Admer
Admer
This PR addresses one of the points described in #1140. Result:  (left to right: saved map, exported map, FGD defaults) In short, Half-Life's game code does not set any...
NVRHI has timer queries and event queries. However, I think it would be useful to have occlusion queries too, [like in NRI](https://github.com/NVIDIAGameWorks/NRI/blob/main/Include/NRIDescs.h#L423). Without them, I'd have to use a workaround...
We need one. :>
util_kv_operator, while a relatively powerful entity, is really, really messy in halflife-adm-legacy. The mess mainly comes from two parts: [Get/Set](https://github.com/Admer456/halflife-adm-legacy/blob/master/dlls/ADM/AdmGetSetKV.cpp) for keyvalues (to support non-pev variables) and the [convoluted implementation](https://github.com/Admer456/halflife-adm-legacy/blob/master/dlls/ADM/AdmTriggers.cpp#L79)...
- [x] env_model - [ ] env_warpball - [ ] env_shockwave - [ ] env_dlight - [ ] env_elight - [ ] func_pushable velocity fix - [ ] trigger_sound (env_sound_volume)...
- [x] worldspawn - [x] info_player_start - [x] info_player_deathmatch - [x] info_null - [x] env_explosion - [x] env_sprite - [x] func_button - [x] func_bobbing - [x] func_breakable - [x] func_door...
As BurekTech is specialised for standalone game development, chances are it'll become incompatible with Quake 3 Arena and Quake 3 modding at some point. It'll get harder and harder to...
Not sure if they're already in idTech 3, but nonetheless, hitboxes are needed. Few reasons, including: - combat (different damage zones etc.) - collision (for static models, of course) It'd...
At the moment, AFAIK, when a float variable is networked, all 32 bits are sent (unless it's "snapped", in which case it's a 13-bit integer). Some floats don't have to...