Commits
master
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Commits on Sep 18, 2023
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sg_weapon.cpp: stop global variable abuse
This refactoring gets rid of the global variables 'forward', 'right', 'up', and 'muzzle' used throughout the file.
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Fix intermittently disappearing mara zaps
Thanks to global variable abuse, `muzzle` was never calculated when calling UpdateZapEffect via G_UpdateZaps. Each frame, the origin of the zap entity was set to `muzzle`, which contained a garbage value from a random player. For the zap entity, the origin's only purpose is to determine whether it is in someone's PVS. So the bug caused the zap to appear and disappear for a given client depending on whether the garbage value is in its PVS. In a quick test with 5v5, the entity for a single zap would frequently leave and reenter 5+ times.
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Refactor: remove gentity_t::buildableAim
The information is now stored in TurretComponent
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Define lifetime attribute in missile configs
'lifetime' is a required attribute, defined for all missiles. Represents the amount of time after which a missile explodes/disappears if it doesn't hit anything. Generic code using this will come later (for now it's accessed through the attributes of a hard-coded missile type each time).
Commits on Sep 12, 2023
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Debug draw: fix DU_DRAW_QUADS mode
It turns out that GL_QUADS is not a valid type for glDrawElements, so quads mode didn't draw anything. I tested this by making a direct call to duDebugDrawBox. Not sure if there is any way to trigger this with navedit-related commands.
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Debug draw: remove functionality that does nothing
The texture coordinate (uv) versions of vertex() are never called anywhere, and it wouldn't do anything if they were as there is no way to set a texture.
Commits on Sep 8, 2023
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Bots: support class selection in behavior tree
A behavior tree can now have a prelude selectClass { ... } which takes decisions about what to spawn as. An extra behavior tree is parsed inside the block. When executing this tree the spawnAs statement can be used to change the class selection. -
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Bots: forbid actions while dead
This could already happen e.g. if action suicide was used in the same frame.
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Regression in c4d3db8 "Don't give spectators WP_ALEVEL0"
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Commits on Sep 6, 2023
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Don't give spectators WP_ALEVEL0
This fixes the alien HUD being inappropriately drawn at various times, e.g. for spectators after a map_restart. Also remove the onSpawn event type for BSP entities. This seems to be a remnant of Q3; you can't spawn from a map entity in Unvanquished.
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Commits on Sep 4, 2023
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Fix bug where bot fails to buy its chosen equipment
The case I saw is that a bot carrying the painsaw decided to purchase armor instead. It couldn't do it because it did not sell weapons first. It seems that this code would also be wrong in the case that a bot is carrying an upgrade and decides it no longer wants it (it wouldn't sell the upgrade)
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Add g_bot_traceClient for BT debugging
This cvar can display the currently running action node for a selected bot's client number.
Commits on Sep 1, 2023
Commits on Aug 31, 2023
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Document missile splash damage parameters
Also remove two gentity_t fields which were only used for missiles and get them from the missileAttributes_t instead.
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Commits on Aug 30, 2023
Commits on Aug 29, 2023
Commits on Aug 28, 2023
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Fire psaw at a distance from players, not structures
Reverts the PAINSAW_RANGE + 60 change of 3145e8e because it plays badly with this logic: if ( inAttackRange && self->botMind->goal.getTargetType() == entityType_t::ET_BUILDABLE ) { BotStandStill( self ); } Implement the intended idea of not *always* firing the painsaw, but rather only when in the vicinity of an enemy player (or in range of a buildable).
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