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2017-03-09drop the use of the origin and angles fields of entityState_t in the server/dev/humancontroller
2017-03-09drop the use of the origin and angles fields of entityState_t in the game module/dev/humancontroller
clear the r.currentAngles field for brushmodel-related entities using the ''angle'' spawn var
2017-03-09drop the use of the origin and angles fields of entityState_t in the cgame ↵/dev/humancontroller
module (use lerp values instead)
2017-03-09allow misc_particle_system entities to use the angles spawn variable/dev/humancontroller
2017-03-09also invalidate the buildable orientation cache if the angles or the ↵/dev/humancontroller
buildable type changes
2017-03-09do not position buildables too far away from their game-specified origin; ↵/dev/humancontroller
display buildables even in air
2017-03-09prefer drawing the bottom lines of overly long texts/dev/humancontroller
2017-03-09fix a building self-explosion epsilon issue/dev/humancontroller
2017-03-09D-ize a couple of annoying Com_Printf()s/dev/humancontroller
2017-03-09default to 0 delay in map_restart/dev/humancontroller
2017-03-09do not sink underwater/dev/humancontroller
2017-03-09do not overclip/dev/humancontroller
2017-03-09do not force lucifer cannon users to stop attacking in order to charge again/dev/humancontroller
2017-03-09always bring up a blueprint, but always print an error if appropriate/dev/humancontroller
2017-03-09also display, on the speedometer, the maximum speed reached within a time window/dev/humancontroller
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)
2017-03-09increase MAX_BUILDLOG/dev/humancontroller
2017-03-09increase MAX_UNLAGGED_MARKERS to support higher sv_fps values with unlagged/dev/humancontroller
2017-03-09increase MAX_SAY_TEXT to 800/dev/humancontroller
2017-03-09implement setdevmode: an admin command to switch developer mode on or off/dev/humancontroller
2017-03-09also use configstring #CS_LOCATIONS+0 for storing location names/dev/humancontroller
includes some refactoring
2017-03-09remove a redundant condition/dev/humancontroller
2017-03-09remove redundant code/dev/humancontroller
2017-03-09remove some '\n's from strings passed to error calls/dev/humancontroller
2017-03-09clamp funds at +-30000, not SHRT_MIN/MAX/dev/humancontroller
2017-03-09never pass a NULL ent to G_UseTargets()/dev/humancontroller
2017-03-09refactor stuff/dev/humancontroller
2017-03-09use more standard date notations/dev/humancontroller
2017-03-09use standard time representation/dev/humancontroller
2017-03-09use MIN() instead of min()/dev/humancontroller
2017-03-09make strrchr() and strchr() standard-conformant/dev/humancontroller
2017-03-09remove trailing '\n' characters from error strings/dev/humancontroller
2017-03-09prep for size_t change from int to unsigned int/dev/humancontroller
2017-03-09use floatint_t/dev/humancontroller
2017-03-09class-specific landing bobbing amounts/dev/humancontroller
2017-03-09fix distortion of 2D acceleration/dev/humancontroller
2017-03-09make wrap caching a bit more secure/dev/humancontroller
2017-03-09implement the range marker functionality, use it to create buildable range ↵/dev/humancontroller
markers use the entity 64-bit client-masking extension when available
2017-03-09request a visual with at least 1 alpha bit: add r_alphabits, defaulting to 1/dev/humancontroller
this is required for binary shaders
2017-03-09fix noclipping players affecting other players/dev/humancontroller
notably, other players were able to stand on the "center" of a noclipped player set an r.contents value of 0 for noclipping clients, backing up the r.contents value in the new ent->client->cliprcontents field
2017-03-09improve the usability of noclip, notarget, give and godmode:/dev/humancontroller
- godmode protects against everything (except suicides via the kill command) - godmode can also be toggled when dead or spectating - noclip, notarget, and godmode retain their status until explicitly toggled (except when outside of devmode, or when reconnecting), notably, they are not turned off when switching teams or suiciding - funds can be given also when dead - noclipping players do not activate any triggers - map geometry does not interfere with noclipping players when it comes to changing classes
2017-03-09rewrite the mover team code/dev/humancontroller
2017-03-09add a string duplicating function into the game module/dev/humancontroller
2017-03-09alter trigger wait timers a bit, remove duplicate code/dev/humancontroller
2017-03-09allow maps to override buildpoint limits/dev/humancontroller
2017-03-09make the ignore functionality even transmission-complete, moving the ↵/dev/humancontroller
necessary parts to the game module TODO: implement the vsay-equivalent of G_SayTo()
2017-03-09unset clientPersistant_t::humanItemSelection when leaving the spawn queue, ↵/dev/humancontroller
for consistency (should be non-functional)
2017-03-09fix trigger linkage after trap_SetBrushModel(); always allow firing at a ↵/dev/humancontroller
trigger_hurt fixes are courtesy of ==Troy==
2017-03-09ensure that ent->classname is always non-null (for entity numbers up to ↵/dev/humancontroller
level.num_entities-1, and ENTITYNUM_WORLD, and ENTITYNUM_NONE), for player entities and #ENTITYNUM_NONE in particular
2017-03-09make buildable placement precise/dev/humancontroller
2017-03-09allow configurable teleporter ejection speed/dev/humancontroller