Mapbase v2.0; bulk commit

- Added custom map compile tools (vbsp, vvis, vrad)
- Changed blink fix (shouldn't change anything in-game)
- Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands
- Added ent_create_aimed, an ent_create equivalent of npc_create_aimed
- Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack
- Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks)
- Made interaction code capable of being dispatched on any entity, not just combat characters
- Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares
- Fixed certain NPCs getting out of the way for the player when they hate them
- Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs
- Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods
- Selectable color for ragdoll boogie/point_ragdollboogie
- Fixed PickupWeaponInstant not firing weapon pickup outputs
- Introduced inputs and keyvalues for "lerping" to math_counter_advanced
- Fixed ClearConsole on logic_console
- logic_convar should now detect client convars correctly
- New NormalizeAngles input on math_vector
- logic_modelinfo LookupActivity input
- math_generate fixed and expanded to be more like math_counter
- Added a WIP game logging system for playtesting maps
- Introduced logic_playerinfo, an entity that can read a player's name or ID
- Fixed some new filters not working with filter_multi
- Added radius pickup spawnflag to func_physbox
- Added "Preserve name" spawnflag to weapons
- Added cc_achievement_debug message for when an achievement doesn't exist
- Made npc_combine_s not speak while in logic_choreographed_scenes
- Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll
- Expanded and cleaned up npc_zombie_custom
- Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game
- Allowed player squad commands to go through +USE-held objects
- Added a bunch of I/O/KV to trigger_waterydeath for better configuration
- Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it
- Adjusted game_convar_mod for MP planning
- Removed the func_precipitation custom particle/splash code for now, as it was causing problems
- Fixed env_global_light not accepting lightcolor
- Added "Additional Buttons" to player_speedmod
- Added save comment to RPC
- Added env_projectedtexture attenuation
- Added scripted_sequence OnPreIdleSequence
- Added OnCrab to zombies
- Added skill_changed game event (may need further testing)
- Added a fix for viewmodels flipping under extreme FOV values
- Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly
- Fixed a very, very, very major shader performance issue
- New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles
- Code improvements for I/O involving angles
- logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls
- Alternate collision/player avoidance spawnflag obsoletion enforcement disabled
- Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue
- Miscellaneous shader formatting adjustments and fixes
- Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
This commit is contained in:
Blixibon
2019-12-14 04:20:02 +00:00
parent a1dba884a3
commit dc7f20acc8
97 changed files with 2845 additions and 485 deletions

View File

@@ -15,6 +15,9 @@
#include "materialsub.h"
#include "fgdlib/fgdlib.h"
#include "manifest.h"
#ifdef PARALLAX_CORRECTED_CUBEMAPS
#include "matrixinvert.h"
#endif
#ifdef VSVMFIO
#include "VmfImport.h"
@@ -1618,9 +1621,16 @@ ChunkFileResult_t CMapFile::LoadEntityCallback(CChunkFile *pFile, int nParam)
if( ( g_nDXLevel == 0 ) || ( g_nDXLevel >= 70 ) )
{
const char *pSideListStr = ValueForKey( mapent, "sides" );
#ifdef PARALLAX_CORRECTED_CUBEMAPS
char *pParallaxObbStr = ValueForKey( mapent, "parallaxobb" );
#endif
int size;
size = IntForKey( mapent, "cubemapsize" );
#ifdef PARALLAX_CORRECTED_CUBEMAPS
Cubemap_InsertSample( mapent->origin, size, pParallaxObbStr );
#else
Cubemap_InsertSample( mapent->origin, size );
#endif
Cubemap_SaveBrushSides( pSideListStr );
}
// clear out this entity
@@ -1628,6 +1638,88 @@ ChunkFileResult_t CMapFile::LoadEntityCallback(CChunkFile *pFile, int nParam)
return(ChunkFile_Ok);
}
#ifdef PARALLAX_CORRECTED_CUBEMAPS
//
// parallax_obb brushes are removed after the transformation matrix is found and saved into
// the entity's data (ent will be removed after data transferred to patched materials)
//
if (!strcmp("parallax_obb", pClassName))
{
matrix3x4_t obbMatrix, invObbMatrix;
SetIdentityMatrix(obbMatrix);
SetIdentityMatrix(invObbMatrix);
// Get corner and its 3 edges (scaled, local x, y, and z axes)
mapbrush_t *brush = &mapbrushes[mapent->firstbrush];
Vector corner, x, y, z;
// Find first valid winding (with these whiles, if not enough valid windings then identity matrix is passed through to vmts)
int i = 0;
while (i < brush->numsides)
{
winding_t* wind = brush->original_sides[i].winding;
if (!wind)
{
i++;
continue;
}
corner = wind->p[0];
y = wind->p[1] - corner;
z = wind->p[3] - corner;
x = CrossProduct(y, z).Normalized();
i++;
break;
}
// Skip second valid winding (opposite face from first, unusable for finding Z's length)
while (i < brush->numsides)
{
winding_t* wind = brush->original_sides[i].winding;
if (!wind)
{
i++;
continue;
}
i++;
break;
}
// Find third valid winding
while (i < brush->numsides)
{
winding_t* wind = brush->original_sides[i].winding;
if (!wind)
{
i++;
continue;
}
// Find length of x
// Start with diagonal, then scale x by the projection of diag onto x
Vector diag = wind->p[0] - wind->p[2];
x *= abs(DotProduct(diag, x));
// Build transformation matrix (what is needed to turn a [0,0,0] - [1,1,1] cube into this brush)
MatrixSetColumn(x, 0, obbMatrix);
MatrixSetColumn(y, 1, obbMatrix);
MatrixSetColumn(z, 2, obbMatrix);
MatrixSetColumn(corner, 3, obbMatrix);
//find inverse (we need the world to local matrix, "transformationmatrix" is kind of a misnomer)
MatrixInversion(obbMatrix, invObbMatrix);
break;
}
char szMatrix[1024];
Q_snprintf(szMatrix, 1024, "[%f %f %f %f];[%f %f %f %f];[%f %f %f %f]", invObbMatrix[0][0], invObbMatrix[0][1], invObbMatrix[0][2], invObbMatrix[0][3], invObbMatrix[1][0], invObbMatrix[1][1], invObbMatrix[1][2], invObbMatrix[1][3], invObbMatrix[2][0], invObbMatrix[2][1], invObbMatrix[2][2], invObbMatrix[2][3]);
SetKeyValue(mapent, "transformationmatrix", szMatrix);
return (ChunkFile_Ok);
}
#endif
if ( !strcmp( "test_sidelist", pClassName ) )
{
ConvertSideList(mapent, "sides");
@@ -2615,6 +2707,30 @@ bool LoadMapFile( const char *pszFileName )
}
}
#ifdef PARALLAX_CORRECTED_CUBEMAPS
// Fill out parallax obb matrix array
for (int i = 0; i < g_nCubemapSamples; i++)
{
if (g_pParallaxObbStrs[i][0] != '\0')
{
entity_t* obbEnt = EntityByName(g_pParallaxObbStrs[i]);
g_pParallaxObbStrs[i] = ValueForKey(obbEnt, "transformationmatrix");
}
}
// Remove parallax_obb entities (in a nice slow linear search)
for (int i = 0; i < g_MainMap->num_entities; i++)
{
entity_t* mapent = &g_MainMap->entities[i];
const char *pClassName = ValueForKey( mapent, "classname" );
if ( !strcmp( "parallax_obb", pClassName ) )
{
mapent->numbrushes = 0;
mapent->epairs = NULL;
}
}
#endif
if ((eResult == ChunkFile_Ok) || (eResult == ChunkFile_EOF))
{
// Update the overlay/side list(s).