Mapbase v6.0

- Fixed path_track paths saving as pointers instead of handles
- Fixed player animations not falling to base class correctly
- Fixed logic_externaldata creating garbage in trailing spaces
- Added "SetHandModelSkin" input
- Added unique colors for various types of console message, adjustable via convars
- Added the ability to use map-specific weapon scripts
- Added a way to display (placeholder) text entirely from Faceposer scenes
- Added "autobreak" keyvalue to game_text, which automatically breaks long text into different lines
- Added the ability to change a game_text's font (very limited)
- Added LightToggle input to point_spotlight
- Added Enable/DisableSprites on npc_manhack
- Added ai_goal_police behavior from metrocops to Combine soldiers and citizens
- Added func_precipitation particle rain systems from the Alien Swarm SDK
- Added new func_precipitation spawnflags for controlling behavior in particle types
- Added "mapbase_version" cvar which shows the version of Mapbase a mod might be running on
- Fixed an oversight with NPC crouch activities which was causing npc_metropolice to stop firing in standoffs
- Added toggleable patches to npc_combine AI which make soldiers less likely to stand around without shooting or rush to melee when not needed
- Added key for custom logo font on env_credits scripts
- Added SetSpeed and SetPushDir inputs for trigger_push
- Added a bunch of I/O/KV to func_fish_pool to allow for more control over the fish
- Added OnLostEnemy/Player support for npc_combine_camera
- Added enhanced save/restore for the Response System, toggleable via convar
- Added a convar which allows users to disable weapon autoswitching when picking up ammo
- Split VScript base script into its own file
- Added VScript descriptions for NPC squads and the manager class which handles them
- Moved several classes, functions, etc. to the VScript library itself for future usage in other projects, like VBSP
- Added VScript to VBSP with basic map file interfacing
- Made some VScript documentation more clear due to deprecation of online documentation
- Added VScript "hook" registration, creating a standardized system which shows up in script_help documentation
- Added VScript-driven custom weapons
- Added clientside VScript scopes
- Added a bunch of weapon-related VScript functions
- Split a bunch of cluttered VScript stuff into different files
- Added VScript functions for "following" entities/bonemerging
- Added VScript functions for grenades
- Added a few more VScript trigger functions
- Added OnDeath hook for VScript
- Fixed documentation for aliased functions in VScript
- Fixed $bumpmask not working on SDK_LightmappedGeneric
- Made vertex blend swapping in Hammer use a constant instead of a combo (makes it easier to compile the shader, especially for $bumpmask's sake)
- Fixed brush phong, etc. causing SDK_WorldVertexTransition to stop working
- Added limited support for $envmapmask in the bumpmapping shader
- Fixed more issues with parallax corrected cubemaps and instances
- Made instance variable recursion consistent with VMFII
This commit is contained in:
Blixibon
2020-11-26 02:26:55 +00:00
parent 3b5b3a9ccb
commit eb014cce6c
125 changed files with 8058 additions and 2767 deletions

View File

@@ -20,6 +20,11 @@
#include "byteswap.h"
#include "worldvertextransitionfixup.h"
#ifdef MAPBASE_VSCRIPT
#include "vscript/ivscript.h"
#include "vscript_vbsp.h"
#endif
extern float g_maxLightmapDimension;
char source[1024];
@@ -66,6 +71,9 @@ bool g_bNoDefaultCubemaps = true;
bool g_bSkyboxCubemaps = false;
int g_iDefaultCubemapSize = 32;
#endif
#ifdef MAPBASE_VSCRIPT
ScriptLanguage_t g_iScripting = SL_NONE;
#endif
float g_defaultLuxelSize = DEFAULT_LUXEL_SIZE;
float g_luxelScale = 1.0f;
@@ -1185,6 +1193,72 @@ int RunVBSP( int argc, char **argv )
Msg( "Default cubemap size = %i\n", g_iDefaultCubemapSize );
i++;
}
#endif
#ifdef MAPBASE_VSCRIPT
else if ( !Q_stricmp( argv[i], "-scripting" ) )
{
const char *pszScriptLanguage = argv[i + 1];
if( pszScriptLanguage[0] == '-')
{
// It's another command. Just use default
g_iScripting = SL_DEFAULT;
}
else
{
// Use a specific language
if( !Q_stricmp(pszScriptLanguage, "gamemonkey") )
{
g_iScripting = SL_GAMEMONKEY;
}
else if( !Q_stricmp(pszScriptLanguage, "squirrel") )
{
g_iScripting = SL_SQUIRREL;
}
else if( !Q_stricmp(pszScriptLanguage, "python") )
{
g_iScripting = SL_PYTHON;
}
else if( !Q_stricmp(pszScriptLanguage, "lua") )
{
g_iScripting = SL_LUA;
}
else
{
DevWarning("-server_script does not recognize a language named '%s'. virtual machine did NOT start.\n", pszScriptLanguage );
g_iScripting = SL_NONE;
}
i++;
}
}
else if ( !Q_stricmp( argv[i], "-doc" ) )
{
// Only print the documentation
if (g_iScripting)
{
scriptmanager = (IScriptManager*)Sys_GetFactoryThis()(VSCRIPT_INTERFACE_VERSION, NULL);
VScriptVBSPInit();
const char *pszArg1 = argv[i + 1];
if (pszArg1[0] == '-')
{
// It's another command. Just use *
pszArg1 = "*";
}
char szCommand[512];
_snprintf( szCommand, sizeof( szCommand ), "PrintHelp( \"%s\" );", pszArg1 );
g_pScriptVM->Run( szCommand );
}
else
{
Warning("Cannot print documentation without scripting enabled!\n");
}
DeleteCmdLine( argc, argv );
CmdLib_Cleanup();
CmdLib_Exit( 1 );
}
#endif
else if (argv[i][0] == '-')
{
@@ -1319,6 +1393,15 @@ int RunVBSP( int argc, char **argv )
sprintf( materialPath, "%smaterials", gamedir );
InitMaterialSystem( materialPath, CmdLib_GetFileSystemFactory() );
Msg( "materialPath: %s\n", materialPath );
#ifdef MAPBASE_VSCRIPT
if (g_iScripting)
{
scriptmanager = (IScriptManager*)Sys_GetFactoryThis()(VSCRIPT_INTERFACE_VERSION, NULL);
VScriptVBSPInit();
}
#endif
// delete portal and line files
sprintf (path, "%s.prt", source);
@@ -1442,6 +1525,9 @@ int RunVBSP( int argc, char **argv )
ReleasePakFileLumps();
DeleteMaterialReplacementKeys();
ShutdownMaterialSystem();
#ifdef MAPBASE_VSCRIPT
VScriptVBSPTerm();
#endif
CmdLib_Cleanup();
return 0;
}