Sentences: Speed up the word search using hashtables
Save/load system stability improvements.
ambient_generic: Add support for most Source Engine input triggers. Also fix a minor mistake in the QUAKED comment for level editors.
NSMoverEntity: call MoverStartsMoving() and MoverFinishesMoving() around arrival callbacks for entities that don't travel any distance. Fixing func_button entities from not toggling frames.
info_waypoint: should probably set pvsflags to something encompassing.
info_waypoint: Initial implementation. This has nothing to do with AI (don't get any ideas just yet), but rather HUD information displays.
Base: call Textmenu_Draw() in hud.qc
NSClientPlayer: roll back .basevelocity in Predict{Pre,Post}Frame
Networked versions of func_conveyor, trigger_push. Bounce pads should be much nicer.
Impacts against models will now be tested against their materials. No more bitfield surfaceparm lookups in compiled models - simply set the surfaceprop inside the used material file.
add test_cubemap to test maps for base/
Client: 'buildcubemaps' will toggle r_skipEnvmap, which is now also defaulting to a black clear color (akin to Source)
env_cubemap: save to .ktx by default when issuing 'buildcubemaps' again.
Client: Fix for `buildcubemaps` angles being overriden by some entity in the map or other.
Menu-FN: use the menutint material instead of a bland drawfill.
point_trigger: Initial implementation of this entity. Requested as an alternative to make map entity hacking easier.
NSMoverEntity: Improvements so transformation and rotation is easier at the same time.
func_plat: Implementation using NSMoverEntity
Add NSMoverEntity, a class that handles moving, pushing entity classes such as func_door and the like.
NSEntity: Fix SetNextThink doing occasional bogus fixups
Minor documentation enhancements, QuakeEd entity comment color changes
logic_auto: fix typo in docs that causes doxygen's markdown parser to burst
Platform: minor cleanup, updated fonts/
README.md fix typo on my part
Client: increase textmenu refresh
Base: fix spawning and the gamerule switch.
Client: Add shader precache fix for dlights/rtlights, this should eliminate the first shot of any game causing any stuttering
NSView: mark most methods as nonvirtual for the time being, until everything else is set in stone
I'm full of mistakes today it seems
pm_autoJump should be capital to follow standards
Added new movement related cvars, update Building documentation for Fedora (thanks @dhalucario), updated readme with some cool people
Remove platform/base_sound.pk3dir/
Menu-FN: treat 'ftehl' the same as 'valve' when indexing MP levels
Platform: add back missing .po file.
Menu-FN: Various improvements to the menu for when no menu assets are available at all.
env_glow: Fix some typo and register a missing nonvirtual method as such
env_glow: split predraw into more sub-functions to make profiling easier
Weapons_AddItem: Only count NSGameRules' MaxItemPerSlot() when we're adding a new weapon
Fix various compiler warnings.
Menu-FN: ifdef the reference to g_ePreviewModel out in cz_cxHQModelChanged
prop_dynamic/static: support for 'sequence' key
Menu-FN: Parsing user.scr and settings.scr in Advanced options is now mostly done. Still need to support LIST type layout elements.
Menu-FN: further work to make the Multiplayer > Customize menu more accurate
Menu-FN: add options in the Multiplayer > Customize menu for HQ models (with preview) and voice chat settings
Menu-FN: update spray related infokeys upon init
NSGameRules: add some debug info for damage applications
Crosshair: terrible hack to deal with vid_conautoscale being inconsiderate
Document and clean up platform/platform_default.cfg
make_dist.sh: Fix the inclusion of release-readme.txt and allow game-dirs to pack their own info texts.
Menu-FN: ensure g_iModInstallCache is set to -1 upon init to avoid Custom Game from being glitchy from a fresh install.
NSClientPlayer: Ensure .scale is reset upon spawning
env_beam, env_laser, prop_rope: Use GetEyePos() to assign the proper player view position
NSClientPlayer: fix the view_ofs check in EvaluateEntity()
NSTalkMonster: Don't greet non-friendly players.
Client: some titles/text messages have an uppercase newline character. so handle those as well.
Server: skip SV_RunClientCommand when our clients aren't fully initialized yet.
Shared: Expose INPUT_BUTTON6 and INPUT_BUTTON7 so mods can define some extra movement/weapon inputs for clients.
NSEntity: add GetSpawnAge() and GetSpawnTime() methods, which communicate when an instance of an entity was brought into the world.
Client: add r_showTexts to aid debugging of env_message and game_text entities
NSRenderableEntity: take RenderFX setting into account before culling some networked info
Client: add console command 'listTitles' to aid debugging of titles.txt entries
NSTimer: add method StopTimer() and invalidate any thinks during OnRemoveEntity()
Add platform/cvars.cfg
Minor script changes to change from GH to our own VCS.
NSClientPlayer: allow player to hold down Secondary attack after holding down Primary.
func_physbox: Use Disappear API call
NSClientPlayer: Allow player to hold down MOUSE2 after holding down MOUSE1 (FreeTFC needs this for the sniper rifle)
NSEntity: add method IsFacing() which should make some common sneakish tasks easier.
NSProjectile: some touchups in regards to the Spawned() method.
NSProjectile: add AnimateOnce() method
Shared: add crandom() implementation into defs.h
Replace some Hide calls with Disappear and we don't need this check in TalkMonster anymore
Add documentation for Arch Linux and remove SVN from the list as it's going bye bye
Platform: defaultskin.glsl: Add fallback for the chrome effect in case the GLSL cannot access skeletal information.
Platform: Make changes to defaultskin.glsl that were contributed by dear Slartibarty. <3
Shared: Removal of Game_Input().
NSGameRules: Add overridable methods ImpulseCommand(NSClient, float) and PlayerRequestRespawn(NSClientPlayer).
Base: Doing more cleanup work here, more to be done for sure. Specifically finish a working NSWeapon class example.
Client: add cvar net_debugUpdates, to show which entity updates.
nuclide, nuclide-ds: set fs_game post setting sv_gamedir to ensure we save into sane locations.
NSEntity: Add method CanSpawn(bool) which will be used to determine mainly if an entity is to be spawned on the client or server module (but it can also let a class handle under which other conditions it spawns)
Lots of small clean ups and microoptimisations. ambient_generic has also been fixed in multiplayer and made to save more bandwidth.
NSEntity: add attribute m_bIsBrush, which will be set if the entity is using a brush model.
NSClientPlayer: add extrapolation of other clients, should be a lot smoother players all around now.
Remove debug print that is no longer needed.
Fixed spectator inputs getting stuck and physics being run twice, due to the recent changes to SV_RunClientCommand.
Client: Call Weapons_PreDraw() inside NSClientPlayer's predraw.
VGUI: Make sure defaults are filled into the attributes inside Spawned() for inherited ones.
Merge pull request #7 from preston-thompson/master
Fix cstrike invisible weapons issue when zoomed in
NSTrigger: SetTeam() will now assign an InfoKey to the target, if it's a client.
GS-EntBase: prevent light entities from overriding the first built-in lightstyles.
Menu-FN: Respect gameinfo_chatroom if it was set from a manifest override.
Platform: Fix missing return value change for Achievement_RequestStarts
Documentation improvements for platform, vgui etc. headers and files.
NSClient: add {Set,Get}InfoKey() methods.
Client: Add Cross_ helper functions. This will take care of common crosshair specific rendering tasks, as well as handle third-person and XR versions of crosshairs.
NSClient: Rename ClientInput() method in NSClient to ProcessInput(), as well as add SharedInputFrame() that can be overriden by the game.
Server: Set cvar s_nominaldistance to 1000 upon init. Dedicated server needs this to play sounds properly.
nuclide/nuclide-ds: Improvements to manifest loading. Read Documentation/Launching.md for details.