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  • ...CBasePlayerItem::LoadSprites(). Can be used to load a different set of HUD sprites for a given weapon.
    9 KB (1,453 words) - 17:54, 12 December 2020
  • * Fixed Mod_Extradata() accessing model data incorrectly for sprites.
    9 KB (1,396 words) - 17:54, 12 December 2020
  • * Added sprites to show which bombs have been destroyed already on the map. * Fixed path names for some sprites to be compatible with the Linux server binary (case sensitive).
    24 KB (3,696 words) - 17:51, 12 December 2020
  • * Fixed sprites rendering in negative colour when their render mode is set to "color".
    11 KB (1,716 words) - 17:53, 12 December 2020
  • * '''C2A4H'''<nowiki>: Added electricity sprites to stairs to indicate harmful area.</nowiki> * Updated objective sprites.
    25 KB (3,778 words) - 17:51, 12 December 2020
  • * Fixed a problem that caused all HUD sprites (including the cross-hair) to be blurry and slightly stretched. ...are now clamped correctly to prevent edge artefacts when rendering masked sprites.
    26 KB (3,984 words) - 17:54, 12 December 2020
  • * Fixed wall clipping issue with custom muzzle sprites.
    29 KB (4,649 words) - 03:44, 18 January 2021
  • ...ber of entities currently in existence and the number of pre-cached models/sprites (along with their respective limits). * Sprites can now have their view port draw type overridden by using key ''vp_type'':
    88 KB (13,870 words) - 17:51, 12 December 2020
  • ...to the egg hallway that leads to the seamless teleport vent with floating sprites in it.
    41 KB (6,582 words) - 17:53, 12 December 2020

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