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

@@ -2785,7 +2785,11 @@ void CAI_BaseNPC::StartTask( const Task_t *pTask )
{
if ( !m_hCine )
{
#ifdef MAPBASE
CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Scripted sequence destroyed while in use\n" );
#else
DevMsg( "Scripted sequence destroyed while in use\n" );
#endif
TaskFail( FAIL_SCHEDULE_NOT_FOUND );
break;
}
@@ -2796,7 +2800,11 @@ void CAI_BaseNPC::StartTask( const Task_t *pTask )
{
if ( !m_hCine )
{
#ifdef MAPBASE
CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Scripted sequence destroyed while in use\n" );
#else
DevMsg( "Scripted sequence destroyed while in use\n" );
#endif
TaskFail( FAIL_SCHEDULE_NOT_FOUND );
break;
}
@@ -3750,8 +3758,6 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
// only slightly above our initial search conditions.
if (GetNavigator()->BuildAndGetPathDistToGoal() < 300.0f)
{
// NOTE: Remove this DevMsg() when this is tested!
DevMsg("Player Withdrawal Destination Dist: %f\n", GetNavigator()->GetPathDistToGoal());
pHint->NPCHandleStartNav(this, false);
pHint->DisableForSeconds( 0.1f ); // Force others to find their own.
TaskComplete();
@@ -3999,7 +4005,11 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
}
else if (!m_hCine)
{
#ifdef MAPBASE
CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Cine died!\n" );
#else
DevMsg( "Cine died!\n");
#endif
TaskComplete();
}
else if ( IsRunningDynamicInteraction() )
@@ -4055,7 +4065,11 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
{
if ( !m_hCine )
{
#ifdef MAPBASE
CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Scripted sequence destroyed while in use\n" );
#else
DevMsg( "Scripted sequence destroyed while in use\n" );
#endif
TaskFail( FAIL_SCHEDULE_NOT_FOUND );
break;
}
@@ -4074,7 +4088,11 @@ void CAI_BaseNPC::RunTask( const Task_t *pTask )
{
if ( !m_hCine )
{
#ifdef MAPBASE
CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "Scripted sequence destroyed while in use\n" );
#else
DevMsg( "Scripted sequence destroyed while in use\n" );
#endif
TaskFail( FAIL_SCHEDULE_NOT_FOUND );
break;
}
@@ -4403,7 +4421,11 @@ int CAI_BaseNPC::GetScriptCustomMoveSequence( void )
iSequence = LookupSequence( STRING( m_hCine->m_iszCustomMove ) );
if ( iSequence == ACTIVITY_NOT_AVAILABLE )
{
#ifdef MAPBASE
CGMsg( 1, CON_GROUP_NPC_SCRIPTS, "SCRIPT_CUSTOM_MOVE: %s has no sequence:%s\n", GetClassname(), STRING(m_hCine->m_iszCustomMove) );
#else
DevMsg( "SCRIPT_CUSTOM_MOVE: %s has no sequence:%s\n", GetClassname(), STRING(m_hCine->m_iszCustomMove) );
#endif
}
}
else if ( m_iszSceneCustomMoveSeq != NULL_STRING )