SVN changelog

3084 by VorteX

Cumulative patch that brings some physics funk- effect_light can now be attached to other objects (via attach key)- Fixed an old bug with func_gamemodel have wrong pitch when rendering (because engine is doing different angle math for bmodels)- Entity scripts: added geomtype=none (skips entity for ODE)- Make 'force dynamic light' spawnflag on func_gamemodel/func_wall actually work- Blood Map: patching bmodels by using "sid" entity key to identify map/bsp entity pairs, now able to patch trigger zones.- Build->Test map: hush warnings- Ziegsturhl lamp poles now have lamp attached via phjysics joint

Read more: 3084 by VorteX

3083 by VorteX

4 files

Read more: 3083 by VorteX

3082 by VorteX

Fixed lightgrid to only cover player-walkable zone

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3081 by Mean Person

3 files

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3080 by VorteX

Fixed dying monster being raised when player stands near due to SV_DropToFloor not checking for SOLID_NOT owner.

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3079 by VorteX

Fixed bodies fading again after level re-enter, also static bodies not fading anymore.

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3078 by VorteX

Fixed invisible captive 3d models.

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3077 by VorteX

1 files

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3076 by VorteX

Speech are now precached (removes lags when kain picks up new items/spells/powerups, any speech-related lags). Also when monster dies or get hit, his speech get stopped. Kain speech can be stopped too if kain gets damage during speech, but only for non "whisp" and non "quote" types.

Read more: 3076 by VorteX

3075 by VorteX

Radiant build menu: make all custom stage builds to be "final" quality level.

Read more: 3075 by VorteX

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