Mapbase v5.0

- Added keyvalue to hl2_gamerules which allows respawning in singleplayer
- Added the game instructor system (including env_instructor_hint) from later Valve games using a VDC tutorial which adjusts the version from the Alien Swarm SDK to FPS rules and a Source 2013 environment; Also added new KV and icons for further control from mappers (tutorial mentioned by Maestra Fenix)
- Added L4D/TF2 glows + point_glow entity as an all-purpose SDK-based off-shoot of tf_glow
- Fixed weapon pickup sound not playing (reported by Sl0th and later Cvoxulary)
- Fixed env_projectedtextures not updating on save/load
- Added func_fake_worldportal, a spatial point_camera inspired by linked_portal_door based on SDK code alone (WIP, may be changed a lot in future updates)
- Added option for point_camera and func_reflective_glass to use different render targets, therefore allowing multiple cameras and mirrors to be active at the same time
- Added additional RT camera textures to choose from with a default of 3, but also controllable through a -numcameratextures command line param
- Added adjustable convars for main view NearZ and skybox NearZ (suggested by someone recently, also suggested by Klems over a year ago)
- Fixed map-specific localization files, cleaned up map-specific file code
- Added a new block to gameinfo.txt which allows mods to automatically append their own command line parameters
- Fixed math_lightpattern corruption when setting pattern/style while active
- Fixed the "Touch" input crashing when given no entity
- Added a way to add EFlags via keyvalue (suggested by Niker107)
- Fixed ai_script_conditions not working without a NPC actor (reported by MetroHam)
- Fixed point_radiation_source causing huge problems when intensity is 0, even though it was already advised against (reported by beefbacon)
- Added "Mapbase" header to Mapbase-specific code files
- Fixed an issue with updating sky_camera not obtaining area correctly, causing some entities to not draw in the skybox
- Added "CopyFogController" and "CopyFogControllerWithScale" inputs to sky_camera, which copy fog parameters directly from a fog controller
- Added "SetScale" input to sky_camera for live scale changing
- Added convar to control player crouch speed multiplier (suggested by ArtyIF)
- Added a ton of fixes for people running the Debug configuration of the codebase (partial credit to stepa2)
- Added support for pre-defined enums and constants in VScript, starting with various values from the SDK code (damage types, trace masks, etc.)
- Added limited support for Valve's Quaternion class in VScript
- Added new instance helper capabilities, destructible game instances, and other misc. changes to VScript library
- Replaced most of the VScript "accessor" classes with direct references to the original classes, as they were getting complicated fast and adding new VScript-only functions to the original classes might not be as bad as previously thought
- Added base NPC hooks for AI sensing in VScript (allows control over sight and hearing), also exposed CSound for it
- Added various functions and hooks for VPhysics integration in VScript
- Added VScript-based custom suit devices
- Expanded trace info exposed to VScript to allow plane and surface access (suggested by krassell)
- Added ability to insert localization strings through VScript
- Added various misc. VScript functions with various purposes, including reading/writing EFlags, movetypes, collision groups, etc.
- Fixed VBSP not being able to correctly parse parallax corrected cubemaps in maps with instances
This commit is contained in:
Blixibon
2020-08-14 21:21:25 +00:00
parent f9ba141a31
commit c448f194ae
124 changed files with 12659 additions and 410 deletions

View File

@@ -91,11 +91,15 @@ BEGIN_DATADESC( CSkyCamera )
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOffFog", InputTurnOffFog ),
DEFINE_INPUTFUNC( FIELD_COLOR32, "SetFogColor", InputSetFogColor ),
DEFINE_INPUTFUNC( FIELD_COLOR32, "SetFogColorSecondary", InputSetFogColorSecondary ),
DEFINE_INPUTFUNC( FIELD_EHANDLE, "CopyFogController", InputCopyFogController ),
DEFINE_INPUTFUNC( FIELD_EHANDLE, "CopyFogControllerWithScale", InputCopyFogControllerWithScale ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetFarZ", InputSetFarZ ),
DEFINE_INPUTFUNC( FIELD_COLOR32, "SetSkyColor", InputSetSkyColor ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetScale", InputSetScale ),
DEFINE_THINKFUNC( UpdateThink ),
#endif
@@ -259,7 +263,7 @@ bool CSkyCamera::DoUpdate( bool bUpdateData )
// this thinking is only used to update area and other parameters
// Getting into another area is unlikely, but if it's not expensive, I guess it's okay.
int area = engine->GetArea( m_skyboxData.origin );
int area = engine->GetArea( GetAbsOrigin() );
if (m_skyboxData.area != area)
{
m_skyboxData.area = area;
@@ -407,4 +411,52 @@ void CSkyCamera::InputSetFogColor( inputdata_t &inputdata ) { m_skyboxData.fog.c
void CSkyCamera::InputSetFogColorSecondary( inputdata_t &inputdata ) { m_skyboxData.fog.colorSecondary = inputdata.value.Color32(); }
void CSkyCamera::InputSetFarZ( inputdata_t &inputdata ) { m_skyboxData.fog.farz = inputdata.value.Int(); }
void CSkyCamera::InputCopyFogController( inputdata_t &inputdata )
{
CFogController *pFogController = dynamic_cast<CFogController*>(inputdata.value.Entity().Get());
if (!pFogController)
return;
m_skyboxData.fog.dirPrimary = pFogController->m_fog.dirPrimary;
m_skyboxData.fog.colorPrimary = pFogController->m_fog.colorPrimary;
m_skyboxData.fog.colorSecondary = pFogController->m_fog.colorSecondary;
//m_skyboxData.fog.colorPrimaryLerpTo = pFogController->m_fog.colorPrimaryLerpTo;
//m_skyboxData.fog.colorSecondaryLerpTo = pFogController->m_fog.colorSecondaryLerpTo;
m_skyboxData.fog.start = pFogController->m_fog.start;
m_skyboxData.fog.end = pFogController->m_fog.end;
m_skyboxData.fog.farz = pFogController->m_fog.farz;
m_skyboxData.fog.maxdensity = pFogController->m_fog.maxdensity;
//m_skyboxData.fog.startLerpTo = pFogController->m_fog.startLerpTo;
//m_skyboxData.fog.endLerpTo = pFogController->m_fog.endLerpTo;
//m_skyboxData.fog.lerptime = pFogController->m_fog.lerptime;
//m_skyboxData.fog.duration = pFogController->m_fog.duration;
//m_skyboxData.fog.enable = pFogController->m_fog.enable;
m_skyboxData.fog.blend = pFogController->m_fog.blend;
}
void CSkyCamera::InputCopyFogControllerWithScale( inputdata_t &inputdata )
{
CFogController *pFogController = dynamic_cast<CFogController*>(inputdata.value.Entity().Get());
if (!pFogController)
return;
m_skyboxData.fog.dirPrimary = pFogController->m_fog.dirPrimary;
m_skyboxData.fog.colorPrimary = pFogController->m_fog.colorPrimary;
m_skyboxData.fog.colorSecondary = pFogController->m_fog.colorSecondary;
//m_skyboxData.fog.colorPrimaryLerpTo = pFogController->m_fog.colorPrimaryLerpTo;
//m_skyboxData.fog.colorSecondaryLerpTo = pFogController->m_fog.colorSecondaryLerpTo;
m_skyboxData.fog.start = pFogController->m_fog.start * m_skyboxData.scale;
m_skyboxData.fog.end = pFogController->m_fog.end * m_skyboxData.scale;
m_skyboxData.fog.farz = pFogController->m_fog.farz != -1 ? (pFogController->m_fog.farz * m_skyboxData.scale) : pFogController->m_fog.farz;
m_skyboxData.fog.maxdensity = pFogController->m_fog.maxdensity;
//m_skyboxData.fog.startLerpTo = pFogController->m_fog.startLerpTo;
//m_skyboxData.fog.endLerpTo = pFogController->m_fog.endLerpTo;
//m_skyboxData.fog.lerptime = pFogController->m_fog.lerptime;
//m_skyboxData.fog.duration = pFogController->m_fog.duration;
//m_skyboxData.fog.enable = pFogController->m_fog.enable;
m_skyboxData.fog.blend = pFogController->m_fog.blend;
}
#endif