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* Fixed a bug in SnapVectorTowards which would snap incorrectly if the point was below the world origin. Also added an analogous function to work with normals (SnapVectorNormal).
* Added weapon.cfg to source control to set alwaysImpact (to show flash along with blood spurt when hitting a player).
* The maximum number of hits allowed moved to tremulous.h, set MDRIVER_MAX_HITS.
* Since a the visual effects changed, removed old massDriverFire() function and toggle switch.
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* Acid tube splash damage (from exploding) separated from attack damage, new variable added to tremulous.h to control that and the animation
* Class X not allowed at stage  # fixed to show the right stage number
* Whether or not the mass driver will shoot through objects can be toggled from tremulous.h, don't forget to save g_weapons.c or 'make clean' to get the change compiled!
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expected!
* Armour and local damage processing merged
* Armour and local damage scripts now accept a "name" parameter for 
debug output
* Norfenstein's non-locational damage formula now perfectly implemented 
-- there are restrictions! There can only be ONE layer of armour and all 
locational damage region files must cover the entire body and cannot 
overlap!
* Turning on g_debugDamage to 2 or 3 provides additional information on 
how the damage modifier was calculated
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calculations
* Light armour angles reverted to 100/80/100/80
* Norfenstein's balance changes for Dretch HP which got lost before 
somehow
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idea) require rebalancing of the Human damage regions. A number of 
errors with incorrect angles and crouching were also fixed.
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