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2005-12-10* Copied ioq3 src to trunkTim Angus
2005-12-10* Copied ioq3 Makefile to trunkTim Angus
2005-12-10* Moved existing src directory out the way whilst I merge ioq3Tim Angus
2005-12-10* Well I fucked that up then...Tim Angus
2005-12-10* Branch upstream ioq3-r437 into trunkTim Angus
2005-12-10* Move some things out of the way to make way for the merge of ioq3Tim Angus
2005-12-08* Merged in a bunch of game side fixed from ioq3Tim Angus
2005-12-08* Reduced Dragoon pounce range to 64 from 96Tim Angus
* 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 * Tweaks to pain blends * Added cg_animation.c, which apparently I forgot * Added generate-infopanes.sh and infopanes.def.h
2005-12-08* Removed the tremulous-manual and tremulous_ui directories since I merged themTim Angus
before
2005-12-08Added tremulous-manual and tremulous_ui from sf CVS repository.Tim Angus
2005-12-06* Pain blendsTim Angus
2005-12-02* Added target_alien_win and target_human_winTim Angus
* Made the test for particles at rest less strict * Fixed a bug with the game element disabling stuff
2005-11-29* Typo in entities.defTim Angus
2005-11-29* Lowered steptime for spectatorTim Angus
* Added worldspawn keys to disable specific game elements
2005-11-27* Fixed death by poison MOD s/antitox/medkit/Tim Angus
* 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
2005-11-25* Removal of remaining hard coded effectsTim Angus
* Removal of local entities system * Particle system enhancements to replace functionality lost by removing localents
2005-11-24* 3D particlesTim Angus
* Brass ejections now done via particle system * static_tranform particle move type * thirdPersonOnly particle and trail system property * Trail jitter now done in two dimensions
2005-11-20* Abstract attachment systemTim Angus
* Scriptable trails system * Various other stuff I'm too tired to try and remember now
2005-10-18* 1.0.2 updatesTim Angus
2005-10-18* Fix to the multiple sound bug introduced through fixing the missing flamer bugTim Angus
2005-10-17* Fixed a silly bug with using the reactor/repeaterTim Angus
2005-10-16* Extended STATS report to include the times when stages changeTim Angus
2005-10-15* Increased Tesla damage frequencyTim Angus
* 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
2005-10-03* Removed jump pad code (and associated media loading)Tim Angus
* Removed loading of some Q3 cruft * 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 * Corpses timeout in 20 seconds instead of 60 * Improved robustness of spawn validation, fixing the bug on transit * A crapload of whitespace fixes
2005-09-07* Fixed bug where a server with only spectators would get stuck on games ↵Tim Angus
which ended via timelimit
2005-09-06* cg_debugParticles >= 1 now prints to the console when particle systems are ↵Tim Angus
parsed and registered
2005-09-05* Reverted walk/run animation switching back to cmd.buttons instead of ↵Tim Angus
basing it on speed
2005-09-05* Fixed all the whitespace problems Norfenstein introduced ;pTim Angus
2005-09-04* Norfenstein's 1.0.1 updatesTim Angus
2005-09-04Initial revisionTim Angus
2005-09-04* Fixed Medkit usable after death bugTim Angus
* Fixed "Server command overflow" bug for clients that should time out * Removed some debug logging code * Fixed a bug where only live clients would have their scores logged at the end of the game
2005-09-02* Added option for changing whether or not the wallwalk control is a toggle ↵Tim Angus
or not
2005-09-02* Added "Wallwalk Control Toggles" optionTim Angus
2005-09-02* Added width to zap traceTim Angus
* Hopefully fixed the "Ready" issues
2005-09-02* Fixed a spectating bug introduced by the new weapon switchingTim Angus
2005-09-01* Reworked how weapon changes are performed, fixing bugs in the processTim Angus
* 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
2005-08-31* Fixed "sell upgrades" so it doesn't sell the medkitTim Angus
2005-08-31* Fixed the issue where the Mac qvm JIT compiler would not compile TremulousTim Angus
* Removed the mp3 decoder from the source
2005-08-31* Reimplemented how buildables play damage sounds to not use the event systemTim Angus
* Reworked the ammo/clips packing system to remove the confusion of concepts * 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 * Disabled client side ET_MISSILE collision * Sped spectator move speed up * Implemented "step down" physics for all characters; no more jumping down stairs * Re-adjusted step time values * Increased frequency with which the Acid Tube deals damage * G_RadiusSelectiveDamage no longer applies locational damage * Moved some speed adjustment code into prediction; should prevent some prediction misses * Tyrant can no longer charge up forever and must pass a specific minimum charge level * Wrapped all calls to trap_SendServerCommand in order to circumvent the q3amsgboom.cfg exploit * 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 * Fixed restoration of energy weapons bug * When selling the battery pack, max ammo is given * Fixed a bug where locational damage could sometimes scale damage to 0 * Added stage information to the end of game stats * Hacked around trap_LinkEntity to allow missiles to have a bounding box displayed * Added G_ClosestEnt * 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 * Moved build directory from tremulous to tremulous-dev
2005-08-29* Added "Use Medkit" optionTim Angus
* Removed antitox from infopanes * retabbed the .txt files
2005-08-10* Fixed a last minute bug that allowed evolution after deathTim Angus
2005-08-06* Free frags are no longer awarded after the sudden death timeTim Angus
2005-08-06* Reverted to non-interruptable level 1 grabTim Angus
* Reduced grab time but differentiated base and advanced
2005-08-05* Fixed a potential bug where build points might not have gotten reset ↵Tim Angus
following a map with a custom amount
2005-08-05* Added g_suddenDeathTime - when this time is passed all build points are ↵Tim Angus
taken away * Server should no longer need a client connected to change map when the timelimit hits
2005-08-05* Basilisk needs less time to regain grabbing ability after being hitTim Angus
* Stage thresholds are now based on average number of players * Added a MOD for the level 3 spit ball
2005-08-05* Disabled weapon dropping after buying ammo for nowTim Angus
* Basilisk now loosens grip if getting damaged
2005-08-04* Added trigger_winTim Angus
2005-08-03* Build timer does not go up so much when building repeatersTim Angus
2005-08-03* Removed debug messages introduced in last commit :xTim Angus