Age | Commit message (Collapse) | Author |
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Lucifer Cannon aesthetic changes:
* Secondary fire has a blaster-like trail and impact flash
* Primary fire missile sprite and impact particles scale their size with charge strength
* Other players can hear Humans overcharge
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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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Whenever cheats are enabled, players spawn with half-full credits.
* Reactor used to deal more damage to each Alien when multiple Aliens attacked it, fixed to ONE radius damage call.
Extensive visual modifications to Mass Driver:
* Added a short, briefly-displayed pseudo-trail
* Impact system modified to have a large impact sprite and otherwise be more consistent with Lasgun
* Added several files for the trail and shader
* Firing code modified to generate visually correct trails and impact positions
* Added a new event for Mass Driver trails, doubles as impact event to save bandwidth
The Mass Driver trail extends from the gun rather than the muzzle to be more visually realistic. Shooting it from the muzzle prevents you from even seeing the trail and in 3rd person looks very wrong. The downside to the shifted origin is that the impact positions (multiple hits only) are not aligned with the beam. Had to add a good bit of complicated, mathy code to generate impact events in visually accurate locations. Looks damn good though.
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