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add157197f
- 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
44 lines
2.3 KiB
Plaintext
44 lines
2.3 KiB
Plaintext
This file details how to contribute to the Mapbase project on GitHub:
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https://github.com/mapbase-source/source-sdk-2013
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For the original Source SDK 2013 contribution guidelines, click here:
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https://github.com/ValveSoftware/source-sdk-2013/blob/master/CONTRIBUTING
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---
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Mapbase is a project which many Source modders draw from, so it has its own unique standards
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for contributions which differ from other projects, but it is still an open-source repository
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that is always open to contributions.
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Whenever you contribute to the Mapbase repository, you must keep in mind that any contributions
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made could be deployed to all mods utilizing Mapbase, which can include everything from high-profile
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Steam mods to amateur HL2 maps. Many contributions can also end up being available in both SP and MP
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if the contributions are not obviously exclusive to one of the two.
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All contributions must follow the following rules:
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* A contribution must be aligned with Mapbase's goals and priorities and should not be "subjective"
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or related to a specific mod or type of mod. For example, fixing an existing issue or adding a
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new tool for mappers to use is usually fine, but adding a new custom weapon with its own assets
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is usually not fit for Mapbase.
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* All content in a contribution must be either already legally open-source or done with the
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full permission of the contribution's original creator(s).
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* Contributions must not break existing maps/content or interfere with them in a negative or non-objective way.
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* Code contributions are not obliged to follow Mapbase's preprocessor conventions (e.g. #ifdef MAPBASE),
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although following them is acceptable.
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* If you are contributing a file you created yourself specifically for Mapbase, you are required to
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use the custom "Mapbase - Source 2013" header used in other Mapbase files as of Mapbase v5.0.
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You are encouraged to append an "Author(s)" part to that header in your file in order to clarify who wrote it.
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If your contribution is accepted, you may be listed in Mapbase's credits and the README's external content list:
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https://github.com/mapbase-source/source-sdk-2013/wiki/Mapbase-Credits#Contributors
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https://github.com/mapbase-source/source-sdk-2013/blob/master/README
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You may also receive the "Contributor" or "Major Contributor" role on Mapbase's Discord server if you are
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a member of it.
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