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2017-03-09theoretically allow non-player entities to telefrag other entities/dev/humancontroller
2017-03-09give buildable placeholders the "builder" classname; give the ↵/dev/humancontroller
"func_door_model_clip_brush" classname to clip brush entities for func_door_model entities
2017-03-09when spawning buildables, replace the "builder" entity with a buildable ↵/dev/humancontroller
(instead of allocating a new entity), to retain the entity number
2017-03-09allow non-brushmodel movers to have no models at all, without resulting in ↵/dev/humancontroller
drawing of an axis model
2017-03-09make some code more robust against disappearance of entities/dev/humancontroller
2017-03-09after spawning, do not charge the lucifer cannon until all buttons are up/dev/humancontroller
2017-03-09allow players to spawn at any origin (without spawn buildables); pull the ↵/dev/humancontroller
triggers of buildables when players spawn from them fix up the use of pointers in ClientSpawn()
2017-03-09constize the input-only parameters of a bunch of functions/dev/humancontroller
2017-03-09do not "exit the level" multiple times when using admin/console commands/dev/humancontroller
2017-03-09fix the formulas in BG_EvaluateTrajectoryDelta()/dev/humancontroller
2017-03-09always use ent->clipmask as pm->tracemask; move special casing to setting ↵/dev/humancontroller
ent->clipmask in ClientSpawn()
2017-03-09synchronize ent->health with ent->client->ps.stats[STAT_HEALTH]/dev/humancontroller
when healing, keep the health untouched if the health is already above the "maximum"
2017-03-09implement setivo: layout-based overriding of intermission views/dev/humancontroller
2017-03-09implement layout arithmetic and the addlayout command/dev/humancontroller
layout arithmetic features: layout filtering by buildable team or type, loading of union of filtered layouts, saving filtered layouts addlayout: an admin command to place layout elements into the game
2017-03-09retain the developer mode setting across map changes/dev/humancontroller
2017-03-09allow calling for specific layouts in votes, where applicable/dev/humancontroller
2017-03-09implement setnextmap: an admin command to set the next map and layout/dev/humancontroller
2017-03-09add G_LayoutExists() and use it/dev/humancontroller
2017-03-09fix up G_MapExists(), and use it more/dev/humancontroller
2017-03-09rename g_layouts to g_nextLayout; add a different set of cvars: g_layouts, ↵/dev/humancontroller
g_layouts2, ..., g_layouts9 also remove the latching property
2017-03-09execute map configuration scripts before loading the map/dev/humancontroller
emit exec commands for the map configuration scripts before emitting any map or map_restart commands. during loading, if it is detected, that the scripts were not executed in advance (ie., on the first map load, or when subsequent map or map_restart commands are sent from the console), then emit exec commands for the scripts and restart the map
2017-03-09begin rewriting the voting code to be structured in the representation of votes/dev/humancontroller
with this, at least, the "vote action will restart the map" check can be performed in a non-hacky way
2017-03-09add G_PerformMapChange() and G_PerformMapRestart(), and use them/dev/humancontroller
currently, they abstract the use of trap_SendConsoleCommand() this change happens to add an instance of ``level.restarted = qtrue;''
2017-03-09remove some fancy hacks from the missile bounce code/dev/humancontroller
2017-03-09remove all occurrences of the useless SVF_USE_CURRENT_ORIGIN/dev/humancontroller
2017-03-09fix mover placement bugs resulting in from the stupid use of InitMover()/dev/humancontroller
2017-03-09use r.currentAngles a bit more (for later use)/dev/humancontroller
2017-03-09try to synchronize ent->r.currentAngles with ent->client->ps.viewangles a bit/dev/humancontroller
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