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-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
-