Mapbase v3.0

- Overhauled matcher system and added expanded wildcard support, meaning "text", "te?t", "blah_test", etc. are now supported instead of only trailing *
- Added support for regular expression matching
- Added the missing matrixinvert.h file, which prevented programmers from compiling vbsp
- Fixed env_global_light brightness
- Added info_player_view_proxy, an entity which mimics a player's view (created for script_intro)
- New UnZoomWithRate and SetZoomRate inputs on env_zoom
- New "Don't change target's angles" flag on logic_measure_movement
- Fixed logic_measure_movement not using ignore origin flags correctly
- Fixed filter_damage_mod secondary filter not recognizing mode correctly
- Fixed DisableGeigerCounter causing NPCs to ignore player, and possibly fixed other adverse effects in similar code
- Added SetEntityName input for setting an entity's targetname
- Added "SetTarget" support to point_posecontroller
- Added "sk_alyx_health" convar for adjustable npc_alyx health, restored/fixed "sk_barney_health" for adjustable npc_barney health
- Added ignore flags and several direction-related inputs to math_vector
- Added pose parameter stuff to logic_modelinfo
- Fixed ChangeWeapon not changing during combat
- Fixed holster/unholster on NPCs without holster/unholster animations
- Fixed func_tank and other "player in the way" code ignoring notarget
- Added SetPoseParameter input to animating entities
- Introduced an experimental chapter system which allows for custom chapter title/restriction management
- Added SetChapterTitle input to worldspawn for dynamic title changing
- Fixed func_tankairboatgun damage credit, added ability to use its damage keyvalues
- Fixed mapbase_rpc_enabled not actually affecting RPC
- Moved some newly found Combine soldier grenade code to ai_grenade for other grenade users
- Fixed some problems with the new shared activities
- Restored an old Mapbase entity as "prop_interactable", an entity which contains all of the functionality of a func_button/func_door in a prop entity
- Added env_microphone pitch scale for scaling the pitch of transmitted sounds
- Added experimental, long-overdue code for scenes to be able to access !target#'s and other scene-related names through AI_INPUT
- Added "mat_specular_disable_on_missing", which "disables" specular reflections when the cubemap texture is missing
- Fixed $envmapmasktransform and $bumptransform on VertexLitGeneric and related shaders
- Areaportal leaks now stop compilation in leaktest
- Replaced "-nodefaultcubemap" with "-defaultcubemap" as the shader changes allow maps to compile without default cubemaps by default with little effect
This commit is contained in:
Blixibon
2020-02-05 19:08:49 +00:00
parent b8611071c5
commit c5f3fa0778
63 changed files with 1909 additions and 335 deletions

View File

@@ -157,10 +157,6 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
ADD_ACTIVITY_TO_SR( ACT_RELOAD_LOW );
ADD_ACTIVITY_TO_SR( ACT_ARM );
ADD_ACTIVITY_TO_SR( ACT_DISARM );
#ifdef COMPANION_HOLSTER_WORKAROUND
ADD_ACTIVITY_TO_SR( ACT_ARM_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_DISARM_RIFLE );
#endif
ADD_ACTIVITY_TO_SR( ACT_DROP_WEAPON );
ADD_ACTIVITY_TO_SR( ACT_DROP_WEAPON_SHOTGUN );
ADD_ACTIVITY_TO_SR( ACT_PICKUP_GROUND );
@@ -400,11 +396,6 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
ADD_ACTIVITY_TO_SR( ACT_SMG2_TOAUTO );
ADD_ACTIVITY_TO_SR( ACT_SMG2_TOBURST );
#ifdef SHARED_COMBINE_ACTIVITIES
ADD_ACTIVITY_TO_SR( ACT_COMBINE_THROW_GRENADE );
ADD_ACTIVITY_TO_SR( ACT_COMBINE_AR2_ALTFIRE );
#endif
// Physcannon special activities
ADD_ACTIVITY_TO_SR( ACT_PHYSCANNON_UPGRADE );
@@ -456,10 +447,6 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
ADD_ACTIVITY_TO_SR( ACT_IDLE_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_IDLE_SMG1 );
ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SMG1 );
#if AR2_ACTIVITY_FIX == 1
ADD_ACTIVITY_TO_SR( ACT_IDLE_AR2 );
ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_AR2 );
#endif
ADD_ACTIVITY_TO_SR( ACT_IDLE_PISTOL );
ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_PISTOL );
ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_SHOTGUN );
@@ -478,26 +465,10 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
ADD_ACTIVITY_TO_SR( ACT_WALK_RIFLE_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_RUN_RIFLE_STIMULATED );
#if AR2_ACTIVITY_FIX == 1
ADD_ACTIVITY_TO_SR( ACT_IDLE_AR2_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_AR2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_WALK_AR2_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_RUN_AR2_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_WALK_AR2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_RUN_AR2_STIMULATED );
#endif
ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_RIFLE_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_RIFLE_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_RIFLE_STIMULATED );
#if AR2_ACTIVITY_FIX == 1
ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_AR2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AR2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AR2_STIMULATED );
#endif
ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_SHOTGUN_AGITATED );
@@ -547,13 +518,6 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_STEALTH_PISTOL );
ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_STEALTH_PISTOL );
#if AR2_ACTIVITY_FIX == 1
ADD_ACTIVITY_TO_SR( ACT_WALK_AR2 );
ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AR2 );
ADD_ACTIVITY_TO_SR( ACT_RUN_AR2 );
ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AR2 );
#endif
ADD_ACTIVITY_TO_SR( ACT_RELOAD_PISTOL );
ADD_ACTIVITY_TO_SR( ACT_RELOAD_PISTOL_LOW );
ADD_ACTIVITY_TO_SR( ACT_RELOAD_SMG1 );
@@ -2193,4 +2157,41 @@ void CAI_BaseNPC::InitDefaultActivitySR(void)
ADD_ACTIVITY_TO_SR( ACT_SPELL_VM_IDLE );
ADD_ACTIVITY_TO_SR( ACT_SPELL_VM_ARM );
ADD_ACTIVITY_TO_SR( ACT_SPELL_VM_FIRE );
#if AR2_ACTIVITY_FIX == 1
ADD_ACTIVITY_TO_SR( ACT_IDLE_AR2 );
ADD_ACTIVITY_TO_SR( ACT_IDLE_ANGRY_AR2 );
ADD_ACTIVITY_TO_SR( ACT_IDLE_AR2_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_AR2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_WALK_AR2_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_RUN_AR2_RELAXED );
ADD_ACTIVITY_TO_SR( ACT_WALK_AR2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_RUN_AR2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_IDLE_AIM_AR2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AR2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AR2_STIMULATED );
ADD_ACTIVITY_TO_SR( ACT_WALK_AR2 );
ADD_ACTIVITY_TO_SR( ACT_WALK_AIM_AR2 );
ADD_ACTIVITY_TO_SR( ACT_RUN_AR2 );
ADD_ACTIVITY_TO_SR( ACT_RUN_AIM_AR2 );
//ADD_ACTIVITY_TO_SR( ACT_RELOAD_AR2 );
//ADD_ACTIVITY_TO_SR( ACT_RELOAD_AR2_LOW );
ADD_ACTIVITY_TO_SR( ACT_GESTURE_RELOAD_AR2 );
#endif
#ifdef SHARED_COMBINE_ACTIVITIES
ADD_ACTIVITY_TO_SR( ACT_COMBINE_THROW_GRENADE );
ADD_ACTIVITY_TO_SR( ACT_COMBINE_AR2_ALTFIRE );
#endif
#ifdef COMPANION_HOLSTER_WORKAROUND
ADD_ACTIVITY_TO_SR( ACT_ARM_RIFLE );
ADD_ACTIVITY_TO_SR( ACT_DISARM_RIFLE );
#endif
}