Age | Commit message (Collapse) | Author |
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* Dragoon pounce now incurs 400ms wait before other weapons may be used
* Trapper cost down to 8 from 10
* Hovel is now free, but only one can be built
* Teslagen damage up to 9 from 7
* Non locational damage does not apply locational armour anymore; instead it
averages the armour regions together
* Tweaks to pain blends
* Added cg_animation.c, which apparently I forgot
* Added generate-infopanes.sh and infopanes.def.h
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* Removal of local entities system
* Particle system enhancements to replace functionality lost by removing localents
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* Scriptable trails system
* Various other stuff I'm too tired to try and remember now
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* Removed loading of some Q3 cruft
* Spilled events attached to temporary entities are now reattached to their
original entities, fixing the missing flame bug
* Fixed "suicide god" bug
* Fixed bug where zap ignores armour
* Fixed missing particle systems when follow-spectating
* Fixed potential bug involving dodgy pointer arithmetic in CG_LoadClientInfo
* Cleaned up logic in CG_AddPlayerWeapon
* MASK_SHOT traces no longer collide with corpses
* Corpses timeout in 20 seconds instead of 60
* Improved robustness of spawn validation, fixing the bug on transit
* A crapload of whitespace fixes
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* Reworked the ammo/clips packing system to remove the confusion of concepts
* Marauder lightning now requires aim, does damage over time and chains to other entities
* Implemented the Medkit -- a means for a human to restore health and cure poison in the field
* "Disable Build Warnings" replaced with "Disable Warning Dialogs" and improved
* Disabled client side ET_MISSILE collision
* Sped spectator move speed up
* Implemented "step down" physics for all characters; no more jumping down stairs
* Re-adjusted step time values
* Increased frequency with which the Acid Tube deals damage
* G_RadiusSelectiveDamage no longer applies locational damage
* Moved some speed adjustment code into prediction; should prevent some prediction misses
* Tyrant can no longer charge up forever and must pass a specific minimum charge level
* Wrapped all calls to trap_SendServerCommand in order to circumvent the q3amsgboom.cfg exploit
* Implemented command queueing for commands sent to clients in order to prevent overflows even sv_floodProtect is off, but not by dropping commands
* Added LOS check to creep slowing
* Overmind now only complains if there are 0 spawns
* Spawns can no longer be built when there is no Overmind/Reactor
* The spawn closest to the point of death is chosen preferably if available
* Evolving no longer restores all health
* "give weapons" and "give ammo" cheats removed
* Fixed restoration of energy weapons bug
* When selling the battery pack, max ammo is given
* Fixed a bug where locational damage could sometimes scale damage to 0
* Added stage information to the end of game stats
* Hacked around trap_LinkEntity to allow missiles to have a bounding box displayed
* Added G_ClosestEnt
* Reduced Dragoon spitball damage from 120 to 110
* Reduced Tyrant claw damage from 120 to 100
* Reduced Tyrant charge damage from 160 to 110
* Increased Barricade regeneration rate from 12 to 14
* Increased Overmind health from 500 to 750
* Decreased Overmind regeneration rate from 10 to 6
* Doubled Blaster speed from 700 to 1400
* Reduced Painsaw damage from 18 to 15
* Reduced Painsaw range from 48.0 to 40.0
* Reduced Grenade price from 300 to 200
* Reduced Shotgun repeat rate from 1200 to 1000
* Increased Shotgun damage from 6 to 7
* Increased Mass driver damage from 35 to 38
* Increased Chaingun damage from 5 to 6
* Reduced Flamer repeat rate from 300 to 200
* Extended Flamer range
* Increased ammo on all human weapons
* Reduced splashdamage on MG Turrets
* Moved build directory from tremulous to tremulous-dev
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* Fixed the bug where spectators saw team chat
* Added ping display to the lagometer
* Renormalised some balance variables
* Fixed the bug where bodies would sometimes disappear immediately after death
* Fixed the "dancing buildables" bug
* Fixed the bug where buildable animation sounds were inappropriately played upon entering PVS
* Fixed a subtle stage bug
* Added code to indicate which stage a team is on via the scoreboard
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* Acid tubes can now be built on walls
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* Inverted the direction in which a player is spawned
* Fixed the alien buildable axis explosion bug
* Fixed some class name foul ups in the obituaries
* Disabled friendly fire by default
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* Spawns that are interfered with plats now suicide
* Fixed spectator scrolling colour screwup
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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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* 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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* 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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* First frame of the buildable is now set before the construction animation
* Fixed a secondary buildable animation bug
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* Fixed the broken buildables bug for real this time (fingers crossed)
* Disabled firing modes for destroyed buildables
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* View locking works again
* Trapper projectile is displayed properly
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* Added some sanity checks to the particle system
* Bug fixes
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* Acid tube effect is now particle system powered
* Disabled hitSound
* Sound other random tidyups
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* Close to zero weapon specific client side code now remains
* Poison cloud effect now uses new particle system
* Fixed a couple of bugs in the particle system
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* Usable buildable icon is only displayed on reactors and repeaters if you have
an energy weapon
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* Removed unnecessary enitity relinks in g_buildable.c
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* Buildable weapons now have their effects properly applied
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* Sounds for repairing stuff
* Fixed a buildable animation bug
* Added G_BroadcastEvent
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* Remaining MOD_s added
* Added WP_MGTURRET to split to mgturret from the rifle
* Buildable weapons now use weapon lights and flash sounds etc
* Fixed turret oscillation bug
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hindsight) and replaced with an entityState_t based approach
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* Creep grows in accordance to buildTime
* Construction animation doesn't start until the end of buildTime
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* A few cleanups here and there
* Bye bye cg_creep.c
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* Client side creep significantly reworked
* MinNormal is actually tested for now
* Overmind no longer attacks after dying
* Some internal hivemind->overmind confusion fixups
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* Reduced height of buildable health meter at Jex's request
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* Snarfed some info about trap_FS_Seek from TTimo and updated .asm files
* Rewrote wav writer in mp3 decoder to use file seeking - massive improvement
* Changed a few bounding box sizes
* Fiddled with tremulous.h
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* Removal of most of the legacy Q3A stuff
* Cursor no longer displayed on load screen
* (Biggest commit EVAR?)
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* Level 1 class blob fire
* Loading screen
* "SPECTATOR" display uses TA UI
* Buildable weapon delays
* Display of build points on huds
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