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

@@ -1161,6 +1161,59 @@ int UTIL_StringFieldToInt( const char *szValue, const char **pValueStrings, int
}
static char s_NumBitsInNibble[ 16 ] =
{
0, // 0000 = 0
1, // 0001 = 1
1, // 0010 = 2
2, // 0011 = 3
1, // 0100 = 4
2, // 0101 = 5
2, // 0110 = 6
3, // 0111 = 7
1, // 1000 = 8
2, // 1001 = 9
2, // 1010 = 10
3, // 1011 = 11
2, // 1100 = 12
3, // 1101 = 13
3, // 1110 = 14
4, // 1111 = 15
};
int UTIL_CountNumBitsSet( unsigned int nVar )
{
int nNumBits = 0;
while ( nVar > 0 )
{
// Look up and add in bits in the bottom nibble
nNumBits += s_NumBitsInNibble[ nVar & 0x0f ];
// Shift one nibble to the right
nVar >>= 4;
}
return nNumBits;
}
int UTIL_CountNumBitsSet( uint64 nVar )
{
int nNumBits = 0;
while ( nVar > 0 )
{
// Look up and add in bits in the bottom nibble
nNumBits += s_NumBitsInNibble[ nVar & 0x0f ];
// Shift one nibble to the right
nVar >>= 4;
}
return nNumBits;
}
int find_day_of_week( struct tm& found_day, int day_of_week, int step )
{
return 0;