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USE_TEAM and USE_MULTIPLAYER tags #125
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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
I'll look into this for more entities |
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This has been approved a long time ago and has not changed so im just going to merge |
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* 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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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!