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OpenAG Hotfix 4 #41
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OpenAG Hotfix 4 #41
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…of m_pStudioHeader (#152) * Moved custom viewmodel pointers below of m_pStudioHeader * Added cl_hide_center_messages
* Rudimentary strafing HUD. Green means you're accelerating, red means you're decelerating, white means you're not doing either. Friction isn't taken into account (so on the ground this is kind of useless at the moment), and I haven't added any indicator for the "optimal" strafing angle yet. * Fixed online play, added cvars, and fixed some bugs at low speed. * Update cdll_int.cpp * Fixed some bugs with the accel calculation (I accidentally multiplied by sv_friction, and not the entity friction like I should have). Also reworked hud_strafeguide_fov into using default_fov and a hud_strafeguide_zoom cvar. * Before this I used the angles directly for the width of the boxes. This implements the same perspective projection as the game uses, so if you set hud_strafeguide_zoom to 1 everything should line up correctly. * Fix Windows Compile (and a minor bug)
-latest image strikes again by updating and breaking the build.
Let's only test on the minimum and maximum supported version. This speeds up the CI and lowers the chance of spurious failure due to Microsoft server issues.
* ducktap fix * remove cl_duck_priority * some changes * remove unnecessary set
* Added cl_ignore_playsound_messages * Change to volume
* Added cl_killsound & cl_killsound_path * Allow to regulate volume for killsound & saytext, added hud_saytext_sound_path * Change conditions * Allow killsound to be played if player was spectating (tysm soup)
Ignore more files. Upgrade from v142 to v143. Only build Release. Upgrade checkout and upload-artifact to v3. Upgrade to Clang 14.
* RPC: Always convert current map name to lowercase for thumbnails * RPC: Replaced bhop_MoLwiz with bhop_molwiz That was a single map from list with uppercase name before lmao * RPC: Change directly map_name to lowercase instead of copying to temp
To make openag more binary compatible with original hl1 client
It was needed for something, I guess fenv.
I guess 18.04 is no longer a thing.
To get directly access for SteamID of player, bypass of receiving AuthID message from the server-side
…h 25th anniversary update for Half-Life
…funcs_t interfaces (about enginefuncs_t: even that server-side not from AG mod, that still could be used as reference for pointing in github issues as one of example)
…ixed for compilation
…headers for more flexibility with changing
…xed declaration of struct in com_model.h (#185) * Added discord_rpc_closest_map_match to pickup map from list that closest match to current * Convert the name of the current map and maps in the list to lowercase always * Revert changes from previous commit, added comment about adding maps for list only in lower case! * Removed discord_rpc_closest_map_match in favor of creating hardcoded map series list * Moved helper function for lowercase to cl_util.h * Replaced match method to eliminate wrong occurrences * Fixed quotes in comment * Separation of hldm and bhop maps into different lists for optimization For those who play only in deathmatch mode, this will be an optimization, because compared to bhop maps there are less of them in the lists * Revert empty lines that have been removed in one of previous commits * Combined both of hldm and bhop lists back to the single one, but added some comments for 'separating' them * map_series: replaced unordered_set to vector for O(n)
* Added cl_show_server_triggers_* cvars (related to plugin PR) * Added IsTriggerForSinglePlayer function to rid from the triggers that unused in multiplayer * Added a new mode for displaying triggers via TriAPI which uses absmin/absmax * Replaced multiple vectors with vector of structs for flexibility * TriAPI triggers is only available for hardware mode * Fixed encoding issue in file * Allow to draw triggers in software engine with HUD_AddEntity if cvar value above 0 * Supported TriAPI triggers for software engine too * Loading white sprite now with each call of HUD_VidInit instead of once initialization to fix crash * SetMapName: added option to disable forcing to lowercase for RPC * Removed debug messages, map name and entities storing to std::vector as unnecessary * cl_show_server_triggers should be always 0 by default To not cost performance due of iterating through entities in cases when triggers are definitely not transmitted by plugin/server * get_map_name: removed memset as extra code * Use boolean expression to check for the valid 'white_sprite' * Use nested if statements for PR code in HUD_DrawTransparentTriangles function That done for versatility, since there is not much cases to check validity for * Replaced nested if statements with guard clauses for YaLTeR preferences * Don't need IEngineStudio for hardware check since the code is compatible with both engine versions from a while
hud_watermark <0|1> (1 by default) Controls whether the watermark & server-settings will display or not. The update disclaimer will display regardless, but only for 5 seconds if hud_watermark is set to 0. Co-authored-by: Ivan Molodetskikh <[email protected]>
* Update CI * My bad :p
Newest clang errors on rapidjson (which is a rapidjson problem), but this is the rapidjson from Ubuntu repos, and they didn't fix it there. I don't want to deal with this for now.
* Remove 141_xp * Update .github/workflows/CI.yml * Restore build job * Update .github/workflows/CI.yml * Update .github/workflows/CI.yml --------- Co-authored-by: Ivan Molodetskikh <[email protected]>
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