Age | Commit message (Collapse) | Author |
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trigger_equipment, trigger_heal,
trigger_ammo, triggerable func_trains,
target_rumble, trigger_gravity
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* Added "itemtoggle <any weapon>" command to toggle between blaster and primary
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now prevent building on a surface, whereas surfaceparms "nobuild",
"noalienbuild" and "nohumanbuild" now prevent building within the confines of
a brush they're applied to.
* Buildables now trigger trigger_multiples and trigger_hurts
* Buildables don't trigger doors
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* Changed defaults for ui_smallFont and ui_bigFont
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* Tweaked some font values
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* Average number of players code now works
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* Added stats on game end to aid balancing
* "itemact <weaponname>" now selects a weapon as well as activating an upgrade
* Disabled chat balloon entirely
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* Prevented selling ckit exploit
* Increased build times by about 50%
* Reduced effectiveness of teslagen
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* Spawns that are interfered with plats now suicide
* Fixed spectator scrolling colour screwup
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* Fixed some serious bugs in the spawn queue code
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* Set default focus to the listbox for many of the trem menus
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* Hitting K_ENTER when a listbox has focus now invokes its doubleClick handler
* You can't use objects when dead any longer
* Team change broadcast message fixed
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* Alien evolution is no longer allowed within range of humans
* Reduced human damage boost from 10% to 7%
* Reduced reactor base health to 1250
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* Possibly fixed the spectator scrolling not working
* Spawn queue position is now displayed when queued
* Pressing BUTTON_ATTACK removes the client from the spawn queue
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* Balance tweaks
* A load of other stuff I can't remember
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* Raised turret effectiveness again
* Raised human weapon damage by 5%
* Refactored buildable rendering code
* Buildable rendering now falls back to a box trace when a cap trace misses
* Human ckit can't repair destroyed buildables
* Human reactor strengthened by 50%
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* Added team auto-select option
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* Added code for reload binding
* Turrents now give up an out of range target
* Reactor cannot be used once destroyed
* Reduced effectiveness of acid tube, turret and hive
* Raised advanced build times
* Reduced overall alien damage slightly
* Raised mofo health (again)
* Raised dragoon projectile damage
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* Added auto select option to team menu
* g_teamForceBalance now works
* Added "reload" command
* cg_lagometer now works
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* Spawn queues
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* Medistat now only heals one at a time
* Alien blood never red now
* Scaled down build points, hud now shows actual value
* Added a "width" parameter to every melee attack
* Added "sell weapons" and "sell upgrades" commands
* Reduced pulse rifle strength a bit
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* When dropping from the ceiling cg_wwSmoothTime is multiplied by 1.5
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* Shadow is now rendered on walls as well as the ground
* Buildables are now vulnerable in the prebuild stage
* Alien buildables take longer to build
* A bunch of other stuff
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* Commented out telefrag code.. hopefully won't lead to stuck clients
* Raised the human item price ramp whilst slackening the alien value ramp
* Aliens now have a hard limit of 9 frags and humans 2000 credits
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* Stage changes now occur based on team players rather than global players
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* Decreased the health of the mofo and increased the health of the other classes
* Decreased the worth of alien classes slightly
* Removed health/stage modifying code (that never worked in the first place)
* Fixed evolve event being triggered for ceiling eggs
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* Hydra can no longer grab someone with a battlesuit
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* Added an option to disable build warnings
* Added MN_H_NOTPOWERED
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* Created a general buildable think function
* Fixed the post armoury weapon selection for real
* Balance tweaks
* A pile of other crap
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* Reduced size of misc_particle_system entity in entities.def
* Added prebuild sounds for the buildables
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floating pointers
* Moved adding particles to after adding the player weapon so that the muzzle
particle systems match up properly
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* Decreased door trigger size again
* Creep is now triggered by s.time instead of events
* Added CVAR_CHEAT cg_drawBBOX to show the bounding boxes of some entities
* Prevent sprinting if BUTTON_WALK is down
* Increased sprint drain rate
* Client spawning code unified with buildable validation code
* Spawns are now testing for validity before they are built
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* Fixed yaw swing bug on wall walking models
* Added cg_drawBBOX to... draw BBOXes
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* Implemented dynamic stage boundaries
* A shedload of balance tweaks
* Inevitably other stuff that I've forgotten whilst SF CVS has been down
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* Adjusted chimera repeat rates a little
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* Fixed (id) bug in pmove that prevented the jump animation being triggered
* Combined EV_PLAYER_RESPAWN and EV_ALIEN_EVOLVE
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* Light flares are now occluded by the player in 3rd person mode
* Setting s_initsound 0 no longer causes the weapon.cfg loader to complain
* Limited viewangles to +/-90 degrees when grabbed
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* Rewroted the hovel block testing code to be cleaner and work better
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* First frame of the buildable is now set before the construction animation
* Fixed a secondary buildable animation bug
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