-09-10 20:28:48 +02:00 |
speaker.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
stubs.cpp
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Add func_tank, func_tankmortar and generally faff about with input code.
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2020-09-04 21:28:06 +02:00 |
targ_speaker.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
target_cdaudio.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
trigger_auto.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
trigger_autosave.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
trigger_camera.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
trigger_cdaudio.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
trigger_changelevel.cpp
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trigger_changelevel: ...aaand another one. I need sleep
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2020-09-09 02:23:43 +02:00 |
trigger_changetarget.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
trigger_counter.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
trigger_endsection.cpp
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trigger_endsection: Add support for the 'master' key
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2020-08-28 22:38:48 +02:00 |
trigger_hurt.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
trigger_look.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
trigger_multiple.cpp
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scripted_sequence: Improve support for triggering via radius. This gets the retinal scanner type entities working for example.
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2020-09-10 13:36:19 +02:00 |
trigger_once.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
trigger_playerfreeze.cpp
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trigger_playerfreeze: Initial implementation. This entity is used in Opposing Force/Blue Shift to freeze players, like in the drill sergeant intro. Works fine in the maps that use it.
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2020-08-28 22:36:56 +02:00 |
trigger_push.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
trigger_relay.cpp
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Went over the codebase and optimised loading of the entity lump data. I now only run through the list of entries once and pass the unknown keys to the parent class to handle. Should speed up loading significantly.
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2020-09-09 01:56:46 +02:00 |
trigger_teleport.cpp
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CBaseEntity: Added support for the 'scale' field in the rendering, also made the codebase use the builtin target/targetname
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2020-09-08 22:49:35 +02:00 |
trigger_transition.cpp
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CBaseEntity: Got rid of all the net_ attributes (except origin, angles)
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2020-04-22 23:33:18 +02:00 |