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2013-01-03* Basilisk animation policyTim Angus
* Fix broken lerping due to animating before positioning on parent tag
2013-01-03* Removal of now-redundant Makefile stuffBen Millwood
* Loads of whitespace fiddling to make the code closer to tremulous SVN * HUMAN_BVALUE_MODIFIER includes ALIEN_CREDITS_PER_FRAG
2013-01-03* (bug 3554) Make sure opened files get closed properly -- for real this timeM. Kristall
* (bug 3446) Allow the last spawn to be deconstructed when cheats are enabled and g_markDeconstruct is not (Ben Millwood) * (bug 3560) PTRC can be used while the original client is connected * remove unused functions from src/game/g_ptr.c
2013-01-03* Make 1st person weapon animation random (but unpredictable)Tim Angus
2013-01-03* Fix stupid 1st person animation copy and paste bugTim Angus
* Add animation policies for marauder * Remove reference to shotgun_hand.md3
2013-01-03* First person weapon animationTim Angus
2013-01-03* (bug 3554) Fix a few more places where opened files might not be closedM. Kristall
2013-01-03* (bug 3354, 3353) Fix broken G_MapExists (benmachine)Tim Angus
2013-01-03benmachine typo fixed: oldBoostedTime"->oldBoostTimeAsa Kravets
Tweaks: * blaster, prfile, luci secondary sizes increased 4->5 * barb radius reduced 100->75
2013-01-03Keep poison through an evolutionBen Millwood
2013-01-03Removed STAT_UNUSED, because it is.Ben Millwood
2013-01-03* (bug 3057) Granger breaks under certain conditions (Risujin)M. Kristall
* (bug 3256) G_admin_print to a tty should not decolour if com_ansiColor is set (Ben Millwood) * (bug 3392) Console is affected by flag @ (Chris "Lakitu7" Schwarz) * Automatically load default admin levels when g_admin is disabled, since admin commands can still be used (since r894) * Make return value of G_SelectiveRadiusDamage useful and use it for Overmind and Reactor attacks * /entitylist was skipping entity 0 * Check original search string against IP and slot number for !ban * Preserve score and ping so they are always reported correctly * Random refactoring and formatting fixes
2013-01-03Blaster shots have a volume of 4 cubedAsa Kravets
2013-01-03TweaksAsa Kravets
* Marauder (both) jump height reduced 400->380 * Barb repeat rate increased 1000->1500
2013-01-03Removing ^Ms from a few files because I thought it would fix a problem. It ↵Ben Millwood
didn't, but I'm committing it anyway
2013-01-03Lucifer warning sound not played for aliensBen Millwood
2013-01-03Balance changesAsa Kravets
* barb regen 10->15 seconds * zap initial range 90->120 * zap cutoff range 350->300 * zap max targets 3->5 * trample damage increased by 1 (so a trample hit + slash will kill a turret)
2013-01-03* Unreverted entity walljumpingAsa Kravets
* Pulse rifle shots have a volume of 4 cubed
2013-01-03Don't need the trail graphics anymore.Michael Levin
2013-01-03Forgot some squad marker and mass driver stuff.Michael Levin
2013-01-03* Mass driver reverted to upstream (function and effect)Michael Levin
* Squad marking removed * Marauder walljump reverted to upstream * Minijump removed Enjoy!
2013-01-03New build error and corresponding menu for attempted deconstruction of the ↵Ben Millwood
last spawn
2013-01-03* Double number of barb particles for Adv. Dragoon impactsMichael Levin
* Updated and alphebatized the help menu
2013-01-03* A new (256x256) version of Garoth's creep textureMichael Levin
* Hooray for physics! 0 = (k v_i)^2 + 2ad --> k^2 v_i^2 / 2a = d, i.e. the minijump scale is sqrt(1/2) for a half-jump * Oops, forgot to store/restore computed origin for cached buildable cap-traces * Seeing multiple marked players will not mess up the marker orientations anymore * Fixed warnings and increased range of squad marking to player crosshair distance
2013-01-03* Oops! Last few commits allowed any Alien to walljump, fixedMichael Levin
* Can't walljump from the floor anymore * Tweaked walljump parameters to focus on forward impulse * Can now walljump from sloped floors (e.g. ATCS middle) * Including an experimental health nerf for both Basilisks
2013-01-03* Dodge key works like a mini-jump key rather than a modifier (fix for ↵Michael Levin
keyboards that cant handle Shift + A + W + Space combos) * Realized that a bug in the old Walljump code actually gave you more magnitude than it was supposed to, tweaked new variables to get the old feel back
2013-01-03* Options menu video modes glitch fixed (a backport)Michael Levin
* Scores will not be reset to 0 for players whose classes change while the scoreboard is showing * Hive offset fixed so that less of the hive is sunk under the floor * Buildable positioning cap-traces are cached, saving CPU * Buildable cap-traces will not interact with bodies (players and buildables) * For Aliens holding dodge while jumping will result in a weaker jump Marauder walljump changes: * Finds a wall regardless of where player is aiming * No longer uses direction keys to direct walljump (player is using these to hug the wall!) * Will direct jump in player's view direction
2013-01-03Fixed a bug that kept squad markers from working.Michael Levin
2013-01-03MN_B_SURRENDER didn't seem to have a corresponding CG_Menu entry. Fixed.Ben Millwood
2013-01-03Updated help file.Michael Levin
2013-01-03Forgot to add squad marker images. Their shader is in a new shader script ↵Michael Levin
for UI elements (ui.shader).
2013-01-03* Disabled mipmaps for crosshair shaders -- should prevent them from going ↵Michael Levin
blurry or glitching sometimes * New feature: Squad Marking -- bind in Options -> Misc, marks teammates in your squad by displaying a triangle above them when they are near
2013-01-03Improving an error message, which should help diagnose its cause a little.Ben Millwood
2013-01-03Quashed a pair of warnings.Michael Levin
2013-01-03Put MN_H_NOENERGYAMMOHERE back.Michael Levin
2013-01-03* Buildable health accuracy increased to 8 bits, flags moved to eFlags (EF_B_*)Michael Levin
* Fixed Tesla Generator not firing over turrets or missing small aliens entirely -- it now shoots from the top of its bounding box to the top of its target's bounding box * Dying, evolving, or changing teams properly resets the weapon Flame thrower changes: * Reverted flame thrower missile radius to 15 * Muzzle is offset for flame thrower to shoot from the hand
2013-01-03Balance changes:Asa Kravets
* Increased alien structure value-per-build-point from 10 to 15 * Increased barb splash radius from 30 to 100 * Reduced basilisk gas range from 150 to 120 * Halfway reverted flamer projectile lifetime from 600 to 700
2013-01-03* (bug 3480) A reactor that has not yet exploded still gives power (benmachine)Tim Angus
* (bug 3492) G_SelectiveRadiusDamage called too many times in HReactor_Think (benmachine) * (bug 3497) Wrong variable is compared to MAX_ in G_admin_readconfig (benmachine)
2013-01-03* Lucifer Cannon projectile and bounding box shrunk a little to fit muzzle ↵Michael Levin
box restrictions * Buying a weapon with a number greater than 15 while having a Construction Kit will not give you zero ammo * Human viewheight shrunk to prevent flamer and new Lucifer Cannon shots from exploding inside the ceiling because on account of the muzzle box -- better aligned with the model now too. This should prevent the flamer from burning people in vents. * Some BG functions made more efficient; BG_GetPlayerWeapon should be used to get a Human's weapon because it may be switching * Adv. Dragoon barbs regenerate 10 seconds after being shot, not at regular intervals * Build weapons should no longer need to be in a block in bg_public.h * Tremulous doesn't use multiple weapons but the G_GiveClientMaxAmmo function will properly restore regular ammunition when a energy weapon is selected * MN_H_NOENERGYAMMOHERE obsolete; Changed some text to acknowledge that energy ammo is now available at armoury * Particles can set 'physicsRadius #' to use a fixed bounding box for collisions * Various HUD elements will immediately update to the new weapon when switching weapons Flamer changes: * Bounding box shrunk slightly * Client-side particles now used a static bounding box that matches the server projectile
2013-01-03Lucifer Cannon has a tiny bounding box that scales with charge to match the ↵Michael Levin
appearance of the projectile.
2013-01-03* Lucifer cannon projectile a little bigger with chargeMichael Levin
* Sitting on a booster won't make it blink the warning bolt (SS_BOOSTEDWARNING), also made the warning fade * Lucifer Cannon repeat rates fixed * G_Damage() wont deal damage to dead entities * Maybe fixed the buildable killed with shotgun won't show dying anim bug * Attacked hives won't attack back when the OM is dead * The monstrous hive bounding boxes shrunk to something reasonable * Tesla Generator muzzle offset to the ball part, now fires over turrets * HUDs can make vertical charge bars * Human charge bar no longer overlaps scanner * "There are no spawns remaining" Changes to trample attack: * No longer deals locational damage (wtf?) * Charge "holding" restored * Hit repeat rate limited to 50 ms Changes to health cross icons: * Inspired by Techhead, made new icons (sorry, yours didn't look so good in game :-\ ) * Icons fade from one to another * Switched SS_HEALING_2X and SS_HEALING_ACTIVE meaning for Humans -- glows when on medi station, special icon for medkit * Poisoned icon for humans (Techhead's idea)
2013-01-03What's a weapo?Ben Millwood
2013-01-03* Adding cg_disable(Upgrade|Build|Command)Dialogs to give greater control ↵Ben Millwood
over what messages are suppressed * Also made another print into an MN_ that I happened to be passing at the time
2013-01-03Oops, small mistake. Construction kit won't show a charge bar now.Michael Levin
2013-01-03* Corrected "fix" in make-macosx-ub.sh introduced during mergeTim Angus
2013-01-03Forgot to add the new Basilisk gas effect particle system script.Michael Levin
2013-01-03* Humans hit with Basilisk gas now show a particle effect until it wears offMichael Levin
* Basilisk gas view bob effect now properly accounts for shorter time due to protection * SS_POISONCLOUDED moved to EF_POISONCLOUDED (which used to be EF_TALK for chat balloons) * Added a userinfo cvar cg_alwaysSprint which, when enabled, makes humans sprint all the time (PS_ALWAYSSPRINT) * Power bolt on the Human HUD glows when sprinting (not very visible though)
2013-01-03* Merge ioq3-r1248Tim Angus
2013-01-03* Commit notification testTim Angus
2013-01-03* s/r_custom/r_/Tim Angus
* Remove r_mode, making r_width and r_height the only way to choose resolution * Add UI code to parse the detected resolutions list * Make ITEM_TYPE_COMBO do something; basically an ITEM_TYPE_MULTI which is populated by a feeder. A proper combobox widget would be better... in the future maybe * Improve keyboard/mouse button control on ITEM_TYPE_MULTI * Change resolution selection in options menu to use an ITEM_TYPE_COMBO fed by FEEDER_RESOLUTIONS