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

@@ -199,7 +199,7 @@ void CLogicExternalData::InputWriteKeyValue( inputdata_t &inputdata )
// Separate key from value
char *delimiter = Q_strstr(szValue, " ");
if (delimiter)
if (delimiter && (delimiter + 1) != '\0')
{
Q_strncpy(key, szValue, MIN((delimiter - szValue) + 1, sizeof(key)));
Q_strncpy(value, delimiter + 1, sizeof(value));
@@ -284,8 +284,7 @@ HSCRIPT CLogicExternalData::ScriptGetKeyValues( void )
if (m_pRoot)
{
// Does this need to be destructed or freed? m_pScriptModelKeyValues apparently doesn't.
CScriptKeyValues *pKV = new CScriptKeyValues( m_pRoot );
hScript = g_pScriptVM->RegisterInstance( pKV );
hScript = scriptmanager->CreateScriptKeyValues( g_pScriptVM, m_pRoot, false );
}
return hScript;
@@ -302,8 +301,7 @@ HSCRIPT CLogicExternalData::ScriptGetKeyValueBlock( void )
if (m_pBlock)
{
// Does this need to be destructed or freed? m_pScriptModelKeyValues apparently doesn't.
CScriptKeyValues *pKV = new CScriptKeyValues( m_pBlock );
hScript = g_pScriptVM->RegisterInstance( pKV );
hScript = scriptmanager->CreateScriptKeyValues( g_pScriptVM, m_pBlock, false );
}
return hScript;
@@ -320,10 +318,10 @@ void CLogicExternalData::ScriptSetKeyValues( HSCRIPT hKV )
m_pRoot = NULL;
}
CScriptKeyValues *pKV = HScriptToClass<CScriptKeyValues>( hKV );
KeyValues *pKV = scriptmanager->GetKeyValuesFromScriptKV( g_pScriptVM, hKV );
if (pKV)
{
m_pRoot = pKV->m_pKeyValues;
m_pRoot = pKV;
}
}
@@ -335,10 +333,10 @@ void CLogicExternalData::ScriptSetKeyValueBlock( HSCRIPT hKV )
m_pBlock = NULL;
}
CScriptKeyValues *pKV = HScriptToClass<CScriptKeyValues>( hKV );
KeyValues *pKV = scriptmanager->GetKeyValuesFromScriptKV( g_pScriptVM, hKV );
if (pKV)
{
m_pBlock = pKV->m_pKeyValues;
m_pBlock = pKV;
}
}