Age | Commit message (Collapse) | Author | |
---|---|---|---|
2003-08-02 | * Fixed bug where the inventory would turn red on low ammo | Tim Angus | |
2003-08-02 | * Spelling fixes | Tim Angus | |
* Jex's changes to the human hud (inventory + usable icon) | |||
2003-08-02 | * Fixed bug with blank upgrade menu when no upgrade possible | Tim Angus | |
* Fixed bug where credits weren't blanked between team changes * Flamer ejection point now a tag * Jetpack ejection point now a tag + jetpack flash | |||
2003-08-02 | * Merged chest and limb armour into "light armour" | Tim Angus | |
* Upgrade icons now use sensible names * More cannon misspelling fixes | |||
2003-08-01 | * Jetpack media code | Tim Angus | |
* Various other media issues * Light flare tweaks * I can spell, no really I can... (canon->cannon) * Other stuff I forgot | |||
2003-07-05 | * Hopefully eliminated all the BG_Find... fallthroughs for the classes | Tim Angus | |
* Introduced a really hacky fix to a model caching bug (ClientInfoChanged) | |||
2003-06-16 | * Exchanged Dragoon and Hydra to better fit the models | Tim Angus | |
* Adjusted relavant attributes * Disabled bank * Credits now non-volatile * In stages where the advanced builder is allowed it is now available from the egg | |||
2003-06-15 | * Added a few things back in to the human hud | Tim Angus | |
2003-06-13 | * Code support for the "new" huds | Tim Angus | |
2003-06-13 | * Updated default and human huds | Tim Angus | |
* Split alien hud into builder and general huds | |||
2003-03-29 | * Missing return type fix | Tim Angus | |
2003-03-29 | * Rewrote the weapon loader to reference a set of weapon.cfg files | Tim Angus | |
* Removed the code deprecated by the above change * Fixed a typo in tremulous.h | |||
2003-03-27 | * Light flares are now culled based on a new key "mindist" - minimum distance | Tim Angus | |
2003-03-26 | * Added CG_PLAYER_WEAPONICON ownerdraw at Jex's request | Tim Angus | |
2003-03-26 | * cg_drawFPS and cg_drawTimer default to 1 | Tim Angus | |
2003-03-24 | * Fixed a bug where aliens are assumed to have an extra kill | Tim Angus | |
* "give funds" now takes a parameter - the credit to add | |||
2003-03-24 | * Changed the displacement the Q3A spectator-door-skipping code uses | Tim Angus | |
* Hopefully fixed a bug introduced with the new menu triggering | |||
2003-03-23 | * Serverside menu triggering now uses server commands for increased reliability | Tim Angus | |
* Finished code support for new armoury menu | |||
2003-03-22 | * Code support for the new armoury menu | Tim Angus | |
2003-03-22 | * Updated the armoury menu to be somewhat more usable | Tim Angus | |
2003-03-21 | * Eggs regenerate faster | Tim Angus | |
* Human weapons stronger * Radically changed the alien evolution process * Buy menu now only shows things you are able to buy | |||
2003-03-20 | * Fixed corpse death pose bug | Tim Angus | |
* Removed extraneous debug info * Jet pack much faster * Blocked spawns now nonfunctional | |||
2003-02-27 | * Locational damage and armour actually work now | Tim Angus | |
* Ownerdrawn helmet, which was strangely not committed first time round | |||
2003-02-23 | * Fixed mutually recursive mine loop | Tim Angus | |
2003-02-23 | * Aliens should now bleed green | Tim Angus | |
* Added debug logging for the "Cannot build item" bug | |||
2003-02-22 | * Reset stages on map load | Tim Angus | |
2003-02-22 | * Removed "You fragged x" message | Tim Angus | |
* Slowed down turrets * Increased points value of aliens * Hopefully fixed bank/armoury bugs (ps.persistant[] clamped to 16bits?) * G_Printf( ); only prints in nondedicated mode * Commented out annoying ClientUserinfo changed LogPrintf | |||
2003-02-18 | * Removed debug output | Tim Angus | |
2003-02-17 | * dbuild -> abuild | Tim Angus | |
2003-02-17 | * Aliens no longer employ weapon models | Tim Angus | |
* Different attack animations triggered for primary, secondary etc.. | |||
2003-02-16 | * Performance improvements to light flares | Tim Angus | |
2003-02-14 | * Fixed the huge gaping bugs in the battlesuit model switching | Tim Angus | |
* Patch before this introduced nearby object for corpses | |||
2003-02-14 | * Model precaching moved entirely to the client side | Tim Angus | |
* Armour skins and battlesuit/helmet models now used | |||
2003-02-12 | * Updated most of the scripts to play the new menu sounds | Tim Angus | |
2003-02-11 | * All nonsegemented model animations now triggered with the exception of ↵ | Tim Angus | |
PAIN[12] * Makefile altered to define __GAME__, __CGAME__ and __UI__ | |||
2003-02-11 | * Death animations now play correctly for nonsegmented models | Tim Angus | |
* Nonesgmented corpses now render properly | |||
2003-02-10 | * Chimera now uses "prowl" model | Tim Angus | |
2003-02-10 | * Nonsegemented model system now animated - partially | Tim Angus | |
2003-02-09 | * More work on the alternative model format. Model now in game, sans animations | Tim Angus | |
2003-02-09 | * Started construction of a new model format, similar to Q2's | Tim Angus | |
2003-02-08 | * Minor chanes to CG_DrawSurfNormal | Tim Angus | |
2003-02-08 | * Hacked up vsprintf to support vec3_t | Tim Angus | |
2003-02-08 | * Renamed TAUIConsole -> CG_TAUIConsole | Tim Angus | |
2003-02-08 | * Removed commented lines | Tim Angus | |
2003-02-08 | * Added utility function CG_DrawBoundingBox to um.. draw bounding boxes | Tim Angus | |
* G_Printf now outputs to the TA UI console as well as the regular one * Light flares now have an extra test to fix the "seeing through thin brushes" bug | |||
2003-02-06 | * Added some (slightly hacky) code to allow spectators to skip manually ↵ | Tim Angus | |
triggered doors | |||
2003-02-03 | * Fix to SCA_NOFOOTSTEPS | Tim Angus | |
2003-02-03 | * Added ownerdraws for alien sense, human scanner and usable buildable | Tim Angus | |
2003-02-03 | * Makefile edit to include menudef.h in ctags | Tim Angus | |
* Added ownerdraw to display a graphic when a usable buildable is nearby * Converted alien sense and human scanner to ownerdraws | |||
2003-01-27 | * Fixed a stupid HUD bug | Tim Angus | |
* Changes to viewheights, BBOXes and FOVs * Added some code to nudge the spawn origin of an infest spawning alien * Infesting view now traces to find position * Some changes to weapon ranges |