Commit Graph
298 Commits
Author SHA1 Message Date
kai f7ceb38f6b fun changes 2026-10-25 23:11:15 +00:00
kai a391673eb6 wowie zowie wowie zowie 2026-10-25 08:51:39 +00:00
kai 705a6f1cff Add custom movement and gameplay features 2026-10-25 00:49:59 +01:00
Bukz 13f0d8eea4 Revert "editor camera bugfix"
This reverts commit eae77fec5c.
2023-06-17 13:39:17 -04:00
Bukz eae77fec5c editor camera bugfix 2023-06-13 06:09:48 -04:00
Bukz 45fd36756a Revert "editor camera bugfix"
This reverts commit 57461beed5.
2023-06-13 06:06:03 -04:00
Bukz 57461beed5 editor camera bugfix 2023-06-13 05:48:54 -04:00
Bukz d6e8b2a9a1 Revert "editor camera bugfix"
This reverts commit 6f399f3ff9.
2023-06-13 05:39:56 -04:00
Bukz 6f399f3ff9 editor camera bugfix
+ updated windows binaries
2023-06-12 16:15:27 -04:00
aurhat e73639461b don't check collision during spectating in all player perspectives
Related to 3c5012e
2021-10-20 23:01:35 +02:00
flowtron ef4f69c387 fix SM_OVERVIEW (issue #395) 2021-08-15 16:42:57 +02:00
drian 1d74aeab90 Revert "#382 stuck in ceil corners"
This reverts commit 779bfed58e.
2021-07-26 12:52:09 +02:00
drian 779bfed58e #382 stuck in ceil corners 2021-07-25 13:46:38 +02:00
flowtron 73a438ab9b use proper radius 2021-07-19 15:20:00 +02:00
flowtron bee92c65e5 fix plclip step up 2021-07-19 15:14:16 +02:00
drian 4371502025 #271 HUD gun-sway fails to pause at intermission 2021-05-05 09:27:39 +02:00
drian 26a4e54938 #250 (7) disallow mouse movement of dead players during pause 2021-04-16 05:30:01 +02:00
drian 6cfa851913 #250 (12) do not allow spectators to respawn during pause 2021-04-15 09:45:01 +02:00
drian 7d0e84fe95 #108 merged 'Pause' PR - work in progress 2021-04-14 09:19:22 +02:00
drian 1e61cbf669 Merge branch 'master' into release_v1.3 2021-02-14 20:05:18 +01:00
drian b615fe449e Merge remote-tracking branch 'remotes/origin/next' into release_v1.3 2021-02-10 21:00:09 +01:00
drian ceac59f0b2 #223 Nade thrown above other players head should not bounce back 2021-02-09 11:27:44 +01:00
aurhat 323d8e8dd4 Fix rising of fly spectator 2017-09-19 22:41:53 +02:00
aurhat eec68e3253 Fix eyeheight during 3rd-person spectating
During 3rd-person spectating eyeheight of player1 was decreased sometimes
from "above head" of spectated player to his eyeheight.
2017-09-19 22:15:57 +02:00
ac-stef 1fe478aae4 cleanup protocol
...and get master to compile again

DOCREF hudextras mapstats_hud nextGameMode
2017-06-27 15:15:25 +02:00
ac-stef 94d0203bc6 cleanup pos packets
* remove roll
* optimise for size
* new protocol data type: unsigned integer with known size
* highres yaw encoding
* double resolution for pitch angles -30°..30°
* half resolution for pitch angles -90°..-30° and 30°..90°
* proper rounding for pitch and yaw values
* same resolution for yaw and pitch for both pos packet types
* restore transmission of the velocity vector
2017-06-27 15:15:24 +02:00
ac-stef fcb3481e23 fix crouch release on death 2017-06-09 20:42:26 +02:00
ac-stef 4e77b91c0e re-check line-of-sight depth readout from the graphics driver
- manually intersect line-of-sight with all map geometry
- shorten sight vector if necessary
2017-05-28 00:37:13 +02:00
ac-stef cf55e54faa fix damage indicator overflow after fastforward
break up shiftgametime() time jumps into 5-second jumps and five 1-second
jumps for the last five seconds

rename respawnoffset to lastdeath (because that's what it is)
rename clientside nextmillis to skipmillis (because that's what it does)
2017-05-13 03:46:00 +02:00
ac-stef 8d21f39ad9 more mouse code cleanup
- remove sensitivity training (should be rewritten in cubescript, if
  actually required)
- more documentation on mouse sensitivity parameters
- some renaming

DOCREF findsens
2017-04-30 21:15:05 +02:00
ac-stef f9223149ec mousemove code cleanup
- remove esoteric option to choose between a*b/c and a/c*b
- some comments added

DOCREF scopesensfeel
2017-04-30 20:36:35 +02:00
ac-stef 1b596e059a roll update
- split into strafe roll (maxroll) and damage roll (maxrolleffect)
- locally recompute remote players roll (can be removed from pos pkt)
- fix maxrollremote

DOCREF maxroll maxrolleffect maxrollremote
2017-04-29 18:23:23 +02:00
ac-stef 41ff4cf583 use shoe level instead of eyeheight
for edge jump detection
2016-10-13 15:29:47 +02:00
aurhat 3c5012e768 Don't check collision during spectating in 1st person view
It fixes the problem, that during spectating in 1st person view,
when spectated player collided (for example with wall) and crouched,
then his crouches weren't visible for player1.
2016-10-08 20:19:57 +02:00
ac-stef 397c441fed more verbose error messages for disabled commands 2016-09-16 17:35:47 +02:00
ac-stef 1a482e5394 final corner physics fix
if corner sliding doesn't work, try x- and y-slides as well
2016-09-13 21:17:07 +02:00
ac-stef 29a3970b72 fix flyspeed
and a compiler optimisation error

(for clang >= 4, O3 may be reactivated in the makefile)
2016-09-09 22:22:55 +02:00
ac-stef 123e2b2b12 cleanup 2016-09-08 01:20:45 +02:00
ac-stef 15c4bbe84f fix player stuck condition
The condition appeared on 32-bit g++ builds with -O3. Apparently, due to
optimisations, the player1 location vector was kept in FPU registers
during collision checks - and the written-to-memory float values gave
different results in the next round.

The fix forces a write to memory and a readback before the collision
checks. An alternative fix would be, to compile physics.cpp with the
switch -ffloat-store, but that would cause a bigger performance hit.
2016-08-28 16:58:56 +02:00
ac-stef a33577c039 sort mapmodel entities during map save
* sort colored lights behind white ones to avoid a light bug
* sort all clipped entities to the end of the list to speed up physics
* sort all pickups and playerstarts to use smaller index numbers to
  use less bandwidth
2016-08-26 14:08:55 +02:00
ac-stef a4e84cbf20 cleanup 2016-08-24 12:38:33 +02:00
ac-stef 5813fd4e02 fix corner bounces
try really hard to avoid the seams between corner cubes

possibly overkill, but it's working...
2016-08-23 18:47:40 +02:00
ac-stef 5561d78f05 reduce bumps during cornerslide
backpedal 1/42 of a microstep to get out of the way of rounding errors

(clip ents are not supposed to have seams, but at least GCC builds
with -O3 seem to also require a little here - so, 1/333 for clips)
2016-08-23 18:46:27 +02:00
ac-stef 42cbd10e1d fix cornerslide speed
instead of using a constant (and always wrong) speed, use the same part
of the movement vector that x- and y- slides use

(sadly, this fix seems to raise problems with the previous "fix sliding
along corners" commit, which seems to have liked the constant speed...)
2016-08-23 11:44:09 +02:00
ac-stef bffb588ba9 cleanup physics
should not break anything
2016-08-22 18:12:33 +02:00
ac-stef 7f0eb74f1c fix sliding along corners
fixes getting "stuck" while sliding along a 45° wall made out of
single corner cubes (most of the time)
2016-08-22 17:02:59 +02:00
ac-stef 50764a86cf fix rotated clip entity collision checks
* properly rotate the player hitbox
* add "corner bounce" (doesn't work flawlessly - but it's probably as
  good as possible with this kind of physics engine)
2016-08-22 16:24:34 +02:00
ac-stef 112e3ad399 add tagclipped corner extension
new physics for tagclipped corner cubes:

* corners between non-solids: tagclips extend the corner
	 (visualisation does not reflect that, yet)
* corners between solids: fully clipped (like before)
2016-07-23 18:42:15 +02:00
ac-stef 0e6476806a fix crouching, jumping and doublejumping
* fix the old check for different jump start heights as requirement
  for doublejumps
* better handle multiple binds for the "jump" command
* delay relaxed floorclamping for crouching
* remove some redundant code
2015-09-27 00:28:34 +02:00
ac-stef 196d47d34e limit max speed by consecutive doublejumps
Instead of applying 25% bonus speed with every executed doublejump (with
potentially unlimited top speed), limit the reachable max speed to 125%
of regular full speed.

This limits regular gameplay only marginally but removes a lot of cheat
potential.
2015-09-26 15:32:27 +02:00