Comments (6)
Just gonna put a list here of what's left to do:
- func_water
- func_breakable (func_explosive but more generic and sensible)
- func_conveyor
- func_killbox (kills everything in its volume when triggered)
- func_object (falls if there's nothing under it)
- func_plat (elevators etc.)
- info_player_deathmatch
- info_player_coop
- info_teledestination (generic misc_teleporter_destination)
- trigger_teleport (generic version of misc_teleporter) -> brush entity
- target_changelevel
- target_crosslevel_trigger
- target_crosslevel_target
- target_lightramp (lightstyle controller)
- target_spawner
- target_splash (throws various particle FX: lava blobs, sparks, blood etc.)
- trigger_elevator (intercepts a func_train to point to a respective "floor")
- trigger_key (item filter)
- trigger_monsterjump
from polyhedron-engine.
So far I ran into a problem with target_earthquake, I resolved it, but it was all coincidentally in my 60hz branch.
I'll get back to this later, just writing it down here to let ya know. Reason why? It had to check with IsValidPointer | etc | etc first 👍
from polyhedron-engine.
Forgot to link one of the PR's related to this.
from polyhedron-engine.
Thanks for the list. I've already taken care of the info_player_deathmatch, and info_player_coop. (Although the the given gamemodes which they belong to do not respectfully check for randomness. (Closest to, furthest from, etc)
from polyhedron-engine.
info_teledestination already exists: info_notnull fills that role as a generic point entity that can hold a position + direction
from polyhedron-engine.
A'ight, then those are all checked. :3
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Related Issues (18)
- Add in Spotlights suppor. HOT 1
- Fix SVG_MoveStep issue - Turned into change the edict_t(Entity) allocation over to the server. HOT 3
- Client and Server side materials. HOT 4
- Add lightstyle support to material surfaces belonging to an iqm mesh.
- Re-factor viewbobs/kicks and footstep sounds etc. for 60hz HOT 1
- Add in "Dynamic Light" rendering support.
- Sun, night and day etc. HOT 2
- gl_showtris for VkPt
- Trenchbroom & Official Support
- Add in support for IQM Animations and a few other of its special features.
- Patching up from where we left off.
- Implement support for background BSP maps in the mainmenu. HOT 2
- Improve networking to prevent frame drops as they do today. HOT 1
- Implement RmlUI for sweet looking menus and HUDs
- Weapons, C++-ify
- Revive Items from the dead, and C++-ify
- Adjust to 60hz or whichever tick rate is chosen. HOT 6
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from polyhedron-engine.