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Visual changes #380

Merged
merged 7 commits into from Jan 9, 2023
Merged

Visual changes #380

merged 7 commits into from Jan 9, 2023

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SmileyAG
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Closes #292

I know that I removed the alpha pulse mode for legacy triggers, but I don't want to think about a workaround to make it work correctly in HUD_AddEntity

That changes is a worth, because for example I can make a segment with that commands (TriAPI triggers have a code to pulsing them)

  • bxt_show_triggers 1
  • bxt_show_triggers_legacy 1
  • bxt_show_triggers_legacy_alpha 0

And then I draw legacy triggers in demo with changing of bxt_show_triggers_legacy_alpha command, quite simple.

@SmileyAG
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I decided to change the concept of that request a bit, and I added a lot of commands for toggling each visual element (e.g. that can be disabled: world, particles, skybox, water, brush-model entities, studio-model entities, sprite-model entities, players and their corpses)

All of that changes makes sense, for example it can give a huge increase of FPS if you at least disable draw of studio entities or water

Or disabling some of that visual stuff can just give good visibility, which makes it easier to segmenting/routing/TASing runs

Using r_drawentities not suit me at all, cuz it disables entities of all model types, while I want to make a sorting instead

Using r_drawviewmodel (instead of bxt_remove_viewmodel) is also not suitable well, because as we know, some modifications (example: CS 1.6) like to force the value of this command

The only reason for adding changes related to draw/hide players and their corpses is because it can be used to render demos in multiplayer modifications with closed source code

Don't mind that there checks of ent->player for hiding player models if bxt_disable_world or bxt_disable_brush_entities enabled, I made in case if some evil would inject BXT to multiplayer sessions so he wouldn't have a chance to get wallhack with those commands.

@SmileyAG SmileyAG changed the title Make 'bxt_show_triggers_legacy' toggable in demos Visual changes Dec 17, 2022
@SmileyAG
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Got added draw of func_ladder entity to bxt_show_triggers commands, since as technically it based on CBaseTrigger class in the game code (https://github.com/ValveSoftware/halflife/blob/c7240b965743a53a29491dd49320c88eecf6257b/dlls/triggers.cpp#L1743)

BunnymodXT/modules/ServerDLL.cpp Outdated Show resolved Hide resolved
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@YaLTeR YaLTeR merged commit 71a7cb4 into YaLTeR:master Jan 9, 2023
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YaLTeR commented Jan 9, 2023

Thanks

@SmileyAG SmileyAG deleted the toggle_triggers_in_demo branch January 10, 2023 05:01
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Refactor bxt_show_triggers_legacy to make it toggable for demos
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