1.1.0 ----- Feature/balance changes ----------------------- * Quick fullscreen changes * Fancy autocompletion * Client now sleeps when inactive * Persistent console history * Increase boost time to 30 seconds from 20 seconds * Lcannon now has a minimum charge value * Flamer damage down to 20 from 31 * Zap repeat rate down to 1500ms from 2000ms * Knockback from pouncing now 3 times as strong * Demo state now displayed from cgame * AVI video capture * cl_autoRecordDemo * Master server, based on dpmaster * Changed defaults for r_picmip and r_textureMode * Chat sounds differ depending on team * New collision type, for improved light flares * New pain blend effect * Reduced Dragoon pounce range to 64 from 96 * Dragoon pounce now incurs 400ms wait before other weapons may be used * Trapper cost down to 8 from 10 * Hovel is now free, but only one can be built * Teslagen damage up to 9 from 7 * Non locational damage does not apply locational armour anymore; instead it averages the armour regions together * Added target_alien_win and target_human_win * Added worldspawn keys to disable specific game elements * 3D particles * Brass ejections now done via particle system * static_tranform particle move type * thirdPersonOnly particle and trail system property * Abstract attachment system * Scriptable trails system Bug fixes/development issues ---------------------------- * Fix to a server memory leak * Fix to a server 100% CPU bug * Delete key on *nix fixed * Fixed lcannon charge storage exploit * Fixed psaw/cgun inappropriate effects bug * Maps on create server menu now sorted by name * Fixed death by poison MOD s/antitox/medkit/ * Fixed Marauders momentarily disappearing when wall jumping * Fixed a potential crash bug involving the use of generic1 * Fixed being able to build multiple coincident repeaters if there is no reactor * Fixed incorrect message when invoking "buy ammo" with an energy weapon and no reactor present * Fixed invoking "reload" during a weapon reload causing an unnecessary reload * Fixed aliens having the wrong blood colour when shot with a las gun * Fixed hovel causing invisible builders 1.0.2 ----- Feature/balance changes ----------------------- * Extended STATS report to include the times when stages change * Increased Tesla damage frequency * Marginally increased Tesla damage * Teslas now produce exaggerated knockback effect * Hives now buildable on walls * Boosters no longer restore Dragoon spitballs * Dragoon spitballs now affected by gravity * Dragoon pounce attack damage reduced to 100 from 160 * Removed jump pad code (and associated media loading) * Removed loading of some Q3 cruft * Corpses timeout in 20 seconds instead of 60 Bug fixes/development issues ---------------------------- * Fixed a silly bug with using the reactor/repeater * Spilled events attached to temporary entities are now reattached to their original entities, fixing the missing flame bug * Fixed "suicide god" bug * Fixed bug where zap ignores armour * Fixed missing particle systems when follow-spectating * Fixed potential bug involving dodgy pointer arithmetic in CG_LoadClientInfo * Cleaned up logic in CG_AddPlayerWeapon * MASK_SHOT traces no longer collide with corpses * Improved robustness of spawn validation, fixing the bug on transit * A crapload of whitespace fixes 1.0.1 ----- Feature/balance changes ----------------------- * cg_debugParticles >= 1 now prints to the console when particle systems are parsed and registered * Reverted walk/run animation switching back to cmd.buttons instead of basing it on speed * Added option for changing whether or not the wallwalk control is a toggle or not * Weapon now drops momentarily when reloading * The stage kill counters are now incremented for structure kills if players did more then 50% of the total damage * Removed the mp3 decoder from the source * Marauder lightning now requires aim, does damage over time and chains to other entities * Implemented the Medkit -- a means for a human to restore health and cure poison in the field * "Disable Build Warnings" replaced with "Disable Warning Dialogs" and improved * Sped spectator move speed up * Implemented "step down" physics for all characters; no more jumping down stairs * Increased frequency with which the Acid Tube deals damage * Tyrant can no longer charge up forever and must pass a specific minimum charge level * Implemented command queueing for commands sent to clients in order to prevent overflows even sv_floodProtect is off, but not by dropping commands * Added LOS check to creep slowing * Overmind now only complains if there are 0 spawns * Spawns can no longer be built when there is no Overmind/Reactor * The spawn closest to the point of death is chosen preferably if available * Evolving no longer restores all health * "give weapons" and "give ammo" cheats removed * When selling the battery pack, max ammo is given * Added stage information to the end of game stats * Reduced Dragoon spitball damage from 120 to 110 * Reduced Tyrant claw damage from 120 to 100 * Reduced Tyrant charge damage from 160 to 110 * Increased Barricade regeneration rate from 12 to 14 * Increased Overmind health from 500 to 750 * Decreased Overmind regeneration rate from 10 to 6 * Doubled Blaster speed from 700 to 1400 * Reduced Painsaw damage from 18 to 15 * Reduced Painsaw range from 48.0 to 40.0 * Reduced Grenade price from 300 to 200 * Reduced Shotgun repeat rate from 1200 to 1000 * Increased Shotgun damage from 6 to 7 * Increased Mass driver damage from 35 to 38 * Increased Chaingun damage from 5 to 6 * Reduced Flamer repeat rate from 300 to 200 * Extended Flamer range * Increased ammo on all human weapons * Reduced splashdamage on MG Turrets Bug fixes/development issues ---------------------------- * Hacked around trap_LinkEntity to allow missiles to have a bounding box displayed * Fixed "Server command overflow" bug for clients that should time out * Fixed a bug where only live clients would have their scores logged at the end of the game * Reworked how weapon changes are performed, fixing bugs in the process * Fixed the issue where the Mac qvm JIT compiler would not compile Tremulous * Reimplemented how buildables play damage sounds to not use the event system * Reworked the ammo/clips packing system to remove the confusion of concepts * Disabled client side ET_MISSILE collision * G_RadiusSelectiveDamage no longer applies locational damage * Moved some speed adjustment code into prediction; should prevent some prediction misses * Wrapped all calls to trap_SendServerCommand in order to circumvent the q3amsgboom.cfg exploit * Fixed restoration of energy weapons bug * Fixed a bug where locational damage could sometimes scale damage to 0 * Added G_ClosestEnt * Moved build directory from tremulous to tremulous-dev