General:
* Upgraded Steamworks SDK to v1.29 * Fixed mod compatibility problem with Multiplayer Base that was introduced in September. * In Hammer, while using the Vertex Tool, pressing CTRL+B will snap selected vertices to the grid. Virtual Reality: * Mods that support virtual reality now need to have a line in gameinfo.txt that says “supportsvr 1”. This indicates to gameui and engine that certain UI should be enabled. * VR-enabled mods will now start up in VR mode when launched from Steam’s VR mode. Windows: * Upgraded to Visual Studio 2013. If you need to build projects for VS 2010, add /2010 to your VPC command line. OSX: * Upgraded to XCode 5.
This commit is contained in:
@@ -104,9 +104,14 @@ void CAnimationLayer::Init( CBaseAnimatingOverlay *pOverlay )
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m_nSequence = 0;
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m_nPriority = 0;
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m_nOrder.Set( CBaseAnimatingOverlay::MAX_OVERLAYS );
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m_flBlendIn = 0.0;
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m_flBlendOut = 0.0;
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m_flKillRate = 100.0;
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m_flKillDelay = 0.0;
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m_flPlaybackRate = 1.0;
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m_flLastEventCheck = 0.0;
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m_flLastAccess = gpGlobals->curtime;
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m_flLayerAnimtime = 0;
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m_flLayerFadeOuttime = 0;
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@@ -95,7 +95,7 @@ void CEnvFade::InputFade( inputdata_t &inputdata )
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if ( m_spawnflags & SF_FADE_ONLYONE )
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{
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if ( inputdata.pActivator->IsNetClient() )
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if ( inputdata.pActivator && inputdata.pActivator->IsNetClient() )
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{
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UTIL_ScreenFade( inputdata.pActivator, m_clrRender, Duration(), HoldTime(), fadeFlags );
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}
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@@ -46,7 +46,7 @@ END_DATADESC()
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CAI_ShotRegulator::CAI_ShotRegulator() : m_nMinBurstShots(1), m_nMaxBurstShots(1)
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{
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m_flMinRestInterval = 0.0f;
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m_flMinRestInterval = 0.0f;
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m_flMaxRestInterval = 0.0f;
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m_flMinBurstInterval = 0.0f;
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m_flMaxBurstInterval = 0.0f;
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m_flNextShotTime = -1;
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@@ -303,7 +303,7 @@ IMPLEMENT_SERVERCLASS_ST_NOBASE( CBaseEntity, DT_BaseEntity )
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SendPropBool( SENDINFO( m_bAlternateSorting )),
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#ifdef TF_DLL
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SendPropArray3( SENDINFO_ARRAY3(m_nModelIndexOverrides), SendPropInt( SENDINFO_ARRAY(m_nModelIndexOverrides), SP_MODEL_INDEX_BITS, SPROP_UNSIGNED ) ),
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SendPropArray3( SENDINFO_ARRAY3(m_nModelIndexOverrides), SendPropInt( SENDINFO_ARRAY(m_nModelIndexOverrides), SP_MODEL_INDEX_BITS, 0 ) ),
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#endif
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END_SEND_TABLE()
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@@ -1318,9 +1318,9 @@ static Activity DetermineExpressionMoveActivity( CChoreoEvent *event, CAI_BaseNP
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// Custom distance styles are appended to param2 with a space as a separator
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const char *pszAct = Q_strstr( sParam2, " " );
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char szActName[256];
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if ( pszAct )
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{
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char szActName[256];
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Q_strncpy( szActName, sParam2, sizeof(szActName) );
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szActName[ (pszAct-sParam2) ] = '\0';
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pszAct = szActName;
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@@ -169,7 +169,7 @@ void CEnvTonemapController::InputSetBloomScaleRange( inputdata_t &inputdata )
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return;
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}
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m_flCustomBloomScale=bloom_max;
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m_flCustomBloomScale=bloom_min;
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m_flCustomBloomScaleMinimum=bloom_min;
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}
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//-----------------------------------------------------------------------------
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@@ -1888,9 +1888,13 @@ void CServerGameDLL::SetServerHibernation( bool bHibernating )
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const char *CServerGameDLL::GetServerBrowserMapOverride()
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{
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#ifdef TF_DLL
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if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() && g_pPopulationManager && g_pPopulationManager->GetPopulationFilenameShort() != '\0' )
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if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
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{
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return g_pPopulationManager->GetPopulationFilenameShort();
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const char *pszFilenameShort = g_pPopulationManager ? g_pPopulationManager->GetPopulationFilenameShort() : NULL;
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if ( pszFilenameShort && pszFilenameShort[0] )
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{
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return pszFilenameShort;
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}
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}
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#endif
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return NULL;
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@@ -2964,17 +2968,20 @@ void CServerGameClients::ClientSetupVisibility( edict_t *pViewEntity, edict_t *p
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// Flush the remaining areaportal states.
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engine->SetAreaPortalStates( portalNums, isOpen, iOutPortal );
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// Update the area bits that get sent to the client.
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pPlayer->m_Local.UpdateAreaBits( pPlayer, portalBits );
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if ( pPlayer )
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{
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// Update the area bits that get sent to the client.
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pPlayer->m_Local.UpdateAreaBits( pPlayer, portalBits );
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#ifdef PORTAL
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// *After* the player's view has updated its area bits, add on any other areas seen by portals
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CPortal_Player* pPortalPlayer = dynamic_cast<CPortal_Player*>( pPlayer );
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if ( pPortalPlayer )
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{
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pPortalPlayer->UpdatePortalViewAreaBits( pvs, pvssize );
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}
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// *After* the player's view has updated its area bits, add on any other areas seen by portals
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CPortal_Player* pPortalPlayer = dynamic_cast<CPortal_Player*>( pPlayer );
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if ( pPortalPlayer )
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{
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pPortalPlayer->UpdatePortalViewAreaBits( pvs, pvssize );
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}
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#endif //PORTAL
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}
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}
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@@ -1130,7 +1130,7 @@ void CNPC_Strider::GatherConditions()
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!WeaponLOSCondition( GetAdjustedOrigin(), GetEnemy()->BodyTarget( GetAdjustedOrigin() ), false ) ) )
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{
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#if 0
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if ( !HasCondition( COND_STRIDER_SHOULD_CROUCH ) && !HasCondition( COND_STRIDER_SHOULD_CROUCH ) )
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if ( !HasCondition( COND_STRIDER_SHOULD_CROUCH ) )
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SetIdealHeight( MIN( GetMaxHeight(), GetHeight() + 75.0 * 0.1 ) ); // default to rising up
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#endif
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GatherHeightConditions( GetAdjustedOrigin(), GetEnemy() );
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@@ -1161,7 +1161,7 @@ void CNPC_Strider::GatherConditions()
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//---------------------------------------------------------
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void CNPC_Strider::GatherHeightConditions( const Vector &vTestPos, CBaseEntity *pEntity )
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{
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if ( HasCondition( COND_STRIDER_SHOULD_CROUCH ) && HasCondition( COND_STRIDER_SHOULD_CROUCH ) )
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if ( HasCondition( COND_STRIDER_SHOULD_CROUCH ) )
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return;
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float maxZ = (GetAbsOrigin().z - (GetMaxHeightModel() - GetMaxHeight()));
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@@ -7409,6 +7409,13 @@ void CBasePlayer::RemoveWearable( CEconWearable *pItem )
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m_hMyWearables.Remove( i );
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break;
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}
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// Integrety is failing, remove NULLs
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if ( !pWearable )
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{
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m_hMyWearables.Remove( i );
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break;
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}
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}
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#ifdef DEBUG
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@@ -1517,7 +1517,7 @@ void CBreakableProp::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Rea
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SetPhysicsAttacker( pPhysGunUser, gpGlobals->curtime );
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if( Reason == PUNTED_BY_CANNON )
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if( (int)Reason == (int)PUNTED_BY_CANNON )
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{
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PlayPuntSound();
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}
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