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<title>zittrig-4/overrides/classes, branch master</title>
<subtitle>The server software used for the Der Bunker Tremulous servers.
</subtitle>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/'/>
<entry>
<title>Correcting mess involving configs/ and overrides/</title>
<updated>2013-01-03T00:15:22+00:00</updated>
<author>
<name>Ben Millwood</name>
<email>thebenmachine@gmail.com</email>
</author>
<published>2009-10-03T11:48:33+00:00</published>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/commit/?id=353ccec81c4e4421884b6942bd01669b0c26ee77'/>
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<pre>
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</entry>
<entry>
<title>* Lucifer Cannon projectile and bounding box shrunk a little to fit muzzle box restrictions</title>
<updated>2013-01-03T00:15:03+00:00</updated>
<author>
<name>Michael Levin</name>
<email>risujin@fastmail.fm</email>
</author>
<published>2009-10-03T11:29:53+00:00</published>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/commit/?id=81e17582608465935041812242d0dbbf8a152727'/>
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* Buying a weapon with a number greater than 15 while having a Construction Kit will not give you zero ammo
* Human viewheight shrunk to prevent flamer and new Lucifer Cannon shots from exploding inside the ceiling because on account of the muzzle box -- better aligned with the model now too. This should prevent the flamer from burning people in vents.
* Some BG functions made more efficient; BG_GetPlayerWeapon should be used to get a Human's weapon because it may be switching
* Adv. Dragoon barbs regenerate 10 seconds after being shot, not at regular intervals
* Build weapons should no longer need to be in a block in bg_public.h
* Tremulous doesn't use multiple weapons but the G_GiveClientMaxAmmo function will properly restore regular ammunition when a energy weapon is selected
* MN_H_NOENERGYAMMOHERE obsolete; Changed some text to acknowledge that energy ammo is now available at armoury
* Particles can set 'physicsRadius #' to use a fixed bounding box for collisions
* Various HUD elements will immediately update to the new weapon when switching weapons
Flamer changes:
* Bounding box shrunk slightly
* Client-side particles now used a static bounding box that matches the server projectile 
</content>
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<pre>
* Buying a weapon with a number greater than 15 while having a Construction Kit will not give you zero ammo
* Human viewheight shrunk to prevent flamer and new Lucifer Cannon shots from exploding inside the ceiling because on account of the muzzle box -- better aligned with the model now too. This should prevent the flamer from burning people in vents.
* Some BG functions made more efficient; BG_GetPlayerWeapon should be used to get a Human's weapon because it may be switching
* Adv. Dragoon barbs regenerate 10 seconds after being shot, not at regular intervals
* Build weapons should no longer need to be in a block in bg_public.h
* Tremulous doesn't use multiple weapons but the G_GiveClientMaxAmmo function will properly restore regular ammunition when a energy weapon is selected
* MN_H_NOENERGYAMMOHERE obsolete; Changed some text to acknowledge that energy ammo is now available at armoury
* Particles can set 'physicsRadius #' to use a fixed bounding box for collisions
* Various HUD elements will immediately update to the new weapon when switching weapons
Flamer changes:
* Bounding box shrunk slightly
* Client-side particles now used a static bounding box that matches the server projectile 
</pre>
</div>
</content>
</entry>
<entry>
<title>* Lowered dretch zoffset a bit to better fit inside bounding box, increased shadow a bit to better fit the larger modelscale we are using</title>
<updated>2013-01-03T00:14:48+00:00</updated>
<author>
<name>Michael Levin</name>
<email>risujin@fastmail.fm</email>
</author>
<published>2009-10-03T11:15:52+00:00</published>
<link rel='alternate' type='text/html' href='http://redman.xyz/git/zittrig-4/commit/?id=5399133ec251b57770a9adf2010af5547b9af16a'/>
<id>5399133ec251b57770a9adf2010af5547b9af16a</id>
<content type='text'>
* Fulfilled benmachine's lolrequest: mass driver will not fire through players and buildables (but not teammates and team buildables if FF is off)
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<pre>
* Fulfilled benmachine's lolrequest: mass driver will not fire through players and buildables (but not teammates and team buildables if FF is off)
</pre>
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</content>
</entry>
<entry>
<title>Added class parameter override files to version control.</title>
<updated>2013-01-03T00:14:46+00:00</updated>
<author>
<name>Michael Levin</name>
<email>risujin@fastmail.fm</email>
</author>
<published>2009-10-03T11:13:58+00:00</published>
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<pre>
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