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12 years agoSince Samual found the cvar description confusing, make it more clear
Mircea Kitsune [Mon, 9 Jan 2012 23:22:19 +0000 (01:22 +0200)]
Since Samual found the cvar description confusing, make it more clear

12 years agoUse a text slider, looks less ugly
Mircea Kitsune [Mon, 9 Jan 2012 23:21:02 +0000 (01:21 +0200)]
Use a text slider, looks less ugly

12 years agoSecond requirement for merge; Add the effect to the menu and presets. I don't agree...
Mircea Kitsune [Mon, 9 Jan 2012 23:18:40 +0000 (01:18 +0200)]
Second requirement for merge; Add the effect to the menu and presets. I don't agree with this, but fine

12 years agoFirst change requested by Samual; Disable particle lights for damage effects. I appro...
Mircea Kitsune [Mon, 9 Jan 2012 23:08:04 +0000 (01:08 +0200)]
First change requested by Samual; Disable particle lights for damage effects. I approve of this because of performance, since the lights would have looked nice.

12 years agoTweak some descriptions and code comments. Now damage effects are 100% ready... and...
Mircea Kitsune [Mon, 9 Jan 2012 20:45:53 +0000 (22:45 +0200)]
Tweak some descriptions and code comments. Now damage effects are 100% ready... and 20% cooler ;)

12 years agoAlso update the "used in" comments in effectinfo.txt
Mircea Kitsune [Mon, 9 Jan 2012 20:19:08 +0000 (22:19 +0200)]
Also update the "used in" comments in effectinfo.txt

12 years agosniperrifle is now called rifle, which I forgot to update in my code when it changed...
Mircea Kitsune [Mon, 9 Jan 2012 20:17:27 +0000 (22:17 +0200)]
sniperrifle is now called rifle, which I forgot to update in my code when it changed. This fixes the rifle blood not working

12 years agoRename cl_damageeffect_limit to cl_damageeffect_bones, which is more appropriate now
Mircea Kitsune [Mon, 9 Jan 2012 19:46:09 +0000 (21:46 +0200)]
Rename cl_damageeffect_limit to cl_damageeffect_bones, which is more appropriate now

12 years agoFix a bug with self detection. Code working properly again
Mircea Kitsune [Mon, 9 Jan 2012 19:43:55 +0000 (21:43 +0200)]
Fix a bug with self detection. Code working properly again

12 years agoAttempt to make damage effects use skeletal attachments for all rigged objects, not...
Mircea Kitsune [Mon, 9 Jan 2012 19:07:53 +0000 (21:07 +0200)]
Attempt to make damage effects use skeletal attachments for all rigged objects, not only players. Useful if eg: Vehicles will also be made client-side, or someone uses misc_clientmodel. Does not work exactly as it should yet

12 years agoOptimize my last change
Mircea Kitsune [Mon, 9 Jan 2012 16:08:28 +0000 (18:08 +0200)]
Optimize my last change

12 years agoDetect if the player respawned and clear damage effects if so. Otherwise, if his...
Mircea Kitsune [Mon, 9 Jan 2012 15:59:36 +0000 (17:59 +0200)]
Detect if the player respawned and clear damage effects if so. Otherwise, if his dead body isn't gibbed, effects would be copied back once he respawns.

12 years agoMerge branch 'master' into mirceakitsune/damage_effects
Mircea Kitsune [Mon, 9 Jan 2012 15:41:30 +0000 (17:41 +0200)]
Merge branch 'master' into mirceakitsune/damage_effects

12 years agoadd utility fields to detect player death
Rudolf Polzer [Mon, 9 Jan 2012 15:16:11 +0000 (16:16 +0100)]
add utility fields to detect player death

12 years agoremove the hack again, fixed the engine
Rudolf Polzer [Mon, 9 Jan 2012 15:07:57 +0000 (16:07 +0100)]
remove the hack again, fixed the engine

12 years agosave/restore velocity, don't ask why
Rudolf Polzer [Mon, 9 Jan 2012 12:27:30 +0000 (13:27 +0100)]
save/restore velocity, don't ask why

12 years agoproperly input velocity to V_CalcRefdef
Rudolf Polzer [Mon, 9 Jan 2012 12:23:01 +0000 (13:23 +0100)]
properly input velocity to V_CalcRefdef

12 years agoMerge branch 'master' of git://de.git.xonotic.org/xonotic/xonotic-data.pk3dir
Rudolf Polzer [Mon, 9 Jan 2012 12:15:04 +0000 (13:15 +0100)]
Merge branch 'master' of git://de.git.xonotic.org/xonotic/xonotic-data.pk3dir

12 years agochange hceck back to WIP1, it's harmless
Rudolf Polzer [Mon, 9 Jan 2012 12:13:49 +0000 (13:13 +0100)]
change hceck back to WIP1, it's harmless

12 years agouse DP_CSQC_V_CALCREFDEF_WIP2
Rudolf Polzer [Mon, 9 Jan 2012 12:09:31 +0000 (13:09 +0100)]
use DP_CSQC_V_CALCREFDEF_WIP2

12 years agoFix colormap with copybody (so now, ghost bodies of dead players retain the player...
Samual [Mon, 9 Jan 2012 04:33:57 +0000 (23:33 -0500)]
Fix colormap with copybody (so now, ghost bodies of dead players retain the player color instead of going white)

12 years agoMerge branch 'master' into mirceakitsune/damage_effects
Mircea Kitsune [Mon, 9 Jan 2012 00:13:11 +0000 (02:13 +0200)]
Merge branch 'master' into mirceakitsune/damage_effects

12 years agoBring back jump_interval to handle refire, this way primary and secondary are separat...
Samual [Sun, 8 Jan 2012 21:32:08 +0000 (16:32 -0500)]
Bring back jump_interval to handle refire, this way primary and secondary are separate with ATTACK_FINISHED, but secondary still has the benefits of prepare_attack.

12 years agoMake tell work with magicear like previously
Samual [Sat, 7 Jan 2012 21:41:34 +0000 (16:41 -0500)]
Make tell work with magicear like previously

12 years agoMerge remote branch 'origin/mirceakitsune/preview_images'
Samual [Sat, 7 Jan 2012 19:39:16 +0000 (14:39 -0500)]
Merge remote branch 'origin/mirceakitsune/preview_images'

12 years agoMerge remote branch 'origin/master' into mirceakitsune/preview_images
Samual [Sat, 7 Jan 2012 19:38:23 +0000 (14:38 -0500)]
Merge remote branch 'origin/master' into mirceakitsune/preview_images

12 years agocsqcplayers: fix wrong input_buttons in a case that shouldn't ever happen
Rudolf Polzer [Sat, 7 Jan 2012 18:34:10 +0000 (19:34 +0100)]
csqcplayers: fix wrong input_buttons in a case that shouldn't ever happen

12 years agoMerge remote branch 'origin/master' into mirceakitsune/preview_images
Samual [Sat, 7 Jan 2012 18:18:00 +0000 (13:18 -0500)]
Merge remote branch 'origin/master' into mirceakitsune/preview_images

Conflicts:
qcsrc/common/util.qh

12 years agosimplify forcemodels code a bit
Rudolf Polzer [Sat, 7 Jan 2012 17:14:29 +0000 (18:14 +0100)]
simplify forcemodels code a bit

12 years agoFix autoscreenshot system - don't use an alias anymore, but instead use the already...
Samual [Fri, 6 Jan 2012 23:34:04 +0000 (18:34 -0500)]
Fix autoscreenshot system - don't use an alias anymore, but instead use the already added "cl_autoscreenshot" cvar to allow/disallow automatic screenshots. (helps prevent cheating)

12 years agoUpdate voting aliases for client/server specific functions
Samual [Fri, 6 Jan 2012 22:38:09 +0000 (17:38 -0500)]
Update voting aliases for client/server specific functions

12 years agoAdd bad cvar
Samual [Fri, 6 Jan 2012 21:49:17 +0000 (16:49 -0500)]
Add bad cvar

12 years agoGlobal cvar for all sv_fraginfo stuff, plus make the entire thing support between...
Samual [Fri, 6 Jan 2012 21:47:51 +0000 (16:47 -0500)]
Global cvar for all sv_fraginfo stuff, plus make the entire thing support between warmup and normal mode

12 years agoMerge branch 'master' of git://de.git.xonotic.org/xonotic/xonotic-data.pk3dir
Rudolf Polzer [Fri, 6 Jan 2012 17:14:38 +0000 (18:14 +0100)]
Merge branch 'master' of git://de.git.xonotic.org/xonotic/xonotic-data.pk3dir

12 years agoforcemodels: handle missing model better
Rudolf Polzer [Fri, 6 Jan 2012 16:42:27 +0000 (17:42 +0100)]
forcemodels: handle missing model better

12 years agoAlso add alias to commands.cfg
Samual [Fri, 6 Jan 2012 16:09:32 +0000 (11:09 -0500)]
Also add alias to commands.cfg

12 years agoAdd another hard coded alias for compatibility (will be removed after 0.6 release)
Samual [Fri, 6 Jan 2012 16:06:39 +0000 (11:06 -0500)]
Add another hard coded alias for compatibility (will be removed after 0.6 release)

12 years agot
Rudolf Polzer [Fri, 6 Jan 2012 15:17:38 +0000 (16:17 +0100)]
t

12 years agoMerge branch 'master' of git://de.git.xonotic.org/xonotic/xonotic-data.pk3dir
Rudolf Polzer [Fri, 6 Jan 2012 14:57:51 +0000 (15:57 +0100)]
Merge branch 'master' of git://de.git.xonotic.org/xonotic/xonotic-data.pk3dir

12 years ago2 more crosshairs for asyyy
Rudolf Polzer [Fri, 6 Jan 2012 14:57:22 +0000 (15:57 +0100)]
2 more crosshairs for asyyy

12 years ago2 new features: Don't switch away from a weapon if one of its modes can still fire...
Samual [Thu, 5 Jan 2012 21:33:20 +0000 (16:33 -0500)]
2 new features: Don't switch away from a weapon if one of its modes can still fire (excluding rocketlauncher detonation and nexgun zoom, those aren't real fire modes), and a feature for electro combo to ONLY allow firing of the secondary if the primary still has enough ammo after that.

12 years agoAllow master to actually do normal vote commands too (should've been like this before...
Samual [Thu, 5 Jan 2012 19:51:25 +0000 (14:51 -0500)]
Allow master to actually do normal vote commands too (should've been like this before, accidentally was broken)

12 years agoFix some aliases and add compatibility with older servers (though, it does throw...
Samual [Thu, 5 Jan 2012 19:46:24 +0000 (14:46 -0500)]
Fix some aliases and add compatibility with older servers (though, it does throw an error of invalid command, it is on purpose for compatibility)

12 years agoPut spectators at origin plus player view offset, this way they don't spawn on the...
Samual [Thu, 5 Jan 2012 19:38:49 +0000 (14:38 -0500)]
Put spectators at origin plus player view offset, this way they don't spawn on the ground but at normal view height.

12 years agoThese are entirely unrelated to minstagib, place them outside of the conditional...
Samual [Thu, 5 Jan 2012 19:18:25 +0000 (14:18 -0500)]
These are entirely unrelated to minstagib, place them outside of the conditional here

12 years agoFix bug with minstagib not using prepare attack
Samual [Thu, 5 Jan 2012 19:14:22 +0000 (14:14 -0500)]
Fix bug with minstagib not using prepare attack

12 years agoFix division by zero
Samual [Thu, 5 Jan 2012 18:32:54 +0000 (13:32 -0500)]
Fix division by zero

12 years agoBlacklist floating bones so the effect won't stick to them. I'm not a fan of doing...
Mircea Kitsune [Thu, 5 Jan 2012 17:00:32 +0000 (19:00 +0200)]
Blacklist floating bones so the effect won't stick to them. I'm not a fan of doing it this way, and I wonder why those bones exist at all

12 years agoHide damage effects on spectated players too, if we aren't using chase_active
Mircea Kitsune [Thu, 5 Jan 2012 16:34:44 +0000 (18:34 +0200)]
Hide damage effects on spectated players too, if we aren't using chase_active

12 years agoMore minor tweaks and cleanups
Mircea Kitsune [Thu, 5 Jan 2012 16:32:44 +0000 (18:32 +0200)]
More minor tweaks and cleanups

12 years agoDisable damage effects on objects by default. They mess with performance when shootin...
Mircea Kitsune [Thu, 5 Jan 2012 15:46:13 +0000 (17:46 +0200)]
Disable damage effects on objects by default. They mess with performance when shooting a load of gibs on the ground

12 years agoDistribute particles between damage effects on the same player. eg: Having one damage...
Mircea Kitsune [Thu, 5 Jan 2012 15:11:19 +0000 (17:11 +0200)]
Distribute particles between damage effects on the same player. eg: Having one damage causes its ticrate to be 0.1, having two damages causes their ticrate to be 0.2, and so on. This improves performance by maintaining the same particle count, but also looks better in practice

12 years agoFix a code failure
Mircea Kitsune [Thu, 5 Jan 2012 14:34:35 +0000 (16:34 +0200)]
Fix a code failure

12 years agoFix the cvar switch check
Mircea Kitsune [Thu, 5 Jan 2012 14:15:25 +0000 (16:15 +0200)]
Fix the cvar switch check

12 years agoMake minimum lifetime of damage effects 3
Mircea Kitsune [Thu, 5 Jan 2012 13:58:20 +0000 (15:58 +0200)]
Make minimum lifetime of damage effects 3

12 years agoFurther improve some of the plasma damage particles
Mircea Kitsune [Thu, 5 Jan 2012 13:53:34 +0000 (15:53 +0200)]
Further improve some of the plasma damage particles

12 years agoMerge branch 'master' into mirceakitsune/damage_effects
Mircea Kitsune [Thu, 5 Jan 2012 12:21:05 +0000 (14:21 +0200)]
Merge branch 'master' into mirceakitsune/damage_effects

12 years agoMore code optimizations and code comments
Mircea Kitsune [Thu, 5 Jan 2012 12:16:44 +0000 (14:16 +0200)]
More code optimizations and code comments

12 years agorename to check-cvars
Rudolf Polzer [Thu, 5 Jan 2012 09:41:50 +0000 (10:41 +0100)]
rename to check-cvars

12 years agoremove 4 unused cvars
Rudolf Polzer [Thu, 5 Jan 2012 09:41:19 +0000 (10:41 +0100)]
remove 4 unused cvars

12 years agoMerge remote-tracking branch 'origin/terencehill/hud_skin_files_sync'
Rudolf Polzer [Thu, 5 Jan 2012 09:36:36 +0000 (10:36 +0100)]
Merge remote-tracking branch 'origin/terencehill/hud_skin_files_sync'

12 years agoMerge remote-tracking branch 'origin/nifrek/duckanims'
Rudolf Polzer [Thu, 5 Jan 2012 09:30:26 +0000 (10:30 +0100)]
Merge remote-tracking branch 'origin/nifrek/duckanims'

12 years agoDon't show fire and some plasma damage effects underwater
Mircea Kitsune [Thu, 5 Jan 2012 00:50:17 +0000 (02:50 +0200)]
Don't show fire and some plasma damage effects underwater

12 years agoLarger changes and improvements to the damage particles. Added different types of...
Mircea Kitsune [Thu, 5 Jan 2012 00:42:55 +0000 (02:42 +0200)]
Larger changes and improvements to the damage particles. Added different types of sparks to plasma/ energy damage, made rocket flames look a lot better, and also tweaked bullet blood

12 years agoFix blood-dependent damage effects
Mircea Kitsune [Wed, 4 Jan 2012 23:12:31 +0000 (01:12 +0200)]
Fix blood-dependent damage effects

12 years agoSlightly lower light intensities
Mircea Kitsune [Wed, 4 Jan 2012 23:12:12 +0000 (01:12 +0200)]
Slightly lower light intensities

12 years agoMore tweaks to the impact particles
Mircea Kitsune [Wed, 4 Jan 2012 22:57:27 +0000 (00:57 +0200)]
More tweaks to the impact particles

12 years agoSimpler way of defining the entity number of the player
Mircea Kitsune [Wed, 4 Jan 2012 22:42:22 +0000 (00:42 +0200)]
Simpler way of defining the entity number of the player

12 years agoAllow cvar to specify whether effects should show only on players, or both players...
Mircea Kitsune [Wed, 4 Jan 2012 22:31:21 +0000 (00:31 +0200)]
Allow cvar to specify whether effects should show only on players, or both players and objects. Also do more code cleanups and code comments

12 years agoChange how damage effects are applied to non-player objects. Only allow one damage...
Mircea Kitsune [Wed, 4 Jan 2012 22:13:17 +0000 (00:13 +0200)]
Change how damage effects are applied to non-player objects. Only allow one damage effect per object, and don't allow objects to bleed. Also do some code optimization and cleanup

12 years agoFix a bug causing damage effects to not show for alt-fire hits
Mircea Kitsune [Wed, 4 Jan 2012 21:29:46 +0000 (23:29 +0200)]
Fix a bug causing damage effects to not show for alt-fire hits

12 years agoKill damage effects when the player gets gibbed or goes spectating
Mircea Kitsune [Wed, 4 Jan 2012 21:08:41 +0000 (23:08 +0200)]
Kill damage effects when the player gets gibbed or goes spectating

12 years agoMake damage effects last longer
Mircea Kitsune [Wed, 4 Jan 2012 20:40:33 +0000 (22:40 +0200)]
Make damage effects last longer

12 years agoNow that damage effects are limb based, make particles smaller and less distanced
Mircea Kitsune [Wed, 4 Jan 2012 20:28:07 +0000 (22:28 +0200)]
Now that damage effects are limb based, make particles smaller and less distanced

12 years agoImprove the tag counting macro
Mircea Kitsune [Wed, 4 Jan 2012 20:09:13 +0000 (22:09 +0200)]
Improve the tag counting macro

12 years agoUse a different and smarter way to go through the bones of a model. The previous...
Mircea Kitsune [Wed, 4 Jan 2012 19:51:04 +0000 (21:51 +0200)]
Use a different and smarter way to go through the bones of a model. The previous loop had a bug which would eventually crash CSQC. Also use this for the sandbox to fix the same issue.

12 years agoMerge remote branch 'origin/samual/updatecommands'
Samual [Wed, 4 Jan 2012 17:12:06 +0000 (12:12 -0500)]
Merge remote branch 'origin/samual/updatecommands'

12 years agoFinal preparations/cleanup/fixes before merge
Samual [Wed, 4 Jan 2012 17:10:08 +0000 (12:10 -0500)]
Final preparations/cleanup/fixes before merge

12 years agoMerge remote branch 'origin/master' into samual/updatecommands
Samual [Wed, 4 Jan 2012 16:47:52 +0000 (11:47 -0500)]
Merge remote branch 'origin/master' into samual/updatecommands

12 years agoAttach the damage effect entity to the bone and use its origin, instead of not attach...
Mircea Kitsune [Wed, 4 Jan 2012 16:35:17 +0000 (18:35 +0200)]
Attach the damage effect entity to the bone and use its origin, instead of not attaching it but getting bone origin each time. This might have some uses and should be more optimal

12 years agoRemove forgotten ReadByte (part of previous commit)
Mircea Kitsune [Wed, 4 Jan 2012 16:00:16 +0000 (18:00 +0200)]
Remove forgotten ReadByte (part of previous commit)

12 years agoRemove the old way of showing damage effects on gibs. Currently, damage effects no...
Mircea Kitsune [Wed, 4 Jan 2012 15:57:24 +0000 (17:57 +0200)]
Remove the old way of showing damage effects on gibs. Currently, damage effects no longer display on gibs. The old way was clearly not a good implementation, and it will need to be done differently if possible at all.

12 years agoAllow multiple damage effects on the same player, but limit the number of damages...
Mircea Kitsune [Wed, 4 Jan 2012 15:46:31 +0000 (17:46 +0200)]
Allow multiple damage effects on the same player, but limit the number of damages that can exist at the same time

12 years agoSkip damage effects for entities that have un model (eg: world)
Mircea Kitsune [Wed, 4 Jan 2012 15:38:35 +0000 (17:38 +0200)]
Skip damage effects for entities that have un model (eg: world)

12 years agoGo through all bones on the player model, and select the one closest to the damage...
Mircea Kitsune [Wed, 4 Jan 2012 15:26:37 +0000 (17:26 +0200)]
Go through all bones on the player model, and select the one closest to the damage origin. Damage effects now show on the limb a player was shot on.

12 years agoFirst part of bone-based damage effects: The origin of the effects is now a given...
Mircea Kitsune [Wed, 4 Jan 2012 14:59:32 +0000 (16:59 +0200)]
First part of bone-based damage effects: The origin of the effects is now a given player bone, not the player's origin

12 years agoRemove debug print now that species are working
Mircea Kitsune [Wed, 4 Jan 2012 14:22:02 +0000 (16:22 +0200)]
Remove debug print now that species are working

12 years agoGet the correct species value. This fixes the last known bug for the damage effects...
Mircea Kitsune [Wed, 4 Jan 2012 14:20:31 +0000 (16:20 +0200)]
Get the correct species value. This fixes the last known bug for the damage effects (except an issue with gibs)

12 years agoUse the correct damage value in damage effects. Edge damage will now be accounted...
Mircea Kitsune [Wed, 4 Jan 2012 14:15:32 +0000 (16:15 +0200)]
Use the correct damage value in damage effects. Edge damage will now be accounted, and damage particles will last based on the damage actually dealt

12 years agoFix an epic failure in my code. This finally gets the damage effects working as inten...
Mircea Kitsune [Wed, 4 Jan 2012 14:13:52 +0000 (16:13 +0200)]
Fix an epic failure in my code. This finally gets the damage effects working as intended again, for both hitscan and splash damage weapons

12 years agoRevert last commit, it was a mistake. The client already does a radius search in...
Mircea Kitsune [Wed, 4 Jan 2012 14:09:57 +0000 (16:09 +0200)]
Revert last commit, it was a mistake. The client already does a radius search in ent_DamageInfo, so we don't need to send it for each damaged player. We do however have to do this for hitscan weapons, including railgunbullet

12 years agoSend an ent_DamageInfo for each player in the radius of a splash damage blast. This...
Mircea Kitsune [Wed, 4 Jan 2012 14:05:17 +0000 (16:05 +0200)]
Send an ent_DamageInfo for each player in the radius of a splash damage blast. This should allow damage effects to work again, but will currently cause effects to show at the origin of each player too (eg: A rocket hitting the ground will also cause explosions to show on all players who are damaged). Do we want this?

12 years agoAlso send ent_DamageInfo for hitscan weapons when they hit a player, not only when...
Mircea Kitsune [Wed, 4 Jan 2012 13:53:06 +0000 (15:53 +0200)]
Also send ent_DamageInfo for hitscan weapons when they hit a player, not only when hitting a surface. First step in getting damage effects working for hitscan guns again.

12 years agodon't overemphasize direct hits
Rudolf Polzer [Wed, 4 Jan 2012 12:48:26 +0000 (13:48 +0100)]
don't overemphasize direct hits

12 years agoMerge branch 'master' into mirceakitsune/damage_effects
Mircea Kitsune [Wed, 4 Jan 2012 12:47:29 +0000 (14:47 +0200)]
Merge branch 'master' into mirceakitsune/damage_effects

12 years agoSome tweaks, and preparations for a fix
Mircea Kitsune [Wed, 4 Jan 2012 12:46:29 +0000 (14:46 +0200)]
Some tweaks, and preparations for a fix

12 years agoMerge branch 'master' of git://nl.git.xonotic.org/xonotic/xonotic-data.pk3dir
Rudolf Polzer [Wed, 4 Jan 2012 12:44:30 +0000 (13:44 +0100)]
Merge branch 'master' of git://nl.git.xonotic.org/xonotic/xonotic-data.pk3dir

12 years agodamageextraradius for svqc too
Rudolf Polzer [Wed, 4 Jan 2012 12:41:49 +0000 (13:41 +0100)]
damageextraradius for svqc too

12 years agoadd a field .damageextraradius to DamageInfo entities to be able to tune how much...
Rudolf Polzer [Wed, 4 Jan 2012 12:34:09 +0000 (13:34 +0100)]
add a field .damageextraradius to DamageInfo entities to be able to tune how much an entity "attracts" damage

12 years agoDamage_DamageInfo is already sent for hitscan weapons. I really need to check more...
Mircea Kitsune [Wed, 4 Jan 2012 12:31:12 +0000 (14:31 +0200)]
Damage_DamageInfo is already sent for hitscan weapons. I really need to check more before making a commit :P