Using MATERIAL_RT_DEPTH_ONLY disables hardware filtering, which causes shadows to be pixelated, even with pcf. changing it back to MATERIAL_RT_DEPTH_NONE re-enables hardware filtering, while still working as a depth texture.
- Fixed a major oversight in Source 2013 which was causing some code to think all logic entities were worldspawn
- Added WIP background nodraw for point_cameras set to not draw skybox at all
- Fixed map-specific talker not flushing on restore
- Added optional HUD hint to code-based game instructor hints
- Added workaround for suspicious crashes in HL2 NPC rappelling code (reported by 1upD)
- Made antlions summoned by npc_antlionguard report as dead when removed with the "Kill" input
- Fixed math_mod not saving mod value (reported by Klems)
- Added SDK_WindowImposter, which uses the SteamPipe cubemap bug workaround and includes support for parallax corrected cubemaps
- Updated thirdpartylegalnotices.txt to mention the Squirrel API
- Fixed incorrect type checking for script instances in VScript
- Added a bunch of new misc. VScript constants
- Added a few new base VScript functions
- Added a separate "Clientside Script Language" keyvalue to worldspawn for VScript, allowing client scripts to use a different language from server scripts
- Fixed worldspawn crashing the game when running entity scripts (reported by krassell)
- Fixed manifests creating a second worldspawn, allowing them to function properly in HL2
- Added tons of remapping-related fixes for instances and manifests, including node IDs and overlay remapping
- Added a keyvalue to func_instance which allows vector axis lines to be remapped properly
- Added support for manifest root path instances in VBSP
- Added missing PrintBrushContents() contents to VBSP
- Added -nohiddenmaps parameter
- Made manifest cordon somewhat functional
- Added keyvalue to hl2_gamerules which allows respawning in singleplayer
- Added the game instructor system (including env_instructor_hint) from later Valve games using a VDC tutorial which adjusts the version from the Alien Swarm SDK to FPS rules and a Source 2013 environment; Also added new KV and icons for further control from mappers (tutorial mentioned by Maestra Fenix)
- Added L4D/TF2 glows + point_glow entity as an all-purpose SDK-based off-shoot of tf_glow
- Fixed weapon pickup sound not playing (reported by Sl0th and later Cvoxulary)
- Fixed env_projectedtextures not updating on save/load
- Added func_fake_worldportal, a spatial point_camera inspired by linked_portal_door based on SDK code alone (WIP, may be changed a lot in future updates)
- Added option for point_camera and func_reflective_glass to use different render targets, therefore allowing multiple cameras and mirrors to be active at the same time
- Added additional RT camera textures to choose from with a default of 3, but also controllable through a -numcameratextures command line param
- Added adjustable convars for main view NearZ and skybox NearZ (suggested by someone recently, also suggested by Klems over a year ago)
- Fixed map-specific localization files, cleaned up map-specific file code
- Added a new block to gameinfo.txt which allows mods to automatically append their own command line parameters
- Fixed math_lightpattern corruption when setting pattern/style while active
- Fixed the "Touch" input crashing when given no entity
- Added a way to add EFlags via keyvalue (suggested by Niker107)
- Fixed ai_script_conditions not working without a NPC actor (reported by MetroHam)
- Fixed point_radiation_source causing huge problems when intensity is 0, even though it was already advised against (reported by beefbacon)
- Added "Mapbase" header to Mapbase-specific code files
- Fixed an issue with updating sky_camera not obtaining area correctly, causing some entities to not draw in the skybox
- Added "CopyFogController" and "CopyFogControllerWithScale" inputs to sky_camera, which copy fog parameters directly from a fog controller
- Added "SetScale" input to sky_camera for live scale changing
- Added convar to control player crouch speed multiplier (suggested by ArtyIF)
- Added a ton of fixes for people running the Debug configuration of the codebase (partial credit to stepa2)
- Added support for pre-defined enums and constants in VScript, starting with various values from the SDK code (damage types, trace masks, etc.)
- Added limited support for Valve's Quaternion class in VScript
- Added new instance helper capabilities, destructible game instances, and other misc. changes to VScript library
- Replaced most of the VScript "accessor" classes with direct references to the original classes, as they were getting complicated fast and adding new VScript-only functions to the original classes might not be as bad as previously thought
- Added base NPC hooks for AI sensing in VScript (allows control over sight and hearing), also exposed CSound for it
- Added various functions and hooks for VPhysics integration in VScript
- Added VScript-based custom suit devices
- Expanded trace info exposed to VScript to allow plane and surface access (suggested by krassell)
- Added ability to insert localization strings through VScript
- Added various misc. VScript functions with various purposes, including reading/writing EFlags, movetypes, collision groups, etc.
- Fixed VBSP not being able to correctly parse parallax corrected cubemaps in maps with instances
- Fixed a crash with multiple trigger_look targets
- Fixed an issue where some zombie submodel server ragdolls are not solid to the world
- Fixed a crash with certain instance classes being loaded in a savegame before the class is registered
- Added some of Tony Sergi's missing Source 2007 fixes (contributed by Kris)
- Added "ClientCommand" hook for VScript to allow handling of unknown console commands
- Added "PlayerRunCommand" hook for VScript to control player movement
- Added new button-related script functions for players (GetButtons, DisableButtons, etc.)
- Added CUserCmd accessor in VScript for the "PlayerRunCommand" hook
- Added "GetWaterLevel" function for VScript
- Exposed "Ignite" to VScript for controlling how a fire starts
- Fixed NPCs being unable to unholster weapons
- Fixed Mapbase crashing when Steam isn't running
- Fixed issues with angled/updating sky_camera save/restore
- Added VBSP "-skyboxcubemap" parameter to enable skybox default cubemaps + "-defaultcubemapres" to control their resolution
- Added ability to disable VScript in a map (and fixed a few potential complications from disabling VScript)
- Made clientside VScript only initialize after world is spawned in order to receive serverside script language in time
- Added tons of VScript functions to CBaseAnimating related to bodygroups, sequences, etc.
- Added VScript functions to players for getting user ID and player name, similar to logic_playerinfo
- Added a few L4D2 script functions missing from the ASW SDK
- Added "Localize" singleton with a single "GetTokenAsUTF8" function for getting localization strings
- Disabled r_hunkalloclightmaps by the request of various users (apparently this completely removes the "Engine hunk overflow" error and allows for really high-res lightmaps)
- Fixed npc_antlionguard NPC_TranslateActivity not hooking into base class (allows for VScript manipulation)
- Added various unused antlion guard activities to npc_antlionguard AI, allowing for usage as registered activities
- Added keyvalue to set LOS mask on combine_mine
- Added +USE bounding box limiter to prop_interactable
- 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)
- Exposed CAmmoDef to VScript and changed ammo type functions accordingly
- Added TakeHealth and IsAlive to CBaseEntity
- Added $treeSway
- Added several inputs to control env_wind keyvalues + a new $treeSway scale keyvalue
- Added "Expanded name fixup" keyvalue to point_template which allows name fixup to fix up output parameters
- Fixed the rope on rappelling NPCs causing graphical issues
- Fixed prop_vehicle_prisoner_pod missing "EnterVehicle", "EnterVehicleImmediate", and "ExitVehicle" inputs
- Fixed hostile citizens not damaging player
- Fixed an uncommon npc_metropolice crash from when it's not in a squad
- Made SetTarget input update target handling on NPCs
- Changed ammo type functions to be more organized, added AmmoDef singleton
- Added more precache functions
- Added various misc. entity functions, like GetAllWeapons or AddOutput
- Added more utility functions
It used new char[] before, but it seems when the buffer is allocated
using filesystem->ReadFileEx() we should free() the buffer, not delete[]
it. CUtlBuffer also free()s the buffer, so malloc() should be the saner
choice here.
This crashes on Linux as pKeyValuesData is NULL when deleteThis() is
invoked. This likely is caused by another issue, but fixing this here
seems good regardless.
- Fixed SDK_Refract and SDK_Water not using new cubemap method
- Added missing .inc files for SDK_ShatteredGlass
- Updated gitignore
- Fixed parallax corrected cubemaps sometimes causing VBSP to crash
- Added spawnflag to npc_headcrab which can prevent a headcrab from drowning
- Added spawnflag to npc_headcrab which can prevent a headcrab from instantly dying to a melee weapon