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Merge remote-tracking branch 'upstream/master' into vbsp-fixes.
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alanedwardes committed Dec 3, 2013
2 parents 0c87302 + 2861c3f commit 550992a
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16 changes: 14 additions & 2 deletions .gitattributes
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creategameprojects text
createallprojects text
xcode_ccache_wrapper text
vpc text
*.sh text

vpc_linux binary
vpc_osx binary

*.sh text
*.c text
*.h text
*.H text
*.cpp text
*.vpc text
*.vgc text
*.nut text
*.awk text
*.pl text
*.py text
*.xcconfig text

*.exe binary
protoc binary
ccache binary
19 changes: 13 additions & 6 deletions CONTRIBUTING
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Expand Up @@ -21,12 +21,19 @@ of its origin, and informing Valve of any license or other restriction of
which you are personally aware.


Technical Guidelines for Contributions:
Valve is happy to accept pull requests and issues in the source-sdk-2013
repository in these cases:
* Changes that fix bugs in the SDK deployment process itself. The repository
should build out of the box, and anything that prevents that is a pull
request we want.
* High priority bugs in HL2, the Episodes, or HL2MP that can be fixed in
client.dll or server.dll.

* Please keep your pull requests as granular as possible. Including two or three unrelated things in a single pull request just makes it less likely that the uber-request will be accepted. Two small pull requests are usually bettern than one large pull request.
* If you are including a pull request with warning fixes, please include the following information about the warning:
. The OS and version you are building on
. The Compiler and version you are using
. The text of the warning (or group of warnings) itself
For other changes we suggest that you issue a pull request to one of these
fine community-maintained repositories instead:
https://developer.valvesoftware.com/wiki/Source-sdk-2013-community-repos

If you are going to make a pull request, please keep them as granular as
possible. Pull requests with 3-4 unrelated changes in them aren't going to
be accepted.

15 changes: 15 additions & 0 deletions mp/game/mod_hl2mp/cfg/skill.cfg
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// HEALTH/SUIT CHARGE DISTRIBUTION
sk_suitcharger "75"
sk_suitcharger_citadel "200"
sk_suitcharger_citadel_maxarmor "200"
sk_battery "15"
sk_healthcharger "50"
sk_healthkit "25"
sk_healthvial "10"

// player damage adjusters
sk_player_head "3"
sk_player_chest "1"
sk_player_stomach "1"
sk_player_arm "1"
sk_player_leg "1"
1 change: 1 addition & 0 deletions mp/game/mod_hl2mp/cfg/skill_manifest.cfg
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exec skill.cfg
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242 changes: 121 additions & 121 deletions mp/src/common/GameUI/IGameUI.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//

#ifndef IGAMEUI_H
#define IGAMEUI_H
#ifdef _WIN32
#pragma once
#endif

#include "interface.h"
#include "vgui/IPanel.h"

#if !defined( _X360 )
#include "xbox/xboxstubs.h"
#endif

// reasons why the user can't connect to a game server
enum ESteamLoginFailure
{
STEAMLOGINFAILURE_NONE,
STEAMLOGINFAILURE_BADTICKET,
STEAMLOGINFAILURE_NOSTEAMLOGIN,
STEAMLOGINFAILURE_VACBANNED,
STEAMLOGINFAILURE_LOGGED_IN_ELSEWHERE
};

enum ESystemNotify
{
SYSTEMNOTIFY_STORAGEDEVICES_CHANGED,
SYSTEMNOTIFY_USER_SIGNEDIN,
SYSTEMNOTIFY_USER_SIGNEDOUT,
SYSTEMNOTIFY_XUIOPENING,
SYSTEMNOTIFY_XUICLOSED,
SYSTEMNOTIFY_INVITE_SHUTDOWN, // Cross-game invite is causing us to shutdown
};

//-----------------------------------------------------------------------------
// Purpose: contains all the functions that the GameUI dll exports
//-----------------------------------------------------------------------------
abstract_class IGameUI
{
public:
// initialization/shutdown
virtual void Initialize( CreateInterfaceFn appFactory ) = 0;
virtual void PostInit() = 0;

// connect to other interfaces at the same level (gameui.dll/server.dll/client.dll)
virtual void Connect( CreateInterfaceFn gameFactory ) = 0;

virtual void Start() = 0;
virtual void Shutdown() = 0;
virtual void RunFrame() = 0;

// notifications
virtual void OnGameUIActivated() = 0;
virtual void OnGameUIHidden() = 0;

// OLD: Use OnConnectToServer2
virtual void OLD_OnConnectToServer(const char *game, int IP, int port) = 0;

virtual void OnDisconnectFromServer_OLD( uint8 eSteamLoginFailure, const char *username ) = 0;
virtual void OnLevelLoadingStarted(bool bShowProgressDialog) = 0;
virtual void OnLevelLoadingFinished(bool bError, const char *failureReason, const char *extendedReason) = 0;

// level loading progress, returns true if the screen needs updating
virtual bool UpdateProgressBar(float progress, const char *statusText) = 0;
// Shows progress desc, returns previous setting... (used with custom progress bars )
virtual bool SetShowProgressText( bool show ) = 0;

// !!!!!!!!!members added after "GameUI011" initial release!!!!!!!!!!!!!!!!!!!
virtual void ShowNewGameDialog( int chapter ) = 0;

// Xbox 360
virtual void SessionNotification( const int notification, const int param = 0 ) = 0;
virtual void SystemNotification( const int notification ) = 0;
virtual void ShowMessageDialog( const uint nType, vgui::Panel *pOwner ) = 0;
virtual void UpdatePlayerInfo( uint64 nPlayerId, const char *pName, int nTeam, byte cVoiceState, int nPlayersNeeded, bool bHost ) = 0;
virtual void SessionSearchResult( int searchIdx, void *pHostData, XSESSION_SEARCHRESULT *pResult, int ping ) = 0;
virtual void OnCreditsFinished( void ) = 0;

// inserts specified panel as background for level load dialog
virtual void SetLoadingBackgroundDialog( vgui::VPANEL panel ) = 0;

// Bonus maps interfaces
virtual void BonusMapUnlock( const char *pchFileName = NULL, const char *pchMapName = NULL ) = 0;
virtual void BonusMapComplete( const char *pchFileName = NULL, const char *pchMapName = NULL ) = 0;
virtual void BonusMapChallengeUpdate( const char *pchFileName, const char *pchMapName, const char *pchChallengeName, int iBest ) = 0;
virtual void BonusMapChallengeNames( char *pchFileName, char *pchMapName, char *pchChallengeName ) = 0;
virtual void BonusMapChallengeObjectives( int &iBronze, int &iSilver, int &iGold ) = 0;
virtual void BonusMapDatabaseSave( void ) = 0;
virtual int BonusMapNumAdvancedCompleted( void ) = 0;
virtual void BonusMapNumMedals( int piNumMedals[ 3 ] ) = 0;

virtual void OnConnectToServer2(const char *game, int IP, int connectionPort, int queryPort) = 0;

// X360 Storage device validation:
// returns true right away if storage device has been previously selected.
// otherwise returns false and will set the variable pointed by pStorageDeviceValidated to 1
// once the storage device is selected by user.
virtual bool ValidateStorageDevice( int *pStorageDeviceValidated ) = 0;

virtual void SetProgressOnStart() = 0;
virtual void OnDisconnectFromServer( uint8 eSteamLoginFailure ) = 0;

virtual void OnConfirmQuit( void ) = 0;

virtual bool IsMainMenuVisible( void ) = 0;

// Client DLL is providing us with a panel that it wants to replace the main menu with
virtual void SetMainMenuOverride( vgui::VPANEL panel ) = 0;
// Client DLL is telling us that a main menu command was issued, probably from its custom main menu panel
virtual void SendMainMenuCommand( const char *pszCommand ) = 0;
};

#define GAMEUI_INTERFACE_VERSION "GameUI011"

#endif // IGAMEUI_H
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//

#ifndef IGAMEUI_H
#define IGAMEUI_H
#ifdef _WIN32
#pragma once
#endif

#include "interface.h"
#include "vgui/IPanel.h"

#if !defined( _X360 )
#include "xbox/xboxstubs.h"
#endif

// reasons why the user can't connect to a game server
enum ESteamLoginFailure
{
STEAMLOGINFAILURE_NONE,
STEAMLOGINFAILURE_BADTICKET,
STEAMLOGINFAILURE_NOSTEAMLOGIN,
STEAMLOGINFAILURE_VACBANNED,
STEAMLOGINFAILURE_LOGGED_IN_ELSEWHERE
};

enum ESystemNotify
{
SYSTEMNOTIFY_STORAGEDEVICES_CHANGED,
SYSTEMNOTIFY_USER_SIGNEDIN,
SYSTEMNOTIFY_USER_SIGNEDOUT,
SYSTEMNOTIFY_XUIOPENING,
SYSTEMNOTIFY_XUICLOSED,
SYSTEMNOTIFY_INVITE_SHUTDOWN, // Cross-game invite is causing us to shutdown
};

//-----------------------------------------------------------------------------
// Purpose: contains all the functions that the GameUI dll exports
//-----------------------------------------------------------------------------
abstract_class IGameUI
{
public:
// initialization/shutdown
virtual void Initialize( CreateInterfaceFn appFactory ) = 0;
virtual void PostInit() = 0;

// connect to other interfaces at the same level (gameui.dll/server.dll/client.dll)
virtual void Connect( CreateInterfaceFn gameFactory ) = 0;

virtual void Start() = 0;
virtual void Shutdown() = 0;
virtual void RunFrame() = 0;

// notifications
virtual void OnGameUIActivated() = 0;
virtual void OnGameUIHidden() = 0;

// OLD: Use OnConnectToServer2
virtual void OLD_OnConnectToServer(const char *game, int IP, int port) = 0;

virtual void OnDisconnectFromServer_OLD( uint8 eSteamLoginFailure, const char *username ) = 0;
virtual void OnLevelLoadingStarted(bool bShowProgressDialog) = 0;
virtual void OnLevelLoadingFinished(bool bError, const char *failureReason, const char *extendedReason) = 0;

// level loading progress, returns true if the screen needs updating
virtual bool UpdateProgressBar(float progress, const char *statusText) = 0;
// Shows progress desc, returns previous setting... (used with custom progress bars )
virtual bool SetShowProgressText( bool show ) = 0;

// !!!!!!!!!members added after "GameUI011" initial release!!!!!!!!!!!!!!!!!!!
virtual void ShowNewGameDialog( int chapter ) = 0;

// Xbox 360
virtual void SessionNotification( const int notification, const int param = 0 ) = 0;
virtual void SystemNotification( const int notification ) = 0;
virtual void ShowMessageDialog( const uint nType, vgui::Panel *pOwner ) = 0;
virtual void UpdatePlayerInfo( uint64 nPlayerId, const char *pName, int nTeam, byte cVoiceState, int nPlayersNeeded, bool bHost ) = 0;
virtual void SessionSearchResult( int searchIdx, void *pHostData, XSESSION_SEARCHRESULT *pResult, int ping ) = 0;
virtual void OnCreditsFinished( void ) = 0;

// inserts specified panel as background for level load dialog
virtual void SetLoadingBackgroundDialog( vgui::VPANEL panel ) = 0;

// Bonus maps interfaces
virtual void BonusMapUnlock( const char *pchFileName = NULL, const char *pchMapName = NULL ) = 0;
virtual void BonusMapComplete( const char *pchFileName = NULL, const char *pchMapName = NULL ) = 0;
virtual void BonusMapChallengeUpdate( const char *pchFileName, const char *pchMapName, const char *pchChallengeName, int iBest ) = 0;
virtual void BonusMapChallengeNames( char *pchFileName, char *pchMapName, char *pchChallengeName ) = 0;
virtual void BonusMapChallengeObjectives( int &iBronze, int &iSilver, int &iGold ) = 0;
virtual void BonusMapDatabaseSave( void ) = 0;
virtual int BonusMapNumAdvancedCompleted( void ) = 0;
virtual void BonusMapNumMedals( int piNumMedals[ 3 ] ) = 0;

virtual void OnConnectToServer2(const char *game, int IP, int connectionPort, int queryPort) = 0;

// X360 Storage device validation:
// returns true right away if storage device has been previously selected.
// otherwise returns false and will set the variable pointed by pStorageDeviceValidated to 1
// once the storage device is selected by user.
virtual bool ValidateStorageDevice( int *pStorageDeviceValidated ) = 0;

virtual void SetProgressOnStart() = 0;
virtual void OnDisconnectFromServer( uint8 eSteamLoginFailure ) = 0;

virtual void OnConfirmQuit( void ) = 0;

virtual bool IsMainMenuVisible( void ) = 0;

// Client DLL is providing us with a panel that it wants to replace the main menu with
virtual void SetMainMenuOverride( vgui::VPANEL panel ) = 0;
// Client DLL is telling us that a main menu command was issued, probably from its custom main menu panel
virtual void SendMainMenuCommand( const char *pszCommand ) = 0;
};

#define GAMEUI_INTERFACE_VERSION "GameUI011"

#endif // IGAMEUI_H
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