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USE_TEAM and USE_MULTIPLAYER tags #125

Merged
merged 4 commits into from
Jun 26, 2022
Merged

USE_TEAM and USE_MULTIPLAYER tags #125

merged 4 commits into from
Jun 26, 2022

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braem
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@braem braem commented Jun 2, 2022

Momentum doesn't support team-related nor multiplayer-related entities (our multiplayer being something disconnected from what is traditional multiplayer in source).

This is an effort to remove a small amount of cruft in our FGD. There are A LOT more entities/kvs that will not do anything in momentum that we should hunt for!

braem added 3 commits June 1, 2022 21:52
Not too many, but good to exclude things that are definitely multiplayer only to avoid bloat. Multiplayer physics are not touched as I recall they behave differently in singleplayer games too - they just change whether something is executed on the server or not it seems.
there's probably a shitton more entities we dont need in momentum but this one was noticed in the area
@tmob03
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tmob03 commented Jun 2, 2022

I'll look into this for more entities

@braem
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braem commented Jun 26, 2022

This has been approved a long time ago and has not changed so im just going to merge

@braem braem merged commit 390f00c into master Jun 26, 2022
@braem braem deleted the chore/team-tag branch June 26, 2022 23:21
braem added a commit that referenced this pull request Jun 30, 2022
* Make skinset keyvalue description a bit more clear

* Switch these VTFs to the earlier 7.2 version

* Add 'keyvalue' option for comp_scriptvar_setter

This reads an entity keyvalue, and converts it to the appropriate Squirrel type.

* #130: Add back appearance and inputs to light_environment

* Add the alternate classname for static props

* Improve rope slack computation with many segments

* Fix geo hole in dustpuff model

* func_portal_orientation corrections, and note how to fix it in P2

* Add Hover Turret FGDs

* Fix #89: Duplicated model helpers on some entities

* Hover turrets have a field of view

* Flag point_teleport's model keyvalue as non-engine

* Clean up vehicle FGDs

- Rearrange some keyvalues between the base classes
- Slight keyvalue name/description tweaks
- Add ExitVehicle input to airboat (fixes #109)
- Correct default script for cannon
- Correct default script for crane and add model keyvalue

* Clean up jeep FGD

* Sorta fix #98

The frustum helpers now rotate correctly, but they're still bugged in a bunch of other ways.

* Move generic_actor out of a folder

* Actually fix prop_portal_stats_display's doubled rotation

* Refer to players as "they" in keyvalue descriptions

NPCs as well in some cases

* Helicopters are genderless inanimate objects

* Better info_paint_sprayer defaults

These are equivalent to a Heavy puzzlemaker dropper with streaks off

* Add a unique decal helper model

* Include and use a copy of the cube overlay helper

Some older games use a flat one which is annoying on walls and ceilings

* More frustum helper fixes

* Clean up info_player_ping_detector sprite a bit

* Remove the instancing tag

This is no longer used

* Change env_portal_laser "start off" to "start disabled"

This is more consistent with other ents

* Better document what Terminal Point does

* Start as an Box

* Default monster boxes to allowing SilentDissolve

* More his/him swaps

* Fix #94: env_steam editor preview

* Fix #88: Point_bonusmap_accessor sprite

* Fix typo

* Add propcombine tool texture

* Add comp_propcombine_volume

* Update geocable code for changes in bsp module

* fixed grammar error and removed the first step

* added all postcompiler entities

* removed vactube guide (added to wiki)

* Update README.md

* Switch this to use Angle class

* Correctly display the actual total of vactube objects

* Update comp_trigger_p2_goo for BSP module changes

* Don't include target keyvalue in CBaseEntity - we can't know how to treat it.

* Add propcombine volumes to the tool brushes visgroup

* Ensure kv_setters run before comp_relay

* Make propcombine use version 7.2

* Convert geocable classes to uses attrs

* Update to parsedlump syntax for props

* Add 'bunting' support to prop ropes, allowing placing models along the rope.

* We no longer need to context manage the filesystem object.

* Update portal_race_checkpoint entity with some additional info

* Add support for having bunting skip segments, and pitch+yaw orient mode

* Add FGD for comp_vactube_spline

* Parse comp_vactube_spline and produce a preset configurations

* Fix FGD syntax

* Mark vactubes, no longer generate caps for them

* Switch this to an iterator

* Begin generating vactube beams, first side

* Flip orientation

* Generate vactube outer side

* Generate other vactube side

* Generate last beam side

* Generate expanded collisions for vactubes

* Set $mostlyopaque on vactubes

* Allow generated vactubes to animate.

* Fix cached rope models never matching to new compiles

NodeEnt.pos needs to be treated as immutable, we can't edit inplace.

* Implement ability to disable vactube collisions

* Add source file for vactube rings

* Merge together these three comprehensions

* Add some helper functions to reduce the redundancy here.

* We don't need to convert these to Vecs ourselves.

* Reorder beams so that the repeated one is on different sides.

* Place vactube rings a specific distance apart.

* Fix #125: Add ability to set a rotation seed for vactubes

* Switch these to proper annotations

* Add spline vactubes to their visgroup

* Update readme with new entity info

* Fix typo

* Fix incorrect copied choices in comp_entity_finder

* Add ability for comp_scriptvar_setter to assign to the global scope.

* Clarify why info_null is used

* Add ability to have a keyvalue add extra delays to comp_relay

* Add FGD for comp_sequential_call

* Implement comp_sequential_call transform

* This should be the target not output

* Round delay values

* Make this !name more recognisable.

* Add description to readme

* Add warning if no OnSeq outputs provided (very likely a mistake).

* Add icon for sequential call

* Add inner radius to point_push

* Add ability to make sequential call run in reverse, fix sequential + total time breaking

* Add futbol physics to paint bomb editor model

* Add input to P2 antline entities for manually setting the antline frame.

* New comp_flicker entity, for automatically generating flicker sequences

* Add icon for comp_flicker

* Move game_text default positions down to not block crosshair.
This fixes #85.

* Fix "interval" mode not working on sequential call

* Allow using the specified target ent instead of !seq

* Extract this logic out into a function

This allows Desolation to override the behaviour.

* Fix #155: Wrong type for point_viewproxy's attachment point keyvalue

* Tweak logic_register_activator descriptions

* Fix dropper instances using a custom material

* Add safeguards so comp_relays still run if ctrl_type or value is missing.

This fixes BEEmod/BEE2-items#4044.

* Update readme

* npc_clawscanner is in HL2, and switch to studioprop

* Add hammer model keyvalue to npc_cscanner and add mine inputs

* chore: remove BMBaseHelicopter

Looks like a Mesa base, and it is not used by anything

Co-authored-by: TeamSpen210 <spencerb21@live.com>
Co-authored-by: Luke18033 <Luke18033@users.noreply.github.com>
Co-authored-by: David Losantos <48654552+DarviL82@users.noreply.github.com>
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3 participants