Mapbase v4.2

- Added keyvalue to use random bounds on logic_timer to limit AddToTimer/SubtractFromTimer inputs (suggested by White_Red_Dragons)
- Fixed inconsistent env_projectedtexture state on save/load
- Added code to allow skybox to use a direct entity handle instead of a stored origin and angles in order to take advantage of entity interpolation while moving (less jittering)
- Moved map-specific file manifest parsing to happen after other entities are created (highly experimental)
- Added various misc. code improvements related to debug build and MP branch
- Fixed some VScript ammo type-related code forgotten in the previous update
- Added more VScript functions to CBaseAnimating, including pose parameter functions and the ability to look up bones and get bone position
- Added more origin and angles functions for VScript (suggested by krassell)
This commit is contained in:
Blixibon
2020-07-01 19:32:49 +00:00
parent bc6a35a99c
commit f636089003
24 changed files with 380 additions and 120 deletions
@@ -364,6 +364,7 @@ void MapbaseRPC_Init()
void MapbaseRPC_Shutdown()
{
// Discord RPC
Discord_ClearPresence();
Discord_Shutdown();
// Steam RPC
@@ -198,24 +198,25 @@ public:
// Shared Mapbase localization file
g_pVGuiLocalize->AddFile( "resource/mapbase_%language%.txt" );
#endif
}
virtual void LevelInitPostEntity()
{
// Check for a generic "mapname_manifest.txt" file and load it.
if (filesystem->FileExists(AUTOLOADED_MANIFEST_FILE, "GAME") /*&& !FStrEq(name, "closecaption")*/)
if (filesystem->FileExists( AUTOLOADED_MANIFEST_FILE, "GAME" ) /*&& !FStrEq(name, "closecaption")*/)
{
AddManifestFile(AUTOLOADED_MANIFEST_FILE);
AddManifestFile( AUTOLOADED_MANIFEST_FILE );
}
else
{
// Load the generic script instead.
ParseGenericManifest();
}
}
#ifdef GAME_DLL
virtual void LevelInitPostEntity()
{
MapbaseGameLog_Init();
}
#endif
}
virtual void LevelShutdownPreEntity()
{
@@ -56,7 +56,7 @@ BEGIN_SCRIPTDESC_ROOT_NAMED( CScriptMatrix3x4, "matrix3x4_t", "A 3x4 matrix tran
END_SCRIPTDESC();
inline matrix3x4_t *ToMatrix3x4( HSCRIPT hMat ) { return HScriptToClass<CScriptMatrix3x4>( hMat )->GetMatrix(); }
matrix3x4_t *ToMatrix3x4( HSCRIPT hMat ) { return HScriptToClass<CScriptMatrix3x4>( hMat )->GetMatrix(); }
HSCRIPT ScriptCreateMatrixInstance( matrix3x4_t &matrix )
{