diff --git a/BUILDING.md b/BUILDING.md index eb862b347..2ca871e88 100644 --- a/BUILDING.md +++ b/BUILDING.md @@ -39,13 +39,13 @@ Clone the repository. Since it uses submodules you will need to make sure they a The following git command will clone the repository with submodules into the directory `/halflife-unified-sdk`: ```sh cd path/to/where/you/want/source/code -git clone --recurse-submodules https://github.com/SamVanheer/halflife-unified-sdk.git +git clone --recurse-submodules https://github.com/twhl-community/halflife-unified-sdk.git ``` It is recommended to put the source code directory in a directory of its own: ```sh cd path/to/directory/halflife-unified-sdk_dev -git clone --recurse-submodules https://github.com/SamVanheer/halflife-unified-sdk.git +git clone --recurse-submodules https://github.com/twhl-community/halflife-unified-sdk.git ``` This makes it easier to group related directories and files together. diff --git a/FULL_UPDATED_CHANGELOG.md b/FULL_UPDATED_CHANGELOG.md index b3c26d0cb..d336a2160 100644 --- a/FULL_UPDATED_CHANGELOG.md +++ b/FULL_UPDATED_CHANGELOG.md @@ -50,7 +50,7 @@ Fixes for bugs introduced in beta builds are not included in this list. * Implemented cl_autowepswitch cvar (halflife issues [#169](https://github.com/ValveSoftware/halflife/issues/169) and [#2749](https://github.com/ValveSoftware/halflife/issues/2749)) * Fixed server not staying in sync with client when handling weapon attack times (halflife issue [#1621](https://github.com/ValveSoftware/halflife/issues/1621)) * Use MAX_WEAPONS for array of weapons (halflife issue [#3030](https://github.com/ValveSoftware/halflife/issues/3030)) -* Added support for adding 64 weapons [#98](https://github.com/SamVanheer/halflife-updated/issues/98) +* Added support for adding 64 weapons [#98](https://github.com/twhl-community/halflife-updated/issues/98) * Fixed not being able to reload weapons after loading a save game (halflife issue [#1707](https://github.com/ValveSoftware/halflife/issues/1707)) * Always return m_iSecondaryAmmoType from CBasePlayerWeapon::SecondaryAmmoIndex (halflife issue [#3029](https://github.com/ValveSoftware/halflife/issues/3029)) * Fixed weapon prediction allowing multiple reload actions instead of just one (halflife issue [#2301](https://github.com/ValveSoftware/halflife/issues/2301)) @@ -63,22 +63,22 @@ Fixes for bugs introduced in beta builds are not included in this list. * Ensured PrimaryAmmoIndex & SecondaryAmmoIndex return valid values (halflife issue [#3073](https://github.com/ValveSoftware/halflife/issues/3073)) * Initialize ItemInfoArray & AmmoInfoArray on the client (halflife issue [#3071](https://github.com/ValveSoftware/halflife/issues/3071)) * Use cached item info for client predicted reloads -* Added missing tracerCount for EV_HLDM_FireBullets [#107](https://github.com/SamVanheer/halflife-updated/pull/107) (Thanks malortie) -* Reserved enough entvars for all weapons + local player in client weapon prediction code [#97](https://github.com/SamVanheer/halflife-updated/issues/97) +* Added missing tracerCount for EV_HLDM_FireBullets [#107](https://github.com/twhl-community/halflife-updated/pull/107) (Thanks malortie) +* Reserved enough entvars for all weapons + local player in client weapon prediction code [#97](https://github.com/twhl-community/halflife-updated/issues/97) * Applied Opposing Force weapon prediction timing fix to Half-Life (halflife issue [#3252](https://github.com/ValveSoftware/halflife/issues/3252)) -* Automatically switch away from exhaustible weapons that have no ammo left [#133](https://github.com/SamVanheer/halflife-updated/issues/133) -* Fixed controlling a func_tank with empty weapon deploying invisible weapon when stopping control [#134](https://github.com/SamVanheer/halflife-updated/issues/134) +* Automatically switch away from exhaustible weapons that have no ammo left [#133](https://github.com/twhl-community/halflife-updated/issues/133) +* Fixed controlling a func_tank with empty weapon deploying invisible weapon when stopping control [#134](https://github.com/twhl-community/halflife-updated/issues/134) * Fixed weapon empty sound playing twice (halflife issue [#3231](https://github.com/ValveSoftware/halflife/issues/3231)) * Fixed explosions going through walls in certain cases (halflife issue [#3244](https://github.com/ValveSoftware/halflife/issues/3244)) * Allow weapons to network data as needed * Initialize frametime value so weapon prediction code can use it * Reset server's client FOV value so loading save games restores FOV correctly with weapon prediction disabled (halflife issue [#3044](https://github.com/ValveSoftware/halflife/issues/3044)) -* Fixed players not being given exhaustible weapons when they get the ammo for them [#153](https://github.com/SamVanheer/halflife-updated/issues/153) -* Fixed weapon deploy animations caused by lastinv command not working properly [#154](https://github.com/SamVanheer/halflife-updated/issues/154) -* Fixed weapon deploy animations on fast switching with user binds [#161](https://github.com/SamVanheer/halflife-updated/pull/161) -* Cleaned up weapons code a bit [#157](https://github.com/SamVanheer/halflife-updated/issues/157) -* Fixed incorrect body values being passed into EV_WeaponAnimation [#159](https://github.com/SamVanheer/halflife-updated/issues/159) -* Fixed autoswitch from tripmine to RPG causing wrong animation to play when weapon prediction is off [#160](https://github.com/SamVanheer/halflife-updated/issues/160) +* Fixed players not being given exhaustible weapons when they get the ammo for them [#153](https://github.com/twhl-community/halflife-updated/issues/153) +* Fixed weapon deploy animations caused by lastinv command not working properly [#154](https://github.com/twhl-community/halflife-updated/issues/154) +* Fixed weapon deploy animations on fast switching with user binds [#161](https://github.com/twhl-community/halflife-updated/pull/161) +* Cleaned up weapons code a bit [#157](https://github.com/twhl-community/halflife-updated/issues/157) +* Fixed incorrect body values being passed into EV_WeaponAnimation [#159](https://github.com/twhl-community/halflife-updated/issues/159) +* Fixed autoswitch from tripmine to RPG causing wrong animation to play when weapon prediction is off [#160](https://github.com/twhl-community/halflife-updated/issues/160) * Fixed explosives that impact the underside of a brush dealing damage to entities on the other side of that brush (halflife issue [#3244](https://github.com/ValveSoftware/halflife/issues/3244)) * Fixed player weapons still receiving input when starting to use a func_tank (halflife issue [#3345](https://github.com/ValveSoftware/halflife/issues/3345)) (Thanks Oxofemple.) * Fixed limit in world weapons (e.g. Hand Grenade) respawning at wrong time if server is near edict limit @@ -94,7 +94,7 @@ Fixes for bugs introduced in beta builds are not included in this list. ### Glock -* Fixed Glock fire on empty sequence not playing [#70](https://github.com/SamVanheer/halflife-updated/pull/70) (Thanks malortie) +* Fixed Glock fire on empty sequence not playing [#70](https://github.com/twhl-community/halflife-updated/pull/70) (Thanks malortie) * Fixed Glock not playing empty sound when using secondary attack ### Python (357) @@ -106,26 +106,26 @@ Fixes for bugs introduced in beta builds are not included in this list. ### MP5 * Fixed MP5 using wrong spread values for multiplayer and singleplayer (halflife issue [#2095](https://github.com/ValveSoftware/halflife/issues/2095)) * Fixed MP5 autoswitching when primary ammo is depleted, even if player still has secondary ammo (halflife issue [#3001](https://github.com/ValveSoftware/halflife/issues/3001)) -* Fixed MP5 not creating bullet decals half the time (halflife issue [#383](https://github.com/ValveSoftware/halflife/issues/383) and Updated issue [#163](https://github.com/SamVanheer/halflife-updated/issues/163)) +* Fixed MP5 not creating bullet decals half the time (halflife issue [#383](https://github.com/ValveSoftware/halflife/issues/383) and Updated issue [#163](https://github.com/twhl-community/halflife-updated/issues/163)) ### Shotgun * Fixed Shotgun pump sound not playing when holding down attack or when shooting last shell (halflife issue [#617](https://github.com/ValveSoftware/halflife/issues/617)) -* Fixed Shotgun starting idle animations too quickly after exhausting all ammo using primary attack [#195](https://github.com/SamVanheer/halflife-updated/issues/195) (Thanks Ronin4862) +* Fixed Shotgun starting idle animations too quickly after exhausting all ammo using primary attack [#195](https://github.com/twhl-community/halflife-updated/issues/195) (Thanks Ronin4862) ### Crossbow -* Fixed Crossbow fire on empty sequence not playing [#68](https://github.com/SamVanheer/halflife-updated/pull/68) (Thanks malortie) +* Fixed Crossbow fire on empty sequence not playing [#68](https://github.com/twhl-community/halflife-updated/pull/68) (Thanks malortie) * Removed m_fInZoom from Crossbow to ensure zoom state restores correctly (halflife issue [#3045](https://github.com/ValveSoftware/halflife/issues/3045)) ### RPG -* Fixed RPG reload reading uninitialized variable [#42](https://github.com/SamVanheer/halflife-updated/issues/42) -* Fixed RPG client prediction results stored in wrong pointer [#67](https://github.com/SamVanheer/halflife-updated/pull/67) (Thanks malortie) +* Fixed RPG reload reading uninitialized variable [#42](https://github.com/twhl-community/halflife-updated/issues/42) +* Fixed RPG client prediction results stored in wrong pointer [#67](https://github.com/twhl-community/halflife-updated/pull/67) (Thanks malortie) * Fixed a bug that could cause a crash if an RPG weapon were removed from a player while a rocket fired from it is in flight (halflife issue [#1719](https://github.com/ValveSoftware/halflife/issues/1719)) * Fixed incorrect idle time values for RPG fidget animations (halflife issue [#2495](https://github.com/ValveSoftware/halflife/issues/2495)) * Fixed RPG empty sound playing constantly (halflife issue [#617](https://github.com/ValveSoftware/halflife/issues/617)) * Fixed RPG sometimes getting stuck unable to reload (halflife issue [#3264](https://github.com/ValveSoftware/halflife/issues/3264)) (Thanks Ronin4862) -* Fixed RPG being flagged as unusable while a rocket is loaded [#213](https://github.com/SamVanheer/halflife-updated/pull/213) (Thanks Toodles2You) +* Fixed RPG being flagged as unusable while a rocket is loaded [#213](https://github.com/twhl-community/halflife-updated/pull/213) (Thanks Toodles2You) * Fixed RPG laser turning on when reloading immediately after equipping the weapon ### Gauss gun @@ -149,13 +149,13 @@ Fixes for bugs introduced in beta builds are not included in this list. * Implemented skill cvars `sk_plr_hornet_dmg1/2/3` for player Hornet gun damage * Fixed chainsaw Hornet gun sounds and mostly fixed hornetgun not playing firing animation (halflife issue [#556](https://github.com/ValveSoftware/halflife/issues/556)) -* Fixed Hornet gun recharging to full ammo after loading a save game [#190](https://github.com/SamVanheer/halflife-updated/issues/190) +* Fixed Hornet gun recharging to full ammo after loading a save game [#190](https://github.com/twhl-community/halflife-updated/issues/190) ### Hand grenade * Fixed Hand grenade not playing deploy animation after finishing a throw (halflife issue [#2495](https://github.com/ValveSoftware/halflife/issues/2495)) * Fixed Hand grenades staying primed when switching away or dropping the weapon (halflife issue [#3251](https://github.com/ValveSoftware/halflife/issues/3251)) -* Fixed hand grenade animations not playing correctly [#209](https://github.com/SamVanheer/halflife-updated/pull/209) (Thanks Toodles2You) +* Fixed hand grenade animations not playing correctly [#209](https://github.com/twhl-community/halflife-updated/pull/209) (Thanks Toodles2You) ### Satchel charge @@ -163,10 +163,10 @@ Fixes for bugs introduced in beta builds are not included in this list. ### Tripmine -* Fixed Tripmine viewmodel having wrong body on first pickup when weapon prediction is enabled [#129](https://github.com/SamVanheer/halflife-updated/issues/129) +* Fixed Tripmine viewmodel having wrong body on first pickup when weapon prediction is enabled [#129](https://github.com/twhl-community/halflife-updated/issues/129) * Fixed Tripmine beams not using correctly start position sometimes (halflife issue [#1670](https://github.com/ValveSoftware/halflife/issues/1670)) (Thanks vasiavasiavasia95) * Fixed Tripmine laser beam duplicating after going back and forth through level changes (halflife issue [#3245](https://github.com/ValveSoftware/halflife/issues/3245)) (Thanks vasiavasiavasia95) -* Fixed Tripmine body value being influenced by events from other weapons during deploy [#158](https://github.com/SamVanheer/halflife-updated/issues/158) +* Fixed Tripmine body value being influenced by events from other weapons during deploy [#158](https://github.com/twhl-community/halflife-updated/issues/158) ### Snark grenade * Fixed incorrect idle time values for Snark grenade deploy animations (halflife issue [#2495](https://github.com/ValveSoftware/halflife/issues/2495)) @@ -180,10 +180,10 @@ Fixes for bugs introduced in beta builds are not included in this list. * Made IsFacing non-static so it can be used in other source files * Fixed incorrect check for monster gag spawnflag (halflife issue [#3076](https://github.com/ValveSoftware/halflife/issues/3076)) * Fixed CTalkMonster::RunTask not properly initializing variable (halflife issue [#3177](https://github.com/ValveSoftware/halflife/issues/3177)) -* Added keyvalue `allow_item_dropping` to control whether NPCs can drop items (Opposing Force Updated [#72](https://github.com/SamVanheer/halflife-op4-updated/issues/72)) -* Fixed NPCs being able to speak scripted_sentences while dying [#171](https://github.com/SamVanheer/halflife-updated/issues/171) +* Added keyvalue `allow_item_dropping` to control whether NPCs can drop items (Opposing Force Updated [#72](https://github.com/twhl-community/halflife-op4-updated/issues/72)) +* Fixed NPCs being able to speak scripted_sentences while dying [#171](https://github.com/twhl-community/halflife-updated/issues/171) * Added missing monster state name to ReportAIState (halflife issue [#3220](https://github.com/ValveSoftware/halflife/issues/3220)) (Thanks Shepard) -* Fixed being able to break scripted_sequence by +using friendly NPCs to make them follow player [#200](https://github.com/SamVanheer/halflife-updated/issues/200) (Thanks Oxofemple. for reporting this and FreeSlave for finding the solution) +* Fixed being able to break scripted_sequence by +using friendly NPCs to make them follow player [#200](https://github.com/twhl-community/halflife-updated/issues/200) (Thanks Oxofemple. for reporting this and FreeSlave for finding the solution) * Fixed potential incorrect facing in scripted sequence (Thanks FreeSlave) * Fixed crash when +USEing NPCs that have just exited a scripted sequence (Thanks malortie) * Fixed talk monsters resetting other talk monsters' dying schedule if they are both killed at the same time (Thanks FreeSlave) @@ -196,7 +196,7 @@ Fixes for bugs introduced in beta builds are not included in this list. * Fixed Gargantua stomp attack being framerate-dependent (halflife issue [#2876](https://github.com/ValveSoftware/halflife/issues/2876)) * Fixed Snark movetype being changed unconditionally (halflife issue [#3175](https://github.com/ValveSoftware/halflife/issues/3175)) * Fixed Human Grunt checking enemy incorrectly in CheckMeleeAttack1 (halflife issue [#3176](https://github.com/ValveSoftware/halflife/issues/3176)) -* Fixed Human Grunts continuing to fire for a few seconds after killing the last enemy in an area [Opposing Force Updated #100](https://github.com/SamVanheer/halflife-op4-updated/issues/100) (Thanks Ronin4862 and malortie) +* Fixed Human Grunts continuing to fire for a few seconds after killing the last enemy in an area [Opposing Force Updated #100](https://github.com/twhl-community/halflife-op4-updated/issues/100) (Thanks Ronin4862 and malortie) * Fixed Hornets crashing the game if they hit you after a level transition (halflife issue [#1598](https://github.com/ValveSoftware/halflife/pull/1598)) * Fixed Osprey not interpolating (halflife issue [#3228](https://github.com/ValveSoftware/halflife/issues/3228)) (Thanks Hezus) * Fixed Osprey crashing if it has no valid target (halflife issue [#3259](https://github.com/ValveSoftware/halflife/issues/3259)) @@ -205,9 +205,9 @@ Fixes for bugs introduced in beta builds are not included in this list. * Fixed Osprey engine damage effects showing on wrong engine (halflife issue [#3263](https://github.com/ValveSoftware/halflife/issues/3263)) (Thanks Hezus) * Fixed Apache not firing trigger targets (halflife issue [#3262](https://github.com/ValveSoftware/halflife/issues/3262)) * Fixed Tentacle not interpolating (halflife issue [#3228](https://github.com/ValveSoftware/halflife/issues/3228)) (Thanks Anton) -* Fixed Ichthyosaur restarting death sequence on save game load [#152](https://github.com/SamVanheer/halflife-updated/issues/152) -* Fixed Alien Controllers facing in non-combat state [#155](https://github.com/SamVanheer/halflife-updated/pull/155) -* Fixed scientist voice pitch [#156](https://github.com/SamVanheer/halflife-updated/pull/156) +* Fixed Ichthyosaur restarting death sequence on save game load [#152](https://github.com/twhl-community/halflife-updated/issues/152) +* Fixed Alien Controllers facing in non-combat state [#155](https://github.com/twhl-community/halflife-updated/pull/155) +* Fixed scientist voice pitch [#156](https://github.com/twhl-community/halflife-updated/pull/156) * Fixed Human Grunts dropping weapons again if the game is saved and loaded while the grunt is dying (Thanks Oxofemple.) * Fixed Scientists crashing when speaking fear dialogue when enemy has been removed @@ -231,7 +231,7 @@ Fixes for bugs introduced in beta builds are not included in this list. * Show pickup icons in HUD for all weapons (halflife issue [#3137](https://github.com/ValveSoftware/halflife/issues/3137)) * Fixed picking up weapons that give free/regenerating ammo sometimes showing weapon icon as red (halflife issue [#3250](https://github.com/ValveSoftware/halflife/issues/3250)) * Fixed crash while parsing command menu with unsupported custom button (halflife issue [#1730](https://github.com/ValveSoftware/halflife/issues/1730)) -* Reset current history icon slot when resetting item history HUD [#223](https://github.com/SamVanheer/halflife-updated/issues/223) (Thanks malortie) +* Reset current history icon slot when resetting item history HUD [#223](https://github.com/twhl-community/halflife-updated/issues/223) (Thanks malortie) ## Other @@ -263,38 +263,38 @@ Fixes for bugs introduced in beta builds are not included in this list. * Fixed func_breakable keyvalue "explosion" not working (#24) (Thanks ArroganceJustified) * Fixed memory leak in VGUI1 image loading code (halflife issue [#3101](https://github.com/ValveSoftware/halflife/issues/3101)) * Fixed underwater breathing sounds playing when standing in shallow water (halflife issue [#3110](https://github.com/ValveSoftware/halflife/issues/3110)) -* Fixed camera not being consistently centered when raw mouse input is enabled [#32](https://github.com/SamVanheer/halflife-updated/pull/32) (Thanks IntriguingTiles) -* Added new cvar flags added by recent engine updates [#46](https://github.com/SamVanheer/halflife-updated/issues/46) -* Added new cvar flags for command filtering [#121](https://github.com/SamVanheer/halflife-updated/issues/121) (Thanks a1batross and vasiavasiavasia95) -* Provided access to engine filesystem [#86](https://github.com/SamVanheer/halflife-updated/issues/86) -* Use engine filesystem to load and save node graph files [#87](https://github.com/SamVanheer/halflife-updated/issues/87) -* Define and use constants for maximum number of players and weapons [#96](https://github.com/SamVanheer/halflife-updated/issues/96) -* Added support for saving and restoring 64 bit integers [#99](https://github.com/SamVanheer/halflife-updated/issues/99) -* Fixed cycler_sprite not saving [#43](https://github.com/SamVanheer/halflife-updated/issues/43) -* Fixed func_rotating not reporting keyvalue spawnorigin as handled [#72](https://github.com/SamVanheer/halflife-updated/issues/72) -* Fixed infodecal not reporting keyvalue texture as handled [#73](https://github.com/SamVanheer/halflife-updated/issues/73) -* Fixed beam attachment invalidated on restore [#74](https://github.com/SamVanheer/halflife-updated/pull/74) (Thanks malortie) +* Fixed camera not being consistently centered when raw mouse input is enabled [#32](https://github.com/twhl-community/halflife-updated/pull/32) (Thanks IntriguingTiles) +* Added new cvar flags added by recent engine updates [#46](https://github.com/twhl-community/halflife-updated/issues/46) +* Added new cvar flags for command filtering [#121](https://github.com/twhl-community/halflife-updated/issues/121) (Thanks a1batross and vasiavasiavasia95) +* Provided access to engine filesystem [#86](https://github.com/twhl-community/halflife-updated/issues/86) +* Use engine filesystem to load and save node graph files [#87](https://github.com/twhl-community/halflife-updated/issues/87) +* Define and use constants for maximum number of players and weapons [#96](https://github.com/twhl-community/halflife-updated/issues/96) +* Added support for saving and restoring 64 bit integers [#99](https://github.com/twhl-community/halflife-updated/issues/99) +* Fixed cycler_sprite not saving [#43](https://github.com/twhl-community/halflife-updated/issues/43) +* Fixed func_rotating not reporting keyvalue spawnorigin as handled [#72](https://github.com/twhl-community/halflife-updated/issues/72) +* Fixed infodecal not reporting keyvalue texture as handled [#73](https://github.com/twhl-community/halflife-updated/issues/73) +* Fixed beam attachment invalidated on restore [#74](https://github.com/twhl-community/halflife-updated/pull/74) (Thanks malortie) * Fixed speaker entity not handling invalid preset values correctly (halflife issue [#3178](https://github.com/ValveSoftware/halflife/issues/3178)) -* Fixed invalidated linked entities in node graph [#106](https://github.com/SamVanheer/halflife-updated/pull/106) (Thanks zaklaus) -* Fixed default implementation of HasTarget not checking the right variable [#109](https://github.com/SamVanheer/halflife-updated/pull/109) (Thanks malortie) -* Implemented particle manager in client library [#122](https://github.com/SamVanheer/halflife-updated/issues/122) +* Fixed invalidated linked entities in node graph [#106](https://github.com/twhl-community/halflife-updated/pull/106) (Thanks zaklaus) +* Fixed default implementation of HasTarget not checking the right variable [#109](https://github.com/twhl-community/halflife-updated/pull/109) (Thanks malortie) +* Implemented particle manager in client library [#122](https://github.com/twhl-community/halflife-updated/issues/122) * This change fixes halflife issue [#2196](https://github.com/ValveSoftware/halflife/issues/2196) by embedding the particle manager in the client library. It also fixes compatibility issues caused by optimizations applied to the Vector type. * Reworked particle memory management to allow far more particles to be allocated before crashing by running out of memory (previous limit was around 100 particles at the same time, new limit closer to 1 million). Fixes halflife [#1447](https://github.com/ValveSoftware/halflife/issues/1447) * Fixed memory leak in the physics force list: halflife [#3213](https://github.com/ValveSoftware/halflife/issues/3213) * Fixed use-after-free bug that could cause difficult to debug problems in (hopefully) theoretical cases: [#3214](https://github.com/ValveSoftware/halflife/issues/3214) * Optimized some of the code to be more efficient * Reworked the CBaseParticle class to use a simpler design -* Fixed V_CalcBob not initializing static variables [#126](https://github.com/SamVanheer/halflife-updated/issues/126) +* Fixed V_CalcBob not initializing static variables [#126](https://github.com/twhl-community/halflife-updated/issues/126) * Fixed models stuttering due to client side interpolation (halflife issue [#3228](https://github.com/ValveSoftware/halflife/issues/3228)) (Thanks Uncle Mike, and vasiavasiavasia95 and Bacontsu for bringing this fix to my attention) * Fixed player physics hull sizes not initializing properly (halflife issue [#3229](https://github.com/ValveSoftware/halflife/issues/3229)) (Thanks vasiavasiavasia95) * Fixed FL_FAKECLIENT flag being cleared in some places (halflife issue [#3256](https://github.com/ValveSoftware/halflife/issues/3256)) -* Fixed Error in ServerCtrl [#135](https://github.com/SamVanheer/halflife-updated/pull/135) (Thanks fel1x-developer) +* Fixed Error in ServerCtrl [#135](https://github.com/twhl-community/halflife-updated/pull/135) (Thanks fel1x-developer) * Pass director stufftext commands to filtered client command function (halflife issue [#1497](https://github.com/ValveSoftware/halflife/issues/1497)) -* Fixed node graphs being loaded from search paths other than GAMECONFIG path [#145](https://github.com/SamVanheer/halflife-updated/issues/145) +* Fixed node graphs being loaded from search paths other than GAMECONFIG path [#145](https://github.com/twhl-community/halflife-updated/issues/145) * Fixed node graph code incorrectly flagging node graphs as out of date if an outdated graph exists in a search path other than the mod directory (e.g. a graph in `halflife_updated_addon/map/graphs`) * Fixed momentary_door restarting movement sound repeatedly when moving back to starting position (halflife issue [#3265](https://github.com/ValveSoftware/halflife/issues/3265)) -* Fixed "fullupdate" call making a HUD disappear [#147](https://github.com/SamVanheer/halflife-updated/issues/147) -* Fixed STL Algorithm Header Errors When Included with Platform.h [#148](https://github.com/SamVanheer/halflife-updated/pull/148) (Thanks edgarbarney) +* Fixed "fullupdate" call making a HUD disappear [#147](https://github.com/twhl-community/halflife-updated/issues/147) +* Fixed STL Algorithm Header Errors When Included with Platform.h [#148](https://github.com/twhl-community/halflife-updated/pull/148) (Thanks edgarbarney) * Fixed func_button "Sparks" spawnflag using wrong origin (halflife issue [#3269](https://github.com/ValveSoftware/halflife/issues/3269)) * Fixed func_rot_button "X Axis" spawnflag also enabling func_button "Sparks" behavior (halflife issue [#3270](https://github.com/ValveSoftware/halflife/issues/3270)) * Fixed second case of incorrect timebase for button sparks (halflife issue [#1681](https://github.com/ValveSoftware/halflife/issues/1681)) @@ -302,26 +302,26 @@ Fixes for bugs introduced in beta builds are not included in this list. * Fixed ServerActivate checking for player entities incorrectly (halflife [#3282](https://github.com/ValveSoftware/halflife/issues/3282)) * Fixed PM_TraceModel possibly returning uninitialized trace (halflife [#3283](https://github.com/ValveSoftware/halflife/issues/3283)) * Print error message if trigger_changelevel points to itself -* Updated smdlexp to use 3DS Max 2023 SDK [#149](https://github.com/SamVanheer/halflife-updated/pull/149) +* Updated smdlexp to use 3DS Max 2023 SDK [#149](https://github.com/twhl-community/halflife-updated/pull/149) * Updated to fix configuration issues so both debug and release profiles compile and don't fail when trying to copy the library to the 3DS Max plugins directory * Added errors to stop compilation if the library is not built as 64 bit or if it does not use the Unicode character set (required for 3DS Max 2023 plugins) * Note: plugin has not been tested. Use this plugin instead: [https://knockout.chat/thread/806/1](https://knockout.chat/thread/806/1) * Refactored env_sound code to use correct data type for room type, don't use goto to control think rate * Always send room_type changes to client, set room_type to 0 by default, reset room_type to 0 on map change, save room_type and restore it when loading same map (halflife issues [#1144](https://github.com/ValveSoftware/halflife/issues/1144) and [#2936](https://github.com/ValveSoftware/halflife/issues/2936)) * Added fixes from Marphy Black's [Half-Life Fact Fixes](https://github.com/Revenant100/halflife-FactFilesFixes) -* Try to unstuck player after level transition if stuck in the world [#165](https://github.com/SamVanheer/halflife-updated/issues/165) +* Try to unstuck player after level transition if stuck in the world [#165](https://github.com/twhl-community/halflife-updated/issues/165) * Fixed domain errors in func_tank (halflife issue [#3303](https://github.com/ValveSoftware/halflife/issues/3303)) * Fixed game crashing when triggering certain entities on an empty dedicated server with maxplayers 1 (halflife issue [#3307](https://github.com/ValveSoftware/halflife/issues/3307)) * Access world through global * Access local player through helper function * Removed some obsolete utility functions -* Fixed game_player_equip crashing when given a null activator [#189](https://github.com/SamVanheer/halflife-updated/issues/189) -* Save and restore game_player_equip [#188](https://github.com/SamVanheer/halflife-updated/issues/188) -* Fixed entities with an index greater than 2047 corrupting the client's heap if sent over the network [#191](https://github.com/SamVanheer/halflife-updated/issues/191) +* Fixed game_player_equip crashing when given a null activator [#189](https://github.com/twhl-community/halflife-updated/issues/189) +* Save and restore game_player_equip [#188](https://github.com/twhl-community/halflife-updated/issues/188) +* Fixed entities with an index greater than 2047 corrupting the client's heap if sent over the network [#191](https://github.com/twhl-community/halflife-updated/issues/191) * When using `impulse 107` to get the name of a texture the texture type (as used in `materials.txt`) will also be printed * Added `WRITE_FLOAT` function corresponding to the client's `READ_FLOAT` function * Fixed func_friction not working properly in multiplayer (halflife issue [#1542](https://github.com/ValveSoftware/halflife/issues/1542)) (Thanks L453rh4wk) -* Fixed spray logo using wrong decal after save game load when not using custom spray [#193](https://github.com/SamVanheer/halflife-updated/issues/193) (Thanks Ronin4862) +* Fixed spray logo using wrong decal after save game load when not using custom spray [#193](https://github.com/twhl-community/halflife-updated/issues/193) (Thanks Ronin4862) * Fixed user interface coordinates and sizes being incorrectly adjusted for resolution (halflife issue [#3344](https://github.com/ValveSoftware/halflife/issues/3344)) * Fixed Alien Slave beams staying forever if they exist during a level change (halflife issue [#3104](https://github.com/ValveSoftware/halflife/issues/3104)) * Fixed cycler_wreckage storing time value in int instead of float @@ -376,69 +376,69 @@ Fixes for bugs introduced in beta builds are not included in this list. * Removed old project files & module definition files * Removed duplicate event function declarations, use event_args_t to ensure Intellisense can link declarations and definitions * Removed some double semicolons (Thanks LogicAndTrick) -* Made event playback functions const correct [#41](https://github.com/SamVanheer/halflife-updated/issues/41) -* Removed unused skiplocal parameter [#38](https://github.com/SamVanheer/halflife-updated/issues/38) +* Made event playback functions const correct [#41](https://github.com/twhl-community/halflife-updated/issues/41) +* Removed unused skiplocal parameter [#38](https://github.com/twhl-community/halflife-updated/issues/38) * Made CBaseEntity debug setters const correct * Made HUD string drawing methods const correct * Improved const correctness in engine APIs -* Removed obsolete preprocessor macro checks [#47](https://github.com/SamVanheer/halflife-updated/issues/47) -* Cleaned up uses of the node graph global [#48](https://github.com/SamVanheer/halflife-updated/issues/48) -* Disabled as many Windows.h dependencies as possible [#49](https://github.com/SamVanheer/halflife-updated/issues/49) -* Removed benchmarking functionality [#54](https://github.com/SamVanheer/halflife-updated/issues/54) -* Removed game_controls.lib from the client project [#55](https://github.com/SamVanheer/halflife-updated/issues/55) -* Defined platform-agnostic types for common structures [#56](https://github.com/SamVanheer/halflife-updated/issues/56) -* Removed obsolete engine APIs related to security modules [#57](https://github.com/SamVanheer/halflife-updated/issues/57) -* Removed extern C wrappers around functions [#58](https://github.com/SamVanheer/halflife-updated/issues/58) -* Reworked some uses of platform-specific code to be cross-platform [#59](https://github.com/SamVanheer/halflife-updated/issues/59) -* Merged platform abstraction headers [#53](https://github.com/SamVanheer/halflife-updated/issues/53) -* Removed redundant include guards [#52](https://github.com/SamVanheer/halflife-updated/issues/52) -* Converted all include guards to pragma once [#50](https://github.com/SamVanheer/halflife-updated/issues/50) -* Removed duplicate interface.h/.cpp files [#60](https://github.com/SamVanheer/halflife-updated/issues/60) -* Added pragma once to all headers that need it [#51](https://github.com/SamVanheer/halflife-updated/issues/51) -* Use snprintf and vsnprintf everywhere instead of _snprintf and _vsnprintf [#61](https://github.com/SamVanheer/halflife-updated/issues/61) -* Use WIN32 preprocessor macro instead of _WIN32 [#62](https://github.com/SamVanheer/halflife-updated/issues/62) -* Removed unnecessary _cdecl in function declarations [#63](https://github.com/SamVanheer/halflife-updated/issues/63) -* Removed useless try-catch statement in command menu parsing code [#64](https://github.com/SamVanheer/halflife-updated/issues/64) -* Reworked some uses of platform-specific code to be cross-platform [#59](https://github.com/SamVanheer/halflife-updated/issues/59) -* Save FIELD_BOOLEAN as byte array [#65](https://github.com/SamVanheer/halflife-updated/issues/65) -* Fixed save game system not saving arrays of EHANDLEs if the first half of the array contains null handles (mainly affected Nihilanth's spheres) [#224](https://github.com/SamVanheer/halflife-updated/issues/224) (Thanks Ronin4862) -* Reworked operator new and delete overloads to allocate memory directly [#71](https://github.com/SamVanheer/halflife-updated/issues/71) -* Removed identical line in conditional statement [#75](https://github.com/SamVanheer/halflife-updated/pull/75) (Thanks malortie) +* Removed obsolete preprocessor macro checks [#47](https://github.com/twhl-community/halflife-updated/issues/47) +* Cleaned up uses of the node graph global [#48](https://github.com/twhl-community/halflife-updated/issues/48) +* Disabled as many Windows.h dependencies as possible [#49](https://github.com/twhl-community/halflife-updated/issues/49) +* Removed benchmarking functionality [#54](https://github.com/twhl-community/halflife-updated/issues/54) +* Removed game_controls.lib from the client project [#55](https://github.com/twhl-community/halflife-updated/issues/55) +* Defined platform-agnostic types for common structures [#56](https://github.com/twhl-community/halflife-updated/issues/56) +* Removed obsolete engine APIs related to security modules [#57](https://github.com/twhl-community/halflife-updated/issues/57) +* Removed extern C wrappers around functions [#58](https://github.com/twhl-community/halflife-updated/issues/58) +* Reworked some uses of platform-specific code to be cross-platform [#59](https://github.com/twhl-community/halflife-updated/issues/59) +* Merged platform abstraction headers [#53](https://github.com/twhl-community/halflife-updated/issues/53) +* Removed redundant include guards [#52](https://github.com/twhl-community/halflife-updated/issues/52) +* Converted all include guards to pragma once [#50](https://github.com/twhl-community/halflife-updated/issues/50) +* Removed duplicate interface.h/.cpp files [#60](https://github.com/twhl-community/halflife-updated/issues/60) +* Added pragma once to all headers that need it [#51](https://github.com/twhl-community/halflife-updated/issues/51) +* Use snprintf and vsnprintf everywhere instead of _snprintf and _vsnprintf [#61](https://github.com/twhl-community/halflife-updated/issues/61) +* Use WIN32 preprocessor macro instead of _WIN32 [#62](https://github.com/twhl-community/halflife-updated/issues/62) +* Removed unnecessary _cdecl in function declarations [#63](https://github.com/twhl-community/halflife-updated/issues/63) +* Removed useless try-catch statement in command menu parsing code [#64](https://github.com/twhl-community/halflife-updated/issues/64) +* Reworked some uses of platform-specific code to be cross-platform [#59](https://github.com/twhl-community/halflife-updated/issues/59) +* Save FIELD_BOOLEAN as byte array [#65](https://github.com/twhl-community/halflife-updated/issues/65) +* Fixed save game system not saving arrays of EHANDLEs if the first half of the array contains null handles (mainly affected Nihilanth's spheres) [#224](https://github.com/twhl-community/halflife-updated/issues/224) (Thanks Ronin4862) +* Reworked operator new and delete overloads to allocate memory directly [#71](https://github.com/twhl-community/halflife-updated/issues/71) +* Removed identical line in conditional statement [#75](https://github.com/twhl-community/halflife-updated/pull/75) (Thanks malortie) * Removed unused files (Thanks malortie): - * AI_BaseNPC_Schedule.cpp [#77](https://github.com/SamVanheer/halflife-updated/pull/77) - * glock.cpp [#78](https://github.com/SamVanheer/halflife-updated/pull/78) - * mpstubb.cpp [#80](https://github.com/SamVanheer/halflife-updated/pull/80) - * MOTD.cpp [#81](https://github.com/SamVanheer/halflife-updated/pull/81) - * scoreboard.cpp [#82](https://github.com/SamVanheer/halflife-updated/pull/82) -* Removed DMC and Ricochet VS 2017 projects to match removal of VS 2019 projects [#79](https://github.com/SamVanheer/halflife-updated/pull/79) (Thanks malortie) -* Fixed invalid conversions between bool and other types [#69](https://github.com/SamVanheer/halflife-updated/issues/69) -* Reworked all uses of int and int-like types to use bool when the value is boolean [#83](https://github.com/SamVanheer/halflife-updated/issues/83) -* Enabled certain Clang-tidy checks [#66](https://github.com/SamVanheer/halflife-updated/issues/66) -* Formatted all files and added clang-format configuration file [#84](https://github.com/SamVanheer/halflife-updated/issues/84) -* Removed unused types [#88](https://github.com/SamVanheer/halflife-updated/issues/88) -* Removed unused globals and duplicate global variable forward declarations [#89](https://github.com/SamVanheer/halflife-updated/issues/89) -* Removed obsolete interface APIs [#90](https://github.com/SamVanheer/halflife-updated/issues/90) -* Overhauled vector types to use constexpr, simplify code [#92](https://github.com/SamVanheer/halflife-updated/issues/92) -* Fixed or silence compiler warnings [#91](https://github.com/SamVanheer/halflife-updated/issues/91) -* Removed unused VGUI1 code in vgui_int.cpp [#93](https://github.com/SamVanheer/halflife-updated/issues/93) -* Reworked CSave & CRestore to eliminate null data pointers [#94](https://github.com/SamVanheer/halflife-updated/issues/94) -* Reworked mouse thread code to use standard types [#95](https://github.com/SamVanheer/halflife-updated/issues/95) + * AI_BaseNPC_Schedule.cpp [#77](https://github.com/twhl-community/halflife-updated/pull/77) + * glock.cpp [#78](https://github.com/twhl-community/halflife-updated/pull/78) + * mpstubb.cpp [#80](https://github.com/twhl-community/halflife-updated/pull/80) + * MOTD.cpp [#81](https://github.com/twhl-community/halflife-updated/pull/81) + * scoreboard.cpp [#82](https://github.com/twhl-community/halflife-updated/pull/82) +* Removed DMC and Ricochet VS 2017 projects to match removal of VS 2019 projects [#79](https://github.com/twhl-community/halflife-updated/pull/79) (Thanks malortie) +* Fixed invalid conversions between bool and other types [#69](https://github.com/twhl-community/halflife-updated/issues/69) +* Reworked all uses of int and int-like types to use bool when the value is boolean [#83](https://github.com/twhl-community/halflife-updated/issues/83) +* Enabled certain Clang-tidy checks [#66](https://github.com/twhl-community/halflife-updated/issues/66) +* Formatted all files and added clang-format configuration file [#84](https://github.com/twhl-community/halflife-updated/issues/84) +* Removed unused types [#88](https://github.com/twhl-community/halflife-updated/issues/88) +* Removed unused globals and duplicate global variable forward declarations [#89](https://github.com/twhl-community/halflife-updated/issues/89) +* Removed obsolete interface APIs [#90](https://github.com/twhl-community/halflife-updated/issues/90) +* Overhauled vector types to use constexpr, simplify code [#92](https://github.com/twhl-community/halflife-updated/issues/92) +* Fixed or silence compiler warnings [#91](https://github.com/twhl-community/halflife-updated/issues/91) +* Removed unused VGUI1 code in vgui_int.cpp [#93](https://github.com/twhl-community/halflife-updated/issues/93) +* Reworked CSave & CRestore to eliminate null data pointers [#94](https://github.com/twhl-community/halflife-updated/issues/94) +* Reworked mouse thread code to use standard types [#95](https://github.com/twhl-community/halflife-updated/issues/95) * Replaced stackalloc-based saytext code with fixed-size buffer to avoid using alloca (halflife issue [#3179](https://github.com/ValveSoftware/halflife/issues/3179)) * Use sound array macros (Thanks malortie): - * Alien grunt [#100](https://github.com/SamVanheer/halflife-updated/pull/100) - * Gargantua [#101](https://github.com/SamVanheer/halflife-updated/pull/101) - * Alien slave [#102](https://github.com/SamVanheer/halflife-updated/pull/102) - * Leech [#103](https://github.com/SamVanheer/halflife-updated/pull/103) - * Zombie [#104](https://github.com/SamVanheer/halflife-updated/pull/104) -* Removed unused variables in the client side event playback code [#105](https://github.com/SamVanheer/halflife-updated/pull/105) (Thanks malortie) -* Renamed hl_wpn_glock.cpp to glock.cpp [#108](https://github.com/SamVanheer/halflife-updated/pull/108) (Thanks malortie and JoelTroch for the Linux changes related to this) + * Alien grunt [#100](https://github.com/twhl-community/halflife-updated/pull/100) + * Gargantua [#101](https://github.com/twhl-community/halflife-updated/pull/101) + * Alien slave [#102](https://github.com/twhl-community/halflife-updated/pull/102) + * Leech [#103](https://github.com/twhl-community/halflife-updated/pull/103) + * Zombie [#104](https://github.com/twhl-community/halflife-updated/pull/104) +* Removed unused variables in the client side event playback code [#105](https://github.com/twhl-community/halflife-updated/pull/105) (Thanks malortie) +* Renamed hl_wpn_glock.cpp to glock.cpp [#108](https://github.com/twhl-community/halflife-updated/pull/108) (Thanks malortie and JoelTroch for the Linux changes related to this) * Removed preprocessor checks for other games (Thanks malortie): - * Team Fortress Classic [#110](https://github.com/SamVanheer/halflife-updated/pull/110) - * Condition Zero [#111](https://github.com/SamVanheer/halflife-updated/pull/111) - * Counter-Strike [#112](https://github.com/SamVanheer/halflife-updated/pull/112) - * Day Of Defeat [#113](https://github.com/SamVanheer/halflife-updated/pull/113) - * Blue Shift [#114](https://github.com/SamVanheer/halflife-updated/pull/114) - * Deathmatch Classic and Threewave [#115](https://github.com/SamVanheer/halflife-updated/pull/115) + * Team Fortress Classic [#110](https://github.com/twhl-community/halflife-updated/pull/110) + * Condition Zero [#111](https://github.com/twhl-community/halflife-updated/pull/111) + * Counter-Strike [#112](https://github.com/twhl-community/halflife-updated/pull/112) + * Day Of Defeat [#113](https://github.com/twhl-community/halflife-updated/pull/113) + * Blue Shift [#114](https://github.com/twhl-community/halflife-updated/pull/114) + * Deathmatch Classic and Threewave [#115](https://github.com/twhl-community/halflife-updated/pull/115) * Moved IsFacing function from barney.cpp to h_ai.cpp to help prevent linker errors when copy pasting source file ## Project changes @@ -448,27 +448,27 @@ Fixes for bugs introduced in beta builds are not included in this list. * Updated codebase to use correct functions to allow compilation with newer versions of Visual Studio * Linux compilation fixes (Thanks Shepard and LogicAndTrick) * Made Half-Life client dll depend on server dll to ensure server is built when launching a client debug session -* Update Linux makefiles to use g++ instead of gcc to compile and link all code [#33](https://github.com/SamVanheer/halflife-updated/issues/33) (Thanks MegaBrutal for bringing this to my attention) +* Update Linux makefiles to use g++ instead of gcc to compile and link all code [#33](https://github.com/twhl-community/halflife-updated/issues/33) (Thanks MegaBrutal for bringing this to my attention) * Moved DMC & Ricochet source code, projects, makefiles and fgds to their own repositories. See [README.md](README.md) for more information -* Enabled multiprocessor compilation for Windows builds [#39](https://github.com/SamVanheer/halflife-updated/issues/39) -* Changed default toolset to non-XP compatible one and set Windows SDK version to Windows 10 [#44](https://github.com/SamVanheer/halflife-updated/issues/44) -* Set C++ standard to 17 [#85](https://github.com/SamVanheer/halflife-updated/issues/85) -* Fixed symlinks to Linux and MacOS builds of SDL2 [#137](https://github.com/SamVanheer/halflife-updated/pull/137) (Thanks MegaBrutal) -* Deleted Makefiles and libraries for MacOS X (Half-Life 1 is 32 bit, no longer supported by MacOS) [#141](https://github.com/SamVanheer/halflife-updated/pull/141) (Thanks fel1x-developer) -* Upgraded tool projects to use Visual Studio 2019, fixed as many warnings as possible, all tools aside from smdlexp compile, all tools compiled as C++, most tools work as intended [#138](https://github.com/SamVanheer/halflife-updated/issues/138) (Thanks fel1x-developer for helping with this work) - * Fixed missing archtypes.h header include [#136](https://github.com/SamVanheer/halflife-updated/issues/136) - * Updated readme.txt for latest methods installing MFC, smdlexp and SDL2 [#140](https://github.com/SamVanheer/halflife-updated/pull/140) (Thanks fel1x-developer) - * Removed obsolete VS6 & makefile project files from tools code [#142](https://github.com/SamVanheer/halflife-updated/issues/142) - * Removed bsplib.h & bsplib.cpp (redundant) [#143](https://github.com/SamVanheer/halflife-updated/issues/143) +* Enabled multiprocessor compilation for Windows builds [#39](https://github.com/twhl-community/halflife-updated/issues/39) +* Changed default toolset to non-XP compatible one and set Windows SDK version to Windows 10 [#44](https://github.com/twhl-community/halflife-updated/issues/44) +* Set C++ standard to 17 [#85](https://github.com/twhl-community/halflife-updated/issues/85) +* Fixed symlinks to Linux and MacOS builds of SDL2 [#137](https://github.com/twhl-community/halflife-updated/pull/137) (Thanks MegaBrutal) +* Deleted Makefiles and libraries for MacOS X (Half-Life 1 is 32 bit, no longer supported by MacOS) [#141](https://github.com/twhl-community/halflife-updated/pull/141) (Thanks fel1x-developer) +* Upgraded tool projects to use Visual Studio 2019, fixed as many warnings as possible, all tools aside from smdlexp compile, all tools compiled as C++, most tools work as intended [#138](https://github.com/twhl-community/halflife-updated/issues/138) (Thanks fel1x-developer for helping with this work) + * Fixed missing archtypes.h header include [#136](https://github.com/twhl-community/halflife-updated/issues/136) + * Updated readme.txt for latest methods installing MFC, smdlexp and SDL2 [#140](https://github.com/twhl-community/halflife-updated/pull/140) (Thanks fel1x-developer) + * Removed obsolete VS6 & makefile project files from tools code [#142](https://github.com/twhl-community/halflife-updated/issues/142) + * Removed bsplib.h & bsplib.cpp (redundant) [#143](https://github.com/twhl-community/halflife-updated/issues/143) * Added `fgd/halflife.fgd` * Cleaned up the Linux makefiles to remove obsolete logic and simplify the compilation process * Removed use of obsolete register keyword (caused compiler errors when using Clang++) * Added support for overriding the compiler used when using the Linux makefiles * Fixed the Linux makefiles not working when using Clang++ due to missing `-mno-sse` compiler flag * Added game icons for program icon and Steam library icon -* Use post build event to copy dlls instead of using output directory [#167](https://github.com/SamVanheer/halflife-updated/issues/167) -* Added `-flifetime-dse=1` flag to Linux Makefile to disable compiler optimization that removed entity memory zero-initialization, resulting in the game crashing when any entity touches the world [#187](https://github.com/SamVanheer/halflife-updated/issues/187) (Thanks FreeSlave) -* Set maximum edicts to 2048 in liblist.gam [#181](https://github.com/SamVanheer/halflife-updated/issues/181) +* Use post build event to copy dlls instead of using output directory [#167](https://github.com/twhl-community/halflife-updated/issues/167) +* Added `-flifetime-dse=1` flag to Linux Makefile to disable compiler optimization that removed entity memory zero-initialization, resulting in the game crashing when any entity touches the world [#187](https://github.com/twhl-community/halflife-updated/issues/187) (Thanks FreeSlave) +* Set maximum edicts to 2048 in liblist.gam [#181](https://github.com/twhl-community/halflife-updated/issues/181) * Made the Linux version link statically to the C++ runtime to help avoid problems when running mods on older systems (Thanks a1ba and FreeSlave) * Copy delta.lst when building client or server to ensure mods have correct delta.lst file (Thanks P38TaKjYzY) * Disabled GCC optimization that prevents mod dlls from unloading after engine calls dlclose @@ -500,7 +500,7 @@ See the full changelog for Half-Life Updated below for changes shared with the b * Fixed bugs causing zoomed in weapons to restore player state incorrectly (halflife issues [#3044](https://github.com/ValveSoftware/halflife/issues/3044) and [#3045](https://github.com/ValveSoftware/halflife/issues/3045)) * Play CTF backpack powerup sound at same volume for all weapons (halflife issue [#3051](https://github.com/ValveSoftware/halflife/issues/3051)) -* Fixed NPC fired 556 and 762 bullets not creating bullet decals half the time (halflife issue [#383](https://github.com/ValveSoftware/halflife/issues/383) and Updated issue [#163](https://github.com/SamVanheer/halflife-updated/issues/163)) +* Fixed NPC fired 556 and 762 bullets not creating bullet decals half the time (halflife issue [#383](https://github.com/ValveSoftware/halflife/issues/383) and Updated issue [#163](https://github.com/twhl-community/halflife-updated/issues/163)) ### Knife @@ -527,12 +527,12 @@ See the full changelog for Half-Life Updated below for changes shared with the b ### Desert Eagle * Fixed Desert Eagle using wrong time base for underwater attack check (halflife issue [#1042](https://github.com/ValveSoftware/halflife/issues/1042)) -* Fixed Desert Eagle laser position not updating when holding down reload button [#95](https://github.com/SamVanheer/halflife-op4-updated/issues/95) (Thanks Ronin4862) +* Fixed Desert Eagle laser position not updating when holding down reload button [#95](https://github.com/twhl-community/halflife-op4-updated/issues/95) (Thanks Ronin4862) * Fixed Desert Eagle laser turning on when reloading immediately after equipping the weapon ### MP5 -* Fixed MP5 shooting animations sometimes playing a deploy animation [#78](https://github.com/SamVanheer/halflife-op4-updated/issues/78) +* Fixed MP5 shooting animations sometimes playing a deploy animation [#78](https://github.com/twhl-community/halflife-op4-updated/issues/78) ### Shotgun @@ -564,20 +564,20 @@ See the full changelog for Half-Life Updated below for changes shared with the b ### General -* Fixed "suspicious" keyvalue not being saved (makes certain friendly NPCs hostile) [#31](https://github.com/SamVanheer/halflife-op4-updated/issues/31) +* Fixed "suspicious" keyvalue not being saved (makes certain friendly NPCs hostile) [#31](https://github.com/twhl-community/halflife-op4-updated/issues/31) * Fixed repel monster entities precaching & spawning wrong entities (halflife issue [#3052](https://github.com/ValveSoftware/halflife/issues/3052)) * Fixed ally grunt monsters resetting other ally grunt monsters' dying schedule if they are both killed at the same time (Thanks FreeSlave) ### Specific NPCs * Fixed allied human grunts using wrong death sound filenames (halflife issue [#3036](https://github.com/ValveSoftware/halflife/issues/3036)) (thanks hammermaps) -* Fixed allied, torch and medic grunts, male assassins and shock troopers continuing to fire for a few seconds after killing the last enemy in an area [#100](https://github.com/SamVanheer/halflife-op4-updated/issues/100) (Thanks Ronin4862 and malortie) +* Fixed allied, torch and medic grunts, male assassins and shock troopers continuing to fire for a few seconds after killing the last enemy in an area [#100](https://github.com/twhl-community/halflife-op4-updated/issues/100) (Thanks Ronin4862 and malortie) * Fixed Shock Troopers not playing death sounds (halflife issue [#3037](https://github.com/ValveSoftware/halflife/issues/3037)) * Fixed Voltigores not playing death sounds (halflife issue [#3039](https://github.com/ValveSoftware/halflife/issues/3039)) * Fixed Voltigore not saving its charge beams (halflife issue [#3049](https://github.com/ValveSoftware/halflife/issues/3049)) * Fixed Voltigore not saving its charged bolt attack correctly (halflife issue [#3050](https://github.com/ValveSoftware/halflife/issues/3050)) * Fixed Pit Drone not using third alert sound (halflife issue [#3053](https://github.com/ValveSoftware/halflife/issues/3053)) -* Fixed Cleansuit scientist using wrong skill value to heal characters [#33](https://github.com/SamVanheer/halflife-op4-updated/issues/33) +* Fixed Cleansuit scientist using wrong skill value to heal characters [#33](https://github.com/twhl-community/halflife-op4-updated/issues/33) * Note: cleansuit scientists in vanilla Opposing Force cannot heal characters * Made cleansuit scientist smell carcasses, meat and garbage like regular scientists * Fixed Black Ops Osprey not interpolating (halflife issue [#3228](https://github.com/ValveSoftware/halflife/issues/3228)) @@ -586,13 +586,13 @@ See the full changelog for Half-Life Updated below for changes shared with the b * Fixed Black Ops Osprey not firing trigger targets Resolves (halflife issue [#3261](https://github.com/ValveSoftware/halflife/issues/3261)) * Fixed Black Ops Osprey engine damage effects showing on wrong engine (halflife issue [#3263](https://github.com/ValveSoftware/halflife/issues/3263)) * Fixed Black Ops Apache not firing trigger targets (halflife issue [#3262](https://github.com/ValveSoftware/halflife/issues/3262)) -* Fixed Gonome trying to play non-existent sounds [#64](https://github.com/SamVanheer/halflife-op4-updated/issues/64) +* Fixed Gonome trying to play non-existent sounds [#64](https://github.com/twhl-community/halflife-op4-updated/issues/64) * Fixed Gonome crashing the game if the player dies while being damaged by Gonome's chest mouth (Thanks malortie) -* Fixed Gonome locking first player on the server when attacking anything [#89](https://github.com/SamVanheer/halflife-op4-updated/issues/89) (Thanks LuckNukeHunter99) +* Fixed Gonome locking first player on the server when attacking anything [#89](https://github.com/twhl-community/halflife-op4-updated/issues/89) (Thanks LuckNukeHunter99) * Fixed human grunts being able to drop weapons in the intro map * Save and restore allied grunt repel entities to ensure spawned NPCs have correct properties (Thanks malortie) * Fixed Male Assassin Snipers not tracking their last shot time properly (Thanks malortie) -* Fixed Engineer not shutting off his blow torch properly [#81](https://github.com/SamVanheer/halflife-op4-updated/issues/81) +* Fixed Engineer not shutting off his blow torch properly [#81](https://github.com/twhl-community/halflife-op4-updated/issues/81) ## User Interface @@ -610,7 +610,7 @@ See the full changelog for Half-Life Updated below for changes shared with the b * Fixed FL_FAKECLIENT flag being cleared in some places (halflife issue [#3256](https://github.com/ValveSoftware/halflife/issues/3256)) * Fixed Health Charger recharge time not using the correct value in Co-op * Fixed ropes breaking at high framerates -* Fixed electrified wire damage being frametime-dependent [#102](https://github.com/SamVanheer/halflife-op4-updated/issues/102) (Thanks malortie) +* Fixed electrified wire damage being frametime-dependent [#102](https://github.com/twhl-community/halflife-op4-updated/issues/102) (Thanks malortie)
@@ -646,7 +646,7 @@ See the full changelog for Half-Life Updated below for changes shared with the b ### MP5 -* Fixed MP5 shooting animations sometimes playing a deploy animation [#78](https://github.com/SamVanheer/halflife-op4-updated/issues/78) +* Fixed MP5 shooting animations sometimes playing a deploy animation [#78](https://github.com/twhl-community/halflife-op4-updated/issues/78) ## Other @@ -660,7 +660,7 @@ See the full changelog for Half-Life Updated below for changes shared with the b ## Project changes * Added tool to convert Blue Shift BSP files to standard Half-Life BSP format -* Added Blue Shift FGD [#2](https://github.com/SamVanheer/halflife-bs-updated/pull/2) (Thanks [Veinhelm](https://github.com/Veinhelm)) +* Added Blue Shift FGD [#2](https://github.com/twhl-community/halflife-bs-updated/pull/2) (Thanks [Veinhelm](https://github.com/Veinhelm)) ## Game installation diff --git a/README.md b/README.md index 3059d917c..40ca34c15 100644 --- a/README.md +++ b/README.md @@ -2,7 +2,7 @@ The [Half-Life Unified SDK](docs/README.md#developer-resources) is a project that provides an updated version of the Half-Life SDK, with full support for the expansion packs Opposing Force and Blue Shift as well as new features. -[![CI/CD](https://github.com/SamVanheer/halflife-unified-sdk/actions/workflows/ci-cd.yml/badge.svg?branch=master)](https://github.com/SamVanheer/halflife-unified-sdk/actions/workflows/ci-cd.yml) +[![CI/CD](https://github.com/twhl-community/halflife-unified-sdk/actions/workflows/ci-cd.yml/badge.svg?branch=master)](https://github.com/twhl-community/halflife-unified-sdk/actions/workflows/ci-cd.yml) The SDK provides a CMake-based project structure with support for Visual Studio 2019 and 2022 on Windows and GCC 11 on Linux, as well as many bug fixes and improvements. Opposing Force and Blue Shift features have been integrated with code refactored to reduce the amount of code duplication. diff --git a/UNIFIED_CHANGELOG.md b/UNIFIED_CHANGELOG.md index d6a93385c..6db977c1a 100644 --- a/UNIFIED_CHANGELOG.md +++ b/UNIFIED_CHANGELOG.md @@ -406,7 +406,7 @@ Table of contents: ## Asset Changes -*Main changelog*: [Assets Changelog](https://github.com/SamVanheer/halflife-unified-sdk-assets/blob/master/CHANGELOG.md) +*Main changelog*: [Assets Changelog](https://github.com/twhl-community/halflife-unified-sdk-assets/blob/master/CHANGELOG.md) * Many models have been updated to include all data in a single file (as opposed to split into a main and texture file along with sequence group files) * Variants of the same model from different games and low and high definitions versions have been standardized to include the same properties diff --git a/docs/README.md b/docs/README.md index 6c21c96aa..73b91add8 100644 --- a/docs/README.md +++ b/docs/README.md @@ -13,21 +13,21 @@ The files in this directory and subdirectories contain documentation for the Uni ## Developer Resources -* [SDK Source Code](https://github.com/SamVanheer/halflife-unified-sdk) (Source code for mods and original SDK tools) +* [SDK Source Code](https://github.com/twhl-community/halflife-unified-sdk) (Source code for mods and original SDK tools) * [.NET Tools](dotnet-tools.md) -* [Asset Source Files](https://github.com/SamVanheer/halflife-unified-sdk-assets) -* [C# Tools Source Code](https://github.com/SamVanheer/HalfLife.UnifiedSdk-CSharp) (Source code for new tools written in C#) -* [Releases](https://github.com/SamVanheer/halflife-unified-sdk/releases) (Game installation package) -* [Github Actions](https://github.com/SamVanheer/halflife-unified-sdk/actions) (Automated builds, pre-built binaries for Windows and Linux) -* [Map Decompiler](https://github.com/SamVanheer/HalfLife.UnifiedSdk.MapDecompiler) (Note: GPLv2-licensed) +* [Asset Source Files](https://github.com/twhl-community/halflife-unified-sdk-assets) +* [C# Tools Source Code](https://github.com/twhl-community/HalfLife.UnifiedSdk-CSharp) (Source code for new tools written in C#) +* [Releases](https://github.com/twhl-community/halflife-unified-sdk/releases) (Game installation package) +* [Github Actions](https://github.com/twhl-community/halflife-unified-sdk/actions) (Automated builds, pre-built binaries for Windows and Linux) +* [Map Decompiler](https://github.com/twhl-community/HalfLife.UnifiedSdk.MapDecompiler) (Note: GPLv2-licensed) ## Other Source Code Repositories -* [Half-Life Updated](https://github.com/SamVanheer/halflife-updated) -* [Half-Life: Opposing Force Updated](https://github.com/SamVanheer/halflife-op4-updated) -* [Half-Life: Blue Shift Updated](https://github.com/SamVanheer/halflife-bs-updated) -* [DMC Updated](https://github.com/SamVanheer/dmc-updated) -* [Ricochet Updated](https://github.com/SamVanheer/ricochet-updated) +* [Half-Life Updated](https://github.com/twhl-community/halflife-updated) +* [Half-Life: Opposing Force Updated](https://github.com/twhl-community/halflife-op4-updated) +* [Half-Life: Blue Shift Updated](https://github.com/twhl-community/halflife-bs-updated) +* [DMC Updated](https://github.com/twhl-community/dmc-updated) +* [Ricochet Updated](https://github.com/twhl-community/ricochet-updated) ## Entity guide