Merge pull request 'Weekend Hotfixes' (#49) from eukara/valve:current into current
Hotfixes for various decl
Merge pull request 'Weapon Drop Improvements' (#48) from eukara/valve:WeaponBoxTweaks into current
weapon_handgrenade: fix pickup count
Merge pull request 'Client: make the scoreboard respect team flags' (#47) from eukara/valve:ScoreboardTeamFlags into current
Client: make the scoreboard respect team flags
Merge pull request 'GLSL fixes for Web' (#46) from eukara/valve:WebGL into current
GLSL fixes for Web
Merge pull request 'Build: Update src/files.dat' (#45) from eukara/valve:current into current
Update src/files.dat
Merge pull request 'rules/deathmatch: add weaponbox drops' (#44) from eukara/valve:WeaponBox into current
Merge branch 'current' into WeaponBox
Merge pull request 'hlPlayer: unset FLASHLIGHT, ZOMBIEVISION and NIGHTVISION flags on Death() and MakePlayer() calls' (#43) from eukara/valve:ResetFlashlight into current
rules/deathmatch: add weaponbox drops
hlPlayer: unset FLASHLIGHT, ZOMBIEVISION and NIGHTVISION flags on Death() and MakePlayer() calls
Merge pull request 'hlHUDCounter: fix for when vid_reload is issued' (#42) from eukara/valve:HUDCounterVidReload into current
hlHUDCounter: fix for when vid_reload is issued
Merge pull request 'hlSuit: introduced "suitTypes" key and the ability to override sounds for the flashlight etc. in decl' (#41) from eukara/valve:HLSuitTypes into current
hlSuit: introduced "suitTypes" key and the ability to override sounds for the flashlight etc. in decl
More defaults for base weapons that benefit mods
Define these values in base weapon decls so that mods can have overrides with ease
Merge pull request 'Decl: remove inv_weapon keys from a few decl because they messed with inheritance' (#40) from eukara/valve:DeclInvWeaponRemove into current
remove inv_weapon keys from a few decl because they messed with inheritance
Merge pull request 'Weapon/HUD improvements' (#39) from eukara/valve:MorePolish into current
WEAPON_TRIPMINE: fix server bbox
Merge pull request 'HUD: Don't select empty weapons, and draw them red when they are in the UI' (#38) from eukara/valve:EmptyWeaponHUD into current
HUD: Don't select empty weapons, and draw them red when they are in the UI
Merge pull request 'Decl: Tag all the weapons that can fire underwater' (#37) from eukara/valve:WaterGuns into current
Be verbose about which weapons don't fire underwater also. Just in case defaults ever change.
Tag all the weapons that can fire underwater.
Merge pull request 'Client: hlHUDCounter numerics drawing fix' (#36) from eukara/valve:HUDCounterFix into current
remove unused bit.
Client: fix hlHUDCounter numerics drawing. APIs changed since.
Merge pull request 'HUD: Read ammo/crosshair hints in a clean way' (#35) from eukara/valve:SpriteFix into current
HUD: Read ammo/crosshair hints in a clean way
Merge pull request 'CI: add labels, clean up release action' (#34) from eukara/valve:Workflows into current
TestOnPR.yaml: shouldn't need zip here
CI: add labels, clean up release action
Merge pull request 'CI: Manual Build Workflows' (#33) from eukara/valve:Workflows into current
Add ManualBuild.yaml
Merge pull request 'PRAutoBuild.yaml: handle env difference' (#32) from eukara/valve:Workflows into current
PRAutoBuild.yaml: handle env difference
Merge pull request 'PRAutoBuild.yaml: clean order up' (#31) from eukara/valve:Workflows into current
PRAutoBuild.yaml: clean order up
Merge pull request 'CI: New Workflow' (#30) from eukara/valve:Workflows into current
Get rid of the old Nightly workflow.
Merge pull request 'HUD: Customization + Fixes' (#29) from eukara/valve:HUDFixes into current
Various improvements to the heads-up-display. Enjoy!
Merge pull request 'HUD: Implement number-based weapon selection input' (#28) from eukara/valve:HUDSlotSelection into current
Implement number-based weapon selection input
Merge pull request 'Monsters: make the monsters able to hunt the player in "invasion" via schedules' (#27) from eukara/valve:MonsterHunt into current
Monsters: make the monsters able to hunt the player in "invasion" via schedules
Merge pull request 'HUD: KillIcon Definitions' (#26) from eukara/valve:KillIcons into current
Update progs
define the kill icons
Merge pull request 'hlWeapon: cache values in ReloadCachedAttributes and not AddedToInventory' (#24) from eukara/valve:WeaponFixes into current
hlWeapon: cache values in ReloadCachedAttributes and not AddedToInventory
Merge pull request 'CI: Improvement' (#23) from eukara/valve:MoreCIFixes into current
Don't tag directly as ref_name as it confuses CI
Merge pull request 'CI: port over the tweaks from fn/cstrike' (#22) from eukara/valve:current into current
port over the CI tweaks from fn/cstrike
Add quickndirty bitmap versions of some fonts.
WEAPON_TRIPMINE: fixed them sometimes not exploding (missing precache, also cleaned up some other guff)
Client: Scoreboard cleanup
Remove old menu localisation file
Add resource/ locale files
weapon_9mmAR: change model names to be lowercase, as that's what the loose Steam files are named
add progs, because it's just convenient at this point.
HUD: Obituaries added, flashlight now drains power that recharges.
Initial (WIP) schedules for Alien Grunts, HoundEye, Barney, Scientist, Headcrab, and Zombie
Merge branch 'master' of ssh://code.idtech.space:1996/fn/valve
Ensure the new Source engine soundDefs actually function
build files cleanup
Player / Footstep sounds now match Source engine standard
make use of src/rules.src
Path fixes so building will be more convenient
VGUI_ChooseClass: parse class descriptions from Titles.
src/files.dat: add fx_rain particle
Remove unused code
Minor cosmetic tweaks
add debris.def
src/rules/Makefile: mkdir -v redundant in Makefile, BSD hates it too
src/hud: stop the crash that happens on first init
particles/fx_rain: fix it so dir can be properly applied
brass ejection defines in the decl
Weapon Decls: Now have defines for ACTs, now uses weapon_base, and model_player field entries
Set up the new animation system vars outside of code
Added fx_rain particle effect, for Spirit's env_rain
ported HUD code to external progs, monster_human_grunt will hunt the player down properly
workflows/pk4.yaml: seems actor_id is empty and may be causing issues, so let's not use it for now.
workflows/pk4.yaml: check vars for override setting
workflows/pk4.yaml: fix typo...
workflows/pk4.yaml: Remove branches requirement for now
workflows/pk4.yaml: change the tag name
HLWeaponSelect: deprecate use of .IsWeapon method
rules/deathmatch: move precache into dedicated callback
add src/files.dat
pk3.yaml: upload build log as artifact
pk3.yaml handle releases
pk3.yaml: add zip dependency