Activity
Server: streamline gamerule progs interface
Server: streamline gamerule progs interface
* spawn/speed optimisation for NSPhysicsEntity
* spawn/speed optimisation for NSPhysicsEntity
env_sprite: Update QUAKED comment to mention 'material' key.
env_sprite: Update QUAKED comment to mention 'material' key.
Menu-FN: when 'rate' is ridiculously low, set it to the engine defaul…
Menu-FN: when 'rate' is ridiculously low, set it to the engine defaul…
Menu-FN: Only run the drawfill() command when the engine requests an …
Menu-FN: Only run the drawfill() command when the engine requests an …
NSMonster: change error() to NSError() to aid debugging.
NSMonster: change error() to NSError() to aid debugging.
Menu-FN: Init strings after game library init.
Menu-FN: Init strings after game library init.
NSNavAI: set _m_flRouteGiveUp to something valid, and change our path…
NSNavAI: set _m_flRouteGiveUp to something valid, and change our path…
func_tracktrain: if no globalname is defined, and/or relation target …
func_tracktrain: if no globalname is defined, and/or relation target …
VGUI3DView: only setproperty VF_DRAWWORLD when MENU is not defined.
VGUI3DView: only setproperty VF_DRAWWORLD when MENU is not defined.
make_radiantshader.sh: mkdir if scripts doesn't exist
make_radiantshader.sh: mkdir if scripts doesn't exist
make_radiantshader.sh: strip non program portion of a .mat if available
make_radiantshader.sh: strip non program portion of a .mat if available
Bot_ExistsInServer: ddecolorize names before comparing.
Bot_ExistsInServer: ddecolorize names before comparing.
Menu-FN: Call cfg_save
at certain points in case cfg_auto_save isn'…
Menu-FN: Call
cfg_save
at certain points in case cfg_auto_save isn'…env_muzzleflash: set it as MASK_GLOWS instead of MASK_ENGINE to ensur…
env_muzzleflash: set it as MASK_GLOWS instead of MASK_ENGINE to ensur…
infodecal: fix client-side ones always rendering.
infodecal: fix client-side ones always rendering.
NSView: when we switch between dead/alive state, reset damage display…
NSView: when we switch between dead/alive state, reset damage display…
monstermaker: Prevent monster DropToFloor().
monstermaker: Prevent monster DropToFloor().
trigger_transition: filter out "players" in all transitioning modes.
trigger_transition: filter out "players" in all transitioning modes.
SV_PerformLoad: Saner check for if we can call Destroy()...
SV_PerformLoad: Saner check for if we can call Destroy()...
Server: show 'entered game' message once and only in MP.
Server: show 'entered game' message once and only in MP.
Big commit, work over various triggers. Clean up debug prints and make
Big commit, work over various triggers. Clean up debug prints and make
Client View: Ensure modelindex of the viewmodels get set to 0 when
Client View: Ensure modelindex of the viewmodels get set to 0 when
View: helper function to prepare for weapon changes on the client-side
View: helper function to prepare for weapon changes on the client-side