Merged dev changes 9/7/2019

- Experimental RPC stuff for the future
- Fixed players running over allies with vehicles (kind of)
- Modified redirect filter infrastructure to support when there's no target filter (meaning it will just make sure the entity exists)
- Fixed SDK_EyeRefract
- Fixed env_beam SetStart/EndEntity
- New "OnStateChange" output on NPCs
- scripted_face removed (use generic facing VCDs instead)
- Fixed RPC
- Miscellaneous code cleanup
This commit is contained in:
Blixibon
2019-09-07 21:05:59 +00:00
parent 3d464bc051
commit 031e383fb5
16 changed files with 132 additions and 205 deletions

View File

@@ -485,7 +485,7 @@ float4 main( PS_INPUT i ) : COLOR
#if !defined( SHADER_MODEL_PS_2_0 )
float fogFactor = CalcPixelFogFactor( g_fPixelFogType, g_FogParams, g_vCameraPosition.xyz, i.vWorldPosition_ProjPosZ.xyz, i.vWorldPosition_ProjPosZ.w );
return FinalOutput( result, fogFactor, g_fPixelFogType, TONEMAP_SCALE_LINEAR );
return FinalOutputConst( result, fogFactor, g_fPixelFogType, TONEMAP_SCALE_LINEAR );
#else
float fogFactor = CalcPixelFogFactor( PIXEL_FOG_TYPE_NONE, g_FogParams, g_vCameraPosition.xyz, i.vWorldPosition_ProjPosZ.xyz, i.vWorldPosition_ProjPosZ.w );
return FinalOutput( result, fogFactor, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR );

View File

@@ -72,11 +72,9 @@ BEGIN_VS_SHADER( SDK_DecalModulate_dx9,
SHADER_DRAW
{
#ifdef MAPBASE
// TEST 1 - Check game DLL stuff since the issue is that mod2x is modding flashlight brightness because it's not gray
//
// NOTE: Maybe the decals not appearing is a SORTING issue!
// The flashlight part is transparent and overlaid on top of the decal!
//
// It is now believed the decals not appearing is a sorting issue.
// The flashlight part is transparent and overlaid on top of the decal.
// When a fix is found, this flashlight code could be removed.
bool bHasFlashlight = UsingFlashlight( params );
#endif
SHADOW_STATE