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<title>zittrig-4/src/cgame, branch master</title>
<subtitle>The server software used for the Der Bunker Tremulous servers.
</subtitle>
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<entry>
<title>import icculus.org/tremulous/trunk r1044</title>
<updated>2017-04-06T18:36:00+00:00</updated>
<author>
<name>/dev/humancontroller</name>
<email>devhc@example.com</email>
</author>
<published>2017-04-04T19:10:33+00:00</published>
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<id>bf8e553ffb8665b1b5a8289de3276f39d6abff04</id>
<content type='text'>
this FIX(TM)s the bug where alien melee attacks pass through humans standing on top of the attacking aliens

this patch ended up not being in the latest version of Tremulous on icculus.org, likely because it was forgotten, as at one point, the repository's trunk branch was reverted and rewritten to be a continuation from an earlier revision; but also, this modification is, strictly speaking, WRONG

this change should be analyzed and improved
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<pre>
this FIX(TM)s the bug where alien melee attacks pass through humans standing on top of the attacking aliens

this patch ended up not being in the latest version of Tremulous on icculus.org, likely because it was forgotten, as at one point, the repository's trunk branch was reverted and rewritten to be a continuation from an earlier revision; but also, this modification is, strictly speaking, WRONG

this change should be analyzed and improved
</pre>
</div>
</content>
</entry>
<entry>
<title>implement support for creating cgame&amp;ui modules using the 1.1 interfaces</title>
<updated>2017-03-09T12:51:17+00:00</updated>
<author>
<name>/dev/humancontroller</name>
<email>devhc@example.com</email>
</author>
<published>2015-06-18T12:21:05+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>use entityState_t::misc instead of entityState_t::generic1 in some rather important cases involving 1.1 clients</title>
<updated>2017-03-09T12:51:17+00:00</updated>
<author>
<name>/dev/humancontroller</name>
<email>devhc@example.com</email>
</author>
<published>2014-07-13T19:04:55+00:00</published>
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</content>
</entry>
<entry>
<title>allow non-brushmodel movers to have no models at all, without resulting in drawing of an axis model</title>
<updated>2017-03-09T12:51:17+00:00</updated>
<author>
<name>/dev/humancontroller</name>
<email>devhc@example.com</email>
</author>
<published>2014-07-14T14:09:46+00:00</published>
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</entry>
<entry>
<title>drop the use of the origin and angles fields of entityState_t in the cgame module (use lerp values instead)</title>
<updated>2017-03-09T12:51:14+00:00</updated>
<author>
<name>/dev/humancontroller</name>
<email>devhc@example.com</email>
</author>
<published>2014-07-13T22:57:46+00:00</published>
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</pre>
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</entry>
<entry>
<title>allow misc_particle_system entities to use the angles spawn variable</title>
<updated>2017-03-09T12:51:14+00:00</updated>
<author>
<name>/dev/humancontroller</name>
<email>devhc@example.com</email>
</author>
<published>2014-07-13T19:04:51+00:00</published>
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</entry>
<entry>
<title>also invalidate the buildable orientation cache if the angles or the buildable type changes</title>
<updated>2017-03-09T12:51:14+00:00</updated>
<author>
<name>/dev/humancontroller</name>
<email>devhc@example.com</email>
</author>
<published>2014-07-13T19:04:47+00:00</published>
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</entry>
<entry>
<title>do not position buildables too far away from their game-specified origin; display buildables even in air</title>
<updated>2017-03-09T12:51:14+00:00</updated>
<author>
<name>/dev/humancontroller</name>
<email>devhc@example.com</email>
</author>
<published>2014-07-13T19:04:41+00:00</published>
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</entry>
<entry>
<title>also display, on the speedometer, the maximum speed reached within a time window</title>
<updated>2017-03-09T12:51:13+00:00</updated>
<author>
<name>/dev/humancontroller</name>
<email>devhc@example.com</email>
</author>
<published>2014-07-13T17:28:45+00:00</published>
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the cg_maxSpeedTimeWindow cvar configures, in milliseconds, the time window; at most 4096 speed samples are stored (so a time window setting of 4 seconds is guaranteed to work even at 1000fps)
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the cg_maxSpeedTimeWindow cvar configures, in milliseconds, the time window; at most 4096 speed samples are stored (so a time window setting of 4 seconds is guaranteed to work even at 1000fps)
</pre>
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</content>
</entry>
<entry>
<title>also use configstring #CS_LOCATIONS+0 for storing location names</title>
<updated>2017-03-09T12:51:13+00:00</updated>
<author>
<name>/dev/humancontroller</name>
<email>devhc@example.com</email>
</author>
<published>2014-07-13T17:16:08+00:00</published>
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includes some refactoring
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<pre>
includes some refactoring
</pre>
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